#blueprint

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glossy cloak
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Then not really. You'll need to have the player press a key on the character or player controller bp which would then send a message or call an event on your actor.

steady night
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hmm having a hard time narrowing down that this frame is

gaunt monolith
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ah oke, thanks anyways

narrow sentinel
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Anyone know whats happening there ?

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even though I've set max to 2000 mb it seems it's not using it or something

thin panther
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Change that v3 to V4, and it should work

balmy jackal
dark drum
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Add event dispatcher to widget called 'OnWidgetRemoved'.
On the widget override the onKey down event and check if the down key is the key you want. If it is, call the event dispatcher and remove from parent.

When you create the widget (Before you att to viewport) bind to the event dispatcher and when it's triggered have it call a function or event.

maiden wadi
dark drum
maiden wadi
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Honestly don't know if I could maintain my sanity making a game without CommonUI at this point.

blissful grail
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I do all the time ๐Ÿ‘Œ

dark drum
maiden wadi
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It hasn't really changed much It's all basically the same. They're trying to add some data driven stuff, but I recommend avoiding it for now. The enhanced input support and especially the action domains are a bit buggy still. They did expose some necessary BP stuff though like being able to make activatable widgets non Menu types.

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I think the button class got a couple of extra features, like the locked mode and such.

narrow sentinel
past hull
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hello,
Why cant I promote to a variable the new anim to play here ?

sharp tartan
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Is there any fault in this logic?

sharp python
desert juniper
sharp tartan
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I want to turn my character right just after yaw value is +90 & left while -90 with enabled user controller desired rotation but as my yaw value reach to 0 this should use orient rotation that will continue turn right & left animation after each 90 degree but in my case this is sliding while rotating

desert juniper
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you probably want to also do >= and <= not just >90, <-90

desert juniper
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And lastly, you're creating extremely error prone code by having variables for the direction your facing

sharp tartan
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can you guide me for this logic as i am new in unreal blueprint (learning it from recorded course)

desert juniper
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no sorry. i don't have time. however whatever source your learning from looks terrible if that's what you learned to do.

past hull
desert juniper
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apologies i don't know of any good blueprint learning sources.
The ones I've seen tend to be taught by people who are also beginners and don't know best programming practices.

past hull
sharp python
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It's a sum of things

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You can put a lot of different data types in there

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Pick one ๐Ÿ˜›

past hull
# sharp python It's not a thing

So I changed to Play Animation Montage but it seems that I cant play 2 animation montage like this. Only my first one is playing. Is there a way to do that ?

gusty shuttle
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Quick question: How does one possess a character from an actor class? Context, I'm inside the player controller, ensuring my controller possesses the right character

frosty heron
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You can cast if the actor spawned you spawned is a pawn

gusty shuttle
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@frosty heron I'll look into it! It will be a Character class that I'll be possessing (pawn), so it should work. I have two different characters, I'm trying to make sure the right controller has the right character

past hull
dark drum
sharp python
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I assume the goal is to play them in order?

tight pollen
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Hi, How would you create a group? in PlayerState?
create an Array variable that stores the Player State of other players?

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or GameState

shrewd tiger
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Hi guys
any reason this doesnt work?

tight pollen
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Create Widget

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must be

shrewd tiger
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thx

past hull
past hull
past hull
shrewd tiger
tight pollen
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player A invites player B to the group, and I don't know what to do next ๐Ÿ˜„ how to store this variable and where, on each player Array with group data, or some manager, or Game State?

tight pollen
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PlayerController, HUD?

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add breakpoint to Add to Viewport and check if called

sharp python
primal crown
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a stupid thing anyone know why player? would be ticking upwards all iv i need to do is enableing Multicast and this happens doesnt matter where and like this is all i really do

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the first line of code is just in event begin

shrewd tiger
shrewd tiger
faint pasture
faint pasture
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Gate that by LocallyControlled

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and also get self's controller, not PlayerController 0

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Also for clients, the serverside version won't have the mouse location, and the clientside version won't be able to call a multicast

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Keeping multicast (which is probably not what you want), you'd set it up like this:

Tick -> locally controlled? -> yes -> send data to server (run on server event)

Run on server event -> multicast

Multicast -> ??? -> profit

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but that's gross, what exactly are you trying to do here?

vivid quarry
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Is there any way to output a variable's value FROM a control rig node for use in another BP?

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The output pins, when checked, just seem to act as inputs...?

jaunty solstice
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Any experts on Animation Blueprints and modifying the City Sample Crowds ?
I'm trying to get the City Sample crowds to animate by default in the editor, without entering PIE.
Does this invlove modification of the ABP_Crowd Animation Blueprint or?
Can anyone point me to good resource(s) for mastering Animation Blueprints?
Thanks!

primal crown
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but originaly what it only thing that i wanted to be sent both ways was debuging purpuses so was just so confused why it would "++" the second Or well in case of more than just one person on a server

mellow pike
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yeah im setting up a a equipment system with color changing options as of now I have for skeletal meshes to act as each slot (head, arm etc)
when changing equipment I set the mesh and create a dynamic material instance and store it into an array of for elements (to line up with the slots)
then when changing color I use the array elements to change settings.

when changing gear I overwrite the old array element with a dynamic material instance of the new item.

in this context I assume garbage collector will deal with the old elements?

empty marten
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Hey peeps,
Question time, is there any easier way to change the style of a button than doing it like this? I'm just changing the image but this seems a bit extreme.

empty marten
night dust
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I am working on a chess-like game and I want to have some board squares change colors each turn in a sequence. I have a movecounter int in GameMode which is incrementing fine, and SquareColor variable in the SquareBP which points to an enum of colors. That's instance editable and exposed so I can change each one manually now via the dropdown. I can also use the select node to expose them before the set SquareColor node. There are about seven colors to scroll thru in sequence. I can't seem to find a way to use the move counter to change the enum index and set the SquareBP variable. Of course the move counter will have more than 7 in it so I also need to loop thru the enum, which I understand is a modulo function? The board squares are already defined and draw by a grid of X,Y numbers and I also have an array of those number coords of the square I want to change. I'm thinking I have all the pieces? I'd post up some BPs but they are speghetti mess of failed approaches. Can anyone help me outline the steps/nodes I should use to achieve this result? Pretty Please ๐Ÿ™‚

frosty heron
crystal wharf
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Could someone help me with a dead space like health bar? I've got a rough on put on my player but can't figure out how the material can read from a blueprint i created

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This being my bp for the function

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This being my material

silent parrot
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Hey all, for some reason after modifying a good chunk of my blueprints, whenever I play my game to test it, it doesn't crash unreal but everything freezes up and I can't get out or stop the game. It almost seems like an infinite loop that doesn't get detected to exit. Has this happened to anyone? Maybe Event dispatchers that have failed silently causing the game to lokc up? Any insight would be helpful.

amber fiber
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I can get the character to look in the camera forward direction, but the character loses their world rotation by overwriting it to change the direction. I am trying to stash the original rotation before the change, and then add it back after, but it still causes issues. is there a better way to do this?

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I tried looking in the lyra project because they do the exact same thing in there, but I couldnt find where it was being handled

dawn gazelle
# crystal wharf Could someone help me with a dead space like health bar? I've got a rough on put...

You can add a vector parameter (hold V and click on your material blueprint) to your material which will act as the color parameter and you'd multiply it with your base and emissive channels. Give it a name like "Color". You can keep everything else in your material the same.

On Begin Play of your character, get a reference to your mesh that has the material you want to manipulate, and from it call a "Create Dynamic Material Instance" node, setting the index value to the index of the material on the character that has the parts you want colored - you do not need to set a source material, it'll grab the one already set if it is left blank. Promote the Return Value from this node to something like "HealthBarDMI" - this will now be your reference to your manipulatable material in your character's blueprint.

Within your game logic, you'd then get the "HealthBarDMI" and call a "Set Vector Paramter Value", feeding in the desired color and making sure you set the name on the node to what you've named it in your Material. You can call this whenever the health value changes.

silent parrot
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I keep getting these errors about an infinite loop and I don't really know how to make sense of where the loop is coming from exactly.

amber fiber
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clear the one out of UMG_InventoryGrid and itll probably fix it

silent parrot
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Always seem to find it as soon as someone replies haha. Thank you for the help. I'm still not sure how this is an infinite loop however.

amber fiber
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somehow your item is referencing the inv grid, and the inv grid is sending that reference back to the item

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hence the +1000000 hits

silent parrot
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Somewhere here maybe??

amber fiber
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it might be something like a variable is being set by both parties

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check your set variables

silent parrot
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Is there a way to identify at least the variable name or type?

