#blueprint

1 messages · Page 239 of 1

gaunt ether
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Ill try that

lunar sleet
# gaunt ether

you're missing some casts there anyways. Are you getting any AccessedNone errors?

lunar sleet
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then you're probably right about your collision settings being wrong

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make sure generate overlap events is checked on that actor and maybe even the pawn

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and that they're each set to overlap each other

gaunt ether
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might work

lunar sleet
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yeah, try it

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as for your screenshot: Remove getPlayerPawn and instead drag from OtherActor and CastTo whatever your character bp is called.

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On Success, set Actor Location from that same OtherActor pin

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this will make sure you're 1) teleporting the player and not just anything that happens to overlap the portal. 2) the ref is not null, so you prevent any access None errors

gaunt ether
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I did it

gaunt ether
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Probably should have thought of that earlier

lunar sleet
gaunt ether
# lunar sleet Yeah, shaped collisions are pretty nifty

My next thing is to have an array of dimensions (coordinates) and when you click on a dimension option, it sets the portal to those coordinates. So when you touch the portal it brings you to the dimension (coordinates).

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should be simple

lunar sleet
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Famous last words hehe

gaunt ether
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(they will find my body in 2 days max)

warped juniper
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@gaunt ether What is the collision shape of the portal?

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Hmm wait

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I see the issue

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You are using the actor begin overlap raw event node

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That is then the actor starts overlapping with another actor

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But actors don't always overlap with things

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Try to make a collision shape, and make an event off of that shape's overlap

gaunt ether
gaunt ether
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so thankful for this server, I would not of thought of it

warped juniper
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If you want a circular shaped collision, you can use a flatter cylinder shape instead

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Ideally with some thickness for accuracy though

inland walrus
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Any idea why these are the same value even though they have different floats?

gaunt ether
warped juniper
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Well a cylinder like shape

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In any 3D software you can make whatever shape you'd like as a model for collision

keen sun
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I want to get screen pixel 2D vector values of a line trace hit result point how can I achieve that?

fallen glade
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using that node, straight from editing the slider

sick sky
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if you want to constantly update you would need to use tick or a timer and toggle on/off when you start/stop touching the slider

hushed hinge
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Bumping this if anyone can help out

stone ivy
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Hm, strangely its not working

surreal peak
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Singleplayer or Multiplayer?

stone ivy
surreal peak
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Well yeah stuff like this doesn't replicate

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Materials are seen as a state, so you need to put the material into a rep notify variable and assign it on OnRep of that variable

stone ivy
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Your compendium is top tier btw! but I clearly need to read more of it haha

next jungle
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Does blueprint provide any way to access the CDO from a type reference or do I need to write my own functions to get those values off the CDO and expose those to BP?

surreal peak
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Used on a class node

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But it won't give you access to functions, inner components etc iirc

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I usually code my own. But you can't have that const in BPs so be careful with it

next jungle
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that's perfect I just want to read default values from a CDO

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Are there uproperty specifiers that govern what shows up here

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I do not immediately see the values I want

surreal peak
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I would assume it has to be Readable at least

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And the type has to be supported of course

next jungle
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okay cool thanks

gaunt ether
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Any ideas?

lunar sleet
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Show code

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And actually

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Go watch the blueprint comms live training pinned here in its entirety

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So you can understand how this stuff actually works

gaunt ether
lunar sleet
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You can’t just create a variable of a certain bp class and try to use it as an instance of that blueprint

fair wadi
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Hey everyone! I'm trying to learn unreal and i just made this actor component blueprint but I haven't been able to get the left click action to actually trigger, am I missing something?

lunar sleet
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What you have there is an empty vessel. You fill it by grabbing an instance from the world and storing it within. The overlap’s other actor pin for example can do that. But you should cast first to make sure you’re storing the right thing @gaunt ether

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Learn bp comms like I said, it’ll be worth it

gentle urchin
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Any reference variable is by default empty. Its just a place to store a reference and does by default not hold any reference

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Setting it to itself doesnt really make sense as it will just remain whatever it currently is (empty, or poiniting at a live instance)

gaunt ether
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Like what do I put for the object?

gaunt ether
lunar sleet
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Ok, I mean I just explained to you exactly how one can get a reference for example

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And if you’re just skipping through the video you probably won’t get it

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It may be long, but it’s by far the best video you can ever watch for Unreal basics

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Until you understand bp comms, you won’t be able to build shit

gaunt ether
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listen no offense but watching a power point about the concept of blueprints is not gonna help me figure out how to cast to a blueprint with an object unless the dude actually shows me how to do that

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bros giving me a word problem, not an equation

gentle urchin
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Hopefully you understand the concept of it as thats the only thing that'll help you along

gaunt ether
gentle urchin
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Getting the instructions of how to do it

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Me watching Apollo 17 doesnt really help me much beyond being aware that its possible to do so

drowsy anvil
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Hello, what did I miss here? I want the object to rotate every 0.2 seconds, but it only rotates it once and then stops

gentle urchin
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Rotates the log is not connected

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It should be connected 🙂

drowsy anvil
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lmao, I connected it now, but it still doesnt rotate more than once

gentle urchin
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Where did you connect it ?

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You also want to use "Combine rotators"

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Iirc those dont fall prey to gimball locks

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As it uses quats internally

drowsy anvil
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I tried to connect it to both nodes but didnt work

gentle urchin
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It should only be connected to the last node

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But youre also uaing set rotation

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Which.. sets it to the input

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And since input is static, itll only update to that, and seemingly stand still

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You want "AddRelativeRotation"

gaunt ether
chilly crane
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How do you access the default directional input in a blueprint? Like when creating a 3rd person template the WASD are already mapped, and I want to retreive data when someone starts moving forward/back, etc.

drowsy anvil
fair wadi
gentle urchin
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I think at the very least, if this can even work, the owning actor must be getting inputs

surreal peak
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There should be InputAction Assets and an Input Mapping Context somewhere

gentle urchin
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GetLastInputVector might be usefull

chilly crane
surreal peak
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That's very Pawn/Character specific

gentle urchin
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Yes it is

surreal peak
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What I usually use for that is the Acceleration of the Character Movement Component

chilly crane
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is it the IA_Move?

surreal peak
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Normalized that's the direction the player wants to move in in workspace

surreal peak
gentle urchin
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Which includes the use of rotation speed

chilly crane
gentle urchin
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Which you may or may not want, guess it depends

surreal peak
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Worldspace direction you can use Acceleration, Velocity etc, whatever makes most sense

chilly crane
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the player doesn't need to move, just needs to press the button that would move them in that direction

surreal peak
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But WorldSpace or LocalSpace?

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If you press W, do you want a vector the points forward in worldspace relative to how your character is rotated

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Or just x or y being 1?

chilly crane
gentle urchin
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I think world direction is more proper

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By the sounds of it

chilly crane
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but end up facing the same way

surreal peak
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Right you just want to know if the player presses backwards, not the actual world direction

chilly crane
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yes

surreal peak
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Cause the backflip can figure out the direction itself based on the player rotation

gentle urchin
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What if the player is facing away from the opponent?

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Should he then backflip into the opponent?

surreal peak
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Tbh that's the Backflip itself that should figure that out

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Doesn't change that the player presses S

chilly crane
gentle urchin
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Aight aight

surreal peak
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I'm not sure right now how to get the input values

chilly crane
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in that case S would make the player move towards said opponent & the viewport would turn around to focus again. Then you'd be able to initate backflips

surreal peak
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You could store them when the input node calls

zenith flume
surreal peak
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And then check them when you need

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The last input vector might also work as Squize said

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That should be a variable on the Character itself iirc

gentle urchin
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Or current?

