#blueprint

1 messages · Page 242 of 1

faint pasture
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Use print strings and check your numbers. Tick, print health, print Max health

lime yoke
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Got it. Thank you!

opal nest
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I've used a branch to make sure the function will not run if the player is jumping or double jumping in the Enum Mobility State, however while jumping or double jumping, it still prints "sprinting" and the fov scales up how I set it to when sprinting, Another problem I've found is while the player is sprinting, it continues to sprint after i've jumped

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Im using Enums here btw to track the players current mobility state e.g walking, sprinting, sliding, jumping or double jumping etc

main lake
opal nest
hearty moss
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anywhere inside the function where the execution stops, it will still return and continue whatever is outside the function

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which is why the fov is changing for every enum

opal nest
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I dont think I'm understanding here, Wdym its not returning anything of value?

hearty moss
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the function should be returning something you can use to decide whether or not to do the fov scale timeline you have

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what its doing atm is fine, you just need it to return a boolean so you can use it for a branch right before the timeline

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e.g for all states you want to affect the fov, you connect it from the switch node to a return node (with boolean) set to true

tropic peak
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Does anyone have any experience in implementing non-physical vehicles? Chaos physics vehicles is a total overkill for what I need, and I'm not sure which approach would work better for implementing a motorbike - **FloatingPawnMovement **(component) or CharacterMovement (component).

opal nest
hearty moss
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you dont need to promote the return value to a variable. it adds a red circle you can plug straight into a branch

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think of the function input as asking a question, and the output being the answer

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so yes, thats what it should do, except you wont need to change anything back to false, since you dont need to store the return of the function anywhere

opal nest
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So as such?

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(Took me too long to figure out how to do this LMAO)

hearty moss
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you dont have to connect a variable to the return node. it should have a toggle box that lets you set what the return value is

opal nest
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By default it does not

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After I delete the can sprint, it does have a checkbox so I'm assuming thats what you mean

hearty moss
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yes

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so anywhere you want to be able to sprint, make sure it returns true

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anywhere you dont want it to sprint, you dont need to add a return node (though its good practice to do so anyway)

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now your function should return a boolean which you can connect into a branch before your timeline

opal nest
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So it would be wise to just put this in the other BP instead, and have the function just return true?

hearty moss
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there are a couple of ways to do this. your setup is fine as it is, but if you wanted to do that you could make the function a pure function and use a select node instead of a switch, and return both the desired speed and the boolean you made

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id just keep what you have atm since its efficient for what you want

opal nest
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Alright, I'll see if it works

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Okay so it partly works, I jump/dble jump, It doesnt sprint the first time, However after I press the jump button twice, it still sprints mid air, and the enum prints that its state is currently sprinting too

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It also shifts back to walking too

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Which isn't surprising because I set it to do that once the action is completed

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Instead I think it should check if its back on the ground instead of when the action is completed

hearty moss
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remove the branch inside the function if you haven't already

opal nest
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This is what the function looks like currently

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Accidentally put sprinting to return can sprint as false on the switch

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This seemed to have fixed all of the bugs, it no longer sprints in the air etc

hearty moss
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it would make it easier for you if you had a single print string for the mobility state on tick

opal nest
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thanks for suggesting that

hearty moss
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i believe the "completed" happens only a single time after the release of the control

opal nest
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I believe it was because I was spamming it so it was completing multiple times, didnt actually check if the person is on the ground before changing the state back to walking

hearty moss
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right, i dont know the rest of your bp so im sure you have it set somewhere else too

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but if you do encounter a bug where you keep the sprinting speed it will probably be from that branch

opal nest
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Thanks for the help

hearty moss
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no worries, i hope you learned a bit more about functions from the return node thing!

opal nest
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I certainly did

sweet silo
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hi ! how can i make it so that i don't get alot of "accessed none"

lunar sleet
sweet silo
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oh amazing thanks a lot !

trim matrix
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is there a way i can make camera zones that are box triggers that control the zoom of the camera like if an area of a level has something i want to display in full like an image for a puzzle, etc, have the player enter the collision box and have the camera switch to the camera zone camera until the player leaves that camera zone, either returning to the main third person camera or at another zone

trim matrix
# trim matrix is there a way i can make camera zones that are box triggers that control the zo...

Here's how to create a spline-based camera system for your side-scroller games in Unreal Engine 4 and 5. The camera will follow a spline path that you can create in your level.

Get access to the project files and more on my Patreon: https://www.patreon.com/MattAspland

#UE5 #UnrealEngine5 #UE5Tutorial
___________________________________________...

▶ Play video
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kinda something like this, but in 3d

shut wigeon
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Hello everyone,
we have the problem that the grass we generate via the landscape material is loaded into the game in batches. In a shipping build, the server and client are already spawned before the landscape grass is fully generated. I’m wondering how other games hide this?

Is there maybe a delegate that we can register for when all patches of the landscape grass have been generated?

Here is the method we use to generate our grass: https://dev.epicgames.com/documentation/en-us/unreal-engine/grass-quick-start-in-unreal-engine

Attached is a short video showing the issue we're facing.

Epic Games Developer

Learn how to add Grass textures to a landscape.

prisma forum
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I have a flashlight the player carries that has a spotlight attached to the front, and a cone static mesh which is invisible but calls InFocus and OutFocus on ComponentBeginOverlap and EndOverlap using a blueprint interface. My problem is, whenever the player is moving, the ComponentEndOverlap is called, even when the cone is clearly overlapping an actor with the interface. Also, sometimes when the cone is overlapping an actor, it repeatedly calls EndOverlap, without first calling BeginOverlap. Any ideas how I could resolve this?

empty marten
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I just saw the video and I want to play the game lol

trim matrix
empty marten
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What even is that game in the video?

trim matrix
empty marten
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Hey peeps,
Why is it if I try and change the brush using the top part in red, I get the errors in the bottom part in red but if I try and use the method in blue, it works fine? What am I missing?

zealous moth
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is there a way on begin overlap to get an event for when a camera component out of the character gets overlapped?

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this and the inverse fails:

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it will overlap the capsule but ignore the camera altogether

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fixed it! 🙂

distant grotto
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is there a way to get an array of instances out of the instanced static mesh component?

chilly crane
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With the Game Animation Sample, what needs to be applied to obstacles to allow the player to vault over them, climb up walls, etc. And what are the limitations to this, like can you only climb up a certain height, or will it keep looping so you can climb as far as you want?

Also, given that the Game Animation Sample comes with a standard licence, it can be used in commercial distribution of games running on UE5?

dawn gazelle
flat coral
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Anyone else wish we could have vertical lines in BPs?

rancid hull
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in my anim bp my apply additive makes my character grow but when i dont use the additive it workds fine any thoughts?

iron idol
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If you divide an integer will UE round the number? Will it even work?

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for instance if i divided an integer by 1.2

deep drift
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Hi. Hopefully someone can push me in the right direction.
I have a BP_Projectile (default from the FPS scene).
I want to change its color every time I enter a trigger box. I know how to change it in Material Instances etc.
Problem is: there is no BP_Projectile on the scene before it is spawned so I can't tell it to change its color. How do I approach this? How do I reference something that doesn't yet exist?

rancid hull
iron idol
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i kinda figured

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is there a node for rounding to an integer or converting to integer

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lol nvm i should have just searched round in BP

rancid hull
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i would use the ceil node

iron idol
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i assume it rounds the number?

rancid hull
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it takes a float and rounds up or down to an int

iron idol
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Yea. I should have looked harder. I appreciate the answer.

rancid hull
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np

thorny forge
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Hey guys anyone know if it's possible to load a specific sublevel from within a persistent level please?

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Basically I want the code to say "load <persistentlevel.level-5>"

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or something

rancid hull
dawn gazelle
rancid hull
thorny forge
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I think that only lets me select 1 level to load

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I'm talking like I'm outside the persistent level altogether and I want to load into a persistent level + specific sublevel

rancid hull
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Use the Open Level node to load the persistent level.
Once inside the persistent level, you can trigger the loading of a specific sublevel using Load Stream Level

thorny forge
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So let's say my game have 3 persistent levels for different reasons. If I'm in persistent level 1 sublevel 1, from that place I'd like to press a button that loads into persistent level 2 sublevel 5

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@rancid hull I appreciate the help but that doesn't really work. If I do it that way, then everytime I load that persistent level it will always automatically load the other sublevel

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where as I need it to always loads into level 1 by default

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sublevel1*

rancid hull
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can you just set the persistent lelvel to be the default map or would that not work

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then do Event Begin Play Load Stream Level

rancid hull
thorny forge
rancid hull
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mmm tricky im not sure then sorry.

thorny forge
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it's ok

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I'll keep working at it

rancid hull
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Good luck

thorny forge
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Thanks 🙂

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to be honestly now I'm trying to figure out why my persistent level automatically loads a specific map (level1) without it being told to in a level blueprint

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hmm

wicked cairn
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Has anyone approached using a zone system where when the player overlaps a custom collision for an area, their weather changes to that zone they overlapped? I’m wondering if there’s a way to make a collision wall in an actor that can be customized from the base, like maybe using the custom shape geometry mesh or something

chilly crane
thin panther
rancid hull
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mb

thorny forge
# rancid hull Good luck

Got it figured out, I made an initialise level BP that stays in the persistent level and checks whether I entered via chapter button or not

faint pasture
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Enter box -> change color var

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SPawn projectile -> tell it what color to use

iron idol
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do we need to upgrade to 5.5 to use quixel assets now?

