#blueprint

1 messages · Page 244 of 1

lofty rapids
zinc jasper
trim matrix
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do i use a cast or a get player when calling the function in the widget

zinc jasper
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both

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first you get player, then cast to your class, then drag out and get the function from it

trim matrix
zinc jasper
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not there though

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the bottom line

trim matrix
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oh

zinc jasper
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plug the final color into the function input

trim matrix
#

it says they arent compatible

zinc jasper
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are they both Linear Color?

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if you hover over it tells you what variable type it is

trim matrix
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final color is a slate color

zinc jasper
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make it a linear color

trim matrix
zinc jasper
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look just make sure all variables are linear color

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and recompile and reconnect your stuff

trim matrix
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theyr all linear color

zinc jasper
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then recompile and reconnect

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youre almost there :D

trim matrix
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i did 😭

zinc jasper
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you cant make slate color if its a linear color

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you have to "make linear color"

trim matrix
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now it wont let me connect it to set brush tint color

zinc jasper
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then convert the color

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break the brush color and connect the values manually

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idk, figure it out :D

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development is mostly about solving these little issues as well

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you're at the finish line with this function

trim matrix
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😭 now the image isnt showing

zinc jasper
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are the sliders changing the character color ingame though?

trim matrix
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no

zinc jasper
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well you need to sort out your variable types there then i guess

trim matrix
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it just made the character black again

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how can i make the texture change on the animation im playing in the menu live when changing the sliders

zinc jasper
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idk what you mean by that

lofty rapids
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pretty much how your trying to do it

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you make a dynamic material

zinc jasper
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well yeah this should work

lofty rapids
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then you set the value

zinc jasper
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i think just your variables are a bit messed up

lofty rapids
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if it's black theres something wrong with the color most likely

zinc jasper
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make sure youre connecting the values properly

trim matrix
willow whale
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is there a way to change out your leveling data tables with a setting set up in the UI while ingame

trim matrix
zinc jasper
zinc jasper
# trim matrix

idk, the setup looks fine to me. Make sure the values are all fine, test it with some other values manually

willow whale
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dang wanted to set up a way they could adjust the games max level from inside the game

zinc jasper
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maybe it wants 255 instead of 1 or something, im not sure. debug and test

trim matrix
zinc jasper
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create a new linear color variable with some random color in the widget just for testing and plug it in the function at the end

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to see if that works

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when you move the sliders it should then update to that one color

trim matrix
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nope

zinc jasper
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but when you call the SetPlayerColor somewhere else it works?

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huh

trim matrix
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no if i change the color manually in the material it changes, but using anything w the widget makes it black

zinc jasper
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okay go in your player bp, on begin play put the SetPlayerColor function and as input choose some random color

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see if that works

zinc jasper
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you can split final color and it will give you a Linear color in its output

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so it's an easy conversion

pallid inlet
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Do you know a place to list just about every nodes?

zinc jasper
trim matrix
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is it bc of this one?

zinc jasper
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where is this?

trim matrix
#

player bp

zinc jasper
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and is it there for a purpose?

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its setting the color to black

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as you can see

trim matrix
zinc jasper
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just remove that and try moving the sliders in the widget

trim matrix
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sliders dont change the player color

zinc jasper
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well, you made a mistake somewhere then

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idk

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if youre calling the function from player BP and it works and changes the color, like you just showed

trim matrix
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ive sent screenshots of al i have

zinc jasper
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but calling the function from the widget doesnt work

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that doesn't make sense to me

trim matrix
zinc jasper
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idk. Check everything, debug slowly

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simplify it, go step by step

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it can be anything, like even an accidental space character in the parameter name

trim matrix
zinc jasper
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just go step by step

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put print strings, debug, see node by node how it works and youll find where it breaks

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its an important skill to be able to debug your nodes

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see if the sliders actually fire the events, see if the Final color is being set correctly, see if your parameter names checks out in the material and in the function, check if the player character cast doesn't fail for some reason

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etc

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identify the precise point in the logic where it doesn't do what you want it to do

trim matrix
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only the top one printed

zinc jasper
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well the second one is just tied to an event that youre not calling

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so of course it's not gonna fire

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that's just if you wanna set the color of the sliders from somewhere else, like on a game load

trim matrix
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oh

zinc jasper
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this is this event, yes?

trim matrix
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yea

zinc jasper
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then put the print string in the beginning of that event

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see if it fires when you move sliders in game

trim matrix
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yea it does

zinc jasper
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but the last one doesnt?