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Last is a frame late isnt it ?

surreal peak
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But there is the * that this only has a value if you actively called AddMovementInput

chilly crane
surreal peak
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Then that component has to have a reference to the character

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And ask it for the value

chilly crane
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so specifcally what boxes do I need in the bp? If you can step me through it, that'd be appriciated 😄

surreal peak
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In C++ you could bind a function of the component to the input

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But in BP land you are out of luck iirc

gentle urchin
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Get owner -> cast to pawn -> Get(last)InputVector

surreal peak
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If you need value regardless of the AddMovementInput logic, you might need to manually create a variable and set its properties when the input events call

chilly crane
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for the condition, I want to check if it is say "move backwards" whatever the key that is mapped by the player. If it is, it's going to play the next animation in the sequence, otherwise, it can either check for a different direction, or break and go back to the start

gentle urchin
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I think you need to compare the input vector with the facing direction (e.g. forward vector)

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Wether facing direction is already covered, I believe we still need the comparison / dot product between them

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The nodes remain the same

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GetOwner -> CastToPawn/Character ->GetPendingInputVector

GetOwner -> GetForwardVectorb

chilly crane
atomic violet
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"I've created a point system stored in the GameInstance, since my game has multiple levels, and I need to carry over the points between them (TOTALPOINT). However, I can't figure out how to save the points every time they change, and make sure that when I exit the game and re-enter, the points are automatically loaded. I've tried various YouTube tutorials on SaveGame and LoadGame, but I just can't get it to work. Could someone please help me?"

gentle urchin
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So gotta be quick

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The nodes ive mentioned are pure nodes

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And I assume this code is inside a component

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Is that correct?

chilly crane
gentle urchin
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Thats the get owner part

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Your script componemt doesnt have a notion of direction, so you gotta base it on the Owner

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Owner would be whichever actor that holds the compoment

chilly crane
# gentle urchin Thats the get owner part

so I have to go to the BP_ThirdPersonCharacter & create a new function. In that I need to do exactly what to make the input continuously updated & accessible to another BP?

gentle urchin
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No ,

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i can VC now if you wanna screenshare

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FortFivus

chilly crane
gentle urchin
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oh shiet

hushed hinge
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is it not good to switch between use control rotation and orient rotation to movement

tropic peak
inland walrus
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Any idea why these are the same value even though they have different floats?

sick sky
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well you arent updating the text renderer

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when not playing

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if you want to update the text also in editor (like on your screen), call your event in ConstructionScript

inland walrus
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sorry I should've mention the text render needs removing, I was just testing something

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It's all in the widget

inland walrus
sick sky
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construction script gets called when you move the actor, and whe nyou edit values

sick sky
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if you press play it will work

inland walrus
inland walrus
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It's also only spawning on the one character

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the same one it's keeping the values with

sick sky
# inland walrus

well here we dont care to use construction script since you are playing

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you have an issue somewhere else in your code

inland walrus
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I don't get why it's only calling the originals wbp

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It's like if I make it destroy actor, it should only destroy the one I've clicked, not the original one

ornate jetty
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is it possible to assign Post Process Anim Blueprint to a SkeletalMesh via blueprint scripting?

plucky cedar
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Hello, everyone.
I have a project in unreal engine and joomla.
If anyone is interested, please dm me

violet bison
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for multiplayer replication, is there no simpler ways to do this?

keen sun
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what is the right way to do dynamic camera animation while playing montage (e.g Finisher moves or execution)

trim matrix
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https://www.youtube.com/watch?v=LToQmb2VON4&pp=ygUUbnNtYmRzIHJlZCBjb2luIHJpbmc%3D trying to recreate this, but make it more customizable to spawn whatever blueprint i want to link to the ring, i have a blueprint setup w mesh and a box collision for a trigger but im kinda lost on where to go from there

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hidden swift
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Localization does not work Unreal Engine 5.4.4 & 5.5
What could be wrong?
I checked on different engines in new projects (third person template)

storm solar
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What does "use normalied root motion" actually do. Is there a practical example?

hidden swift
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in widget localization works

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but not in the game

mild jacinth
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Its not possible to spawn a static mesh similar to SpawnActorFromClass, right?

inland walrus
obtuse mulch
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you need to get the character or AI instance

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then cast

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smth like that

inland walrus
obtuse mulch
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where do you set it

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probably at begin play or smth

inland walrus
obtuse mulch
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so it only does the logic for this

inland walrus
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in the widget itself

obtuse mulch
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you need to set that variable to the character you click

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if they have collision component

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you can do event on clicked

inland walrus
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What variable?

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So each character needs its own bp?

obtuse mulch
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cant see the name

inland walrus
obtuse mulch
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they already have their own bp

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instance

inland walrus
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No instance I don't think

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just 1 master

obtuse mulch
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the "on clicked" logic must be in the character bp

inland walrus
obtuse mulch
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its in the camera controller

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im talking about the characters you click

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they all must have their own

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it is the same like with hp bars

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sorry im kinda bad english but im trying to help 😄

inland walrus
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Ah okay, so they would all need there own widget blueprint specifically for them?

inland walrus
obtuse mulch
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ye one parent mob blueprint witch has the logic when you press on them

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idk if theyre mobs or npcs in your case

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maybe something that i said helps but im feeling kinda stupid cus im drinking today

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😄

violet bison
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I want to do a client authorized damage (projectiles) and peer to peer network
but all the replication tutorials only teach about spawning in server

my end goal is to spawn a bullet on client's side that deals damage, and spawn a fake bullet on the server's side for other people to see

using multicast with a has authority switch seems to make clients shoot twice

astral wyvern
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I have an event that triggers when the input is started, but if it's cancelled too quick I want it to stop, is there a way to do this natively or do I have to use booleans?

What I'm doing : I call an event on a component when started, and if the player were to cancel, I want to stop that event. It's a value that lerps, but I don't want to execute fully if that were to happen. I want it to call another event instead
It shrinks if it's started, if it's held, but if the player cancels early, I want to go back to its initial size by growing

surreal peak
wicked cairn
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Anyone have advice (or any tutorials) on how to create a sense system where the player can press a hotkey to detect/see the recent footprint particles of another npc/player?

surreal peak
# wicked cairn Anyone have advice (or any tutorials) on how to create a sense system where the ...

Don't have a tutorial but you could have a manager like class (ActorComponent on the GameState) that keeps track of footstep locations and who they belong to in form of a struct entry in an array. Other characters can then notify that manager about their steps (e.g. every x units. I wouldn't use the actual animation notifiers for that in case the animation doesn't tick due to optimization).

When you press the key you can ask the manager for every foot step in a radius around the player location and then loop over those and draw them on the floor.

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Might become a bit of a performance hole if you have a lot of entries. Your manager can also loop (backwards) over the array on tick and remove the oldest entries after x seconds if you want to decay them. Can all be done via information in the struct

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Should be simple enough to set up

iron gale
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im trying to spawn my ai but for whatever reason its not spawing, i have never ran into this issue before, usally my spawn actor nodes always work

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can anyone help me figure this out?

lunar sleet
iron idol
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is there a way to check how many items are in an array via print string

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oh prolly a forloop

iron gale
lunar sleet
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Click the node, hit F9

lunar sleet
iron idol
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thanks

surreal peak
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Yeah Epic thought "Length" is a good call instead of "Num" >.>

iron idol
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yea its an odd choice

lunar sleet
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Or just C

spark steppe
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of course not

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.Num() in C++

lunar sleet
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Might have had this convo before 😅

spark steppe
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and this is not the only place they did this

lunar sleet
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True, but array “length” is more legible than array num to the untrained eye

spark steppe
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yea many other languages use length

rotund harness
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Is there any way of adding a constraint to the angle of my actor? So for exampe it stops at 45 degrees or something

iron gale
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now what do i do

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i did the break point thing

surreal peak
lunar sleet
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True

surreal peak
lunar sleet
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If the execution stops on that node it means it reached it

spark steppe
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since you use anothers actor location, i could almost bet for a collision issue

iron gale
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thats what happened

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it reached the node

lunar sleet
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Ok. So we eliminated one possible cause

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Now when it’s stopped on that node hover over the location pin

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See what it actually shows

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Cause for all you know you could be spawning it in Africa

iron gale
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it seems to be spawning at some point under the map

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not where i want it

rotund harness
iron idol
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anyone ever come across an issue where an item is randomly added to an array with fresh save?