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Still learning, I'm sorry. But thank you for your help!

amber fiber
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well, youre running a loop, which will run multiple times, setting those variables each time. so id probably try just removing each set variable at a time, and see what gets the project working again

silent parrot
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I'll try that now and see whats up

amber fiber
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i really dont know which one it would be

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but thats howd id start lol

silent parrot
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AH

amber fiber
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did that work?

silent parrot
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Youre a life savor omg

amber fiber
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lmao congratz

silent parrot
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I needed to add a for loop with break!

amber fiber
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ahh the loop was looping too hard

silent parrot
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Dude I'm always so skeptical about requesting help from here but you gave me all the reason to be invested. Thanks bro you helped a ton!

amber fiber
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yeah its usually hit or miss

silent parrot
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I'll need to look a bit deeper into the code. It seems a handful of things aren't working as expected so I guess it's just debugging time.

amber fiber
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your project or someone elses?

silent parrot
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Mine. Making a game and working on the inventory system at the moment.

amber fiber
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nice

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I did a experience bar and basic skilling system recently for my game

silent parrot
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Oh thats pretty dope. That sounds like it could be a bit complicated to me. Does it work well?

amber fiber
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yeah it works, pretty simple though. was kinda difficult to set up but eventually figured it out

silent parrot
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What kind of resources do you use as your are working? I'm an animator/ mocap guy learning how to program. Does anything help as far as resources or learning material beyond youtube?

amber fiber
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Im a vfx guy, with a little experience in everything. took coding in college and bombed it, relearning it now lol

silent parrot
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Oh very nice. Sounds like my story haha.

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Gotta head to bed now. Thanks for the help again but I sent you a friend request!

gentle urchin
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Just stay at it and it'll come to you

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If you're willing to learn, ofc

woeful pike
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Even though I have my map setting to map one. Upon initial loading the file it always loads the default untitled map (Which contains all of Map 1 content) even though my map project settings are all set to map 1. Any way to fix this so that when I load up it just auto loads map 1?

cerulean cape
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Hi, I have a spline static mesh road that has some degree of roll per point, was wondering how do I take into account of guard rail roll with respect to the static mesh road? Both guard rail and road have their own meshes

fiery moon
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I'm not sure how you implemented it but PCG is basically perfect for these types of scenarios.

uneven girder
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Hello ladys and gents, i posted a question regarding blueprints and VFX in #visual-fx

I would apprechiate some of your insight for those blueprints

lunar sleet
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Those are different things in this engine

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Also, realistically Niagara > Cascade

uneven girder
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Niagara particles in the form of mesh renderes

lunar sleet
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Ok then #niagara is a better spot to ask for particles instead of vfx

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Itโ€™s a good question tho, something Iโ€™ve been wondering about as well. My guess is thereโ€™s a way but I havenโ€™t found it yet

uneven girder
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There defenetly is a way

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I am at a point where i can apparently read out collision states from my particles, but i need to set objects ingame to be able to collide with them, since it is pretty much every object, i am kind of lost at the moment in how to do that

tight moon
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Still unsure atm how to trigger an input only when grabbing an object. Namely, I suppose the bp should be separated between the object and the player bp, but I don't know how to connect the 2...

dark drum
tight moon
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So
I need to trigger an audio file while grabbing an object. So, while grabbing said object when I press a specified input the audio plays, however if I press this input while I'm not grabbing anything nothing must happens.

dark drum
tight moon
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You can say it like this.

dark drum
# tight moon You can say it like this.

Make a 'Usable' base class for you're grabbables. Add a function called 'Use'. When you grab them, store a ref to them. (as the usuable base class type) In youre child grabbable, override the 'Use' function and play the sound you want.

In terms of you're input, when it's pressed, check if the grabbable ref is valid, if it is, call the 'use' function.

fiery moon
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Rather then a base class, make it an interface

tight moon
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Sadly, I have no idea how to make any of them :/

dark drum
# fiery moon Rather then a base class, make it an interface

The best option would actually to use an actor component. Explaining how to setup and use actor components to someone new can be a fairly lengthy process though. As for BP interfaces, these can result in a lot of repetitive work and become a nightmare to manage when you scale up a project.

fiery moon
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Hmm, yea I suppose actor components are quite good too, and possibly more obvious to setup. My mind just jumped to interfaces after your baseclass idea :P

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Whether its ActorComponents\Base Class\Interfaces they all sorta work the same, you see if the held object is of that type \contains that type, and call a use function. (ActorComponents may be able to implement more logic but I dont think that's that great an idea)

devout tide
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Actor components seem like the go to solution here. You can include specific logic for the system within it and reuse it across different blueprint actors without having to inherit a specific base class. The downside of using an interface is also how much you can extend it, since an interface only provides functions while a component can include a bunch of logic with it as well, if required. This seems like a simple use function, but in case you would need more logic later on, a component would be better.

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For example, maybe this Use function later on extends to other usable actors with different functionalities than playing a sound, and maybe with specific filtering for when it can be used, if it's a trigger or hold interaction and so on.. In such cases, a component is good. If this is a sound only thing, then maybe it's not worth the effort

tight moon
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Sound only thing. Tho it all got more confused to me with my barebone knowledge for Unreal coding... I have this atm, I tried to see hwo it'd work with the overal and I presume it's not properly placed. After that, that's the moment I get stuck on.

dark drum
tight moon
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So, now it triggers, but it only happens once. And in the end, it'll have to be on grabbed, not on overlap ๐Ÿค”

devout tide
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Does having input like this in the actor even work? I suppose a more proper holding/releasing system is needed. But in the case above the bottom input should just directly connect to the second branch

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Yeah it triggers once cause you set it to false after the input, donโ€™t do that

dark drum
steady night
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hey is there a way to use a button reff to call "on clicked event " ?

devout tide
tight moon
dark drum
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If you want to store the held item as an actor you can just cast to the useable class. This just means if the item isn't usable, the cast will fail and won't do anything.

tiny wing
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Hi! I'm having issues with saving a soft ref to a level as variable in game instance. Somehow, as soon as I load (async) new level, that variable is set to None.
I've double checked, it's saved into game instance correctly, it's a new variable, with no other SETs.

All other variables stays at the correct value, which means that game instance is not reloaded/reseted.
Type of variables is World Soft Object Reference -> I've checked other vars like this, and they are all none..

And ideas? I tried to check the variable as transient, but that's not solving the issue.

dark drum
tiny wing
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I'm just setting it, here you can see 2 variables, soft reference is cleared out, data layer stays saved.

tight moon
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Really sorry, but rn it sounds even more convoluted for me. What are these BPs, usable and soundbox ? Where is this inputaction located ? Where is that Parent-use function from, can't replicate that..?
It's really not fun to drag this porblem for this long, but I just don't understand how this all works.

tiny wing
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In level01 -> there's a BP_Gate, with CurrentLevel hardcoded right now.
Then this saves those 2 values in Game Instance, and load a minigame.
As soon as I'm in minigame level - I did a breakpoint on gameinstance, and all variables are set correctly, just WORLD SOFT OBJECT REFERENES are set to None.

dark drum
tiny wing
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and LoadLevel from GameInstance is simply:

dark drum
tiny wing
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so why all other variables are ok?

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I think GC is clearing that type? on a given example you see 2 variables -> data layer, and level soft ref. Data layer is set properly.

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But object soft ref is not, GameInstance should be alive the whole time that the game is running, and it seems to be, as other variables stays in the memory, even if load different levels.

dark drum
tight moon
maiden wadi
dark drum
steady night
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yepp ๐Ÿ˜›

maiden wadi
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What do you need to call it directly for?

steady night
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well i have already alot settup and would take days to remake it for that reason just use the click function would help allooot

maiden wadi
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But I mean like usecase wise. What do you need to call the button's clicked for?

tight moon
tiny wing
dark drum
dark drum
tiny wing
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anywya, thanks. finger crossed it will work also after building ;d

dark drum
tight moon
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I don't know how to have that get node to begin with...

dark drum
tight moon
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... what ref..?

dark drum
tight moon
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That doesn't exist in the VRPawn. It's in another BP.

dark drum
tight moon
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Wait I may have found smth.

tulip totem
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I want to make a click to move control scheme where if you click you move to location, if you click and drag you rotate the camera.

I have the click to move working with a double click
click and drag for camera movement

problem occurs if i only use a single click to move, sometimes you might start moving when really you were wanting to drag the camera.

i'm also thinking this might happen when you click on a UI button, it may move somewhere at the same time.

