#blueprint

1 messages Β· Page 233 of 1

pallid oxide
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Actually let me update the struct first

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😭 aw man didn't fix it

warped juniper
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Could this be a case of BP corruption...?

dawn gazelle
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Probably has nothing to do with your code being displayed here. How are you checking the value of the health?

warped juniper
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I have aconstant display of player health

maiden wadi
thin raptor
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Trying to pass the owner of a projectile so I can get a variable from the owner but I'm get a error. Is this because the projectile is destroyed on hit?

warped juniper
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okay I found something interesting

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When taking 2 damage

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The player heals back both over time, and with a fixed delay between heals independent from when they take damage

dawn gazelle
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Oh wait nvm

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I thought they were both connected to the compare colors node.

thin raptor
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nah it goes thru to a do once

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here is the full overlap event

dawn gazelle
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Ok based on the error, it's because you're attempting to access the value from a "Cast to TurretProjectile" node but it's invalid - it wouldn't make sense based on the code you've shown here - the only time you're doing that cast is immediately on the overlap, but the cast wouldn't succeed if it wasn't valid at this point and you're not attempting to access anything from the displayed cast after this point if it was invalid. Perhaps the cast node that is throwing the error is actually within the collapsed sections?

thin raptor
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the error is pointing to the cast

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It says specifically that that cast node is the problem idk

warped juniper
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@dawn gazelle No idea where the code breaks here

thin raptor
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it's definitely not succeeding thats for sure. maybe I used the wrong node

warped juniper
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All I know is that it ain't the player...

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Is there any way to know for sure what causes a variable to change when updated externally?

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I don't recall adding any code that did this.

thin raptor
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I suppose I can just give the turret proj a color property on spawn and use that

dawn gazelle
thin raptor
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the projectile destroys itself

dawn gazelle
thin raptor
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I used my workaround but its still givin me an error bruh

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works tho

dawn gazelle
warped juniper
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@dawn gazelle Found it. Apparently the coins that heal the player are bugged and healed them regardless of distance

dawn gazelle
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The workaround I can think of is to instead of destroying your projectile, stop all its movement, make it invisible, etc, basically make it completely inactivated, and then set the actor lifetime to a short value like 0.1.

thin raptor
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yeah that worked! thanks

thin raptor
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Oh wonderful now my enum equals is not working for some reason

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Enum Equal returns true if the enums match but they don't and it returns true anyways 🀨

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Yeah that makes zero sense. I deleted the node and replaced it with the same node and now it magically works?

wild pumice
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I can't find any tutorials anywhere. Does anyone know or have any guides on how to create and enemy viewer where you can rotate the model. Like in an RPG enemy encyclopedia where you see all their stats and weaknesses. I want them to be able to look at and rotate the enemy character models.

thin raptor
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load the mesh asset

wild pumice
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would there be a big performance hit or lag when switching enemies? This will have a bunch of monsters, is it ok to load so many when the menu is opened. Sorry fairly new to this.

thin raptor
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unload one and load in the new one? not like they will all be loaded at once

wild pumice
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got it so don't think of it as loading up the whole encyclopedia at once. Just one model at a time.

thin raptor
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Yeah when you open the viewer have a text scroller on the side with the names of the monsters. click on it and it unloads CurrentMonster and sets CurrentMonster to whatever the new monster is

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load that in

faint pasture
thin raptor
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smth like that

faint pasture
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now the rendering might be tricker, with different lighting and such in each "window"

wild pumice
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yeah it'll be just the skeletal mesh with the idle animation playing.

wild pumice
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Basically this but with a 3d mesh

thin raptor
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yeah bro just load in the mesh

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unload and load the new one as needed

wild pumice
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So from my understanding now, loading and unloading the meshes and animations shouldn't cause much lag or delay when cycling through enemies in the menu

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Cool, will do. Thanks.

inland walrus
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is there a node to make sound go louder the closer you get? the thing is my actors location will be updating

faint pasture
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it's already built in

inland walrus
balmy viper
# inland walrus I cant get it working

Go to the sound's Attenuation Settings and add an attenuation asset. You can control the radius at which it plays with full volume, and the outer radius where there is 0 volume

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Parent the sound to your actor

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(if you want the sound to follow them around, like they are the SOURCE of the sound)

arctic glen
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I’m currently working on a Clicker game and came across the following issue:

I want certain Events to happen when the Resource that you gather reaches a certain amount.

  • I only want each Event to trigger exactly once and then be removed from being checked

  • I don’t want to use Greater-Equal and Branches since it would probably kill the games performance to run hundreds of those each second. The Integer Variable of the Resource is updated each second and on reaching Milestones (100, 1.000, 10.000, 100.00) it is supposed to trigger Achievements and Story Sequences, unlock new Upgrades and Buildings and add/remove text strings to an array.

Are there any nodes or settings that I am not aware of that I could use here?

desert juniper
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your listener is listening to when the values change. if it is above an unmet threshold, then apply your achievement

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data assets are a good way to create a data driven achievement system. they're just holders for the requirements needed to complete the achievement

dawn gazelle
dull hare
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Hi, need help with door opening/closing direction logic, (right now if character is facing door left mouse movement opens it and right closes, inverted on opposite site, X Value) is there any smart way to invert direction depending where character is standing and interacting with actor? images of spots to be inverted, I want to simulate hand that is pushing or pulling the door

plain cypress
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Is it possible to expose a Visible parameter but on the Blueprint itself (BP Details) and not on the Static Mesh? Like an Editable Variable would do, but not as an Event - just some toggle, as a Tool in the Editor when placing Blueprint

dawn gazelle
plain cypress
plain cypress
copper chasm
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you might get a kick out of this - I finally got into it after getting it to compile. I haven't looked at the actual code, but you're essentially just converting the tag to an fname and comparing it to the row name, only it's all done inside that plugin node instead of externally

I waited with excitement all day to see if this would help, and it's just the same damn thing with more steps lol

plain cypress
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the 'Default' title name when using editable vars, is it possible to change it to something else?

lime yoke
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I'm trying to launch my character in the air with constant velocity. If I call this timeline while in the ir it works well, but in the ground, it won't launch my character at all. Do you happen to know why? It's like there's something that's pulling me down.
Fixed: I need to set my character mode to Falling.

gentle urchin
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You can tell which FF titles didnt bother with this for example

wild pumice
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Yeah I've seen some 3D enemy encyclopedias in games where loading the next entry takes a couple of seconds 3+. This is what I was thinking of avoiding. Thats why I initially thought, load up all the meshes somewhere and have references. But that might be too expensive. Lets see how it works with swapping meshes out 1 at a time.

gentle urchin
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Exactly. Loading the next/last few entries might solve 80% of it

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Hard to avoid it when the player fast scrolls

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(But then you can avoid it by not showing the mesh , while the player is in the 'overview')

graceful sage
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everytime i compile my waterbodylake bp the instance of it shows a gray mesh on top and I have to disable and reenable enable static mesh bool. Is there normal?

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is this normal*

shy temple
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Hello! Was just wondering if anymore was able to help me with a problem Im having πŸ™‚
Ive built this grapple hook system that pulls you towards a location but at the moment if you are going to fast the grapple line acts like a rubber band and stretches instead of having a fixed pull length. Any ideas on what I could do to fix this? Thanks!

native canopy
silent stag
native canopy
silent stag
native canopy
glossy cloak
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Open your animation and see if it's doing that as well

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Try turning off gravity on your character and starting in the air. See if it still does it or if it only happens when you're on the ground.

west crescent
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Has anyone ever used the Add Level to World node?
I am trying to use it in an Editor Utility Widget BP to add a Level to another Level and it won't save my BP, saying:
Can't save ...: Graph is linked to object World

If I can't directly reference a World Asset in BP, how is this node supposed to be used?

wooden widget
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hi

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hmmm

native canopy
glossy cloak
glossy cloak
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Compared to your idle animation

native canopy
native canopy
west crescent
glossy cloak
dark drum
west crescent
glossy cloak
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A sublevel*

west crescent
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Oh there is an Editor Function Library, hold on

west crescent
dark drum
west crescent
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No need for runtime here, it's for an Editor Tool

native canopy
glossy cloak
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Oh. Well then That's exactly what that node is for. Are you not working in an editor utility widget or bp?

glossy cloak
native canopy
glossy cloak
west crescent
glossy cloak
native canopy
glossy cloak
native canopy
west crescent
glossy cloak
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(I don't know C++ so I'm entirely guessing)

dark drum
west crescent
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That makes sense. I might try opening them first but if that doesn't work we might have to add them manually. Thank you!

proud bridge
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Hey all, I am attaching a spawned actor to a component in my character but I dont want this actor to use the rotation value of the character. What can I do? Should I do some logic on the spawned actor event beginplay to set some kind of rotation mode to be off?

dark drum
# native canopy only this

If this is all the logic for the crouch, it's very odd that it moves the character up. I'm not aware of a situation where just this logic would cause it.

dark drum
proud bridge
dark drum
dark drum
# proud bridge Right

You might be able to just set the rotation to absolute (might be world) which might fix the rotation. If not, you'll have to add some logic to the BP that updates its rotation to a desired rotation each tick.

proud bridge
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This actor is being replicated using a RPC inside the character and not by self replicating. So i cannot use tick in the actor bp to set the desired rotation

dark drum
proud bridge
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Trying this, thanks man

proud bridge
dark drum
proud bridge
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So if i jst use a scene component and under it I place all the meshes? Make the scene component the root

dark drum
proud bridge
dark drum
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I don't believe there's a way to set the rotation type at runtime unfortunately.

dark drum
proud bridge
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Thanks man, appreciate the help

tight moon
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@dark drum left you there, regarding my drawer concern.

dark drum
# tight moon <@430016173694779402> left you there, regarding my drawer concern.