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its the same item every time

sweet silo
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hi i wanna clear the array right after creating it is this not the right way of doing it ? thanks

lunar sleet
lunar sleet
sweet silo
lunar sleet
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Perplexed more like but sure

sweet silo
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sure 🙂
I'm updating a spline mesh with timer by event

lunar sleet
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Try promoting it to a variable

sweet silo
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because my normal spline was working but i need to see it in game
so i had to make it a spline mesh sadly

lunar sleet
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Right but making an array just to clear it

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Either way

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Promote to variable and clear that one instead

sweet silo
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sorry for the mess

sweet silo
lunar sleet
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Pure functions fire each time they are connected fyi (once per connected node)

sweet silo
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which one are pure functions here?

sweet silo
lunar sleet
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The green ones

lunar sleet
sweet silo
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like this ?

gentle urchin
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Youd use the component reference that you got

thin owl
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sorry, i was making that to try and clarify what im doing

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am i supposed to call, 'get owner?'
i dont know how to call the reference. i know its a get, even if its 'get a copy,' right?

lunar sleet
sweet silo
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oh my ba

thin owl
lunar sleet
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Show code

sweet silo
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here is what i tried but i stil have static meshes liying around

lunar sleet
sweet silo
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it says item was removed but it's still there i don't get it

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maybe because it's puting one right after

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no i tried getting the value to 5 sec and it's still not removing it

gentle urchin
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Ohhhhhh

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CAC !

thin owl
gentle urchin
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I see now

thin owl
gentle urchin
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Child Actor Component

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CAC for short

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So what you really should do

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Is create a master weapon class

thin owl
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those are my choices

gentle urchin
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Which has all the interface you need

thin owl
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the blue get at the bottom?

gentle urchin
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Yepp

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Thats your bp_wp_sword_base

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But you need to specify its type for the engine to provide you with its functions

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Casting is necessary (or use an interface(but dont use an interface))

thin owl
gentle urchin
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What you really want to do tho

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Is to create a bp_wp_base class

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Which your sword inherits from

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So when you cast in the above situation, you cast to bp_wp_base, which gives you all the functionality you need

thin owl
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the base weapon is my base class

gentle urchin
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So thats what youd cast to

thin owl
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ok, i think i was able to understand your instruction. That was helpful. I know i can remeber that and i have also commented on it

sweet silo
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any idea how i could add the spline mesh created and then remove it at the end ?

thin owl
thin panther
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Please don't use a child actor component, just spawn and attach your weapon

gentle urchin
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Far safer, less juggle, and you can specify the type already

surreal peak
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Like, you can save it to a Variable and later destroy that component again if that's what you mean.

sweet silo
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should this work ? @surreal peak

surreal peak
sweet silo
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i get no spline anymore so i gujess it works 🙂 but i still need to see it before the next movement

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yes 🙂

surreal peak
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Yeah I mean, that's logical though as you instantly tell it to destroy.

balmy jackal
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LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\MallocBinned2.cpp] [Line: 1438]FMallocBinned2 Attempt to realloc an unrecognized block 000001CBD8350000 canary == 0x0 != 0xe3 Hey everyone, I'm releasing a game tonight but this crash keeps on happening seemingly randomly whilst going about my level. Would be incredibly grateful if anyone knew how to fix it. Have only programmed using bps so thought people with C++ knowledge would have a better idea of what's happening. Thanks for reading

sweet silo
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i have a spline working perfecty and modifief by user input

surreal peak
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Also I just saw it's a Loop, so you need to add them to an Array and not set them. Without an array you would only really set the last created one.

surreal peak
sweet silo
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but i realized i need a mesh spline

surreal peak
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Yeah and yo uare creating SplineMeshComponents with the AddSplineMeshComponent function

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Make an Array of that type and add them all ot the Array.

sweet silo
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yes 🙂

surreal peak
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Then use them like you want and when you are ready to destroy them you can loop over the array and destroy

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You can't destroy them right after Add cause that's literally Creating and then Destroying in the same frame. That would make 0 sense to do.

sweet silo
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like this ?

surreal peak
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No, the variable yo uhad

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Change it to be an array

sweet silo
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ah okk!!

surreal peak
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Then add a getter to the variable and call Add on that.

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Depending on what you are actually doing there you might also want to loop over that array and destroy the Components BEFORE creating new ones, Otherwise you'll add more and more whenever that function calls.

sweet silo
#

like this ?

sweet silo
surreal peak
sweet silo
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ah damn sorry :/

surreal peak
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The NewVar7

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"GET" it

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Not "SET"

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And call ADD on that

surreal peak
sweet silo
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shouldn't i do this here?

surreal peak
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That's where you change it to an Array, yes

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Then you drag that Variable in the EventGraph

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And use "GET"

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And then call "ADD" on that variable

sweet silo
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ohhh ok

surreal peak
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Plugging in the result of your Add MeshComp node

chrome rampart
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@surreal peak i admire your patience

sweet silo
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yeah same

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cn't i just destroy them after a small delay ?

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i really don't get why this is not working sorry :/

dawn gazelle
sweet silo
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yes 🙂

dawn gazelle
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The delay is retriggered every iteration of the loop (starting it again), and the reference you're trying to remove from the array is the reference that is being created each iteration of the loop.

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So then it'll only remove the last thing added.

sweet silo
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ah !! ok i got it thanks didn't know it worked that way 🙂

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so i need another loop as cedric was saying

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but it should still remove the one i created

modest monolith
#

Hello guys, I have my Main Menu where I can choose difficulty for the level i'll open, when I open the level, it has the difficulty selected, but when I die and I press on retry, the difficulty returns to default and I have to go back to main menu to change it again. How is possible that the difficulty gets stored for the next level opened but when I reopen the same level the difficulty returns to default?

dawn gazelle
sweet silo
modest monolith
surreal peak
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But then they are in fact also gone in the game, visually, etc.

sweet silo
#

very nice i'll try that thanks a lot again

dawn gazelle
# modest monolith Yeah that's the issue. The menu has been made by another guy and is complex and ...

You'll have to find how its communicated. There's lots of ways of doing it, like using the Game Instance, using a save game file, or even opening the level with options, and these can happen in basically any object. Your best bet may be to start with the widget that allows players to change the difficulty and see if that sets that in a variable somewhere and then try and see if anything references that variable.

sweet silo
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it's working but also throwing an acess none error

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but it's working ! already a big step 🙂

modest monolith
#

it looks like it.. lemme cofirm it

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is it maybe the solution?

sweet silo
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damn i wish materializing a spline was easier..

dawn gazelle
sweet silo
dawn gazelle
sweet silo
#

still getting the error.. trying to figure out why 🙂

dawn gazelle
#

This is still very strange....
You're looping every .1 seconds, but then you're calling a delay every .2 seconds when the loop you've called from that timer ends.... Basically creating and destroying objects every .1 seconds.... Not great.

I believe part of the problem is that destroying the component doesn't necessarily remove its entry from the array. After the destroy component, try removing the array index from the array (not the element)

sweet silo
#

yeah i know but that's what i'm trying to have since i want the spline mesh to update to the position of the normal spline

sweet silo
#

but it's crazy that there is not a simpler way of doing hits

sweet silo
dawn gazelle
#

Can you not just create the splines needed once, and then update their values?

sweet silo
#

tagt's because of all the creation and destruction

sweet silo
#

but i wish i could just force show the splines instead of having to use spline meshes

sweet silo
#

i mean i can have them already in my bp

timid yoke
#

The motorbike probably has a camera as well which it's switching to.

tropic peak
#

It doesn't 🙂

timid yoke
#

It does a default camera at the origin of the motorbike then, you can set it to the other camera again right after possessing. There's probably a better way to specify the camera to avoid switching during possess but it's supposed to use the actor camera or spawn a camera at the origin normally.

sweet silo
#

but now is only the end working not the beginning 🙂

#

must be the reverse loop

modest monolith
#

I didn't test it in standalone because my pc crashes

#

but it work in viewport

timid yoke
#

Oh in 5.3 there is an automatic way to do this in the playercontroller uncheck Auto Manage Active Camera Target and it won't switch the camera at all.

tropic peak
#

thanks @timid yoke, found it

#

I'll give it a shot

#

I might've fixed it this a second before you sent that message 😄

#

but yeah that thing you mentioned fixes it immediately, I spent hours figuring this out

#

thank you

timid yoke
faint pasture
tropic peak
sweet silo
tropic peak
#

it's alright

#

makes things a bit cleaner

#

I hated spaghetti so I got the plugin

sweet silo
#

nice ok thanks ill try it how is it called again

tropic peak
#

uhh..

sweet silo
#

don't worry ill find it

tropic peak
#

Electronic Nodes

proud salmon
#

How can I avoid this error log? I don't care that the map isn't replicated, I'm not trying to make it replicated.