How do you check your clicks for 1 - making sure it is a click and not turning into a click n drag. and its a click not UI related?

tight moon
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@dark drum got this now

dark drum
tight moon
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The basic UE5 bp.

calm cargo
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Anything I can do to auto organize this kind of mess without wasting 2 minutes of development time that doesn't actually add to the project?

dark drum
calm cargo
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Aight, shame there's no automatic script or something

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since whenever I organize stuff I feel like I'm on auto pilot anyways

dark drum
tight moon
tulip totem
dark drum
# tight moon <@430016173694779402> there you have it.

I just created a VRTemplate project so I can see it lol.

Ok, so it looks like it finds grabables by using a 'GrabComponent' so you can get the owner which will return the BP the component is on. You can then cast the owner to the usable BP and call the function.

tight moon
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So, the input works, but it doesn't seem to play anything.

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I'll just add that I skipped one of the child bp, I just have the grabbable object one and the sound one atm.

dark drum
tight moon
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Here's everything.

dark drum
tight moon
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On my actual pc I can't hear anything, but at the very least, the final string doesn't get printed.

dark drum
tight moon
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Well... nope. Would it still work if I put this all in the Objet instead ?

dark drum
tight moon
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Seems like it's finally working just in the BP_Objet !

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That was tough but I think it's over.

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And normally it should play specific audio for different objects.

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Thanks a lot for the help and sorry for making it longer than it should have ๐Ÿ˜…

copper chasm
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"don't put it down, put it away" is my number 2 rule in blueprints i swear to my coffee

tiny wing
dark drum
tiny wing
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tried already, no difference

devout tide
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did you check if the level is packaged or not?

young meteor
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Is it not possible to "make class" like I would be able to with "make literal text" etc. ?
I basically want to spawn a random actor from a list of 5 I define myself.

devout tide
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You cant make a class like that, no

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if you need a random actor, you can make an array of actor classes and get a random from it

young meteor
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Thank you

devout tide
young meteor
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Thank you.
I did it like this because I need to know which one was chosen for further calculation.

Guess your "Random" node has an index output though.

devout tide
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yes that int would work but theres something to be careful about, a pure function is called every time you are using it, so if you are getting the class and integer, it would most likely be different random values

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so you need to promote just the int to a variable, then use that and for the class get it with a get usnig that saved integer

young meteor
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I see. Thanks for the heads up. ๐Ÿ™

devout tide
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like this

young meteor
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Got it.

devout tide
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while this could be different values between class and int

young meteor
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๐Ÿ™

copper chasm
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Iโ€™m creating widgets from an array of names, and I want to fill a uniform grid with them as theyโ€™re made - I already have the uniform grid sitting waiting to be filled, Iโ€™m just not sure how to fill the slots from the indexes so it is the structure I want (4 columns per row)

timber knoll
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Or how to use the indices to get column/row?

devout tide
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like this

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but with your widget

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so divide and mod the index with the amount of widgets per row, then add to grid to its row/column slots

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ignore the data table stuff

iron idol
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clicking text in button is preventing the actual button from being clicked. Anyone know whats causing this?

timber knoll
devout tide
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try setting it to this

timber knoll
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Typically you would fill columns left to right first

devout tide
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no its not, this is left to right

timber knoll
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Oooh lol yeah I can't read

iron idol
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nevermind I apparently somehow dragged the text out of the button

devout tide
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right, makes sense since normally even if its visible, if its under a button it wouldnt block it like this

maiden wadi
jaunty solstice
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Any C++ Blueprint wizards able to tell me if there is any performance difference between implementing editor tick via Blueprints or via a custom C++ class?

devout tide
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C++ tick disabling will completely remove it from the ticking list compared to blueprints, which will check it but simply skip if not tickable

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Thats why cpp says "will ever tick" compared to the enable/disable blueprint gives you

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so disabling from C++ is better

timber knoll
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But it's a question of do you need it to be faster?

iron idol
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If I wanted to give a random unit a random array item, is this how I would go about it?

devout tide
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For an exposed variable it actually doesnt matter, if ever tick was exposed to blueprints and you would disable it there, there would be zero difference

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cpp code is faster, setting default variable values is actually the same

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so right now you are having him a random weapon of his weapons?

iron idol
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I'm trying to give him a random weapon

devout tide
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but the random is taking from his owned weapons

iron idol
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oh hahaha

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you are right

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i see what you mean

devout tide
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make a different array or whatever makes sense in your case

iron idol
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so the items are not of an array class. do I have to make another one of them

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another array that is

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or can I just get all actors of class

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like would this be fine

devout tide
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that gets all actors in the world, which is probably not what you want

copper chasm
iron idol
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yea i also just realized that as i sent it

devout tide
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instead, make an array of classes somewhere and do it from there

maiden wadi
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The only reason you'd need a grid for this is if you need the widgets to show on specific grid points. Like 1, 2, and 4, but not three. Like older inventories.

tight moon
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Big problem now : this entire code doesn't work. It used to, just this morning, but now it doesn't.

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The trigger does nothing to begin with, no idea why.

steady night
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hey im sing "on hovered(button) " from a parent owning widget but it dosent detect it on the child "onhovered" ideas ?

copper chasm
timber knoll
steady night
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dosent work mby since its a widget class or ?

steady night
# steady night

(as u can se the "add call to parent function is grayed out)

devout tide
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because theres no parent function call

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what are you trying to do here?

steady night
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well i ive set another parent for the widget and im tring to use the "on hovered/de hovered" on all children with the same event

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instead on putting it on each wdget (i have about 50)

devout tide
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but parent widgets dont share buttons

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just custom events, functions and varaibles

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so you need a custom event and then call it on hover

steady night
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yeah but when i hover the parent wb it dosent detect the hover on the child on

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e'

devout tide
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thats because as said, the buttons are difference so their hover events are also different

steady night
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when i hover on the child it dosent detect the hover

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aye,

devout tide
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make a function on the parent and call it for all the hovers you need, manually

steady night
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ah yeah so on each widget i can to use the honver / unhover event right ?

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and use same parent event

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thats what i was planning but would save time if it could be combined somehow

devout tide
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cant be but you can make a generic button widget you reuse across your widgets, like a library of them

steady night
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aye

frozen wren
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for people that understand how array work i have array items = 4, i want the max number to be = 3, if i add new array item ,i want to remove the first added items

proud bridge
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hey why is this not working? the emitter is not getting destroyed

glossy cloak
jaunty solstice
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My goal is to enable the City Sample Crowds with animation in Editor.
So as a first step I need the spawning functionality to work in Editor.
This translates to adding Editor Tick functionality to the crowd spawning blueprint.
But when I open BP_MassCrowdSpawner there is no functionality in either the Construction Script or Event Graph.
The parent class is "Mass Spawner"
But where is this Mass Spawner class located? I can't find it anywhere in my project!

glossy cloak
glossy cloak
proud bridge
glossy cloak
#

Ha ha we've all been there.

#

You could also promote that emitter* to a variable, then override your "onDestroyed" event and destroy the emitter there. That would ensure that it was destroyed when the actor was destroyed without needing any delay timing.

spark steppe
proud bridge
glossy cloak
glossy cloak
proud bridge
frozen wren
#

lets say i have 10 already, i want to remove the first 7 items and remain with 8, 9, 10

tight moon
#

Posting it here because I really need some help : a trigger node that worked fine this morning justd ecided to not work at all now. The hand is animated, but anything that must happens from it just doesn't. I really need help to know what messed it up, there's no reason for it to be broken at first sight.

torn relic
glossy cloak
#

I meant more it depends on if the server is destroying it or if clients are waiting for the server to destroy the actor or something. If it's all handled on the server and it's a replicated actor then it won't really matter when the server destroys the actor or the particles. The clients will also eventually destroy it.

glossy cloak
#

Oh wait.

glossy cloak
#

I don't see why you'd add 11 if you're just going to remove 8 of them afterward.

#

Instead, just trim the new array of 11 down to 3 then set the old array to that new array of 3.

glossy cloak
tight moon
#

That's the code

#

But there's nothing wrong.

#

It worked this morning and nothing has been changed to it.

glossy cloak
#

Ohh.. that kind of trigger. Lol

#

Right click and put a breakpoint on the first node. Test the game and step through the code. Step into each function to see where it's going wrong.

glossy cloak
#

You can simply remove that entirely.

tight moon
#

The issue literally happens right after the enhanced input. Nothing comes from it.

tight moon
#

It doesn't do anything !

#

And yet ingame when I press the trigger the hand still moves when pressing it.

glossy cloak
#

So.... It is working?