Yea, yesterday I was thinking if it would be worth recreating the grab component as a static mesh component so the thing you grab is the component but I'm not sure how viable it is as a solution. If it's possible, it would mean you just add the custom grabbable component and specify the mesh. The could be do in the editor just by selecting an actor in the world and adding one which would allow the most flexability.

Again not sure how feasible it is as I'm not too familiar with how the Vr grab system is setup. Just food for thought lol.

tight moon
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The whole grab component is a blueprint itself, that's only made of graphs to attach the concerned meshes to the hands and simulate the meshe physics.

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I'm not sure if what you're thinking about is doable πŸ˜…

dark drum
# tight moon I'm not sure if what you're thinking about is doable πŸ˜…

I'm pretty sure it would be. Take this part for example, all it's doing is getting the parent component (so the component the grab component is attached too) and attaches it to the motion controller.

Remaking the grab component as a child of static mesh would just mean you would tell it to attach itself as apposed to it's parent. This of course would limit it to just static meshes as you wouldn't be able to use skeletal meshes.

tight moon
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Atm I don't know how this could help : we would still end up with multiple elements to duplicate at once πŸ€”

maiden wadi
# copper chasm you might get a kick out of this - I finally got into it after getting it to com...

Oof. 😦 Sorry that didn't work out. Pretty sure it's possible though if someone really wanted to do it. But the biggest issue comes from imports. If you export the data, and someone adds more rows with tag names that you don't have in the project, what do you do? Just don't import those rows, or spam the tag manager with possibly bad tags? And since tags convert to FName easily. I think most people just opt to fix possible typos. And like I said, some of us don't even use datatables much anymore. πŸ˜„

raw sleet
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Hey there! Got a little problem with rendering. I use the scene capture component 2D and use a render target as the texture target. Everything works perfectly fine, but there is one single problem. When disabling "Capture Every Frame" in the scene capture component, the renders look much darker than before. I don't want the renders to look dark, but I also don't want the component to capture the scene every frame. I already enabled "Always Persist Rendering State" but that didn't help either.

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With capture every frame enabled:

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Disabled:

raw sleet
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I want to make pictures during runtime, to make cutscenes that are comic-like

raw sleet
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Kinda like this game (also made in unreal btw)

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The reason why I want this to be done during runtime, is to make it possible for the player to customize their character, and keep those customizations even during cut-scenes.

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It even works pretty well when enabling "Capture on every frame", but I only want pictures and no videos. And when disabling, the pics get dark and ugly

maiden wadi
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Looks like four RTs if you want to do it same? Two RTs for backgrounds. Capture the original character without showing it so that it gets it's general backdrop. Then two more RTs of animated characters that can be stuck in like boxes somewhere. Then your material can just overlay those and a UImage widget can show them.

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The background RTs can just snapshot probably. The two capturing the animated character can probably just run every frame, won't cost that much I don't think.

dark drum
raw sleet
dark drum
raw sleet
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This works the best

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Almost no quality loss

dark drum
# raw sleet

You could try changing that to one of the other final color options. Alternatively, there is the various show flags on it as well. There's one for eye adaption, you might want to check that it's enabled.

raw sleet
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The show flags are all enabled (except motion blur and Path Tracing)

dark drum
raw sleet
brittle orbit
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Hi, I'm troubleshooting an issue I ran into while following this tutorial: https://www.youtube.com/watch?v=o3uFXnNxwKE

Basically I've attached an interface the BP_Player blueprint as instructed, but it's not showing up in the bottom left of the blueprint panel like it shows in the video. Attached is a screenshot of the bottom left panel of the blueprint window on my end, and there's no interface section nor do any of the entries show up there. Any ideas?

Chapters
00:00 Intro
01:41 Creating Blueprint Interface
03:44 Creating Structure DamageInfo
09:40 Applying Interface to Player
11:42 Creating the Actor Component
14:48 Using the Actor Component
15:30 Implementing Heal Function
18:47 Implementing TakeDamage Function
37:25 Creating the Enemy Actor
38:45 Creating an Attack Function
44:30 Ragdoll on...

β–Ά Play video
keen forge
#

Hello fellow unreal users i have a brain scratcher here i'd like some thoughts on:

so for my horror game you will have to manage a labyrinth ish corridor system that has no indication where you have to go

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only indication you have is where you are on a gridmap

so it says basically
"you are here on C-4"

but basically what i am wondering is what would be the best way to create this type of system, would making a working grid in UMG be it or doing it via blueprints?

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basically think this

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and it would say like

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it would be like this
PLAYER = YELLOW
OBJECTIVE = GREEN

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and i need to be able to randomize what grid the objective is in so it can jump around and not be at the same place all the time.

the game is an actual first person so this is a map you can just bring up to navigate yourself.

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so TLDR:
What would be the best way to setup a grid-based map system in unreal engine?

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The reason why this mind boggles me is because i need to somehow get the index of each square in the grid so i can place the objective there

so i'd need to be able to somehow

  • get world location of the grid i want to place the objective actor in
  • set it to that location

my ideas i had was making a grid thing in unreal that generates let's say i have arrow components

i place generate these arrow components with a INT and use a index so i can generate how many i want, then i use that world location of the component to place the objective on it.

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I think that would work.. why didn't i think of that.. jesus

tight moon
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I'd like to know, is it possible to have the Child Actor Template visible in the editor ? The left screenshot is from the blueprint, the second from the editor.

dark drum
olive crown
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So I'm trying to create a Mario style backflip, and it seems to work when I haven't rotated my character, but if I turn any direction and try to backflip it reverts back to the starting rotation and flips backwards in that direction?

Am I missing something here? How can I fix this?

steady night
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hey im spawning this speical effect but the "pivot point" is on the edge of the effect i want it to spawn in the middle like this

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how can i acieve this by moving the spawn loc

dark drum
dark drum
olive crown
lethal pollen
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Hi!

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If I have two player starts in a level, how can I select one of them to make the player appear there?

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Thanks!

mental trellis
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No. Unless you create a sprite sheet kind of thing and use uvs to animate it.

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I think the paper2d plugin probably has something?

dark drum
mental trellis
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Why not ask about why that doesn't work then?

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...there you go!

thin raptor
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trying to prevent switches from deactivating when another actor is already activating it. I thought I might be able to use "is overlapping Actor" but that doesn't seem to work.

thin raptor
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wait does unreal not have collision tags like unity

thin raptor
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nevermind Im dumb

thin raptor
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yeah I'm at a loss at how to fix this issue. I need a way to keep track of all actors colliding with the button and only deactivate when all actors are off the button

gentle urchin
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Whats the issue

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World placed button?

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Tracking overlapping actors is prob the easiest solution

thin raptor
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If I have a button that is pressed, when the player walks on and off it deactivates the button

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lemme get a recording

gentle urchin
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So you just wanna see if other actors are overlapping the button still

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Before deactivating

thin raptor
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omg obs whyyyyy

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hold on

dark drum
# thin raptor

When something overlaps, add it to an array. When it ends the overlap, remove it from the array and check if the array is empty. If it is, deactivate. If not do nothing.

thin raptor
#

Ok yeah that sounds about right

maiden wadi
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You don't need your own array either. There are overlapping queries you can use that already handle the array for you.

thin raptor
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I tried that but it didnt seem to work

gentle urchin
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Just gotta filter it i guess

thin raptor
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this was the logic I was using

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if the length of the array is = or greater than 1 it should prevent the switch from deactivating when the overlap ends but it would permanently activate the switch

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only other thing I could think of was doing a check every game tick but that seems excessive for this problem

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oh I'm dumb.

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I'm checking the length and not if it's empty

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it kinda works but it also kinda doesn't

gentle urchin
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Think you gotta check what it overlaps

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Might overlap with landscape etc

thin raptor
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I have it set to ignore world static and world dynamic collisons

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the issue is it needs to refresh itself, but it sort of works as intended

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It correctly prevents the player from deactivating the switch but the first removal of the box afterwards doesnt register

gentle urchin
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Print overlapping actors

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On end overlap

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To see who's hanging on

golden lotus
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I'm having an issue with 5.4 not updating an image brush properly. When I change the image to a new one via a button press, the old one remains on screen.

Anyone have any ideas?

I've updated the BP setup in different ways with the same result each time.

  • I've set the brush from material
  • and when that didn't work, I tried to use two separate images and hide the original image when I make the new one visible, but this way isn't working either (same result)

I am trying to improve on a system I previously setup in 5.3, but this code is blocking me right now, and the brush/image update seems to work just fine in 5.3...I wanted to check here to see if anyone had any ideas before I run off and submit it as a bug to unreal.

keen forge
#

It feels very hacky. Works, but messy. Maybe I'm missing something obvious.

dark drum
chilly narwhal
#

Hi there!
I have a question about modular characters.
How can I assemble different parts of characters (clothes - hat - hair etc.) which share the same skeletal mesh within the UE5?
Should I use blueprints?

remote meteor
#

most of the stuff about modular characters are explained here

chilly narwhal
keen forge
#

Would you be able to give me an example? I understand if not! I'm just having a hard time to convert the world spaces from the real world to the UI.

