#blueprint

1 messages ¡ Page 221 of 1

zealous moth
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how are you supposed to have enemies on proc gen then?

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just tried a static baked nav

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works fine

gentle urchin
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Then its not proc gen?

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😅

zealous moth
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no no i meant i made a static level with no proc gen to see if it works at all

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that works fine

gentle urchin
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Baked is as in the name, baked, fixed to a predetermined landscape/area

zealous moth
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in the proc gen area nothing works

gentle urchin
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Ah ok then we just talked around each other haha

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Cant you query the recast to regenerate?

zealous moth
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query?

gentle urchin
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Ask.. tell..

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Request

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Idk

zealous moth
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i know what query means, i meant how 😛

gentle urchin
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Console command

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RebuildNavigation

zealous moth
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yeah so i generate the level, i find my nav mesh volume actor, i expand it, and i run the console command, the loading screen stays as long as "is navigation being built stays to true"

gentle urchin
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Thats what you do today already?

zealous moth
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yep

gentle urchin
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Rip

zealous moth
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and it works in PIE

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and you can see the nav mesh

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but in packaged nope :/

gentle urchin
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Do you have a navmeshbounds actor?

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If you do, delete it and add it back

zealous moth
gentle urchin
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If you dont , add it

zealous moth
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fingers crossed

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nope

gentle urchin
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Crap

zealous moth
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maybe it happens too fast?

gentle urchin
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Doubt it

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Some suggested 'build paths'

zealous moth
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@gentle urchin I'm gonna try an alternative tomorrow that I wanted to test out anyways where the entirety of the maze is already made and the nav is baked but I block off paths

gentle urchin
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Under the build menu where you buildmlighting etc

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Im sorta out of things to suggest at this point 😅

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Been a while since i had to deal with it

zealous moth
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didnt work either

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it's ok, i'll try out my other method

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when using rebuild, it creates a long load time

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like 5-12 secs

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I'd rather do something faster

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ty

gentle urchin
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This game looooks like it barely needa navigationnbut

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Could need at some point i supposw

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Some A* implementation would do the trick

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Oh nvm its not actually tile based

zealous moth
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it is proc gen rooms and the floor is also instanced since rooms may have holes

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I generate box colliders that act as obstacles

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but then I can just do that

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anyways, i'm, off

heavy gorge
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Hi everyone,

Need your help with Save system. Currently I need to save my Actor Transform with Current Time (float).
I made instance and BP_SavePoint.
The system must work like this:
Actor overlaps BP_SavePoint and save game.
If player wants to continue, the game loads from main menu’s button Continue.
Upper is 3 BPs (Instance, SavePoint and MainMenu).
When I overlap BP_SavePoint and then start from “Continue” button, it’s place me in the beginning of the level, and next time I stepped into BP_SavePoint, it displayed error Accessed None trying to read etc…

What’s wrong with my BPs? Thanks in advance

scarlet pewter
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Hmm yeah, I’ve got it set up so that it gets the players forward vector and the forward vector of “Door Open Location”. It’s then plugged into a dot and then I have it setup so that if it is greater than 0 then the door open side is 1.0. Then likewise if it’s not then the door open side is -1.0. When you mention about inverting the rotation - how would I go about doing that?

frosty heron
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this will determine which way it's facing

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if 0 or great then do X otherwise do Y
you can use select node to determine which value the door should rotate to

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also show your code next time

scarlet pewter
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I did, I sent the blueprint in my post. I can resend it if that would help?

frosty heron
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Is that picture suppose to show anything? I can't see what handle door does

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Don't c the point of using tick either, you prob can use timeline here for resident evil1 door animation

scarlet pewter
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Handle Door has its own section down a little bit - this handles the door rotation

frosty heron
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And that's the code that we should look at?

Unless it's there and I just cant see it on my mobile

scarlet pewter
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In a nutshell, to partially open the door the door open side is multiplied by 15 and is then moved to another part called Handle Rotation. To open it fully, door side is multiplied with door open angle (which is set to 90). This should then obviously be that if the door open side is 1 or -1 it will open accordingly

scarlet pewter
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Same setup as when you’re in UE so you need to move around by dragging and clicking

frosty heron
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I prefer ss but regardless if you have direction instead pulling the door toward you, just inverse the rotation when the dot product is less than 0

scarlet pewter
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I’ll see if I can give that a go and then I’ll send over a ss to help. I get roughly what you’re saying with this, thank you. What did you mention about Tick before? Could you explain a little further, I’m relatively new to blueprints so I’m unsure haha

frosty heron
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I don't see why you want to run your logic every frame which got driven by a boolean

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How I would do it is player interact with the door, the door plays the animation using timeline

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And that's that.

scarlet pewter
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And I’d just plug each state of the door (partially open, fully open) in as animations rather than logic?

frosty heron
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That will be driven by the float from the timeline

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Interact with door -> check direction, if dot product greater than 0 play timeline A else play timeline B

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And since you have curve you can control the animation more by editing the tangent, allowing for constant and ease in anim

scarlet pewter
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Alright awesome, thank you! I’m loading up UE now, could you help me with another issue? The issue is the auto close functionality. I won’t try to explain it right now, I’ll send over a ss as it could be just be a logic error I’m not noticing.

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This is the code for the mathematics (dot) for the door

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This is for Handle Door which rotates the door

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This actually rotates it

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And this is for closing the door automatically behind you

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And here is the start too

frosty heron
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I would re-do the whole thing and can only repeat what I would have done

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No need for event tick

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no need states

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Just Timeline that gets played when door get interacted depending where the player is at relative to the door

ocean gate
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I have a strange issue where Enhanced Input System events starting spam triggering all outputs if they're triggered just a moment before loading into a new level and the input continues to be held. Anyone know why this happens / how to fix it?

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For example if I hold the "sprint" button on my controller to trigger the IA_Sprint event and then loads a new level, then both the "Started", "Completed", and "Triggered" outputs will be fired every frame until the button is released.

steady night
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erhm need help with a formula

max amount 20

gain 10

if u at 18

you only get 2

how would i convert that "gain 10" to 2 ?

scarlet pewter
steady night
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i got 15 arrows my max is 20 that i can carry

i get a item that replenishes 10

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so i can only get 5

versed sun
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Max - Current = Gain

steady night
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yeah thanks

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simple lel

proven moat
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Please help, what's issue here for the above gameplay issue

obtuse oriole
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I am using UE's water plugin, is there a way I can change the dominant wind angle variable in runtime? I have dynamic wind system to put simply yea

maiden wadi
weary wave
obtuse oriole
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did tried this, always return false

maiden wadi
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Oh, they did that in a data asset. That's an odd thing to make a static setting. But Epic does have an issue with considering dynamic worlds in a lot of their level design. I mean they're still using ALandscape for shit.

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Still. If that needs changeable, it should be in an MPC

storm vigil
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is "cast to materialinterface" the first parent class of all types of materials like for dynamic material instance? i am trying to get the best cast to for asyn load thanks

maiden wadi
versed sun
remote meteor
obtuse mulch
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why do i get this error if i do size to fit?

versed sun
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you are trying to access the Fifth item in the array, but you only have 4

obtuse mulch
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but size to fit says it will expand if theres no index?

marble tusk
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It's likely talking about what's plugged into the set node

gleaming crescent
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Basic 2D animation question: while walking, stand-by and flying works, attacking and Death doesn't I did "Hit Q to set flipbook to attack" and HP => 0 set flipbook to death animation, but nothing

obtuse mulch
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i got it now, its trying to get the item before expanding the array

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strange that manually adding elements to this array beforehand doesnt work

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also noticed the stupid truncate 😄

muted edge
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Anybody have any ideas how i can stop my FPS camera clipping through walls when aiming up or down?

barren dove
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hi folks I have a question
I'm passing an actor to a function, I need the function to branch out based one of like 20 tags

right now its just "is tag=xyz, if no, is tag=zyx, if no, is tag... ect ect"
This seems like a really dumb way of doing this, what would be a better way than like 20 branches with yes/no decisions?

rich locust
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i think it's a node called "contains" or "has tag"

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maybe better to have all the tags in an array and have a single brach with a "Contains" check

barren dove
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yeah in this case its one tag in (the item) and if it has one of 20 tags it runs down one of 20 different "paths"

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however making an array of the tags is a great idea incase later i add a new one

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sorry, I am bad at expressing what I mean , lol

rich locust
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same

gentle urchin
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Tags ? Gameplaytags 😎

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Switch on gameplaytag

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No typosz no messups

barren dove
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yeah so that isn't the question

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I have one actor in, it has one of 20 tags
each tag does a different thing, right now i'm using a ton of branches (one for each tag) which seems like a bad way of doing it

gentle urchin
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SwitchOnX is

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Is the tag in the same location on every actor?