#

I guess we need more information then. Did your breakpoint not trigger?

tight moon
#

No idea what happened. Now I have 0 idea what the breakpoint does, but how it goes now is that if I press the trigger, the finger of the hand mesh moves AND it SHOULD create a laser, but there's simply no laser, only the animation. Putting a print right after the input just shows that the print doesn't even appear.

sinful pawn
#

Hi, does anyone have a good tutorial on how to implement voice proximity chat with reverb wall oclusion etc... using the steam subsystem ?
Or does the subsystem doesn't matter ?

glossy cloak
tight moon
#

Breakpoint doesn't work on the node.

#

I tried it on another one and yeah, it paused. But not with the trigger.

glossy cloak
#

Do you have another input somewhere triggering this maybe?

tight moon
#

Nope.

glossy cloak
#

Did you add this input to your character's input mapping?

#

Maybe you did that last night but didn't save it?

tight moon
#

No, it was just working this very morning !

#

I haven't touched the input until after I saw it not working.

#

Could it be related to the MetaXR plugin ?

glossy cloak
#

I have no idea. Did you just add that?

tight moon
#

I used the most recent version, and after that it broke.

#

Reverted it, still doesn't work. I'm out of options now.

glossy cloak
#

Did you double check your input mapping?

tight moon
#

Yep.

glossy cloak
#

Your hand moving is controlled from a different input action right?

tight moon
glossy cloak
#

Maybe delete that input node and add it again.

#

Are you getting any runtime errors?

tight moon
#

There's no error message.

#

I tried using another input action using that same input, it did nothing.

#

Gtg now, so I'll check it more tomorrow ig...

tulip totem
#

I have a simple trigger box that plays a sequence and then teleports you to the end of the sequence to continue.

it was working fine.

I added nav mesh to change how things are controlled and now the first time you run it, the trigger works. hit escape. run again, the trigger is broken.

edit anything on character and run again, itll trigger first time and then break again. any ideas?? thonk

glossy cloak
silk hinge
#

hey, i'm still stuck with this issue

basically, I control a chaos wheeled vehicle movement component from my player Pawn.

I got a feedback from my player saying the input works, and my cast into the player pawn wont fail at all.

Then my vehicle Actor is also having a feedback and shows that the throttle or the streering is changing values , but nothing happens, why is that ? ( the component is activated and there is an option "bypass contoler need for input" that I also tryed disabling, but nothing works...)

tulip totem
glossy cloak
maiden wadi
lunar sleet
#

any idea what could cause this to fail?

#

it stays perpetually false, which according to the tooltips means it was unable to determine the value

#

the node is in the PlayerCon btw

iron idol
#

how would i get a reference to the unit chosen here. I'm trying to get the name, but i think its just spitting out a random name AND the function is running on a different random unit. I tried Promoting to variable but that seemed to just break it.

spark steppe
#

show more of the graph

#

random get's executed each time you pull from it's result

iron idol
#

yea

spark steppe
#

promoting it to a variable fixes that

#

if it didn't for you, you got another issue

iron idol
#

hmmm maybe i set the variable before it pulled the unit at random

#

thanks for the info

copper chasm
#

I know I've asked a very similar question before, but that was last week and trauma happened so I don't remember where I was at and started over - I have this code that creates the widgets I want (A visible button with a non-hit test image on it and text underneath) - the buttons generate wonderfully. I am trying to set up the event construct so that clicking an individual button will grab its flavor text so I can update the text on screen. I am fairly sure I need a ForLoop, but do I need to get all children of the wrap box and then cast to the specific widget type? I'm lost

iron idol
fierce birch
#

I have an issue that Im encountering, I create and set a dynamic material instance of some volumetric clouds, when it comes time to set some scalar parameter values, it sets them just fine but the values are not being reflected properly for the clouds, if i go into the material instance and change the values manually then the set parameter nodes kind of behave like an offset, i thought its supposed to overrive the value? if anyone can help that would be appreciated thanks

spark steppe
#

no

#

promote the object to a variable first and then use that stored object reference to get your class

iron idol
#

so before add

#

something else might be going on then, because I think thats what i had done. I'll try again

proud bridge
#

Hi, can anyone tell me if I can use an animated .gif as an image for buttons in UMG? Will use the gif importer plugin.

glossy cloak
# copper chasm I know I've asked a very similar question before, but that was last week and tra...

Create an event dispatcher called "PressedButton" on your widget. Add an input to it of type "text". When the button is pressed on the widget, under your "onClicked" event, "call" that dispatcher. Plug the description text you want in there.

Then back on the blueprint that spawns the widget, drag off of the widget's reference output pin (or use the widget's promoted variable) and "bind event to PressedButton" That will give you a node with a little red box. Drag off that box and create a new custom event. It'll have the output of the description text and you can now update anything you need with it.

Let me know if you need clarifications on anything.

iron idol
#

so this is still not working. I'm given a random name and the item is given to a seperate random unit.

glossy cloak
iron idol
#

is there a way to get the same result for both

glossy cloak
#

So if you want to generate a random anything, one time that you can use in multiple places, you'll need to promote it to a variable once, then use that variable everywhere you need that randomly generated output.

iron idol
#

do i put it directly after random?

#

oooh

#

i think i understand

#

so get a random unit, set it, then choose a random item for that unit

glossy cloak
iron idol
#

thanks, man

copper chasm
#

I didn't even consider storing the flavor text in the widgets themselves, I was trying to do it in the "outer" widget that housed them

glossy cloak
worldly dew
#

Hello, i have encountered a very weird issue: in UE5.3 I basically have a blueprint that rotates the player character using a timeline, everything works perfectly, but if I call the event using an AnimNotify, the characters rotation is instantaneous and the screen jitters for a split second, while if I call the same event in any other way (for example, by setting a timer and then calling it after playing the animation), this behaviour doesn't appear. I have even replicated the same error in UE 5.4, on fresh project, and it behaves the same way. I already tried a lot of different ways to implement the smooth rotation I want, and every single time calling the event from the AnimNotify causes the same problem

copper chasm
glossy cloak
copper chasm
#

For each tag, I convert it to an FName and use that to pull all the info off a datatable, which I use to make the widgets - that works, but I'm assuming I need to populate another array with the created buttons or something

glossy cloak
worldly dew
glossy cloak
worldly dew
glossy cloak
#

Well that's a mystery then...

#

Is your animation root motion?

#

Maybe it's conflicting with your manual rotation?

worldly dew
glossy cloak
#

Right, but are you playing the rotation during the animation in other instances?

#

I assume the notify is triggering in the middle of an animation.

worldly dew
glossy cloak
#

And that works just fine, huh?

worldly dew
#

Perfectly fine this way :/

glossy cloak
#

Looks like you could ditch the player character cast and just use that message node instead. Though I don't think that's going to change anything.

worldly dew
#

Yeah, originally it was that way, i'm still debating wether to keep the interface or not

#

but as you said, it doesn't really change the output, i tried that already

glossy cloak
#

It's just the only thing I saw that was even slightly different between the logic, but logically, it shouldn't change anything.

worldly dew
#

It is kinda hard to see in the recording, but this is what happens while using the AnimNotify

#

Also as you can see from the print string, the rotation gets called once per attack

copper chasm
glossy cloak
silk hinge
flat pike
#

Hello everyone, I'm new to Unreal Engine, and I was wondering if anyone knows of any tutorials for creating a grappling hook mechanic in a 2D side-scrolling game. Unfortunately, all the tutorials Iโ€™ve found online are for 3D. Any help would be greatly appreciated

storm solar
#

I'm trying to make a 2.5d action game like in the video below. I have a good amount of setup so far and am now working on a dynamic camera.
I have the camera zoom in the closer the player is to the target, but that is all I have so far.
How do i set it up so that the camera will move and rotate to the same axis like in the video below?
https://youtu.be/W9-TZCN1bpU?t=218

dark drum
# worldly dew

What does 'Attack Rotation' do? Hows it implemented on the character?

worldly dew
#

However it works perfectly when i'm not using the AnimNotify

maiden wadi
dark drum
dark drum
worldly dew
#

I checked with a print string, it only gets called once when it needs to

#

the code is supposed to do some simple rotation during an attack animation, like in souls like games, the camera doesn't need to move. In fact, it doesn't when i'm not calling the event with the AnimNotify

#

If I call it from the gameplay ability that is playing the animation it works perfectly

dark drum
worldly dew
#

Also tried using a notifyState instead of an AnimNotify, just in case

dark drum
copper chasm
#

I think I screwed something up again - I made a "master button" widget, and I've added that into second widget. The master button has an On Clicked event that calls an event dispatcher for "OnClicked", and I'm trying to bind to that in the second widget. Should the second widget just be a child of the master button, instead of adding it into a new widget?