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then put one after "cast failed"

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see if that one fires by any chance

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when you move sliders around

trim matrix
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yea it does off cast failed

zinc jasper
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you can also btw just run the game in another window, select the debug object and see it firing real time

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but anyway

trim matrix
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thats how i am using it

zinc jasper
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then you select debug object

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then you can see it fire

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when you do stuff ingame

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but print strings work too for this case :D

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anyway, now you identified the problem - the casting to your player BP fails

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did you cast to a different class than the one you're using as your player character?

trim matrix
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no

zinc jasper
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then why does the cast fail

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show me the name of the BP where you made that color changing function

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the player character bp youre using for the mouse

trim matrix
zinc jasper
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and you're absolutely sure this one is the mouse youre playing as, yes?

trim matrix
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yea, i dont have any others, the only other player bps have completely different names

zinc jasper
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then I don't understand why the cast fails

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try plugging "Get player pawn" into the cast instead

trim matrix
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nope still failed

zinc jasper
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did you mess around with the player indexes or something?

trim matrix
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no

zinc jasper
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and is it a single player?

trim matrix
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yea single player

zinc jasper
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then I have no clue lol

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that shouldn't fail

trim matrix
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idk

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i have no issue casting to it in other bps

zinc jasper
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what's the widget type? Just User Widget?

trim matrix
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yea

zinc jasper
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hmm

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try to restart UE just for sanity check

trim matrix
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still failing

zinc jasper
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that's really weird

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I really don't know why that would fail

iron idol
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whats a more efficient way of checking this bool?

slender harness
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Anyone ever have a blueprint that, even though it asks for an object reference (a specific one) and you give it, it does not take it?

zinc jasper
iron idol
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very kind of you

zinc jasper
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:D

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why not use for each loop?

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but I mean if this works for your case... 🤷‍♂️

iron idol
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i'm not sure of how to use it in this scenario. but the reason i'm not using it is because its picking a single target

zinc jasper
iron idol
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i dont want it to apply a status to multiple targets. i'm making sure the target is not dead before applyinh

zinc jasper
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cause you can't see much on that screenshot

slender harness
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fair enough

zinc jasper
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but you could also use a While loop

iron idol
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i have 4 party members. i'm looking for it to target a single party member thats not dead at random. its a turn based game.

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so it says if unit is dead pick someone else

zinc jasper
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a random one each time?

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I see

slender harness
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would an IsValid be best there?

zinc jasper
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I would probably keep track of alive members in a separate variable

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then just get a random from that

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"get all actors of class" usually means you didn't do something very properly

iron idol
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but it will obviously loop if multiple people are dead and one is alive which is not efficient

zinc jasper
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have an array AlivePlayers, if someone dies remove them from this variable

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then just get a random from that array

iron idol
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i only have the 4 members. its just easier to grab all party members for me this way. performance isnt an issue so i just kept rolling with it.

zinc jasper
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and you dont have to loop anything

iron idol
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yea i figured that would be the solution. i was hoping for something more lazy haha

zinc jasper
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this is lazy enough :D

trim matrix
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still cant figure out why its failing 😭 💀

zinc jasper
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see what it prints when you move the sliders around

trim matrix
zinc jasper
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I really don't know why you wouldn't be able to access the player character from there

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It works fine for me

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you could do a workaround and make the function in gameInstance or GameMode or something

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surely you can access those from the widget

trim matrix
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how would i do that

zinc jasper
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before you do that - how are you creating the widget with the sliders?

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are you adding it as a child to some bigger container hud widget?

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and in your player controller you add it to viewport?

trim matrix
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its its own one made when the player clicks the customize button on the main menu

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then to go back to the mainmenu

zinc jasper
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hmm okay I don't think the issue could be from this

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but idk this is not usually how I do widgets

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I have one main container widget and all other windows and menus are just children dragged into it

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but I'm not sure if that would change anything about your issue here...

trim matrix
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how would i do the workaround in my instance?

zinc jasper
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do you have a custom gamemode and gameinstance BPs made and set?

trim matrix
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yea

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only instance tho

zinc jasper
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that's fine

trim matrix
#

game mode is thirsperson

zinc jasper
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can you see if you can access and cast into your game instance BP from that widget?