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Same index 0?

rich locust
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technically i have an inventory system that also sorts thing by tags, i use marco functions to speed up things but the idea is something like this

gentle urchin
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Switch on tag/name/string

barren dove
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yeah i'm doing something similar, in this case the tag determines what socket to attach to and what secondary logic to run

gentle urchin
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It does the branching for you

rich locust
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oh yeah i have this too))

barren dove
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ah there we go

rich locust
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they run separately

gentle urchin
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But strings are terrible imo

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Gameplaytags are the way to go

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The new world

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Life is good then

rich locust
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i'm fine rn

gentle urchin
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Rn being keyword

rich locust
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it's basically just text

barren dove
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you can just deconstruct the tag into the string and its fine

rich locust
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doesn't matter if it's a "string" "name" or whatever

barren dove
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yep

gentle urchin
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It matters hugely

barren dove
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tags are just strings with more steps

rich locust
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how?

barren dove
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because you're not doing it his way and his way is the only way to program or somtehing

gentle urchin
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Lol

rich locust
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yeah i smell archlinux user

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pls, no need for that

gentle urchin
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Enjoy

barren dove
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thanks, see ya

gentle urchin
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Grouping, management, not prone to typos, dropdowns, categories, queries, are just some of the things that makes it superior

barren dove
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ok

fallow hinge
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@gentle urchin thank you mate after doing the practical today i got it working and its completely modular perfect many thanks!

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Obviously there was more to it than just modulo and static mesh component as i had to sort out the interaction of said buttons but i was able to sort that logic because of the call buttons was basically the same setting the collision types to be the same

storm dove
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hey, do i need to set the struct after i modify it?

dawn gazelle
gentle urchin
gray lantern
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In the construction script is it possible to spawn a mesh or add a mesh in an array that I can then select in the details panel in the level?

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so that I can position it in the level ideally, with gizmo

astral wyvern
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The FOV is not lerping, it goes straight to the value

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The timeline goes from 0 to 1 though and I can see the values if I print them

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Is it because it's at the end of the execution?

lunar sleet
lunar sleet
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You can however add placed meshes to an array, sure

rich locust
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you can do a Lerp From To using EnhancedInput OnTriggered node, you can set it up so it fires every tick when you hold the button

lunar sleet
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For what purpose?

astral wyvern
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It's a lerp when I release the button basically

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changed it to from start and it still doesn't work

storm dove
astral wyvern
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As you can see the fov increase works (also on a timeline, triggered On Start of the input)

rich locust
# astral wyvern

Alpha in Lerp needs Delta time and to have a tickrate Exec node, idk if timeline provides such

astral wyvern
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So you can see the values they do change in a smooth manner here

dawn gazelle
robust merlin
astral wyvern
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I thought this would be the easiest

rich locust
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i would personally advise using EnhancedInput method, just so you won't have to gate out Event Tick and roll back values and such

astral wyvern
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What do you mean by enhanced input method?

rich locust
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using Enhanced Input nodes

astral wyvern
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The key I press is a boolean value right now

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What's the approach here?

rich locust
# astral wyvern What's the approach here?

something ike this (ignore the bools and everything after the events themselves)
you can find how to set-up EnhancedInput on youtube, i think Epic have documentation on how to set them up too

astral wyvern
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I see

rich locust
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the "Triggered" can be setup to fire continuosly akin Event Tick as far as you hold the button

astral wyvern
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Yeah it's just that I don't know if I want to change my whole input system

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to support one feature

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You know what I mean?

rich locust
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yeah, IMO EnahncedInput is very cool and project independednt, but up to you really

astral wyvern
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I'm already using EnhancedInput

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but the key itself is a boolean

rich locust
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i mean if you can add 1 more key to it idk if it's that much trouble

lunar sleet
lunar sleet
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Also your track length is 0.5s so if it completes right away that really shouldn’t be a surprise

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Half a second is not enough time for a smooth transition

astral wyvern
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What do you mean? I have the exact same track on the trigger and it works fine

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It's supposed to be a quick transition also

lunar sleet
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Your track goes from 1 to 0

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So you’re trying to go from B to A instead of A to B in that lerp

astral wyvern
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omg

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I'm a dummy, thanks!

crimson pollen
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I have a question. I am copying actors and spawning new ones. I want to keep all the variables from the copied actor. Is it possible to get a copy of all variables with a single node or do I have to set them all one by one. "Its annoying to do it one by one"

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as you can see in the right image. When I use the spawn actor node it didnt expose all the variables with spawn actor so I had to set them all manually later on. This works its just ALLOT of work

crimson pollen
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yeah I hate it but it works....

lunar sleet
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Have you considered using structs?

crimson pollen
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I have but this is not my project. I cant simply restructure the actors

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so I figured there was a built in way to do it but im not seeing it

lunar sleet
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What are all these variables covering? Can’t read the text in the second image

crimson pollen
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so essentially I am taking an actor from runtime and creating a new actor in the editor with all the runtime actors variables. The variables you see are replacements on the newly spawned actor

empty marten
crimson pollen
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oh thats only one part of it

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that particular actor has allot of variables

spark steppe
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wasn't there a duplicate actor node in BP?!

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not sure if it was editor only or also works at runtime tho

crimson pollen
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unfortunatly no otherwise id make a duplicate actor mod. I dont even have plugin access.

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which makes this project.... difficult

maiden wadi
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Those are some.. interesting constraints.

maiden wadi
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UEditorActorSubsystem::DuplicateActor

crimson pollen
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well in anycase my current method works its just laborious

frosty heron
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Well you should add cpp to your project if it get that laborious

crimson pollen
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I dont have the ability to recompile

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im working in a mod editor of a game its a bit different

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Im essentially takeing the actor from the game world and spawning an actor in the editor world with the same params. I just wish there was a way to transfer all params without having to break them all out

olive yarrow
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help me facepalm i'm using the fps blueprint and whether or not i use pawn rotation - if im looking down or up i stop moving. ive tried getting the forward vector of my capsule instead but that didnt make a difference so im sdtill using character forward vector

olive yarrow
maiden wadi
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IA_Move specifically

olive yarrow
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comin' up, though i havent touched it (im basically fresh into the FPS blueprint, have only changed out meshes)

olive yarrow
maiden wadi
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What about the...

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Input Context Mapping

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I'm assuming that for some reason the IA is passing back odd values, but not sure why yet.

wheat citrus
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Should be easy enough to check by printing the action values

wheat citrus
# olive yarrow

Actually nvm you saying when looking down or up completely? Cause if so it could make sense. You add the action y movement input to the actor forward vector. If the vector points straight up or down then yea you won’t move cause gravity and the ground.

Did you perhaps when replacing meshes remove the default scene root? Does your new root get rotated with look direction? If so try reading a default scene root to your actor that doesn’t rotate.

chilly geyser
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Does anyone know how to fix simple move to location not going to exact click location? Someone else posted this pic online and I cant find very much information about it.

Even when changing the capsule component to a size of 1, its still off by up to ~50 units

flat warren
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Hey, I need help with a weird glitch I've been getting, I am new to unreal and have a basic ai setup. I just added randomized enemy types and a bug has appeared. The code works on the non-randomized enemies. But with the ones with randomized armor, when they die the armor appears above them for a brief tick. Ive tried everything I can think of to stop this from happening, and have narrowed the code down to when the deathpose is set for my ragdoll (before removing physics sim and lowering it into the ground to be destroyed). I've included a quick video, the code for setting the ragdoll position and the code for the randomized character skeleton

wheat citrus
olive yarrow
flat warren
wheat citrus
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Or just print the forward vector of your actor to check

wheat citrus
maiden wadi
chilly geyser
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Is it possible to get it to exact?

maiden wadi
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Which function are you using for movement? Or are you using BTs?

chilly geyser
wheat citrus
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You could try teleporting the last 50 units, shouldn’t really be noticeable at such a small distance.

maiden wadi
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50 units would be pretty noticeable for that.

chilly geyser
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Yeah I tired to just shift the capsule component, it looks kind of janky

wheat citrus
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Could also try to get the vector from actual end location to goal and lerp position along it to make it smooth

chilly geyser
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Lerp position. I’ll mess around with that when I get back. Thanks for the suggestion 😊

wheat citrus
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Nw also depending on if it’s an AI or player. If it’s AI you have some options and an Acceptance Radius value you can set. Check out this forum post https://forums.unrealengine.com/t/why-is-simple-move-to-location-not-working-as-expected/279113

wheat citrus
maiden wadi
# chilly geyser Lerp position. I’ll mess around with that when I get back. Thanks for the sugges...

