#blueprint

1 messages Β· Page 230 of 1

dapper forge
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UNLESS player movement gets any movement input

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wat do?

pseudo valley
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@faint pasture it's mostly hitting now, thanks a lot for the help pepelove it does miss more if it is closer though, ill see if more iterations help
EDIT: Significant better targeting by increasing to 5 with no drop in performance

broken wadi
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I don't understand what you mean by this

gentle urchin
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probably that they visibly overlap, and dont respect each others collision

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as if you were doing material position offsets .. atleast that's what im thinking xD

dapper forge
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or this

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if box moves into player character,, player will phase inside it unless he is actively moving

dapper forge
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cmc?

faint pasture
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character movement component

dapper forge
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uh huh

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what type of problem that might be?

faint pasture
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as a hack you can add tiny up and down movement inputs on tick

dapper forge
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but what problem you are talking about?

narrow sentinel
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If i make a function in a BP function libary and within that function I use something that need world context

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Second screenshot shows the function being used on an actor that is placed in the world

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the first screenshot show what I'm using within the BP function libary function that needs a World context

maiden wadi
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You don't need to pass anything in. Right click the grid and type Context

narrow sentinel
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them ?

maiden wadi
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Semi sure you can even leave them unhooked and it'll auto work, but not 100%. I usually just use that, yeah.

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It does exactly what your second image does already, uses self as a world context where ever the function is called.

narrow sentinel
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oh do it

past hull
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ommg im sorry I deleted my comment because I found out that I had a duplicate of my code that was hidden somewhere im my blueprint. Im a shame

misty heron
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Hi guys! I really need working guide for Unreal Engine 5 versions that allows to render some actors over all other actors. Like render layers in Unity. I've tried a whole bunch of guides - nothing works. Here, I found half an hour ago an asset on github from two years ago, downloaded it, ran it on version 5, it works successfully. I transferred everything correctly to my project, and my objects are flickering and just disappear when clipping.

olive yarrow
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It's safe to say I don't understand delta seconds... Where am I going wrong?

faint pasture
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also, Win-Shift-S

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What are you trying to do here

olive yarrow
faint pasture
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Delta Seconds is just how long it's been since last frame

olive yarrow
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Help 😦

maiden wadi
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What... are you even trying to do?

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You're randomizing a value every frame for the Z value. O.o

faint pasture
olive yarrow
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Ah yes sorry - so this npc is attatched to the wall, when coll trig it rotates and moves away from the wall.

However, the distance is always different pending the fps

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I need to lock that boii down

faint pasture
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Triggered -> timeline

olive yarrow
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Lemme snag a photo, I put it back to how it was before I tried to learn delta - everything is back with the collision

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Delay... I can't put discord on this lappie so it's shite phone photos

faint pasture
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ah

olive yarrow
hardy forge
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Does anyone know how to access the children BPs under a specific parent (Hieracrchy for example). In the scene I want to duplicate these children, then on begin play set a specific variable on each.

carmine scaffold
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hello, i was wondering if any of you all know a way to make the character movement comp turn without losing its velocity?

Heres a example in unity of what im trying to do

lime moat
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I'm having an issue with a timeline getting to play in reverse. I basically am wanting to switch between playing forward, then reversed after a slight delay. I'm using an int along with a select by int to choose weather to play forward or reversed. Problem is it play forward, but never reversed. my select by int 1 node (the one that executes the reversed play TL) is getting called, however it is not actually reversing anything.

autumn pulsar
faint pasture
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If it's single player only you can do that by "filtering" the inputs before they turn into movement inputs

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basically limit how fast the length of the input vector can change.

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Sonic would basically be a dude that accelerates really quickly, being fed movement inputs that can change direction quickly but can only change LENGTH slowly

autumn pulsar
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but with a normalized input, we know which direction the player is pressing

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then you can control the velocity seperately

faint pasture
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1 event per frame instead of 3+

autumn pulsar
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there's probably better ways to do it, was just a quick sketch

faint pasture
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Yeah the general form would look like this:
Tick/Input Event -> make a DesiredInputVector -> split it out into length and direction -> FInterpToConstant SmoothedInputLength towards DesiredInputLength -> combine InputDirection and SmoothedInputLength -> feed it to the CMC

carmine scaffold
carmine scaffold
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but how would i feed it directly to the cmc ?

faint pasture
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add movement input

carmine scaffold
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let me test this rq

autumn pulsar
faint pasture
lime moat
autumn pulsar
faint pasture
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so SmoothedLength chases DesiredLength but is smoothed

autumn pulsar
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gotcha

faint pasture
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1: Make a world space vector representing the acceleration you want (ForwardAxis x ForwardVector + RightAxis x RightVector or RotateVector((ForwardAxis, RightAxis, 0), ControlRotation.Yaw)
2: split that into DesiredLength and DesiredDirection
3: finterp SmoothedLength towards DesiredLength
4: SmoothedInputVector = SmoothedLength x DesiredDirection
5: CMC.AddMovementInput(SmoothedInputVector)

carmine scaffold
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whats the smoothed length just a custom float?

faint pasture
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You'll need some extra stuff to maintain DesiredDirection whenever the input vector is 0

carmine scaffold
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the character still loses their velocity when turning

faint pasture
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length is target

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current should be a variable

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also you need to store the output into float LengthSmoothed

faint pasture
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SmoothedLength has to be a variable, you need to set it as the output of the finterptoconstant, and it will also be the Current input

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Target input will be the raw input vector's length

faint pasture
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there will be no scale value here, just a constant 1 i guess

carmine scaffold
faint pasture
faint pasture
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use the saved smoothed length

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otherwise it should work

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give it a speed, 0.2 or so I'd guess

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that'd mean 5 seconds to reach max

carmine scaffold
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its in event tick but its still not making my pawn retain his speed while turning

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i even tried changing the interp speed to no avail

faint pasture
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Have you set up the CMC to have very high acceleration without this smoothing?

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turn the interp speed way up and make sure the thing can turn on a dime

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show your current CMC acceleration values

carmine scaffold
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if i max the accel it turns on a dime

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but the character goes to max speed instantly

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accel rate is part of a struct ive made thats plugged into the max accel

carmine scaffold
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ima just call is wraps, thanks for trying to help tho, appreciate it

faint pasture
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oh you don't even have a CMC

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What's actually doing the moving?

carmine scaffold
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its a pluigin called ninja character

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its its a cmc that allows running around loops and such

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i went through the source code and it isnt as different as the base cmc unreal gives

mossy bronze
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Is there a reason why we don't have delegates in BP interface?

sacred canyon
cedar ibex
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Why did my flip flop keep firing A?

Is it because I fired it from function?

dawn gazelle
tropic token
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guys, why is it read only? :/ I wanted to save reference to particle system, to update it's location on tick

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maybe because it's static cue..

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Hmm, I don't think I can actually do it inside the cue

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yeah, should you spawn emitter attached πŸ™‚

cedar ibex
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How can I modify enhanced input value just like from the old input action?

I tried scalar but it didn't give me any impact

timber knoll
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If you don't seperate the different axis input, you will always map to a single axis

cedar ibex
timber knoll
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Any speed you want to add should be in your logic :)

cedar ibex
cedar ibex
timber knoll
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Make a different input action in that case

timber knoll
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You can then let it call a shared function with the other movement input

cedar ibex
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I tough enhanced input were designed to be able to modify like that

timber knoll
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And just provide a speed multiplier in the function

cedar ibex
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Okay thanks for letting me know

timber knoll
hardy musk
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OK I am going absolutely crazy here. I cannot figure out why this isn't working. Here is what I want to do:

  • I have created a List View on the HUD blueprint
  • I have created an entry widget class which is just a text box
  • In the entry widget class, I have created a variable called "Message" which is a text type. I have exposed it at spawn and made it instance editable
  • I have bound the Text field to the Message
  • When an event is triggered, it spawns a new instance of that entry, passes a custom text input to the exposed message
  • This doesn't work, the text box displays the default Message value, so I also for good measure created a setter function on the entry widget and call that after adding it to the list
  • I have debugged and confirmed that the incoming text message is correct and what I want, it just isn't updating Message in the entry widget:
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Can someone explain why the text box in the entry widget is still showing the default value for Message despite me setting Message TWICE in two places at different points in the process? I even tried adding a 0.2 second delay, doesn't work

visual ember
# hardy musk OK I am going absolutely crazy here. I cannot figure out why this isn't working....

not sure if it's a list view issue and never worked with it, but from what I know you don't create and add widgets to it - you add "data" and that's being converted into widgets by LV
check this: https://forums.unrealengine.com/t/quick-start-guide-to-list-view-widget/738161

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you can try your widget outside of LV first and see whether it works. if yes, then I'd implement LV properly and see if that solves the issue

dark drum
# hardy musk Can someone explain why the text box in the entry widget is still showing the de...

