#blueprint

1 messages Β· Page 234 of 1

agile moss
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Maybe

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Lemme try do once

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But I did before and had trouble resetting it

maiden wadi
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I don't think a doonce will help you here. Watch your video at 0.25x speed.

agile moss
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Works

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Buuut

maiden wadi
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Oh it does?

agile moss
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How do I reset the do once

maiden wadi
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Oh. I was watching the video wrong. Yeah

thin raptor
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try OBS for screen recordings

maiden wadi
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I would do a != on your bool before checking.

agile moss
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...

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Why

maiden wadi
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You're effectively doing this right now.

agile moss
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the do once needs to be reset

maiden wadi
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If you add a != here. You can avoid any triggering code after unless it really needs affected.

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Then you don't even need the doonce.

agile moss
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hmmm, what do I put in the bool below?

maiden wadi
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Below?

agile moss
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can u explain the != node?

thin raptor
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it checks if the bool is not equal to a given value

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its the opposite of a check for if something is equal

queen valley
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you can use async load asset and out of completed you set a variable isLoaded? to true, then if isLoaded? is true, you allow the timer, if else you do not

agile moss
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Workin on it

maiden wadi
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Basically you don't want to have to check through complex stuff. You have a single boolean driving which way these animations should be playing.

If something comes along and says true. You play it forward. If it says false you play it backwards.

Right now you have it so that if you call true it plays forward and then call true again, it'll restart the animation and play it again.

So you want it so that the code does not run at all unless the driving state, that boolean, actually changes.

agile moss
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It works... to some degree

maiden wadi
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Condition should be set right after the != check, before it's branched on.

narrow sentinel
agile moss
maiden wadi
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Set it from ShouldBlackOut

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If ShouldBlackOut does not equal Condition. Then set Condition to ShouldBlackOut and then branch.

queen valley
maiden wadi
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Like this

agile moss
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nothing happens

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literally

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let me print string

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it prints, but the animations dont play

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...I hate this engine

sand bloom
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wait so we still can't do this in blueprints? I made a custom menu direction system to choose buttons and it works fine except now i'm at the stage where i need to "press buttons"

agile moss
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oh it works lol

sand bloom
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for widgets

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I know we can't click on stuff with a controller but we also can't use a button in any way trough blueprints?

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it's only clicking with a mouse where you can use a button for?

agile moss
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@maiden wadi thank you very much bro

sand bloom
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lord forgive me for what im about to do if I can't find a alternative

thin raptor
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why strings and not enums

maiden wadi
sand bloom
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Because this menu interface is kinda like modular

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I know which button i have selected

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and i need to convert that to actually pressing it

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I don't know how i'd do that with enum's. Unless I make some generic enum's like option 1,2,3 and assign buttons to that but idk

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I may aswell use integers then

maiden wadi
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What do you mean by modular? Cause this is going in a bit of a hard coded direction.

sand bloom
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oh yeah don't get me wrong im going to have to do this for each menu

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but it's only going to be like 3 menu's maybe

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i guess i should make it more modular

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hmm yeah

maiden wadi
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Can I ask what you are trying to do though? Because this is a bit irregular.

sand bloom
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this is a bit too hacky

dark drum
sand bloom
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Yeah so basically I got a interface that is used to scroll trough buttons with a controller's d pad

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i can select them

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get the generic button reference

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and now i have to "press them"

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but yeah strings are bad i'll try something modular

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that's easier in the long run too lol

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I was just hoping i could find a way to press buttons

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in blueprint

maiden wadi
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What is that button list? Does it show up over your items when you use them? Like an older Final Fantasy menu?

thin raptor
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why not use an input action for the clicking with the controller?

sand bloom
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hence the interface

sand bloom
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click on item

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menu pops up

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but like in 3d haha

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but controller support has thrown me for quite a loop

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hence my making custom ways to support it

maiden wadi
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CommonUI would have make your life so much easier. After the initial hatred of having to learn it. πŸ˜„

sand bloom
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CommonUI actually gave me a bug when I enabled it 😭

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I could no longer move my mouse with my joystick

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but yeah i'll have to write down to check out commonUI in the future some more

maiden wadi
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Cause it defaults to menu mode. Which is the same as UIOnly.

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You have to place an ActivatableWidget on screen as like your primary game HUD. And override the GetInputConfig to return differently.

sand bloom
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ah okay

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I'll keep that in mind incase i ever check it out again

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thanks

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I think for now i'll do a switch on integer kind of setup I know it isn't pretty but it works

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For future projects I will have to look into better solutions

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yeah

maiden wadi
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It basically solves a problem of: "What input mode do you have when you close a widget?" If you have many menus and they can be opened different ways. A common one is like an Options menu, Inventory and FPS gameplay. You usually want three different control modes with these.

FPS is GameOnly
Inventory is All
Options is Menu

In a normal project you might just set input mode to GameOnly when leaving a menu. Which works if all of your menus back out to the FPS game. But what if you open the inventory and then open the options menu? How do you figure out what to go to when you back out of options?

sand bloom
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ahh right I can definitely see the intention there yeah

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ngl it still all feels needlessly headache inducing but commonui definitely sounds like it has better things going for it

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and im not really a coder anyway

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haha

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hence full on blueprint

maiden wadi
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I felt the same way when I started using it. With a lot more swear words involved. πŸ˜„ I won't make a game without it anymore.

sand bloom
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πŸ˜‚

thin raptor
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Having trouble with my switch logic. I'm trying to prevent some annoying behavior where the switch deactivates when something overlaps with the box collision while there is already something on it. i'm checking if "Get Overlapping Actors" is empty or not and using that to determine if there is something already on the switch, but it improperly keeps the switch pressed in the event that two actors are on top of it and then are both removed.

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I think the problem is the end overlap event not quite registering the last object being removed?

maiden wadi
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Make Overlap and EndOverlap call the same function. In that function simply check if anything is overlapping.

thin raptor
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That's what I'm doing. I have a check function for overlapping objects

maiden wadi
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Can you share code?

thin raptor
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It shouldn't need to be checked on begin overlap because thats not what the problem is. its only when the objects are removed will the switch state change to off

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Basically I'm not sure what else to do here. It's like there is a lag where when the last object is removed, the overlapping objects array is still registered as not empty

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you have to "refresh" the button by doing another end overlap

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I'm considering doing a tick boxcast or something but that seems excessive

maiden wadi
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You should be able to do this

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Replacing the classes in those GetOverlapping checks with the ones you're casting.

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Bit of fun DoOnce code if you want to avoid multiple triggers on either side.

thin raptor
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Ok I think I see

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nevermind I don't

maiden wadi
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πŸ˜„ Where are you at right now?

thin raptor
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It still stays pressed

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I made it into a new event that both overlaps call but it don't werk

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yeah I really have no idea what to do with this, it doesn't seem to register the last object being removed

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ah

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yeah you have to put it BEFORE the cast

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bruh

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oh but now I have another problem

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the struggle never ends

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If I check before the cast then it works but then I can't check the color of the overlapping objects to make sure it matches the switch

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Guess the bug is staying in then, the alternative is not being able to make puzzles at all.

maiden wadi
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Then you can do something like this inside to check if there is a valid overlap or not.

thin raptor
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thanks I'll try this later.

thin raptor
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best practices is to avoid calling pure functions constantly yea?

queen valley
maiden wadi
thin raptor
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ok

queen valley
maiden wadi
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Not necessarily for every connected pin.

queen valley
maiden wadi
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It's a neat thing to learn when dealing with randomization nodes. πŸ˜„

thin raptor
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Ok yeah I'll try and store those locally from now on then

maiden wadi
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But yeah. IMO every function that outputs an array should have been impure. But Epic disagrees. πŸ€·β€β™‚οΈ So if you want to avoid a ton of array allocation you have to cache it.

serene arch
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Is this a thread to ask about a inventory question?

maiden wadi
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If it is done in blueprint, probably. πŸ˜„

thin raptor
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what determines if an interface function is inherited as an event or a function I am so confuse

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I have two events in this interface, both are the same settings and one is an event and the other is a function when I try to inherit it to BP

maiden wadi
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Events are simply functions with no return values, which can also contain latent nodes due to their non immediate return nature.

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You can convert events to functions, but not the other way around unless it has no return value

thin raptor
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oh ok

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its because its returning a value

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I see

serene arch
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I trying to make a inventory system but just now got a hit by understanding I can't replicate map variable. I am using map variable to store all my inventory data

obtuse kiln
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Is there any definitive solution to this? I've seen people complain about it but not seen anything but 'make a different interface function and replace it everywhere and hope it doesn't happen again'

dark drum
dark drum
unique basin
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I've got an character blueprint with Tick Before Begin Play disabled. For some reason, though, Tick is still being run before BeginPlay, causing all sorts of issues. Anyone have any ideas what might be going on? This is on a project I just migrated from 4.24 to 5.4, in case that might be causing issues.

dark drum
unique basin
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I've got breakpoints on nodes in both events and I'm hitting the Tick one first

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Realized this because I've got a bunch of functions in Tick complaining about variables being null which are definitely being set in BeginPlay

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So I'm pretty sure it really is doing that

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Oohhhkay it's all my own fault there's a cheeky delay hiding in my BeginPlay for some reason ???