worldly dew
dark drum
copper chasm
#

Word, I'm spaghetti-ing the heck out of myself, and only while typing that up did I think (hrm, maybe I started incorrectly)

dark drum
worldly dew
copper chasm
#

good news is I'm almost done re-re-re-recreating the base basic character creator, then i get to go into modular mesh building or whatever

worldly dew
#

As if the camera shifts to something else for 1 frame

#

And the rotation becomes instant

dark drum
worldly dew
#

Maybe it's not evident in the video, but I assure you the rotation is also messed up when the camera jitters

#

It just doesn't happen consistently

dark drum
dark drum
copper chasm
#

nobody wants to play my RPG where everybody is a cube ๐Ÿ˜ฆ

vapid plank
#

has anyone had issues with blueprints giving different behavior in different editor sessions? My code was producing result A and now it is producing result B. I am on the same source control commit where it produced A. Very frustrating and puzzling

dark drum
dark drum
copper chasm
#

minecraft is an rpg like uno is a casino card game ๐Ÿ˜›

vapid plank
dark drum
vapid plank
dark drum
vapid plank
#

thinking now that use control rotation is ticked, makes it even weirder that the character was not rotating with the camera before

copper chasm
#

The print string fires, I cannot for the life of me figure out why the event dispatcher isn't firing

vapid plank
#

i dont think bind the event calls it

#

i see event construct which looks like UI

#

is this a UI widget?

copper chasm
#

It is a UI widget

#

I have the exact same setup in the widget right next to this one

#

and it works

vapid plank
#

i haven't done this in a while so I don't remember the exact details, but in the widget details you have to specify which function to call for on selected

copper chasm
#

this is some (i'm not sure if I can swear here but it rhymes with wool spit) in regards to me trying to use my "Master Button" widget and not just putting buttons in as I need to use them

#

I thought I was clever, I am in fact a douchecanoe

dark drum
copper chasm
#

on the contrary my friend, WAIT

#

well, no, hang on

#

I populate the array on notification for clicking the widget switcher, but the for each is firing on event construct

#

so yeah, I HAVE populated it, just in the wrong part of the timeline

#

I'll just pop a sequence on and do it after I fill out the box

#

effin' A

copper chasm
copper chasm
vapid plank
#

so you're all set now?

copper chasm
#

yeah, I'm pretty sure the sequence solution isn't the most elegant, but it's the most "working right now", so we forge on

dark drum
copper chasm
#

I don't think you liked this when I mentioned it last time, but I have no button refs for my character creator, they're generated and then they go into the array

#

so as I add stuff to the data tables, the buttons will just make themselves and I don't have to go back into the code in 2 weeks all confused

dark drum
copper chasm
#

Technically it's shortly after, I make the buttons, add them to their array, put them in their container, and then the sequence runs and takes the array and creates the bindings

#

If I'm understanding you

dark drum
copper chasm
#

I see what you mean - I updated it, although I'm essentially clearing and creating buttons for the container every time I click back and forth from ancestry to heritage so ultimately it's gonna bind every time

#

womp womp

dark drum
copper chasm
#

Yeah, we were talking about this before I had to leave town last week - it might be worth looking into down the road, but for the character creator that runs ahead of anything else I don't think the performance is a concern

silk hinge
inland walrus
broken wadi
#

Here's how I slide my door down along the Z axis for reference.

#

the curve on the timeline is nothing special either

hybrid ether
#

Hello! When my player character dies I use remove from parent of my "Main" widget. Main widget have timers and even after it is removed from parent it ticks. Why is that and how I can fully destroy widget?

faint pasture
#

root is relative to the world

#

either move the cube and leave the root where it is, or do something else

#

if you instead move the cube it'll go up and down relative to root which is what you want probably

#

btw you can make a timeline loop, no need to feed back in like that

inland walrus
#

thanks dude

#

Any idea how i'd do this?

#

I need to find somewhere to put the play sound as the sound is playing with the tick, infinite amounts

faint pasture
#

when should the sound play

inland walrus
#

The sound should only play when the player is out of breath

#

so < than 90

faint pasture
inland walrus
#

I need it so that it plays once and stops if the player is over 90

faint pasture
#

what if it's done and they aren't over 90, keep playing?

inland walrus
#

yeah

faint pasture
#

Just add an audio component and set its volume based on breath

inland walrus
#

so loop until over 90

faint pasture
#

Tick -> Volume = MapRange(breath)

maiden wadi
#

I love GAS so much. Out of breath? Need camera work and sounds, etc etc? Apply a GE that has a tag. Tag is associated with a Cue. Cue does everything you need. Gameplay code simply applies and removes the GE.

inland walrus
faint pasture
#

What does the application of the GE, is there a rule-based way to do that or are you just checking on tick

maiden wadi
#

Yep. I assume there would be other reprecussions for that too. Maybe it's a 2s GE that also keeps you from regenning stamina. ๐Ÿคทโ€โ™‚๏ธ

faint pasture
inland walrus
#

so play on begin play?

faint pasture
#

it plays all the time (actually stops when volume is 0 but either way)

inland walrus
#

start on volume 0

maiden wadi
#

Out of breath probably triggers at stamina hitting 0

faint pasture
#

add an audio component to your actor and play around with it

faint pasture
#

GE_StaminaMonitor
GE_OutOfStamina

maiden wadi
#

Hmm. Depends. I mean you could easily do it with an ability applied and activated. Activation binds attribute changes and listens for stamina to hid nearly zero.

You could also put a delegate in your attribute set and run it when stamina hits nearly zero and bind that somewhere to do it.

maiden wadi
#

First one is more modular. Can toss the ability in some game modes maybe.

faint pasture
faint pasture
inland walrus
faint pasture
#

you should be able to not have to touch it on begin play tho

faint pasture
inland walrus
#

Thanks man all working

thin raptor
#

Can anyone help me with a runtime error I'm getting?

lunar sleet
thin raptor
#

It solved itself somehow ๐Ÿ˜ญ

#

I didnt even change anything

lunar sleet
#

What was it

thin raptor
#

some boolean nonsense

#

Whats the physics handle variable to adjust if I want to make the box "heavy" so you can't toss it into the stratosphere by flicking your mouse?

dim halo
#

Hey guys does anyone know why a blackboard based condition checking whether a bool is set is failing despite the boolean being true

woeful pike
#

Even though I have my map setting to map one. Upon initial loading the file it always loads the default untitled map (Which contains all of Map 1 content) even though my map project settings are all set to map 1. Any way to fix this so that when I load up it just auto loads map 1?

queen heron
#

how would I be able to make a jump height prediction depending on the Jump Z Velocity and Gravity?

#

ah pfff, nvm, there's a Get Max Jump Height that calculates the jump Z and gravity

#

handy stuff ๐Ÿ˜„ ๐Ÿ‘

kindred galleon
kindred galleon
maiden heath
#

Hi Guys I have a problem with Unreal both in Editor and Build I put some Grooms on my avatar but when I start in Editor and Build the hair Flickers every now and then how can I remove this problem? Thank you very much

oak fable
maiden wadi
tight moon
#

So, I'm back to my last issue : currently on my vr scene, an input simply refuses to work : I can press it while ingame, the hand will move accordingly but what's linked to it simply doesn't happen, it doesn't even start in the blueprint.

steady night
#

in a ui image im using the auto behavior tic on visiblity is there a way to turn of the tick at a certain stage or something ?

#

i mean since when its true its collapsed but it will never go back is there a way to turn of the tic also ? i mena it will stay idle always checking (for preformance)

dark drum
# steady night in a ui image im using the auto behavior tic on visiblity is there a way to tur...

No, its one of the reasons why some companies ban using those sorts of bindings in widget. (You can even disable them in the project settings)

Instead you would have some sort of event dispatcher that the widget would bind to that when triggered, tells the widget it needs to do something. In you're example, you would have an event dispatcher in the player character that is called when the variable is updated. (You'll probably want to make getter and setter functions so you can set the var to private) The widget would then bind to the event dispatcher and when the variable (in you're case array) is updated, it tells the widget to check if it should be visible or not based on the new data.

dark drum
tight moon
#

It's either weirder since the animation for the trigger works as usual, but it's meant to cast a laser and there's just nothing.

dark drum
tight moon
#

Yes. It worked yesterday morning and hasn't been changed since.

dark drum
tight moon
#

Doesn't seem so.

#

Well, I tried it on an old version of the project, tho same Ue version, but no it wasn't working.

dark drum
# tight moon Doesn't seem so.

