#blueprint

1 messages Ā· Page 241 of 1

teal owl
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i have 2 bots thats why its twice

lofty rapids
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and you have a navmesh covering that area ?

teal owl
lofty rapids
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is the cast successfull, i would check the location print it out

pale lotus
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ok so i have these 2, how can i make it so that it keeps repeating that function until i let go of the key?

teal owl
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prints out 0,0,0

lofty rapids
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so for some reason it's not getting the position

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shouldn't be 0,0,0

teal owl
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yea

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it isnt getting the location of impact

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just defaulting to 0.0.0

lofty rapids
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use location

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see if that makes a difference

teal owl
lofty rapids
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check it when you hit

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from the trace

teal owl
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yea thats the impact

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locaiton

lofty rapids
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use location

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and check it after the trace

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see if it's 0,0,0

teal owl
lofty rapids
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ok so it's not hitting

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check the return value off the trace

teal owl
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wait

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im watching it

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its updating

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huh

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maybe the line trace is too fast?

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slow*

lofty rapids
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check the return value is true off the trace

teal owl
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it should be first frame

teal owl
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as i move

lofty rapids
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see if it's a blocking hit

teal owl
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it is

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z remains constant

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land is 100 above 0 in z

lofty rapids
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maybe try it using the blackboard

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also check the variable

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make sure it's not 0,0,0

teal owl
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nope its seeing the pawn but chooses to ignore it

lofty rapids
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well it's failing

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because position is 0,0,0 for some reason

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and i'm guessing thats not within your navmesh

teal owl
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seentarget wont change

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if i start far it wont change from false to true

lofty rapids
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as far as it's not seeing the player ?

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are you using senses ?

teal owl
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yea

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pawnsensing

lofty rapids
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are you using site or something as the trigger ?

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if it's far away it probably can't see it

teal owl
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but it should update when within range

lofty rapids
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i think theres a better one than pawn sensing

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use AIPerception

main lake
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Can someone explain to me what is an event dispatcher in a summary and how does it behave in multiplayer.
Like tell me if my understanding is wrong but is just a way to broadcast an event and we can create a binding to intercept that event and execute some code that we want.

And for multiplayer when binding and calling an event dispatcher, like does the context (server / client) matters ? Like does an event bound on Client could also be received on server and vice versa ? Or depending on where it's called and bind it's received only by the same context ?

What about event dispatchers that are bound or called in a simple (event so not server only, or client only) but being both as in unreal, if an event isn't set to run on server or un on client, it runs both on server and client. So does that mean an event dispatcher is that's called or bound that way would execute on both server and client at the same time ?

lofty rapids
pseudo spear
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could this issue be solved within blueprints rather than c++? im new to using c++ in Ue5 and having some issues with spawning characters in a basegamemode class #cpp message

lofty rapids
teal owl
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how do i use ai perception

queen valley
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is setting angular limit supposed to detach component from parent? Also I used event tick just for testing

teal owl
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to update a bool in a behavior tree to be exact

queen valley
teal owl
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im not reading all that

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i have to give this by monday

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and i have the entire fight to do

queen valley
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in your bp

teal owl
queen valley
queen valley
teal owl
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just imagine theres a pawnsensed node there or whatever its called

queen valley
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look at how I did it

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and in your aicontroller you should run the behavior tree

main lake
queen valley
teal owl
queen valley
queen valley
queen valley
teal owl
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yea but i did now

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it updates and shows me a path

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but doesnt actually move

queen valley
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but does the bool update?

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moving could have to do with your destination but does the bool update now as it should?

teal owl
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ig

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he doesnt continually chase the player tho

teal owl
# teal owl

and doesnt continue patroling as he should be here

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this is the patrol code

glad mesa
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Hi! When the level is left does this mean the event end play will trigger in its level blueprint?

frosty heron
teal owl
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has a path toward the player but doesnt move

frosty heron
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The way you define it as if you think the games is run by one instance..
Everyone have their own world. Multiplayer is about synchronizing the state of everyone world to give illusion that the world are shared.

frosty heron
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and a bit weird that the navmesh isn't fully lit green

main lake
teal owl
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no clue why

frosty heron
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it looks broken to me

teal owl
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thats the path it should take

frosty heron
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Too many patches that is not green

teal owl
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but its not green

frosty heron
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normally that happend when there is a collision

frosty heron
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from static mesh or w/e

teal owl
lofty rapids
frosty heron
prime stump
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Hey, is there a reason that my player controller needs 'start with tick enabled' on, despite me not using tick in my player controller, otherwise my input doesn't work at all which is mostly in my player character class not the player controller?

frosty heron
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leave it on?

prime stump
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I'm gonna turn it back on in this case cause its just the player controller and it doesn't really need to be off but i was just curious why my input doesn't work even tho the add mapping context nodes are called just fine

frosty heron
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not sure, I never turned off ticks on controller. It's one of the important class. Not ticking the brain is a bit of red flag for me.

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and inputs should be handled generally in your controller anyway.

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or character / components, but controller works depending on the game types

queen heron
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what should I use within the actor blueprint to fire a obstacle line trace?

the actor has the crouch mechanic enabled, so if I fire the line trace from the actor itself, and the obstacle requires a crouch system, its gonna move the line trace down into the ground and fire off again, but I want the line trace to fire from the same height location

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maybe fire from the skeletal mesh and get the half height of its bounding box?

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nah...

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I think I'll use a replica of the capsule and make it invisible and uncollidable

lilac lance
queen heron
lilac lance
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No

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overcomplicating is duplicating something that is not neccessary

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If pivot point ge

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If pivot point of the thing you want to use as origin of the trace is slightly shifted downwards because of the crouching thing, then just add to that vector some quantity in the Z

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If i understand correctly this is your issue right ?

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You can print the value of the location in Tick for the thing you are using as origin of the trace, and then crouch to see the difference in value. Then just put that difference as the number you add

queen heron
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its solved in any case

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I'm using the world location of the capsule collision (not the default one) and made sure it doesn't not follow the center point of the default capsule by having it parented to the skeletal mesh

teal owl
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ai move to isnt working

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wont move to it

lilac lance
storm solar
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How to I launch a character that is in a root motion animation. It has to be easier than toggling
Root motion at the beginning and ending of every animation.

teal owl
lilac lance
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And who is self ?

teal owl
storm solar
lilac lance
# teal owl the enemy

print string in the main exit of the cast, and also in the cast failed to check where is the flux going

teal owl
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the cup should be moving to the fish but it isnt

lilac lance
teal owl
teal owl
lilac lance
storm solar
# teal owl

I need to have root motion enabled so the animation dosent snap back at the end.

storm solar
teal owl
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send them to fucking space?

storm solar
teal owl
teal owl
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it doesnt know who the player is

lilac lance
lilac lance
teal owl
lilac lance
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try that yeah+

teal owl
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its failing somehow

lilac lance
# teal owl its failing somehow

If it prints fail is because there is no possible path to take, or because the references are Null,,,,, try printing the references aswell to check if they have a name

upper delta
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Hi guys, I am a c++ dev. I find blueprints difficult to work with. Can I share a screenshot of a FoV flow I am working with and get some help based on the 3rd person starter template?

teal owl
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how do i fix that

lilac lance
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which one is null ?

teal owl
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ive set it to bp_tpc

teal owl
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this prints nothing

lilac lance
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meaning the third person char ?

upper delta
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So the flow dies at the timeline update - the key is recognized from the initial print state

teal owl
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so id assume that

upper delta
lilac lance
teal owl
lilac lance
teal owl
lilac lance
# teal owl yep

On beguin play you can do get all actors of class, get a copy(index 0), and this will be the reference of the player character if you are using third person,,,, index 0 of any guiven class is alwways the player character if the player is using that class

lilac lance
# teal owl masterenemy

I think you can also simply plug Get player Character where you are using Reff,,, chech if it lets you do that

teal owl
lilac lance
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And i think you can also get Player character and just save that reference in a Var

teal owl
lilac lance
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yes

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but that fish is suposed to follow you right ?

teal owl
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the cup is supposed to chase you

lilac lance
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check if that sequence is being executed

teal owl
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it is

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the value of ref is being updated

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but still isnt being chased

lilac lance
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check if the value of that var has a name,,,, print it just after setting it

teal owl
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/failing

lilac lance
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ok, were getting closer

teal owl
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we are so close

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its working but the mesh itself isnt updating?