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The joys of coming back to ancient projects

surreal peak
unique basin
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Similar weird issue (which again I'm sure is my own fault but ???)

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That underlined node is getting a null-ref (on first frame) according to my log

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Which feels somewhat impossible considering it's just a regular 'ole actor component

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And in fact it's the component this animBP is running on

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Soooo ???

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Wellp just replaced that with a GetOwningComponent and we're fine now

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Β―_(ツ)_/Β―

serene arch
# surreal peak Yeah, if you need it to replicate, use an Array. If you have access to C++, you ...

I tried the array but the reason I use the map is because the map have a key value that it always have a unique name and I can find it easy when finding for one in the inventory data without for looping the full array and opening each struct and checking it with the target name, but doing with map I can just use the find key option to just give the name and it will give the struct data of that target item.

Also another reason I used the map because I split the struct data into consumables, weapon, Armor etc and stored separately because if I use one strut to save in the array I should be having a single struct with all these data nested in it for example a axe will have a struct data of unique name, name, ID then a nested struct of weapons, a nested struct of consumable etc in a single struct and mostly all of those be not used as I only going to use the weapon nested only.

In my current setup I have inventory data base for each section like weapon, consumables these map will have the same unique name as the original and only have the details of the weapon structure , another for consumables.I have all those struct in a seperate data so if needed I can just get the unique name from the main inventory data and use that to either add or remove or find them and get the target datas of these items using the key name in map.

I may be over complicated it πŸ˜” but at that time I thought having a struct with many nested strut that I am not even going to use so thought that will make a issue later in the development

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Is it ok to have a nested struct with all types like weapons, consumables, Armor in a single struct to save in the inventory as array even if I am not going to use the specific nested struct for specific items?

dark drum
# serene arch I tried the array but the reason I use the map is because the map have a key val...

You could use two arrays, one that you would put the Key in and another for the value. It's just a case of making sure you add and remove them accordingly.

This way you can find the index of the corresponding key value from the key array and use it to get the value from the second array.

As for nested structures, they can be a pain to work with. Personally, I prefer to use uObjects for items instead but these don't replicate by default so unless you use a plugin or you're own C++ you would be limited.

serene arch
# dark drum You could use two arrays, one that you would put the Key in and another for the ...

I am ok with nested struct but I am just afraid that the nested struct which are not given any values may cause issues later when replicated or even when transferring from player to storage box. If sending a nested strut which some of the nested doesn't even have a value assigned will not affect them I am super ok with that because I have no experience with replication just started. Also thank you so much for the info it's nice to know about the uobjects also not replicate because I was planning to use it after when found the map not be replicated

dark drum
serene arch
surreal peak
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Looping the array should not be a problem. The hash function for finding the map entry is probably more expensive

serene arch
serene arch
maiden wadi
surreal peak
copper chasm
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Not enough coffee question of the day - I can make a local variable called "Attribute to Increment" and set it on a switch and cut down on some of this code, yeah?

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Instead of dragging out "Strength" "Dexterity" whatever 3 times, if I just set it off the switch

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As long as that "Attribute to Increment" variable sets the Attribute variable's value at the end, I don't see why this is bad, I just assume it is because I haven't had my coffee

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Oh, then I guess it only cuts down on dragging one thing

maiden wadi
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Every time I see attribute code, I just think GAS.

thin raptor
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What's the best method to get a projectile to ignore it's owner?

copper chasm
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It's not that kind of attribute

surreal peak
thin raptor
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I have a turret with a box collision for player detection, so I used "ignore while moving" but it ignores all box collisions

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I need the projectile to only ignore the owner basically

surreal peak
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If it's just an overlap, you can simply compare the overlapping actor with the owner and early exit

thin raptor
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Ok

copper chasm
maiden wadi
surreal peak
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If you want to get away from the Integer that you gotta specify, you'd need to wrap what an Attribute is with a bit more fluff so you can pass it around easier

copper chasm
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I just like blueprints D:

surreal peak
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Is this Singleplayer?

maiden wadi
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TBF I do 95% of my GAS stuff in BP. I have a couple minor helper functions and attributes, but everything else is BP only.

copper chasm
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Hopefully there will be local multiplayer

surreal peak
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But no actual replication?

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Just couch coop?

copper chasm
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Oh, no - I guess when I said local I meant no like, servers

surreal peak
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I would probably go the "easy" way of turning my Attributes into simple UObjects. Allows for simple function calling on them, passing them around, and maybe even a bit of inheritance in case you want some specific attributes.

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Might be a bit over the top, but if it's just singleplayer, no one cares

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Can give the Attribute Object a Unique GameplayTag

copper chasm
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It's ttrpg rules, there are only 6 attributes, they only go up or down one at a time, it's very simple but I cannot exist if I am not complicating things

surreal peak
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And then query them from some AttributeComponent or just an Array on the Character.

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Yeah I get it, the best answer would be to just suck it up and make 6 versions of it.

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And be done with it xD

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In C++ you could skip the UObject stuff and just use a Struct fwiw

maiden wadi
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Even D&D has more than six "Attributes" though.

surreal peak
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Not every TTRPG is D&D

copper chasm
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it's pathfinder, I know what they're saying πŸ˜›

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Skills are modified off the attributes though, they won't be nearly as complicated

surreal peak
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If you are 100% sure you only need 6 Attributes, then maybe just live with it

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If you want something that scales better, maybe think about the UObjects

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If you want something less Object but still a bit more versatile, use a C++ Struct maybe

copper chasm
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I'm pretty sure if I just make a struct with a name, value, and tag, I'll be okay

surreal peak
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You can also go as simple as TMap<FGameplayTag, int32>

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And just specify the Tag to do things

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And that will ultimately modify the entry in the Map

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If yo uwant to use identifiers, please use GameplayTags and not written Strings or so

copper chasm
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If I spent half the time agonizing over design decisions I did making the damn game

thin raptor
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ah what the heck is this

maiden wadi
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Click Show

thin raptor
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it goes to the do once macro???

maiden wadi
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Maybe the Inputs?

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One should give a list of the called functions

thin raptor
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its pointing to this

maiden wadi
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Can you show where that's being used in Laserwall?

thin raptor
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the intent is for the projectile to go thru the wall if the color matches

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maybe I should do this on the projectile side instead and have it do the check there and activate ignore actor while moving?

maiden wadi
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What calls OpenSwitchDoor and CloseSwitchDoor?

thin raptor
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An attached switch but there is no switch attached currently

maiden wadi
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Something has to call them though if it's looping here?

thin raptor
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my method for controling objects with switches is just to have the switch be the child of whatever its controlling

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LaserWall2 has no children

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this is how I do switch contolled objects

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The switch grabs the parent actor and then when activated it calls "switch Function" and executes based on what object it is attached to

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but that isnt the case here since there are no switches attached to the wall

maiden wadi
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But something has to call that from somewhere or it would never enter this area to infinitely loop.

thin raptor
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I dunno man

maiden wadi
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You said LaserWall2. But the log above just says LaserWall?

thin raptor
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laser wall 1 is attached to a switch but there is no way that switch would get activated from the projectile overlapping the other wall

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LaserWall refering to the blueprint here not the instance

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in the error i mean

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it only happens when the colors match

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I have another turret there that is the wrong color for testing, it collides with the wall as intended

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only when the orange turret fires a bullet is there a crash

maiden wadi
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Do any of those hyperlinks on the error give you the list of called functions?

thin raptor
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I dont see that unless I'm blind

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and I could be

maiden wadi
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Clicking on Show should give you this.

thin raptor
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at no point is activate or deactivate called though this shouldnt be happening

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just this

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Never once is it called I have no idea why this is happening

maiden wadi
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I dunno. πŸ€·β€β™‚οΈ Could breakpoint it. If it triggers, then you can try using the blueprint debugger to see the callstack better.

thin raptor
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I figured it out...

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I was using the wrong profile name

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yeah it's getting destroyed anyways so I need to control the logic in the projectile anyway fug

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yeah I did it

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Go me

pallid oxide
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Wasn't sure wether to post this under animations or not but did they remove the "Delay" node? I was looking a video relating to montages and couldn't find it, I'm trying this right now

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There's probably a better way to setup directional attack anims

thin raptor
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nah bro he's right here

pallid oxide
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just realized the set delay length is for audio, well there goes that plan

thin raptor
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under flow control?