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@dark drum

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Forgot to reply. Sorry for mention

dark drum
# keen forge Would you be able to give me an example? I understand if not! I'm just having a ...

So lets say you have an area that is 10m by 10m (1000 by 1000) and an objective at 225, 650.

We know that the object is at 22.5% of the x and 65% of the y. We can use this to calculate where a dot should be drawn in the widget based on it's size. So if the map was 200px by 200px, we can have the dots location be at 45px and 130px. If you need to, you can always round the location to the nearest grid size if needed.

You can then just have an image with a material that just generates a grid based on the grid size. This could be under the dot.

keen forge
steady kindle
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Hey. I'm looking at a pickups system in a world partition level. For example, coins scattered around the world. Currently if any player picks up a coin, it hides itself and should not reappear for the rest of the match.

However, because it's world partition level, if the player goes out of streaming range of the coin's location and then returns, the actor is reset and the coin appears again. Variables on the blueprint actor are also discarded, so you can't set an "isCollected" variable on the actor and expect it to keep its value when you go out of range.

The solution is probably to store whether the pickup has been collected or not somewhere else, like GameInstance. I'd create a set variable and add a reference to the actor if it has been collected, then the actor can query that on BeginPlay to see if it should make itself visible. But how do I get that reference to that coin actor that will remain valid after streaming out and back in again? Is a soft reference safe?

gentle urchin
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Game state would probably be a better fit

steady kindle
surreal peak
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Unsure if you could reference it by path due to being hand-placed.

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But if not, other idea is to have each coin assign itself a GUID if not already set.
And use the GUID to identify them.

steady kindle
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Get Actor GUID returns 0 on builds, and the other editor identifiers don’t work either. I think I’m going to need C++

surreal peak
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Idk if FGuid is exposed to BPs

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Might be

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If not, then yeah, you'll need to make an FGuid property in C++

steady kindle
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It’s hard to test because if a blueprint is streamed out of a level and then back in before it’s garbage collected sometimes it seems to keep some of its old state, so sometimes it appears to work.

modern hemlock
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Hi guys, I have a problem that when my character die, his hp displays 0/0 and I don't know how to fix that

devout tide
#

Show your blueprints

modern hemlock
devout tide
modern hemlock
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and I have these errors

devout tide
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that doesnt seem related to showing character hp at all

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where and how are you setting the hp

modern hemlock
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It's from school and it's pretty hard for me to navigate, it's my first time in ue5

devout tide
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i suppose what happens is your widget loses its reference to the player character blueprint, you can try destroying and recreating the hud widget or re-referencing your character blueprint after death spawn

narrow sentinel
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Anyone know if with UE4 I can find out where this is - Error: [Callstack] 0x00007ff8450275b3 TrainSimWorldPublicEditor-CoreUObject.dll!UnknownFunction []

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specifically the Hex

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could I use the hex to find the function maybe in the .exe of the game ??

modern hemlock
narrow sentinel
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I don't have the source files etc so I can use that

devout tide
#

check the logs instead, they usually show some errors too

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I would suggest to destroy the hud widget on death

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and spawn a new one on spawn

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would probably be simpler at this point

modern hemlock
#

okay, I'll try, thank you

dire valley
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I am new to blueprints, When I crouch, I want my camera to switch (smoothly transition) into a more close up view, When I uncrouch, the camera should transition into it's normal state. But i cannot seem to find the right way to do it.
I might be making basic mistakes, just point them out so i can improve

hollow cove
#

what you probably want to do is change the fov to something smaller or something similar to that on the current camera

sour anchor
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How do I change the MeshBuildSettings for a Procedural Mesh Component? I found the Make MeshBuildSettings node but I can't find anything obvious that lets me get the MeshBuildSettings of the mesh component created by Add Procedural Mesh Component.

tight pollen
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hello

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some tutorial about VOIP talker

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voice chat

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or documentation

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Has anyone dealt with this?

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and can a private conversation between two players be created only with BP?

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e.g. there are 50 players and 2 of them talk to each other via VOIP

cyan spire
#

Hello, maybe someone is smarter than me. Has someone a logic to check how big the possible crafting amount is if the item is craftable? I store : Current Quantity and Needed Quantity (recipe quantity).

sour anchor
pulsar geode
#

Hey, I am trying to have a moving actor always turn to face the player but slowly, as in it would take time for the actor to catch up to looking where the player is. Any idea how to do this?
I originally thought a lerp would work but it is very jump and I need it to constantly be updating to the players position.

sleek barn
#

Hello i am newbie in ue5. Can some1 help, I want to create Cast to first person character but in interface. I just need in interface create output to Object Reference BP First person character, or i do it wrong ?

thin panther
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Why

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That's a pointless interface

devout tide
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I suppose thats to avoid donig a cast and directly passing the object ref via interface? Just do a cast once and cache it somewhere

thin panther
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But it's still incurring the "cost" of a cast

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I'm assuming it's because of some myth that casting is expensive, from some resource online, but this method doesn't even avoid the cost

devout tide
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Not sure if its exactly the same or not but definitely sounds like too much work for something that simple

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Yeah, the internet is really hating on casts rather than explaining on how to use them

thin raptor
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Can I generalize a function using tags? like say I want to take in any class with a specific tag as an input

devout tide
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You can make a tag input and iterate through a class array to find it

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Classes have Class Defaults where you could store your class tag

thin raptor
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does UE5 have interfaces like c#? then I could just have both classes inherit the interface and accept the interface maybe

devout tide
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There are interfaces but Im not sure you can check whether a class implements that interface, you sure can from objects but thats not your case

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At least in blueprints that is

thin raptor
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I'm casting to specific object types so maybe it will work

devout tide
#

then you can check with "Does implement interface"

thin raptor
#

bleh I should have just used inheritance. this is what I get for being lazy

devout tide
#

but having interfaces per different object types sounds too much, maybe make an interface return a tag container and compare that instead

thin raptor
#

the best solution is probably to just suck it up and redo everything with inheritance, then I can just accept any object that inherits from the switch main class. I'm so dumb bruh

silver gale
#

i need to rename s_struct to fix depency package error but when try to rename getting crash on 5.4 how i can fix this any thoughts ?

faint pasture
thin raptor
#

It's fine I just need to waste many hours fixing my mistake

faint pasture
#

I mean what's the actual mechanic or design?

#

You want a lot of things to do XXXXXX

thin raptor
#

I made the mistake of not just using inheritance from the start

maiden wadi
#

Composition is also an option for that.

faint pasture
#

Yeah I'm thinking composition but with no clue what the actual problem is who knows.

sleek barn
devout tide
#

then the receiver can implement ReceiveAnyDamage event to receive it and subtract from health etc.

faint pasture
#

Simplest approach would be to:
Tick -> get overlapping actors -> foreach -> apply damage
Then set the tick rate to however fast you want it to do the thing. Quick and dirty

#

or you could use a timer

#

or delay loop

thin panther
#

Is the pain causing volume still in? That's another option

devout tide
#

yeah that still exists

#

I barely remember these volumes exist at all

sleek barn
#

Do this today,but i have problem to cast damage to charachter

faint pasture
#

it damages WHATEVER IS OVERLAPPING IT

#

think like that

faint pasture
sleek barn
#

but i watch videos and they sad casting BAAAD

faint pasture
#

but that's pretty gross, it's better to just have a timer running and damage everything overlapping it

faint pasture
sleek barn
#

so i want to learn how to avoid it

faint pasture
#

doesn't care what they are, they all get damaged

faint pasture
sleek barn
#

K,thx for help

devout tide
#

It's absolutely fine to also just cast to the player character, promote it to a variable and then use that when applying damage

faint pasture
#

Make sure you understand what casting actually is

devout tide
#

maybe use interfaces for teams etc. if you want to avoid it, but doing anything ti avoid it is just wrong

faint pasture
#

If I have an Animal, and I want to tell it to Bark, I need to cast it to Dog (check if it's a dog and let me treat it as a dog), since Dogs can Bark but Animals can't.

#

so a cast is a type check + gives access to the thing as that type

#

Begin Overlap tells you what Actor overlaps, but you don't know if it's a Character unless you cast

#

so if the rule is "Any Character that overlaps this gets damaged" then you'd cast to check

#

but the rule can just be "Anything that overlaps this gets damaged" then it can just be fire and forget

sleek barn
#

but, if i cast character to damage zone it cast all data

maiden wadi
#

Technically if you have an animal and want it to bark, you just tell B_Animal to "Speak". The dog can bark, the cat can meow, the jackass can EEEEAAAHH.

devout tide
#

...