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is it ok if i call you rn to show you? its hard to explain.

lilac lance
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sure

autumn parrot
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Hey so my character patrols randomly and i am trying to get him to attack me when he seems, but he just ignores me and walks past me like i dont exist

humble wigeon
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I'm at my wits end with this, I've banging my head against this implementation problem for the past week all day.. I'd appreciate if someone could shine some light on how to do this properly...
I’ve attached a screenshot from Blender to give a better idea of the model I’m working with and its bone structure. My goal is to smoothly rotate the bones towards a series of targets in the scene, but I need each bone to rotate along a specific axis, particularly so the head bone looks at the target.

I tried using the 'Transform Modify Bone' option in the anim blueprint referenced by the pawn blueprint this skeletal mesh is used in, but I’m having trouble adjusting the rotation as needed as I can't properly calculate the needed angle for the bone. I’m not sure if this is the right approach or if there’s a better method. I also looked into the 'Look At' node in the animation blueprint, but it doesn’t seem to replicate the behaviour I’m aiming for. It simply manipulates the bone's transformation to face an object, without allowing control over the specific axis of rotation for each bone.
https://imgur.com/a/ggmvJkH

pale lotus
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any way i could calculate the rotation from the center of mass and then turn it back into the rotation of the origin

dawn gazelle
autumn parrot
drowsy anvil
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hello, how do I combine/add and remove movement speed based on pressing and releasing, instead of setting it? how I make the total of both buttons reduce speed even more when both buttons are held down?

dapper panther
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I have a button that has up to 3 actors visible so I can assign different items in the world to them. For example, Button1 in the world I assign to X, Y and Z items, but Button2 I use it for A, B and C items.

But is there any way to make this same type of logic for a widget button?

I'd rather the player be able to press a button or maybe a keybind and bring up an interface which has this same button on it. I put this in the UI BP and instead of Event Interact I have it on Button Press, but I realized I have no idea where I can assign these actors

uncut elk
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ive been reading alot of mixed information online about delays and timer by event when it comes to delaying tick for performance. does anyone here know which is actually better? is there really that much of a difference between doing either or in this use case

dawn gazelle
uncut elk
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had to fix for any confusion

dawn gazelle
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Use tick if you need something to potentially happen every frame.
Use a timer if you don't.

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Tick is only bad for performance if its used incorrectly, like doing thousands of loops or extremely complicated math every frame that doesn't need to happen every frame.

uncut elk
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i understand that much.

but when it comes to delaying tick for performance, ive read mixed information on what the best method is , between these 2 here, simply delaying , vs using a set timer by event on loop.

dawn gazelle
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Timers, including delays, use the world's tick and checking if the desired amount of time has elapsed every frame, and only if the desired amount of time has elapsed does the delegate event (or completed pin) trigger. So both of these are probably the same.

The performance of which one of your examples is better is negligible. You're asking something that is likely in the area of nanoseconds of computation time. What's more important is using the appropriate tool for the task at hand.

uncut elk
humble wigeon
# dawn gazelle In blueprints you have "Find Look At Rotation" which you could use to then split...

I initially implemented this by grabbing the bone's transform in world coordinates to calculate the 'look at' rotation towards the target actor in my animation blueprint event graph, which I then fed into the 'Transform (Modify) Bone' node in the anime graph through a float variable. However, I encountered some issues with the bone's initial rotation.

When checking the rotation of the 'base' bone in the Skeleton Editor in UE5 after importing, I noticed it had a 90-degree rotation on the X-axis and for some reason after trying the above method, at runtime the model seems to be rotated 90 degrees on the Z axis (here's a GIF showing the implementation I have at the moment, you can see the model facing the target from the side). I tried compensating for this in my calculations, but when I added smooth rotation using linear interpolation, the model started behaving erratically for some reason...

There's also some screenshots of the nodes from both my event graph and anim graphs inside my Anim BP: screenshots

pearl fossil
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im new to unreal and just wondering if there is a way to reference this in another blueprint. When The lure and fish attach i want the fish to execute something but i want it to happen in that fish's blueprint

dawn gazelle
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If so, just create an event or function within your fish blueprint, call it when you attach it, and then do whatever logic you want in your fish blueprint.

pearl fossil
harsh nebula
humble wigeon
harsh nebula
# humble wigeon Yeah someone suggested that earlier in another website and it worked, they also ...

Yes. For simple objects it is easier to parent the meshes in a blueprint. Each "child" will inherit the movement from the parent. So if the base is the parent, when you rotate it around the z axis the children will rotate with it. In your case the vertical base cylinder would be parent then the horizontal one would a child of that and then your smallest one (eye/camera I presume) would be a child of the horizontal mesh.

frosty heron
# uncut elk had to fix for any confusion

The two won't even give equivalent result.

Putting delay on tick will only delay initial execution. It will fire every frame after 0.2 sets in your case.

Also read this for other common myths. Very important as most youtubers get it wrong.

https://dev.epicgames.com/community/learning/tutorials/l3E0/myth-busting-best-practices-in-unreal-engine

Epic Games Developer

Are Ticks really that problematic? Should you make all your meshes Nanite? Is the ChildActorComponent truly cursed? Should you never use Cast?
You've pr...

humble wigeon
harsh nebula
storm vigil
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Which is better in a single player game, i mean for animbp optimization or is it neglible unless there are lots of AI using it.

Example checking a crouch state of the player.

  1. get mesh anim instance, cast to the anim instance and set the crouch boolean on the anim bp, i assume by doing this you would be setting it on or off by events on the crouch state and not on tick.

  2. have a function on the blueprintthreasafeupdate animation that checks player crouching state using property acess, which i assume still runs on tick on the anim bp, but runs as thread safe. Thanks

frosty heron
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Everyone running their own instance, how much one can handle depends on each machine

mortal coral
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Is there a way in Blueprints to define a function that takes an event Delegate?

quiet violet
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how do i make a bone tract a camera

sudden nimbus
pine trellis
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this there any way to see the icons /

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its all white

maiden wadi
frosty heron
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@maiden wadi Hey sorry to bother you. Using GAS atm, it seems OnAvatarSet is too early for clients, I am getting null on actor info.
Is there any other events I can use?

Nvm, fixed it. Uses the Actor info from the passed param instead of GetActorInfo()

tacit cobalt
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Has anyone ever worked on something like Freezing Weapon ? I am trying to create a projectile that can Freeze Enemies and can create Platforms on Water. Any Idea how I can approach this ?

trim matrix
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hey, im trying to make a pause menu, with it being activated by an input and also be able to be unpaused by the same input, but when i press it, the widget flickers instead of just pausing or unpausing

frosty heron
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use started if you want to tap the key once to execute something

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also don't cross pins, what you are doing is cursed as f

trim matrix
tacit cobalt
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Has anyone ever worked on something like Freezing Weapon ? I am trying to create a projectile that can Freeze Enemies and can create Platforms on Water. Any Idea how I can approach this ?

zealous moth
#

@frosty heron have you worked in niagara fluids by any chance? You're the only regular on the server at this time I can think of asking

frosty heron
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maybe there are folks in that channel

zealous moth
#

hah it's empty

frosty heron
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only have 1 special effect that my brother made using old particle system

zealous moth
#

i only found like 4 results from search on fluids

frosty heron
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Too advanced for me :P, but will attack the subject in the future

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after my game got somewhere, I want to learn special effects

zealous moth
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yeah, getting there as well

frosty heron
zealous moth
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hahahaha I'm actually looking into something like that

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I'm trying to make goo that sticks

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but the niagara water plugin is driving me nuts

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in that video he uses a complex shader that moves vertices around

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it's pretty neat

frosty heron
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all the best to you šŸ™

stiff dock
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I’m looking to create an index for items the player has found through their journey. Would an array be better, or a map? I’ve primarily used arrays since they have worked for what I’m doing, and I don’t fully understand maps as of yet. I’m curious to suggestions on which is more likely to perform smoother and consistent

thin panther
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Maps are for associating a key with a value. Take data tables as an example, which are just maps internally.

They map a row name to a struct. You look up the map with the row name, it returns the struct.