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same like youre trying to do with the player character

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see if that fails too or not

trim matrix
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wont let me connect to the set color node bc its not my player

zinc jasper
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well ofc but that's not what I asked you to do :D

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just wanna know if the cast fails or not

trim matrix
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oh

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no it dosnt fail

zinc jasper
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okay then let's offset that function through the gameinstance

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it's a bit scuffed but whatever, if it works... :D

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basically just create a "middleman" function in your game instance

trim matrix
#

wdym

zinc jasper
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in your game instance create a new function, call it idk something like "SetPlayerColorGI" (for Game Instance)

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give it an input of Linear color

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then inside of that function, do the player character cast and call the actual SetPlayerColor function from that cast, and connect the linear color input into that

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and then in your widget you call the function from Game instance instead

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it's gonna do the same thing, it's just gonna go through the GameInstance function first

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(this of course wouldn't be needed if the widget let you cast into player character but really I have no clue why it doesn't)

trim matrix
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like this?

zinc jasper
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I mean

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that works but it's not exactly what I meant :D

trim matrix
#

wdym 😭

zinc jasper
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I meant to call the function you made in the player character

trim matrix
#

oh

zinc jasper
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just in case you wanna put some more stuff in that function (which you later might), you dont have to copy paste duplicate it here as well, you know

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yep

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now call this game instance function instead in your widget

trim matrix
zinc jasper
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yeah

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does this work?

trim matrix
#

no

zinc jasper
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😢

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where does it fail?

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im confused

trim matrix
#

dosnt print anything

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but the colors dont change

zinc jasper
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put print string on this cast failed too

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in the GI function

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does that fire by any chance?

trim matrix
#

it fails

zinc jasper
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um

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okay then the issue isn't that the widget can't get player character

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so you can revert back to that

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the issue really is just in you trying to cast your player character it seems

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but without seeing the project I really can't tell why that would be happening. You made some mistake.. somewhere

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probably

trim matrix
#

ive sent all the screenshots of it lmao

zinc jasper
zinc jasper
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I mean somewhere else

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deeper in your core game logic

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did you set these defaults for your projects?

trim matrix
zinc jasper
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okay

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and you said youre using this somewhere else during the gameplay and it works fine?

trim matrix
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in many places

zinc jasper
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then.. why would it fail in the game instance

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I am really flabbergasted lol

trim matrix
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same

trim matrix
frosty heron
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Are you even using the custom game instance

trim matrix
#

yea

frosty heron
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Show? Also name your assets better

trim matrix
#

and i double checked a sec ago

frosty heron
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I dunnoe, your custom gi is called game instance too

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Just name it different and check again then show

trim matrix
marsh pilot
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Ah yes, thank you

trim matrix
frosty heron
zinc jasper
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huh

frosty heron
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For blueprint assets, prefix with B_

trim matrix
#

thats all ive edited

zinc jasper
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I just suggested a testing function name, not the name for your game instance BP

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:D

trim matrix
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i havent changed anything w my game instance

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been setup for saving for a few days havent messed w it since then

zinc jasper
frosty heron
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I'm still using wbp too

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Instead W

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Feels old school

frosty heron
#

Analyse line by line

zinc jasper
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I mean tbh any naming convention is fine as long as youre consistent with it and you understand it

frosty heron
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Having standards is good, especially if you are making something public

trim matrix
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wow alot of negativity lmao

zinc jasper
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where negativity

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just a discussion

trim matrix
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ok lol

frosty heron
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A healthy one

trim matrix
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anyways

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none of my other casts to my player fail, this is the only one i checked my other objects again

dawn gazelle
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The only two reasons a cast would fail:

  1. The object you're feeding in is not valid at the time the cast is being executed.
  2. The object you're feeding in is not a member of, or a child of the class you're casting it to.

If you're certain that the object should be of the correct class, then the only option is that object you're feeding in isn't valid to begin with at the time the cast is being executed.

trim matrix
#

so how is my player not vaild

dawn gazelle
#

When are you executing this logic?

trim matrix
#

to change the color, in the main menu

dawn gazelle
#

Not why but when?

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On Init of Game Instance?

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After clicking a button?

trim matrix
#

begin play in the player bp

dawn gazelle
#

You're executing that within the Third Person Character, there's no cast here.

trim matrix
#

the cast is in the widget

dawn gazelle
#

When are you creating the widget?

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When are you casting in the widget?

trim matrix
#

in the menu..

dawn gazelle
#

Where's the cast that is failing?

trim matrix
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in the widget

dawn gazelle
#

At what point is this called? Construct?

trim matrix
#

idk ask @zinc jasper i copied their setup

dawn gazelle
#

Can you follow your execution line back and see how this gets called?

trim matrix
#

its in a custom event

dawn gazelle
#

And what calls that event?

lunar sleet
#

Like herding cats lol

trim matrix
#

ive already sent these screenshots lmao but

frosty heron
#

Don't expect people to do your homework, instead here the screen shoots, fix it.