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flow control -> delay

pallid oxide
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I found the problem, I'm doing this in a function instead of the main event graph

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now I need to figure out how I'm gonna actually do this

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guess a variable will work

copper chasm
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I'm having a weird bug with GameMode - I set a custom game mode, which has a custom player controller using a IMC with the 1 key set to a bool. The game does not register the 1 key. I made a second custom game mode, set the custom player controller, only when I run a PIE session using that, it doesn't even register the dang playercontroller (I can still move everything around with wasd or whatever)

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I've never seen it before

narrow sentinel
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If in BP I want to get this so the name of the component which one would I use, Display name or object name ?

maiden wadi
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What are you using it for?

maiden wadi
copper chasm
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What do you mean? I put it in a character to do a printstring

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Dragged character out

narrow sentinel
maiden wadi
narrow sentinel
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so I need to be able to look through all the object action components and find one that matches name wise so I can check something on it

maiden wadi
narrow sentinel
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just can't remeber if object name is going to pass the name of the component through

maiden wadi
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Why by name though? Why not make tags or an enum on the component and compare it?

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Generally speaking comparing things by name is going to end up in sadness. Even if you get it working, it makes the code fragile.

narrow sentinel
narrow sentinel
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also it means another loop within another loop

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to use tags like

maiden wadi
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And then someone renames the component on the actor out of boredom to reorganize better.

narrow sentinel
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cause unless I use find, the component tags is an array

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and there multiple objective actions that are looped through to find a matching one

maiden wadi
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I don't mean FNames. I meant to put an actual GameplayTag on the component itself. Then it's the same as you're doing now.

If SomeName == Component->GetName

if SomeTag == Component->GetTag

narrow sentinel
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i could do this for instance

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spose it wouldn't be end of the world

maiden wadi
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Contains also works

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4.26 doesn't have GameplayTags?

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Spent the last few years in 4.27 πŸ˜„ So unsure.

copper chasm
pallid oxide
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man I thought this would work

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can't believe I've spent an hour trying to get the montages to work now

copper chasm
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I don't do possess character normally on account of it being top down and stuff, I didn't even think about that, it works

copper chasm
maiden wadi
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Yeah. Still needs input enabled. πŸ˜„

copper chasm
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The attribute boost code I think I'm going with, after 2 weeks of jerking around:

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lmao

pallid oxide
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It's probably something to do with my actual statemachine because the logic in the first person blueprint seems completely sound

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im starting to think montages aren't worth the hassle but everyone praises them, probably not good to use in my specific case

copper chasm
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I'm wondering how to pass along which ones to boost through the character creation process? I assumed I was going to pipe the info from creation into a struct and then spawn an actor based on that, but the logic for the boosts is on an actor component for the character

copper chasm
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Oh maybe if I spawn the actor during the character creation process, oh lord i'm gonna give myself a nosebleed

woeful yoke
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Very new to BP. I am trying to create a Pickup system, where I can pick up any instance of the same actor from my level. This logic is not working, it only picks up the last index. Could you please help me on this one? I want them all to be ready for pickup at the same time.

astral mist
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ideally if you want to keep tabs just use an object / pool manager, otherwise if you don't perhaps try using overlaps or traces to get an immediate reference of the pickup.

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Conceptually if you don't require a list of every pickup, don't have one. It depends on your game design whether you'll have many or not, whether they'll be destroyed or not and whether you want to perform actions on them or not (among other reasons)

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Ideally yes, always have a list of your actors... Realistically if you'll have 5-10 pickups and you don't need to track them in any way, don't.

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Just keep in mind all of these "get all" nodes are going to be slow.

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So I don't think there's a point in trying to fix your current system... But to answer the question, obviously you are iterating through the array and always overwriting the "Pickup Obj" variable with the current item, that means once the loop is over you'll always have the last reference assigned to your variable.

woeful yoke
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I actually did not know how to use tracing for this type of things, I will look into that. In my gameplay I will have set number of said objects in the level. So there's no question of creating or destroying them. I will have like 4-5 of pickups and same number of socket for them in a level. Will have to collect the pickups and place them in the sockets to unlock something.

astral mist
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A sphere overlap in front of your character could just work

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But let's say it's VR, then you'd want a precise trace πŸ™‚

woeful yoke
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I am using overlap events. But its not getting all of them

astral mist
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Check your overlap settings, make sure they are being generated.

woeful yoke
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I am using the default BP_ThirdPersonCharacter

astral mist
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In collision preset settings if they're not set to overlap, they won't

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Just take it one step at a time, divide and conquer.

woeful yoke
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I did check they are overlapping. But I am not able to make the character pickup any one of the item

astral mist
astral mist
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make it always visible so you can debug easily.

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you can place it near the ground so it's almost always generating overlaps (could be a box, also) that's one simple solution.

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otherwise a sphere trace could work, for what you said though I'd try overlapping with a sphere or a box first.

astral mist
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of course you'll need a function or two to handle the physics setup, since you'll have to disable physics simulation.

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so upon drop, simulate physics, and once it's sleeping / at rest, disable (unless you require it to always simulate) or simply disable upon pickup.

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that's all 100% up to your design though

pallid oxide
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the animbp is simply an idle with the directions using transitions

iron idol
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I've got a problem and was wondering if I could get some help. In my game I have two game modes. one game mode the player controls a single actor with a first person camera and in the other game mode he controls pawns which are the players "party" I have a pretty robust save system that pulls from the "Party units" class and saves all the info. The problem is i want to save some info for the first person actor as well. whats the best way to go about this.

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could i just add it here, then after the forloop for each party unit drag off complete, cast to the other actor and put the appropriate information into this break.

thin raptor
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nice uh, harp you got going there.

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thats a lot of stringe

iron idol
#

haha yea

#

its inefficient AND asthetically pleasing

narrow sentinel
#

Out of interest if I have a event that fires, play sound at location and play animation all on the same execution line would that all be done same frame ?

#

And then in further curious would adding a then sequence in so then 0 is play at location and then 1 is play animation,m

maiden wadi
#

Anything that is not a latent node will run on the same frame.

narrow sentinel
#

So let's say I wanted the sequence to happen by each then execute to be on the next frame I could add a delay of 0 ?

short hinge
#

Hello everyone! I'm trying to use linked animation layers and interfaces like Lyra does. When I equip a weapon, I link an animation blueprint and I try to use some of the "main" animation blueprint to drive some of the weapon animation logic. I tried to mimic how lyra fetches variables from the parent anim blueprint, but for some reason, during the first few frames after linking, I get some exceptions (see screenshot) because apparently GetOwningComponent.GetAnimInstance is returning null I think. Does anyone know what can cause that and how does it not happen on Lyra?

dreamy mountain
#

hey, is there a node which gives me the centre of a camera? im trying to draw a line trace to where the player is looking, which naturally, is the centre of the screen, but i dont know which node to use

maiden wadi
noble ledge
#

I created a item actor and I am printing on the begin play. When I start the project it prints. Is it possible to not have this actor "start" until I tell it to?

maiden wadi
#

Beginplay runs the moment an actor is ready, and the GameState is ready.

If you want a different event for your thing to run, then you need a different event. How are you planning on telling it that it should start? What is the usecase for it?

noble ledge
#

Actually I got something mixed up. You can ignore my question.

stark patio
#

Does anyone know if it is possible to use python with blueprint?, what i want is to use a function i have created in a python file and get the returned variable to use in blueprints.

frosty heron
stark patio
# frosty heron Use cpp?

For reference what i want to do is use python for is to recognize made up words by utilizing template/pattern matching. I have no idea how i would do this in cpp but i could do it in python.

iron idol
#

well i mean we're in blueprints section of the discord, I dont know c++ and unfortunately i based the system off a tutorial as I was extremely new when I started. Save systems are still by far my weakest area so I'm just not in a place where I'm comfortable reworking the entire system. I'm sure it is the way it is for a good reason as the person I got it from is very skilled. Its okay though, i figured it out.

frosty heron
frosty heron
stark patio
frosty heron
#

Hp , level , exp can be a hero info

Agi, str, hp can be hero attribute.

Then for your party info it can be an array of a struct that hold those other structs.

iron idol
#

working with the save system is easily the most labour task in my project for this reason

frosty heron
#

With how you do it, I would say it is kinda self imposed πŸ‘‰πŸ‘ˆ

iron idol
#

again

#

lol

frosty heron
#

It doesn't have to be labour extensive

storm shale
# iron idol could i just add it here, then after the forloop for each party unit drag off co...