Had to read through code. You could fix this with C++. SimpleMoveToLocation will add a PathFollowingComponent to your PlayerController, which will be used to guide the pawn. This PathFollowingComponent has an AcceptanceRadius float on it that dictates distance. If I read correctly, this defaults to the pawn's nav agent radius. But you could set this to like 1.0 or 5.0 in code. I'm unsure if this can be set somewhere else in BP, but it didn't look directly BP exposed.

flat warren
wheat citrus
flat warren
chilly geyser
lunar sleet
chilly geyser
lunar sleet
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Use Event Possessed to make sure your char has a controller when you run it

chilly geyser
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I don't think we have direct access to path following components (in blueprints). I think you can only in C++

lunar sleet
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Correct

chilly geyser
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I was just asking in general if I could pull from that, and It didn't seem like you could.

lunar sleet
chilly geyser
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My bad, I probably didnt explain very well

lunar sleet
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Are you just trying to set the acceptance radius?

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Are you the one that’s using move to with no navmesh?

chilly geyser
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I have nav mesh, and yeah If theres a way to change acceptance radius without C++ that would be sick

lunar sleet
chilly geyser
lunar sleet
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Yeah, the AI move to nodes have acceptance radius option

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SimpleMoveTo is kinda named that way for a reason 😀

chilly geyser
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I don't want to have to unposess and re posses when using AI move to. If theres a way to do that, I would also be open to that

lunar sleet
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Btw for your top down game there’s nothing wrong with having an AI controller move your pawn

lunar sleet
chilly geyser
lunar sleet
chilly geyser
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Unless I'm just not thinking of a way to do it. With simple move to I can click somewhere, and If I change my mind, click to a different location and it will go to the new location isntead.

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Can you do the same with AICon?

lunar sleet
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Yep

chilly geyser
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Oh..

lunar sleet
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You may need to call StopMovement first

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If you want to interrupt the current move

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I did all of this in my RTS project btw 😀

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And don’t worry, your PlayerCon can still run logic without being in possession of your pawn

warped juniper
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I need some feedback on my logic. I'm trying to make Mario style jump attack... Currently there is a "bounce" event handled via interfaces that makes actors force a jump out of the player, as well as resetting its velocity beforehand and tweaking air control.

However, I feel the default reaction of one actor trying to jump onto another and getting a weak bounce away is still affecting the results

little orchid
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Hi there, I'm trying to create some simple logic so that when the player character falls beneath the world (if at all) that the character will teleport back up to the surface, allowing for the user to continue playing.

I've got this, but it doesnt seem to trigger , when i cause a "falling" even to happen.. how can I fix this ?

chilly geyser
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It still isn't great on performance, but is better than event tick. Until I figure out a better way to do it.

little orchid
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hmmm, thanks i'll try your method and see what happens

thin panther
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Even easier, just have a volume that when you overlap it, teleport to the last safe place

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Like a kill volume, but for teleporting back up to last safe location, or last checkpoint or whatever

chilly geyser
thin panther
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For determining a last safe location, set up a looping timer for a second, store an array of locations, and trace a short distance down (to hit the floor).

Store these last, say 3 locations, always clearing out the old ones, then when it comes to respawn you can check each location for validity (I.e. not too close to objects, not inaccessible, etc.)

chilly geyser
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Yeah basically check if falling and if not store it in a variable every so often, then if you do hit the volume, teleport to the last spot you were not falling

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But then youre basically still using my code, just adding a bit to the false branch and no need for the volume

thin panther
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I would advise against a delay loop, a looping timer functions preferably in that case

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I'd also personally check more often than 5 seconds :P

chilly geyser
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Looping timer might be better 🤔

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5 Seconds was all I needed in my case because I didn't want to put them back where they were

little orchid
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I tried use a timer and it wasnt working , maybe it was how my logic was set up 😦 not sure..

little orchid
chilly geyser
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Didn’t work ? At all? What was the result ?

little orchid
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the result is just continual falling

chilly geyser
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connect the false strait to the delay

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on your branch

little orchid
chilly geyser
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Right now you have it run and it checks if you're falling, branch says youre not. Then doesnt cycle, just stops

little orchid
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should i turn off the world bounds check ?

chilly geyser
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Depends

little orchid
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ya it just stops

chilly geyser
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if you're not using kill z

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then you can uncheck it

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ah

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youre hitting kill z in that video before it teleports you too

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so either lower kill z or disable it

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also fix the loop in your code so it doesnt stop on the branch

little orchid
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All right I'll look into that, yeah what I'm trying to do essentially is not have things destroyed if they fall below the world but instead if the character somehow glitches through the map and starts falling endlessly I want there to be a failsafe so that the character can just be teleport right back to the surface, negating the chance for there to be a bug

chilly geyser
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ah, then you probably want an aditional bit of code

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Basically in Addition to the loop youll want to set a safe area vector variable

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then when your branch turns true(Actor Location < z), set actor location at the safe area location

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You can modify it to work for you, but thats the jist of it.

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A problem with the way I made it, and if you set it up like that is

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It depends on how often you check if youre falling

olive yarrow
little orchid
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I still have my other bit of code that was a bit longer so what if I were to merge the bit you made and the one I put together would that work?

chilly geyser
chilly geyser
little orchid
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The top one is the bottom one was mine

chilly geyser
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youre missing the function to reset

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Your set actor location should also go into the delay

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then after the delay, call the function

olive yarrow
chilly geyser
little orchid
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Ok I'll try the volume method

chilly geyser
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Ill see if I can make it real quicjk

little orchid
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im learning as i go along

chilly geyser
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I think this is what you need

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Or a modified version of it

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You could combine both custom events into one also

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but basically a continuous loop that checks actors location, if its safe, set a safe variable for safe location, if its not safe, set location to last safe location

molten pike
#

In my Character.cpp class I have a variable ThrowableClass which is set in BP_Character's Details to either BP_Grenade or BP_Claymore. How can I set ThrowableClass to either of the two BP options, inside Character.cpp or in BP_Character's event graph?

olive yarrow
dawn gazelle
# molten pike In my Character.cpp class I have a variable ThrowableClass which is set in BP_Ch...

It's a bit difficult to set a blueprint class within C++, it can be done but requires file paths which probably isn't what you want.
You can ensure that the ThrowableClass variable is of type TSubclassOf<YourC++ThrowableClass> and its UPROPERTY() specifiers include BlueprintReadWrite and even EditAnywhere while also under either a protected or public, which will then allow you direct access to the variable and set the value as a default in blueprints.

If you're not currently using a C++ throwable class, create one and reparent your throwables to it.

molten pike
dawn gazelle
#

If you're wanting to change it at runtime in blueprints, then you'd be able to just set the variable as needed.

molten pike
#

snippet from the Character.h at left and the BP_Character at right. I've got ThrowableClass as EditAnywhere, and can set it in defaults. But in the blueprint I don't see anything for getting or setting the variable outside of defaults

#

I'm not seeing it exposed in the variables list on the left of the BP_Character either

#

Ahh! It had to be set as BlueprintReadWrite, and not EditAnywhere. I see it and can set it now

#

Thank you!

surreal peak
#

Nope there wasn't

#

What you mean is ExecuteConsoleCommand

#

With open <ip:port>

surreal peak
rugged briar
#

hey ik these is a few months late but I am also having the same problem in 5.4.4. Have you found a solution for this? Sometimes my comments also disappears, even after I have compiled and saved the BP and and project file.

craggy flicker
rugged briar
craggy flicker
#

np

gentle urchin
#

Same happens here after 5.4.4

#

Rare (1-2 timer per day), but it hasnt happened since 4.xx something

lunar sleet
#

And also, just for sanity’s sake make sure you didn’t open UE twice by accident

#

Tho that’d be pretty obvious when you try to save and get errors

cedar trail
#

Hi.i have a question. Is there any way for me to get the value of a variable in another bp without casting ? I know about BPI but idk how to make it to just get the value without making it too complicated. So any help would be greatly appreciated.

mental trellis
#

You have to cast to the type of the BP that has the variable to get the variable.

#

If you want to avoid linking the bps, add a method that retrieves thr variable to an interface and use that.

wheat citrus
chrome pumice
#

Quick question. im creating a variable in my gamestate, then realize that i dont need the variable so i delete it 5 seconds later. now it checks the WHOLE DAMN PROJECT for refrences for +10 mins. Thats not the first time happening which puts me in this situation that i have to leave that var for a while and later forget abt it

wheat citrus
#

The checking part is normal though it only should take that long if you have a really big project or slow pc

maiden wadi
chrome pumice
#

thx

maiden wadi
gentle urchin
#

Especially for default gameplay classes

faint creek
#

Hey guys, somebody knows why my spline work like this?

gentle urchin
#

you've mixed up the +1's

#

you want location and tangent at index
and location and tangent at index+1

obtuse oriole
#

I have a audio file byte, whether it is read from filesystem or fetched from a URL. How do I turn it into playable audio in UE? Basically I want to make like a radio that players can play music from soundcloud

marble tusk
# faint creek Hey guys, somebody knows why my spline work like this?

What Squize said, plus this should likely be -2. Reason being, there are one less spline sections being connected by spline points than there are spline points themselves, so that's the first -1. Then the first index is 0 despite it being counted as 1 in the number of spline points, so that's the other -1.

limber parcel
strange kraken
#

is there a way i could add a niagara particle system component that already references a niagara system variable?