The benefit of this is lookup speed. Searching for something in an array is O(n), meaning time spent scales linearly with number of elements. With a map, and the way they're implemented, lookups are O(1), meaning time is constant no matter the number of elements. You wouldn't use a map for iteration though. If you want a collection of items you frequently loop through, you want an array for that.

stiff dock
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Okay that makes sense. Thanks for the info, chief

zinc sun
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hey guys I was setting an interactable system, with a tutorial in youtube for an FP game, but the problem is my game is an old style with fixed cams, like old RE or SH, with a own BP, anyone know how to make this setting to a project where have another camera component? If you need the full code I can send here. I'm a novice lol

frosty heron
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one way to do it is to project a collision in front of where the character is facing

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then check if it overlap any item

teal owl
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can i make an actor move towards another while ignoring all else (even collision and gravity)

zinc sun
lunar sleet
teal owl
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any ideas?

lunar sleet
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Well if it’s a projectile then do that

teal owl
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i want it to spawn normally via level bp and immediately start chasing the player

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on hit it should deal dmg accordingly

lunar sleet
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You shouldn’t be using level bp to begin with

teal owl
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gamemode ig?

lunar sleet
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Player controller is fine

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Or an empty actor that spawns it and manages it

teal owl
lunar sleet
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Then player controller

teal owl
#

explain in stupid terms

lunar sleet
#

Which part

teal owl
#

all of it

lunar sleet
#

Lol

teal owl
#

i havent used ue5 for too long

lunar sleet
#

On BeginPlay, spawn actor from class BP_Projectile or w/e

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The homing part you’ll need to do some reading on, I haven’t used it in a while, it’s not as straightforward as you’d think but iirc you need to have a homing component on your target so it can go to it

steady night
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hi im trying to calculate direction of my player based on the current rotation since i have a "lock" mode that makes player only be able to walk facing forward i need to get directions based on that

crimson elbow
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Has anyone ever had an issue where the data on the other side of a interface call was missing the data?
This FString has data going in, but nothing coming out.

lunar sleet
#

The data was missing the data ?

crimson elbow
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The string is blank on the other end

lunar sleet
#

Interfaces can be difficult to debug tbh

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Try passing the actual object instead of a concatenated string and see if it comes through tho

crimson elbow
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ah shoot, I think I found the reason. I was passing the interface through another event for some reason, that was messing things up

maiden wadi
tulip echo
#

[LOOKING FOR LEARNING RESOURCE]
Hey there,
if someone knows a:
• tutorial
• or sample project / plugin
• for a road building system (e.g. for an RTS)
---> that works at runtime, not just in editor
---> allows for smooth curves (via splines or geometry script, I suppose)

Feel free to ping me, please.
(Couldn't find ones for this topic specifically & Own attempts are very meh)
Thx!

manic vessel
#

Is there a better way to get which team has a score = to the target

lunar sleet
#

May wanna do >= just in case

manic vessel
#

Im In lyra trying to finish my CUSTOM CTF win condition. Im going to try copy the same methods first ! so might be ok

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Sorted šŸ™‚

frosty heron
random pulsar
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hey

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i'm looking for a boss algorithm scheme
like a parent that has checks and common logic for a few bosses and then each child boss has something specific
for ex a special attack shielding or teleportation

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i want to find only the scheme to understand better how to my my own algorithm scheme

teal owl
frosty heron
# teal owl

For the end it's the camera location plus the result of the multiplicatoon

teal owl
#

why isnt the impact in the center of the screen is my question

frosty heron
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End = camera location + cam forward vector x Length

teal owl
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like this?

frosty heron
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No

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And make your spaghetti neater

teal owl
frosty heron
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Well it's making it hard for other people to read

teal owl
frosty heron
#

If you are asking help for homework, you do make effort on your hand writing

frosty heron
tight pollen
#

in RepNotify Attach Actor To Component doesn't work?

teal owl
tight pollen
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i want attach player to Replicated Actor

teal owl
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still doesnt work @frosty heron

frosty heron
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Look at the formula above

teal owl
frosty heron
tight pollen
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but when attached, PlayerCharacter falls to the floor

teal owl
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isnt that what im doing?

frosty heron
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The result of the multiplication goes to the bottom of the plus node

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End = camera location + cam forward vector x Length

teal owl
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oh shit mb

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imagine the fv is plugged in

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line doesnt draw anymore

frosty heron
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Not correct still

teal owl
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whats wrong now

frosty heron
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For the multiplication it's the camera forward vector x length

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You are doing cam world location x length instead

teal owl
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you mean this?

frosty heron
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No...

teal owl
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explain in caveman

frosty heron
#

There are like dozens of videos out there

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I've tried

teal owl
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none of them work

frosty heron
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Lol?

teal owl
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istg

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its not working

frosty heron
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Cuz u are doing it wrong

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Evidently

teal owl
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uh whyd you delete it

frosty heron
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Because you need to change some part since it uses the controller and im thingking you might end up doing random things instead

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End = camera location + (cam forward vector x Length)

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Read then implement that step by step

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I'm gonna sleep

teal owl
dark drum
thin panther
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Yes, you're multiplying the world location by your length, not the forward vector.

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Think of the forward vector as where you're pointing forward, and you multiply it by how far forward you want to go in order to get a direction + distance.

You then add that to the initial location, so you get the direction from that point.

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If you're interested outside of this assignment, look up some vector math lessons, it's a very important skill in games.

trim matrix
#

how can i fix my camera system? im trying to add more moves for my player, rn adding a wall jump, but when the player goes up to a wall the camera zooms into the players head and makes it so u cant rly see to move

surreal peak
#

It's probably the Spring Arm that has Collision Checks enabled. But if you disable those it will go through the wall.

trim matrix
surreal peak
# trim matrix ideally i want the camera system to work like this one, but im not sure where to...

That's usually done by handle the calculating the Camera Transform yourself.
That looks somewhat simple in the video, but can be pretty involved.
You'd want to break down what the camera is doing and why.

You can use the APlayerCameraManager class, that you can make a BP of and assign your custom BP class via your PlayerController (it has a variable in its Class Defaults for it).

The PlayerCameraManager has a function you can override that returns the Location and Rotation of the Camera. You can also get the "ViewTarget" in that function, which is basically the Pawn/Character in most cases.

You can then Math out where the Camera should be based on where the Character is etc.

#

There is most likely no one here who can give you an exact solution (and no one should in theory, cause otherwise there is no learning involved), so you gotta start step by step and come back with more specific problems.

surreal peak
#

The point is that nothing in your video will be solved by a checkbox. The Collision against the wall like this is not a thing. UE only has the DoCollisionTest boolean by default and that will just check in SpringArm direction if it hits a wall, and thus shorten the SpringArm.

trim matrix
#

ik its not as simple as a checkbox, thats why im here

#

i dont need it to be exactly how the video is, maybe at some point, rn i just want it to be able to move on its own so i dont have to keep adjusting it when im testing

steady night
#

is it possible to round to closest "set value" ?

#

so if i get a float thats 35 can i round to closest 45,90,135 ?

surreal peak
steady night
#

y

surreal peak
#

Generally you can do something like this:

// Whatever Value you want.
AngleStepSize = 45;

// Random Angle between 0 and 360.
RandomAngle = RandRange(0, 360);

// This gives you an integer value between 0 and X, where X is how often AngleStepSize fits into 360. For 45 that would be 8.
AngleIndex = RoundToInt(RandomAngle / AngleStepSize);

// Final rounded Angle
RoundedAngle = AngleIndex * AngleStepSize;
#

It's a bit biased towards 0 and 360 I guess, due to both being the same.
You could subtract the AngleStepSize from 360, then you get 0 to X - 1 for the integer.

#

Then the options for the Angle would be 0, 45, 90, 135, 180, 225, 270, 315

#

With 360 being omitted as that is the same as 0

#

Your 35 is the RandomAngle btw.

steel shadow
#

you missed a lot of coins

steel shadow
#

noobie response but try fiddling around with 'do collision test' on camera/spring arm component (forgot which)

#

plus target arm length, socket offset stuff like that

trim matrix
#

ive been doing that lol

trim matrix
#

deleted the spring arm and remade it, now its not doing it, now my only issue is having to move the camera manually

pine trellis
#

how do I get a referemce from a component to a blueprint I keep getting access none on it when I drag it out in begin play

#

I tried to get compoent by class but still access none

low yoke
#

Been having this issue with alignment for a few hour now, I finally get the skateboard to align with the slope but the movement become weird after that.

trim matrix
#

so i have made an objectives system and a ui to update and tell the player what the objective is, but when the player hits the trigger, the text appears at half opacity before playing the animation, then when i hit the complete trigger, the text thats solid goes away, but it leaves the half opacity of the last objective

desert juniper
dark drum
uncut elk
trim matrix
#

i have this health setup in my game, it works completely fine when playing in editor but when i play a build, the health dosnt function, neither does my ice block

trim matrix
trim matrix
#

im not sure why the ice stopped working,

trim matrix
#

jfc ok got it now

#

human error

trim matrix
#

show

frosty heron
trim matrix
frosty heron
#

@surreal peak spring arm camera never looks decent. Lyra camera system and penetration feeler saves the day for me.