I'd recommend re-doing that system; using a structure like that is bound to become a problem in the future.
You also don't need to since you are already using a save game object; there are other better ways of handling stuff like that.
If you don't move from that system to a better one your project will just become big enough to where it genuinely will be too taxing to ever make the change and you might end up giving up due to that.
I'd strongly recommend, now that you have a better understanding of the engine; taking a step back and like re-organizing your project and all that.

iron idol
#

Noted. I'm pretty far into my project so its just not the biggest priority. At this point i'm close enough to having finished all core systems that I'm just going to push forward since whats there works. I have some notes to optimize my project a bit further down the road and will add it as high priority.. I certainly will not be starting a project this way again. As far as me giving up, thats not going to happen, I have like 600 hours into my project at this point.

maiden wadi
#

I love my save system. Get all objects. Subsystems, Actors, Components, SubUobjects of all of those. Save them. Load them. No extra code, just some checkboxes.

thin panther
#

Tom Looman has an amazing guide too for getting your feet wet with a C++ save system

maiden wadi
#

Is he using the method of saving objects as well, or?

thin panther
#

He adds a couple of extra steps iirc, but yeah, in general.

fiery swallow
proud bridge
#

hey this spawned system is getting destroyed, but i m also getting a warning saying that the destroy component function cannot find the reference.

lunar sleet
#

And it prly doesn’t work cause you’re using spawn at location rather than spawn system attached. I would imagine the former spawns an actual placeholder actor that contains it

#

So you’re trying to destroy an actor with a component ref

proud bridge
lunar sleet
#

Probably because of what I said above

#

I usually have my NS as components in actual actor bps

#

So I can spawn the actor

proud bridge
#

yea but this is an effect, so i didnt think about making a component in the main actor

lunar sleet
#

Not the main actor

#

Create an empty actor bp

proud bridge
#

character i meant

lunar sleet
#

Add a Niagara component

#

Spawn

#

Done deal

proud bridge
#

oh tht cud work

lunar sleet
#

At which point you can just destroy the actor if you want

#

Or activate and deactivate the NS component

proud bridge
celest oxide
#

why the pose not on 0 as it is in Aim Offset. What am I missing

frosty heron
proud bridge
lunar sleet
frosty heron
#

I haven't work with NS much, not sure about its life time.

lunar sleet
proud bridge
wispy sparrow
#

Sorry for the spaghetti code but I'm trying to do something and for some reason, no matter what I do, my custom event is not triggering. The bind event is triggering but the Custom Event is not. Does anyone know why? Thanks in advance

lunar sleet
wispy sparrow
#

The first event, right? It comes from whenever a different blueprint calls for music which can change. Right now, it comes from the level blueprint

lunar sleet
#

A bind is useless if you don’t actually call the dispatcher at any point

#

See video on bp comms pinned in this channel to understand dispatchers

wispy sparrow
#

Ah I see. It's apart of the Audio Synesthesia plugin. Sorry, I'm still mostly new to all this. Thank you!!

kindred galleon
#

How do I make First Person Camera not go through the mesh without increasing or moving capsule collision or editing the animations?

dark drum
dark drum
# lunar sleet The onAudioPlaybackPercent

The AudioPlaybackPercent is apart of the engine and is called each tick as the sound is playing. I use it myself to keep track of in game music so I can reload at the same point.

dark drum
fiery swallow
#

I'm assuming practicality here, you don't want to look so far down that you can see through your character. You use clamping for that

#

It's also on you to make sure you don't have bad animations that will directly overlap the camera

#

and finally you could set the head bone to be hidden from the owner, And that's a pretty basic startup

kindred galleon
#

overlapping THROUGH the wall

#

like seeing through the wall

#

im using GASP

fiery swallow
#

Increase the capsule size just slightly enough so that it won't ever touch the wall o.O

kindred galleon
#

hmm

fiery swallow
#

Change the other thing

#

You can increase the width of the capsule without changing the scale and fucking everything in the process :p

#

Can't remember the variable

#

I think it's capsule radius

#

and the other one is capsule half height

jaunty tiger
#

so ive made a radio which when interacted with turns on an is supposed to turn off once interacted with again. the problem is its turning on but not off what did i do wrong (im new an am trying to learn)

maiden wadi
jaunty tiger
maiden wadi
jaunty tiger
visual ember
#

right now it always remains at its default value, since you never set it otherwise

#

so the code will always flow accrodingly to that value

#

either always trying to turn on or always trying to turn off

maiden wadi
#

@jaunty tiger

verbal cloud
#

Hi guys🀚 I have some question!
I found someone has Exactly Same problem as me (URL Down below)

What I know is 'Additve Anim' is basically add Anim to another Anim, right? like a fusion of Anims😯 running +punching.. But I didn't Add any Anim to 'MM_Land'. I just retargeted it! I don't know why 'Additive Error' happens.

(And it Also happens when I retargeting basic Asset from ue5 project 'ABP_Manny' to my Custom Character)
None of that Reddit users were not able to figured it out πŸ€”
https://www.reddit.com/r/UnrealEngine5/comments/1dwtla6/error_trying_to_play_a_nonadditive_animation_mm/

Reddit

Explore this post and more from the UnrealEngine5 community

#

I tried Changed 'Additive Anim' to Local but Animation is still weird

jaunty tiger
frosty heron
jaunty tiger
frosty heron
#

not 100% but better. Re-route nodes are your friend here

fiery swallow
#

perfect

jaunty tiger
#

trying to optimize my space here

past hull
#

Hello!
How would you handle a recoil system for FPS games ? I am currently using a timeline, but I dont think this is ideal. Is there any other tools that would be worth looking at ?

maiden wadi
#

Depends on the kind of recoil you want.

#

In general though I'm inclined to say that timeline wouldn't be the answer. It's usually just a bit of interpolation on a tick function.

past hull
past hull
maiden wadi
#

It can be if you like. EG you could interpolate along an alpha of 0-1 and use that to find a location on a custom curve.

fiery swallow
#

Guessing he's talking about a spray pattern similar to valorant

#

Which I also have no clear implementation ideas on how they achieved it πŸ€”

inland walrus
#

I'm looking at creating a mirror maze, any ideas the cheapest way going about on performance? I need mirrors reflecting mirrors pretty much infinitely. I thought about doing this with a camera material but I also think that will be expensive on the performance

past hull
#

but i am really interested in all recoil systems of different games to understand how it is implemented

woven ore
#

Hello, does anyone have a tutorial for adding physics to a bag attached to the character ?

rich osprey
#

Hello,

Is there a way to call these asset actions inside a blueprint?

#

I am trying to create an Asset Action Utility and need to export some static meshes to fbx?

eternal charm
#

i made a pickup system i have a scene component at firstpersoncamera which i use to parent and attach items when i pickup it works well drop works well too but the problem is when dropping im setting simulate physics to true and adding an impulse but when i do that im not able to pick it up again, when i try to pick it it parents correctly but its not welding neither coming to expected position stays in the floor

tawdry walrus
languid hemlock
#

I have a actor component named "X". I created a macro library and it is based on X component. But i cant call any macro. I can call only if i change library's parent to ActorComponent. But then i cant use my variables which are in X component in library. Any help?

lunar sleet
hollow bane
#

hey there, im still stuck πŸ˜„
This is a button i drop into other widgets to "close" them by hiding them.
If i use get parent I can hide everything but I am unable to set the widgets back to visible.

#

If i leave it to be self then only the button hides.

#

How can I make a reference to the parent widget in which the button is inside?

red oriole
#

Hey guysparty_manny

Has anyone made **online leaderboard **blueprint + steam?
I will publish on Steam, I want to add "Trial" which you made you get a time, on leaderboard, you can get the placement with your time for 72 hours ( Each 72 hours trial will change and reset leaderboard.)

bold torrent
#

Is there a specific reason Quaternions inside blueprint structs always displays the name "Rotation" rather than the name you give it? (Currently in 5.2)

hollow bane
#

unfortunately not yet

elder wharf
#

Is this a settings widget? I need context as to what is this for

hollow bane
#

its a simple widget i can click on different buttons, i just want to have a universal button to hide the widgets its inside.

#

the screenshot is from the logic of said button

elder wharf
#

I see, so with the button you want to hide whatever widget

hollow bane
#

for example this is my widget

#

i want to toggle it with 2 and close it with the button

elder wharf
#

Where does the button live currently?

#

button widget

hollow bane
#

its inside two widgets once is the one i posted in the screenshots above and another one is called stargate selector. let me take a screen for you

elder wharf
#

Okay so here you said "If i use get parent I can hide everything but I am unable to set the widgets back to visible." So when you press 2, the widget doesn't show itself?

#

Like it partially works

hollow bane
#

yep, i can hide everything once, but if i try to press 2 again, the widget doesnt show up again, however the input mode changes to ui only and the mouse cursor shows up again.