#

nvm figured it out just add your niagara system as an actor in the level right

#

and then reference it?

faint creek
faint creek
faint creek
# marble tusk What Squize said, plus this should likely be -2. Reason being, there are one les...

🎮Learn to create a game in Unreal Engine 5: https://www.unfgames.com/action-game

Want to learn Blueprints from scratch? Watch this: https://youtu.be/W0brCeJNMqk

🔨Download the Rope Spline Blueprint here! https://vault.unfgames.com/p/unf-art-tools

How to create a spline tool to generate ropes in Unreal Engine 5? In this tutorial you will learn ...

▶ Play video
true crater
#

Hey folks,
I am considering designing a locomotion system for my 3D realistic horror game. I have the options of using Lyra and Motion Matching systems. I am proficient in Blueprints but don’t have much knowledge in animation. I would like to create my own advanced locomotion system by taking advantage of some tutorials. For creating a lightweight and realistic system, should I use the Lyra system or take inspiration from Motion Matching? Also, is Motion Matching production-ready?

marble tusk
dusk dagger
#

I am trying to create a third-person character with an isometric camera angle. I'm trying to smooth the character rotation but RInterpTo function just not working properly. The main logic was developed in C++ and I also tried creating the same with Blueprints, but neither works properly. If I change interp speed value from 0 to something else it either flickers or doesn't move at all. Here I captured a video with Blueprints.
https://streamable.com/5klrxg

I'd appreciate any help

Watch "RInterpToBug" on Streamable.

▶ Play video
gentle urchin
#

Sounds like youve got 2 things trying to update the rotation

maiden wadi
versed sun
#

hmmm, is it 'legal' to set an enum to E_Max if you don't want it to have a value?
this seems to work for now , but will it make an error down the line packaging or anything?

spark steppe
#

wonder what happens if you type an invalid value 🤔

versed sun
#

it stops the Exec line

spark steppe
#

i usually have an UNDEFINED as first enum value, which you can even hide from BP

versed sun
#

that was plan B, but I didn't want to have to edit everywhere the enum is used if this works

#

wonder what a Select does...

spark steppe
#

you don't want to know... trust me 😄

autumn parrot
#

How to do i stop an enemy ai from attacking after a player is dead using a behavior tree?

rotund harness
#

Does anyone know why when i edit the waterbody blueprint of the water plugin it keeps moving it in unpredictable ways when I compile it? have I messed up the setup or is it a bug?

#

Also if I move it/rotate it in any ways and then ctrl z it fixes itself

#

It seems to check the "affect Landscape" box without actually doing it because if i check it and then uncheck it it fixes it

warm fern
#

Unity Convert Noob Question: I have created an Actor Component that I want to add to a Blueprint and reference a specific collider (there are multiple) in the Blueprint to work with. In Unity this was just exposing a serialized field and dragging the GameObject into it. How do you go about this in Unreal?

orchid loom
#

Can anyone help my, I have a widget when i use right click in the inventory, but i set an event on mouse leave to remove the widget, but i want it to be removed when i put the mouse a little mor far away than just leave it? pls help

timber basalt
#

heya guys any clue on how do i check or fix this

dry sleet
#

MallocBinned2 issues are low-level and often related to some form of memory corruption. Often the cause is stomped memory, which happens (among others) when you write out-of-bounds of arrays, etc.

#

When tracking these down, using the "stomp allocator" is handy. For a DebugGame you can run it with the switch -stompmalloc to run the game in a mode which forbids memory stomping (at the cost of performance).

#

It will then assert in case a stomp occurs.

copper chasm
#

I'm having some trouble with the structure of my blueprints. I could be wrong, but I think the way I want things set up is to have a playercontroller where I set up all my input code, a pawn that is the camera and also recieves the input from the playercontroller to dispatch all my unit actions, and then my units themselves which hold the code for the actions the pawn has them do, does that sound correct?

scenic osprey
#

i've got a canvas in blueprints i got to write data per pixel to, i guess i could draw hundreds of boxes but anyone got any ideas on how to just access the data like an array? any ideas on where i would even start researchign this?

scenic osprey
#

welp i at least figured out the box method it sems, at least its working

scenic osprey
#

or not, they are bleeding into eachother....

timber basalt
#

but when the game runs on higher graphics it dosnt show the error at all

#

but after reading your explanation i think i know the issue now

warped juniper
#

Is there some way to apply root motion (outside of animation, with code) without using GAS systems?

#

I need that for a basic thing though implementing GAS solely for that is overkill

solid needle
#

how would i check for a float being a positive or negative value, i swear there was a node for it or am i insane

versed sun
#

there is this

#

but this makes it a Bool

solid needle
#

ah my savior

#

thanks so much

versed sun
#

Also , if you search a variable name type, you can see a list of all the cool tools and ways to use it

solid needle
#

yeah, ill be sorting through it for a WHILE

zealous anvil
#

Hi everyone I was wondering if anyone could help me with my movement, Im trying to replicate tekkens movement style where it’s 2d but can move 3d, I got it all working but for some reason no matter what I do the w always makes the player go down and s always makes them go up but it’s supposed to be vise versa😭 here’s what I have for it

zinc ermine
#

Im having issues with my hold crouch system where when i exit from under a object i remain crouched until i hit the crouch button again

versed sun
#

If up is down , and down is up, then you want to invert it , so multiply the X by -1

zealous anvil
#

Oh my god I cannot believe the fix was that simple your the best thank you so much for your help

copper chasm
#

I currently have a BPI called on left click to select a character and apply an overlay material. I have a blueprint that checks if the character being clicked is currently the selected character, and if so, deselects it - if not, it deselects the current character and selects the new one. How would I set it to deselect the selected character if the thing I'm clicking on is not a character?

Current blueprints attached

#

a switch on hit actor, maybe?

#

or check the hitactor against the floor (this seems like a bad idea but it would work in theory)

eager thicket
#

im running into this problem where changing the resolution yeilds bad results for the UI (the cursor doesn't match where the buttons are highlighted etc)... is there something wrong with my resolution change settings that causes this?

versed sun
#

this is my go-to setup for keeping track of 1 selected thing

copper chasm
#

I guess my confusion is how to set the leftclick input to determine what I'm clicking on, probably the validated get?

versed sun
copper chasm
# versed sun

Right, but if I left click an actor, it is selected - I want to be able to left click off the actor to deselect it also (not just on another actor) - would that be the validated get functionality?

dusky maple
#

hey everyone, I am doing a big dumb right now. I am trying to cast to a Custom Game State but I cant for the life of me figure out what the object I need to pass into the cast to Custom Game State is. I have tried every custom blueprint in my project out of desperation, as well as player controller, character, and topdown player character. is there an easy way to find out what object i need to pass in from the custom game state blueprint? Thanks in advance!

copper chasm
#

right click and get game state

#

pass that to the cast

dusky maple
copper chasm
# dusky maple

Is your custom game state not a child of gamestatebase? Isn't that how you do it? :S

dusky maple
dusky maple
versed sun
copper chasm
dusky maple
# copper chasm try off game state base

the cast to gamestatebase does not have spawn song actor event so i dont believe i could directly cast from gast to gamestate base. also creating a object reference variable of gamestatebase and passing that into cast to customgamestate does not work either. I also tried setting the parent class to gamestatebase just in case you meant for me to do that but it doesnt show as a potential parent option 😦

copper chasm
#

your customgamestate is a component actor, I'm unsure how that works

lunar sleet
#

you don't cast to the base, you cast to your custom GI

copper chasm
gentle urchin
faint creek
gentle urchin
#

You're still mixing the indexes

#

You want location and tangent at index

And location and tangent at index+1

hallow compass
#

working on a topdown game and i can do this to make sure audio reception is based on where the player pawn is in the world as opposed to the camera/eyes. Is there something similar to ensure world-space camera shakes affect the player if close to the controlled pawn?

faint creek
dusky maple
#

Your "CustomGameState" needs to be a

pine trellis
#

can someone please help! I think my entire project has ben currupted since I upgraded Unreal Engine, I get errors and when I check I cant see the issue, for example

#

Compiler] In use pin As Replicated Character no longer exists on node Bad cast node . Please refresh node or break links to remove pin. from Source: /Game/CardReader/BP/BP_ActorCard.BP_ActorCard

#

but the blue print compiles fine

#

i get alot of errors

pine trellis
#

please

rugged briar
# pine trellis i get alot of errors

You are missing the CardInteract function. Can you recreate and add the function again in your bp. It seems that it causing most of the problem

pine trellis
#

I dont see it there I never removed it

#

I havent touched that blueprint in months

#

like 8 months

rugged briar
#

What version are you using rn and what version were u using before

pine trellis
#

im on 5.2.3 I use to be on 5.3.2

rich locust
#

Does anyone know why certain components or actors won't receive any damage, CanBeDamaged is ofc on, does collision channel matter?