You should ask specific question

trim matrix
dawn gazelle
#

I don't see the relationship as I don't know how these last two screenshots are connected.

trim matrix
#

theyr the same bp

frosty heron
#

Breakpoints

lunar sleet
#

Btw, if people say “learn this or that” they mean to help you learn so you can figure things out yourself. If you rely on others to hold your hand every step of the way in perpetuity, you’re going to hate gamedev 😀

dawn gazelle
lunar sleet
#

And aside from Datura and Authaer , few have that much patience 😁

trim matrix
dawn gazelle
#

You posted a screenshot that shows an execution path with no start, so I don't know what the fucntion/event is.

trim matrix
#

im learning 💀

frosty heron
#

Break point break point break point

lunar sleet
#

You’re going to have a really hard time if you don’t learn that asap

trim matrix
#

lol if i felt it was negative, it was to me, i understand theyr game dev tools 💀

lunar sleet
#

Ok, learn break points so you can follow the execution path of your game and figure out what is failing and why

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That. Is how you will thrive.

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Like cold summer said a few hundred times 😀

frosty heron
#

If the issue is the widget not executing the function, I don't even see it get called anywhere.

wispy kayak
#

Hi, when there is a button still green, when click other button it makes the button red instead of green. How to make boolean keep true instead of false when click other buttons ?

frosty heron
#

I see set player color is being called somewhere , but don't know what that's got to do with the widget unless you showed what the func do

trim matrix
#

i added breakpoints in the widget, nothing happened

lunar sleet
frosty heron
#

K so you never call the functiob

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Show where you call the function that you break point

trim matrix
lunar sleet
# trim matrix

Move the breakpoint further up to the line until you find the part that does fire. In this case I would put it on ChangeColor to start

trim matrix
#

i had them further nothing broke

frosty heron
#

So where do you call change color? Show

lunar sleet
#

At the top

trim matrix
#

ive sent all the screenshots i have lol scroll up

lunar sleet
#

Using those on value changed binds

dawn gazelle
#

Put the breakpoints on these points - add a print string on to cast failed to have something to attach the breakpoint to.

lunar sleet
#

She said ChangeColor never breaks afaik

trim matrix
#

nothing i tried broke

lunar sleet
#

If that’s true then neither of the onvalue changed binds are firing

frosty heron
#

Did you move the sliders?

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Change color is called when a slider is moved

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Based on your code

trim matrix
#

i move the sliders and all it does is print that the cast failed

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nothing broke tho

marsh pilot
#

What causes the "Object Name In Table" to be included here? I'm trying to replicate this in another project

lunar sleet
#

Wait it does print?

frosty heron
#

Huh? Where is the print?

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You got no print on your code above

trim matrix
#

it prints off the failed

lunar sleet
#

Did you add one after the screenshots?

frosty heron
#

R u looking at different blueprint?

trim matrix
lunar sleet
#

Ok, so your print works but your breakpoint never stops execution ?

trim matrix
#

yea

frosty heron
#

Show latest screen shoot with the break point and print string

trim matrix
dawn gazelle
#

Ok, try this out.... Drag off from the "Get Player Character 0" and plug it into the in string and tell us what prints.

lunar sleet
#

On a side note, if your breakpoints aren’t firing but the print is, save everything, restart Unreal

frosty heron
#

Datura already explained to you what casting does and under what condition it will fail.

trim matrix
lunar sleet
#

So player character is None

dawn gazelle
#

Were you getting "dsfsdffsdf" before?

trim matrix
#

the player is set to be third person character tho

frosty heron
trim matrix
frosty heron
#

Player character is null at the time of accessing

dawn gazelle
#

Yea I'd restart too at this point.

lunar sleet
#

Null will print nothing btw

trim matrix
#

why is my player null then 💀

dawn gazelle
#

Ok... Are you actually possessing a character at the time you're doing this customization?

trim matrix
#

im using my player character

dawn gazelle
#

Are you certain that a character is spawned and is possessed by the player?

trim matrix
#

ok i completely restarted my pc, now its breaking at

lunar sleet
#

Ah we’re back in action!

trim matrix
#

unreal just being dumb and me not being much smarter isnt helping 😭

dawn gazelle
#

That's good.

lunar sleet
#

Still need to figure out why player char is nullptr tho

dawn gazelle
#

Up near where the play button is, you should be able to click the green button and it'll jump to the next breakpoint.

trim matrix
#

the cast and set player color also break when i move through to the next node

dawn gazelle
#

Ok perfect 😄

#

So then the widget is working as expected.

#

Did the color change on your character?

trim matrix
#

no, it broke

dawn gazelle
#

It hit a breakpoint you mean, yes?

trim matrix
#

yea

dawn gazelle
#

resume.