LogProperty: Error: Replicated TMaps are not supported.

#

I'd rather not replace all my maps with custom structures just to avoid it. Funcitonally everything works as expected, its just an annoying error that spams a lot.

autumn parrot
#

anyone know what this means?

#

but then when i go to the code there is no issue

hushed hinge
#

is it bad to switch between use controller rotation and orient rotation to movement dynamically in my game?

Neither work 100% for what i need, and i prefer to let the movement component manage turning my character, rather than doing it manually

lunar sleet
#

Put an isValid? check before querying its variables

#

So if it’s ever invalid it will fail silently

lunar sleet
proud salmon
#

BP

lunar sleet
#

Is there a replicated checkbox in its details panel?

hushed hinge
autumn parrot
gaunt ether
#

@lunar sleet I watched the thing about variable casting. I thought it was used to grab variables from other blueprints, but you use it to store data to the variables by the data from the blueprint you are casting in. You were right, big apologies. I fixed my game and I am very happy🙏

lunar sleet
gaunt ether
indigo gate
#

Hello, is it really the case that a function that has an array as one of its outputs will return a copy instead of a reference to that array ?

lunar sleet
indigo gate
#

The pass by ref option is only for inputs, outputs have none

lunar sleet
#

Are you talking checkbox or the node

indigo gate
#

I'm talking about this

#

This returns a copy of the array instead of a reference to it

ripe sun
lunar sleet
indigo gate
#

This is my function, just a shortcut for accessing an actor component's variables based on an enum

#

Those variables are globals of the component

ripe sun
#

Would a macro work?

#

I'm not entirely sure if they support passing output by ref

lunar sleet
#

Promote that return value to a variable

ripe sun
#

Not sure

lunar sleet
#

Some forum posts can be misleading too especially if older

ripe sun
#

The second link is newer (2023)

lunar sleet
#

Actually tho

#

The output might not need to be passed by ref

indigo gate
#

Yeah Macro works

lunar sleet
#

Ok

indigo gate
#

This is weird, when scripting with other languages functions always return arrays by ref

lunar sleet
#

Was gonna say you can prly grab the output of the function outside of it and pass it by ref from there but yeah

indigo gate
#

Why is Unreal different ?

lunar sleet
#

That question returns nullptr

indigo gate
#

Okay but I can't call a macro from other classes

gentle urchin
#

Unless its in a macro library*

remote belfry
#

I have this, and it works if I trigger it with a button. But if I tie it to "Event Construct" it does not work even if I delay it. For simplicity sake I have all the variables hard set. Except the "Background Brush" that variable is tied to a Bind function. This whole thing is changing the texture2d an image widget uses. I was using widget switchers, but I am experimenting with Data Tables and structs to do the same. I'ce also played with Async Load Asset and what not with no luck. Google is not being helpful either. Just looking for some direction if someone can.

gentle urchin
#

I believe you must refresh the widget component after updating the resource like this ?

#

Normally you'd want to call it through events, as i believe those include the 'refresh' part

#

Invalidating the widget seem to be it

#

not sure why that would differ with a button

#

#umg might have more usuefull tips

remote belfry
#

Thanks!

#

It's something to go on which is better than what I have right now lol

maiden wadi
remote belfry
maiden wadi
#

Do you get the failed print?

remote belfry
#

Nope

maiden wadi
#

Is the row found?

remote belfry
#

Yup added a print to the not found pin and it doesn;t print

#

I've also tried every form of is valid I can find

maiden wadi
#

When are you actually applying that brush? I assume that's being used in a UImage widget?

remote belfry
maiden wadi
#

I don't understand. Why are you sending it to the game instance or pulling it if you're loading it here anyhow?

#

I'm more asking where are you using that brush? What is it being applied to? Is it being used in an Image widget?

remote belfry
# maiden wadi I'm more asking where are you using that brush? What is it being applied to? Is ...

The game is an open world visual novel kind of thing. I'm using levels to keep things compartmentalized. This also makes it easier to add content later. So a level BP contains the background images in a widget for backgrounds and any location specific variables ect. This gets sent to the game instance and created there so I can access it easily from anywhere. Right now I'm trying to make the navigation buttons change the background, which works. However I need to be able to set a default location that is shown when the background widget is loaded, like a player start location. I was using widget switchers to do all of this before, but am now experimenting with storing the backgrounds in data tables to make some things a bit simpler in the long run. I hope this makes any lick of sense. lol

#

Also all the logic for the location is in the widget that contains the backgrounds.

#

Also the desired image widgets texture2d is showing in the editor based on its binding.

maiden wadi
#

I think I follow. Though I would still recommend simply setting the Image's brush from the SetBrushFromTexture function.

remote belfry
# maiden wadi I think I follow. Though I would still recommend simply setting the Image's brus...

I did go back to doing it that way. But I also figured it out. and am happy to report I am a complete moron who needs to probably go to bed. There was an NPC widget that I forgot to disable while trying this new implementation. Since the NPC image for that location and time of day are not in yet the blank texture was showing. This made it appear that the background was not loading. It's actually been working the whole time. I just assumed the new thing I was doing was the problem because, well, duh. Nope. Me. I wasn't working. I was the problem.

#

Thanks again.

hushed hinge
#

when i play an anim montage my character falls through the map

#

any tips

dark drum
dark drum
hidden fossil
#

So a quick question. What's the best way to hide or show a portion of an actor blueprint in relation to a conditional state? For instance, you have a device that opens a portal when stepped on, but after completion of the objectives on the other side of the passage it deactivates and can't be used again (and you therefore wish to change its appearance to indicate this).

cedar viper
#

guys can someone help me, my capsule/box collision can't collide/detect/overlap with static meshes like a trace would

hazy linden
obtuse oriole
#

how do I limit the rotation lag of the spring arm? I am using it to smoothen out my true FPS camera stabilization but I don't want it to lag beyond 45 degree which the player would see their own face when they spin around fast enough

#

solved it, I just used quaternion different formula to calculate angle from current to target and use an exponential function to set the rotation lag speed from 10 to 100

pale lotus
#

how can i make objects that collide with radial force change their mobility?

devout tide
violet bison
#

how to get an actor (map object that is spawned by server)'s replication (in client) to call an event on its server self?

pale lotus
#

i just want to do it

devout tide
#

there is this node

#

but if you have baked lighting etc you will have issues most likely

#

Is there a reason you are avoiding a movable physics actor? Doesnt make sense to have physics on a static component, it most likely wont even receive the impulse as simulate physics requires movable mobility afaik

pale lotus
#

also i only want them to be movable for destruction

#

this is what i did

#

but it doesn't work

#

this works but it's a line trace meaning 1 object at a time

devout tide
#

try this with TempComps being a local variable

pale lotus
#

it finally works

#

after 7 hours

devout tide
#

Not very efficient logic though, I'd avoid having so many casts and try to do it the way above

inland jolt
#

this is a control rig, feeding a variable fetching a list of bones and setting the target array as parent for an fk chain

dark drum
dark drum
inland jolt
hollow bane
#

Hello, quick question, I am sure it's actually super easy but im too stupid for this... 😄