#

i also get a debug print, so it seems somehow to work and not at the same time.

#

also when i use a hard reference in the button for this widget everything works

#

but my goal is to have an universal button i can just drop into any widget.

elder wharf
#

have you tried creating a reference to the widget during the OnInitialization override?

#

so you don't have to hard reference each specific widget every time like you said

hollow bane
#

hmm i dont know exactly what the OnInitialization override is

#

can you guide me through?

elder wharf
#

it's a function override, like the construct one

#

It's like begin play for widgets

hollow bane
#

ah i thought the construct is the begin for widgets D:

elder wharf
#

Nope, but I think it could work on the construct too, though I'm not sure if it will know in which widget it lives during the construct phase

#

try on the init function

hollow bane
#

I would create a reference by creating a uw object ref right?

elder wharf
#

yes

hollow bane
#

i tried this before but i didnt know what i would put into the asset input

elder wharf
#

and now get parent or smth like that

hollow bane
#

the type it needs is different

elder wharf
#

chnge the type of the variable you made

#

it should be UserWidget obj ref

#

you apparently set it to panel widget

#

unless you want to do the opposite?

hollow bane
#

same issue as if i would put the get parent directly into it, it hides the widget but cant make it visible again

#

it was set to user widget but the get parent wants a panel widget

elder wharf
#

the get parent input node needs a panel widget?

#

1sec I'm booting unreal

hollow bane
#

i promoted the target to a var and i could set it via the parent node

#

however if i make a var as user widget object the parent wont connect

elder wharf
#

I see I see

hollow bane
#

appreciate the help ^^

elder wharf
#

well how about doing the opposite?

hollow bane
#

didnt wanna make you start unreal for that πŸ˜„

elder wharf
#

don't worry : )

elder wharf
hollow bane
#

so id add the button via the event graph to the widget?

elder wharf
#

or without creating it, I mean you can get a ref to the close button because you already created it in bp (I forget we're not on c++)

#

no need for the event graph to create the button

hollow bane
#

ok im confused πŸ˜„

elder wharf
#

WB_closebutton

#

drag it into the event graph

#

oh wait wait

hollow bane
#

?

#

from here i send it over?

elder wharf
#

yeah but like that defeats what you want

hollow bane
#

i see πŸ˜„

elder wharf
#

haha sorry I'm not thinking right

hollow bane
#

i thought it would be smart to have it "modular" without hard references

#

but seems its more difficult than i imagined πŸ˜„

elder wharf
#

I'm pretty sure that's possible, it's just weird how it's not possible when you get parent and hide it inside the button widget

hollow bane
#

maybe the problem is my third person character where i use the 2 key as input to set it visible again? however the rest of the code works as intended

#

only the visibility is not working

elder wharf
#

are you sure the widget is not gone when you press 2 the second time?

#

like, it's still in the viewport

elder wharf
hollow bane
#

i used to remove it before but i deleted that code and replaced it with the visibility, maybe i forgot something. let me double check

hollow bane
# hollow bane

both of these are in my third person character, the first image is just collapsed nodes. they are created on begin

elder wharf
#

have you tried having the button set visibility to hidden instead of collapsed? (I'm aware hidden takes space while collapsed doesn't)

hollow bane
#

yes, tried this, but no help unfortunately

#

for my fps counter i dont use the button but a flipflop and the collapsed works

elder wharf
# hollow bane

have you tried debugging the variable here Debug Menu Ref during runtime when 2 doesn't work anymore?

#

See if it's valid or not

hollow bane
#

let me check

elder wharf
#

to debug it easily just run IsValid node on the branch, print a string on false and another on true, see what happens

hollow bane
#

is that enough?

#

or do i need to check for valid node?

elder wharf
#

better check with valid node

hollow bane
#

ah you said it already ^^

elder wharf
#

just in case

hollow bane
#

it returns true

elder wharf
#

do a get visibility as well

#

and see if it returns hidden/collapsed

#

even when the SetVisibility to Visible runs

hollow bane
#

it returns visible

#

πŸ˜„

elder wharf
#

Hmmm

#

that's some black magic right there! lol

#

I'm thinking

hollow bane
#

xd

#

thnk you so much tho, i already learned a few things especially the debugging now is much better. before i used to print myself

elder wharf
#

get the node

#

Is In viewport

#

and see if it returns true as well

#

at that moment

hollow bane
elder wharf
hollow bane
#

the bottom true is valid

elder wharf
hollow bane
#

the top one the viewport

#

yep

#

it doesnt make sense xd

elder wharf
#

yeah lol I've never encountered this tbh

#

but anything has a solution

hollow bane
#

im doing this at the right place?

elder wharf
#

this is in your character bp right?

hollow bane
#

yep

elder wharf
#

have you tried having the functionality of pressing 2 inside the widget itself

hollow bane
#

hmm no, i thought it might be better inside the character because of the input mode

elder wharf
#

not only it may work, but it's better practice to encapsulate stuff like this, especially when it doesn't have to do anything with the character

#

no no

hollow bane
#

i will try

elder wharf
#

you can get the input mode inside the widget easily

#

use get owning player

#

have a public function that the player calls when 2 is pressed

hollow bane
#

no change unfortunately

elder wharf
#

hmm

hollow bane
#

it worked right out of the box

#

the input mode i mean

#

because i was already using the get player controller

elder wharf
#

you sure you don't have anything else that happens with the widget that could interfere with the visibility right?

hollow bane
#

im pretty sure but i m gonna double check

#

yep

#

nothing there

elder wharf
#

also, have the Get visibility running on tick just in case, like maybe when you're pressing 2 it is visible only for that one tick, maybe something happens after that, I don't know much of your code

hollow bane
#

thats after the second time i try to open it

#

it says visible πŸ˜„

elder wharf
#

I see

#

maybe the elements inside the widget that should appear have 0 in alpha or something?

hollow bane
#

hmm

#

not sure what you mean by that, i searched all the elements for an alpha setting

#

nothing there

#

also no animation on any element

elder wharf
#

color and opacity

hollow bane
#

all alphas set to 1

elder wharf
#

you have to check the A at runtime

hollow bane
#

has alpha?

elder wharf
#

get color and opacity

#

split the struct pin

hollow bane
#

all 1

elder wharf
#

ah okay

hollow bane
#

its really black magic

#

xd

elder wharf
#

yeah I'm confused really xD

hollow bane
#

it must be me

#

im sure i have done something weird thing now

#

its probably right in front of me

#

and im not able to find the problem

elder wharf
#

try creating a normal widget with nothing in it, just a white text or something

#

and add the button

hollow bane
#

good idea

#

just a canvas and the button

elder wharf
#

yep

hollow bane
#

same issue

elder wharf
#

maybe when you set the visibility to collapsed inside the button widget, the visibility stays overriden, so like you should set visibility of the parent widget in the button to visible inside the button widget?

hollow bane
#

hmm makes sense

elder wharf
#

so the idea of setting the visibility to collapsed inside the button widget is probably a bad idea but

hollow bane
#

let me try

elder wharf
#

let me check how I did it, I have coded a settings ui before

hollow bane
#

maybe instead i can make an event dispatcher?

#

and call it when the button is pressed?

elder wharf
#

you can have an event dispatcher, have the widget that should be hidden and visible bind to that event, and the button call it everytime it's pressed

hollow bane
#

but

#

if i make an event dispatcher and a call

#

how do the widgets know which one is supposed to close?

elder wharf
#

the function that the event dispatcher calls should have a parameter of bool that will be either false (set to collapsed) or true (set to visible)

elder wharf
#

I have never used event dispatchers in bp, I use delegates in c++, I'm sure they're the same

hollow bane
#

ooh i think thats not a good one, now i have to cast from the widget to the button widget to listen to the call right? I dont know how to correctly make a cast from widgets to other widgets, also seems like im making a hard ref now again

hollow bane
elder wharf
#

the way I have it is using my own custom hud class, I have the character owning delegates related to the ui, that the hud class binds to, and when the character calls a delegate, the hud will tell the specific widget to do its thing

hollow bane
#

i think someone explained to me casting is a type check, before i thought it was a way of communication between different blueprints, so yea πŸ˜„

elder wharf
#

casts are fine, but there is a case when they could be a problem, and that only happens in bps, I'm not sure when exactly

elder wharf
#

the hud keeps a reference to the created widgets, and tell them what to do based on the character's wants

#

the widgets don't know about each other

hollow bane
#

i see

elder wharf
#

anyways, the gist of this, is that the widget that needs to have its visibility changed, should be the one who does so, not another object setting it for it

#

you change the visibility inside the widget, and nowhere outside

elder wharf
#

without dispatchers, maybe the button calls a public function that lives in the widget you want to hide, and tell it to set itself to visible, but also make sure to not hide or show this widget anywhere else in the code, only this specific function that lives in the widget should do that

#

if that doesn't work, then make a reddit post and you'll hopefully find a good answer, maybe I missed something

hollow bane
#

reda thank you so much for all the help, i will see if i can somehow figure it out with the tips you gave me. i will report back hopefully when i solved this. appreciate that you spend your time to help me! really!

elder wharf
# hollow bane

I think you don't wanna do this because you'll have to call it on every widget that needs it?

elder wharf
elder wharf
#

that's another way of solving it

hollow bane
#

i think you were right that this isnt the way i wanted to do it. im looking now into the public function you talked about and researching about it.

elder wharf
hollow bane
#

i was just trying to see what is the name of the parent

#

it seems im not hiding the widget

#

but the element right?