So when you 'Add Item' the list view will create its own widget using the defined list widget. The object you supply is passed to the widget it creates.

In essence, what you're doing is passing a widget to the widget it created.

The object you pass would be the thing that contains the data you want to display. You would then set it up in the list view entry widget (the class you defined to use for the list entries) to get the relevant data from the object it'll get passed and display it how you want.

gentle urchin
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so basically wrap whatever data you got in a uobject and pass that inn to the List

hardy musk
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@visual ember @dark drum@gentle urchin Thanks all! I realise you're right: I did some work with list views a few years ago but it was in C++, so I had just forgotten. I'll change the approach and fix it shortly πŸ™‚

inland walrus
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Any idea on how to check if button is being held down on bp interface?

young meteor
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Hey folks

Found this Select node where I can choose an Enum at the bottom.
Can't remember those "Diamond pins" fully though.
There is no "backwards" change happening here right? I just get a text based on the Enum and set a variable on the right?

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(Don't want to end up changing the text in my String Table where the Text is comming from)

versed sun
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you will be fine , i think it would only change your text if you plug into a diamond

young meteor
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Ah, okay. Thank you. πŸ™

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And by the way, would the text in that variable on the right (Text for Positive Description) be picked up as a thing to translate by the localization tool?
As in I should try to avoid Text variables everywhere when I don't need it translated, and use a String variable or something instead?

versed sun
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I'm unsure , I haven't messed with localization

young meteor
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Okay.

maiden wadi
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Pretty easy to do through the localization dashboard.

young meteor
maiden wadi
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Correct

young meteor
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(Guessing it skips empty ones at least)?

maiden wadi
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Unless you mark it as not localized.

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That flag on the side has some options in it.

young meteor
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Oh, let me check

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So that checkmark I guess?

maiden wadi
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Yep.

young meteor
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I appreciate it. Makes sense.

maiden wadi
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But like I said, it's rare you should be caring about those in a BP. It's much safer, cheaper and easier to specify your text in data assets and stringtables. You avoid duplicates and get much easier reuse out of them.

young meteor
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So for Structs like this I just make sure it is empty

young meteor
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Not sure about the data assets.

maiden wadi
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You don't have to worry about this struct, except for where it's originally defined probably, datatable I assume?

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Unless you're populating that array at runtime.

maiden wadi
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Then the datatable would need localized and would pick up whatever is in those arrays.

young meteor
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Right. And in there I see the same tick option

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Pretty clear.

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Thank you.

mild jacinth
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If render velocity is very high in stat gpu, and translucency, what could be the problem?

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I know translucency is related to materials most likely

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but not sure about render velocity

dark drum
inland walrus
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Any idea on how to check if button is being held down on bp interface?

sonic oak
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so in PlayerController on any key press I store it, on key release I remove it. then in other classes I just check if that key is pressed (if stored).. works for everything so far.

maiden wadi
sonic oak
maiden wadi
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IsInputKeyDown function

sonic oak
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I guess it does LULW

maiden wadi
inland walrus
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I just need to find a way to check if the player has released or is still holding

maiden wadi
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You can stop the interaction on key up with a second call,

inland walrus
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I know enhanced input actions have a similar option built in, but if I use an enhanced input action I would need to rerig up all my interactable scripts

inland walrus
maiden wadi
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From the same place you called StartInteract from.

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Never been a fan of interfaces with interaction. Too much copied code or a forced base class. Much easier with actor components.

proud bridge
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hi, how do I solve this?

LogConsoleManager: Warning: Console variable 'FX.AllowGPUSorting' used in the render thread. Rendering artifacts could happen. Use ECVF_RenderThreadSafe or don't use in render thread.

steady night
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how would i launch character towards another actors location ?

supple rivet
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get actor location of the other actor, subtract it from your own location and that times a speed value is your launch velocity

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Not sure if character has any other shenanigans going on though

steady night
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thats just what i tried

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it works i just had way to much launch Value πŸ˜›

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also

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im using a niagara system for the visuals

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why dose it look like this in the bp but when i go into the system

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it looks so much better ./ ?

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any ideas?

wanton geode
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So i rly suck at programming and blueprints i have followed a tutorial that explains how to spawn a weapon on pickup
I have rewatched it a few times and i always get the result that the asset vanishes instead of resulting in my players hands

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not sure what to share to get better help!

sinful pawn
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I have a question that might seem dumb but if i make my game work in multiplayer can i just make it work in solo too without modification ?
Like imagine a golf game like all the things are made to work in multiplayer can i also make it work in solo by just making a solo level for exemple ?

gentle urchin
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Mostlyℒ️

sinful pawn
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What would be the things that could need modification for solo ?
Can't i just create a solo server ?

gentle urchin
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Hard to say

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Should mostly just work if done right

little helm
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Create destructible mesh option is not visible even though plugin is enabled. Please help anyone

mild jacinth
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when it comes to the optimization. can 'profile gpu' command show exactly what mesh or blueprint is causing the most resource-lag?

lunar sleet
little helm
lunar sleet
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No

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Just drag the mesh into your level and hit shift+6, go from there

little helm
lunar sleet
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Which plug-in guy

little helm
lunar sleet
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Ok, cause you never mentioned it in that original question

gentle urchin
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Think apex is gone

little helm
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got it

lunar sleet
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Idk if it’s a thing in UE5 but you can usually see supported versions on its marketplace page

gentle urchin
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Unless its just moved?

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The new one , whichever it is, is part of the landscape/mesh editing tools

cyan scroll
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how get i get a variable from another BP? cant find any solution online

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it is not marked as private

dry sleet
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you need to pull from the "As Fast ... Character" pin

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otherwise Context Sensitive will filter out everything that isn't part of the class you're scripting in

desert juniper
cyan scroll
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i got it, thanks a lot

narrow sentinel
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Anyone know what good settings would be for a camera to be more in line of what the human eye would see please

south merlin
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Is there a way to call "Press this key" in BP? To be 100% clear. I want to make it so (temporarly) that pressing Right Mouse Button, will simulate pressing the zero key on the num pad. The zero key on the numpad is set to Pause the Simulation in the editor.

ruby tendon
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I am trying to make an interactable cable but with no luck so far. it seams like the cable component cannot detect collisions from a trace. is this true? because if so i will have to scrap the project

narrow sentinel
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Anyone know what this plane is that seems to have appeared when I've done something with this cine camera but I'm not sure what

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it moves when I move the BP actor that has the cine camera inside

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so i've worked out its the camera mesh for some reason is now super big

gaunt stirrup
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hi guys does anybody know how to Add Score Across Levels

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i tried saving to the game instance but doesnt working upon opening the other level

narrow sentinel
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I would say use a save game to do it

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and then on level load read the data needed from the save game slot that you make

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tbf I always thought game instance was present across the gaming session regardless of level loaded and unloaded

dawn gazelle
gaunt stirrup
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doesnt show my score on the stat screen (other level)

dawn gazelle
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You don't have the execution path connected.

gaunt stirrup
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LMFAO

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IM ACTUALLY SLOW

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DEAR GOD

worn kernel
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My main camera is lagging.(dropping frames) but when i switch to my fixed camera for first person interactions the lagging stops. anyone have any idea why?

dreamy sail
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I have this button that can be turned on and off by shooting it, but it doesn't work for some reason, am I missing something in this blueprint? All it's supposed to do is change color and text

frosty heron
dreamy sail
frosty heron
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Make that the default values then

narrow sentinel
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Anyone know how to fix that ? it's like the cine camera has flattened and gone slightly transparent

plush compass
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trying to put multiple "zones" in a small map and have the name of the zone shown in the hud at all times. I can't figure out the simplest way to tell the characterBP which zone i'm in. I've tried collision boxes but I dont want it so rigid with straight line and the easiest thing i can do is a multispher tracer on tick and find closest "zone" actor but that seems like a waste of resources. Any other suggestions?

gaunt stirrup
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hi guys please help

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i have missing modules after adding a c++ class now my project wont open 😦

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im actually freaking out

thin panther
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You need to compile C++ if you want to use C++

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This is also a question for #cpp

shrewd tiger
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Hi guys. My Event Tick decided to stop firing today after a blue screen - it was all fine before. Any ideas on what could be the cause?

broken wadi
shrewd tiger
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The actor is a component of a pawn - the pawn shows up in the level, yes

broken wadi
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Does the owning parent have tick enabled?

autumn pulsar
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Not quite sure where to ask this, but has anyone ever parented a mesh to a vr camera? I was trying to get a sort of helmet object on the player and attach it to the vr camera, but the object seems to have some either rounding issues or something else so it appears jittery. Anyone know how to resolve this?