I have collectibles my character can collect. I want them to move up to the right corner where my Widget is counting them. This is what I came up with so far. Can you help me find out what the problem is?

surreal peak
hollow bane
surreal peak
#

Na rather deprojecting the widget to world and then moving the actor to the location

hollow bane
#

ah

#

thanks for the tip, im gonna try this

#

cool! I am one step closer, its not perfect yet but at least now the collectibles move! thank you!

pale mica
#

good afternoon guys, does any one understand why it is not scaling as I zoom in or out

#

here is better quality

#

there is not really a player in the project

dark drum
# pale mica

There's no relationship between delta seconds and the player index. None the less, you probally need to be setting the screen size of the billboard instead of the scale.

pale mica
#

okay so I leave delta seconds disconnected

slim pecan
#

hey yall i have a quick question regarding loops in blueprints

do loops in bp run every tick or do they wait until the code in the loop is executed to repeat

lunar sleet
slim pecan
#

gotcha

azure sail
#

Hello Everyone, my inventory component is showing up blank on my old character blueprint but if I create a new blueprint the inventory shows up fine. Is there a way to fix my old blueprint class or is it broken? Refresh nodes does not seem to work bdubs

desert juniper
#

usually the BP is fried and you need to make a new one.

hexed cosmos
#

hi guys
i'm stuck at this bug for about an hour and it's weird
when i place my splineMover blueprint in level it works fine but when i spawn it from blueprints the ghost gets stuck sometime
i apprecicate if someone helps me out

desert juniper
#

but you can try deleting intermediate, and binary files, along with the solution and try rebuilding from source

#

along with fixing up redirectors

#

and maybe a save all

azure sail
azure sail
desert juniper
maiden wadi
# azure sail Hello Everyone, my inventory component is showing up blank on my old character b...

@desert juniper You can fix this by the way. It's just a null pointer. The component still exists just the pointer to it serialized badly So the pointer needs set back to the component and the BP resaved.
https://brandtborges.wixsite.com/authaer/post/fixing-corrupted-blueprints

Authaer

Ever had a blueprint suddenly have a component that was unable to show the details panel of a component?If you've used Unreal long enough, chances are high that you'll run into blueprint corruption even without the usual cases like hot reloading. Source control issues, and bad hard drives can be a nightmare too.The thing is, there are cases wher...

desert juniper
steady night
#

hi math question

#

im trying to spawn a gridd pattern, now im spawning horizontally and vertically that works but i have to fill the spaces also

dawn gazelle
#

nest the loops

steady night
#

meaning :/?

dawn gazelle
#

Connect the "Loop Body" of one loop to call the next Loop.

#

then spawn the actor using the values of both loops on the loop body of the second loop.

steady night
#

hmm

dawn gazelle
#

loop1 acts for your vertical values, loop2 acts for your horizontal values.

steady night
#

y

dawn gazelle
#

as an example.

steady night
#

oh right it should be as simple as that

wary rain
#

hello friends, I am trying to assign the most recently triggered gamepad to a new player controller that is not player 1. How do I get the controller id of the most recently used gamepad? am I on the right track with these nodes?

#

I cant use the skip player one when assigning new gamepad project setting because I need to be able to choose between gamepad or keyboard for player 1

#

this is a 4 player game so I need to be able to have player 1 choose between gamepad and keyboard, and any subsequent gamepad trigger will be assigned to a new player

trim matrix
#

im trying to setup a save system in my game, i want to be able to save the values of the coins, lives, and items collected, and to save after each star and world collectable is collected. where would i start w that

distant grotto
#

why is my sphere multi trace not hitting after the first hit?

#

channel is definatley set up correctly

#

ok i had to set it to overlap

hushed hinge
dark drum
dark drum
hushed hinge
maiden wadi
exotic harbor
#

some high level thoughts I could use some help with - I have a possessable vehicle component with a possessable rotatable gun turret in the back, all replicated, working nicely even in motion. the nasty bit is that my possessable turret is a child pawn inside of the vehicle BP. while it does seemingly work, I'd like to know what might be the best method of going about this.

obtuse kiln
#

If I have between 4 and 12 spell slots I want to have as names (which let me look up everything important in a data table)
does it sound more sensible to have twelve name variables, where the variable name is the slot and the value is the spell
or a single map of slot name to spell name?
this is specifically for ui purposes, as a middle man for adding/removing gameplay ability system abilities, and for saving/loading said abilities
so I think that I'll be accessing all of them pretty much any time I'm accessing any of them, except for when I'm changing spells

zinc depot
#

I have a problem! I am trying to make sprint when the player presses the shift key and after he reaches a certain distance he will come back to normal speed but it's not working can Anybody see the blueprint and tell me the problem

obtuse kiln
#

it looks like you're missing a connection to the branch in the first screenshot, after setting current location

zinc depot
#

@obtuse kiln can you explain where i should connect that branch connection

obtuse kiln
#

@zinc depot Wouldn't you want to connect Set Current Location to the Branch? I didn't really look at the rest of it closely, but it seems like it wants to compare current location to start location and if the distance is too big, the branch returns true and stops you

delicate seal
#

Do I need to have separate cast nodes for this functionality? Do I even need to have the execution noodles connected?

maiden wadi
#

No. But yes.

#

You could do pure cast nodes. But you'll end up using an IsValid anyhow which the cast node does internally. So in the end it'll be easier just to use two cast nodes instead of two pure nodes and two isvalid nodes.

tiny tundra
#

Here's one that is making me tear my hair out. I am using a renderToTexture (showing multiple displays in the app) and I want to be able to point & click in a (renderToTexture) display to select objects. I have it working where an object will mimic my mouse's XY movement across the texture, and basically have a cube that can shoot a raycast down into the scene from there, that's all great. THE BIG PROBLEM is that as the movement is being mimicked across the XY plane, it's always pointing down toward the center of the landscape so the raycast is essentially firing to the same point in the ground regardless. My thinking was - maybe I can force my moving cube (shooter of raycast) to always look at the camera that this display is rendering from, and therefore it will always shoot the rays "down" from there? Now I am trying to do all of this in a single blueprint - and it is just not working, no matter how I come at it. Is there a better method I can attempt here, or t the very least a more sensible way to lock my moving cube to the same rotation (basically keep looking at) the sceneCaptureComponent Camera that is rendering my texture?

haughty crow
#

Hey there! I'm a passionate 3D artist specializing in creating stunning game characters, immersive game environments, versatile game assets, and dynamic 3D animations. With a keen eye for detail and a love for storytelling through visuals, I bring virtual worlds to life. Whether you're looking for realistic characters, captivating environments, or seamless animations, I'm here to help turn your game concepts into reality. Let's create something amazing together

desert juniper
autumn pulsar
#

If I wanted to rotate a rotator around an axis, what would be the way to do that?

hushed fox
# distant grotto why is my sphere multi trace not hitting after the first hit?

I’m pretty sure it’s because the top cube blocks the rest of them, multi sphere trace can detect multiple hits but only if it’s not being blocked. For example if you had this horizontal and the trace could see all of them it would probably work. Another option is to add the hit actor to the actors to ignore array after it’s been hit and then run the trace on a for loop so each time it hits, it runs again but this time ignoring the one before

tiny tundra
delicate seal
crude helm
#

Hi there, I'm having an issue with loading level async on the second time.
It works fine on the first time I call it, but if I unload it, then it will always returns false in Load Level Instance (By Object Reference) and never loads...

Maybe I'm unloading it wrong? There is no errors, it just never returns true. There is nothing in the target level blueprint, in the level itself it only have the global sun as light and clouds.