dim halo
#

Does anyone see why this code is returning an accessed none error in terms "Call function Get Blackboard ReturnValue"

fiery ridge
rugged briar
# pine trellis im on 5.2.3 I use to be on 5.3.2

I’d recommend to revert back to your old version. Unfortunate that it happened; but unreal sometimes breaks bps and other features when u upgrade it. I’d recommend to stick to one version of unreal when making a project.

dim halo
autumn parrot
#

So my player keeps looping his death animation after death, what is causing that?

fiery ridge
#

Folks, you'd have a much easier time getting an answer here if you post your blueprints and explain what goes on instead of just asking a broad question.

autumn parrot
#

Got it I’ll post it

#

this is what i use for the death function of my player character, he dies and then the animation loops for 5 seconds and then the actor is destroyed but i need him to just lay there

frosty heron
rich locust
# autumn parrot

make a node "stop all animations/Stop All Montage" and link it to "OnCompleted"

pine trellis
#

I get these errors now butI dont know where or how to fix EnumProperty FInworldConversationUpdateEvent::EventType is not initialized properly. Module:InworldAIClient File:Public/InworldPackets.h

rich locust
# fiery ridge Post your nodes

my pawn is standing in the PainCausingVolume, Binded Event isn't firing
(for clarification, OnActorHit event binded the same way, works)

tame loom
#

Is it against good practice to put an input in an actor component that you would put on a player. I saw someone do it in an inventory component. I thought it was interesting and was thinking it might be useful in another situation. In the actor component he cast to the player controller and added the mapping context. If you have any thoughts I'd appreciate it thanks! 🙂

lunar sleet
autumn parrot
rich locust
#

also you put wrong type of "stop animation" it's the one for the Widgets

#

you need to pull it from the mesh

#

you can also try this, which would put animation in a "pause"
i might suspect Stopping animation would result in a t pose

autumn parrot
#

i notice yours is saying body mesh mines only has a character mesh and when i attempt to connect it, its not compatible

rich locust
#

mine is a proxy value, it's name is not important

#

you need your main skeletal mesh

autumn parrot
#

so i pulled that out

#

when i attempt to connect it to the target it keeps saying not compatible

rich locust
#

you know how to drag from a node?

autumn parrot
#

how to do that again?

rich locust
#

you might need basic Ue control walkthrough on youtube, i can't explain it in words

#

look for "SetPlayRate" in Skeletal Mesh category

autumn parrot
#

i dragged the node and pulled it out

rich locust
#

here

#

copy paste this into your BP

#

replace BodyMesh with your mesh

autumn parrot
#

thanks

rich locust
#

good job you made it, now connect that to "OnCompleted"

autumn parrot
#

let me try it now i compiled it

tame loom
undone bluff
#

it's just nice to have a list of all inputs and easy access to the logic they trigger

autumn parrot
#

@rich locust

rich locust
autumn parrot
#

its already on false

rich locust
#

maybe try stopping the animation like i was thinking at first

maiden wadi
autumn parrot
#

@frosty heron can you show me a coding example?

#

i tried using a montage notify @frosty heron

maiden wadi
frosty heron
#

Then make it loop

#

Quick google should demonstrate on how to do it. I don't have editor to show.

autumn parrot
tame loom
undone bluff
autumn parrot
frosty heron
#

Yeah that's better.

#

Death should loop to death

#

On the tick box, click it and select death

maiden wadi
# undone bluff mind explaining a bit more, this is something I've been thinking about

PlayerController has an input stack. By default this is PossessedPawn, Itself, Level Blueprint, and any actor you have explicitly called EnableInput on.

When you press a button, Unreal tries to apply it to UI first. If nothing consumes it, it'll reach the GameViewportClient. The GameViewportClient passes this to your PlayerController.

The PlayerController then uses this to broadcast inputs generically using InputComponents. Every actor has the ability to have one and when it has had input enabled, it'll create one. When you put an input action in an actor that has had input enabled, the controller sends the input through that component which runs the event in it's owning actor.

This was recently extended to subcomponents of input enabled actors as well.

Now take for example the idea that you have a generic open world game. You can walk, ride a horse, drive a car, pilot a drone/chopper, pilot a plane, drive a boat. All six of these things can have very different controls sets which you also may want to rebind specifically.

Now imagine putting all of these in your controller class instead of just putting them directly in the class they're used in. You're now making your PlayerController care about the humanoid, the horse, the car, the drone, the plane and the boat classes because you stuck all of the inputs in the controller and it needs to reference all of these classes to be able to send the inputs to them now instead of simply doing it generically the way it was intended through their InputComponents.

undone bluff
#

thank you, nice breakdown

#

I do only do this with my player character base class

#

I simply do not let its components receive inputs

#

it might be good to move inputs addressing character components to the character event graph, though

rich locust
#

Is inability to manually add Map Variable parameters still a thing?

marble tusk
#

You need to set the key to something that's not the default to be able to add another manually. When you click the plus it'll try adding a key/value pair with default values, but it can't do that if one of the keys already there is already the default value

rich locust
#

but what IS the default value?)

#

i looked up it seems it's an old bug, surprised it hasn't been resolved

#

but are there ways around it?

marble tusk
#

In this case it looks like you're using an object reference as the key? The default value of an object reference is null, and since it's greyed out you can't change it to anything else. How are you trying to use this?

rich locust
#

ok i see, the left side has to be different

#

yeah i wanted to couple Item currently equipped and slot name for equip/unequip calls

#

i just reversed the order

#

since Slots are predetermined and items aren't

#

Btw, do you know why OnAnyDamage event doesn't output anything?

maiden wadi
#

Without seeing code, "Because {RandomReason}."

rich locust
#

yeah , i posted it before, it just got buried
The OnDamage event doesn't fire, when a pawn stands in PainCausingVolume

#

similarly binded OnHit event does work

maiden wadi
#

What about the ApplyDamage call?

rich locust
#

i mean, how does PainCausingVolume applies damage?

#

i haven't looked into it's C++ i'll be honest

maiden wadi
#

Should be automatic, yeah.

rich locust
#

but i imagine it uses the same Damage backend of the engine?

#

i suspect something might be with the Capsule component, but what exactly can prevent damage from registering?

#

or what does actor consider for registering Damage, since OnDamage only binds from the Actor, and not Component

maiden wadi
#

Seems to be solely based on whether the volume can detect any overlap from the actor at all.

rich locust
#

Technically this pawn is no different structure wise from a default character, is uses Capsule component as a Primitive shape or bounds

#

and it's collision profile

maiden wadi
#
void APainCausingVolume::PainTimer()
{
    if (bPainCausing)
    {
        TSet<AActor*> TouchingActors;
        GetOverlappingActors(TouchingActors);

        for (AActor* const A : TouchingActors)
        {
            if (IsValid(A) && A->CanBeDamaged() && A->GetPhysicsVolume() == this)
            {
                CausePainTo(A);
            }
        }

        // Stop timer if nothing is overlapping us
        if (TouchingActors.Num() == 0)
        {
            GetWorldTimerManager().ClearTimer(TimerHandle_PainTimer);
        }
    }
}```
rich locust
#

hmmm

#

so again, what does Actor consider for receiving damage?

#

since ofc actors can contain as many components as you can shove into it)

#

i almost feel like i need to write my own pain casuing volume and profile every step of it to see where the chain breaks

maiden wadi
#

Can be Damaged is just this.

bool CanBeDamaged() const
{
    return bCanBeDamaged;
}```
rich locust
#

yeah i know i use it

maiden wadi
#

Pretty sure that is true by default.

#

Also I know damage needs to be not zero to be broadcast.

rich locust
#

this is from the pawn

#

this is PainCausingVolume

maiden wadi
#

Should start up the editor via VS or Rider. Can debug it without having to create a whole different set of stuff.

#

What is the painvolume's collision settings?

rich locust
#

default, i haven't touched it

#

it should work with a default volume

maiden wadi
#

Should be fine, yeah.

rich locust
#

ok this is extremely weird
i just wrote a custom pain volume really quick, and it works...

#

did Epic break PainCausing Volume somehow??))