If it worked previously but no longer is, it could be a driver issue. It might need updating (or rolling, you never know these days lol).

dark drum
tight moon
#

I'm wondering if it could be something with MetaXR, I used the latest version and since then it broke.

steady night
dark drum
dark drum
steady night
#

yeah i get that mostly these are just checking conditions then someone said it cost next to nothing

dark drum
steady night
#

@dark drumyeah thats what i did i was just checking if there was a way to turn the tic of

#

ff

maiden heath
#

Hi guys, now I have another problem that in the construction of the avatar's eyelashes I see them gray instead of with their material

tight moon
steady night
#

can i set scrollbox value via BP + / - ??

wintry imp
#

What's everyone's advice on going from world space locations to screen space positions using something other than a player camera?

All the projection nodes take a Player Controller as an input, and I want to identify the 2D position of an object on another camera's clipping plane.

I spent ages trying to do this through trigonometry (calculating the world-space positions of the edges of the camera view, etc) but couldn't get there.

I feel like feeding the object's position into the camera view projection matrix should work and it does give me a location that's somehow relative to the middle of the viewport, but the X coordinate of that position scales with distance from camera to object so it isn't what I'm after.

Should I be pursuing the trig solution, in which case any advice on what I'm doing wrong? Or is there something I need to do with the output of the View Projection that would give me the 2D position I need?

#

This is me testing out the projection matrix, you can see the X coordinate is relative to the screen space somehow so it kinda feels like I just need to know what that output actually IS and then I can figure out how to scale it to be the 2D value I need.

tight moon
#

WELL PROBLEM SOLVED, IT WAS META XR.

maiden wadi
# steady night yeah i get that mostly these are just checking conditions then someone said it c...

It does cost next to nothing for a mid to high range PC. Low end PCs or older gen consoles it can cripple if you put a couple dozen of those somewhere.

But performance in UI is something that isn't just about making it tick faster. Invalidation and caching is the best way to manage performance in UI. Second best is using less text, and less widgets in general. A Widget's tick and bindings will not run if it is cached, meaning they don't run until the widget is invalidated. So something from outside the widget or an event like a dispatcher the widget binds to, needs to run and set new state to invalidate it so it'll visually update.

And on the bindings themselves, there were some bugs in 4.27 at least where they don't work correctly on some configurations. I had some buttons in the main menu that were supposed to disable. They were not visually disabled, but they were programmatically disabled. The same thing on the widget's Tick worked just fine, calling it's SetEnabled function.

And honestly as a person who works in UI consistently, I personally hate tracking down where logic is running in bindings. I'd rather see a simply tick function than have to dig through multiple bindings and the entire widget hierarchy to see which subwidget the binding is applied to, etc.

steady night
tight pollen
#

Can someone explain to me why this works? Player State is not directly owned by the Client, the Server spawns a copy of PlayerState for clients, but clients do not directly own Player State, so why is RunOnServer called from the client recognized?

#

(it's in the component attached to Player State)

maiden wadi
tight pollen
#

so Would it be okay to call an RPC from the client's PlayerState?

#

@maiden wadi

maiden wadi
#

Of course. Clients always get the authority to RPC through their Controller, PlayerState, and any currently possessed Pawn.

tight pollen
#

Owning Client

#

ChatGPT says it's not possible ๐Ÿ˜„

#

from Player State

maiden wadi
#

Yeah. The ServerRPC would be dropped if client1 tried to ServerRPC through Client2's PlayerState. But Client2 can send all of the ServerRPCs they want through their own playerstate.

tight pollen
#

ok, thanks ๐Ÿ™‚

maiden wadi
# tight pollen ChatGPT says it's not possible ๐Ÿ˜„

Generally speaking, I would avoid using GPT to understand concepts. Asking it for C++ code snippets is one thing, and you'll still be correcting it. But it cannot understand concepts. It simply repeats what it interprets people have said online. And people say stupid shit online. Unfortunately there's no easy way around simply testing and understanding it for yourself.

#

Generally speaking, you have two choices.

  1. The child has to pass back this info in a delegate that it's parent can bind to. So the child affects it's struct, calls the delegate and passes that struct back to the parent which overwrites it's own copy of the struct, etc etc.
  2. You wrap all of your data in arrays of objects instead. The parent iterates an array of objects and passes those to children. Those children get their internal array of objects and pass then to their children. The objects aren't copied, these are all pointers. So when a child affects it's object's data, it's affected on that object and everything has it updated.
#

Delegates are added on the child. Event Dispatcher in BP.

Parent binds an event to it's children's dispatcher right after adding it.

tight pollen
#

@maiden wadi what do you think about putting a delegate in Player State that will be called on Begin Play in PlayerState and in OnPostLogin in GameMode it will listen for PlayerState is ready

#

This seems like a good solution to me, but I'm not sure

#

maybe I missed something, but then it doesn't need any Delay either

#

e.g. I keep a register of players logging into the game, but from GameInstance I get the player's name and put it in PlayerState, and in GameMode I have a variable storing all registered players, and these names are obtained from PlayerState

#

no, it works, Bind On is created separately for each player

#

unless I didn't understand

dark drum
#

As Scer said, the actor would be bound to the event dispatcher on each of the actors.

maiden wadi
#

The child has an event dispatcher. This is a list of subscribers. The parent asks each of it's children to add it as a subscriber when they bind an event. When child 78 broadcasts, it only runs the event in the parent once, but every other child can still call the event as well.

pseudo valley
#

heyy, i have BP actor for pooling actors with a collider, and i have a BP_Projectile that inherits from that one (Collision is inherited). I take this approach because else the collider wouldnt be the root component and not work. however, for whatever reason, this ALSO doesnt work. anybody know why on component hit for the collision component doesnt fire? Simulation generates hit events is on.

tight pollen
#

๐Ÿ˜…

#

Is there anything I should pay attention to?

dark drum
dark drum
tight pollen
#

well, the Player Controller comes first, then the Player State, and the Begin Play Event is called when everything is ready

maiden wadi
tight pollen
#

yes

pseudo valley
tight pollen
maiden wadi
#

Why though?

#

Why aren't you just using their platform unique ID from the OSS systems?

#

Relying on names is gonna break. Players rename themselves mid way and ๐Ÿ’ฃ

#

Unique ID's from the OSS they're connected through never change. It's account based.

tight pollen
#

what does this node look like?

maiden wadi
#

Not sure if you can get the unique ID easily in BP. Maybe in 5.

tight pollen
maiden wadi
#

Top I think.

#

Yeah, the top one. It's a unique identifier for each player's account. Like when you're using Steam as an example, that ID can be resolved to a string that is the same as your Steam ID, the numbered one, not the name.

tight pollen
#

I have never used Unique Net ID. Can I also save these IDs? I mean, will these IDs always be the same for a specific player?

e.g. players play with each other on the local network and the hosting player saves the game, then they want to continue the game the next day

#

of course, this variable is only for the duration of the game

#

but in another one I would store only IDs

#

it seems to me that in this case I should use PlayerName or New Guid

maiden wadi
#

What are you using the ID for? I assumed this was for like property? Assigning things to players?

tight pollen
#

Assigning things, offline/online player registration etc

maiden wadi
#

Right. So I'm playing your game through Steam. My Steam name is Authaer when I Start playing. I play for three days. I change my Steam name to Tarrion. I log in to your game and have to restart.

tight pollen
#

ok, but assuming the game works without any platforms like steam, epic

#

how does Unique Net ID work then?

#

just a local game

#

in 1 house

maiden wadi
#

Every game has an OSS if it's online. Even Null is an OSS, which I'm not 100% on but I think it uses decide IDs for. But in the event that you will 100% never release on a non null OSS, names might be okay. ๐Ÿคทโ€โ™‚๏ธ

tight pollen
#

thanks, I'm glad I found you in Unreal Source ๐Ÿ˜„

#

in this case I have to modify the system
๐Ÿ˜ฌ

steady night
#

hmm my inputs dont work in my main menu level (different controller,gamemode,level) do i need to enable enchaned inputs on the other controllers or sometihng ?=

frosty heron
steady night
#

yeah it works in my player controller but not in my mainmenu controller

frosty heron
#

did you bind the inputs in your main menu controller?

steady night
#

hm no wdym ?

#

how do i bind it ๐Ÿ˜›

#

like the code you mean ?

frosty heron
#

Check your player controller begin play

steady night
#

yeah i dont ahve anything there

#

did howeveer find that i can ovveride the player input in the controller

#

but still dont work

frosty heron
#

don't you have this

steady night
#

yeah still dont work

frosty heron
#

show the binding in your main menu controller

#

and make sure your main menu level actually spawn your main menu controller

steady night
#

it dose

#

it dose detect OnkeyDown on widgets in main menu level/menu controller

#

but no input form the inputssystems at all :/

frosty heron
steady night
#

yeah

#

in menu controller

frosty heron
#

what's the input mode?

steady night
#

same as where im adding mapping context

frosty heron
#

it has to be game

#

and not just UI only

steady night
#

oh, input mode :/ ?