#

Isnt that what this whole conversation is about? its not costing you anything

faint pasture
#

that doesn't make any sense

#

You really need to understand what casting is

maiden wadi
#

It makes sense to newer people who don't understand pointers. You wouldn't belieeeeeve the bullshit on the net about casting. They say some serioualy wild stuff.

faint pasture
#

I swear I've had this conversation 30x, we really need a 0-100 on pointers/references somewhere

devout tide
#

Just people not knowing stuff about casting making tutorials hating on them

#

They created a whole community of cast haters

maiden wadi
#

The problem is that it's a complex problem. πŸ˜„ Like, it's so simple, but you have to understand the surrounding stuff before it really clicks.

sleek barn
#

Ok,thx for help.Mb u know some good channel in youtube with stuff for newbie ?

thin raptor
#

Tyring to get this event to work with both switch classes but its accessing none for some reason, I'm passing in the static mesh to be used as the target

#

On the child blueprint I pass in the scene component

faint pasture
thin raptor
#

only one

faint pasture
#

why do you have to pass then?

#

does parent class not have a button?

thin raptor
#

no because the button is a different shape in each child class

#

if the parent class has a button that would be an issue

devout tide
#

where do you set the button variable?

thin raptor
#

in the child class

devout tide
#

the one you pass into the PressButton func

#

show it

thin raptor
#

I did. the press button event is in the parent class, the button mesh is in the child class

devout tide
#

no you didnt, where do you get this Button from? Is it a component? is it a variable you set in code?

thin raptor
#

Its a component

devout tide
#

a child actor component?

thin raptor
#

yes

devout tide
#

button -> get child actor is the actor you need to move

faint pasture
#

basically the thing you're calling button is not the button actor

devout tide
#

so the input would be of actor object reference and Set Actor Relative Location instead

faint pasture
#

it's a child actor component which SPAWNS the button actor for you

#

i mean i think moving it should move the thing visually but that's a different matter

devout tide
#

does it? in PIE after spawning it probably detaches it from that comp

thin raptor
#

nothing is spawning it. I place them in the world

devout tide
#

you said you are using a child actor component, a child actor component is spawning the actual actor

#

so if you are moving that component, you are possibly not moving the actor its actually spawning

#

so instead move the actor by Child Actor Component -> Get Child Actor and move that one

thin raptor
#

that would move the whole thing not just the button component

devout tide
#

is button child actor component the whole thing?

#

if not, then no

thin raptor
#

Im trying to move the scene component

devout tide
#

just try moving the child actor of the child actor component and you will see

#

Child Actor Component -> Get Child Actor and then pass this into that event you have, which will require a change in how you set location, I believe it would be Set Actor Relative Location in that case

thin raptor
#

not working idk

coarse condor
#

I'm trying to get a bit of text on screen to reflect a int number but it keeps giving accessed none error. I'm not entirely sure why it's not able to access it or how to worka round this.

devout tide
#

do you have that counter actor placed in your level?

coarse condor
#

Yes

thin raptor
#

yeah its not working. whatever

devout tide
#

@thin raptor as long as you are accessing and moving the child actor of the child actor component, it should work. If not, you are doing something wrong

devout tide
meager spade
sour anchor
#

Maybe what I should do is make my own procedural mesh class

maiden wadi
#

Why? DynamicMesh and Procedural mesh work well?

sour anchor
#

And I can't figure out how to set that on a procedural mesh

#

Maybe dynamic mesh has that ability? What is the difference?

thin panther
#

DynamicMesh is ProceduralMesh's successor

sour anchor
#

Interesting, I'll look into that and see if it can do the full precision UVs

lethal venture
#

Hi, I have implemented delta time to update the position of character. How can I test if its actually working? I am not really seeing much of a difference

dire valley
autumn pulsar
#

I'm trying to rotate a rotator along a specific axis of it, say the forward vector. Is there a node that does that?

dire valley
autumn pulsar
dire valley
autumn pulsar
#

it's possible the camera arm is getting blocked by the pawn itself

#

or the collision

dire valley
crimson talon
#

I've been using Convert world location to screen location for my 3rd person camera to make sure the player is still in view but I've noticed there doesnt seem to be similar logic in Blueprints with the same functionality but for an npc/actor besides the player controller

#

Is project world to screen what I'm looking for?

graceful sage
#

Has anyone here used the water plugin and adding swimming to it?

inland sandal
#

so far I've been able to get the object to highlight at a certain proxmity but I want to make it so that it ONLY highlights when the character is close enough AND has the mouse cursor hovered over the object, haven't been able to figure out the second part : (

#

here's what I have so far, any help would be appreciated!

sour anchor
thin raptor
#

So I made an interface and for some reason one blueprint implements it as an event and another does not?

glossy cloak
thin raptor
#

yeah it was strange

#

I deleted it and now its an event like the other one

#

no idea

glossy cloak
#

Hmm. Probably just a bug.

marble tusk
#

I think you can right click them and change between function and event

thin raptor
#

nope

#

it only wants to be an event

#

very strange indeed

#

gosh I sure do love interfaces and code reuse

thin raptor
#

oh great now my switches are buggy even though I didn't change anything

drowsy anvil
#

Hello, any ideas how I could get my keypress when held down do this:
spawn object 1 instantly, or wait 0,5 seconds to spawn object 2 instead,
and after 1 second you miss the change to spawn anything

maiden wadi
proud bridge
#

hey this may be extremely advanced but I was wondering how I can make a system for shader pre-compilation? much like games like HogwartsLegacy where the game needs to pre-compile the shaders in order to play the game. Can anyone tell me what to look for or what to search, what to learn to know more about this?

drowsy anvil
#

here is my code for it so far:

maiden wadi
#

Do you only need them spawned on button release?

drowsy anvil
#

yeah

maiden wadi
#

Pretty easy then. πŸ˜„ Sec. Editor warming up.

#

99% sure this will get you roughly what you're after.

#

Oh, woops. Sec

#

There. Forgot to kill the timer if it was active at release. πŸ˜„

maiden wadi
# proud bridge hey this may be extremely advanced but I was wondering how I can make a system f...

This is probably a good read for you. It covers a couple bases. Recorded/Bundled PSOs is what you're looking for, but as Tom states here it can be good to use both systems together that he covers
https://www.tomlooman.com/psocaching-unreal-engine/

Unreal Engine titles have faced stutter issues on PC with DirectX 12. These hitches primarily stem from inefficient handling of Pipeline State Objects (PSOs), which preconfigure GPU states but suffer from on-demand compilation delays. Unreal Engine 5.1 introduced PSO Precaching to preemptively compile PSOs, but issues persist with partial covera...

proud bridge
drowsy anvil
#

the print string help text was nice too to understand

maiden wadi
#

Happy it helped. πŸ˜„

heady lantern
#

Cross-posting a link to my question about parallax backgrounds, bc not sure if it's more of a Blueprint or a Material question tbh:
#materials message

ionic quiver
#

If I have a pyramid with a sphere collision, then on begin overlap it swap the entire actor for another, lets say a cube that also has a sphere collision with an on end overlap that swaps it back to the pyramid actor. Is there a situation where it could trigger entry but not exit somehow?

#

Effectively I'm trying to figure out a good way to swap an actor for another at a distance but don't want to do tick / timer based distance checking if I can avoid it.

queen heron
#

is there a way to make the line trace get a hit with the backface of the object and not get the hit event where it starts?

glossy cloak
queen heron
#

yeah

#

already found the solution btw

#

forgot to mention it

glossy cloak
#

Oh okay. And was it possible? Lol

queen heron
#

the solution was to enable Double Sided Geometry

glossy cloak
#

Ah

#

That checks out.

queen heron
#

it was that simple πŸ˜…

glossy cloak
#

Nice. We love simple don't we? Lol

steady night
#

when changing the "axes throw intervalle" in a timer event loop it dosent change the current loop time since its already been run is there a way to change the loop ?

queen heron
steady night
#

hmm

#

true thats simple enough

maiden wadi
# ionic quiver If I have a pyramid with a sphere collision, then on begin overlap it swap the e...

The only way that I'm aware of is if it never entered. Or if your collision bounds are much larger than you're aware of. Overlaps are all component based. Actors simply listen to their owned component's overlap events to broadcast their own. The overlapping other components are stored in an array on the primitive component and removed on end overlap. If you do find some way to fully repro an issue with it though, it's definitely bug reportable. πŸ˜„

queen heron
#

how are you changing the float variable?

steady night
#

i mena i could just workaround and not make it loop but call it again after another set timer by event

#

but good to know in the future if i can manipulate it somehow

#

i mean this would solve it i guess

#

i was wrong i was not callening the changing event ...-.Γ€

maiden wadi
#

You just need the one event though.

#

SpawnAxe is all you should need here.

steady night
#

yeah i dident call the update spawn axe intervalle...

#

yeah running with just the loop now it worked

cyan scroll
#

uuh stupid question, but how do i get a vector transform of reference objects? i am missing some node that does that

steady night
#

get actor location

#

/ get actor transform

cyan scroll
#

get relative location node helped me

tight moon
#

#virtual-reality message
I'm bumping this here in case anyone can help, but I'm having these issues when trying to apckage the game, anyone knows what to do for them ?

stuck hedge
#

is there any way to view post process settings runtime in blueprint, or will I have to make a c++ function and expose it?

potent socket
#

Hi, I'm trying to have a interaction between a sphere trace and and launch character in the blueprint character (big punch projecting the other player), but in the hit result I have an actor ref, but Launch demands a Character ref. The problem is maybe also from the fact that is local multi player and both player use the same character blueprint. Any idea how to deal with that ?

formal narwhal
#

Does anyone know if Draw Texture on a RenderCanvas can draw a sub region of the input texture?

formal narwhal
#

nvm figured it out

desert sigil
#

Hey guys. Do any one knows why Set Time by function or event execute twice ? at the same time. As I use once in begin play. Also I'm calling it from Game Mode

glossy cloak
desert sigil
#

Yes

#

but I'm call it from Game Mode as it should be once every thing called

glossy cloak
#

Put a print string on it and see if it's being called by a client and the server.