#

so that might be the issue

#

im trying to set the widget visible again while im hiding the canvas element

#

@elder wharf

elder wharf
#

what's the canvas panel here? is it the widget you wanna set visible?

hollow bane
#

its inside the widget

#

its the first element

elder wharf
#

is it the element you wanted to set to visible?

#

aah

hollow bane
#

no no

elder wharf
#

well there you go

hollow bane
#

i think i figured it out

elder wharf
#

the canvas panel is collapsed so it'll hide its children

hollow bane
#

we were trying to set the widget back to visible and it worked, but the elements were set to be collapsed

#

by the button πŸ˜„

#

exactly!

#

i just figured it out cause i was looking at all the debugs we implemented

elder wharf
#

ah so everytime you set the widget to visible, the elements were set to collapsed? when did that happen?

hollow bane
#

and i just wanted to get a name for the ref from the parent node πŸ˜„

#

here

#

the parent doesnt give you the widget

#

but the elements

#

apparently

elder wharf
#

oh right

#

I didn't see that the button lived in the canvas

hollow bane
#

let me see if i can fix it

elder wharf
#

you were getting the canvas panel

#

get parent twice

#

@hollow bane

hollow bane
#

didnt make it work yet but i think im on the right path will report back

elder wharf
hollow bane
#

nah it made it slightly funnier πŸ˜„

wraith haven
#

Hey everyone, I could use some help with my UE5 project! I just finished making an interaction system, but I’m having trouble with the next part. When the player interacts with an object (in this case, a box), I want the camera to move closer to the box, and then lock the player’s movement and camera control. After that, I’d like to make the cursor appear so the player can interact with UI elements. Any advice or pointers on how to achieve this? Thanks in advance!

hollow bane
#

now the widget does not hide anymore

#

also i get null errors

elder wharf
hollow bane
elder wharf
hollow bane
#

2 of the messages were from the disconnected prints

elder wharf
#

when you hide, or show?

hollow bane
#

on hide

elder wharf
#

so it's probably the second get parent that is returning something not valid

#

where is the button in the hierarchy of the widget?

hollow bane
#

at the end

#

on the very bottom

elder wharf
#

but who is its parent

#

the whole widget or the canvas panel

hollow bane
#

the canvas

#

i assume its the canvas

elder wharf
# hollow bane

oh by the way, in the get parent, what is "self", is it the button widget or the widget you're trying to hide?

elder wharf
hollow bane
elder wharf
#

self is whatever this node is running on

hollow bane
#

so its the debug menu

#

widget

elder wharf
#

ah then it makes sense it'll return a null

#

the target should be the close button

#

but didn't you want a universal close button? which in that case the code should be inside the close button widget

#

and then get parent twice should return the debug widget

hollow bane
#

ah sorry

#

my mistake

#

you are right

#

its inside the button

#

its not inside the debug menu

#

i had them both opened and got confused

elder wharf
#

aah okay

#

if you do a get name on the get parent

#

and another get name on get parent twice

#

what does it return?

hollow bane
#

somehow i dont get a name returned anymore

elder wharf
#

even on one single get parent node?

#

well then the code doesn't even run I think

hollow bane
#

on one parent i get the canvas

#

with two i dont get anything returned

elder wharf
#

aah okay

hollow bane
#

im gonna fiddle around a bit i think im on the right way dont wanna take more of your time im gonna tag you when i get it hopefully fixed πŸ˜„ but you helped me a lot, i figured out the problem because we were debugging so many things!

elder wharf
radiant wren
#

How do you make brakes?

I'm trying to figure out how to make the speed very quickly approach 0 when brakes are active using net forces (not physics forces, but a collection of equations I've made to simulate everything)

So basically what I'm having trouble with is when there's active power applied to go forwards when the brakes are active, the brakes should exactly equal and oppose that force... that part is easy enough, keeps it stationary, but when my vehicle is already moving and I'm not applying any power, there's no force at all, it's moving purely on momentum, so the braking force is 0, and thus... just keeps coasting to a stop as if it didn't have any brakes

#

so basically I want my brakes to work at full effectiveness, unless it doesn't have to in order to keep the vehicle stationary..... if that makes sense

inland walrus
autumn parrot
#

Hey im a noob here. can anyone tell me what this means, im trying to have my character switch weapons, when he switches the other weapon does not spawn into the world or is not visible

inland walrus
radiant wren
# inland walrus Any ideas why the ball is not bouncing off the target?

pretty sure it needs to explicitly told to bounce
that and the collision isn't thick enough to stop anything

so what I'd probably do is use the target's actual collision, get "on hit" check if it's the ball, if it is: create an impulse force that directly opposes it's current motion

autumn parrot
radiant wren
#

if I'm not mistaken that is

#

or actually even simpler: just have the detection on the ball rather than the target

#

so when the ball touches anything, create an opposing impulse force twice as great as it's current motion

#

... that is if my brain wasn't fried rn... 1.5x not double, cause it won't bounce with the same magnitude as when it hit, it has to depart some energy..... hmmm

#

so yeah if it doesn't seem right I'd just play around with the magnitude value, so just set it somewhere between 1 and 2, whatever feels right

inland walrus
#

Thanks

radiant wren
#

mhm πŸ™‚

inland walrus
#

I do have a new problem tho lol

haughty snow
#

does OnBeginCursorOver have a trace distance?

#

i noticed that once i scaled up a plane im using as a placeholder asset, the mouseover stopped triggering

#

ah yes, appears so. moving the camera closer gradually reveals a distance where it does stop working

#

nvm fixed it - change the 'trace distance' in your 'playercontroller'

buoyant tide
#

I am trying to send a message to the parent of a child actor component I have in a main blueprint. The Child Actor component has this logic in it. A simple interface message

#

I can't get that blueprint to fire that message to the parent. Anybody got any ideas what the correct way would be to target it

#

Nvm

#

Got it working I believe

#

it was an issue of the first message call not pulling through to the last one

#

Yeah my bad

#

Should have tried breakpoint.

thin quiver
#

using only blueprint, is it possible to make a function that has wildcard variable as a input?

spark steppe
#

no

#

but macros

#

and there are some "wildcard" types depending on what kind of wildcard you are on about

#

e.g. InstancedStruct is pretty much a wildcard wrapper for structs

copper chasm
#

I'm trying to get a widget inside a widget switcher to use as a variable in a blueprint, but it does not seem to want to participate

#

I'm fairly sure I'm digging myself a spaghetti hole, but I'm not sure how else to do this

#

Inside the "core" widget blueprint there are 3 main widgets - the top 3 buttons which control the widget switcher, the bit underneath the buttons is the widget switcher itself with 3 sub-widgets, and the bit on the right is a character sheet

I'm trying to get the name entry on committed to flow to the character sheet, but I believe since the widget with the text box is inside the widget switcher and the character sheet is outside of it, they are having a tough time

#

I've tried BPI and an event dispatcher, and maybe it's just time to go to bed, but I'm thumped

surreal peak
#

@copper chasm You should have a common place to store the name.

#

The committing text box should get that common place and set the name.

#

The character sheet should get the common place and bind to some event dispatcher that you call when the name changes

#

If it's the character name then such a common place can be the PlayerState, or if you have multiple characters per player, the Character itself maybe.

surreal bridge
#

I'm thinking that my question should be here.
If not, I can move it

I am trying to make it so my car NPCs don't run into each other. So what I did was changed the parent of the controller class I had made to the Detour Crowd AIController.

The car had been floating instead of walking, and after changing the parent the car no longer moves. The Behavior Tree is constantly trying to get the AI to move to the set location, but it never completes.