#

i mean i have a game mode and menu game mode

#

or wdym

frosty heron
steady night
#

ah yeah

frosty heron
#

make sure that's the setting

steady night
#

ah im setting it to ui only

#

testing

frosty heron
#

that's why ๐Ÿ™‚

steady night
#

ahhh

#

sweet ๐Ÿ˜›

#

kinda obvious ๐Ÿ˜‰

#

thansk

frosty heron
#

๐Ÿ‘Š

pale obsidian
tight pollen
#

is there any way I can convert Get Unique Net ID to string?

devout badge
#

I'm trying to make a timer of sorts, just to test it out
this one only throws a zero and nothing else. Is there something missing??

thin raptor
#

use the built in timer

devout badge
#

built in timer?

thin raptor
#

yes there are built in timer nodes

#

Also

#

"get time" only triggers once which is why you are getting a zero

#

you want get time delta iirc

frosty heron
#

@devout badge Begin play runs when an actor is "alive"

#

so it run once, most likely at the start of the game if it's a pre-placed actor

#

If you want to call something every frame, use event tick

#

Wouldn't make sense to call it start time tho ๐Ÿคทโ€โ™‚๏ธ

#

You can set the start time at begin play
And to see the get time in seconds , print that in event tick

thin raptor
#

ah true

#

delta time is for animations?

frosty heron
#

depend on the context

#

delta seconds in tick is the time it takes from previous frame to current frame

devout badge
#

here's what I was trying to do

frosty heron
#

delta just mean the difference

thin raptor
#

use the timer function

#

timer by function name

#

then clear the timer when you press whateve

#

get absolute value of the difference between when you stopped and 5 seconds

#

or dont actually you want to preserve the sign , nevermind

#

just check the value of the subtrated result and then use a branch with string append

frosty heron
#

@devout badge you should breakdown your problem, starting from basic functionality.

#

why don't you try to make a timer for now and just print the result to the screen

#

You can do this in two ways. One way as mentioned by illuminati is by using the Timer Node.
The other way is adding the delta time where time = time + delta time.

devout badge
#

okay, printing the event function name only prints it once

frosty heron
devout badge
#

yeah I saw

frosty heron
#

ok what did I say about begin play?

devout badge
#

its where I set the float

frosty heron
#

read again what I said about when begin play is called

#

I'm trying to help you but I would just be re-iterating again

thin raptor
#

bro no. You dont set the float in begin play

frosty heron
#

You can set that as the starting time, it make sense

thin raptor
#

yeah set the start time and have another variable in timer that prints the elapsed time

#

you really want to be using a timer and a function. The timer will loop the function when called until it is cleared

frosty heron
short hinge
#

Hello everyone! I'm trying to do some refactor/cleanup in my AnimBPs and found out about Anim Layers Interface. One of the functions in my interface needs some inputs, which I bound to parameters in my main Anim BP (as seen in the screenshot). I confirmed those values are correct in the main anim bp, and I also confirmed the layer is linked correctly (as other animations are working). But for some reason those values from the inputs are not working correctly in the linked layer. Does anyone know what can cause that?

devout badge
#

I got the timer working, now to make it so it actually reads what I'm inputting (like I pressed X on my keyboard for example)
how does one do that?

thin raptor
#

make an input in your game settings

#

then do Input Action [name action]

tight moon
#

Tough question this time : I have a furniture blueprint, with inside more blueprints for the movable parts. I aim to make a furniture blueprint where you can add as many drawers as you can, but all furnitures themselves are independant from on another. My issue atm is that I can only change the drawrs while in the blueprint, and not in the detail panel. Adding more drawers through the BP is fine, but now I need to modify them while outside of the BP. Is that possible, and if yes how do I do that ?

tight pollen
#

@maiden wadi sorry for the ping, but can Unique Net Id be replicated?
or is it better to just leave it on the server side?

#

in string variable

reef totem
#

Does anyone know if it is expensive to attempt and fail a bunch of casts? But rarely succeed the cast?

thin raptor
#

define "a bunch"

#

is it a loop running a hundred times or

frosty heron
reef totem
thin raptor
#

why is it attempting to cast to something other than the player?

reef totem
frosty heron
#

that has nothing to do with casting tho

#

replicating physics is a difficult task even for veterans

#

not something I would attempt anytime soon

reef totem
#

Basically if the loot touches a wagon that a player Is moving my current system is to set the owner of that loot to the owner of that wagon

#

So it has different hard references depending on what it is overlapping

#

Just didn't know if a failed cast is just as expensive as a successful cast

frosty heron
#

casting is almost free

#

it's the hard ref you need to watch out for

#

but youtubers likes to make guesses

#

linked you the article from someone that knows what he is talking about

reef totem
#

Yeah I heard interfaces are technically slower than casts

frosty heron
#

another youtube bullshit

#

when you see someone says, use interface, don't cast. Just ignore it

reef totem
thin panther
thin raptor
#

How can I get a bool AND from an Arbitrary number of inputs?

#

Do I just loop and check if everything is true and set an "all true" variable to true

#

is there a better way to do that

thin panther
#

Pretty much what you do, and pretty much how those work code side too

#

The other option would be to loop through, and the first two, then for every other one, and the output with the next one and return early if one is false

#

Returning early if one is false should be done in any circumstance tho

thin raptor
#

For Each with break then?

thin panther
#

Yup

thin raptor
#

smth like this?

#

that way I can attach any number of lamps to the door hopefully

#

Oops I called the wrong open door function dummy

silent stag
#

hey, sphere trace by channel function only collide with first capsule collison i can't hit second one do you know the reason?

thin raptor
#

It works!

dark drum
dark drum
thin raptor
#

I know

#

I tweaked the logic and it works now.

silent stag
# dark drum Because the first one most likely blocks the trace.

when the character is in ragdoll mode, it sometimes gets thrown around, but the capsule stays in place. As a solution, I added a trace box to the skeletal mesh to access the character lying on the ground, but it doesn't work as expected. Do you have any other suggestions?

dark drum
thin raptor
#

Excelent. I can add any number of lamps and the door only opens when all of them are on

#

is there a keyboard shorcut for parenting an object to another object

tight moon
dark drum
tight moon
#

Since the drawers are themselves BPs.

dark drum
tight moon
#

I had a version that didn't have child components, but then I'd have 4 different components to duplicate at once if I want more drawers. The first solution I came up with was grouping the 4 together... resulting in this.

#

The drawers are composed of the main mesh, the collision capsule, a grab component and the sphere indicating where the grab component is.

tight moon
dark drum
maiden wadi
sand bloom
#

What do you use to get a mouse click but with a gamepad button? Because for some reason this isn't working

#

I can't find a good solution online

#

it's like when you click on ui but with a gamepad vs mouse lol

kindred galleon
sand bloom
#

maybe widgetinteraction isn't the way to go tbf, but this didn't work either lol

#

I feel like there should be a way to do this and yet

maiden wadi
sand bloom
maiden wadi
#

That will be why then. The Interaction component only works on the 3D version.

sand bloom
#

ahh interesting. How would I emulate a left mouse click with a controller for anything then ๐Ÿค”

#

because click event keys don't seem to work either

maiden wadi
#

Usual case is that you need to focus it. How are you determining what should be clicked in this case?

sand bloom
#

ah I see, so right now I am literally just using it like a mouse

#

hover over button

#

click button

#

Like I literally just wanted to emulate a mouse lol

maiden wadi
#

But hovering what? Like are you moving a widget via the analog stick to simulate a mouse cursor, or center of screen, or using the focus system, or?

sand bloom
#

I am literally moving my mouse with my gamepad thumb stick

#

which works fine it's just i can't click lol

maiden wadi
#

Ah. Just a sec. I know CommonUI does this but I don't know if their mouse clicking code is BPexposable.

sand bloom
#

๐Ÿ‘€ oh alright thanks

glossy cloak
sand bloom
#

๐Ÿ˜ญ

#

I was really hoping I wouldn't need a outside solution for something this simple

#

but i'll keep that in mind thank you if all else fails

maiden wadi
#

The issue is that it isn't so simple. Input is a winding path of madness sometimes.

sand bloom
#

ah yeah fair

#

for something that should be simple*

#

haha

glossy cloak
#

Np. I try to avoid plugins when I can as well, but this is one of those situations where I don't think you can simulate a mouse click. And if you can't... That's a lot of work manually coding this for every possible menu and button.

sand bloom
#

even in unreal there seems to be implications that they wanted to do this but yeah rip who knows how it works internally

#

Yeah that's true i appreciate the knowledge there is a backup if i really need it

maiden wadi
#

Yeah, you could probably do this with a C++ function library, or a function on the controller maybe. But you might want to go with the plugin he mentioned if you can't do C++.

sand bloom
#

I'll probably do something with the d pad instead if mouse clicks are just impossible

#

yeahhhh

glossy cloak
#

https://forums.unrealengine.com/t/how-to-inject-simulate-mouse-clicks/25602

Here's what I found after a quick Google search. Looking like you're going to be using C++ at the very least doing this yourself.