#

Are you testing in multiplayer?

desert sigil
desert sigil
glossy cloak
#

If it should only be a server call then just stick a "has authority" check before it and that'll stop the clients from calling it.

#

Then just make sure you're not trying to run anything local on it and you should be set.

desert sigil
#

I'll show you the error

#

at the beginning he start as once

#

after that he keeps twice

#

it dosn't start as twice

glossy cloak
#

Show the code?

desert sigil
#

sure

#

Beging Player

#

the function

#

In specific time I Unpause the Timer

#

Firstly I tried with Unpause . Direct Start so I made some change to try another way

glossy cloak
#

Well you've got it looping by 1s so how long does it start unpaused for?

#

Stay*

desert sigil
#

I still didn't set a time to pause it

#

I'm trying to fix this problem to keep

#

For more information, I'm trying to make a game Timer for all player. When the game should end how long

#

so if you have a better way , then thank you

glossy cloak
#

So you're pausing it right at the start, but it's still triggering first? And triggering twice?

#

If it were me, I would just start the timer when you actually want to start it rather than pausing and unpausing it later.

desert sigil
#

Yeah I tried that , but I thought this is the problem so I tried to pause and unpause

glossy cloak
#

This is in your game mode?

desert sigil
#

Yup

glossy cloak
#

Hmm.

#

I'd guess your logic is wrong somewhere else because everything I'm seeing looks fine

desert sigil
desert sigil
digital robin
#

Hey ! Is there a way to detect if the current "Audio Output Device" is using Bluetooth (for Android/iOS/PC) ?
I can't find any suitable method or doc for this

desert sigil
# desert sigil

Also what make me so upset why there is looks like two different value of the float , at the end both of them the same value

#

if it executed twice as normal maybe I can figure what this

glossy cloak
#

And it executed 1s after the first one. So... Where is your code for unpausing it?

desert sigil
#

I remove the unpause and pause system

#

I make it direct start from where I need

glossy cloak
#

What is the value of your "game duration" variable?

desert sigil
#

Ohhh I forgot that I'm really set an end time πŸ˜…

glossy cloak
#

Then it should just keep counting up until 11.

#

Because you put the increment and the print BEFORE the check. So it'll increment one more time.

#

Oh no it won't. I'm dumb.

#

Lol sorry

desert sigil
#

You are right it will stop at 10 because Equalr or Greater than

glossy cloak
#

Yep.

#

But yeah. It looks right to me.

desert sigil
#

I figure something even it called twice but at the end it will only end up as 1s function

#

I set print message after it end

#

and it just sent once

#

I think , I don't need to fix it

glossy cloak
#

Β―_(ツ)_/Β―

desert sigil
#

I tired you out with me for nothing

#

πŸ˜…

#

I appreciate your help

lusty mulch
#

Good morning! I'm curious, is it possible to modify a custom ini file from within a blueprint or editor utility widget?

dark drum
#

Does anyone know what would cause a soft object reference to be different even though it's for the same actor?

maiden wadi
#

How do you mean by different?

fiery swallow
lusty mulch
dark drum
maiden wadi
#

One is a PIE path Same map, same object, but one is from a play in editor world.

#

Unsure if BP exposed, but I know World has a function to removed PIE stuff from paths. What issue are you having with it?

fiery swallow
#

but it really depends on how the code was written

dark drum
lusty mulch
fiery swallow
#

if you don't know any c++ then you're probably better off with a plugin

fiery swallow
maiden wadi
#

Btw @gentle urchin You were asking about something we were doing in Atre at one point. I think it was about the flowgraph stuff. Not flowgraph related but we did a livestream last night with Epic about how we use PCG for procedural levels. https://www.youtube.com/watch?v=MSEc-Ur1Ek4

This week we'll be sitting down with some of the talented team Ironward, the minds behind the stunning Atre: Dominance Wars. We'll discuss some of their unique uses of the recent PCG tools, how they approached their tech art, and more - all as an indie studio. As always, don't forget to participate in our live Q&A!

Steam Game Page: https://stor...

β–Ά Play video
fiery swallow
#

like you can compare a soft object class reference, but an actual soft object reference doesn't actually exist, you would load it if it wasn't already loaded and then check against that

maiden wadi
#

Even if you had the cleaner in BP, I'm not sure if you can even do that though. I'm not sure if you can set a SoftObjectPtr from a path like you can in C++?

dark drum
#

I'd imagine it would be fine in a build but it's not much good if you can't test in the editor. Hmmm... I guess I'll have to change how I'm handling something.

dark drum
fiery swallow
#

you wouldn't be able to use the "contains" node anymore, but you can just check yourself through a foreachloop

#

it's pretty much the same thing anyway

dark drum
fiery swallow
#

Anything in blueprints is slow relative to probably every other programming language

woven turret
#

Seeking help on a bit of a "dynamic camera" for a sidescroller character that I'm attempting.

I've created a pure function to check which direction the player is facing (left or right), which works great after testing it hooked up to my movement Input Action, with print strings that confirm which direction I'm facing

I then set up a simple Set Socket Offset on my Camera Spring Arm which is called every time my movement Input Action is triggered.
I tested this too and it worked great together with my Get Player Facing Direction function to change whether the offset should be positive or negative. The camera offset successfully snaps ahead towards the correct direction, depending on whether the player faces left or right.

To create a smooth transition I've added a Timeline which contains a simple float track going from a value of 0-1 over 1 second, which I use as the Alpha on a FInterp, this works good, however after the camera moves to one offset, every time I change direction from then on it snaps in place rather than using the timeline.

I can guess the issue here is that the timeline Alpha value is technically still at 1, since I don't Play from start each time, however I also tried with a branch before the Timeline that checked the player's facing direction, where True would go into Play, and False would go into Reverse, but this causes even more unexpected camera movements where it works towards the left, but not toward the right, and then only snaps again like the other method without the branch.

Is there some logic I'm missing here for this to work? I'd like the camera to smoothly change direction without any snapping, even if it's currently in the middle of moving and the player decides to change direction, but I don't quite understand what's going wrong or missing here. Without the timeline and Finterp everything works great, apart from the instant snapping which I'm trying to solve.

dark drum
fiery swallow
# woven turret Seeking help on a bit of a "dynamic camera" for a sidescroller character that I'...

for starters, you should only be calling a timeline once, and not every frame which is what it looks like you're doing, You can check if it's already playing and what direction it's playing in, and if it's already playing in the direction you want it to then do nothing. I'd also use some print strings or breakpoints to ensure that FInterp Ease Inout is always giving the results you're expecting

steady kindle
dark drum
fiery swallow
tight pollen
#

what will be better:

  1. Sphere Trace on client and send overlap Actors to server
  2. Sphere trace on server and just get overlap actors
fiery swallow
#

if it's smoother experience, then option 1, if you care more about people not being able to cheat, then option 2

#

options 3 is do both with time stamps and rolling back the server to see what the trace would have hit at that time stamp the client sent

#

option 3 is quite advanced πŸ˜„ but you avoid cheating, and maintain a smooth experience for individual players

steady kindle
dark drum
brittle wind
#

Heyas, anyone familiar with loading promary assets?
I've got this blueprint issue I'm not sure how to fix, or if im doing it right

#

So I call into BP, which loads an asset, and calls my C++ function when done

#

BUT, I'm also passing "Load Params", which just contains some extra info to pass along with the loaded item

#

I'm not sure how variables work much in blueprints, will this cause issues?

maiden wadi
#

Little weird, but should be fine. Why not just load it in C++ instead of passing this into BP?

brittle wind
#

Ah, I'm actually using a script plugin for easier coding, so it's not specifically C++ and doesn't allow async functions.

frosty heron
#

Authaer, any pointer on how can I activate an ability from an ability in GAS?

brittle wind
#

So that's my way of for example, loading a monster along with it's spawn location. So when it loads it knows where to spawn

brittle wind
#

So I'm not sure how to use blueprints to properly load something, and then handle it

maiden wadi
#

Are you trying to load too many at once? Cause this will rerun the same async node. And just use the latest load params.

#

So if you immediately call three times. The params for 1 and 2 are ignored and they all use 3. Cause it was the last thing the event cached.

maiden wadi
frosty heron
#

hmm, πŸ‘‰ πŸ‘ˆ might be a bit confusing since I am quiet lost here.
Basically I have an attack ability, but it doesn't do much other than sending attack input to the combo manager ability.

I'm trying to figure how to activate my combo manager from my attack ability.

brittle wind
frosty heron
#

I know how to get instance of the Gameplay Ability and I can use TryActivateAbility but im wondering if there is a simpler built in way

brittle wind
maiden wadi
frosty heron
#

@brittle wind I would suggest downloading Laura's coroutine

maiden wadi
#

In general, the only way to keep what you have in BP, is to make a map of assetID to Parameters/Delegate. Add it to the map immediately before calling the async node. After the async node use the values for that assetid in the map(s) and then remove them.

frosty heron
#

1 line code

brittle wind
#

Oh wow

maiden wadi
brittle wind
#

So I guess I would re-write my enemy loader in C++?