I'm not too sure if this is important, but the car is using the DefaultPawn class as it's parent.

sweet silo
#

hi ! I'm trying to create a system where you need to cook something while keeping pressed on a button
And it needs to be cooked to perfection like not more than 5 sec
but i already have an interaction button that i just click to activate, not keep pressed
what's the best way to get a second button to work
Thanks !!
Should i do a new line trace ?

surreal peak
#

Can get more complex depending on your requirements

sweet silo
#

Oh ok thanks a lot so i don't need another Enhanced Input action node actually i can do everything with my line trace that i use for interact i guess
because what i did for now is create a new E I A node + new line trace and check if the the object i'm hitting has this specific "cooking station"
But for now i'm getting a accessed none

#

maybe i don't know how to use tags properly but i just set up a tag on the object i want the player to interact with (the "cook" button on the machine

dark drum
sweet silo
dark drum
sweet silo
#

yes looking and line tracing to that particular mesh πŸ™‚

#

i tried with tags but it didn't work i always got access none

dark drum
sweet silo
#

thanks πŸ™‚
I tried running this but i always had accessed none error

#

the error actually fires when i reach another part of the world not the button.. very weird

#

there is some obvious stuff i'm not seing

#

it's crazy because it's working like this
but not with another branch

#

so what i understand is that the trajectory is doing this otherwise it wouldn't work

#

sorry for the spam

thin panther
#

You're accessing the hit actor, and checking it's tag before you know its valid. Hence the accessed none

sweet silo
#

ahhhhhhhhhhhhhhhhhh damn i don't understand the order then

steady kindle
#

Just wondering if you've found a solution to this issue? I'm looking at some quirks regarding WP and soft refs right now.

dark drum
indigo bough
#

Hey all,

I'm working on putting together a packaged build of our character creation system which will be used by our team to create characters as and when needed. I wanted to package it mostly so that parts of the team who are not even in Unreal/Source Control can design and export character designs without the need for all of that setup.

Anyway, the immediate issue is how I can output that data into a way that Unreal could then read. Right now, each NPC/character in the game is assembled from a custom data asset which contains all of the morphs, clothing, hair, and other details that should be assigned to the character, which makes for a really nice Unreal workflow when setting up a cinematic or populating a town.

I wondered if perhaps there is a way to export data in a packaged build into a file, or to the clipboard, which would then be able to be used in Unreal to replicate that design.

One idea I did have was simply to make a long string of numbers/letters which contains all of the choices in a known order, and then the user of the packaged tool could copy that to clipboard, paste it into a box in the data asset in Unreal, and then I can write an opposite bit of code to read that string and turn that back into variable values, but perhaps there is a less convoluted and awkward way to go about something like this?

steady kindle
# dark drum I ended up with a map and an array. The array just stored a list of the string v...

So firstly, I think you can probably just use the string split node on the first "." because everything after that fist dot seems to be the same. But another quirk I've found is that if you have a soft reference that is picked in the world, if that soft reference resolves & is valid, if you turn it back into a soft reference then it becomes that memory ref string and not the picked-in-world ref string.

#

But I have no clean solution

dark drum
keen forge
#

So, I don't know if this goes in here; but I'm making a cave explorer game and I want a simple mechanic where you look back and you can see your body, the way i have it setup is i have the body in the character scene, however when i look back the body rotates with the camera, i want it to basically always point in the same direction and when you look back you can actually see your body

#

I have it setup like this

#

in game it looks like this

#

if i rotate the player the body follows along, but i want to be able to look back on your body

steady kindle
#

Also look at this nonsense. Pure function returns 3 outputs but each one you connect causes the (potentially expensive) string comparison to run all over again.

karmic barn
#

hello! i have some question. i search in google that this code set optimal setting for my project. if i understand correctly, then until i change the graphics settings in any of the levels, these graphics settings will be applied?

dark drum
karmic barn
dark drum
karmic barn
#

so. if i can run benchmark settings first time when player start game and after this i use save node, and when person will run game second time, just load setting?

#

i mean. do i need some extra object for saving graphic setting...?

#

or i just can use "load settings" and "save settings".

#

sorry for stupied questions.

fiery swallow
#

There are some graphical settings that get game user settings doesn't really deal with

#

It's helpful if you are able to use c++ to set and create cvars yourself. But if you don't have access to that then I've seen people use unreal engine save object as a way to store and load additional settings

karmic barn
#

Thanks

near wolf
#

how can I expose the static mesh here as a variable

#

or how can I make it spawn actors instead of static meshes

narrow sentinel
#

this is very confusing to me, how can it be the the streaming pool capactiy I've set to 2500 yet it's only showing 8% when the required pool shows more is needed

#

and at the moment I have a wierd artifact happening where the textures are switching between blurred and not blurred and back

sweet silo
#

hi ! i'm tryuing to make a cooking system where you have to hold the button just the right time
but i don't think i'm approaching it the right way

balmy onyx
#

Hey I am currently trying to merge my inventory system with my equipment system. is there a way to add the item i just equipped and all it stored information back to a child in the uniform grid again like shown in the "Event Construct" logic when pressing the "Body" button after i "used" it

steady night
#

is it possible to revert a animation playing it backwards ?

#

character anim

narrow sentinel
#

play rate -1

#

i would guess

steady night
#

ah cool idea

marble tusk
maiden wadi
indigo bough
maiden wadi
#

Hmm. You maybe could actually. Do you have C++ ability here?

#

I haven't tried it. But in theory your Character Editor could create a runtime instance of a data asset. If you call Serialize on that with a non savegame archive, it'll save the entire object. You could write that byte array to a savegame file. Or any other file you like.

Then in Unrea Editor you can simply load said file to get the byte array, create a new DataAsset in a package in the content browser, and just serialize that byte array to it which effectively copies all of the properties they saved.

sweet silo
#

hi there sorry but this is still not working any idea what i'm doing wrong ?

#

it's not registering the tag, i can use the line trace on anyobject.. :/

tight moon
#

Hello, I'd like to have an outliner on some objects when they get a vfx overalpping them, how do I do that ? I made the outliner working, it does on overlap actor. I just need t make that it also works when casting a laser on the mesh.

indigo bough
maiden wadi
indigo bough
maiden wadi
copper chasm
#

I have a BP_CharacterCreation that spawns the widget that the CC happens in, I'm gonna store everything in there I reckon and then spawn the character off those variables

maiden wadi
#

@indigo bough It seems to have worked okay. In the test I made a runtime data asset, set it's name in it's description struct, and then write it's data to a byte array. Then created a new asset in the content browser in a Test folder. Wrote the serialized data to it. And it has the correct name. You could basically add the saving the array to whatever file and reading from it. Seems like a pretty painless way to transfer the data without much effort.

struct FTarrionFullObjectArchive : public FObjectAndNameAsStringProxyArchive
{
    FTarrionFullObjectArchive(FArchive& InInnerArchive) : FObjectAndNameAsStringProxyArchive(InInnerArchive, true)
    {
        ArIsSaveGame = false;
        ArNoDelta = true;
    }
};

UFUNCTION(BlueprintCallable, meta=(DeterminesOutputType="ObjectType"))
static UObject* CreateAndSaveNewObjectWithPackage(TSubclassOf<UObject> ObjectType, FString PackageSavePath, FString NewObjectName);

UFUNCTION(BlueprintCallable)
static bool WriteSerializedDataToObject(UObject* Object, const TArray<uint8>& InData);

UFUNCTION(BlueprintCallable)
static bool ReadSerializedDataFromObject(UObject* Object, TArray<uint8>& OutData);
#
UObject* UTarrionEditorExtensionsLibrary::CreateAndSaveNewObjectWithPackage(TSubclassOf<UObject> ObjectType, FString PackageSavePath, FString NewObjectName)
{
    if (!IsValid(ObjectType))
    {
        return nullptr;
    }
    
    UPackage* NewPackage = CreatePackage(*(PackageSavePath+NewObjectName));
    UObject* NewCreatedObject = NewObject<UObject>(NewPackage, ObjectType, FName(NewObjectName), EObjectFlags::RF_Public | EObjectFlags::RF_Standalone);

    if (GEditor->GetEditorSubsystem<UEditorAssetSubsystem>()->SaveAsset((PackageSavePath+NewObjectName), false))
    {
        return NewCreatedObject;
    }
    
    return nullptr;
}

bool UTarrionEditorExtensionsLibrary::WriteSerializedDataToObject(UObject* Object, const TArray<uint8>& InData)
{
    if (!IsValid(Object))
    {
        return false;
    }
    
    FMemoryReader MemoryReader(InData, true);
    FTarrionFullObjectArchive SavingArchive(MemoryReader);
    Object->Serialize(SavingArchive);
    return true;
}

bool UTarrionEditorExtensionsLibrary::ReadSerializedDataFromObject(UObject* Object, TArray<uint8>& OutData)
{
    if (!IsValid(Object))
    {
        return false;
    }

    FMemoryWriter MemoryWriter = FMemoryWriter(OutData, true);
    FTarrionFullObjectArchive ReadingArchive(MemoryWriter);
    Object->Serialize(ReadingArchive);
    return true;
}```
silent stag
#

Hey, i am using save and load on the client side for a map system, but since the steam cloud is active, it's also saving to the cloud. What can I do to prevent this part from being saved to the cloud? (I cant save this part on server)

sweet silo
#

hi any idea why this is not wokring

#

it seems it can't find the "push power button" in blue but i have no idea why... it has a collider and is set to block all

violet bison
#

any ways to start editting a editable text in blurprint? (after pressing enter in game that disables cursor for a moment before entering)

azure gazelle
#

Collision BUG Ladder in 2D platformer

lethal pollen
#

Hi!