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it says my plugin is out of date and directs me to updating UE

formal dome
iron idol
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Thanks.

slow steeple
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Hello,

I want to make a combat system where the Ai reacts to their opponents hit direction. So if the player hits left then it blocks in
that direction. If they attack left but a bit lower, the blendspace would blend according to that. My problems are:

How do I dynamically pass the changing hit direction to the enemy when the player moves their camera, strafes, jumps, gets knocked back, whatever would
change the angle of attack so that the Ai could react dynamically during the swing of the sword? I have method of tracing the sword but it doesnt
predict the future swords path, which im not sure if would be necessary or even a good solution.

How do I implement a blendspace that could blend according to the dynamically changing vector?

Even if you don't have a solution, advice would be helpful, thanks.

lunar sleet
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Mind the crossposting

solemn parcel
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Anyone know where a good place to start to learn how to create a Match 3 game by using Blueprints would be?

mellow coyote
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hey quick question, im having some trouble with the death functionality. after it finishes, the dummy gets back up instead of staying down. Has anyone else run into this issue or know how I can stop that from happening?

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the dummy doesnt stay down he just stands up been trying to debug this for days

lunar sleet
frosty heron
alpine oracle
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Problems With Multi User Dev

Hey guys me and my friend have been having a couple issues with Multi User Dev on Unreal Engine 5.2.1, my friend is the Host of the server. First off, everytime i change something on my end he'll experience a quick freeze for a couple seconds, this makes editing the same map and working on really anything together basically impossible. Next, for some random reason after a while of working together, it will be like our versions desync and when I go to save it will get rid of everything that he has worked on and only save my progress. If anybody has any solutions to this I would appreciate it very much.

frosty heron
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If you haven't tell it to stand down, it's not going to stay down magically.

mellow coyote
frosty heron
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To make montage section you will have to be in the montage

mellow coyote
frosty heron
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It's just a section you can define. This way you can have a section playing forever.

mellow coyote
frosty heron
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I would drag it to the end of the frame

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Also make sure it's looping. Hit the check box and select loop

mellow coyote
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it doesnt seem to loop the last part

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hold on ill record it

frosty heron
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I already told you how to loop

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Yeah you didn't loop it

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You just define a section, it's not gonna do anything

mellow coyote
frosty heron
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Read above pls

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The check box next to default -> loop -> checkbox

mellow coyote
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OH SHIT THERE IT IS

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sorry for the trouble man

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thank you so much man

mossy skiff
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Hello,
I'm a newbie and have a question about Actors and structure:
If I watch some tutorials people often create something like BP_Base_Something for their different requirements.
Lets say I've BP_Base_Pickup and BP_Base_Interactable and want a child inheriting from both, how would I do that?
Or do you structure it different anyways

dawn gazelle
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A pickup sounds like it would be an interactable.

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BP_Base_interactable -> Things like light switches, doors, drawers, computers.
BP_Pickup -> Inherits from Interactable, made for things that the player can "interact" with to then get that object in their inventory.

mossy skiff
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Thanks for your reply.
I thought about that as well but wasn't sure because I built both systems as actor component and to have them decoupled I wasnt sure if I should inherit the base from another base related to another ac.
And I was also worried that I get a lot of overhead if I create more and more "bp_bases" for different requirements.
Do you usually have one "master" then ?

dawn gazelle
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How you structure your code is ultimately up to you, but if things can share a common hierarchy due to similar functions & variables, it's generally better to use inheritance. You can still use inheritance with components and subclass them as well.

tiny tundra
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Any idea how I can add these items (red) to the array highlighted in blue? In the editor, not during runtime

mossy skiff
tiny tundra
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...as far as like - dragging and dropping into the fields on the right, somehow (or something to that effect). Short of setting up a flow of adding them all through a blueprint sequence

dawn gazelle
young meteor
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Hey folks

I'm trying to move some actors along a Spline but I'm getting a weird result right now from setting their Transform on tick. (see video)

I think it would be better if I could do some sort of interpolation along the Spline instead anyway to optimize performance.
Is there such a node/setup?

I don't want to interpolate between two points on the Spline because then it would cut corners etc.
I want to move the actors along the Spline.

tiny stag
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hello everyone

I'm new to Unreal engine. I want to change the scale, rotation and location of a blueprint actor with editable number from widget blueprint.

I tried looking the internet for help but didn't find any.

dark drum
young meteor
dark drum
young meteor
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What do you mean?

If I don't call the function I showed they just "stand" still.

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Not sure if it is "height" related.
As in I could be spawning them in or above the ground and they try to pop up/down after transform setting?

dark drum
young meteor
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Default Land Movement Mode is set to "Walking"

dark drum
young meteor
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Just did a + 150, but didn't seem to remove the problem.

dark drum
young meteor
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It wants a Target

dark drum
young meteor
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Oh, my bad

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It works better now but still not great. Recording.

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I'm an idiot. Had Tick interval set to 0,1 sec

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Sorry

dark drum
young meteor
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I've set it to none since this would be the new "movement"

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I have a minor thing with setting the actor Transform since I can see that tilts the whole actor, and healthbar is tilted (moved a bit) too.

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Guess I can set the actor location and mesh rotation seperately.

nimble wasp
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A parent BP gathers pawn data. How do I access that in a child? I can't change the parent to make that data a variable.

steep cypress
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So close to finishing my game but I stupidly upgraded to 5.4.
Now my project stutters/lags after working for 5 minutes. Then if I build all levels, it fixes temporarily until I do a bit of work.
If anyone can help with this I'd be eternally grateful and get you a coffee or something, it's so frustrating

dark drum
dry sleet
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I find those often hog a lot of memory and VRAM, closing them helps me.

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OTOH it was like that before 5.4 as well.

steep cypress
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Off the top of my head, dont think the stuttering will occur until blueprints are opened.

I've tested the STAT UNIT but it's hard to know what to do with the information. For example, it said my texture memory was at max. So I increased it by 1GB just for the texture size and max to both go up to the new number.

Is there a clear way of reviewing memory and vram?
I've got the overlay for memory on my screen. But I don't know how to debug from there. For example, it's quite a small game but it had like 150,000 objs. But building all levels, the game and blueprints still run fine for a time with that many objs.

Sounds like I need to read/learn what the profiler does and how to understand its results

dry sleet
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Are you getting Texture streaming pool over budget or Video memory exhausted errors, then?

steep cypress
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No errors, just a lag in gameplay. Like blueprints are so laggy it becomes unworkable

dry sleet
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It's not an error as such but it shows up in the viewport

dark drum
steep cypress
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Thanks guys, 2 minutes

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happy to screenshare as well?

dark drum
steep cypress
dry sleet
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Yes, in the top left

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In red

steep cypress
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no lag:

dark drum
steep cypress
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Gotcha

dark drum
zealous moth
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wow game and GPU are higher than usual

steep cypress
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will let you know shortly, im working until it becomes broken again but seems to be okay for now... typical!

dry sleet
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hah

dry sleet
dark drum
zealous moth
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is it? aren't you all getting 240 fps???

dry sleet
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lol

zealous moth
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i'm pulling your leg but yeah could

dark drum
steep cypress
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here we go:

zealous moth
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you can lift it up iirc, but packaged games need an explicit cap unless you want to make the CPU catch on fire at 1000 fps

dry sleet
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Ouch

zealous moth
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game, so it's something on the cpu logic

dry sleet
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And what does stat game display now?

steep cypress
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It'#s starting at 120 going down to yellow/green and repeating over a 2 second cycle

dark drum
# steep cypress here we go:

Ooof, it's the game thread. :/ It's some logic somewhere (could be multiple places) in you're BP's. You'll need to profile unless you only happen to have 2 or 3 BPs to checkhaha.

dry sleet
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But it's while in-editor?

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From what I understand?

steep cypress
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it appeared to begin, when I added some random nodes to the blueprint. Almost as if there was a cap in the memory and it got to full?

slate scarab
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Is there a direct way to control the IK Goals via user input? I'm struggling to find a way for direct natural limb control while using the benefits of the IK system. Two Bone IK is not satisfying enough

dry sleet
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It's very likely that your memory has been exhausted and it's doing page dumps

steep cypress
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Everything working very smooth, then I add 5 branch nodes and boom

dark drum
dry sleet
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Very strange and nasty, it might be something with the graph editor then I suppose

steep cypress
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not sure if im loading a massive amount of objs from somewhere? This is a small, shop sim type game:

zealous moth
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branches shouldn't cause this

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do a binary check

dry sleet
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Ah, I think I have a hunch

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You probably have a very large dependency chain on something

zealous moth
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remove half of the stuff and see if it improves until you find the cause

steep cypress
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It's not branches specifically, it's adding anything to the blueprints. Then when I build the level it fixes, until I add some more nodes

dry sleet
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And when that asset is loaded it loads a huge amount of data into memory, filling it up.

zealous moth
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dependency? it should all be loaded into memory as soon as the level loads, it shouldn't cause stutter

steep cypress
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This is the clincher, build all levels fixes this temporarily. And from my reading one of the main things that does is cleanse memory

dry sleet
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The asset you're working on -- if you right click it and select "Size Map"?

steep cypress
zealous moth
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widget???