#

i used it to test damage all the time before it was fine

#

you can see i tried to copy the OG as close as possible

#

so idk if it's a differen type of overlap detection or something

#

&& A->GetPhysicsVolume()

maybe this is a bit sus

#

i'm not sure what it checks for, but there is no node with the same name

autumn parrot
#

I was able to fix the looping death now i noticed my character dies in one hit, his health bar doesnt event touch zero

#

@rich locust @frosty heron did i do something wrong with the coding?

rich locust
#

move your nodes away a little i think there's something back-connected to something that it shouldn't

autumn parrot
rich locust
#

maybe your OnDamage node is connected directly to Death

autumn parrot
rich locust
#

you are setting current health and then immediately to Death

#

disconnect the bottom white

undone bluff
#

the top one too for that matter

rich locust
#

yeah death is connected to something backward

undone bluff
#

if the player is not dead

#

update health

#

check if it's now 0 or below

#

if it is call death

rich locust
#

you can just make a macro or a function

autumn parrot
undone bluff
#

do you understand what the white lines are

autumn parrot
#

the white lines were calling death

undone bluff
#

it's the execution order of the nodes, going from left to right

autumn parrot
#

ohhh

#

it wasnt in order

#

so its easier to make a function

#

?

undone bluff
#

it's an event so it's whatever

autumn parrot
#

so do i leave it like this? or is there more i can do

undone bluff
#

well, you do want the player to die when the health falls below 0

sour island
#

How to fix this? Why its two cursor
I changed the cursor the white one that i dont want

autumn parrot
#

yes, dies when equal to zero

autumn parrot
undone bluff
#

lower or equal

#

<=

#

right, but think about the execution wire

#

what you have right now isn't quite right

autumn parrot
#

lol it worked

#

just connected current health to the branch

undone bluff
#

yea, remove some health, then check if it fell below zero

autumn parrot
#

im gonna remove death for now, use a print string to check

frosty heron
#

What is even current health 3? Why the naming?

autumn parrot
#

thanks for the help @frosty heron @undone bluff and @rich locust

little orchid
chilly geyser
#

the false needs to skip past the set location

#

Might be why it wasnt working

#

the delay has two connections

little orchid
chilly geyser
#

yep

#

not sure what the teleport is for, but should work now

#

Might only need or the other

little orchid
#

alright, i removed the teleport node, i was trying get it to move the character sort of like a spawn here type thing..

formal flicker
#

So recently I have been having this problem that I can't interact with a specific character, and what I basically do, is when my player interacts with the npcs collision box it sets up a boolean, and everytime you press left click for example it checks the boolean and it stars the dialogue/interaction, well this works sometimes but mostly not, and I have no idea how to do it else. The first screenshot is a screenshot of the npc's code for the collision, and the rest is how my character is supposed to interact with the npc

#

I am doing it like this, because each character has a different dialogue, and the characters do repeat in the game, and for that I have to make children of the characters and make the dialogue variable public so I can change it easy.

faint pasture
#

rotate the extents too

#

extents are in local space

calm comet
#

Is this site closed? does Anyone use blueprintue ?

manic vessel
#

I have a float value of 0-1 which represents a longbow string being pulled to max , and I want to play a sound as the value is increasing to 1 and play the sound in reverse as it decreses to 0. and also pause if its not changing How Would I do this.

untold fossil
#

Hello. Is there any way to make post processing effects like a celshader and outline visible in a scene capture 2d component?

manic vessel
obtuse mulch
old phoenix
#

and your sound has to increase its volume over time as well

#

or you could use 2 sounds

manic vessel
#

I thought of using meta sounds but its a bit of a black box. or like fvrkan0995 says using the volume and a looping SFX might work

obtuse mulch
#

alot of short sounds

#

if you want to make it perfect

manic vessel
obtuse mulch
#

the sound cut in pieces

#

probably

#

maybe

manic vessel
#

thank for helping me brainstorm I might try this, seems like a solution and I would not need to worry about reversing the sound either

whole leaf
#

Help, please!
I have a flight, I control it through the nodes 'Add Torque in Degress', like an airplane roughly speaking~
Overall everything is fine, except for one thing
When I press W button I have to tilt down to the ground, but I take vector from 'Get Actor Right Vector', if Roll = 0 then everything is as it should be, but if not then it starts to tilt not straight to the ground, because it uses local data
It's hard to explain everything in text, so I'll attach a video

So it's like it's tilting down, but only at its local coordinates~
So I need to somehow find a vector that will take Roll into account and direct the character downwards

I use a translator, I hope there are no mistakes in the text

ionic cypress
whole leaf
#

Roughly so that no matter what position you are in in the air, when you press W, you fly to the ground, for example to land

ionic cypress
ionic cypress
whole leaf
# ionic cypress Honestly, if just list up a game has the similar control would be much more help...

Nothing comes to mind from games, maybe Day of Dragons since I want to make a similar game

I'll try to explain it again

I have character controls like an airplane, and I need to adjust the behavior so that when I press W, the character tilts down towards the ground, regardless of its current orientation. Right now, if the character is rotated 90 degrees and W is pressed, it starts turning to the right or left, but not tilting down.

How can I change the controls so that when I press W, the character always tilts downward, regardless of his current position?

I'll attach examples of how I want to do it, i.e., so that at this angle (and any other angle) the character behaves like this when W is pressed:

barren tangle
#

hi does the VInterp to need to be inside of a loop?

ionic cypress
ionic cypress
barren tangle
#

what do you mean by every cycle? when i reach to location?

whole leaf
ionic cypress
#

Or just don't rotate at first to see if it meets your requirement or not

whole leaf
ionic cypress
whole leaf
ionic cypress
whole leaf
ionic cypress
#

Usually if you want the W and S keep consistent, you wont rotate the character but giving a side speed when you press A or D

whole leaf
whole leaf
ionic cypress
#

Or maybe check panzer dragon, drag on dragoon and etc to get some idea from them how to control a dragon.

whole leaf
# ionic cypress Frankly speaking, I think I still didn't get 100% sure what you really want, but...

I'll try to explain it like this
When flying and turning left, you kind of make a circle, and pressing S (lean back) kind of shortens the radius of the circle
But when you press W, you just fly out of the circle
I want you to fly to the ground without flying out of the circle
At the end of the video, I press W and fly out of the circle, and I want it to go down
I apologize for not being able to articulate it properly

ionic cypress
ionic cypress
#

Accelerate or break will be using two another buttons like probably RT/LT

whole leaf
#

Well, I've only got keyboard control so far, acceleration on Shift, deceleration on Space Bar.

ionic cypress
whole leaf
#

Let me explain the whole logic behind the flight.
When you enter flight, the flight speed is set (screenshot) and always pushes the character forward in the direction of his gaze

The control is done through tilting the character (Add Torque in Degress)
That is, I just change the direction of his gaze by rotating/tilting him.

Accordingly, when turning on A/D, the character turns a little on the Yaw axis and mostly on the Roll axis

On W/S, the character rotates in the Pitch axis

sand bloom
#

Hey i'm kinda wondering how yall fix rotation issues when converting a stored rotation value to setting the actual rotation once it's set. So I got two items here, their item positions were saved as 180.0 but when loading them back in their rotation is.. weird. Is there some kind of math I have to do to avoid this

#

I am using stored value to set rotation

#

but the set rotation comes out different it seems

whole leaf
ionic cypress
sand bloom
#

I'm thinking about whether to clamp or normalize to an axis to see if that fixes it

ionic cypress
whole leaf
sand bloom
#

I think i figured out vital information aka the y axis is somehow fucking everything up

#

I don't know why that would happen when setting rotation

#

I found some stuff online about euler angle aliasing or gimbal locks or something

#

Maybe that kicks in when the y isn't 0 🤔

#

that's.. painful

#

tbh rotation values seem wonky in general when I change this in my blueprint sometimes i get the most random changes

#

like what the hell is this

#

or maybe it's floating point errors or whatever

#

Maybe it's because I used a transform instead of saving it separately..

#

Who'd have thought simply rotating a object along the z axis would become one of my biggest struggles in this project lol

#

Hopefully storing values separately helps avoid this, if I knew this I would have straight abandoned transform as a variable lol edit: no one will care but by switching from transform to separate values.. issues seem fixed wow

zenith knoll
#

anyone here have any experience they can share with a targeting ranking system?

#

this is my current calculation, and im using a bubble sort to rank an array of actors

frosty heron
#

the one that I copies just use dot product to determine the next actor

zenith knoll
#

so just the looking at component? i have that + distance

frosty heron
#

ye not sure what your use case is

#

mine sort of work (not that I understand how it work)

maiden wadi
#

As a side note. I recommend EQS for this.

frosty heron
zenith knoll
copper chasm
#

dumb thing of the day question - I have been using a pawn as my moveable camera in a top down game i was working on from scratch, but I tried the same setup in the topdownlevel example and every time I start the game in PIE the camera zooms in to 0,0,0 - but I don't know why

maiden wadi
copper chasm
maiden wadi
#

Wrong camera maybe?

copper chasm
#

I don't think there's any other camera it could be, I checked for any sneaky actors lol

zenith knoll
copper chasm
maiden wadi
iron zealot
# zenith knoll

Hi, a little unrelated question but how do you display the coloured numbers on top of your characters, is that via a debug material ?

iron zealot
#

Ok thanks !

zenith knoll
#

nws!

zenith knoll
#

the player character sees the enemies with the perception component

maiden wadi
#

I'm not following? This isn't EQS.

zenith knoll
#

the EQS portion that i want to use to replace the crude sight sense get

#

its returning false

#

if i do just a regular "get actors of class" i get my actors

#

but the hook for the perception component is what i seem to be missing?

maiden wadi
#

Does it work if you change the actor type allowed?

zenith knoll
#

no

#

ill try change my query actor

#

setting the querier to the ai perception component also did not work

obtuse oriole
#

how to split array? this does not work

high frost
#

I'm migrating some assets from UE 5.4.3 project to 5.3.2 (SoundCues and WAVs to be specific). But for some reason assets are not migrated but the folder hierarchy from the source project is reconstructed. Is it an expected result? Are assets not migratable to older versions of the engine?

zenith knoll
zenith knoll
#

this returns the actors that i need, its so weird that the native perceive generator doesnt work

maiden wadi
#

Ah. nice. 😄 I can test that sometime later too to see what is up with that. Working atm so can't do much.

zenith knoll
#

its all good ill keep investigating, im very fresh to AI in unreal

crude pike
daring delta
solid gyro
#

Hi! I've been trying to make a BlueprintInterface Shoot function but I've hit confusion.