keen copper
#

Hi, When my character is running forward with w, when I turn the mouse to the right, I don't want him to turn right. I want him to turn his head to the right and continue running straight. With which setting can I do this? Probably something that can be done with one or two clicks in the camera, spring arm or movement component.
There are details such as Aim off set - Blend animation.

surreal peak
#

There might still need to be some logic for the direction in which you apply movement though

#

I think the third person template does have that kind of movement already though

chilly crane
#

give me a ping with reply

dawn gazelle
# chilly crane

"Accessed None" errors mean you are attempting to access a reference that is invalid. Check your reference is valid first before accessing it using an IsValid node.

pearl fossil
#

strings wont print and its not letting me access the events in the other plueprints; anyone know why?

chilly crane
faint pasture
dawn gazelle
chilly crane
faint pasture
chilly crane
faint pasture
#

Player Location is where self is

chilly crane
faint pasture
#

If this is in the character BP just get your own location

chilly crane
#

alright, I thought it was better to be safe šŸ˜…. Will that fix the issue with the enemy?

faint pasture
chilly crane
#

animatedrofl alright then, I did the opposite of what I intended, I'll go change that rq

dawn gazelle
faint pasture
#

If you're the guy talking about locking on to targets, it should be this simple.

BeginOverlap -> TargetCheck
EndOverlap -> TargetCheck // or just use tick depending on your desired system

TargetCheck -> get overlapping actors -> found one -> set it as Target
-> ain't found shit -> clear Target

Tick -> if Target is valid -> rotate camera to look at target (probably actually modify control rotation but whatevs)

chilly crane
faint pasture
#

if you need to keep looking at target it'll have to be on tick somewhere

#

if you need to continuously evaluate potential targets then it'll be on tick too, depends on what you're going for

#

The absolute simplest lock on system could be like:

Tick -> find a target -> found one -> set Target -> if Target is valid -> look at target
-> didn't find any -> clear Target

This will drop target if you go out of range or look away too much or whatever, depending on your target selection criteria

#

Whether or not the Target actor ref is valid IS your bit of data to choose whether or not to look at it

chilly crane
#

the idea is it needs to keep constantly updated on what the closest targets are, however when there aren't any enemies around (which will be fairly frequent) I don't want it checking for stuff that isn't there.

Every tick basically it should update the locations of targets into the array, then it's going to do a linetrace to each target to check there's no obstacles blocking it, and the closest one that meets those requirements will be set as the current target.

On pressing the lockon button, the camera should rotate towards the target, but not lock, so the player is free to look around if they wish.

If the player is locked on, it won't update the current target (for obvious reasons), but should still keep the array updated for instant response when the player wants to change their target. The player should also be able to navigate the potential targets using X & C to move up and down positions in the array

faint pasture
#

if only valid targets are causing overlaps then it's basically free

#

a for loop of length 0

#

ok so u got 2 targets, the locked one, and the highlighted one then

#

but keep that same energy

#

Tick -> find a target -> found one -> set Highlight -> if Highlight is valid -> draw debug dot -> if Target is valid -> look at target
-> didn't find any -> clear Highlight (and Target maybe)

LockOnButton -> Target = Highlight

celest trench
#

Does anyone know how I could convert a string to a unique int that can be used as the seed for a PCG graph but be the same int for the same string every time?

chilly crane
chilly crane
maiden wadi
faint pasture
#

you're making it way more complicated than it needs to be

dawn gazelle
# celest trench Does anyone know how I could convert a string to a unique int that can be used a...

The seed system in Unreal only uses an int32 or 4 bytes, which would translate to only 4 characters of a string.
You can parse the seed into an array, then start to do some math, string comparisons and other things to try and make it into a smaller 4-byte string but that's a lot of work for minimal gain (being able to type in a word to get a specific seed for example) but if you're sticking wtih blueprints, you aren't given any tools that can convert a string into a number easily unless that string is a number in the first place so you'd have to build some kind of character->number map. Generally speaking, you may want to stick with just using a numeric seed.

There is the Low Entry Extended Standard library plugin which can help convert strings into bytes which can then be more easily manipulated with some math and converted into an int32, and it even provides a means of generating a hash based on an input byte array, helping ensure you can get fairly unique values regardless of the text entered, but there can still be duplicates. (See image of something you could do as an example with this library)

chilly crane
celest trench
chilly crane
# faint pasture Tick -> find a target -> found one -> set Highlight -> if Highlight is valid -> ...

Alright, here is a visual indication of what I'm wanting to make something similar to: https://www.youtube.com/watch?v=aubFXs1P7Qo

Fully blueprint based Target Lock System for Unreal Engine 5.
You can easily modificate the system via blueprint without necessary of C++ knowledge.

Available for purchase in Epic Marketplace:
https://www.unrealengine.com/marketplace/en-US/product/target-lock-system

Setup video: https://youtu.be/dg9e_8iycGo
Music by @artxnxise

Chapters:
0:00...

ā–¶ Play video
ionic cypress
chilly crane
ionic cypress
# chilly crane will it work in 5.5/.4?

I'm not sure though. It should not be changed a lot there for the camera code. But if you have any compiling error, you prolly could just contact the plugin creator or solve it yourself.

chilly crane
blazing ember
#

When I aim down sight in my project it goes from third to first person, because of this where you aim is offsetted from where your crosshair was initially before you aim down sight and then after as well when you stop aiming down sight and I am curious if theres any information or resources that anyone knows of that would show how to solve this

tropic token
#

guys, I have a gameplay cue like this. Is there any way to understand if it's being executed on local client? I mean I would love it be visible on the client who owns the ASC it's being activated on

#

like this maybe?

#

yea, it works

#

nice

amber fable
#

Okay, I've been struggling with this for hours and I'm not sure what to do.

I'm making a 2D visual novel in Unreal Engine 5 and want to have an item be required for certain events. But I'm not sure how to have the event of picking the item up connect to the true/false value of the boolean. (I'm not even sure if I'm thinking about this right).

The way I'm trying to implement an item requirement is to have the item be required for progressions: aka, the player cannot continue without the item. Once I have this figured out I should be able to figure out the rest of the implementations on my own.

austere bane
#

Trying to get my player to teleport after interacting with a specific item by pressing the E key, but instead, it's just teleporting my player when they walk up to the item (bc of collision). Help would be greatly appreciated.

harsh nebula
maiden wadi
#

Saving way too much state. Overlap should just get the local PlayerController and enable input. EndOverlap should get the local player controller and disable input.

Interact should simply GetPlayerPawn->SetActorLocation

austere bane
maiden wadi
#

Cause you didn't enable input on this actor.

austere bane
#

Gotcha. And I assume I'd do that in my actor's blueprint?

harsh nebula
austere bane
maiden wadi
austere bane
#

I’ll give that a shot tomorrow and update. Thank you so much for your help

maiden wadi
dark drum
# amber fable Okay, I've been struggling with this for *hours* and I'm not sure what to do. ...

If you want actual items in the world the player can interact with and pickup, I would create a simple inventory. Once setup up, it's easy enough to check what items are in the inventory. Adding to this, you can include event dispatchers on the inventory component that are called for things such as picking up items.

If its more of the concept of items that aren't real (like an NPC saying they're giving you something) you could just have an array that you add items to. As Authaer said, a gameplay tag container could be a good option if you want to go down this route.

trim matrix
young meteor
#

How would you guys suggest I go about an enemy destruction?
I'm looking at the Chaos destruction / fracture menu option.
This seems to be based on an impulse/impact. In my case I would like my enemies to only break when I get their health variable in the blueprint to 0 or less.
Is there a "break mesh" node or similar I can call when I want it to happen?

And how do I set up the mesh to allow for the Chaos destruction?
(I know I can go to the drop down menu "Fracture", but is that what I need to do for every single "mesh"/"enemy" I have?)

trim matrix
#

hey, how can i make a pawn of a boat thats controllable like these, using the third person templates movement inputs, like i want it to be something i can have the character spawn in for a boss battle, and then add in the shooting mechanic later, but mainly want to make the boats controllable by the player

light glen
#

hello, i am thinking about creating an editor tool, all its got to do is write out a CSV file, nothing exciting, but what i am wondering is how can i make sure its excluded from the main build

frosty heron
#

I would assumed you will be using C++ anyway, don't know how you would write out a CSV file using blueprint

#

You can also make an editor Module

light glen
#

the code will be c++, i just want to know how to handle the visuals

#

yeah i have the editor module, just the ui / blueprint parts i don't know

frosty heron
lean plover
lean plover
#

In the Samples tab of the launcher. There's a project called Content Examples. It has everything you need.

dreamy mountain
#

hey, i want to swap from one camera to another within the same blueprint, how would i do this?