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wait, how many widgets do you have active? the cap should be around 74

zealous moth
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branches are binary all or nothing. terminal branches on tick don't affect performance at all

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can you share the branches

dry sleet
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Well again it's my understanding this lag happens while in editor?

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Not in play mode

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Right?

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So any lag can't stem from BP logic

dark drum
steep cypress
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I didn't explain very well but both to be honest

dry sleet
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If it happens in editor that's the important thing

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Because then your BP flow isn't the culprit

steep cypress
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Fires some very simple movement logic

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Normally its my code but I think on this one it's my hardware and unreals technical side xD

dry sleet
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My two crowns is that it's because of linker dependencies

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Things like that hard class ref there cause a dependency, so this class (that you're in) needs to load DoorTargetBlueprint before it can be worked on.

dark drum
dark drum
dry sleet
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How do you know the scale?

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That sort of thing can cascade -- before you know it you have almost the entire game loaded into memory at once.

steep cypress
dry sleet
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And if the memory is exhausted you'll get page dumps.

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How much RAM do you have, btw?

steep cypress
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Lag fest seems to occur when I add anything to the game until I do a "build all levels"

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I'll check its working but 32gb

dry sleet
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Plenty!

dark drum
steep cypress
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So check the profiler and maybe I can figure out if my memory within unreal is getting too much?

dark drum
steep cypress
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or does frame/game being red tell me it's GPU related

dark drum
dry sleet
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Well, if it's happening in-editor I highly doubt it's anything to do with BP flow

dark drum
steep cypress
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"build all levels" temporarily fixes the issue until I add more stuff into the blueprint or level editor

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That's why I think memory?

dry sleet
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That's where I'm getting my hunch from as well.

dark drum
steep cypress
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Some small context, don't know if it's helpful: my game instance is never changed or altered but each time I press play it ups the appendix on it.
there are some red cross icons on some of the lights

steep cypress
dry sleet
dark drum
dark drum
# dry sleet Depends on the size of your page file, doesn't it?

Unless you have a fast SSD its not always fast enough compared to RAM and causes some error. UE doesn't like having to wait around haha. You also have to remember, unless you actually use all the RAM it's not going to use the page file. (Which he clearly isn't)

dry sleet
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Sure, from the looks of things there's plenty of spare memory.

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But if it's not related to game logic, and running the GC (from the looks of things) fixes it, I don't know where to start drawing conclusions?

steep cypress
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GC pardon?

dark drum
dark drum
dry sleet
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It's obj gc for running the GC, right?

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Just for my peace of mind, next time the problem occurs, try running that?

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(instead of Build All Levels)

steep cypress
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sorry amigo, didnt fix it

dry sleet
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Then it's something else!

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Just listen to pattym lol, I gotta duck out unfortunately

steep cypress
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Starting to think it could be lighting you know.. started during an upgrade to 5.4.4. So i'm going over those settings. Will report back soon

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Thanks Greenosaur, please feel free to message anytime with a query or if you need playtesters, I really appreciate your time 🙏

dry sleet
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Ah cheers, will do! Hope you get it fixed!

steep cypress
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Me too! I'm actually almost excited to report what caused it lol

dry sleet
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Lighting sounds like a good bet, it might be doing something annoying in the background at least

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Is anything appearing in the output log while it's happening btw?

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Something that chugs our project to a crawl is when it's building Mesh Cards or Distance Fields.

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And that can happen super sporadically, when the linker decides to load some asset (for instance while compiling a Blueprint that relies on it)

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It should only happen once per mesh in your project unless it's changed, though

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Perhaps something has gone wrong with your Derived Data Cache that prevents those from being saved correctly?

dark drum
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Once you've done that, you can open the unreal insights, (in the same list) and open the trace you've just done.

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You'll get something like this.

dry sleet
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I suppose it could also be building navmesh, but yeah -- better to profile than to guess!

steep cypress
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Ignore. Still broken.

dark drum
steep cypress
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Yessir

dry sleet
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You'll have it figured out in a jiffy with the profiler

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Then whether or not it's an easy fix is another matter haha

steep cypress
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Does that mean anything to you?

dark drum
nimble wasp
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A parent BP gathers pawn data. How do I access that in a child? I can't change the parent to make that data a variable.

steep cypress
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Patty.. that fixed the stutter 🤣 just starting the trace and voila, fixed. Wtf is happening

dark drum
steep cypress
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Got it

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Stutter file

dark drum
steep cypress
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Thanks for your patience

dry sleet
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You can also drag and select a little region on the timeline to get an average of what's taking time, often that's more helpful (IMO).

steep cypress
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more helpful:

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So it's cpu right?

trim matrix
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so, im working on an enemy, i want to make it fly around the player and randomly stop and drop an egg, but im not sure how id set up the animations for that, or the blueprint, but i have this flying in place animation rn

steep cypress
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I can't speak for animations. But you'd create a projectile, that is egg shaped and which has no forward velocity but gravity enabled. And spawn it from where an egg would drop on this bird

dark drum
# steep cypress more helpful:

You can use your mouse wheel to zoom in. We want to focus on the game thread row. Looking at it though, it looks like something to do with slate.

steep cypress
fluid lagoon
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Would anyone have any idea as to why the head doesnt rotate with the camera?

dark drum
steep cypress
fluid lagoon
steep cypress
# dark drum What widgets do you create and add to the screen?

There's a simple HUD, tracking money and experience

And when you talk to someone to sell inventory is quite intensive.

The stuttering can happen without playing the game, not sure if it is loading it when I work on a blueprint related to said widgets

steep cypress
#

And do you want the head to move seperately to the body

fluid lagoon
fluid lagoon
dark drum
steep cypress
#

I appreciate you're busy Patty but would it make more sense to screenshare now?

steep cypress
# fluid lagoon The image above is for rotating the camera with the mouse, allowing you to look ...

Good news, it's a very common almost expected in games now so I'm sure there's a wealth of tutorials. But I imagine you need to bespoke code that effect. I've found a tutorial here that may be helpful: https://www.youtube.com/watch?v=IMuqrTtLNXg

dark drum
fluid lagoon
steep cypress
#

I may be misunderstanding but it will be a lot easier to do if your head is somewhat seperated from the mesh as a total

#

Not sure how helpful this is but I think thats zoomed into the game threads section

dark drum
steep cypress
dark drum
steep cypress
#

That would be helpful but ive tried every kind of click?

#

There's also a good chance this was during non-play. I think I captured the stutter between blueprints and play. And im reviewing the biggest peak (unsure if its play or BP).
I wonder if this has something to do with loading/destroying widgets that are being processed in BP and thats why build all levels fixes temporarily

dark drum
frosty crescent
#

Hey everyone Im trying to have an icon or symbol that appears next to my menu options when they are selected. Can anyone show me a tutorial or give me an idea of how to have the icon show up when a menu item is highlighted

elder prism
#

Hello,
I would like to know how I can change the play rate of an animation at any given frame, regardless of the current animation frame. Basically, based on a condition, I want to be able to reverse the play rate without the animation finishing (so during playback). My biggest issue is retrieving the last played frame of a specific animation sequence. I may not be very clear, but any help would be greatly appreciated as I haven't found much information online.
Thank you.

(To clarify, I am working with UE5.4 in blueprints, and these animations are animation sequences triggered from a pawn blueprint class.)

More specifically, the workflow is as follows: I play an animation sequence, and during that animation, if a condition (true or false) is met, the animation continues. However, if the condition is false, the animation should reverse from the current frame where it is at the moment.

final python
#

why exactly does the destructor in widgets get called on the constructor? Had to make a bool for it to stop doing it, since I am changing stuff during destruction that doesn't exist during construction

narrow sentinel
#

Anyone know whats going one here I select box in bottom left as you can see

dark drum
narrow sentinel
#

But someow it selects the BP actor to the right

dark drum
dark drum
narrow sentinel
#

could my editor be going wierd cause I have rider in background on debug game and debugging whilst I'm working in editor etc

#

just cause thats one thing I can think of

dark drum
# narrow sentinel

I believe it's because the frustum size for the camera. It must include it when checking whats in the rectangle.

narrow sentinel
main bobcat
#

hi so i am on 4.27 and i just stumbled on an issue and cant wrap my head around it.
I am using a touch screen to look around the scene in, viewport it detects as both touch 01 and left mouse click which is what i want. But when i package the project and try on standalone it only registers the touch 01. Does anyone know how i can get it to register touch 01 and left mouse click same as in viewport?

young meteor
#

How do I spawn in a Chaos Destruction Mesh at runtime? (or Geometry Collection if that is the right wording)

I want my enemies to break apart when I shoot them, but they are not in the level when game starts. Not sure how to go about that then.

lunar sleet
#

Geometry collection is indeed the right wording

young meteor
#

Ah okay, so I should not spawn it directly from an existing Actor with a lot of other logic.
I simply create an actor that only has a "GeometryCollection" added.
Then I set the "Rest Collection" to my Mesh I broke up with the Fracture tool.

And when I spawn it and it falls to the ground it will break apart. (Or I should probably add an impulse to it somehow to make sure?)