#

Like is this possible to be used in BP?

frosty heron
maiden wadi
#

But what is the combo manager? Is this some global actor or is it per player?

frosty heron
#

It's an ability too that exist per actor

#

not global sorry

#

It's a UGameplayAbility with instance per actor as the policy

#

so there is one combo manager per Character

brittle wind
#

I'd have to implement another thing that checks if they are already loaded and just use that directly?

maiden wadi
#

Why would you load the same thing 50 times?

#

In general, I recommend preloading assets as best you can and not doing it in the middle of gameplay. It's a much better way to not end up with waits and hitches in the middle of gameplay, and still get the benefit of softrefs. Like if you have a list of enemies that will be in a level. Load them at map start behind a loading screen or something before starting play. Then even if someone is playing on a 40 year old hard drive, they don't get long waits for stuff to load up in the middle of the game and they get the same experience as other players, sans a longer loading screen.

tight pollen
#

hi, I have a replicated actor attached to PlayerCharacter, and I want it to be visible to players who were in scope of SphereTrace, I have an Array with players who were in scope and I now want to display this actor for them, how can I do this? without using multicast

brittle wind
#

LoadEnemyAsync ->Spawn

I just call that for ease of use, even if there's 50 enemies, they all just call that, thus attempting to load and immediately finishing/spawning

main solstice
#

I have this blueprint I am trying to scale my item as it is picked up but everything I can find on google says to use this scale function but when trying to connect it nothing connects just keeps giving this error

frosty heron
brittle wind
main solstice
frosty heron
#

drag from the blue pin and type set scale

frosty heron
#

why don't you just run the logic locally to set the vissibility on each machine

#

since Sphere Trace is replicated anyway.

maiden wadi
frosty heron
main solstice
frosty heron
#

@main solstice

#

set world scale 3d or set relative scale 3d, depending on your use case.

main solstice
frosty heron
#

@main solstice I recommend watching some intro videos on blueprint.

#

you seems to go blindly

main solstice
#

Yeah you are right

maiden wadi
#

Look at the event name and the bottom right. The AbilityTriggers.

#

Then you can just activate it by running that on the actor that owns the ASC

frosty heron
#

@maiden wadi Thanks, didn't know there is AbilityTriggers for this purpose

maiden wadi
#

Yeah. This should trigger the ability same as other methods, on client and server. EG I can run that OnClicked from a client and it'll still activate that event both on the client and server.

silver pewter
#

Hello, is there a way to create a vector with custom names like Length, Width, Height instead of default X,Y,Z? Not a custom structure, but vector in structures

frosty heron
#

what's wrong with a custom structure anyway

silver pewter
frosty heron
#

do you have some example? I don't quiet follow

spark steppe
#

vectors are just a struct

#

so make your own struct i guess

silver pewter
#

if you use default Vector or Vector2 etc, you can get a Vector structure in a PCG graph: "X = 100, Y = 100, Z = 0". But if you are using custom vector-like structure e.g. "ValueA, ValueB, ValueC", you'll get them separately, no?

frosty heron
#

the Value A, value B and value C is contained within a structure. Though I don't get why you don't just use the vector if you need 3 values

#

just pretend X is the width, Y is the lenght and Z is the height

silver pewter
maiden wadi
#

Can't really do that without making your own struct. Which usually isn't worth it. Most people just understand that length is X, forward backwards like a spline. Width is left right from that perspective so Y, and height is Z

#

I mean you can if it helps you tremendously. Go for it. But it just requires your own code around that to either convert it to normal vector and back if you want vector functions, or you have to rewrite all of the vector related functions you need for your own struct type.

past compass
#

if trying to create a custom dynamci camera system, would using tick for these things be a bad idea? not sure how extreme this might be

frosty heron
#

Nah, go copy Lyra Camera, it's really good...

#

handles corner very well

maiden wadi
#

I would also recommend checking out the PlayerCameraManager. It has an update function it runs internally that you can use to affect the view as you like.

Lyra for example pushes and pulls views through this manager as subobjects to change view types. But you can do it without that if you only have one view, or want to use an enum switch or something.

past compass
#

cool thanks will check out both of these

frosty heron
#

not in blueprint unfortunately X_X

maiden wadi
#

You can still get away with it in BP. But C++ does make the implementation a ton better.

past compass
frosty heron
#

i just copy paste, pray and luck smiled on me

past compass
#

lol not sure if sarcasm, but that's how i cpp

frosty heron
#

I bite the bullet when I'm told spring arm will never do a decent job

queen vault
#

What node would I use if I wanted to make a condition based off a float variable. Ex: If float = 1 then do this, if float = 2 then do this, etc.

#

Nvm I found it. Pretty sure I'm looking for switch on int. I just gotta change my variable to integer.

past compass
frosty heron
past compass
#

don't want it now

#

i need it

past compass
#

nvm this seems like it uses GAS

#

def does

frosty heron
#

Well if you understand how the code work, you can just skip the GAS part but lyra do assign Camera mode using GAS

#

so you just have to write the assignment your self, but at the end of the day the most important part is the penetration feeler and the UpdateCameraView in the player camera manager (which is dictated by camera mode afaik)

#

the system uses curve, it's pretty powerful and you can edit it at run time to get the desired view you want

#

e.g. for aiming

past compass
past compass
frosty heron
#

with only spring arm, aiming not gonna work decently. There needs to be more work when it comes to corners. I think lyra shoot traces, predict where the camera will be and adjust accordingly to maintain the view.

past compass
#

need it lol will have to figure this out

frosty heron
#

or go through walls

tidal marlin
#

I'm sorry, I can't not share. Getting an Impact Point for a mesh with a Material World Position Offset without UE code editing.

maiden wadi
tidal marlin
maiden wadi
#

Ah, async from the renderthread?

tidal marlin
maiden wadi
#

Nice. πŸ˜„ Will have to keep that in mind if I ever need it.

gentle urchin
maiden wadi
#

Was fun to talk about when the nerves went away. πŸ˜„

olive crown
#

Hey folks, so I'm thinking of adding a kind of two camera system in my game, one with ghost of tsushima like properties, (pause game move around etc), and one more like wind waker, (attached to the player, facing them in selfie mode)

my initial thoughts are the best system would probably be to have a separate actor for the Ghost of Tsushima type, and a simple attached camera for the Wind Waker type. Doers this sound about right to you?

maiden wadi
#

I'm inclined to say the same thing as above. Use the camera manager's Update function. Based on what mode you're in, you either need a basic follow cam looking at your pawn but facing their input mode direction, or a camera mode that uses the pawn's forward vector inversed to look at them.

lyric quiver
#

Anyone know why the player variable is not valid?

maiden wadi
lyric quiver
maiden wadi
#

There's a dropdown at the top of the BP when you have it open. I don't remember what it's named offhand. Editor not open atm. πŸ˜„

lyric quiver
#

is there a way I can set it to the player's instance?

maiden wadi
#

Do you have a game running in PIE?

lyric quiver
#

ah

ionic quiver
#

If I wanted to show / hide many objects based on distance from player, is the best way to do this using a sphere collision with a begin / end overlap setup? Or are there better ways for something like this?

maiden wadi
#

Like just visually hide them?

ionic quiver
#

I might do something else, but whatever it is would be distance from player based.

#

I didn't want to tick / timer it as it seemed like a waste, but a massive sphere collision might not be great either. I'm not sure on that one.

blissful grail
#

How big are your levels? How many objects do you expect there to be? Any reason occlusion or frustum culling won't work for you?

lyric quiver
ionic quiver
maiden wadi
#

Am not fully following, how does this apply to hiding things at a distance?

ionic quiver
#

Well, I didn't think of being able to cull by frustrum before this as I don't know a way to do it. So if I do it by distance then it'll do a similar thing. πŸ˜…

#

So if there's a way to tell if an actor is visible in the frustrum then that'd be the best. lol

blissful grail
#

I don't recall there being a nice way to check if something is within the frustum. I know people have tried some of the API functions that seem like they should work, but it always ended up being wishy washy. So you can calculate it yourself. A simple way would be to get the player's forward vector (or the camera's, depends on which you actually want). Then get the player's FOV. From there, you can try to build out the shape of their actual view. You can look at the sight sense in the AI Perception system on how to do this most likely.

Then, you pick a spawn spot in front of the player using a dot product. Check if that vector is within the the region for that other calculation

#

A large part of this can most likely be copied from that AI sight sense

ionic quiver
#

Intersting, I didn't think of possibly using AI sight senese for this. That's a clever idea. I'll look into it. Thanks!

blissful grail
#

That's just a quick idea. Might be better ways. Might be an actual function that can help. But it should get you started.

ionic quiver
#

Yup, a direction is great. Really appreciate it! πŸ™‚

tight pollen
#

how would you solve this, I have a list of players and I need to check if they are Online or Offline, how would you do it, I have the ID of each player and at the moment I store the ID of all Online players in a replicated Array variable (RepNotify) in GameState. Each player listens for any change in this variable using Bind Event To

#

is there a better solution?