#

like which node do i need to use?

trim matrix
tight pollen
#

Will merging into 1 mesh be profitable?

#

then I reduce the number of Draw Calls, but the number of polygons will be greater šŸ˜„

#

what is better?

dreamy mountain
#

is there a way to smoothly add controller yaw input?

#

i want it to be that when i press e, the camera gets +15 controller yaw input

#

but at the minute, it just snaps immediately

frosty heron
dark drum
#

Does anyone know if it's possible to get the name specified for a collision shape on a static mesh?

frosty heron
#

if you are using mouse to set the control rotation, then there is lag option iirc.
If you are using events, e.g. +15 when you press a button, then you want to interpolate to target rotation on tick

dreamy mountain
#

yeah im using an event, using q and e to rotate the camera

frosty heron
#

interpolate on tick it is then

dreamy mountain
#

the only interpolation i see is linear colour

#

theres no tick option there

#

its a node right?

frosty heron
#

RInterp for rotator

#

Float interp for float

#

depends if you want to interp the whole rotation or just one of the axis

dreamy mountain
#

just one axis

#

its adding to the controller yaw input

#

the variable is set to 10, i havent used finterp yet, so im not too sure how to use it

#

pressing E to rotate it just makes it snap there immediately

frosty heron
#

Change the name, Target is not the increment

#

Target is the final value the camera rotation should be

#

Oh, wait. This is for input?

dreamy mountain
#

Yeah

#

im wanting it to be that you press E, and it rotates the camera by 15 degrees i guess it would be

frosty heron
#

not sure wher you have this, but I would place it on the Input event

#

On triggered

#

That one runs every frame

dreamy mountain
#

its on started purely so people dont hold the button down and spin fast as fuck

frosty heron
#

started only run when you press the button not when you are holding it

#

if you want to do something over period of time, you will need tick

dreamy mountain
#

ah

frosty heron
#

im not sure how you can get the current input value from the input events tho

#

I feel like this would be something that is already handled in enhanced input

#

might want to scour the internet or ask around

dreamy mountain
#

well is there a way i can change from one camera to another?

#

i can possibly just set multiple cameras around the player to swap to

frosty heron
#

Lyra camera system is a god sent for me tbh

#

it handles camera modes and also handle correction when hitting corners

#

for the most part you can update your camera view in camera manager.
Add your logic on UpdateView in the camera manager. That one runs every tick

trim matrix
tight pollen
#

does it make sense to use LOD on objects with Trainingles == 3-5k?

frosty heron
#

You can download it from your launcher

marsh pilot
#

Anyone know how perfomant having a bunch of cable components in a scene is? I'm working on a power tycoon game, I expect to have a lot of transmission lines in a scene. Not sure if cable components scale well though

trim matrix
#

how can i recreate sample content?

plucky gale
#

How do I get the velocity before impact?

desert juniper
neon warren
#

hey
does someone know how to make a variable integer counter
that goes up by 1 every time a projectile object hits a surface
with blueprints
im trying to make smth that counts the number of bounces before destroying the projectile actor

past compass
atomic salmon
#

@neon warrenif you are using a kinematic projectile, the Projectile Movement Component has an OnBounce event you can use to count the bounces and then destroy the projectile when max bounce is reached

#

If you are using a physics projectile you can use the Hit Event for that (in the projectile BP)

neon warren
#

im aware of the hit event

#

im just wondering how to add the hit to the current variable

#

im aware this is incredibly scuffed

#

this produces the number 1 onscreen every time theres a hit

#

i want to change the hits variable by 1 every hit

#

@atomic salmon

atomic salmon
#

@neon warrenyou have to plug your variable into the upper input node of the +

#

It's like saying: Hit = Hit + 1

#

So you read (get) the value of Hit, add 1 to it and store it back (set) into Hit itself

neon warren
#

?

#

like this?

atomic salmon
#

Yes that should work

neon warren
#

Oh yea thx it does

neon warren
#

Marco, since u seem to know shit, how do i make a projectile not count the summoner as a hit

#

if ur running forward, you hit the projectile, which is kinda annoying

#

is there perhaps a way to delay the start of when it starts counting

small moat
#

anyone knows if it's possible to set parameters on a niagara system from an actor's construction script without it also resetting the parameters that were set by hand in-level?

dark drum
neon warren
#

Hmmm

neon warren
#

is there a way to do a 1 time delay before it starts counting

#

so it cant hit anything within 0.5 seconds of being spawned

dark drum
neon warren
#

where?

#

oh nvm

dark drum
neon warren
#

This is my bp

#

Where do u want me to connect it in

#

@dark drum

faint pasture
#

set projectile.instigator to self when spawning

#

check if otheractor == instigator when hitting

#

Or just use collision settings to make the hit not happen to begin with. Or have velocity inheritance so it doesn't hit.

#

Why the 1 frame delay?

neon warren
flat coral
#

ISTG there used to be an option to move parts of a class up to the parent class? Am I crazy?

#

Oh, you can do it on variables and functions but not components? Why?!

austere bane
lunar sleet
# maiden wadi Correct

Idk if teleport even works properly anymore, I feel like you have to use set actor location now, unless I’ve missed something šŸ˜…

austere bane
low glade
#

hey am i missing something? Why am i getting "fail" some times?

maiden wadi
austere bane
sharp void
low glade
#

good idea

#

lemme try

sharp void
low glade
lunar sleet
#

hence the need for storing them in a var - doesn't have to be local tho

sharp void
magic jackal
#

Is there any way to "wrap" a Text Render Component around a mesh? example cylinder?

lunar sleet
#

Cedric's first pin here talks about the pitfalls ^

sweet silo
#

hi there this should be colliding and printing something but it's not.. Any idea what can i do ?thank !

#

this is inside the boxes

#

box setting and spline settgin

sweet silo
# lunar sleet Cedric's first pin here talks about the pitfalls ^

Simply cache the result of ā€œGetFilteredArrayā€ and ā€œPureArrayProof ā€ before running the ForEachLoop inside the event graph. It seems like such a simple fix for such a complex problem, but this really is all you have to do.

Alternatively, don’t make the function pure and simply let the node have exec pins (I advise doing this for anything that is remotely expensive to avoid accidentally running into this issue).

wow i llove this easy fix !

lunar sleet
sweet silo
#

ok tthanks a lot

#

it's not stopping.. and i'm getting this

#

and the cast is not failing either

lunar sleet
#

yeah, means your collision is not set properly

#

check the other object, the box is set to overlap all but whatever you're trying to overlap with it needs to also overlap the box

#

collision is a 2-way street

sweet silo
#

ah yeah i'm confused with overlapping so i should get 2 "overlapp" all OR 2 block all would work as well ? thanks again šŸ˜‰

lunar sleet
#

doesn't have to be overlap all or block all, you can customize it. But object A should be set to overlap object B and viceversa at least.

sweet silo
#

ok thanks i get it

dry sleet
#

dang, TIL

#

that would have been useful the dozen or so times I had to do that manually :(

#

components are pretty complex with regards to serialisation so I guess that's why it's only allowed on simple types

lunar sleet
#

child has all the parent's components, parent only has what parent has. it's a one way deal

lunar sleet
sand warren
#

Quick question guys, how do you replication geometry collection ?

dry sleet
#

Anything that makes restructuring easier and reduces the risk of breaking existing instance overrides is nice to have in the toolkit

lunar sleet
#

I suppose it saves you 2 seconds

#

then again, if you design the parent properly from the start, you'll likely never encounter this

dry sleet
#

Wow, how wise insight

#

Just do things right

lunar sleet
#

hey, never said I don't design things wrong šŸ˜€

dry sleet
#

I'm saying it's nice because you don't have to:
a) Delete the property and remake it in the parent, which feels like it would disrupt existing instances
b) Recreate the property in the parent beforehand, which will automatically rename the old property to OldProp0, and the hoisted prop won't link as you'd want it to

lunar sleet
#

yeah, ok that makes sense if you have a lot of getters and setters you need to overwrite after

cold lion
#

Hi I am a bit stuck here, I am trying to make the health component subtract from the health bar as the player is hit however this setup just drains the players health instantly? what could I be doing wrong here?

lunar sleet
lunar sleet
# cold lion Hi I am a bit stuck here, I am trying to make the health component subtract from...