#

Maybe like this? (just with a location and impulse defined)

lunar sleet
#

I’ve had it cause an almost guaranteed crash in every engine version I’ve tried it in

#

I recommend you make sure it’s set to the right rest collection in editor, beforehand.

#

But yeah that looks fine

young meteor
#

Oh wow, okay.

So in Editor under Details like this:
Must there be a Chaos Solver?

lunar sleet
#

Nope works without

young meteor
#

Love it. Thank you.

lilac storm
#

hey there devs, there is not really much info online , so i am asking here , i got a game for PC , and i want it to test it out if it works good on PS5 , i have changed inputs for gamepad , so what should i do next , how i can run it on PS?

frozen wren
#

Guys im trying to get a inverted value of a float

#

Meaning

#

1 = 0

turbid kindle
#

Hello Everyone, I was recommended to ask my question in this server, so I’ll copy and paste below. I hope this is the right channel

“If anyone has experience with Unreal, please help.

I am currently wanting my character to be able to do flip forwards/backwards with the right stick. Similar to how it would work on Steep, Riders Republic, etc. The current issue I have is that when the character flips to be fully upside down, he bugs out. Not sure why its happening, so if anybody has any ideas, it would be appreciated. I have a video that shows what I am talking about, along with a screenshot of how the Blueprint is working. Refer to the 'Air Rotation' bunch.

It seems to only happen when the character reaches that bottom point of the rotation.”

frozen wren
frozen wren
sweet silo
#

i know blueprints but i need more and more stable knwoledge

rose citrus
#

also, ignore the head in front of the camera, I still have to set it to not be visible to the owner

gritty aurora
#

Hi everyone
I’m facing an issue with my widget blueprint, and I was hoping someone could point me in the right direction. The goal is to hide the stamina and flashlight battery widgets in the main menu and options menu, and only make them visible when the player is in the game. I've attached 4 screenshots and a short video demonstrating the blueprint setup and the issue I’m experiencing. Any help would be greatly appreciated
Thank you in advance

gentle urchin
sharp python
#

What has been annoying me is that every time I need a reference to game state, game mode, player state or anything like this, I then have to cast it to the appropriate child class, which wastes graph space and is annoying in general. I've been making getter functions in a library that return the right class but I'm wondering if there is an official way. 🤔

hearty moss
#

you could make them macros or store the references in a variable

gritty aurora
dawn gazelle
# gritty aurora

A very simple solution would be to ensure you're adding the menu at a higher Z order value which should place it above any other widgets. If you use something like 9999 then ensure no other widgets go higher than this value, then that widget would always appear on top.

If you want to actually hide the widgets, that would require some additional logic outside of the widget itself, such as an event dispatcher in your HUD class that signals when the menu is opened and closed that your widgets can then bind to and show/hide themselves when necessary. You'd call the dispatcher when your menu gets opened and closed.

gritty aurora
trim matrix
#

hey, im trying to make a spin move similar to mario galaxy, i have this setup now, it slightly works, only issue is, the part to make it happen if the player is jumping, they have to press the jump input at the same time. also, i dont have logic setup for stopping it yet, im not sure how to do that

severe ivy
#

Hello I have a very noob question about Blueprint. I'm trying to expose some functionality to BP via some static functions:

UCLASS()
class BLEEPSERVERTEST_API USecurityNetworkTestBlueprintLibrary : public UBlueprintFunctionLibrary
{
    GENERATED_BODY()

public:
    UFUNCTION(BlueprintCallable, Category = "Security Network")
    static FSecurityNetwork QueryNetwork(const UObject* worldContextObject, const FGameObjectID& networkGOID);
};

Stuff like that. As I understand, static functions of blueprint library should just be callable, but it appears that adding a worldContextObject makes the system think it is not static, because I get a

This blueprint (self) is not a SecurityNetworkTestBlueprintLibrary, therefore ' Target ' must have a connection.
#

I have done a similar pattern in other places and it has worked fine, so not sure what I'm doing here wrong. I think it;s the const UObject* thing, but I require a world pointer, so not sure how would I get it otherwise

faint pasture
#

Why not just:

Input -> Spin -> if in air -> launch a bit

trim matrix
#

thats what i was trying to figure out 😭

faint pasture
#

there's an InAir or IsFalling or whatever bool for character

#

or you can get the movement mode

#

anyway, it should be that simple

trim matrix
#

i did that but then the player kept rising forever

faint pasture
#

That doesn't sound right

#

you're telling me that calling launch character once while in air makes them able to fly?

trim matrix
#

one sec

prime fulcrum
#

Using this code the actor is just appearing on top of the other actor when I want the actor to come up from the ground and devour the player i believe that the issue may be the collision even though I have removed it from all of the moving actors components any help would be great!

trim matrix
faint pasture
#

that's a speed

trim matrix
#

shit yea

scarlet compass
#

Must be doing something stupid but I can't for the life of me get a sphere collision to trigger an overlap. I had some custom collision presets set up to avoid using overlap all but they weren't working so I just set both the sphere collision and the other object to overlap all. generate overlap events is checked for both. There are still somehow no overlap events from the sphere collision. But the mesh on my pawn will trigger overlap. Is there something weird with sphere collision that is preventing overlaps?

iron idol
#

anyone know what this means?

lunar sleet
#

Stuff’s broken 😀

iron idol
#

i mean yea lol

#

it happens after i've placed a certain amount of point lights. i've never come across this before

lunar sleet
#

Must’ve run out of watts

iron idol
#

looks like it has to do with light maps if you have too many lights close together. You can just set a light to static

gritty aurora
idle vigil
#

why do i get no value returned by reference warning when the event dispatcher input is set to an array? This doesn't happen when the cards input is a single

trim matrix
faint pasture
#

Why the 2 paths tho

#

the only decision to make is whether or not to launch the character, the rest is the same

scarlet compass
#

Anyone know why my sphere collision fails to overlap after being resized? It overlaps properly until this node is called, then it just stops working. Doesn't matter whether I check the bool either way. Edit: Not sure why it fucks it up, just use set scale and it works.

trim matrix
#

im confused

edgy abyss
#

Hi! I'm having an issue with camera views in multiplayer.

Problem:

  • I'm spawning a camera for each player and trying to set their view to that camera
  • It works fine on the server but clients aren't seeing through their cameras
  • I'm getting all the correct prints, so the logic is executing

I've verified the camera is spawning but the view target change isn't working on clients. Anyone know what I might be missing?

maiden wadi
trim matrix
trim matrix
#

i have a crouch and groundpound setup, but when i hit crouch, it pushes the player into the floor, the groundpound works completely fine, but crouch not sm

crimson agate
#

I am developing a game where players dress up characters.

In the game, there’s a process where users can dress up the characters. To make this process feel different from traditional dress-up mechanics, I want to allow users to adjust the character’s pose freely and then dress them.
What I am curious about is how to implement a method to let users change the character's pose dynamically during runtime.

The idea I’ve come up with is to provide a UI that allows users to directly manipulate the character’s bones. Could you give me some guidance on how to implement this using Blueprints? Even if it’s just an overview, I would appreciate it.

Alternatively, is there a way to make the Control Rig UI accessible during gameplay?

I confirmed that it’s possible to move bones using Control Rig in Blueprints, as shown in the image below. However, the issue is that the UI feels too inconvenient. I want to create something similar to the UI used in Unreal Editor.

storm vigil
#

For certain states (walking, running, reloading) what do you prefer over using booleans, gameplay tags or enums? Why and why not?

I guess enums are best for movement states that dont need to overlap

This is for single player fps game with inventory. Thanks

main lake
# storm vigil For certain states (walking, running, reloading) what do you prefer over using b...

Personnaly I would go with enums but there will be an issue if you can do multiple states at the same time, so for instance, walking and running, it's perfectly fine as you can't do both at the same time however "reloading", you can be walking and reloading at the same time or running and reloading or idling and reloading, so that means you will need alot of enums just for that reloading thing. Let's not talk about having a state like crouching that would pile up the complexity of using enums in this case 🙂

dawn gazelle
undone bluff
#

reloading def does not belong in that, you would have exclusive states for movement like idle, walking, running, inair, crouching, sliding, ziplining, railgrinding, wallrunning

#

the reason having an exclusive list like this is good is because you can have values associated with these states that you can interpolate between

storm vigil
# dawn gazelle Gameplay tags are nice because you can have them in a hierarchy and you can use ...

I did find these (select and switch for gameplay tags), which i think extends the tags hehe
https://www.fab.com/listings/8ef04a28-c7ce-4015-97ba-4cf49667a0fa
https://www.fab.com/listings/58a21054-ca60-427d-a12c-c070f17395a8

Fab.com
Fab

Fab is a digital marketplace that offers creators a single destination to discover, share, buy and sell high quality, real-time-ready game assets, environments, VFX, audio, animations, characters, plug-ins, and more.

Fab.com
Fab

Fab is a digital marketplace that offers creators a single destination to discover, share, buy and sell high quality, real-time-ready game assets, environments, VFX, audio, animations, characters, plug-ins, and more.

undone bluff
#

which could act as a modifier for the movement speed or overwrite it for the duration it's active

#

I've seen mover also does something like that, I think the states are just an array of structs there?

steady night
#

how do i change a material param via blueprint ?