#

I was also thinking about Event End Play, each player would create a Bind Event To On End Play for each PlayerState

maiden wadi
#

All online players have PlayerStates in the GameState's PlayerArray. Simple iteration over them to see if the ID matches any of the players should do.

silver pewter
blissful grail
#

I don't see the point of commenting that.

silver pewter
#

I just want to check if I understood the mechanics right

tight pollen
blissful grail
#

Commenting about the existence of an API, or lack thereof, is not a check on the understanding of the mechanics. It is a check on the API.

tawdry ivy
#

Hello everyone, I have a separate blueprint responsible for making API calls with an Event delegate bound with a custom event call, which can be called from another widget blueprint when the user enters the data.
I tried debugging it, the call to that event delegate is being made, but the custom event which is bind to that event delegate is not getting called. Any help?

steady night
#

hey im having issues with my game that my mouse leaves viewport (Screen) clicking outside all the time any one else had this issue ?

#

on all "set game mode UI/Game" im locking Always

maiden wadi
maiden wadi
steady night
#

hm how can i se which onje im using ?

maiden wadi
#

You would know if you're using CommonUI. You have to make special ActivatableWidget and such.

steady night
#

aye no im not

maiden wadi
#

InMouseLockMode is on LockAlways?

steady night
#

is that in pController ?

maiden wadi
tawdry ivy
#

This is where I am calling my event dispatcher

#

This is the place where I have bound the dispatcher with a custom event

maiden wadi
#

Uncheck TopLevelOnly. Chances are you're not getting anything to bind.

tawdry ivy
#

I am expecting the event dispatcher's bind event to be called on the button click, which is currently not happening

#

Oh, Ok

#

Unchecking the "TopLevelOnly" did the trick for me. Much thanks!

steady night
thin raptor
#

does get attached actors not work in the construction script?

#

I have some code that should be changing the color of an object based on the color of an attached actor but it doesnt seem to work. it works with event begin play though

muted otter
#

hiii!

I wanted to ask in case someone knows how can I apply the run benchmark of the game user settings but only the first time that the game launches. I just want it to run the first time to not override the player settings if it changes the values

pine trellis
#

please help, I cant pack my project, I think its become corrupted

#

the blueprints compile fine I dont understand I am on 5.4.4 source

#

whats this mean Error: FCompression::UncompressMemory - Failed to uncompress memory (131001/131072) from address 00000BFFA8F60000 using format Zlib, this may indicate the asset is corrupt!

#

does that mean my entire project is corrupt?

steady night
#

something is happening when im clicking on viewport i cant use mouse left btn 1 anymore, ive looked everywhere cant find anything related to left clicking, is there a way to debugg or refrenceview when left btn is pressed ?

maiden wadi
steady night
#

yeah i know but ive look everywhere cant find anything related to it

#

checked all widgets but cant find anything t.t

maiden wadi
#

What is your capture mode?

steady night
#

when i start the game it works but when i click it just stops

#

game mode only when starting

#

and just by clicking on the ground it should not change anything

#

(cursor is not visible) im rotating my character when moving mose

#

mouse*

#

but the rotation input just stop working

maiden wadi
#

What input mode?

steady night
#

enhanced

#

but if i hold down MB2 it rotates and fires that event

#

so weird

maiden wadi
#

I mean which input mode are you using? GameOnly or GameAndUI?

steady night
#

gameonly

#

but im switching when doing certain stuff

#

but just by clicking it shouldent do anything

#

when im rotating now, is when im holding down Rmb

#

which has no relations with the rotation part

#

but its like when im pressing that button it "focuses" or something

#

pressing down LMB dose nothing

#

i know its information thats specific but im just in a puddle rn

#

its like when im LMB its capturing the screen even tho i have no events or w/e that should do that

#

this is really messing my project <.>

#

when switching back to game mode only it works, but there should be nothing on start changing to set input game mode

#

is there a way to check "What game mode is on" ?

#

like can i print what game mode game and ui/ game only is active ?

last abyss
#

im pretty sure thats on the playercontroller

steady night
#

yeah but is there a way to get a ref to the current game modfe

narrow sentinel
#

I need massive help, does anyone know if there's a way to ensure something is running on the game thread

#

Is there something I can add a component or something that would force it to run on game thread cause at moment

#

The actor I place in the world at runtime the timer on it is getting the isongamethread crash

queen valley
narrow sentinel
#

Maybe a function call out of oddity doesn't run on game thread ?

last abyss
queen valley
#

so if u used async loading thats what it is

narrow sentinel
#

How would I know of something is loaded via async load

queen valley
queen valley
queen valley
maiden wadi
steady night
#

exactly

#

i opened a previous version form a few days ago and everything looks the same

#

so somewhere its disabeling capture from LMB for some reason

#

when i LMB the mouse leaves the viewport also so something is happening i just dont know how to debugg it really

#

mb some project settings or something im comparing everything i can :/

narrow sentinel
#

@queen valley

steady night
#

@maiden wadi

narrow sentinel
#

so the interface event is what is being called

steady night
#

this is weird same project on backup folder only a few days apart same project setting same search but dosent look the same ?

narrow sentinel
#

so could it be that the interface trigger is being called just as it's loading ?

maiden wadi
#

Scroll down slightly on the left.

queen valley
#

weird

steady night
#

oh i highlighted the wrong one,...

#

yeah thats the one i meant it dosent have the clickable option

queen valley
steady night
#

but when i search for it its there with same settings tho,... just weird

narrow sentinel
#

@queen valley

#

reason I'm using soft references is because the editor isn't my creation nor the game I'm doing this on do theres a chance if I do a hard reference it might fail to work

queen valley
#

i just dont know how the error can be that it isnt on game thread thats weird

#

its not the timer

#

it is some task in the timer

narrow sentinel
narrow sentinel
#

*timer

queen valley
#

its some task thats not on game thread probably

#

waitttttttttttttttt...

#

ur using soft references

#

so if assets dont finish loading

narrow sentinel
queen valley
#

they are not on game thread

#

so if they are called while still loading, they are not on gamethread

narrow sentinel
queen valley
#

but you already have one

narrow sentinel
#

i would have thought tbf the resolve soft reference would in part check it's loaded

queen valley
#

you might be missing a isvalid somewhere

steady night
#

shit idnno how to solve this ./

narrow sentinel
#

not the is valid on the soft reference

queen valley
#

add it and try

narrow sentinel
#

but then looking at the soft reference to object thingy it does say it will return none if it's not loaded

queen valley
narrow sentinel
#

well i'm running a test now where I've replicated the situation to see what happens, if there is no crash would you say something else is going on ??

#

Nope crash

LoginId:9749a163424ff0b7f4e7989891d5ab8d
EpicAccountId:

Assertion failed: IsInGameThread() [File:F:/DEV/ND24-BuildPublicEditor-EpicRelease/Engine/Source/Runtime/Engine/Private/TimerManager.cpp] [Line: 458]

TrainSimWorldPublicEditor_Core
TrainSimWorldPublicEditor_Core
TrainSimWorldPublicEditor_Engine
TrainSimWorldPublicEditor_Engine
TrainSimWorldPublicEditor_Engine
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_CoreUObject
TrainSimWorldPublicEditor_Engine
TrainSimWorldPublicEditor_Engine
TrainSimWorldPublicEditor_Engine
TrainSimWorldPublicEditor_Engine
TrainSimWorldPublicEditor_Engine
TrainSimWorldPublicEditor_Engine
TrainSimWorldPublicEditor_Engine
TrainSimWorldPublicEditor_Engine
TrainSimWorldPublicEditor_Engine
TrainSimWorldPublicEditor_TS2Prototype
TrainSimWorldPublicEditor_TS2Prototype
TrainSimWorldPublicEditor_TS2Prototype
TrainSimWorldPublicEditor_TS2Prototype
TrainSimWorldPublicEditor_TS2Prototype
TrainSimWorldPublicEditor_TS2Prototype
TrainSimWorldPublicEditor_Core
TrainSimWorldPublicEditor_Core
TrainSimWorldPublicEditor_Core
TrainSimWorldPublicEditor_Core
TrainSimWorldPublicEditor_Core
kernel32
ntdll```
queen valley
#

if you didnt already

narrow sentinel
steady night
#

@maiden wadiYes! found IT!

#

i have my options Widget that was on "hidden" had a mouse down event i diddent know it would consume inputs while it was hidden tho!

narrow sentinel
#

@queen valley so doing is valid on the soft reference just does that so makes sure it's valid

#

where as that one does the thing you mentioned so still bit confused whats going on there

queen valley
#

so you still get the crash

maiden wadi
narrow sentinel
#

I've also added a delay before I call the interface function, delay of 5 seconds

#

my thinking is if I am resolving the reference and then imediatly trying to do something with it my thinking is it's trying to do it on same frame or something

thin raptor
#

is event tick the best place to do a raycast if you want to always know if the player is on top of something?

narrow sentinel
#

@queen valley bare with me, the editor crashed with Exception Stack overflow so just need to reload it

queen valley
narrow sentinel
narrow sentinel
queen valley
narrow sentinel
narrow sentinel
maiden wadi
narrow sentinel
#

now in my head, why would delaying by some amount before calling interface function mean I don't get the is on game thread crash, @queen valley would this seem logical to you. If a lot of stuff is loading when I try resolving the soft reference, could that in theory delay the soft reference being resolved and possibly the interface call being done too quick ??