#

The camera actor has a lock to hmd option, but a skeletal mesh has no such thing

lunar sleet
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I think we usually attach the camera to a mesh not the other way around, but #virtual-reality might have different methods

maiden wadi
autumn pulsar
cinder goblet
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Hi guys

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quick question

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Does someone have seen this before ?

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I created a dedicated server and when I launch it, the log give me this defiling message, which stop me to see if actual client connect

faint pasture
# cinder goblet

You're calling get player character and just assuming that returns something valid

cinder goblet
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ahhhhh

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ok make sense

gaunt stirrup
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i have missing modules after accidently adding a c++ class in my blueprint unreal engine project now it wont open

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please help anybody 😦

thin panther
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it would help if you answered the previous response :P

gaunt stirrup
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how do i compile c++

thin panther
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in your code editor. I reccomend going through learncpp.com. using c++ in unreal isn't for beginners to the language

gaunt stirrup
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well i was using blueprints before

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i have no clue how to use c++

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is there any way i can get my project back

thin panther
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ah sorry, didn't see the add was accidental

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revert your project in the source control you hopefully have setup, or otherwise try deleting the C++ stuff

gaunt stirrup
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this project legit has 200hrs+ on it im kinda tripping out

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how do i do that

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the project wont open

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i tried deleting the c++ stuff it still wont open 😦

thin panther
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as mentioned

gaunt stirrup
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i have

cinder goblet
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@faint pasture Im actually looking at my parameters, I guess I could resolve this issue by looking into the player controller BP ?

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The weird thing, is the server and client actually work somehow

faint pasture
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When nobody is connected, there is NO player character 0

faint pasture
faint pasture
gaunt stirrup
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no idea why this wont fix

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Accidently added c++ to blueprint project and now it wont open

pallid swallow
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I have a little issue in a program, since I am not very good at UE5 or C++ I made a program in python and then tried to translated it in Blueprint, I am facing almost no issue except for one function I am guessing the problem is from this, can someone tell me if the comment (in python) is equivalent to the blueprint ? I want to reproduce the .remove() function in UE5 blueprint

cinder goblet
#

@faint pasture Thankls, I will look into that ! πŸ™‚

desert juniper
pallid swallow
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I am trying to remove first element that equals a special value an array

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I think I solved it

desert juniper
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so you can simplify it by doing this

pallid swallow
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Oh thanks

desert juniper
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since you already know what the value is it should be, plug it into the find input

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no need to manually iterate through all elements

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side note, you ususally don't want to do a for each loop if you plan on adding / removing elements from the same array

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you typically want to instead use a regular for loop

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may not matter in your case since you were breaking out early anyways, but it's a good rule of thumb to keep in mind

twin shale
#

Does anyone know if it's better to have say 10 spotlight actors, or 10 spotlight components on a single actor? Assume they both have the same settings wherever possible. I have the same question for something like audio actor vs audio components, etc

glass nacelle
desert juniper
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idk how the BP implementation works exactly, but I'd either learn exactly how it works to avoid logic bugs, or just program it the correct way

glass nacelle
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Ahh I see, and regular for loop would help?

But you mean doing a for each while you delete stuff? Not like after?

desert juniper
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to delete elements of an array you're iterating throug (in a standard for loop) you want to iterate backwards through an array

glass nacelle
#

I see thanks a lot, really good point πŸ™‚

desert juniper
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someone smarter than me will explain the how it works under the hood I'm sure

gentle urchin
#

Does this already

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Removing index mid loop resizes the array and messes up the index iterator. Going backwards avoids this trap

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You could in theory keep it in sync forward but thats troublesome

desert juniper
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knew someone smarter would say something smarter

gentle urchin
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Lol not sure how smart it was but self implied smartness I couldnt just let go like that ;p

storm shale
#

A good while ago I noticed a for each loop was faster than connecting an array of objects directly to a function.
Has anyone experienced this?

obtuse kiln
#

So, yesterday I realized that the SPUD save plugin couldn't save my directional light because it didn't have the interface implemented. I considered figuring out how to implement it in CPP, but figured I'd try just turning it into a BP child and see if that played nice with everything.

It did, no problems whatsoever. Worked with everything a directional light should work with, loaded the updated rotation after a cutscene, job well done.

Today, I open the project, get those errors, and that BP directional light is completely gone from everywhere.

So, uh, I guess I shouldn't do that? Or?

maiden wadi
maiden wadi
gaunt stirrup
#

Going into unlit/unshaded mode turns all my skin textures 100% white for some reason

iron idol
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I have a spell array where I keep track of all the spells one of my characters have. If I wanted to set it back so it removes all the spells I have and just put in the default spell, how would I got about this?

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would i just make a variable with a class reference to the spell, make an array and plug it in?

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or do I need to clean out the other spells from the array?

maiden wadi
iron idol
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nice so i just feed it the spell and hook it up, and that spell should be the only one there?

maiden wadi
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Should be, yep.

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Only Add, AddUnique, and Append, will leave the old contents.

iron idol
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Thanks, I figured that was the answer, but its gonna be a bit of a pain to test so I thought I would ask first. Appreciate it.

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on that

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haha a second question now that you have mentioned it

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add unique will only add if you dont already have it in the array, correct?

maiden wadi
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Correct

iron idol
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Really appreciate your help. Thanks!

frosty heron
#

GAS, GAS, GAS

silent parrot
#

Hi all, I'm trying to use Data assets in Unreal and I just ahve a question about whether I should be hard referencing this texture? Any opinions here?

lunar sleet
fiery swallow
frosty heron
frosty heron
tight moon
#

Hello, still trying to figure out how to make a laser vfx to change color when interacting with a specific mesh in the scene. I made this so far, and the vfx color is a user parameter with RGBA set to 0. Any idea why it's not working properly ?

frosty heron
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There is no point to say 2 = 2

tight moon
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Just tried some stuff from what I found while loking for ways to change the vfx color. But with or without, the issue remains.

frosty heron
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Try to understand what you are doing, don't just blindly drop nodes.

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As suggested you are setting something to it's own value

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So really, you didn't do anything there.

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What you can do there is disconnect laser color from the setter.

Right click the pin in the setter and split it.

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Then type the color you want if true and type the color you want if false

tight moon
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Still no change. It just seems to never update the color for some reason. It knows when it must change the color, but it simply doesn't do it.

little helm
#

The given section of code is executing but there's not any effect of fracture

shy raven
#

if u ever wonder how to get 3 character to pick and spawn into start game then dm me

little helm
little helm
maiden wadi
cyan scroll
#

so uuuh stupid question, but how do I stop an audio from playing when char is not sliding? xddd

violet bison
#

how to ensure that the animation of the mesh (third person) is replicated at all times?
it seem to only replicate only when I move, not rotate (the aim)

maiden wadi
cyan scroll
#

yea yea

#

i just ran out of solutions

#

so it gives me an error of accessing the stop thing

maiden wadi
#

You need an event for when sliding starts and sliding stops. You add the component on slide start and save it as a ref from the ReturnValue, then on Sliding Stop you stop and destroy the component.

maiden wadi
hollow pond
#

you can change the Color parameters of your niagara system all day long, but those changes won't actually do anything unless the material that your niagara system uses has Particle Color connected to the output colour

tight moon
hollow pond
tight moon
#

It's the default ribbon material.

hollow pond
#

ah ok, that bit's fine then

#

what does the blueprint look like at the moment? just the colour selecting bit

tight moon
violet bison
maiden wadi
#

So it does update the aim, but only after you've moved?

tight moon
#

@hollow pond anything comes to mind from the screenshot ?

violet bison
maiden wadi
#

What function are you using to get your aim properties in the Anim Update?

hollow pond
#

have you used breakpoints to check that this code runs properly?

tight moon
hollow pond
#

is this a laser that's supposed to change colour while it's out, e.g. moving it around makes it change colour based on what it's pointing it? or is it only meant to change when you turn it off and back on again

#

because you're only doing one line trace and setting the colour based on that. that's not going to update when you move the laser

#

unless you're calling this function on tick / some other timestep, which is also wrong because you yould be spawning the laser every tick/timestep that way

tight moon
#

It's supposed to change color when hitting an object, so when moving it.

tight pollen
#

Hi, Is setting Player State references for every player in UMG a good idea?