#

the set float parameter is for " audio parameter blabla"

#

cant find anything on the materuial

lunar sleet
steady night
#

thansk!

steady night
#

how can i make it block everything beneeth

frosty heron
young meteor
#

If I use the "Fracture" tool to fracture a Mesh and create a Geometry Collection, will it then use/save the materials the mesh had?

My concern is that if I create some Geometry Collections I spawn in when I destroy an Actor, and then later change the materials of the Actor I destroy, would there then be a mismatch in the materials/colors?

So for example I have a white aircraft mesh, then I make a Geometry collection to use with it. Then later I change the color/material of the aircraft to black. When I then spawn the Geometry Collection I made it would still be white right?
And can I get around it somehow?

frosty heron
#

do one and find out I guess

#

how are you gonna change the material of the actor you destroyed

#

it's already gone

#

can't fix the dead

queen heron
#

so this is weird
for some reason, when that line trace from below detects something, the Obstacle Check event stops receiving ticks, yet funny enough, the second slot in the Sequence node still ticks 🤔

#

hang on, lemme check something else

#

yeah this is super weird

#

this blueprint is executed inside a custom ai controller blueprint

#

right, I think I know exactly why this happens

#

yeah, it all works fine now

#

yet somehow, the ticking line still no longer shows that is firing

#

must be a visual glitch

frosty heron
#

from my experience, it's not to be relied on

#

aside from that visual, debugger on blueprint doesn't always work as is all the time from what I read

young meteor
# frosty heron how are you gonna change the material of the actor you destroyed

No I mean, its more of a design change I guess. Before I/other even play the game.

Just saying if I make a Geometry Collection now, and later decide I want different colors for my Aircrafts, I would then have to go back and make new Geometry Collections for all aircrafts, and make sure to replace them in the Actors I spawn with the Geometry Collection etc.
So it's not a problem game-wise. More workload wise.

queen heron
#

cause the blueprint animation and blueprint interface are involved

#

and I can't trust this kind of workflow I made 😅

#

like this for example
sometimes it returns null and yells out errors

frosty heron
#

if you have a blueprint pointing to your abp instance, that's not a good sign

queen heron
#

so best I move back to using the character blueprints to fire out line traces that do stuff

frosty heron
#

well, where do the line trace take place atm?

queen heron
frosty heron
#

that's fine?

#

it's the brain of the AI

#

if the AI needs to do the line trace, that's a place to store the logic

queen heron
#

yeah, but I want to reuse it in later projects

frosty heron
#

you can make a generic system then

#

either using inheritance, or components

queen heron
#

I think for the box collisions that handle jumping ai, I'll just reference the character instead of the ai controller

#

but then there's the part where I need to have it reusable

#

so that I won't need to make changes to the blueprint just so it finds the right overlapped character

#

complicated stuff 😅

shadow holly
#

Hey not sure if this is the right channel to ask in, but does anyone know what order the array of actors are in when using SphereOverlapActors? Is it done by distance from the origin point, or just random or something else? Thanks

queen heron
#

and no, this is the wrong channel

shadow holly
shadow holly
queen heron
#

anything that happens in the game engine happens by order

young meteor
# lunar sleet Yes, but beware using set rest collection dynamically (the node)

This thing still works like a charm. 🙏

One minor thing though. You said I should be very carful of changing Geometry Collection because it often crashes the game.

Do you know if it is an issue to change the materials at runtime?

Then I don't have to go back and redo the Geometry collection every time I change a Material/color for design reasons.

wide smelt
#

Hey! We are running into a funny issue. We got a UI element in the 3d space (a waypoint with distance marker).
If we call a function on the widget from an actor, there appears to be a delay / lag with projecting, if we call the same function straight from the widget, everything works as expected

#

we where running into a similiar quirk when calling the function from an event inside the widget

#

Are there any known issues/gatchas etc... Actor and widget communication?

#

hmm might be related to tick groups...

hearty rain
#

Hi UE Gurus !

I am implementing on UE 4.27 teleporters that send a request to the game instance to stream levels. Once the levels are all streamed, which is checked by a timer that evaluate the “is loaded” bool for every level packages, a notification is sent to the teleporter which will then disable the load screen widget associated to it.

What I really don’t understand, is that it works perfectly in editor and PIE, but when packaged it’s locked.

I have used for each loops with an interator to avoid issues with the latent property of the level streaming node.
All my levels are named based on the full reference path (game/maps/levelstreaming/name), and I have told the packager to cook all the level objects inside the “maps” folder.

I’m wondering if it has something to do with the behavior of the game instance being different between editor and packaged …

Thank you in advance !

half forum
#

Greetings.
I am trying to make influence from the moving direction on the deal damage. Basically I have two vectors and need to do something in order see if characters are moving in the opposite direction they are going to deal more damage.

spark steppe
#

normalize their movement direction and use the dot product

#

if it's close to -1 they go opposite directions

raw pilot
#

How can it so that: The maximum of the month October is recognized as Autumn season AND calls the event Halloween.

#

Or something such as December is recognized and set as Event: Christmas for example

#

and how do i test this from within a Data Asset??

dreamy mountain
#

hey, im following a tutorial from college for behaviour trees, and im on this bit aobut decorators, but when i try to add one in ue, theres nothing saying decorators there; is there a different name it falls under?

spark steppe
#

rightclick a node, that should show the Add Decorator option

dreamy mountain
#

ahh, i see

#

thanks

spark steppe
#

they aren't really own nodes, but get added to existing nodes

dreamy mountain
#

ah

#

the powerpoint isnt the best at explaining it lol

#

what node do i need to use to make an actor ragdoll? im trying to make players ragdoll when they die, but i dont know what node it is

hearty rain
#

Set Simulate Physics on the mesh

#

to true

dreamy mountain
#

by default or using a node?

hearty rain
#

the node is "Set Simulate Physics" 😄

dreamy mountain
#

i figured, i just didnt know whether to set it by the node, or to have it enabled by default

hearty rain
#

if you enable it by default the character will be in ragdoll mode right away

dreamy mountain
#

it doesnt, but now its weird

#

one sec ill get a vid

hearty rain
#

what are all these errors ?

dreamy mountain
#

its to do with the gun

#

its because of how ive done the interactable system

#

its just temporary

hearty rain
#

that's weird some of them ragdoll and some phase through the ground

dreamy mountain
#

oh no

#

that one ragdolled one

#

thats just the skeletal mesh in the world

#

thats not an enemy

hearty rain
#

can you show the blueprint of your enemy character plz ?

dreamy mountain
hearty rain
#

how are the collision set in your skeletal mesh ?

#

because typically when you ragdoll, the mesh detach from the collision capsule, and it looks like all the collisions are handled by the capsule

dreamy mountain
hearty rain
#

Here it is

#

you need to use query and collisions

#

so in your blueprint, change your collisions settings

#

not here

dreamy mountain
#

ok

hearty rain
#

connect the mesh to that after you simulate physics

trim matrix
#

hey im trying to make a mega mushroom type effect, rn when the player hits the collision it sets there scale to increase to 4, along w speed adjustments etc, i put them into the functions in this screenshot. but if i add a destroy actor the shrink to normal never happens, but without a destroy actor the player can keep getting the growing power up, which i dont want to do, how could i go ab fixing this?

hearty rain
#

you want to destroy the trigger box ?

dark drum
# trim matrix hey im trying to make a mega mushroom type effect, rn when the player hits the c...

This sounds like a job for an actor component. You create an actor component that manages the growing and shrink of its owner (what it's placed on). The mushroom would get this component from what it overlaps and call the grow function. Because the logic is no longer on the mushroom, you can safely destroy it without worrying about when it should shrink.

An added bonus is that you can have other things interact with the component allowing for a more unified system.

trim matrix
dark drum
trim matrix
#

oki thank u lemme try

#

so i made one and added the functions but im not sure what to do next

dark drum
trim matrix
#

oh

dark drum
# trim matrix oh

Once you've done that, pull from the 'Other Actor' on the overlap event and use the 'Get Component By Class' node to get the 'Grow' component. First check if it's valid using the isvalid node, if it is, call the grow/shrink function on it and destroy you're mushroom. This would replace the logic you already have connected to the overlap event.

trim matrix
#

including the cast or keep the cast too

dark drum
# trim matrix including the cast or keep the cast too

No need for that cast as now it'll just be based on if the thing overlapping has the component or not. For example if an NPC had the component it could in theory work for them as well. (assuming the component isn't doing any type specific casting for the player character)

trim matrix
#

oki one sec

#

like this?

dark drum
# trim matrix like this?

Yes, there is the other isvalid node though which would make it a little cleaner. It has the branch built in. 🙂

trim matrix
#

so now i get that but im confused on how i call the functions

dark drum
trim matrix
#

ah ok so then destroy actor? or i wanted to add a time limit on the growing before the player is shrunk back to the og scale

dark drum
#

So if the player goes over another mushroom while big the component can decide if it just adds the time on or if it'll cap out or a mix of the two.

trim matrix
#

i have another item setup that shrinks the player too

trim matrix
#

sry 😭 trying to make sense of this lol

dark drum
trim matrix
#

like this?

dark drum
# trim matrix like this?

As the input yea. A few things regarding the rest though. Instead of getting the player character specifically you should use 'Get Owner' which will get the actor it's on and instead of casting to the third person character, just cast to character. You can still set the actor scale and access the movement component from it as they aren't specific to the third person character.