Removing "Event Shoot" in BP_Shotgun and putting "Event Tick" instead makes it work but I want it to only shoot when I use my "EnhancedInputAction"-key.

What am I doing wrong? (left image is Character BP, right is Weapon BP)

faint creek
#

Hey guys, what I have to put here? I'm tryng to control the UI from a Dialogue Component? Somebody could help me please?

maiden wadi
# faint creek Hey guys, what I have to put here? I'm tryng to control the UI from a Dialogue C...

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

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maiden wadi
faint creek
#

Ok I tried with this but I don't understand how to fix the error
Anyone knows?

undone bluff
#

the issue is wherever you are setting it

undone bluff
uncut vault
#

Hey, do you have a link to this bug?

stone cedar
#

how can i update sky sphere in game

dusky maple
#

Hey everyone, when using a custom game state base do you have to initialize it somehow? everything I am finding online is the difference between game mode and game state but the issue i am having is whenever I cast to my custom gamestate base the cast always fails. For context I am trying to follow the flow chart in the first image and attached the relevant blueprints that are not casting properly

gentle urchin
#

Have you set it in the world settings?

#

Try printing its displayname on cast fail

sharp void
#

I forget if it also has an "update everything" function but if so you call that afterwards

solid needle
#

making an elevetor with maps, one holding floor int and the other floor location for vinterp, when i press the button (first screenshot) i add the value to the map and hold it as a queue where the elevator should stop, after reaching the floor, i remove the key, but when i press the key again. It gets added to the front of queue not the back

#

does adding a map value, add it to the front by default or the end of the array?

pastel spade
#

Hello. I'd like some advice. I have a cutscene, but as soon as it ends, it switches back to the player view. I don't want that, I would like it to stay at the end of the cutscene indefinitely.

gentle urchin
#

So yes

#

Youd want a queue

solid needle
#

right, so i can't order them like an array

gentle urchin
#

No ^^

#

Youd probably be better off with an array

dry sleet
#

Make a struct to act as a pair instead, if you don't need the hashed lookup of a map, then put it in an array.

chilly geyser
#

Does anyone have a good method to set variables on an actor that can be read from another blueprint using Get Hit Result Under Cursor by channel? Essentially I want to change text visibility on a widget based on if variables on another actor are true or not.

Edit : trying with interfaces

jaunty badge
#

hi
i have a blueprint while every single static mesh in the blueprint is Movable but i cant move thing around!
its a flyingpawn from Airsim plugin.
would you help me?

stone cedar
jaunty badge
undone bluff
#

maybe it only works with that static mesh?

#

I don't know how it's setup so I can't tell you why

#

either way, let's talk about why you want to use the gizmo at runtime in the first place

jaunty badge
undone bluff
#

the movement logic is using world space

#

actually it should still move along with the actor its attached to

#

but again, I do not know how it's set up

#

you can always just do it yourself on tick

split salmon
#

switch on gameplaytagconteiner bug? the next nodes dont trigger wtf

stiff chasm
#

I am in desperate need of help, Im unable to either
a) Remove a widget and delete it (so it doesnt consume inputs)
b) set focus to another widget

#

none of theese nodes work

#

all of theese nodes do not set focus

#

the only thing that happens is my widget plays an animation of it closing itself, but continues to exist

#

Like how 😭

fast compass
#

Is it possible to access and tweak these parameters on my decal through blue print at run time? Like how you can use "Set scalar parameter Value on Materials" for Mesh Component

willow gate
#

Hey all. I'm new to mobile development and I wondered if there's a way to prevent the default touch controls from moving around when the player touches the screen

#

Is that was "Prevent Recenter" in the Touch Interface Setup bp is for?

placid apex
#

Hello quick question, how can I define the montage play rate based on delay time and animation time?
edit: Ended up using a multiplier to set play rate than dividing the animation time by multiplier to get the delay time.

leaden sage
#

I would advise also switching to left side joystick only and making the turn movement done by swiping on the right half of the screen (think how pubg mobile does it)

tidal mulch
#

Hello everyone. I hope someone can solve this blueprints problem I have. I don't think its very complicated but I am a novice for sure. I have screenshots for context. I need him to ONLY "weave" when another input is pressed, like cntrl for example. Then when I let go of cntrl, he just walks again. Currently wasd controls both "weave" and walk simultaneously. Because I don't know how to trigger one by holding an input. Thanks so much to whoever knows what I'm talking about.

#

Weaving backwards forwards left and right

tame loom
undone bluff
tame loom
#

Interesting ok ! 🙂 ty very much

undone bluff
#

I have a base class shared by all characters, I keep a variable of its type which I set to whatever the currently controlled instance is

tame loom
#

Gotcha ok cool!

undone bluff
#

if you have vehicles or similar usecases then keeping character specific controls in the character itself might be better

#

I'd mainly just keep them out of components

#

input events in the main graph > call function in component

tame loom
#

Ahhh ok yeah i like that.

#

Trying to get better about using components so that helps trying to organize this

lilac hill
#

Anyone used the MoverComponent yet? Anyone know why this thing doesn't work?

undone bluff
# tame loom Hey sorry to bug you again about this. But was wondering do you usually use an i...

I thought a bit about it, here's a better reply:
That used to be the proper way to do things, but with the enhanced input system having contexts now and actions being separated from the player controller it's not necessary.
As already said, the player controller would have global inputs that are not specific to any pawn, also UI inputs with the input mode set to GameAndUI,
then the actual pawn classes have their own mapping contexts that are registered on Possessed and unregistered on Unpossessed and are implemented in the event graph.
Same thing if one pawn has mechanics that require a different mapping, you can make a new graph for that to keep things clean.

willow gate
tame loom
iron zealot
#

Hi, is there a way to copy an actor and all of his attached childs/internals or do I have to do it myself ? Here I do a symmetry on the component and want at least the geometry to be copied.

rugged wigeon
#

to whoever just had a question about some janky get actor of class setup and then deleted it, you can pass in a subclass of a specific type like a pawn by using a function and then the get actor of class will know the output is a pawn:

gusty shuttle
#

Aye, @rugged wigeon I just fixed it by adding the generic cast to it. Thanks for answering. The actual answer was infront of me but my memory blanked the hell out haha

stone cedar
#

hi im trying learn how multiplayer works but cube not spawns on client only spawns on server how can i fix that

rugged wigeon
#

make sure the cube class is marked as replicating

carmine palm
#

Doing a simple silly BP.

#

Any idea why it wouldn't work?

#

Literally just AIMove 😐

#

Yes navmesh exists

dawn gazelle
#

Acceptance radius is set to 444. You're asking to move it 222 on the Y.

#

So it's within range.

carmine palm
#

Im aware

dawn gazelle
#

It won't move if it's within the acceptance radius.

carmine palm
#

ohhh

#

I thought that meant accepted distance it is allowed to move

#

from startpoint

dawn gazelle
#

It's just to make sure the AI doesn't continually try to move the position, especially if it may be blocked by something - at some point you want it to stop when it gets close enough kinda thing.

carmine palm
#

Got it. Tyvm

runic parrot
frosty heron
# stone cedar hi im trying learn how multiplayer works but cube not spawns on client only spaw...

The switch has authority is redundant on spawn cube as it is running on server.

Your code will spawn the cube if server press E and replicate it to clients if the spawned actor is marked as replicated.

If the actual issue is client pressing doesn't do anything it's because you didn't have anything on the remote pin after the E input. You can run the server rpc there.