#

I want to have access to replicated data from UMG, each client will see the player's name, points, etc.

frosty heron
#

UMG just read the player state it wants to read

steady night
#

hey i have a sub level loading in my main map is there a way to "move" the whole level everything included in my main level ?

#

instead of singelhandedly moving each asset ?

granite frost
#

Hello, I inherited from a custom animation blueprint but now I can't find the anim graph? And how do I call super in here?

granite frost
# frosty heron Print screen what you have

I have this anim blueprint inherting from ABP Player Arm Mesh which is inheriting from anim instance. I can't access the anim graph? I want to add 2 more states and I can't even add a function to the sequence player.

tight moon
#

@hollow pond here's the beginning of the code, before the construct part

primal summit
#

Guys one question,
How would you replicate a result of a random extraction of an integer on both client and server?
So they would got the same result/integer.

frosty heron
#

Thought you mean the blueprint update bit

frosty heron
granite frost
primal summit
#

How would you make the client receive it?

visual ember
#

you either don't by having a server generate it and send to a client, or you just make sure the seed is the same and it was called the same amount of times, in the same order

frosty heron
#

show your code

primal summit
#

I’ll share it in a bit but it’s confused cuz i’ve trying lots of different ways

frosty heron
#

also state your objective / purpose

#

what would you use the random number for

primal summit
#

My goal is to understand the logic behind replicating a random number so i can then implement my game code

#

But for now i just want to understand how to get the server and the client have the same integer

frosty heron
#

it depends on the context

#

some work can be more involved, each with pros and cons

#

some cases don't necessarily need communication between server/client. e.g. if you implement network clock, you can most likely use that as your seed

#

so really, depend on the context

#

the easiest ofc, just let the server randomize the number, client simply receive the number

primal summit
frosty heron
#

honestly it's just a few lines of code

primal summit
#

Yes it is

frosty heron
#

if you want the server to set the number

#

and client simply receives it

hollow pond
#

I reckon you're setting the variable, then the system is getting destroyed immediately and recreated on the next frame, meaning it always has its default colour

tight moon
#

I'm doing what worked to make the laser appearing while pressing the trigger so far. Issue I have with an input that's on "started" is that it only last for half a second.

tight moon
primal summit
iron idol
#

How would I go about getting actors to spawn faceing the camera?

frosty heron
primal summit
violet bison
#

my animation has been doing pretty weird
the aiming up/down only updates when the pawn move

hollow pond
# tight moon Just tried with other vfx settings for its duration (infinite/multiple/once), on...

if you want to keep the laser working the way that it was, by spawning it on every tick (which you really shouldn't be doing), then you'll need to change the colour some other way, e.g. by making a laser material and setting its colour with a Material Parameter Collection, then updating that MPC to change the colour at runtime

if you want to do this laser as I would (I've done this before), then you need an infinite emitter and you need to dynamically update the beam's start and endpoints to match where the character is aiming. you can still update colour as you were, because now the beam isn't constantly being trashed every frame before you can see the colour change

tight moon
#

The latter soudns much better (and utlimately that's what I should be going for anyway, just had to do something that was working at first).
Tho the first issue I have is that the laser is constantly visible (an issue to begin with), and for now it won't change its color anyway.

hollow pond
#

you need to kill the system when the player stops aiming

frosty heron
tight moon
primal summit
#

Sry for disturbing

#

I dont have a character bp in this level

frosty heron
#

just tell me what you want to do with the random number

hollow pond
tight moon
primal summit
frosty heron
#

and where do you want to read this random number?

hollow pond
tight moon
#

Ah, this ? What do I do with this tho ?

#

The only thing I know to detsroy it is just... a destroy node, but it wouldn't accept the reference.

primal summit
# frosty heron and where do you want to read this random number?

wdym sry?
This is what i did for the singleplayer and it worked but i'm trying to find a way to do it in multiplayer, thats why i asked the basic logic for an integer so then i could find a way to implement this.
The pre game scene would generate a 2 random enums from an enum list and then spawn 2 characters on screen. I stored them in a game instance so then i could get the 2 enums and set the abilities on the game level.

#

the pregame level its just a camera and 2 bp classes that will spawn the characters

#

this is the code inside the 2 bps

fiery moon
#

Why not just replicate the result and only execute it on the server?

tight moon
primal summit
#

im pretty new to the multiplayer and im finding it difficult sry

#

i wanted to understand this basic logic first and after implent the whole thing

#

and even with this idk where to put it

#

when i put it in the PC it worked but it printed 2 values on the server first

#

and on the level i dont have a character bp

fiery moon
#

Well it depends on what it is, it seems related to the game mode state so I suppose in the game state

primal summit
#

the only bp that spawn the value for the server and the client is the PC from what i have tested

#

maybe im doing something wrong and its 90% possible

fiery moon
#

GameState exists on server and all clients, its basically where you would put any things clients need to know about that is specific for the game (and not tied to players, for players it would be PlayerState)

vast bone
#

Guys I have video cutscenes play during the game, however when i change the game language to arabic they no longer work as if the paths are affected

Any idea why or how to solve this?

primal summit
fiery moon
final berry
#

Hello! So I was wondering, I'm trying to do some cleanup when it comes to hard references and stuff. Now I have an "enemy management" actor (BP_EnemyManagement) that handles spawning and tracking enemies.

This actor obviously knows about a BP_Enemy_Base class which is fine, but when I want to cleanup the enemy (when it is destroyed) in the BP_Enemy_Base class I also reference the BP_EnemyManagement to remove this enemy from the ActiveEnemies array.

I don't think it's a good thing that BP_Enemy_Base references the BP_EnemyManagement again (because then the BP_Enemy_Base also knows about everything the BP_EnemyManagement knows).
What is the best way to fix this without getting rid of this ActiveEnemies array

fiery moon
final berry
frosty heron
#

@primal summit So all of this to spawn? then client dont need to run any logic

#

server set random number, server spawn random character based on the result

#

if the spawned character is a replicated actor, the client will get a copy

hollow pond
primal summit
final berry
granite frost
#

What is this binding?

proper flower
#

Guys a quick question: box extent in local space? if I retrieve a position of a box and then rotate the box, it does not affect it.

twin shale
woeful pilot
#

hey guys im a bit stumped, I need to animate a bobbing platform, that is "floating "on the surface of water. We have combat on this, and Unreal Water sim stuff wont work for our needs.
I have the bobbing up and down working but does anyone have any ideas on how to get a decent looking rolling and rocking movement in blueprint. to simulate the wave movement.?

frosty heron
#

if this number is randomized per player

#

then probably game mode to player state

#

Player Login -> server set random number in the player's player state

proud bridge
#

help! this works fine in standalone, listen server, client everything, but whenever i m launching my gamelift server (dedicated server environment), this cooked envelop amplitude data is not returning any float. any reason why its not doing this. Again, this code works fineee if I play frm UE PIE.

woeful pilot
#

sorry for the repost
hey guys im a bit stumped, I need to animate a bobbing platform, that is "floating "on the surface of water. We have combat on this, and Unreal Water sim stuff wont work for our needs.
I have the bobbing up and down working but does anyone have any ideas on how to get a decent looking rolling and rocking movement in blueprint. to simulate the wave movement.?

fiery moon
proud bridge
#

which settings shud I use? and can u pls explain ur thot process?

#

turning off tick for dedicated server, building it rn

fiery moon
#

Nah it should be on, just making sure it wasn't off.

#

I thought maybe it may be disabled or something, since dedicated servers have no use for audio unless you read something from it like you do.

gaunt stirrup
#

any idea why my skin textures are white in unlit mode?

proud bridge
maiden wadi
fiery moon
twin shale
proud bridge
fiery moon
#

Can you not replicate the conditions and then have the clients do it themselves?

proud bridge
#

like run on owning client?