3 things: 1) if the know the OwningActor has an AC Health component, you can just use get AC Health. If you don't know if it'll have that component, you're going to probably need an isValid check right after that get component function, because if it's nullptr your game will crash (Accessed None).
2) You're currently plugging GetOwningActor into SetOwningActor which is rather pointless.
3) To answer your question, that FInterp is probably completing near instantly, you can right click watch the Updated Health and watch it live at runtime to check

cold lion
#

okay yes I intend to keep the component on the player so far I think this did something because it is not instantly draining but it is also not draining the bar in gameplay. The enemies and the player both share this AC_health component but only the player has the hud, do i need to target the player somehow?

dawn gazelle
# cold lion okay yes I intend to keep the component on the player so far I think this did so...

Some additional things:

  1. Your FinterpTo here is basically pointless. FInterpTo calculates a value between the Current and Target values based on the Delta Time and Interp Speed and is meant to be used every frame. If you're using "Updated Health" as the target but then immediately set "Updated Health" to the output from FInterpTo, that means the next frame it will already be at the target, thus no additional change can happen. What you actually want to do is have whatever is currently displayed as the "current" input, and what value you want it to eventually reach as the "target" input.

  2. If you're using a health component and want this widget to be able to be used by multiple health components, you need to feed the widget a reference to the health component it needs to display information about. In your previous screenshot you were retrieving the health component from the "Owning Actor", but in the most recent screenshot, you just have a reference to a health component, but no indication of how that reference is set.

lunar sleet
#

also SetOwningActor as it is in this latest screenshot essentially guarantees that ref will be set to nullptr (that node should also be removed)

cold lion
#

Okay I understand a little bit better thank you I will go back to tinkering with it

idle vigil
#

this might be a dumb question but is there a way to quickly check if there is some implemented logic in a blueprint somewhere that is located far away from the main cluster?

dawn gazelle
#

What is a cluster?

idle vigil
#

i meant a group of nodes

#

sometimes i delete nodes and there are longer distances left between nodes on the event graph

dawn gazelle
#

Ah, visually... You'd have to look through your event graph listing, and you can double click on the events to find them.

lunar sleet
#

but also maybe don't put nodes so far out zooming out is not enough to find them

dawn gazelle
#

I don't think there's an easy way to get everything back within a certain range either without really messing things up :/

lunar sleet
#

I just cut and paste

chilly crane
#

Is there a way to add the whole locomotion pack from Epic to a project? I've trialed it, and I really love it, so I want the whole thing in my project. Would I be better to wait until 5.5 releases and then get the additional parts that aren't currently available?

lusty shard
#

is there a way to just get the resource variable from the class.. with out getting all of the variables?

maiden wadi
austere bane
#

Oof, good catch. Thank you. Gonna fix that when I get the chance.

maiden wadi
#

If that doesn't work. Make sure you're getting input there correctly with a print or something.

lunar sleet
#

Or you mean just get that specific struct instead of the entirely class defaults

lusty shard
#

Seems inefficient to get all of the variables in the class when I only need 1

#

If I assign the struct to a category, moving it out of "defaults".. is that a possibility?

faint pasture
#

In C++ the getter would be optimized out

#

Dunno bout in BP but there's really no difference

austere bane
# maiden wadi You're teleporting your PlayerState, not the Pawn.

It worked! Thank you so much. Now if I wanted to do this with different target points and different times, how would I go about that?

The idea is that my player will encounter different items as they play, and upon interaction, they will teleport to different spots.

faint pasture
#

it's not like it's in the business of just fetching data and throwing it out. Don't worry about it unless your profiling shows it to be an actual issue

faint pasture
#

put these teleporters in the level and tell them each to use different targets

#

might need to make the TeleportTarget variable public or whatever

lusty shard
lunar sleet
#

I’m not sure it would make a perf difference anyways since the CDO is already loaded that’s just displaying all its values right

faint pasture
#

it either is smart and only actually fetches what you use, or there's no way around it, either way it's nothing

#

the code doesn't say "get defaults, then get me unit cost resources", it's saying "Get me Defaults.UnitCostResources"

austere bane
lusty shard
#

Recently learned about hard and soft references and now I'm more cautious/curious about how I reference things

lunar sleet
#

But yeah otherwise soft refs are nice, especially with DAs

lusty shard
lunar sleet
#

Close

#

Data Assets

lusty shard
lunar sleet
lusty shard
lunar sleet
lunar sleet
lunar sleet
#

Class Default Object

#

It’s like instance 0 of an object when it gets spawned/placed

#

With instance 1 being the actual instance

#

Someone mentioned it somewhere here recently

#

But basically when your object is spawned the CDO instance (ā€œnon-tangibleā€) gets loaded first and then the actual instance

#

If that makes any sense

#

ah yes, it was Authaer, makes sense šŸ˜„ . Here's the actual explanation #blueprint message @lusty shard

iron idol
#

the tool to move objects isnt appearing. anyone know what i might have done?

#

nevermind. i figured it out haha.

empty marten
#

Guys, drawing a blank here. What's the name of the node for use a or b with a string input?

iron idol
#

switch on string?

empty marten
#

No. It uses a boolean to switch between 2 strings and outputs a string

#

It's bugging me cos I need it XD

iron idol
#

ah, my bad. unfortunately I am unfamiliar with that node

empty marten
#

No probs

versed sun
#

Select

#

Select String

empty marten
#

Thank you!

#

Doing blueprints at 2:30am is never a good idea yet I always do it lol

iron idol
#

its a forever curse my friend

empty marten
#

true dat

trim matrix
#

how can i fix this? trying to make a save system, following a tutorial, been doing it step by step, but this keeps erroring https://youtu.be/7gfA-QO5pA8

In this tutorial we will be creating a very powerful and easy to use save system.

Let's create systems playlist: https://www.youtube.com/playlist?list=PLNBX4kIrA68lvWElEzhRaCOtCjZ7L05xv

Join the Discord server here: https://discord.gg/zBeebU7uv3

Support the work of LeafBranchGames on Patreon here: https://www.patreon.com/LeafBranchGames

ā–¶ Play video
high iris
#

What is the recommended, idiomatic UE 5+ way of dynamically switching what an input (pressed, held, etc) does depending on the state of the player? Assuming not using GAS.

e.g. say I'm playing a match-based FPS with a store, I purchase an ability that I can activated with my C key, or maybe I purchase a weapon that goes into my 4 key slot, and it's used by holding that key down.

Should I be using the Enhanced Input System here and let each item do an Add Mapping Context with their specific mappings once the item makes it into the player's inventory? And then if the item/ability is dropped, I remove the mapping context? Or is this overkill for what I'm trying to accomplish?

jade oyster
#

currently struggling with trying to make a line trace that no matter what direction you face it will always throw a line trace down to the ground and i keep running into the same problem of the trace flipping once you change direction and was hoping anyone could give a hand in explaining where im going wrong

lunar sleet
trim matrix
lunar sleet
trim matrix
high iris
lunar sleet
# trim matrix

When/where is this Event Request Load interface event being called

trim matrix
#

ik its messy, i havent cleaned it up yet

lunar sleet
#

I don't see any interface message call to that event there

trim matrix
#

these?

#

or this

undone bluff
lunar sleet
#

what bp is that in

trim matrix
#

player

lunar sleet
#

Christ this is some complex mess lol

#

ok, for now try to mask the symptoms by plugging SaveGameRef into an isValid (with ?) node before plugging it into the Load Data For Requester node (on the isValid execution path)

#

it'll hide the error message if you're somehow trying to access the ref before it actually contains any data

jade oyster
lunar sleet
#

but if you're not setting it properly at any point ,it'll only mask the issue ^

trim matrix
undone bluff
lunar sleet
lunar sleet
#

welcome to shitorial hell heh

trim matrix
#

i put a print string on the not valid and it prints when the level opens 😭

lunar sleet
trim matrix
lunar sleet
lunar sleet
#

or just returned to main menu

jade oyster
trim matrix
#

also after saving, trying to pause agin makes the game pause, but the menu not show

lunar sleet
#

this is why it's important for you to organize your code as you write it, and definitely before showing screenshots asking for help and not later

#

read that and see if you can tell what the issue is on your own

trim matrix
#

save game isnt connected to target?

lunar sleet
#

my guess is Save Game is supposed to be connected to save game ref

trim matrix
#

nope wont let me drag it in there

lunar sleet
#

sec let me find this game saved

#

where is GameSaved implemented

#

the interface event

trim matrix
lunar sleet
#

no, it's ok, I'm watching this shitorial to see what crazy stuff this guy is teaching you, brb

lunar sleet
#

I was looking for GameSaved which apparently is an event dispatcher inside the GI

trim matrix
lunar sleet
#

idk why he's using multiple bp comms here but eh

lunar sleet
#

can't really blame you because the guy uses cast, dispatchers and 2 interfaces to confuse tf out of everyone including himself at one point in the video.