Also calling server rpc as server is redundant, you are already the server why do you need to request server to run a function.

chilly geyser
#

Is there a way to get simple move to, ai move to, move component to, ect: to work even if its <50 units away?

little orchid
#

Hey all, I'm having a weird issue that when landing the gears do not align (see images) properly after flying, I've tried everything i can and the last image is the code of where it stands right, i dont know how else to fix it. I'm sure it is solvable, but im coming up blank... any help ?

chilly geyser
little orchid
chilly geyser
#

if you drag it up in the view port, then hit the end key, does it go through the landscape?

little orchid
#

one sec just reloading the engine

#

i hit end and no it just goes back to the surface

chilly geyser
#

🤔

#

is your landscape at 0?

little orchid
#

yes its a default map

chilly geyser
#

default map might not be at 0

little orchid
#

this is my landing gear up code

chilly geyser
#

figure out the elevation of your landcape

#

make sure its 0

#

or whatever youre setting the location to

little orchid
#

i set it all to 0, and still the same outcome

chilly geyser
#

whats your player start set at?

#

also ill have to watch your video again, guess it doesnt matter, all of your set location are realitive and not world

#

Send a video of what it does, the whole animation

#

Let me read again what youre trying to do

little orchid
#

ok one moment

#

and my player start, is set just a bit behind the ship

#

@chilly geyser

chilly geyser
#

Try to set the realitive location on a timer

#

then reverse the timer when its time to land

little orchid
#

ok i'll try that, then post an update..

left tree
#

I'm not sure which channel to pose a question/discussion about the general game design for player movement, so I'll start here. Please let me know if there is a better channel for this topic.

The game genre is a Myst-like, slow paced, exploration puzzle game.

I've implemented a walk/run toggle on the Tab key and a sprint toggle on the Shift key. When exiting sprint, it will revert to whether you were previously walking or running. However, when sprinting, if you hit the Tab key, it will take you out of sprint and toggle your walk/run (causing you to walk if you were previously running when you entered sprint or vise versa).

I'm not 100% sure if this is a good system or not. It feels good to me, but I wanted to get other's feedback on it. Maybe Tab should not ever take you out of sprint. But if so, what should Tab do when sprinting?

left tree
leaden sage
#

Ark Survival Evolved has something like that

#

off the top of my head

left tree
#

I'll check that out, thanks

left tree
leaden sage
#

pretty sure you used to have to spam a button to start the full sprint but they later made it so you could just hold the button down in the settings

left tree
# leaden sage GTA V has a walk, run and sprint mechanic

I don't happen to have that game. I did just try Hogwarts Legacy and that one has a walk run toggle and when sprinting, if you hit walk/run, it doesn't take you out of sprint, but it does toggle your walk run. If you were walking when you started sprinting, hitting the run toggle makes you run when you stop sprinting. Maybe I should do that. I'm still undecided.

little orchid
#

@chilly geyser in my BP i had a scene component and the landing gear "under" that component, so once I deleted the "gear varibles", and just left the "landing gear" varible and 0'd out the X, & Y, ..... THEN THE Z WORKS AS IT SHOULD! the gear is aligned.... i guess it was my own error..

#

crisis averted lol

little orchid
#

same, thanks 🙂

ionic quiver
#

Is there a way to make something invisible without using set hidden in game to true or material trickery? I think the plugin I'm using is resetting the hidden in game to be visible so I'm trying to see if there's an alternative.

gentle urchin
#

Why not either of those ?

#

You can scale it to 0, move it elsewhere, disable collision

#

But its all trickery

#

What plugin is that.. sounds rather annoying tbh

ionic quiver
#

It's Dungeon Architect. It was supposed to have been fixed a while back but seems like it's still a problem.

#

Moving it somewhere else isn't a terrible idea actually as an extra precaution.

left tree
#

Okay so I spent some times in some games with walk/run/sprint mechanics and here is what I found:

Shadow of Tomb Raider:
Run by default
Shift toggles sprint
Left ctrl to walk, have to hold it
Ctrl while running = instawalk
Ctrl while sprinting = instawalk
Letting go of Ctrl always returns to running, even if you were sprinting

Horizon Forbidden West:
Walk/Run toggle on Alt
Sprint toggle on Shift
Hitting Alt while sprinting = instawalk
Toggling sprint off = running even if you were walking before sprinting

Both Hogwarts & Starfield:
Walk/run toggle on C
Sprint toggle on Shift
Pressing C while sprinting toggles walk/run in the background, but doesn't stop sprinting

The Witcher:
Walk/Run toggle on Ctrl
Sprint toggle on Shift
Pressing Ctrl while sprinting does nothing
When you come out of sprint, you go back to the mode you were in when you enabled sprint

Conan Exiles:
Walk/Run toggle on Backspace
Sprint toggle on Shift
Sprint toggle only works if running
Shift while walking does nothing
Pressing backspace while running or sprinting = instawalk

Bottom line is that they all kinda do it differently so there is no real common way to do it.

I've changed mine to function like Hogwarts and Starfield.

gentle urchin
#

sounds like several games got bugs with their sprinting /walking

frosty heron
#

Just pick one

floral stump
#

i spawned an actor infront of me on widget blueprint constructor
and on destruct the CaptureActor not destroyed

#

is there something wrong with destructor or this is not the way to destroy the capture actor?

#

ofcourse i can spawn it using controller and destroy it, but why in widget its not working to destroy

#

it works now magically 😄 nvm

peak zodiac
#

probably a basic issue, but I'm having a problem creating a basic widget component. I've made the widget, attached it to a springarm which is attached to my character... Viewport looks proper, but in game I get a message - MID_Widget3DPassThrough_Translucent_OneSided_0 is not a valid parent for MaterialInstanceDynamic

Issue seems to be with Lyra Character, as it works fine on other actors.

frosty heron
#

Which as the log says, ain't compatible

peak zodiac
# frosty heron It seems you are trying to create a material instance dynamic out of the widget ...

I'm just doing the standard stuff. I made a cube actor, added the component, slotted in the widget, and it worked. Did the same on my lyra character and it started popping off an error.

Seemed to have identified the issue. Lyra Character seems to load differently than standard actors. Instead of adding a widget component, creating it then adding it after the character loads seems to resolve the issue.

obtuse oriole
#

how do I load image buffer into texture image? Basically I fetch a jpg file from the web and load it as a usable texture to show on UI or something

#

nvm just find out the node exists for that

sweet silo
#

hi what's the best way of doing this ?

obtuse mulch
#

you want rocks to fall?

#

i only saw that be done with skeletal meshes

#

not static ones

#

theres a reason theyre called static lol

#

@sweet silo

sweet silo
#

yah no it's working i was talking about the rows of bp4

pallid nest
#

hey guys im having issues passing an enum to my save game. The enum is set in a widget (game mode with easy,normal and har difficulty) and when i click on it it sets the enum and changes level. Then in my character blueprint on event begin play I modify some variables (health for instance) based on the value of the enum. This works fine as I can see how the health changes but when I try to save it, the value of the enum is not in scope. The actual enum is within a game instance (which I cast to in begin play before execution), what could it be the issue please?

#

The first part of my code is the widget, setting my game instance (GI_GB) and also my save game (400) and then below is a screenshot of my save game function (in my character bp which again is executed after casting to GI_GB). The green circle here is when the 400 variable is valid and the red circle below when the game is created and my 400 ref is not valid. The breakpoint will always show me "not in scope"

tawdry walrus
#

Cast the game instance in on event construct and then make a ref from it and use it instead of take a ref from casting in pre construct

pallid nest
#

thanks mister will try that

#

Nope is the same 😦

tawdry walrus
#

Can you show me your save system or tell me how you save your variables in (400)

pallid nest
#

sure, i use this function. The not valid path is what i shown in the previous screenshot set my 028 (enum) from my save game (400 , below in my second screenshot) and then when the reference is valid (above in the second screenshot I get the value from my game instance (GI_GB) and set it from my save game (400)

#

I think my logic from where I take it (400) is wrong and I tried both ways why it says is not in scope as it is definitely working in game

#

it would be clear in this one sorry, the red is the "not valid" and the green is the "is valid" node

tawdry walrus
#

There is a node named save exist or something like that

pallid nest
tawdry walrus
pallid nest
#

yes and that is the odd thing, the value is fine even when I pass it to a different level it is . Is only when saving

#

actually is not (I was debugging the health variable instead), many thanks for the help. I now have something where I can check!

faint pasture
#

That's sort of what's going on in your current code implicitly right now anyway

sweet silo
maiden wadi
maiden wadi
#

Generally the same reason you should have a data asset for anything. It has associated data. Name, Description, gameplay data, editor data, etc. Sure you can link the enum to a rowname and then use that to put the data in a datatable. But at this point you've just made an indirection to your data that costs a lot more than simply passing a pointer to the data asset around.

glossy canopy
#

Does anyone know how to solve this problem?
I tried to retarget the new Unreal 5.4 animation package to my own model and I seem to have done something wrong.

pallid nest
chrome pumice
#

anyone can help? im trying to make a builder game where u can like place stuff. but i want the placed stuff to be actors and not static meshes so they can be interacted with. now the problem is when i want to give every static mesh a actor it says this:

#

any solutions? i tried using class actor and object actor and both say the same thing

#

its just an array of a class i made and the one thats not working is a "actor class"

maiden wadi