#

so try to create a pure function from the function "PerfHelp" in the picture which i shud run on owning client?

fiery moon
#

It would run on all clients (assuming everyone can see the material), all of it affecting the material would, only the condition that triggers it would be on the server. E.g. you hit something and you play a sound, the hit would be detected by the server, but then replicated to all clients and the sound will play on the clients... If you don't actually want players to hear it you can probably lower to volume to 0 and still keep it playing for the sake of affecting the material.

proud bridge
gaunt stirrup
#

anyone know how to fix metahuman white skin texture?

#

only on unlit mode it shows white

crude pike
gaunt stirrup
#

this randomly happened after my cpp incident yesterday

#

do you know how i could go about getting it back

crude pike
#

not sure sadly

dry sleet
#

There's no problem doing what you've done -- that error almost certainly arises from the new child asset having been deleted or reverted somehow.

#

Is it still present in your project?

obtuse kiln
#

No, and I ended up making it again. No clue what happened to it.

Immediately after, I ended up having to do battle with my whole project for a while, it was losing its mind, so I honestly forgot that problem since everything else went haywire. I'd open an asset, it'd turn interface events into custom events, I'd reload it, it would fix, but then other stuff would stop compiling, and on and on, endless broken references.

I think it was a redirector issue? Anyway, I kept whacking it and fixed up redirectors and deleted stuff and recompiled and reloaded it a few times and eventually it quit yelling at me and everything went back to normal.

For now.

dry sleet
#

Do you use a lot of C++ in your project or only BP?

obtuse kiln
#

almost all BP, outside of a few things like enums and structs.

dry sleet
#

Hmm.

#

On pitfall is if you create C++ classes from the wizard inside the editor, which invokes Live Coding -- then edit those classes and immediately start using them inside your project.

#

If you re-launch the editor from the launcher or by double-clicking the .uproject file, next time those Live Coding-created classes won't be available (they are not compiled), and get stripped from wherever they were used.

#

But thinking about it, it doesn't really sound like what happened to you.

#

Ahh it's probably good ol' bloody redirectors like you said

obtuse kiln
#

I did make it different ways both times. The first time, I just grabbed it in the level outliner and made a blueprint of it, whereas the second time I went to the base class in content drawer and made a child (and made sure it wasn't saved in the engine folders or something, which is what I thought might have happened to the first one).

I suspect the 'how' of that first one was the problem.

dry sleet
#

Should be fine either way.

#

Well, hope the issue doesn't return (and that you have source control for scary moments like this in the future!!)

obtuse kiln
#

I do, I actually submitted right before I set that up and again right before I closed the project after setting it up.

I just figured pushing through and figuring out what the hell broke would be better if I could.

dry sleet
#

I would probably take the road of reverting for peace of mind myself!

#

At least if no great deal of work is lost.

#

But I'll leave that up to you! :D

silent parrot
# frosty heron Use ~ obj list class to find out what is loaded to memory. I would assumed havi...

So if I have a Texture 2D variable in the Data asset but nothing assigned to it in the primary data asset, I think it should not be calling any hard ref. But since I am applying a texture to that variable in the instance of data asset, wouldn’t that be a hard ref?

I ended up using a soft object reference and then a load soft texture for brush to load it but idk where to understand if it’s a hard ref or soft ref since I am calling it in the data asset.

vivid quarry
#

Does anyone know how to alleviate the tiny jitter that comes with enabling "use pawn control rotation" on the camera? It's driving me nuts. It's too small to film even but you feel it when panning the camera, any slow change in yaw results in the character's hands jittering in a very tiny way

#

I suspect it is also from having "use controller desired rotation" on my mesh but I'm not sure what other solution I can use. I've tried putting mesh and camera on every combination of tick groups I can but it isn't tha

nimble wasp
#

Dispatch events. These are basically firing out a message to everything in the world and any BP that is listening runs the attached code, right?

gentle urchin
#

Like a twitter account. Anyone can follow and get the updates

nimble wasp
#

OH! So it fires out to anyone following only? Not everything in the world

gentle urchin
#

Yes

maiden wadi
gentle urchin
#

It keeps a list of followers

nimble wasp
#

Awesome.

gentle urchin
#

(Or bindings but yeah)

dry sleet
#

fite me

#

(well no good for you I guess haha, but I don't see how it's overflourished to add 1 interface and mark props as SaveGame for full automatic serialisation?)

maiden wadi
#

Why do you even need an interface?

dry sleet
#

Because I might not want everything saved?

#

The Actor baseclass marks bCanBeDamaged as SaveGame.

#

If I were to rely solely on that, all actors in the scene would be included in the save file.

#

As opposed to the handful of actors I actually care about

maiden wadi
#

I just populate a data asset with the classes I want to save and any of their subobjects. πŸ€·β€β™‚οΈ I can save things that don't come from my own project that I'd have to extend with your interface.

dry sleet
#

Well, you do you

#

Complexity doesn't usually come from nowhere, but from edge cases.

#

Such as fast path/slow path, archive versioning, etc.

#

But if your implementation does all you need it to, all the better

gentle urchin
#

Thats our #1 goal anyways

#

To solve our own problems

maiden wadi
#

My personal experience is that complexity comes from inexperience, and ego.

dry sleet
#

Steve Streeting isn't inexperienced lol

#

Ego, I couldn't say

dry sleet
gentle urchin
#

For sure

#

Work smart, not hard

maiden wadi
#

TBF I don't know how old that plugin is either. It looked older. So half of that code may exist because of stuff that wasn't available when it was written.

#

BTW does SPUDs stuff allow pointer saving? Does it replace objects name stable?

dry sleet
#

Yes, SPUD saves pointers.

maiden wadi
#

Nice. πŸ˜„ +1 for that then.

dry sleet
#

The worst part about it is that TSoftObjectPtr isn't supported, so you have to hook into the pre-save/post-save events to convert it to FSoftObjectPath and back if you want to store one.

#

It might have been changed since the version we use, not sure.

maiden wadi
#

Eh? That's an odd one. It saves as a simple string same as a pointer if you just use Serialize. :/

dry sleet
#

I find that odd as well.

#

Especially since it handles TWeakObjectPtr just fine

#

I should probably look to see if that has been rectified

obtuse kiln
#

I only just now realized, when I was about to ask about it, that when I was trying to figure out how to make SPUD save properties from actor components, I misread their instructions.

...like 10 times, since I kept checking to see what I was missing, since it seemed odd that the method (as I misunderstood it) could only support one actor component.
oh well. now I know.

dry sleet
#

In C++ it's enough to add SaveGame to the subobject pointer, in BP I usually create a variable in the construction script to reference the component, then mark that as SaveGame.

#

Unless you can just toggle SaveGame on the pointer directly in BP too, I don't recall?

obtuse kiln
#

don't think so. but yeah, I actually figured out the construction script reference and marking that as savegame correctly.

but somehow my brain decided the variable needed to be named savegame as well, and didn't understand how I was supposed to have more than one.

I can't explain how I understood that I needed to mark it as SaveGame and also had that misunderstanding. you would think it would be one or the other.

maybe I was tired.

dry sleet
#

aha!

empty marten
#

Hey peeps,
Got a question, is it possible to get the aspect ratio of a video playing through a media player using BP?

#

Like the imported resolution of the video?

spark steppe
#

could also just add a tag to those who should be saved

eager thicket
#

whats the best way to determine the "impact" of a raytrace?

For instance if a raytrace car is in the air and it hits the ground, I want to return the force at which it hit the ground to determine how loud the impact will be.

This is to weed out "false positives" where the raytrace might go up in the air for a milisecond and then down again.

spark steppe
#

and mass

worn kernel
#

Guys I have a queston. As you explore the world in my game, it pauses everything but the generation as it should. but the game "Hangs" (lags) for a second or two after un- pauseing. Do you guys know any way to fix this?

empty marten
# maiden wadi What do you need it for?

I'm building a media player for part of my project and some videos aren't 16:9 ratio so need to set the image in the UMG to the correct size so the video isn't distorted.

#

It's my first time creating a media player so I don't know if there's another way for it to work with non-average ratios for the videos.

maiden wadi
# empty marten I'm building a media player for part of my project and some videos aren't 16:9 r...