As a side note, you can get and store this on the component on begin play if you'll be calling it frequently.

trim matrix
#

was using a cast to my player bc i change stuff w the camera once the player has collected it, does that change things

dark drum
trim matrix
#

i dont think that will work w how i have it to change

#

would the cast work since this will be the only thing using the powerup?

dark drum
dreamy mountain
#

for doing an fps, what do most people do for a line trace to the middle of the screen which can also be used by AI to shoot forward

gusty shuttle
#

Quick question: This node, for In Is Recursive, what does that mean exactly?

violet bison
#

this thingy, it should identify the damage type right?
but it just add some other words and it isn't treated as that damage type

barren dove
#

Hey folks, quick question:
I'm looking at having quite a lot of actors (turrets) rotate towards targets and fire (in 2d), feeding the turret a target is handled.
My question is, for the actual rotation of the actors, what is a performant way of doing it? I'm guessing having (hundreds?) of actors on tick or on a short timer smoothly rotate towards their target is going to get pretty taxing.

dark drum
trim matrix
gusty shuttle
dark drum
trim matrix
#

so like this?

dark drum
# trim matrix so like this?

Sort of, you can unhook the stuff to do with the camera and just call the event dispatcher instead. The camera stuff would be implemented on the character itself and triggered when the event dispatcher is called. This way the grow component doesn't need to know or handle anything to do with the camera.

trim matrix
#

ok then set the camera stuff up where?

dark drum
trim matrix
#

change to this?

dark drum
# trim matrix change to this?

Almost. Like this. You can remove the get component by class node for the camera as well as it won't be needed with the camera stuff being moved to the third person character.

trim matrix
dark drum
# trim matrix

There's another get owner where the target is actor component.

trim matrix
#

so like this

dark drum
gusty shuttle
#

Is there a way using blueprints to check what a data layer's state is ? (unloaded, loaded, activated)

#

I know I can set the state, but I'm having difficulties Getting the state

trim matrix
lunar sleet
dark drum
trim matrix
#

yea it grows

dark drum
# trim matrix yea it grows

On the component you can add some logic (possibly a timer) that will shrink the owner based on the time that was passed through. You might want to create another event dispatcher that's called when it shrinks so you can adjust the camera again.

narrow sentinel
#

when I box select in the top side views etc is there a way for it to ignore the camera frustrum ?

#

cause at the moment it seems to be taking it into account when I box select around it

dark drum
narrow sentinel
wicked cairn
narrow sentinel
#

I'm wondering could it be something with my UE as I've do it from code at least created the project ?

dark drum
trim matrix
#

ok then make an event that sets the player back to the og scale?

trim matrix
#

oki one sec

#

in the event graph for the component or in the grow function?

dark drum
trim matrix
#

i have one

fallen glade
#

I have a blueprint that spawns a bunch of sphere that I need evaluated in simulated play, when added they appear like image n1 but in game they turn to image n2, trashed or none to then magically reappear on end play ? any idea?

#

also in some old levels everything is working fine? I really don't get it

#

So I found this is an issue only in a new "Open world" and "Empty Open world" level? What?

fallen glade
#

something about world partition? I never touched it

hearty rain
#

If I want to manually stream a level without the latent node, but by directly setting the "should be loaded" bool to true in the level package, will it do it automatically or should I request a flush ?

fallen glade
sour smelt
#

Hello, I need help for a "bug" i think, I was doing some changes to my FirstPersonCharacter_BP, and I didn't liked them, so I did some Ctrl+Z to remove them, but then my player wasn't being affected by gravity or movement, I could only move the camera, so I restarted the editor and now the editor crashes whenever I try to play with that character, is there a way to copy and paste the character without the bug? (cuz I don't wanna do it all over again)

brittle raptor
#

Does anyone know if there's currently a bug with setting Enum type variable in BP?

lunar sleet
lunar sleet
sour smelt
#

no

lunar sleet
#

Well either way, assuming you have zero source control

brittle raptor
# lunar sleet Not usually, what’s the issue?

Was trying to help a buddy of mine debug his code and it seems that setting the variable didn't actually change it's value when we were looking at it through debug watch, it was very odd

lunar sleet
brittle raptor
#

I'll do a test on my end to see if I can reproduce it or not

lunar sleet
brittle raptor
lunar sleet
#

Yeah, test on your end and then show the code if still occurring

brittle raptor
lunar sleet
brittle raptor
#

Better the watch than the code I guess lol, I'll have to take a closer next time I have a chance and see if I can get it figured out, thanks for your help

queen vault
#

How do I get it so I can control the camera with the mouse. Here is the list of components for my player as well as the movement for my input.

#

Add controller Yaw doesn't work for me

lunar sleet
#

check the use controller rotation settings on the char/camera

severe tendon
#

How could i make it so that when a projectile impacts an actor, said actor gets destroyed

#

Like, Shooting an enemy

queen vault
lunar sleet
#

make sure the actor and projectile are set to overlap or block each other, then use the Actor Overlap or Actor Hit (respectively) event to trigger your logic

lunar sleet
#

tick things and test, that is how you iterate

queen vault
lunar sleet
#

sigh

lunar sleet
queen vault
severe tendon
#

with the "On component begin overlap"?

lunar sleet
#

but yes, if you go with overlap, make sure the projectile is set to overlap the target and viceversa. Also make sure generate overlap events is enabled

lunar sleet
# queen vault

take a look at the FPS template and compare Epic's code and setttings with yours to see what's missing

severe tendon
#

For some reason the projectiles dont collide with the enemies

#

They do with the walls, and they get destroyed

#

but not with the enemies

lunar sleet
#

You need to adjust your collision settings accordingly

severe tendon
#

Which ones exacly?

nimble lichen
#

how can i make a turret rotate toward something if i want to use DOT product and avoid using find look at rotation

thin panther
#

as a question, why do you want to avoid the latter?

#

But finding an angle between 2 vectors using the dot product is a pretty well documented math topic, I'd give it a google

pure jolt
#

hello guys, does anyone know how to retarget skeletons for a bow? So I can play some animations for the mesh that I want it's skeleton to be retargeted

#

Can I do that from ue or should this be made on blender? Not very familiar with skeletons and such as you see lol

lunar sleet
pure jolt
#

yep tried that and says Retargeter could not find source root bone

lunar sleet
pure jolt
#

on my bad!

lunar sleet
#

You can also just use the skeleton editor to make a new one btw

nimble lichen
faint pasture
#

Are you trying to come up with the desired rotation or to have something more like a control loop?

dark cedar
#

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetLocalPlayerSubSystemFromPlayerController_ReturnValue_1". Node: Add Mapping Context Graph: EventGraph Function: Execute Ubergraph BP Player Blueprint: BP_Player

#

not sure how to fix?

broken wadi
dawn gazelle
dark cedar
#

so i just delay the begin play?

dawn gazelle
#

No. You should only be executing it when you know the player controller will return valid.

#

The timer there also isn't great. You may as well just use tick with such a low timer frequency.

dark cedar
#

so fix?

broken wadi
#

The player controller must be valid if the character is being possessed by it so what if you move the part for the enhanced input over to the Event Possessed and see if that works instead of on event begin play.

dark cedar
#

so why isnt my PC valid?

#

so the exec of the timer into the exec of the add mapping context?

broken wadi
dark cedar
#

heres my PC

broken wadi
#

But when you try to access "Get Player Controller" using the pure function you've made it fails to "Get Controller" when target is pawn because that pawn has no controller assigned to it. But looking at your screenshot I can see there's an Event Possessed which means you do possess it (hopefully) somewhere else after spawning?

#

How is this character added to the level?

#

Are you spawning it in? Is it placed into the level directly?

dark cedar
#

yes

broken wadi
#

which

dark cedar
#

placed into

#

its a floating camera

broken wadi
#

when you click the character on the details panel search "possess" and adjust accordingly.

dark cedar
#

auto pos player 0?

#

that works i assume

broken wadi
#

wait that might be for split screen multiplayer

dark cedar
#

im def not making split scrn lol

#

so im possessing the camera

#

and can move with WASD or ARROW keys

#

but my mouse cursor movement isnt working

#

same error as well

broken wadi
#

You made a character or a pawn?

frosty heron
#

Assuming it is not local multiplayer, then begin play is too early

dark cedar
#

yes pawn

frosty heron
#

By the time the client load the character into the world, it does not have a valid controller yet

dark cedar
#

how to fix?

broken wadi
#

or a full on character

dark cedar
#

im basing my design loosely off of the UE demo Crop-down

frosty heron
#

You will have valid controller when the server send you the acknowledgement

#

The event I used is Acknowledge Possession

#

That's not exposed to bp though

broken wadi
#

Just need to grab the controller then make it possess the pawn. Can do that on the game state.

frosty heron
#

So you can kind of call client rpc from on possess by the server, by the time the client fire the rpc, the controller would be valid

#

I hope.. haven't test

dark cedar
#

ex?

#

lots of big words fried my brain 😂

broken wadi
#

Even easier, take the Game State on begin play, spawn in your pawn at whatever location then get player controller and have it possess the pawn.

frosty heron
#

The straight forward solution is just to use acknowledge possession. This event is called on client after possession by server.

broken wadi
#

I think its single player

dark cedar
#

no not SP

#

MP

frosty heron
#

Rider is free btw, probably a good time to get into cpp so you can expose useful functions and features.