Epic Developer Community Forums

Hi guys, I sucessfully managed to control the mouse cursor in a UMG menu using the analog stick on my PS4 gamepad. However, what I didnโ€™t think about before setting it all up: How can I inject mouse clicks by pushing buttons on my gamepad? Does anybody have some pointers for me? Any help appreciated! Thanks.

maiden wadi
#

Yeah. Requires access to the FSlateApplication. Which is pretty much no BP exposure.

glossy cloak
#

This is why plugins exist

sand bloom
#

ah thank you yeah I guess there's just no way to do it, weird. You'd think click event keys would count(like i have no clue what they would count for lol). Maybe just anything but 3d widgets. I'm probably just going to try a dpad solution instead

#

I don't mind plugins for certain things but idk

glossy cloak
#

I can vouch for the virtual cursor plugin though. I use it in my commercial project.

sand bloom
#

I'll definitely keep it in mind ๐Ÿ™

maiden wadi
#

I extended CommonUI's CommonAnalogCursor for Red Solstice 2. ๐Ÿ˜„ I was surprised how easy that was to make a gamepad analog cursor out of it.

#

We also do hovers for like scrolling areas. If you hover a Common Scrollbox with the analog cursor, the cursor shows arrows so that you know the right stick can scroll the boxes. It worked out pretty good I think. We also still allow DPad to snap to buttons like normal cardinal nav, so that users aren't forced to use the analog cursor if they hate it.

sand bloom
#

ohh that's cool stuff

#

that sounds nice yeah, i've heard a lot of good things about commonui i think

#

Giving the players the choice is a nice detail

maiden wadi
#

This was custom stuff we wrote in, but their CommonAnalogCursor made it really easy to put in with some C++. And I strongly recommend CommonUI for any project, but even more for anything using gamepads.

sand bloom
#

ahh I see

tight moon
silent stag
#

Can i ragdoll in place? i tweak some mesh physics settings but it does not work

copper chasm
#

I was so excited I found a plugin on github to search data table row by gameplay tag, but alas, it is slightly out of date and rider throws about 500 errors

#

wait hang on it was literally missing one include

tight pollen
#

how can I load all saves from Saved folder

#

I have Save slot1, save slot 2, save slot 3 ..... and I want get all saves and load all

#

do I need to create another save that stores all these saves?

#

is there a better way from blueprints

maiden wadi
iron idol
#

what is this trying to tell me? Its from my saved system. I have it set up exactly like my weapon save which works fine

maiden wadi
true valve
#

How can I convert player location and use arrow texture on a 1080x1080 map texture? Trying to create a world map system

iron idol
#

i'm really confused. to my eye everything looks right

tight pollen
#

it is plugin?

maiden wadi
#

Oh, need to enable it. I don't remember the plugin name. It's from the engine though. Blueprint... File.. Utilities or something?

maiden wadi
iron idol
#

i can try but refreshing does nothing

#

deleting and redoing does nothing

#

is this a bug? I'm so confuesed

#

its saying something about an array but its not an array...

#

lol it randomly just stopped

#

i did absolutely nothing. i just hit compile like 6 times

dim halo
copper chasm
maiden wadi
copper chasm
#

If the tag is already in the data table, you donโ€™t have to worry about the name of the row (you still should, but)

maiden wadi
#

You also have to iterate every row to tag compare.

copper chasm
#

I mean, itโ€™s doing that with the FNames

maiden wadi
#

It's not. It's a map.

#

A Datatable is just a fancy wrapper for a TMap<FName, FSomeDataStruct>. Maps don't iterate rows when finding the correct entry.

copper chasm
#

I canโ€™t imagine itโ€™s THAT bad on performance though?

remote meteor
#

lookups on map and set are literally o(1) tho

cyan scroll
#

how do i make projectiles spawn in random range? like random recoil

thin raptor
#

multiply by a random value

cyan scroll
#

thx

thin raptor
#

probably want to split that struct pin

#

depending on what you want to do, but I suspect you only want randomness on 2 axis not all 3

cyan scroll
#

yes, i already done it

thin raptor
#

k

cyan scroll
#

thank you for the idea

narrow pendant
#

does anyone have some good talks / blogs on planning out project architecture, big picture best practices etc?

nova scarab
#

Is there any way to show 0 graphics like in a dedicated server?

steady night
#

when i play in PIE everything works with my Gamepad but when i build the game gamepad dosent work at all

narrow pendant
steady night
#

enhanced

#

dosent work in standalone game at all either

#

im using the same inputs for keyboard those works

#

just nothing related to gamepad inputs

past hull
#

hello,
I am trying to refactor my fire weapon logic. Before I was using an interface CanFire and now I juste want to call a function "Fire" on my weapon wich is inherited by my SMG, Pistol etc...
But I cant turn my existing code into a function because of the timeline and the play montage. How can I tackle this issue ?

#

the timeline is for the recoil pattern

#

so I used a custom event instead of a function but i am not sure if its good coding practice

trim matrix
#

as long as its tidy i dont see any problem

#

you could also split the code into smaller chunks of functions and events too

cyan scroll
#

so if im doing a game where player shoots projectiles all the time, should i use object pool for projectiles?

maiden wadi
broken wadi
pallid oxide
#

Trying to create a weapon from a database that has an ID but this isn't working probably because I'm new to UE, Is there a better way to do this?

#

The idea is to place an empty actor with a static mesh, type in the exposed ID variable to get the correct ID

dapper forge
#

ello. why this always return 0?

#

context: trying to make something generate based on "random" seed. and seed being jsut host machine name(string)

#

answer : ue is poo. do this manually instead

#

(apparently)

iron idol
#

guys, just how many functions in a bp is too many functions

maiden wadi
maiden wadi
iron idol
#

perfromance

#

is having like 50 functions in a BP very heavy?

pallid oxide
maiden wadi
maiden wadi
iron idol
#

they are only ever called one at a time. The code within them is short

pallid oxide
#

I'm not quite sure whats wrong, the datatable is set because a randomized version of this script works

#

Except it iterates through an array and selects between the other 5 from the data table

#

This is the only part that's different in the Random one

maiden wadi
# iron idol they are only ever called one at a time. The code within them is short

There's also target platforms, what class the code is in( there are usually more pawns than controllers for example). Many things running simple code can cost more than one thing running complex code.

Older gen consoles really die on collision queries and overlap code, and movement code calls. A mid level PC won't notice these things.

So in general the only correct answer is "It dependsโ„ข๏ธ". You can't really do much more than profile it with Insights.

maiden wadi
pallid oxide
#

Mine is a Get

frosty heron
#

In UE4 at least if you bloated your blueprint too much, I get all sorts of nasty artefact.

#

At the moment I can only work for 15 mins before I have to restart UE

#

My blueprint stops displaying anything when I right click

pallid oxide
#

Random script works flawlessly still

maiden wadi
#

Oh

#

I missed that before.

#

Change this to 1

pallid oxide
maiden wadi
#

The Ro here is your RowID column that the GetDatatableRow is asking for.

pallid oxide
#

I thought I'd need to make my own ID of itm_001

#

If that's the case then I'll have to remove the id tab lol, thanks I have been pulling my hair out over this

maiden wadi
#

If you want to keep the itm_001 stuff, just change the RowName to that.

pallid oxide
maiden wadi
#

O.o

pallid oxide
#

It automatically adds itself even if my spreadsheet doesn't have it

#

If I rename the first row, the spreadsheet breaks (Becomes unreadable)

maiden wadi
#

Cause the first row on the spreadsheet is the row name.

devout tide
#

You can always write a custom export function but that would require CPP or python

maiden wadi
#

If you export it as is. You'll get a normal CSV.

pallid oxide
#

gonna export and work on it like that instead

#

๐Ÿ‘

maiden wadi
#

Rename the first column and reimport it.

warped juniper
#

Just got a weird but where the player heals back all damage dealt to them

#

I changed nothing of health recently

maiden wadi
#

Hackers ๐Ÿคทโ€โ™‚๏ธ

pallid oxide
# maiden wadi

Removing the row with the exported CSV keeps the old row before "Row Name" when re-imported, so I'm guessing I'll be forced to just delete the beginning row in unreal editor every time?