I had to make a function to grab the MediaTexture's size from an unexposed property in 4.27. I doubt it's changed since then. I pass this value into a material to use it for UV projections. Nothing else I tried had correct values but this. :/

FIntPoint USomeLibrary::GetTextureSurfaceSize(UTexture* InTexture)
{
    FIntPoint ReturnValue;

    if (InTexture)
    {
        ReturnValue.X = InTexture->GetSurfaceWidth();
        ReturnValue.Y = InTexture->GetSurfaceHeight();
    }

    return ReturnValue;
}```
maiden wadi
#

Insights is fairly easy to use. Just run it before you run the game. Make the lag happen. Find the long frame from it and look through the callstacks.

worn kernel
#

is there a video on how to view that?

maiden wadi
#

I dunno. I wouldn't doubt it. I learned from trial by fire when I first did.

remote meteor
maiden wadi
#

Maybe. In my case this was a Bink player. I don't remember why it wasn't working normally anymore. πŸ€·β€β™‚οΈ

remote meteor
#

these thing

past hull
#

hey,
I have a question about inheritance. I have a BP_Weapon and a BP_SMG, BP_PISTOL.
I implemented a "CanFire" interface one the BP_Weapon and Override it in both child class with their own specificity ( animations, recoil...)
Do you think I can make the code even more abstract by moving some of the logic in the BP_Weapon Blueprint ? Because right now it only have the variables.
Here is some screenshots of my Fire event implementation on my BP_SMG

woven spire
#

im not entirely sure why but when i line trace on a trace channel i made it doesnt detect the objects i want it to even though they are set to block traces on that channel. is there any other additional settings that influence it other than just setting the channel to what i need?

empty marten
# remote meteor these thing

I just tried that Get Video Track Aspect Ratio and it was returning a value of 1.7 for a video that is a 16:9 ratio. Gonna have to look up the documentation on it see what its trying to put out

remote meteor
# past hull hey, I have a question about inheritance. I have a BP_Weapon and a BP_SMG, BP_P...

if you have inheritance, you probably can skip interface in the first place

as for weapon hierachy, i personally will do somthing similar

BP_Weapon -> Parent has functions like StartAttack/StopAttack
- BP_Firearm -> Override StartAttack/StopAttack to treat it like pulling and releasing triggers, setup all firearm logics here
- - BP_Firearm_SMG -> Mostly to set variables like firerate, projectile properties, magazine sizes
- - BP_Firearm_Pistol -> Mostly to set variables like firerate, projectile properties, magazine sizes
- BP_Melee -> Override StartAttack/StopAttack to play montage maybe, possibly charging attacks
- - BP_Melee_Knife -> Mostly to set variables, maybe custom behavior when hitting targets
empty marten
#

oh its doing it like that

remote meteor
#

what you need is probably the dimensions, since you need to set the UImage size to match the video dimension

empty marten
past hull
remote meteor
#

You only need interface if there are shared functionality/behavior you need from unrelated objects, like interacting an object, the object would determine the response.

#

if they are all weapons, can use inheritance instead

past hull
#

yeah ok I understand, it makes sense you're right

#

thank you for your feedback. I will work again on my logic

remote meteor
woven spire
#

nice that worked πŸ‘

shrewd tiger
#

Hi guys. My ActorComponent that's a component of a Pawn keeps getting a BP Runtime Error "Accessed None", but everything associated with it actually works. (The mechanics that are implemented there actually work) aside from the errors. Any Ideas about the error?

agile loom
#

try adding some breakpoints into the blueprint

shrewd tiger
#

Here's one of the places referenced by the link in the error

#

The variable exists

agile loom
#

doesn't mean it's valid during run time.

#

Obviously the variable "exists", that's not the error

shrewd tiger
remote meteor
#

If it fails to add the static mesh comp, the return value would be nullptr

shrewd tiger
#

Plus, as I said, the add component node and set transform node work - the mesh is showing up in runtime

#

Also this started after a blue screen, worked fine before that

#

Tried restarting

remote meteor
#

Who is the target?

shrewd tiger
#

Target is owner

#

The actor component is a component of a Pawn

#

It was all part of a tutorial though

carmine palm
#

g'afternoon

#

Anyone able to help me with my BPs? rotate works off the rip, but for some reason as soon as it hits first mark it is like nahhhhh im done

#

Actor [rotation object in center] spawns the 4 ships around it, which attach to it using attach actor to actor

#

This is on the center object, which works initially

#

And sprite component on the other actors

#

have this to keep them facing down

woven spire
#

ok so i have a while loop, but i only want one iteration to happen per frame. is there anything i can make it async or something to temporarily pause it until the next frame once one iteration is done?

gaunt stirrup
#

anyone know why my metahuman skin is white in unlit mode?

carmine palm
#

It looks like it is at the end of my first lerp/movement

#

is where it stops

#

and I have no idea why

#

right before it finishes. (still a little to get to location when it stops rotating)

#

yea so its stopping when it hits 90 deg rotation

#

oh there we go

#

add actor world rotation works

woven spire
#

as expected this does not work. but you can see what i mean with this. i want each iteration of the loop to happen after the next, and each be delayed by a frame

dawn gazelle
#

If you want something to happen after so many seconds, set a timer by event.

#

Then click "looping" and it'll keep on triggering after however many defined seconds you want.

woven spire
#

this wouldnt be an issue if u could just make my own async tasks shruggie

dawn gazelle
#

If you want something done every frame, then use event tick. If it's the only thing you do on the tick event, you can either enable or disable tick on the actor as needed. Otherwise, you can use a branch on tick to trigger your desired logic.

woven spire
dawn gazelle
#

So again, you can use a branch or enable and dsiable tick as needed.

woven spire
#

thats really the only way??

dawn gazelle
#

What's wrong with that? That's how you'd do something like that.

woven spire
#

in unity id make a async task of some kind to handle these kinds of one off operations so i dont need to have stuff constantly being in update

dawn gazelle
#

You can make async tasks, but not within blueprint.

woven spire
#

welp, i guess i had to run into blueprint limitations at some point shruggie

dawn gazelle
#

This is what I'm describing as what you can do.

woven spire
#

but in this case i guess im kind of forced to

orchid flume
#

hey fellas im trying to figure out how to set this float value via linear value, how would i accomplish this

carmine palm
#

via line?

orchid flume
#

like 0 at 0 seconds and 1 at like, 2 seconds or something

carmine palm
#

Timeline

orchid flume
#

hm well it appears i cant make a timeline in a GAS ability

#

also would i be able to apply a nonlinear scale to a timeline if i wanted to

faint pasture
#

stop after what period of time?

woven spire
#

until a value reaches a defined number

#

however long that takes

faint pasture
#

Just tick into a branch

#

Tick -> done? -> no -> do thing
-> yes -> don't

#

although, what are you trying to do here?

woven spire
#

i guess this might be counting as programming an animation, but its translation with splines. so i just wanna trigger moving an object across the spline and have it be done moving whenever it reaches the end

faint pasture
#

yeah tick

#

you want the thing to be in a new position each frame

#

thats tick

#

if it was a predefined time, you could use a timeline

#

which is sort of a temporary tick with keyframes

woven spire
shrewd tiger
#

Hey Guys
So I've added a print for debugging and the value for variable "Preview Mesh" is definetely the desired one and not None...

#

So it's actually printing the display name of the thing that I want in that variable

#

but somehow it's still showing accessed none

desert juniper
# shrewd tiger

what's being printed out looks like a reference to a static mesh component, not the static mesh asset itself

#

is that intended?

shrewd tiger
#

Can I change the World Transform of a reference?

desert juniper
#

show some code

shrewd tiger
#

It's not an asset, it's a static mesh component

shrewd tiger
#

One sec

#

I sent some earlier but I can resend

desert juniper
#

or can just link the message

shrewd tiger
#

That's where the Preview Mesh Var is assigned and its static mesh set

desert juniper
#

rooThink1 I've never used preview mesh. is that just for editor purposes?

shrewd tiger
#

That's a variable

#

That I created

#

Of type static mesh component

#

πŸ˜…

desert juniper
#

FACEPALM i was so confused

#

lol

#

place a breakpoint where you think it's breaking

#

select the node and press F9

#

then play and see what the actual values are when you hover over the pins

#

as of now, the tiny code snippet you show isn't enough of a snapshot to show where it could be breaking

#

and the error your getting isn't shown in your screenshot either

red pike
#

Hi, can someone help me connect a pressure plate to several rectangular lights in UE5? I'm working on a school project, but cannot for the life of me find a tutorial where you don't need to interact with the pressure plate. I just need the player to stand on it or step on it and it activate the lights.

desert juniper
#

you may not find solutions specifically about a pressure plate, but you'll find solutions about collision triggers for instance

#

you can use what you learn from there, and reinterpert it for your project

#

if i undersand you correctly you want an event to happen when a player steps on a specific actor / location

red pike
#

Awesome, I am still rather new to blueprinting so sometimes I am unsure of how to connect things to other things.