#

reason I say this is I read something online about resolving soft references you have to keep in mind delays as that isn't done for you or something, rather then hard reference obvs already being loaded and ready to go well should be loaded and ready to go

maiden wadi
#

Stackoverflow means you're in an infinite loop and calling the same function over and over and over basically. Maybe not directly but you have a repeating loop somewhere. Delaying it even by 0 causes it to wait for a frame before continuing processing which breaks your loop for the frame.

narrow sentinel
#

And that's what causes the frustration with the stack overflow error, on a link above though I've put the code I'm running on my spline following actor thingy so feel free to take a look to see if you see anything thay could be causing an issue

maiden wadi
#

@narrow sentinel The 5s delay on Beginplay is the one you mentioned that stops it?

narrow sentinel
#

Sorry you've thrown me haha

maiden wadi
narrow sentinel
#

This is the is in game thread we're referring to yeah ?

maiden wadi
#

The interface function is the EventTrigger?

narrow sentinel
#

Yeah

narrow sentinel
maiden wadi
#

I'm not really sure how this loops with that delay in the middle of it. With or without a delay. :/ Are you putting the delay in this blueprint on the EventTrigger, or somewhere else that is calling the trigger?

narrow sentinel
#

If so that seems to happen randomly and can happen even when I don't have anything of my creation in the level

narrow sentinel
thin raptor
#

I got it so the raycast works and toggles the player's ability to pickup the box, but you can still fly using another box which is a bit problematic

#

guess I need to lock it's position until the player leaves the box

#

how do I lock position? there doesn't seem to be a way to do this?

thin raptor
#

how do I access these with blueprints?

devout tide
#

in the character blueprint -> Get Character Movement component -> search for constraint and see the different options it gives you

pine trellis
#

I need some help, I dont know if my project has been corrupted but unreal is saying it cant find some varibles there are there! Why is this happening to me?c

#

I get all kinds of errors

devout tide
#

Missing plugin or mismatch in unreal/project version?

pine trellis
#

its not a plugin

#

its blueprints

#

im on unreal 5.4.4

dawn gazelle
#

Why are you using a separate actor for replicated health?

pine trellis
#

its a health pick up

#

thats not the only error I get many of my blueprints have errors and when I check they all work

#

look at this says it cant connect the pins but the pins are connected

hazy linden
inland sandal
#

hello im trying to make a line trace and I cant get through this step of connecting set visibility target is widget, I checked my blueprints and they are all under the right class, but when trying to find the node to connect it too it won't appear, not sure what went wrong, here's what is looks like so far, and the second image is what Im trying to get to

visual ember
#

you sure the hud is your hud class and not the base type?

vernal fox
#

I'm having trouble getting a decorator to fire in a behavior tree. The decorator is nothing more than a print string. This node is attached like so in the behavior tree and that node gets correctly called - but the print string never shows up. Is there another node I should be using other than "perform condition check ai"? Ideally I would want this node to fire until it returns false - but i'm trying to get it to print first πŸ’”

woeful pike
#

So I am trying to understand blueprint interfaces more. I am referencing this video "https://youtu.be/5-UJT4U-jeg" and it works. But I do have a question for around 8:14. Code tells stuff what to do. We have an interface implemented in a door and an "activation" (key) in the default ue5 blueprint that checks if another blueprint has a an interface and then it runs from the key to the message (character blueprint) to the interface event (in the door actor) and runs the door code. But they only put a bounding box within the door blueprint as the check with seemingly no code to tell the character to be interacting via the bounding box. Is interaction via bounding boxes inherent to one of the nodes like the node where it checks if a blueprint implements an interface? Or is there some other part of the default character blueprint that lets it interact with any trigger box inside of actor blueprints? Or are trigger boxes somehow inherently interactable. How come it seems like in some videos you need to specify collision is interactable and sometimes the collision seems to be inherently interactable? How can you tell the difference?

Hey guys, in today's video I'm going to be showing you how to create and use a blueprint interface. In this example, I will be creating one to interact with different blueprints as my player character.

#UE5 #UnrealEngine5 #UE5Tutorial


00:00 - Intro
00:19 - Overview
00:5...

β–Ά Play video
hazy linden
# woeful pike So I am trying to understand blueprint interfaces more. I am referencing this vi...

If you do not want the bounding box, you can linetrace or spheretrace forward and call the interface function on the hit actor. The bounding box is just there to define the space that the door should be interactable within. If you have any confusion about interfaces itself, I highly recommend you try to understand what is "Multiple Inheritance" Interfaces work with that principle internally.

In the above example, you can put any primitive component as long as the collision is set to allow overlapping of pawns it should work. you can even have an opaque sphere with collision set to OverlapAll. Or as i told u, do a linetrace

Hope this helps : )

rapid lava
#

This works when server interacts, but crashes when client interacts. Why?

woeful pike
#

@hazy linden Doesn't that just say whether it is interactable. Is the overlapping (matrix) inherent to the pawn/character class on what can and can't be interacted with? Or is there a snippit of code within a pawn or character class that is basically saying "if pawn/character capsule overlap within trigger box, then "pass on?" interact function."

#

Eventually I want to get to the point of having a number of different kind of projectiles hit the character an all cause differing damage to the character's "health pool." But I am beginner and am trying to understand things one at a time. Such as communicating between blueprints.

hazy linden
hazy linden
#

So when the capsule overlaps the box, the overlap event is generated

hazy linden
woeful pike
#

@hazy linden can you explain more about event generation based on overlapping? Is it like on event begin overlap. Or would you need a custom event for every projectile?

hazy linden
#

This way, it is also reusable. Lets say another actor (say a vehicle) can take damage. You wont have to re-code your logic, instead, just implement the Damagable interface in the vehicle and you're done. Rest is ur creativity : )

#

In the video you sent, he used "Get Overlapping Actors" at around 4:08 . Actually, when you overlap, unreal automatically stores the actors which are overlapping any given actor.

#

you can utilize that

#

if you print on begin overlap and then print overlapping actors.. you will notice that the newly overlapped actor is added. Once you go out of the box, it is removed

woeful pike
#

@hazy linden huh. That's interesting. A lot of videos that deal with a health/damage system. They like to use the event "On any damage." to help calculate damage. Does it factor into collisions at all? If so, how does it. I know that it references some kind of default damage actor reference that basically contains a whole bunch of variables on various damages types. But beyond that, I am unsure of what exactly the that default event does. Can you clarify?

#

@hazy linden Thank you very much for your help and clarification. I will see about implimenting something basic by next week. Or at least come back next wee if I am in a bind. Have a nice time and thank you for your help.

hazy linden
#

ofc you can use the built in damage events, but since you did ask about interfaces, I mentioned the way you would approach the damage system with it. Also, if you are using an interface as i told you, you also have full control over what parameters you want to or not want to pass. And you will also have control over which actors implement them.

rough cedar
#

what would be the easiest way to do what this node is doing but on a controller analog stick?

inland sandal
# visual ember "it won't appear" - what? the widget from the hud?

thanks for replying this is one of my first bps so im not well versed in the terminology, by "it" I meant the set visibility node for the widget, it doesn't pop up when I try to add it to thirdpersoncharacter bp, and what do you mean by hud class and base type? when i check the bp it says the parent class is user widget

pallid oxide
#

Been stuck on this for a couple hours now, How on earth do I dictate what direction to use for my mouse movement to get this function to work? I can't stack enums because the Enum only takes one connection at a time, maybe I am thinking too much on this?

#

less cropped version oops

#

ok maybe Get will work...

#

safe to say I think that fixed it

#

sometimes I wish I was born with a bigger brain where this stuff didn't take 2+ hours to debug

glossy cloak
#

Also this is probably going to cause some weird issues for you. Because this implies the mouse is only moving in one direction at a time. But your mouse will very likely never move perfectly straight up or down.

#

Depending on what the enum is being used for.

pallid oxide
#

might have to add some form of deadzone later though to make sure rights turn into rights and not ups or downs

#

basically this if for mount and blade directional strikes

glossy cloak
#

Nice. Glad you got it working.

#

But I stand by removing the temp variable. That's just redundant. πŸ˜‰

pallid oxide
#

Will do right now 😎

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trust me this is just the hood, under the hood is complete insanity of nodes for debugging and nothing is organized, looks like modern art

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oh nvm forgot I cleaned it an hour ago, been in the statemachine so long I'm seeing animations instead of nodes

glossy cloak
glossy cloak
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Instead, promote important things like widgets to variables and use that variable as the reference.

pallid oxide
glossy cloak
pallid oxide
agile moss
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I recoded this 3 times 😭 . Pls how do I make a widget that just has to adjust opacities if a boolean is true or false.

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if false it just flashes from 0 to 1. If true just 1

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its supposed to be smooth

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The forward and reverse work perfectly fine, it's just they get glitched when I add them both

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help :(

maiden wadi
agile moss
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Yes

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Idk why I used an enum too, I was stressed

maiden wadi
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πŸ˜„ It happens. Can I ask why simply playing forward and playing reverse doesn't work?

agile moss
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Well

maiden wadi
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EG button hover code.

agile moss
maiden wadi
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This seems like your boolean is triggering too much.