#

When it's false, am I returning a null reference or what?

#

Thanks!

#

Maybe it is an invalid object reference.

#

Do output parameters exist on Blueprint's functions?

dark drum
thick oasis
#

Struggling to find the best channel to put this in so I'll pop it here haha. I'm working on a Character that uses a Control Rig to put their hand at the position of a held object. The Character moves using the Character Movement Component. My issue is that the Character Movement Component seems to handle Character rotation in a black-box sort of way, and it always seems to process rotation AFTER the Control Rig places the Character's hand at the desired position, which leads to jitter and inaccuracy. Is there a way to make sure my Control Rig processes AFTER the Character rotates? Is there an event or callback I can add to the character controller to tell me when it's done rotating? I've tried setting the tick group of the Control Rig component, but that didn't seem to do it.

dark drum
rotund ruin
#

guys, I want to convert the game animation sample to top down camera and everything. but I want to convert the turn animations to turn-in-place, like have the character turn its head to follow the mouse and then turn in place. any tips for this? im thinking construct controller yaw from difference in player orientation and mouse position?

thick oasis
# dark drum The character Movement component only controls the actor itself not the skeletal...

As it's set up, the skeletal mesh is attached as a child to a Capsule Component, which is the default scene root component of the blueprint. That skeletal mesh has an ABP on it, which runs it through a Control Rig to set the hand at the proper location. So what I'm imagining is happening is that this ABP/Control Rig is running, setting the hand at the proper location, and THEN the character controller is rotating the entire actor for the frame, which moves the hand off of the desired position for that frame, just very slightly, causing jitter.

dark drum
zealous moth
#

what would be good ways to tag static mesh actors either in the editor or runtime and quickly?

#

I want to give SMs tags and when I interact with them, check the tag and do whatever

#

instead of millions of actors, I want the logic to be held in the player character

gloomy python
#

I have such a weird bug. I have a Event Dispatcher on a platform that gets triggered when I overlap it. As Input I give the platform himself as object parameter. Then on the Level Blueprint I use the transform of the platform when the Event gets triggered to spawn a Particle Effect right where the platform is. However, the particle gets spawned z=560 units above the platform, but the debug print says its on z=0. So somehow the position gets to 560 right after the BP_ParticleEffect is spawned. But there is no code on the BP_ParticleEffect. So why does this happen?

open dune
#

i feel like i'm tackling an impossible task. How do I get the world location and direction of this cursor that's inside of a 3D widget component (in cylinder mode)? Note: Not a VR game, and no, widget interactions didn't help me as they can't follow the curvature of the widget

copper chasm
#

If I make the dispatcher just call a custom event inside this BP so that my code is a little more clean, am I breaking anything?

#

so instead of "update character name", the UpdateName event just calls a different custom event I can have way off on its own in the blueprint

#

and I can put "update character name" there

past hull
#

hello,
Can someone help me ? I dont understand why my FInterp To is not working here. I Also don't understand what the print string function is showing.
I reposted the message to update it because I made some changes

maiden wadi
#

Interpolation requires being called each frame.

open dune
#

yeah or at least in a timeline

past hull
red pike
#

Hi, can anyone help me with trying to get my main character do an animation when he collides with a trigger sphere? All I see on youtube is how to make other actors do the animations and not the main character. :/

icy jacinth
#

I'm having some trouble figuring out how to get a widget component of my actor to display properly in world. The goal is for it to display when the player is near a weapon and it will display the stats for that weapon. The only thing that seems to display is the border that's being used for the background color of the canvas. Some text (i.e. headers) are fixed, others should dynamically change based on the generated stats (not sure I set this part up correctly either), but no text is showing at all. These text boxes are set to visible in the widget. Any help would be appreciated!

inland walrus
#

can somebody help me fix this, I believe I broke it without realising and now my characters animations aren't working

copper chasm
#

I have two text fields I need to update from an array, and I'm still bad at arrays - I can get the first one to update, but how would I tell it to update the second? Would I need an array of the text fields (2)?

copper chasm
celest bluff
#

Hi there. The image shown here is an example of when the cursor/mouse is near the boarder of the viewport. Please ignore the incomplete Y-axis part. I have another part that tell the character to move.

Currently, I tried to swap out my double branch statement for my X axis with those 2 floats within the "Somehow not the same" comment. When I did swap them out, the result was moving me in a false direction when it should have not. I wasn't able to figure out why the improper outcome was happening, like I normally would. Now, I am confused. Why is this the case?

pallid oxide
#

Tried debugging this for awhile now and can't get it to work, the "Is Valid" never returns a true so I'm assuming there is a more logical way to do this

#

the second blueprint screen is the BaseWeaponClass

lunar sleet
#

A cast already does the valid check for you

pallid oxide
#

With a cast failed I guess that makes sense, I'm just a bit simple lol

lunar sleet
#

As for the second image, if you set it to always spawn and ignore collisions, it should also be a valid ref, but maybe you have a use case where you don’t want it to spawn

#

As for your actual issue

#

A sphere with a radius of 0, at 0,0,0 will probably not give you any results ever

pallid oxide
#

oh my god I forgot to set those

#

and I've been sitting here for 3 hours wondering wtf I was doing wrong lol It should work now

pallid oxide
devout tide
celest bluff
#

Such an easy mistake. Why did I do that... -.-

devout tide
pallid oxide
lunar sleet
pallid oxide
lunar sleet
#

You’re looking for the wrong class

pallid oxide
rare inlet
#

hii everyone, good night!! one small questionI have a Player Start and I added a Third Person, I tell the TPC that it auto-possess player 0, and it works when I play the game the camera is in the Third person but I canΒ΄t make it move. and If I disable the posses it goes back to the player start. you know how can I make the Third person to work?

earnest vigil
#

Hey could someone help me out with a physics issue ive been having?

chrome glacier
#

What would be a good way to communicate which level is loaded to the character BP?
I've got 2 levels that can be loaded. But each require their own set of rules, for example the UI that is loaded is different.
Is there a way to check within the character blueprint when loaded in the game, which level is ''active''?

tidal marlin
chrome glacier
tidal marlin
#

Get Curent Level Name node.

#

@chrome glacier Try it.

chrome glacier
tidal marlin
#

Or soft ref to your level in c++ node as input + get level name() and equal it with current name, if you dont want depend on the string data.

chrome glacier
tight pollen
#

Can anyone help me with the control rig? Gold Target is the position of the ball in the game world and when I move this ball, the character points this hand almost towards the ball, following the ball only his hand is a little away from it and I don't know why

#

directly in Control Rig is ok

#

I use From World Node

#

so should be fine

#

but it isn't

final berry
#

Hello, I have a starting level (map) with a couple of actors that handle global stuff and level management and stuff. In there I also have a variables actor, which is just an empty actor with simple variables (integers, strings, etc) with data that needs to be called upon in different levels and by different actors. Is there an advantage on using a GameInstance for that instead? I'm asking because Im now at a point I can easily change it to a GI πŸ˜› Was just wondering if there are advantages on using a GameInstance for those kinds of things or if an empty actor is also fine

devout tide
#

GameInstance for persistent game data would make more sense

#

Then you don't have to worry about that actor getting destroyed between level transitions etc.

final berry
#

Let's say they won't ever be destroyed, is there any other advantage for it? Performance wise? or accessability? or?

devout tide
#

Accessibility could be one since you can get access to the game instance easier. But besides that, it's not necessarily a bad approach. What I would do is make a game manager component assigned to my game state and have all the game related logic in there for different states etc.

#

But no, both are technically fine with minor difference and almost zero performance difference

final berry
#

Aight, cheers

open dune
#

I want to get the world location of a widget element from a 3d widget component that is set to world space (and cylindrical mode), how do I accomplish this? Widget interaction hasn't helped me

devout tide
#

what do you want to achieve?

#

getting a world location of a specific widget element within a 3d widget that is also curved sounds like a complex calculation, but maybe your goal has alternative options too

open dune
#

i want to get the exact cursor direction (like achieved in convert mouse location to world space or deproject screen to world from a viewport widget)

#

my problem is

#

i could achieve this if i set to plane i think

#

wouldn't look as good

#

i could simply change textures

#

anyway