#

Yes

desert juniper
#

you can achieve that with box collision

red pike
#

Yes, I have a box collision on my pressure plate but unsure of how to connect that to where the player will step on it and the lights are activated.

desert juniper
#

so look for tutorials on triggers or collision triggers. i'd follow tutorials on a seperate project, and then when you understand, integrate it into yours πŸ™‚

red pike
#

Okay, great, thank you! πŸ™‚

desert juniper
#

you can add a light actor array var on the trigger, and drag / drop the light instances into the instance variable in your scene

#

you could also use tags, or create a channel system.

#

any tutorial about light switches should go over a technique or two to accomplish this πŸ™‚

red pike
#

Only to turn on. They're alarms for a prisoner escape game πŸ™‚
I've not used tags, but have heard that they're rather useful. Thank you for the info. I will look into tutorials that cover these things. πŸ™‚

desert juniper
#

np. once you get better you also start realizing that you can watch a tutorial or see an implementation of any mechanic in any engine, and you're able to start piecing how you'd do it in your current engine of choice.
all that to say, don't limit your searches to only your ultra specific use case.

red pike
red pike
frosty heron
#

Nvm it's been mentioned

desert juniper
muted otter
#

hi! I have made this in my menu bp but I wanna know how can I save this to be loaded when the game launches? because with the game user settings it's really easy and it's what I been using with the other stuff, but with this idk how can I save it. if anyone can enlighten me would be really appreciated

red pike
#

btw it won't start the map in editor mode but once you build the game it'll be the first screen to pop up πŸ™‚

#

if I'm wrong and someone sees this pls correct me πŸ™‚

muted otter
#

oh, I see why the question can cause confusion jasdhj thank you for your help :)
what I meant was to save the color vision deficiency variable to load when the game launches

frosty heron
#

@muted otter you can store the index using save game object

muted otter
#

I'll take a look, thanks :)

red pike
#

Does anyone know how to add tags to components? I'm unsure if I am doing it right... My rectlights don't show in play testing, they're basically duplicates of the first one that worked, so unsure of what is going on

#

I'm trying to reference multiple components (so my variables are not just a long list of the same actor aka my lights) and I think I do that by tags?

frosty heron
#

You don't really need tags for something simple like toggling lights

#

If character overlap plate-> get the array of lights in bp plate, loop through them and toggle. That's it.

red pike
#

What do you mean loop through them? I'm trying to activate multiple lights with the plate πŸ™‚

desert juniper
red pike
#

That'd be great bc I don't learn too much from just instructions. :/ I'm more of a visual learner

desert juniper
#

alright, trigger BP is a simple static mesh with a box collision component

#

add a BP called Lights

#

and set it's type to Light, and Array
along with Instance Editible ticked

#

now in the editor bring your actor out and you'll see it's Lights variable in the details panel

#

add as many elements as needed. in my case it's 3. one for each light

#

add your lights to each element via dropdown, or eye dropper.

#

and lastly here is your code

#

only because you've been at this for 5 hours

proud bridge
#

Hi all, i dnt understand this error, can u help me understand

lunar sleet
#

If you have source control you can hit ok

#

If you don’t have source control yet source control

desert juniper
#

we need a source control flow chart

#

Here we go. my finest work of the day

#

i thought unreal had a git lfs article but i can't find it now

proud bridge
#

And yea it uses Git LFS. So if ur project is over 5GB in size, u need to pay 5$ for 50GB monthly

desert juniper
#

yeah I'm a fan of git. i don't work with a team and i don't have a large project so i see no reason for something like perforce

proud bridge
#

Perforce is soooo old school

desert juniper
#

Perforce is the industry standard.

proud bridge
#

Idk, might just be me but Git seems much simpler to me.

red pike
#

I am so grateful

lunar sleet
#

Only 5h? πŸ˜›

shrewd tiger
#

The issue is that this part of code is so messy that I'm just embarassed

#

Here's the thing with the two breakponts on the parts the errors are referencing

#

shows up like this fsr

#

But once again, the code does what it should, aside from the errors

#

Which bamboozles me the most

#

Like the component is being added, static mesh set and world transform updated

desert juniper
#

to clean up blueprints, drag as many variable nodes as you need

#

these tentacles just make for hard to read code

shrewd tiger
#

And the thing on top is called every tick

desert juniper
#

you're adding a new component on tick?

#

bottom line, you have a nullptr exception because at some point when your variable is read, it's null.
i know you know that, but you keep saying your code works, when unreal is trying to tell you that something in your logic is wrong.

#

add a check to see if PreviewMesh is valid here

shrewd tiger
#

DoOnce node

#

It updates transform and mesh of the comp every tick

desert juniper
#

ah didn't see that. why tf is that on tick then? lol. why not on begin play?

shrewd tiger
#

I followed a tutorial and that's how the guy did it

desert juniper
#

another reason i hate bp tutorials.
the prople teaching them don't usually don't actually know how to program

shrewd tiger
#

You have a point

#

But I can see a situation where that needs to be called more than once

desert juniper
#

then create a function for it, and call it when it's needed. not on tick

shrewd tiger
#

Ok, thanks

gentle urchin
#

Abusing tick like that

desert juniper
#

fr

shrewd tiger
#

Gorka Games' "Simple UE5 Building system"

desert juniper
#

i still dont'' know where your code is actually throwing the error. which node is actually reading the nullptr?

shrewd tiger
shrewd tiger
#

Those two

desert juniper
#

so can you just check to see if PreviewMesh is valid before trying to set the static mesh of it

desert juniper
gentle urchin
#

Building system sounds like its tick worthy tho πŸ˜…

#

Didnt check this actual thing

#

But in general they've spammed tick far to much

desert juniper
#

oh yeah i have no problem with tick. it's just the stupidity of the DoOnce node on tick instead of begin play, or on some method lol

gentle urchin
#

Yepp

#

Delay on tick πŸ₯°

desert juniper
#

as a matter of fact, if you're going to add a component when it spawns then why even do that in game? why not setup the actor that way to begin with? shrug

desert juniper
gentle urchin
#

With some material magic

desert juniper
#

yup. on the same actor i just have build ghost SMC

#

and i use another slightly scaled down actor SMC to perform collision checks

gentle urchin
#

I tried tons of traces but quickly turned difficult 🀣

#

Wanted to let buildings be placed on slipes within a treshold

shrewd tiger
desert juniper
#

man build systems are decievingly hard. Had to learn to do bitwise operations to get a halfway decent snap system

gentle urchin
#

I thought socket snapping was a common method ?

#

Thatd how the tut i watched 8 years ago did it πŸ˜‚πŸ˜‚

desert juniper
gentle urchin
#

Tags on the socket i guess

#

To bad its singular

#

(And not gameplaytag)

desert juniper
#

so tags would work, and that i what i do (kinda. i think i just parse the socket name). but how are you going to define that one wall should snap to only certain kinds of snapping points?

shrewd tiger
#

and add it when possessed

desert juniper
#

for instance

#

this is my handy drawing i made to help me visualize

gentle urchin
shrewd tiger
gentle urchin
#

So socket 2 on the beam would have 'Walls'

desert juniper
#

the numbers at the bottom of the pole (1, 2, 4)
tell you what snap points it lets you snap to

shrewd tiger
#

I'm just making it grid based like Space Engineers

desert juniper
#

using bitswise ops, that's a 7, and since it's 1 bit you know it can snap to 1,s 2,s and 4s
but not 8s, 16, etc

gentle urchin
#

Clever

#

Thats actually pretty smart

desert juniper
#

the only thing to keep in mind is that what you define the point as has to be a power of 2

gentle urchin
#

Yeah

#

And if some designer came in and made new meshes or types

#

It be complicated to learn, i suspect

desert juniper
#

and then the arrows are to indicate the normal vectors that it allows the building to snap to

gentle urchin
#

I mean its not rocket science but its a pretty specific way of thinking

desert juniper
#

yeah i gained one brain wrinkle building out a build system lol

desert juniper
dark drum
#

But yea, snap points are deceptivally hard. So much data. o.O

desert juniper
#

I used your technique to create a visualization of where buildings snap to each other