#

Blueprint multiplayer is limited as f

dark cedar
#

so redo all of this in CPP?

#

🙃

frosty heron
#

You can just expose the event to blueprint

dark cedar
#

oh really

frosty heron
#

And use that event to bind your input

#

Acknowledge possession

#

Begin play is almost the wrong place for multiplayer for majority of the time.

#

Because begin play will just run whenever the actor comes to the world. Means for client, it is too early for many things. One of them being, it has no valid controller yet.

#

Race condition is something you need to address

broken wadi
#

Game Mode > Event OnPostLogin or Event HandleStartingNewPlayer (both come with a controller reference) > Spawn in your pawn actor > use controller to possess the pawn.

frosty heron
broken wadi
frosty heron
#

@dark cedar you should read the compendium in multiplayer section dozens of times.

You will get into a lot of errors not knowing how to run code on who and which machine does what.

Getting controller on clients on actor they don't own will also return null since client only know their own controller.

dark cedar
#

Ok ill look it up

frosty heron
#

Read, fail, repeat.

Work on basic replication, know how to use is locally controlled, switch has authority to filter who does what. Know net roles,

Then you can start with some practices like changing the color of a model. Then try a door next.

dark cedar
#

will do

#

im super new to Unreal so learning a lot very quickly

frosty heron
#

Being new and multiplayer doesn't go really well. If you are not versed in OOP I will strongly advice against starting multiplayer project

#

Not trying to gate you in anyway, but I would give that advice to my self looking back

dark cedar
#

Yeah ive heard that a lot

frosty heron
#

The big challenge is having to deal with multiple instances of the game. You will get more errors than you asked for and IMHO that will be an obstacle to your learning.

dark cedar
#

i figured since my project was mobile that it would be easier

broken wadi
#

mobile is even more difficult imo

dark cedar
#

ive been wrong so far lol

broken wadi
#

Have to optimize even more and deal with packaging issues

frosty heron
#

How does mobile multiplayer even work without making your own backend? Is there already a platform out of the box for unreal engine for mobile?

broken wadi
#

Which part of mobile tho?

#

If you need a dedicated server for player inputs that can just be linux whatever distro

#

But mobile listen is something I dunno anything about

frosty heron
#

I'm gonna stick with steam and listen

#

If the game make money by some miracle, then I will attack dedicated next

zinc ermine
#

anyone know a good tutorial to create an equipment system with using data assets?

sacred jasper
#

Possibly very silly question: I'm going through an early tutorial regarding UI, and it had me make a basic button widget blueprint for us to reuse. It has an event graph where we set the font size to be equal to a public variable. This mostly works, but I'm noticing a discrepancy in the resulting font size. When I give it 14 for the variable, it sets the font to 18.67. When I give it 20, it sets the font to 26.67. It seems like the resulting font is always 1/3rd larger than the provided variable; what's going on here?

#

Sure enough, adding a "multiply by 0.75x" node to the font size variable results in the variable matching the resulting font size. Very strange.

sacred jasper
#

I tried putting a breakpoint on the event graph to check the value. I've unplugged my variable and am just trying to set it directly to 15. 15 appears to be the number being passed along, but the resulting font size remains 1/3rd larger (20).

frosty heron
sacred jasper
sacred jasper
frosty heron
shrewd lagoon
#

Is there a specific downside to the fact that my interface functions w/o a return are implemented as custom events vs overridden functions? I might just be doing custom events wrong atm but they make my event graph really messy and I like the contained nature of functions, but it seems wrong to add a return value just so that my implementations get put in functions

frosty heron
#

A function does not neccesarily need a return value

#

You can make a function that doesn't return anything

shrewd lagoon
frosty heron
#

The most you can do is collapsing the events to nodes and write comments

shrewd lagoon
#

yeah I'm feelin it

frosty heron
shrewd lagoon
#

That's the plan! I was just finding an example in one of my random prototypes 😄

lunar sleet
#

Only because it made sense to use get actors implementing interface

trim matrix
#

i have a dumb question but im not sure so, im trying to make an enemy class/system to use and build upon later, but not for like a slasher game, im making a platformer, and havent rly been able to find many good tutorials for platformer enemys and movement, where should i start?

faint pasture
#

What do you know how to do already?

trim matrix
#

i made an enemy that when the player enters a trigger box the mesh of the enemy moves closer to the player if theyr still in range, but then nothing happens the enemy mesh just stays on the character i havent done much w enemys other than that

hexed owl
#

Working on setting up a mech builder. I have multiple components that are either static or skeletal based on needed animations. (gunfire, reload, etc.) Is there a cleaner way to list a single entry for each component outside of this? The CharacterMesh is my movement skeletals, so they stay. the heirarchy after that is what im looking to simplify where possible else i'll have like 20 things there for just the mech parts.

stiff dock
#

I'm working on a shop sorting system where you can sort items by rarity. To do this I'm using an int value for the items from a data table. For whatever reason, the value I ALWAYS receive is 0 for each items rarity value. The lowest number actually set in the DT is a 1, and it goes up to 5 if the player has it. I've restarted my engine, the MUE server, and have saved and compiled with countless changes. I've refreshed all the nodes everywhere that deals with my item systems, and even rebuild half of my code from scratch

#

I previously had to add a new variable to the structure before for the items, and that populated instantly and worked perfectly the moment it was in. I don't understand why this new integer isn't working and why none of my items have it, despite all the data moving around properly

trim matrix
stiff dock
gentle urchin
#

You can always just swap if its an engine problem ☝️

sick sky
#

Sounds like a BP struct issue

nimble lichen
faint pasture
#

Although, why do you need to avoid FindLookAtRotation?

frosty heron
# stiff dock I previously had to add a new variable to the structure before for the items, an...

Bp struct should be avoided for that reason. Changing the struct data especially after its been used somewhere normally a recipe for disaster. Mainly the corruption, unknown struct error or resetting to default values.

You should declare your struct in cpp as it doesn't have any of the issue above. It's not even hard without coding knowledge since you can preview and copy the header file from the struct assets.

late shuttle
#

So I'm learning the Math Expression node... anyone got any good ideas on how to generate a point cloud inside a specific density/spacing range relative to the circle radius?

fallen glade
#

surely it's a bug?

frosty heron
hearty rain
#

Had never managed to make 5.4 working because It kept freezing 5 sec every 10 sec ...

hearty rain
#

Anybody know how to get rid of that warning ? "No Value will be returned by reference. Parameter : both arrays"

frosty heron
#

And you most likely have reference ticked. Show the detail panel of the event.

hearty rain
#

ok I ticked pass by reference, compiled, unticked it, compiled, and it's gone

#

thanks

#

UE is such a diva

mossy skiff
#

Hello,
I'm thinking about making a dialogue and was wondering if it's possible to "wait" inside a function, until a selection is made via button press in the UI and only after that continue and return from the function?

lunar sleet
#

Regular functions need to run in one tick

#

Just run your function and act on the return value when you’re good and ready. You can use a dispatcher call if need be

#

Might also be a use case for coroutines but you’d need to go cpp

mossy skiff
#

Alright, that info helps, thank you :)

frosty heron
#

Or coroutine function

mossy skiff
#

Can I implement this in BP or cpp required?

lone folio
#

BP bros, why wont this grab the bool value from the BT? always false, in debug, and in the BT, it shows true

frosty heron
#

Or watching values from pure function

#

I actually never used it but I heard from a number of ppl that it doesn't work as is.

mystic forge
#

Is someone willing to try and help me with an anim notify state issue i have?
Basically I'm doing the following in a blank project in 5.4.4 (also tried the 5.5 preview):

  • Create an Anim Notify State Blueprint
  • Override the Begin function and add a print string for "Begin"
  • Override the End function and add a print string for "End"
  • Add the Anim Notify State to the quin idle aninmation
    Now on stanndalone this works as expected and at the beginnging and end of the notify the messages "Begin" and "End" get printed.
    But on play as client those messages seem to print every tick instead.
    I couldn't find a matching issue other than UE-217698, but it doesn't quite sound like this one.
narrow sentinel
#

Anyone know whats going on here ??

dry sleet
#

I get those too, always figured it was just a rendering bug

#

it probably is

#

but it's pretty annoying

narrow sentinel
#

I'm wondering if it's something to do with nanite being enabled and wireframe

severe tendon
#

How can i destroy a certain actor with a projectile?

#

This doesnt work :/

dark drum
severe tendon
#

An enemy actor

#

And the standard projectile

#

That comes with unreal

dark drum
# severe tendon An enemy actor

What the projectile hits would be the 'Other Actor' on the overlap event. You can check it's what you want and if it is, call the destroy actor using the 'Other Actor' as the target.

severe tendon
#

Like this? @dark drum

undone bluff
# severe tendon Like this? <@430016173694779402>

other actor returns an instance, it will never be equal to the class. Generally you'd want to even avoid doing this instead checking if the hit actor has a tag or implements a component and if so calling a function in said component or using an interface, but you can still do what you're doing using a get class node

frosty heron
#

Whos destroying who?

severe tendon
#

The projectile destroys the actor

frosty heron
#

ok, but any actor?

#

even the walls?

#

floors?