#

Ah found it, just need to use Set Is Requesting Unload and Removal instead of Unload Stream Level (By Name)
and plug the level variable I got from when the level was instantiated.

supple needle
#

I want the score to be carried on to the next levels till the end where it has to pop up the score and also timer and also want to add 2 milestones into my game but I can't quite figure out how to do it. I checked a few tutorials and it's not being helpful

tulip yoke
supple needle
tulip yoke
#

game instance is something that is always existing in your game from the start to the finish and is great to save things like variables (i.e. a score, playerid, inventory). to create one go to your blueprints folder>new blueprint>game instance (you may have to expand to search for it) and then afterwards go to your project settings>maps and modes> and set the game instance class to what your new game instance is called. that's so our game knows exactly which one to use. afterwards in your game instance make a new variable called score (or whatever you want it to be) and then compile and save it. afterwards go to where you set the score and change that code to be for your gameinstance. you should probably save it as a variable as casting is heavy, but anyways get game instance>cast to your game instance> and then set the score. after for your hud you should go to it and change it to read from your gameinstance score variable~

supple needle
#

I'm not sure if this is what you meant when you said where I set the score

supple needle
#

Currently my score and timer resets back at every level and my score goes up like normal while I'm in in the next level

steady night
#

any of these values that looks alarming ?

indigo zenith
#

lol that game time

#

so how many ticking actors u have?

steady night
#

0

#

Its only a small platform and on start i generate 50x empty platforms also they spawn unita upon overlapp

#

So i guess the plattforms counts as ticking actors tho

#

?

dark drum
steady night
#

well aint doing much yet reallyu :/

dark drum
indigo zenith
#

i doubt the cpu count will matter in this case, as u can see in the image hes cpu bound . his draw speed is way lower then my example

#

so something eating his cores up

#

if he can reduce his game time that will improve fps

#

from my knowledge that is

#

hes 10ms over budget in cpu

steady night
#

and game time is what ? what should i look fore

dark drum
dark drum
indigo zenith
dark drum
indigo zenith
#

good suggestion there

#

should be like 3-5 ms right?

#

on old hardware

steady night
#

¨well my cpu isent that bad but

indigo zenith
#

ye as u can see the game thread is now reduces by 13 ms

#

and u gain double fps

#

so either u have a shitton of ticking actors

steady night
#

hm ok, so ticking actors can be anything right ?

indigo zenith
#

console dumpticks

#

check log for results

dark drum
# steady night

Yea you probably have a lot of ticking actors if you're not actually doing much. It'll be a little lower in a build though but definitely something you should look at reducing.

#

Having said that, you might not have a lot of ticking actors but do a lot in a handful of actors on tick

indigo zenith
#

or some weird overlap / hit actoes

steady night
#

well

indigo zenith
#

delays etc

steady night
indigo zenith
#

so its not ticking actors

steady night
#

since my map only consists of 1 small platform in editor and on run its generating 50x more

#

can i dumptic ingame ?

indigo zenith
#

ye

dark drum
indigo zenith
#

might be something with his procederal spawner

steady night
steady night
dark drum
steady night
#

this is how im spawning the levels*

#

well liek what bps i have in the level, i have none except the gamemode

dark drum
steady night
#

once

dark drum
steady night
#

well this is run on gameplay so hard to say

indigo zenith
#

i think he also runs multiplayer?

steady night
#

ye

#

its mp

indigo zenith
#

so 2 screens

steady night
#

im only playing with 1 in this case

indigo zenith
#

allright

dark drum
indigo zenith
#

agreed, but it will eat more cpu

dark drum
steady night
#

well the first spawn is just a location spawner (empty bp to get a transform) the 2nd one is the acctual platform

dark drum
steady night
#

spawns these

#

are are randomly generated inside

dark drum
indigo zenith
#

also consider putting the bp on stationary instead of movable

steady night
#

the only logic inside i basicly just a random florloops "this rock here Y/N" change mesh on this rock Y7N

indigo zenith
#

are that nomral static meshes or instances/hierarchical?

steady night
#

normal static mesh

steady night
#

yeah many loops

indigo zenith
#

that might also become a issue with these amount of meshes

steady night
#

but in my head is only runs once so a big fps bump upton creation sure but after shoujldent matter ?

indigo zenith
#

ur fps should go down after it has run

#

up

#

i mean

steady night
#

yeah it dose

indigo zenith
#

and game thread should go dow

#

until u reach ur desired fps

steady night
#

when playing in vireport its awesume

indigo zenith
#

so whats the issue?

steady night
indigo zenith
#

lol

steady night
#

in fullscreen

#

since we started ive disabled almost all tics / collisions in the spawning "plattforms"

#

i think it helped

indigo zenith
#

ah

#

well there u go

#

enjoy

steady night
#

or well now im playing as "listen server also"

#

before it was as client

#

lemme check sec

indigo zenith
#

i would try convert the static meshes to hierarchical or instances

#

set bp to stationary

#

and u should get even more fps

steady night
#

hm how do i do that ? or wdym

indigo zenith
#

blueprint defaults

#

if its on movable put it on stationary

#

if that are stationary tiles ofcourse

#

but i suppose so

steady night
#

hm ok ill check all

#

and that would improve preformance ?

indigo zenith
#

should be

steady night
#

ok, how so ? since im my head its already "stationary" since im not doing anything with it

#

or are any settings changing along with the change ?

indigo zenith
#

not entirly sure,. the difference between. i just learned it myself to do it that way. u can easely test right. see if there is difference wiht the amount of actors u have

#

and if it does change fps

steady night
#

yeahyeah im on it

#

also nother thing in the bps i have lights and is it enough to set them "Visible (no)" or dose it render "behind somehow" do i need to removethem all together to not cost anything =?

indigo zenith
#

i would either wait for mega lights

#

for now i would just change render distance

#

of lights

#

adjust to ur needs

steady night
#

ok

indigo zenith
#

its in the light somewhere

steady night
#

im getting alot of these

#

but thats faily obvious ?

indigo zenith
#

ye, just change back to movable

#

it prolly spawns em in and then move

#

doesnt matter

#

how does render distance of light affects fps

steady night
#

hm i cant find that field on my light actors

indigo zenith
#

its on the light itself

steady night
#

5.3 ?

indigo zenith
#

all versions its present

steady night
#

so not in project settings but on the actor ?

#

ohh there it is

#

so its like a attenuation radius ?

#

or what is it relating to ? where my camera is or ?

indigo zenith
#

distance from camera to light

steady night
#

okok

indigo zenith
#

or other way around, it doesnt matter. u will see when u change the settings and move ur camera towards and away from light

#

hope that will save some fps aswell

steady night
#

aye thanks!

#

i think its better now overall, i think however the client "lag(rubberbanding or whatever)" is about multiplayer stuff that i have to check into

indigo zenith
#

ye those questions can be better asked in multiplayer

steady night
#

yeah, also the max distance thingi

#

i se now its responding to the camera distance

#

can i override that to the character location instead ?

#

like with the audiolistner ?

indigo zenith
#

thats beyond my knowledge

severe wagon
#

Dunno if this is the best place to ask but, using the Async loading screen plugin on the marketplace, it works fine locally, everything loads as you would expect. When running it via pixelstreaming the loadscreen begins, works for a bit and then freezes for about 30 seconds before loading in properly. If I disable the loadscreen I get a black screen but only for a few seconds then it loads in. So the plugin seems to be causing it to freeze when pixelstreamed but works fine locally and works fine streamed without the plugin.

dark drum
ancient heath
#

How can I make my widget in my blueprint not look incredibly huge?

primal summit
#

Hi Guys I have a big problem,
I packaged my game and i got a few errors about some materials in the editor folder so i changed the materials directory to my project one.
After that it continued to give me errors.
My PC turned off because my power turned off for a second, and now everytime i open a project i get this crash.
This crash occurs on every project i try to open, even on a blank project.

primal tangle
primal summit
primal tangle
primal summit
#

my projects wont open at all, on loading they crash with that error

late canyon
#

can anyone help me for a movement fps base project?

spark steppe
#

or still running?!

primal summit
primal summit
storm vigil
#

agree on this one, when i learnt about interfaces, i tried to use it as much as i can. I was even using it on things that need to be loaded anyways, so now i removed some misuse about it.

grizzled beacon
#

is there a way to shoot the trace in the forward direction of the character? :|

#

I'm unable to get it work

dark drum
grizzled beacon
#

nope, the line starts from character but ends totally on a different part

#

the idea is to shoot it forward the character

#

it shoots to the left side of the character

dark drum
grizzled beacon
#

it worked, thank you

dark drum
#

Does anyone have any idea what would cause this to look like it's going to work but then the NPC just stands still for a few seconds before the finished pin is fired? The NPC never reaches the target. If it failed to reach the target, I would assume the failed pin would fire instead.

empty marten
#

Hey peeps,
2 separate questions. I'm hoping someone can help.