#

lot i learned from there πŸ˜„

dark drum
gentle urchin
#

I find the one of the early things you said to be wrong πŸ˜‚

#

"Players dont want to just build in a grid" -

#

Minecraft and 100 others says hello

maiden wadi
#

I'd be inclined to just match snap points by the closest one with opposing dot products. If you needed more granular data, can throw it in a data asset that can be reached globally to associate data with sockets. Put sockets on static meshes.

gentle urchin
#

People love to build in grids , they just want smaller building blocks

#

Lego is all about them grids

dark drum
desert juniper
gentle urchin
#

It gives pretty good freedom compared to snappoints

desert juniper
#

and did a ton of debug drawing for my dungeon generation system. that was a mission

gentle urchin
#

Personally i find the snapping ones pretty booring , as it all looks the same

#

The creative freedom is very limited

#

Good vid tho!

dark drum
maiden wadi
#

Yeah. πŸ˜„

fiery moon
#

I prefer the valheim snappoints, they snap but beyond that is pretty much complelely free and not locked to any sort of grid

gentle urchin
#

Yeah but the pieces that comes with these systems are generally large πŸ˜…

desert juniper
gentle urchin
#

So you (often) cant to custom windows, custom roof overhangs etc

maiden wadi
desert juniper
#

where the snaps matched, and the forward vectors matched, but they were still not actually rotated / positioned in the right place

desert juniper
maiden wadi
#

The wall's top point faces up. The floor's side point faces out. They should be facing to the side of each other instead of towards each other.

gentle urchin
#

Now if you add bool operations on the meshes, You have won

dark drum
#

The conversation is making me want to make another building system. πŸ˜… To many other things to do though. Lol. Such a satisfying feeling when you get it working though.

desert juniper
#

thanks for the input πŸ™‚

gentle urchin
#

I got one ready for you

maiden wadi
#

I'm too busy trying to oversimplify my interaction and hover systems. πŸ˜„

gentle urchin
gentle urchin
#

Mostlyℒ️

#

Theres some drawbacks to it here

#

That I gotta remove for a good end user experience

shrewd tiger
desert juniper
#

easier than a branch node

shrewd tiger
#

Ok I already did a branch πŸ˜…

maiden wadi
#

IMO for quests it doesn't so much matter how you build it as long as it has RuntimeData, StaticData, and RuntimeLogic. Where you put those is personal preference.

shrewd tiger
#

It works now

#

No errors

#

weird

maiden wadi
#

With that said. Seriously. Flowgraph. πŸ‘€

shrewd tiger
desert juniper
#

man im too dumb to know how to use flowgraph properly

gentle urchin
#

oh it wasnt all that bad haha

desert juniper
#

i wanted to create a flowgrapph asset that allowed me to have a bunch of data about the quest, and could not for the life of me figure out how to do so without editing the base class

maiden wadi
#

I wish they were. πŸ˜‚ I just love that system now.

desert juniper
#

because any derived classes wouldn't open the editor

gentle urchin
#

as long as its defined it the quest definition, that is

desert juniper
#

ended up making my own damn editor with a custom graph. it all just functions as a asset builder rather than execution flow

gentle urchin
#

I also got some work to do on the overridable events, as they were created when i used structs, and havn't yet been updated

desert juniper
gentle urchin
#

The dialogue system also now features a customizable uobject that gets passed along with the basic data 8-)

#

I start to like those very much

desert juniper
#

alright we got to revisit this convo when it's not 2am

#

i love my dialogue system but then i found suds today. and surface level, it's very similar to mine but more fleshed out

gentle urchin
#
class DIALOGUENODES_API UDialoguePayloadObject : public UObject 
{
    GENERATED_BODY()
public:
    UPROPERTY(EditAnywhere,  Category = "Dialogue")
        FGameplayTag MetaType = FGameplayTag();
    
    UPROPERTY(EditAnywhere,  Category = "Dialogue")
        TSoftObjectPtr<class USoundBase> Sound = nullptr;

    UPROPERTY(EditAnywhere,  Category = "Dialogue")
        TSoftObjectPtr<class UAnimMontage> Animation = nullptr;
};

desert juniper
#

I want to check it out and determine if i should switch over

#

mine is just a text file that gets parsed

#

commands are just a child of a base UObject that get found and called via reflection

gentle urchin
#

that's still missingi! 😦 export/import functions

shrewd tiger
#

but ig if it works it works

desert juniper
#

also if I'm not making any sense.. it's because it's 2am. myb

shrewd tiger
#

Well it is making sense

desert juniper
gentle urchin
#

Thats smart. I still know nothing about reflection πŸ˜†

#

Except it exists and is important for a bunch of stuff

desert juniper
#

It's slow, but as long as you don't need it on tick it's no big deal
in my case say me command is
@ComplateTask
My class is called UCompleteTaskCommand:UCommand
I simply get all the classes that derive from UCommand, and check to see if their name matches. if it does, then create a new instance, and call the ExecuteCommand method

#

for now really dumb. but going to see if i can add custom metadata to the actual class definition. if i can, then should be even easier to get a hold of the correct class

#
    TArray<UClass*> CommandClasses;
    GetDerivedClasses(UCommand::StaticClass(), CommandClasses);

    bool FoundCommand = false;
    for (UClass* CommandClass : CommandClasses) {
        FString ClassName = CommandClass->GetName();
        if (ClassName.RemoveFromEnd("Command")) {
            if (ClassName == CommandData.CommandName) {
                UCommand* Command = NewObject<UCommand>(this, CommandClass);
                Command->CommandData = CommandData;
                Command->ExecuteCommand();
                FoundCommand = true;
                break;
            }
        }
    }
#

now that I'm thinking about it.. prob could cahce the results FACEPALM

maiden wadi
# desert juniper

You don't like us UI engineers who have to deal with localization, do you? πŸ‘€

desert juniper
#

😈

maiden wadi
#

πŸ˜‚ I guess that fixes that.

desert juniper
#

i'll be completely honest.. i have not given a single thought to localization. my entire dialogue system is written around a screenplay stile file being parsed into dialogue lines and text with a bunch a funky regex

#

i guess i could just have different language versions of the script rooThink1

#

first_quest_en.esd, first_quest_fr.esd

#

that sounds dumb and error prone

maiden wadi
#

I'm not sure how I'd convert that, honestly. But that's always my first initial thought anymore with UI. "Is there text? How can I make sure this won't fuck up localization later?" πŸ˜„

desert juniper
#

you got a point. rooThink1
im going to have to sleep on it rooSleep

maiden wadi
#

SUDS seems good. But I admit that I would much rather prefer a datatable style to that. There's really no good reason for the write out. It's a dialog line and a speaker. Speakers can be data assets or another table row. Then you can write the dialog line directly in an FText or add a stringtable entry for more common lines that would duplicate. Can associate a dialog file and everything in that one row right there without typo issues in the data entry.

silk dirge
#

is using spawn actor for FPS bullets going to lead to bad performance if there are many guns firing at the same time?

maiden wadi
#

Possibly. Depends on what many is, and what your target hardware is.

silk dirge
#

if I use object pooling would it be fine if I set it to some absurd 10,000?

#

I'm using spawn actor as opposed to line trace because I've made a ballistics system, where the bullet can drop over time and lose penetration as it travels through objects

maiden wadi
#

Traces can do the same thing when you consider how an actor is moved.

#

But unfortunately your question still remains at "It dependsℒ️"

silk dirge
#

many guns would be say a few dozen gun actors firing at the same time

maiden wadi
#

High level PC might not have issues. You may hate yourself if you do this and decide you want to release on consoles in 2 years.

silk dirge
#

target system is medium and above

maiden wadi
#

IMO. I would consider just making a map that has a bunch of weapons, firing at different things, using and not using the penetration. Get a good test case of a bunch of shit shooting other shit all at once. You get a good way of measuring changes via profiling that way. Then you can just build your bullet system and try it. If it croaks, you already have everything set up to make a change to the bullet system and simply retest it.

leaden mica
#

When I release C, I dont uncrouch. Why?

silk dirge
#

are there any unreal projects / games that use actors instead of line tracing? every tutorial I've seen online on shooters is using line trace