#

anyways, you missed actually setting the SaveGameRef before calling the Game Loaded dispatcher, or interface, whichever one he picked there

#

in your screenshot you just straight u plugged the into those calls, which means SaveGameRef was left as nullptr

#

hence your AccessedNone errors

trim matrix
#

ah ok ty lemme test 😭

#

ok, so now that worked, but it kinda broke my pause menu 😭

#

it still pauses when u hit pause, but the widget no longer shows

lunar sleet
#

that's a different issue

#

go back to the video to the widget add/remove from parent and find out what you missed. I've suffered enough watching this guy overcomplicate everything lol

trim matrix
#

😭 i get it lol ty for the help

lunar sleet
#

my advice is watch the pinned video on blueprint comms in full. It's pretty long but you'll actually understand what all these interfaces, casts and dispatchers do so when you see these dudes getting lost in their own shitorials using a dozen functions and 3-4 different comm types just to call a save game, you'll know to steer clear from them

dark cedar
#

my blueprint isnt working can comeone dm me and help

lunar sleet
#

better to just ask the question in here, and provide relevant screenshots if necessary

warped juniper
#

I have a small issue regarding setting velocity on the CMC
I have a timeline that sets a constant velocity of X over for 1 second. So the expected result would be that total movement is X, right?
So far it's only getting around 70/80% of that value... I have tweaked the braking, friction, gravity paremeters and its just not working out.

#

This is the node setup for the movement in question.

dark cedar
#

Trying to make a top down pawn/camera be able to be swiped and zoomed, from mobile.

lunar sleet
dark cedar
#

first one is event graph

lunar sleet
#

you're casting to the wrong controller for one

#

you need to cast to YOUR PlayerController not the base because getPlayerController gets you the base, hence the note

warped juniper
lunar sleet
# warped juniper Well I wanted to do set the velocity over X time

yes, so make a float track, set it to X. Make 2 keys, one at 0 time with value of 0, one at X time with value of 1. Name the float track Alpha (so you can understand what you're using it for). then go back outside the timeline, add a Lerp node. Plug the Alpha track into...the Alpha pin. Then either type in the values of A and B manually (these will be your start and end velocities respecitively), or plug in variables that contain them. The only thing you don't want to do is try to change the values of A or B while the timeline is running, those need to be fixed. The end result of the lerp should be plugged into your set velocity on update.

lunar sleet
#

also, what is the problem you're experiencing with your bp, specifically?

dark cedar
#

no experience BP

#

2 years c#

warped juniper
lunar sleet
# dark cedar no experience BP

ok, start with "Your First Hour in Unreal" on the Epic portal, then watch the blueprint comms live training at the bottom of the pinned posts in this channel

dark cedar
#

Will do but before I do that could you help me fix this so I don’t feel like I wasted 3 hours 😦

lunar sleet
lunar sleet
warped juniper
#

Yeah a static velocity for now

#

Currently it should do that

#

But 100 velocity per update for 1 second only goes as far as 87 ish when done in the air

dark cedar
#

So first off the swiping/moving around is glitchy and the zoom doesn’t work at all

warped juniper
#

And 67 ish on the ground

dark cedar
#

Let me get a clip to show you

warped juniper
#

No friction or grav at play

dark cedar
lunar sleet
#

well you're multiplying the forward vector by that dodge value, did you right click watch each of those values to see what actually comes through? @warped juniper

dark cedar
#

Just kinda asking how you would do it

#

And then I’ll go learn the basics and stop embarrassing myself šŸ˜‚

limpid osprey
#

instead of something silly as this solution, is there a way to use some sort of event dispatcher to get the event when the character movement switches the falling state?, so I don't have to check each interval

warped juniper
lunar sleet
# dark cedar Just kinda asking how you would do it

camera movement can be complex and it involves doing some hard math. All I can really tell you there is that it looks like your camera is going back to the original value, so there's probably something wrong with your math. Can't tell where exactly you went wrong at a glance, sorry

warped juniper
#

It lets you add an enum switch based on the new and previous movement mode so it should work to do this.

lunar sleet
dark cedar
lunar sleet
warped juniper
#

Think I found the error

#

Braking deceleration throws it all off

lunar sleet
#

ah fun

limpid osprey
warped juniper
# lunar sleet ah fun

Yeah now I need to create a function to set it to 0 and set it back. Not hard at all, just another little consideration

#

I also want to figure out a way to remove that last tick memory though...

lunar sleet
#

tick memory?

warped juniper
#

The CMC has this thing where when it goes from forced velocity to no velocity, it "remembers" the velocity it had last tick, and attempts to inherit some

#

This results in a single tick having a teeny tiny amount of velocity even if you don't want it to.

#

The higher the frame rate, the more likely it is to be last for more ticks

#

This is the output log for the distance traveled by the actor (has a break as soon as all of the timeline is finished and returns exactly 100 along X)

limpid osprey
warped juniper
#

And this is the log for the exact same logic and scenario, but without a break.

lunar sleet
#

You can also force another SetVelocity on Finished if needed

warped juniper
#

I wish that worked, but sadly not.

#

Adding another set velocity at any point doesn't erase that memory velocity

#

Changing ground friction also only marginally improves it... Any non 0 friction has the same value

#

At the very least, the behaviour is fully consistent

limpid osprey
#

is it planar, no gravity?

warped juniper
#

I'm using it with gravity, but no reason it couldn't work without

warped juniper
limpid osprey
#

so if I understand correctly, your character doesn't move the expected distance that would result from a simple velocity * deltatime?

warped juniper
#

It does move with deltatime. The CMC velocity system implements it by default

#

In the CPP part of the code you'll find that on each update it translates the actor by Velocity * Deltatime.

#

As such you don't need to multiply it yourself

limpid osprey
#

with deltatime I mean an arbitraty deltatime

#

distance = velocity*time

#

but some some reason your distance is not equal to velocity*time?

warped juniper
#

It's just a name really

#

It says distance because the timeline is 1 second long

#

Since what I want to test is the ability to get exact distances

limpid osprey
#

so your goal is to get the distance a character has travelled?

warped juniper
#

No, it's to make them travel exactly the distance I want.

limpid osprey
#

is it going along a complicated geometry, not planar?

#

if that would not be the case you could just set actor location I guess

high iris
# lunar sleet Doesn't sound like overkill. If you want, you could do what the FPS template doe...

Ok, took a look at the FPS template, thanks for the tip! The bit I don't grok yet is how I can handle the situation where I have multiple weapons in my inventory that all have the same Mapping Context, let's say IMC_Weapons in this case. I don't want these actors destroyed when unequipped, but I do want their events for handling the input action to be dormant until they're equipped again.

So the bit I'm not fully getting is how do I tell the Enhanced Input System "hey, forget those events from the weapon we just unequipped, don't activate them when their inputs are triggered, instead activate the on this other weapon I just equipped that happens to have the same mapping context"

E.g. when switching from knife to pistol to rifle to bazooka, they'd all have to respond to LMB. In theory I could create a distinct mapping context for each weapon, each with its own LMB, and Remove + Add a mapping every time I equip a new weapon, but that sounds pretty laborious?

lunar sleet
#

Realistically you should only need 3 contexts though at most

#

Maybe even 2

#

Single fire weapons and the knife can all just call an Attack event on the weapons’ parent class off the Started pin - event that is customized differently in each child class

#

Rifle auto/single fire would need a hold trigger with triggered and cancelled pin nodes tho, so I’d just do a different one for that

high iris
#

Roger, thanks for that tip, I think I follow. I'll investigate further in that direction you suggested.

young meteor
#

Hey folks

I have a track built of sections that could be straight or turn.
I currently define a Spline by adding a point at the center of each track section using their Transforms (Red dot + arrow).

I would like to curve this spline more smoothly and therefore I'm trying to get the position of the green dot in the picture.
I can't seem to be able to do this. I have the Transform as a relative position in the "Track Blueprint".