  1. I'm trying to make my UMG Widget a bit more procedural by allowing users to set some variable settings upon generation rather than manually setting some things. How do I make it so when a user adds another drive to this array here, it exposes its default variables for a user to set? I'm trying to make it that the number of items in the array, is the number of drives that gets added to a wrapbox I have. Essentially how do I expose the default variables in the details panel here if possible? (Pic 1)

  2. How do I get it so that if for example I have the Systems? boolean ticked, it hides the other variables that can be set? Trying to make it so that if a variable doesn't need to be used for a certain part of the blueprint, it doesn't have a reason to be shown. Is that possible? (Pic 2)

waxen briar
#

hello guys i need help with basic multiplayer, i cannot trigger apply damage from client to other clients, only from server side, i tried to create custom shoot event to run or server that is isnide weapon blueprint but it kicks me out when i trigger it, what am missing? (screen is from my bp_weapon_component_pistol)

grizzled beacon
#

Why the mesh it's not generating the HIT string? The animation is in place but the mesh compenetrate the other mesh during the attack

#

the bool variable is true as well

dark drum
grizzled beacon
#

no the problem is that if I move toward the overlapped actor, while attacking, it generated the hit event

#

if I don't move towards him, even if both meshes compenetrates it doesn't generate the hit event o.O

narrow sentinel
#

Anyone know what might be going wrong here, I'm bassically making a simple storage rack actor where I can choose amount of racks and it'll add them as needed.

#

at the moment though I get this

#

you can see the offset is and isn't working

dark drum
grizzled beacon
#

not really

#

the thing is being able to get the hit event when the mesh overlaps something while playing the animation attack

narrow sentinel
#

nevermind sorted it

#

the origin for the meshes was in centre of the mesh so it was working just human error haha

grizzled beacon
#

the problem is that it doesn't get overlapped while the animation is played in place without going forward to the other actor (which could even be a wall, just for test)

astral wyvern
#

Question : I need to move bones manually while physics are disabled (or else I can't force them). But the weight shapes on them don't follow (obviously), which breaks collisions. Any fix here?

rancid moat
#

I feel like I'm missing something, but is there no way to sphere cast and retreive every hit? Not just the first hit per object

faint pasture
#

What are you trying to do?

#

multiple hits on a single object from a sphere trace doesn't make sense

rancid moat
#

I want a sphere, from a point, and retrieve every hit that sphere get

#

Which would give me the outline of any shape in that sphere based on the density of that sphere

dapper panther
#

Anyone know of how to modify crouch height by user input? Ie. Ltcrl is crouch but ltcrl + mouse wheel up adds X cm of crouch height to the PlayerCharacter

#

Trying to figure out where I can modify this in the crouch BP I set up but I don't see how I can edit that value

left valley
#

forgive what is probably a common question, but looking for advice on how best to implement a grenade launcher that travels correctly to the crosshair, allowing the player to easily shoot it through a small gap without:

  • the projectile offset on the gun model changing the travel path due to being offset from the crosshair widget
  • putting the gun model in the center of the screen (my game won't have ADS)
  • Making the grenade magically fly out of the player camera (ok to concede on this requirement if its the only way)

I figured I'd just do a line trace and set the rotation of the offset to hit it, but that doesn't work great when you're trying to shoot it through a gap into the area behind it

#

I know there's probably a load of ways to achieve this, but is there a common best practice?

#

additionally any way that automates it so you cant fire it through thin walls via poking the gun model through it would be great

trim matrix
#

im trying to recreate this camera system for my game, but im not sure how, noteable things being the following the player when they turn, only moving up on the second jump not both, and still being able to have camera rotation while the camera follows the player, how could i recreate this?

noble robin
#

Hi all, I am trying to write a small shared blueprint function library.
Inside this library I want to fetch the actor label, this function does not seem to be available for some reason though.
Any ideas as to what might be going on?

maiden wadi
noble robin
maiden wadi
noble robin
ancient moth
#

Hey guys, I'm trying to open a level, which works fine, but the PlayerState is always resetted, even though iI have enabled Use Seamless Travel

faint pasture
steady night
#

stuck like this for over an hour.. ideas :/ ?

#

ive build many times usually takes 1-5 mins

wise ravine
#

please and thanks in advance

tiny tundra
#

Here's a scene, with BP Actor containing a SceneCaptureComponent2D in the top left. Given that I will have a few instances of this (different views into the same scene) - I want to mouse-click on an object in the mini-display and be able to make a selection (ultimately drag and drop). Right now I am struggling with how to do a raycast in this manner. I am able to get my XY coords 0-1 on the image so I know where the mouse is hovering over, but I don't know how to shoot a ray out of where that is using that SceneCaptureComponent correctly. Doesn't seem like this should be a very hard issue but I am struggling with it..

ivory spoke
#

Hey is there any method to make landscape generated grass interactable? Cut with sword or remove if actor is placed on?

chilly crane
#

Why won't this return the movement vectors?

#

it's supposed to be used for combat, I'm wanting to get the movement so that it can correctly decide the next attack index to go to

trim matrix
#

im a roblox coder primarily tryna start in unreal does anyone know what this would look like in blueprints? array index's coupled with variables, havent found out how to do it with BP yet. apologies, im new

chilly crane
trim matrix
# trim matrix im a roblox coder primarily tryna start in unreal does anyone know what this wou...

this is essentially setting variables that arent in that script, and are declaring them in a script that uses them. I am unsure of how to create smth like this in UE bcuz one idk how to nestle these other ghost variables into each other in an array like this, and two, dunno if I could do the same calling without setting stuff. would it be advantageous to make them functions in one blueprint instead of 2 seperate ones or smth?

desert juniper
trim matrix
desert juniper
abstract obsidian
#

Guys how can i make a cone trace for my damage?

#

like a line trace but a cone

lunar sleet
#

Iirc people usually use 2 spheres

supple needle
#

How can I add game instance to the timer, collected and milestones so I can carry all that data across levels?

#

I wanna add them to blueprints and I can't figure out what I'm supposed to do

trim matrix
desert juniper
#

before steering you in the wrong direction here, why don't you let me know what your actual goal is

trim matrix
# desert juniper before steering you in the wrong direction here, why don't you let me know what ...

essentially rebuilding a dungeon generator system from roblox. I have it all spawning and such in orientation so it all works and I can make it do tons of rooms what im currently working on is a system of reworking how it chooses rooms. rn its just an array and a random node. essentially, the structs are going to hold the room class but since I dont want structs for every room, I'm wondering if I could just use the parent class and do casting in the BP. it also holds the direction of the room (left turn/right turn) and if it went vertical (has stairs) which are now after a bit of work are set up in a function to be set pretty easily, I just don't know how to select the room. (might go the manual route and just add an extra few nodes in a function instead of a struct.

#

but at that point the room and var arent even together so it might as well all be done without structs

desert juniper
#

got to be honest, still don't know exactly what you're asking

#

I'm gathering that you want to store information about a room that was generated, but at the same time you don't?

#

are these rooms procedurally created? or are they handmade?

trim matrix
# desert juniper are these rooms procedurally created? or are they handmade?

right sorry should explain more. it is an array of prefab rooms that are stored in a single array. I want to store the room class (a class reference cuz I dont need any specific object for spawning) and intertwine it with the direction and if it has verticality, so it does not, for instance, repeat multiple right turns in a row. I cant seem to find if I could set the room types in a way easier then just adding a cast to node or smth, and at that point the struct loses its value. at this point, I'm realizing that it most likely is unnecessary

desert juniper
#

I don't think casting means what you think it does. part of the confusion is that you're using some terms incorrectly when trying to explain.