#

the sky?

severe tendon
#

The enemy actor

frosty heron
#

You can just check if the other actor is of type Enemy actor

severe tendon
#

I didnt set any type though

frosty heron
#

casting is a type check

undone bluff
#

oh true the cast literally is a type check too

severe tendon
#

Ah

undone bluff
#

the equals wouldn't work, but if it did it'd be redundant

frosty heron
#

blue pin = reference to instance
Purple = class

undone bluff
#

i.e. the reference you get from the hit is for that very specific unique instance of the enemy

severe tendon
#

Ok, that worked

#

Thanks a lot 👍

silent stag
#

Hey, when my character crouches, its feet sink into the ground. It seems related to the capsule component, and moving the mesh up slightly while crouching doesn’t look natural. Does anyone know of another solution?

silent stag
silk flicker
#

Hey people, please I need some help! I'm using metahuman and i can't pass a variable for the look at function. I tried casting the metahuman bp and then reference the animation blueprint and then set a variable from the current (BP_Switcher) that I'm working to send a variable (a camera location) and the casting fails for some reason, and the connection seems impossible. I tried implementing interface, and nothing works. Even if i tried to fetch the variable from the Event Graph of the animation bp it said out of scope and also the casting didn't work as well. does anyone have any tutorial other than this: https://youtu.be/NZmQPSKf7YY or this https://youtu.be/8skq8t_Fffk for an NPC to look at the camera you want via 3Dvectors? I'm working with Animation BP and i don't know if i can add control rig at the same time. Any help or direction would be much appreciated

dark drum
# silent stag

I'd say its an issue with the animation not being positioned correctly. You might be able to get away with enabling force root lock but if not you'll either need to move up your skeletal mesh or move the animation up. (This can sometimes be tricky)

silent stag
dark drum
fiery moon
#

or move the capsule down

silent stag
dark drum
fiery moon
#

then move the mesh up :P

silent stag
#

yes i did that already

frosty heron
#

Are you using cmc?

#

And how do you crouch? Show codes

frosty heron
#

You are trying to implement your own crouch code but you didn't calculate the offset correctly.

#

Cmc already handle crouching, there are some works behind the scene that calculates the final mesh offsets, etc.

silent stag
frosty heron
#

You should just use the crouching function in cmc if you are using cmc

silent stag
#

i dont use cmc

frosty heron
#

No issue on my end

#

Well the you are not using the crouch function in cmc if you are not using cmc

#

Issue here is you most likely offset the capsule

#

So your character will sink naturally

#

Since its transform is effected by parent

#

So you need to offset the mesh so it stays on the ground.

#

How? I dunnoe, maybe look into cmc crouch implementation

#

Quiet a bit of work from what I recall

silent stag
frosty heron
#

It's not an easy job

#

Only lead I would say is to see how cmc implement crouch

silent stag
frosty heron
#

Character already use cmc

#

Cmc is a componrnt

#

But it's tightly coupled to character class

silent stag
#

ahh i miss understand man sorry

#

ofc i use cmc

frosty heron
#

Then just change the crouch height in the settings or something along those line

#

Then call crouch function when you want to crouch

#

@silent stag Only 1 setting actually

silent stag
#

trying to adjust this move component to mesh

frosty heron
#

for what purpose are you using that plugin?

#

and I don't see the connection between what you said with the actual crouch function

#

the crouch function offsets the capsule half height, based on the crouched half height, then do some stuff to calculate the character's final mesh offset

silent stag
frosty heron
#

I am not using SmoothSync, my movement is not choppy

#

is your movement choppy in editor too?

frosty heron
#

you need to work with CMC framework

#

what ever bandaid you have isn't a solution

#

actually ping don't matter at all. The only time it matter is when the character bump into something on high ping, then server will have to correct

silent stag
#

let me test again without sync

frosty heron
#

and by ping don't matter I mean if you work with the system as intended

#

you can't have smooth movement in multiplayer with blueprint alone

#

the part where you need to toggle the bit flag can only be done in C++

#

multiplayer bp is very limited, especially for fast action game

silent stag
#

thats what smoothsync does

frosty heron
#

at most, you can do turn based / card games

#

Smoothsync will not be a bandaid

#

but if you think otherwise, well let me know if it work
Also still not seeing the connection with the crouch function

wispy kayak
#

Hi, how to make bool state from adding child widget button?
Lets say If I click button A state selected, If I click it button A again state Unselected. And If I click Button B state selected, unselected button A.
I can get it working on adding manually button since I can have multiple event click. But im confused with adding child way.

silent stag
#

you can add another bool for that but same result anyway

frosty heron
#

well you are turning off replication entirely and using a plugin that interpolate transform as a way to "fix".
that's not a bandaid I want to afford because I need the thousands of codes in CMC especially for networked movement.

late cave
#

why would this crash PIE in 4.27?

frosty heron
#

you can have event dispatcher in MyButton when a button is clicked
This will call function in your W_MasterButton that can do w/e it wants (e.g turning the state of all other buttons except the last selected button)

silent stag
frosty heron
#

it's not something you can tackle without biting the bullet

pure jolt
#

Hello guys, does anyone know why my character glitches out when playing a “hit reaction” anim that I have? Also when dying he again glitches and looks weird. What could cause that?

frosty heron
#

CMC is battle tested and what is used for fortnite, Unreal torunaments, etc

#

your plugin literary just forcefully apply transform

silent stag
#

you have a point but i dont have that settings for now

dark drum
dark drum
dark drum
silent stag
frosty heron
#

diamond pin = reference.
fk around with it and you may crash

silent stag
violet bison
#

making an array of object types,
which of those does actors belong in?

dark drum
frosty heron
#

so that goes for walls, floor, projectile, vehicle, w/e listed there

#

every thing you can select in your level is an actor

south raven
#

hey everyone I'm trying to call a Boolean value from my one Blueprint to another Blueprint. Picture I'm sending is the end of my first blueprint, in my second blueprint I want to make if WheelsDone boolean is True, then do something. I'm not sure how can I call this boolean on my second blueprint

dark drum
#

It looks like an issue with your additive animations. The top half is being moved dramatically. It would probably be best to ask in #animation.

wispy kayak
frosty heron
#

for example.

Create 4 buttons
For loop -> For Each button, add index = current index

#

so you will have button 0 with index 0, button 1 with index 1 and so on

#

to know which button was selected last, you just store reference to the button

#

Have Last Selected Button object reference variable in your W_Master

#

pass the reference to the button when it's clicked via event dispatcher

wispy kayak
waxen quarry
#

Anyone having an issue in 5.4 where the rotate to normal isnt working? The snapping to surface works but the rotation doesnt change.

lunar sleet
#

Don’t crosspost

pure jolt
rain violet
#

Is there a way to set this value in the RigidBody node in all child ABP of the parent ABP?
Like I would like to have a different override physics asset for all child of that blueprint. Right now we just don't use the parent, the behavior is manually copy pasted in all blueprints and that's a pain to edit, especially because they all share the exact same behavior, with the only difference being the override

EDIT: Using ue 4.27

trim matrix
#

can someone help me w figuring out enemies? every tutorial ive seen is melee or fps, and i just want ones u can jump on or use powerups to defeat them

faint pasture
trim matrix
#

yea i have one walking either from random points in a nav mesh or two set points

#

thats it

faint pasture
#

So when do you want them to jump?

#

You will want to use behavior trees probably.

trim matrix
#

i want to be able to have the player jump on them to defeat, or press their spin attack input that rn only plays an animation

#

or, use a powerup to defeat them

empty wasp
#

why when i change actor location i loose ability to grab it in vr

sinful prism
#

Using UBIK yields this error, I used the package as is and haven't touched anything, do you guys have any idea? It was working yesterday, without any issues 🙂

indigo gate
#

Is it okay to call a Get DataTable Row node every frame ?

barren tangle
#

hi, there is the node : Load Level Instance.
Is there a node to unload the level instance? i don't find an Unload Level instance

#

or maybe i have to save the reference to be able to do that?

mild galleon
#

Hello. i have a general question as of, how to approach a system for BP implementation.
I am having a game project, RTS; multiplayer, and i have construction of buildings and spawning units;
as well as units. For being able to save the game and load again, as well as to
clearly correlate health and other attributes to spawned actors (Buildings, Units)
I consider giving each of them a unique ID.
I have looked a bit into methods: Data tables apparently cannot be expanded on runtime,
only changed. That could potentially work as well, if i had thousands of placeholder rows, i guess;
however, seems a bit odd to do.
The other option would be storing unique ID in Maps or Arrays on generation; Now i wonder if i can store arrays inside of arrays
(and if that potentially would become a bit too bad for management).
Each instance of the spawned actors has a variety of properties that i have to save.
If i had arrays only, i would have to have unit ID and then a long list of MAPS where this ID has
a Map for each individual Value of the properties used. Sounds tedious as well.
is there a way to use structs directly, because i have them from my data tables;
or, use data assets that i create on runtime in a certain structure to represent individual unit's properties?
The background is, on my building system, which runs in my master building,
it cannot distinguish between building instances spawned, so the progress update is broken.
Some buildings spawn complete, others never get updated, and its somewhat not reproducable.
Hence the idea of clearly attaching an ID to each individual build progress.
Would you have any recommendations?
Thank you. Sorry, long post.

mild galleon