I'm not sure if I can just get the position of the Red dot in the screenshot and add a Vector to it? (using Vector add node, and adding - 50 for x (up and down), and 50 for y (left to right))
This does not seem to get me the right position.
What am I doing wrong, or what should I do instead?

lunar sleet
young meteor
lunar sleet
#

How did you end up solving it?

young meteor
#

Adding a rotation to the transform (135 degrees) getting forward vector and multiplying by whatever distance I want.
Then adding that to the original Transform location

lunar sleet
#

Nice

young meteor
#

Thank you for your math channel input though. Could easily have been the way to go.

lunar sleet
#

Np, next time you’ll have a better sounding board at least šŸ˜€

brave jackal
#

Hi, why doesn't it have Shoud Do IKTrace?

young meteor
#

Not sure if it is a stupid question but I'm trying to make my enemies turn smoothly.
I can set a rotation rate from the Character Movement, but that seems to only affect what the mesh/Character is facing. Not in which direction it moves. So if I give it a low value and it does a turn, the new trajectory of the movement is instantly set still, and the the character slowly rotate to face the direction it is moving.

How do I actually set a rate for how quickly it can change movement trajectory?
Trying to get a smooth movement where it has a turn radius bigger than 0.

If you imagine a car for example, it would be weird if it instantly changed direction 90 degrees to the right, and then the car slowly rotate to match that new direction over time.

dark drum
# brave jackal Hi, why doesn't it have Shoud Do IKTrace?

Hoover over where it says error, it'll tell you the issue. As for why Do IK Trace isn't an option, if you select the node, you can choose which inputs are present on the node. The options are based on the selected control rig to use.

brave jackal
#

I just copied from Manny's animations

dark drum
dark drum
brave jackal
proper flower
#

Hi, I'm working with asteroids.
The problem is that I need to shatter these, and I'm using an exchange function that works in this way:
once static mesh is hit, disable it and enable geometry collection(the same actor but hidden and no physics initially) then apply radius impulse.
The problem is that even if the asteroid is hit( comfirmed by print string) and scattered away, and mesh exchanged, the damage does not trigger the shattering that is set to 5000, the same as radial force.

#

any feedback?

bright stratus
#

hello, is there a way to enable/disable keyboard/mouse or gamepad only? like if keyboard is enabled gamepad is disabled etc. šŸ•¹ļø

frosty heron
#

Though I don't see the benefit for going extra mile to restrict players

bright stratus
frosty heron
#

I don't know such settings

bright stratus
#

ok, thank you!

tawny patio
#

Can anyone help why this doesnt allow me to turn on/off the pause menu by pressing Escape?

frosty heron
#

What you want to do here is have a variable of your widget type. Check if it's valid.

If not valid ,create one and set the reference. Otherwise just show the pause menu and pause the game.

#

Also don't cross pin and make your code less of a spaghetti as much as possible

pastel rivet
#

is it possible to move a custom event which is call in editor, to another category than "default" ?

frosty heron
tawny patio
#

Like this ?

frosty heron
#

better but you want to pause on IsValid as well, otherwise you will only pause once

#

also I would advice to not use flip flop for production code. They can be fine for quick prototype but you should use boolean instead

#

because you cannot change the state of the flip flop, they are stored internally

#

Picture turning flashlight on and off with flip flop. But now you want to exit the game. How can you save the state of the flashlight?

pastel rivet
#

another question, is it possible to rename or set a name before spawn on an actor? Its for the outerliner name

quartz arrow
#

How can I get the exact center of the viewport?

#

When I use "Get Viewport Size" node and divide it by 2, the coordinates are anywhere else but not in the center

frosty heron
pastel rivet
frosty heron
pastel rivet
#

Yes, thats the intention šŸ˜› Its a tool for designers

#

i can share incase someone else wonders

frosty heron
pastel rivet
#

Make a editor utility blueprint, and insert this into the construction script.
Make the variables instance editable and expose on spawn (Dont know why both, but for some reason it doesnt refresh on the spawn actor we gonna make next unless you check both)

(Second image)
Now in your BP, just make a simple spawn actor, select the editor utility blueprint and connect the variables you want to be changed before spawn and remember to destroy on the end.

tawny patio
#

Did some googling and found this to work for me, using "execute when paused" on the escape key

narrow sentinel
#

Anyone know how to do this ?
I want to set that value after I call the editor Utility function

dreamy mountain
#

hye, what node can i use to swap from one camera to another? i tried view target blend, but it doesnt let me connect a camera component to an actor node

quartz arrow
#

@frosty heron thanks, it worked!

frosty heron
dreamy mountain
#

the actor has 2 cameras though

frosty heron
#

deactivate the one you don't want and activate the one you want to blend to

dreamy mountain
#

didnt even know that was a node, thanks

bright stratus
mild jacinth
#

can someone explain to me how this works. I think its similar to that of function input. I see some values being passed from Input Pose node to Base Layer Input.

small moat
#

is set simulate physics on static mesh busted? trying to use it from a construction script, when setting it to true the variable properly changes but when the construction script reruns and sets it to false it stays true

atomic salmon
#

It may be missing its collision volume

small moat
#

setting it in the detail panel lets me switch between true and false, regardless of what the construction script's trying to set it to

atomic salmon
#

the question is whether it properly simulates or not

small moat
#

it does

#

falls, moves around, etc

atomic salmon
#

are you changing its collision profile as well?

small moat
#

this is all that happens in the construction script

atomic salmon
# small moat

It may have something to do with the fact that you have a GC nested under a StaticMesh. Can you try to temporarily remove the GC and act only on the Static Mesh to see if that part works.

small moat
#

doesn't seem to change anything

#

I tried with a brand new actor with just a static mesh and a bool changing simulate physics in construction script, still the same result
it also unparents the component when ticked for some reason

#

this is on 5.4 fwiw

atomic salmon
small moat
#

it does simulate in game

atomic salmon
#

So if the construction script sets it to simulates it simulates, otherwise it doesn't?

small moat
#

when first added to the level the actor won't simulate
when ticking enable physics by default it simulates
when unticking it, simulate physics stays enabled and it still simulates

atomic salmon
#

even if the construction script sets it to not simulate?

small moat
#

yes

#

I can directly disable Simulate Physics on the actual component to stop it from simulating though

#

(only if Enable Physics By Default is also unticked)

atomic salmon
#

of course. so it looks like whatever it is in the Details panel overrides your construction script

small moat
#

not necessarily
if Enable Physics By Default is false it'll override it
if it's true, trying to untick Simulate Physics Won't work (the panel will refresh but it'll stay true)

#

basically the construction script can set simulate physics to true, but seemingly just does nothing when it should set it to false

atomic salmon
#

ok I see. I had this before but I forgot what was causing and and how we solved it...

#

I will try to retrieve it

small moat
#

thank you

trim matrix
#

i have this setup for my players health, the default value of player health variable is 8 should be full health then, but when the player starts from a new save file, their health bar is empty but they can still play

#

how could i fix that?, i want when the health bar is empty they die, and the coins still increase health

empty wasp
#

Normally, widget match cube scale, but i need widget to match its content, so i checked draw ar desired size and size of widget is perfect, but when i play it it seems that cube behind it is too small. I want a cube to match size of widget. I tried everything but problem with units it above my head, cube is in unreal units, and widget is in pixels. how can i match size of cube to widget.

trim matrix
faint pasture
#

try move the get and cast to the binding, see if that fixes it

#

if it does then that's your problem, widget doesn't have a character to set as ref when it's made

trim matrix
#

move the cast into get percent?

faint pasture
trim matrix
#

like this?

faint pasture
#

does that work?

trim matrix
#

no

sand bloom
#

I feel like that should have worked in the first place, without casting every tick which you really shouldn't do afaik

#

are you sure the division isn't causing issues?

#

you can put down a print string to see what your math is doing

trim matrix
#

it prints when the level opens

faint pasture
faint pasture
lime yoke
#

I need to check out how many actors of a class is currently spawned but I don't need to use them / call functions from them. Instead of using the actor class of my player character (BP_MahouUnit) I was thinking about getting all the actors and filtering them by the tag PLAYER, that way the array doesn't contain information about the playercharacter avoiding extra references. Is this more efficient or am I wrong?

trim matrix
#

when i load into a level not going throught th main menu, the health bar is full. when i start a new save from the menu the health bar is empty

faint pasture
sand bloom
faint pasture
lime yoke
trim matrix
#

its both, bc when i collect a coin (which is set to increase health) its fills the bar if i collect enough of them

faint pasture