#

I want to store the room class (a class reference cuz I dont need any specific object for spawning) and intertwine it with the direction and if it has verticality,
This would be perfect for a struct

#

So the way I build my dungeon generator, as it's storing rooms it's creating a struct that holds a reference to the room that was created (in my case, my rooms are PDAs with a softpointer to ULevelInstance), and information about where it was spawned. such as the location, rotation, etc

trim matrix
desert juniper
#

in my case when i do the path generation, i also store which enterances are used, and which ones aren't so I can close up unused doors

trim matrix
#

the stuff its storing wouldn't have been created yet. therefore, I would not have an object reference for the room to add yet. these structs would be for the generation deciding so it doesn't attempt to spawn smth that was just spawned instead of checking afterwards.

#

therefore, unless im wrong, I wouldnt be able to store any rooms without already setting them as a variable or taking them out of the array at which point, theres most likely an easier way to do this.

desert juniper
#

you don't need to store the spawned actor / level instance right away. just store the struct / data container that holds all the information about the room to spawn

#

then one all your generation logic is done you can go back and iterate through your array of rooms, and actually spawn the levels

trim matrix
desert juniper
#

side note: you alluded to the fact that the rooms may actually be blueprints
if this is the case, it's a recipe for disaster. child actor blueprints are horriblly broken
I'd recommend looking at packed level actors instead
it's basically unreal's version of unity's prefab system

#

What I do is I have a PDA that stores room data , and which level instance to spawn
the data holds info like door locations, room size, room type, etc

trim matrix
desert juniper
#

then i have a struct that holds the PDA, location, rotation, etc
when i have all generation done, I iterate through that array, get the PDA, get the world (Level Instance) and spawn it

#

(I mispoke so i corrected my messages. LevelInstance instead of Packed Level Actor)

desert juniper
#

bed time. gl

trim matrix
desert juniper
trim matrix
#

dang alri

supple needle
#

hello?

trim matrix
desert juniper
#

it stores the entry transform so that I can get location as well as rotation

#

I created some editor tooling to help automate the entires of where the doors should be

#

for my dungeon generation i calculate where every single actor / level istance should be before anything is ever spawned

sudden nimbus
#

I'll just underscore that ChildActorComponent is broken exactly as described -- use as last resort. Level instances or packed level actors are a much better solution

hushed hinge
#

how can i remove a specific gameplay effect by a tag
I am applying a effect and want to remove it before ability ends

steady night
#

hi if i disable tic´s on actors is the another way to handle collision overlapps on them ?

maiden wadi
steady night
#

hmm aye i just saw my collison being wrong, ok but what dose tics disable affect primarily then ?

steady night
#

yeah but what would that entail if the actor dosent use any tics ? in bp for instance or is there something underlaying or by default it turns off ?

ripe sun
#

by default an most actor should tick, I'm not 100% sure but there should be an option to disable ticking in the properties menu or somethign

steady night
#

yeah but im disabeling it someone say performance will increase by disabeling even if i dont use nay "tics"

ripe sun
maiden wadi
#

By default all actors tick, It's function overhead. But to notice it you need thousands of actors running a blank tick to notice it.

steady night
#

aye but im spawning "platform playable areas with like 100 actors on each" and im spawning 50x100 so about 5000 actors

#

i guess

#

so it should help atleast ?

#

or rather it dosent hurt

ripe sun
#

wtf

#

5000 is a lot

steady night
#

or well not actors (static meshes)

maiden wadi
#

Possibly. But don't take people's random advice and do random optimizations. Profile it using insights. Don't guess.

ripe sun
steady night
#

true but i like listening to ppl and learning,

#

youve helped me alot over the years Authaer >)

maiden wadi
#

Listening to people is good. 😄 But I'm just saying that nothing will beat a profiler. What people say change based on the info they're given. And an actual profile means solid proof of issues instead of guess work.

steady night
#

yeah but insight is complex and im using it in babysteps

#

so if i get tips in befgorehand il will try them

maiden wadi
#

Insights is fairly easy once you're used to it. Just have to get used to reading the chunks of time.

steady night
#

exactly

#

yeah im using it frequently and trying to learn

#

but once i get a hang on it im sure its verry usefull

#

also

#

about vfx

#

that looks fine in preview

#

but ingame it looks awfull

#

tips ?

maiden wadi
#

Hard to say. Partially looks like scaling issues. Not sure what to do about the wall clipping though.

steady night
#

aye clipping is fine but it must have something with the ppvolume i tihnk

#

aye i found thats its the intensity of the directionalLight thats doing the weird stuff

#

1

brittle flame
#

-------------blueprint initialisation process-------
i had a compoent on an actor working fine and now its not working correctly. the issue is that the variables that exist on the component never seem to initialse in editor time, not even after running the construction script multiple times.

I have a variation of this that is an actor- and all is well with the world. I think the cause is related to how variables are initialised in editor.

An example variable is the number of rows 'rows' that my LCD display needs:

Here is what the working one looks like:

#

and if i edit the number of rows it operates as i like:

#

and this is the actor that has the component variable that is giving me problems:

#

and the relevant code and log output:

#

i vaugley recall that someone mentioed this being fixable in c++ which i can do if ihave to - but i'd like to sticik to blueritn if possible.

#

any ideas?

#

oh sorry i shoudl say the defualt value of teh variable is '2' but i'm changing the variable in editor and the construtor keeps outputing '2' and not whatever random number i type

dark drum
# brittle flame any ideas?

I've encounted this issue as well. I wasn't able to locate a BP based solution to it unfortunately. :/ The closest I got was using Begin Play to run what I would have ran on construction script. This does mean you won't be able to see the changes in the editor though but should be correct when playing.

pine root
#

Hi guys.
So I have a problem.

I'm trying to create a "true" first person character controller using the new third person sample pack that came out in 5.4.

My problem, is that in when looking left and right, I end up looking inside the head. I found a workaround for this by clamping the x Mouse input. But the problem is that this doesn't work for my client's PC (the person I'm building this project for). He has a logitech gaming mouse, and I'm using a standard mouse. He says the camera still goes inside the character model for him. I'm guessing this is because of mouse sensitivity/delta time. What's the proper way to calculate delate time for this?

#

Can someone help?

dawn karma
#

huzzah i have solved (kinda) turn based combat. all i need to do now is figure out how to make the turn start for each one.

#

Here's a better picture

#

i accept this might not be the best way to do it, but the basic gist is that i want the character with the highest speed to go first, second second, etc

frosty heron
#

@dawn karma you should store the actors you want to query in a container.
Using get all actor of class is like a pinky promise that you want to get every single instance of the said class.

#

You can get a list of every single characters that you want to query, store reference in an array.
Then sort them based on the highest speed

dawn karma
#

o7 !

frosty heron
sharp python
#

Hmm... I'm trying to optimise frame time and I can't tell what the problem is because all of these time sinks don't add up to the game time. What is the time spend I'm missing here?

maiden wadi
maiden wadi
#

Game stats are only part of the gamethread picture. For example, Slate is also ran on gamethread and not part of the stat game list.

primal smelt
#

Trying to get socket rotation from actor bp when animating in control rig but it only gives the initial rotation. Is this normal or should I be able to pass this information from control rig to blueprint?

steady night
#

hm is this not the correct way to get a reff to a "overhead hp bar"?

maiden wadi
#

Should work fine, assuming that is the correct WidgetComponent housing it.

steady night
#

should be fine right

#

i dont get it why im getting null

pine root
proper flower
#

Guys, some insights on projectile collisions?
Cause my cannon when shooting and hitting the target, cause the target to slightly teleport near, or being shooted at high force.
Even if I disable impulse on damage and similar.
Need a proper tutorial that explains all of this very well, cannot find one online

chrome glacier
#

Hey guys, Is it possible to run console commands from a blueprint? For example changing the screenpercentage from 85 to 125?