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the rest of the code should continue executing.

trim matrix
#

it loops back

dawn gazelle
#

remove teh breakpoints (select the nodes and hit F9)

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an then resume

trim matrix
#

from all the nodes? or just the other 2

dawn gazelle
#

All

#

We've determined the widget is working now, your character is being retrieved and the set player color node is being called on the character.

trim matrix
#

the sliders move, the color dosnt change

dawn gazelle
#

Ok, so now if you double click on the "set player color" node, you can breakpoint some parts within there, see where it stops.

trim matrix
#

hit one as soon as i hit play

zinc jasper
#

I wasn't here, but Kira's entire problem earlier was that from a widget they couldn't access "Get player character", it just returned nothing

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so together we tried making a "middleman" sort of function in their gameInstance, but even in that function the "Get player character" couldn't be accessed. Even though they say they use it elsewhere in the logic and it works fine

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and I have no clue why you wouldn't be able to access Player character from the game instance

lunar sleet
zinc jasper
#

wait it works now?

lunar sleet
#

Yeah

trim matrix
#

no 💀

lunar sleet
#

It stopped returning null after restart

trim matrix
#

some of it yea

lunar sleet
zinc jasper
#

oh

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so just do the thing we did earlier Kira

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put the player character cast at the end of the widget logic

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and call that function with that final color input

trim matrix
#

its still how we had it, but it isnt working

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hitting a breakpoint in the function

zinc jasper
#

and what's the issue with that? You set up the breakpoint

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just remove it

dawn gazelle
# trim matrix hit one as soon as i hit play

Ok, so this at least confirms that the set player color node is indeed being called on your character. Your cast is no longer failing. Now you'll need to determine at what point things stop working. What does the rest of the Set Player Color function look like?

zinc jasper
#

I feel like this should work now

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just remove the breakpoint

trim matrix
#

unrelated, all my ui is on screen now 😭 ig ill fix that later

trim matrix
zinc jasper
#

when youre moving the sliders?

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and did you remove that one node where youre setting the character black?

trim matrix
#

no cahnge when i move the slider, when i then load into the game the player is all black

lunar sleet
#

Btw, idk what exactly that Milo Color variable is, but you usually need to do something else to change mat colors

zinc jasper
#

the function looks solid

lunar sleet
zinc jasper
#

the function

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to change the material params

lunar sleet
#

I didn’t see the whole function

trim matrix
#

lol its not working 💀

zinc jasper
#

I feel like it's gonna be something stupid like you forgot the color set to black on event tick or something

trim matrix
lunar sleet
#

That doesn’t look right to me

zinc jasper
#

why?

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I do this all the time and it works fine

lunar sleet
#

I mean I don’t do it that way. 😅

trim matrix
#

i have no idea 😭

zinc jasper
#

let's do a little test

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disconnect that orange line on parameter value

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right click the parameter value and split it

lunar sleet
#

Converting 2D texture to a vector 3D or what is that doing exactly

zinc jasper
#

and write in all 1s

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then run the game, move a slider and see if the character is white

zinc jasper
lunar sleet
#

Ah

dawn gazelle
trim matrix
lunar sleet
#

10 bucks says param name issue

zinc jasper
#

youre saying its black

#

where are you setting it to black?

trim matrix
trim matrix
lunar sleet
#

Should’ve taken that action then 😀

zinc jasper
#

wherever you're running the function with the black input

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get rid of that

lunar sleet
trim matrix
#

i did

zinc jasper
#

idk anymore

#

are you connecting the correct mesh to the parameter node?

lunar sleet
#

What color would 1,1,1 return

zinc jasper
#

it's gonna be something really stupid that we can't see

zinc jasper
trim matrix
#

yea

#

player only has one mesh

lunar sleet
#

Ok

#

Do this

#

Breakpoint on that set param node

#

When it drops, hover over the mesh pin

#

It’s a long shot tho

zinc jasper
#

and over the orange parameter value

lunar sleet
#

But also pls share latest screenshot

lunar sleet
zinc jasper
#

yeah connect it back as it was

trim matrix
#

what am i looking for lol, it hit it when i moved the slider

zinc jasper
#

well, that's good

lunar sleet
#

Hover the pins and read the values

#

One last thing

trim matrix
#

which ones 😭

zinc jasper
#

the mesh and the param value

#

light blue and orange

trim matrix
#

i looked at them lol

zinc jasper
#

and?

lunar sleet
#

Are you absolutely certain the character’s material is set to your MaterialInstance and not the regular Material or something else

trim matrix
#

what am i looking for 😭

lunar sleet
zinc jasper
#

like this

trim matrix
zinc jasper
#

mm this is very tense

#

oh a video

#

hm those look fine

#

but uh

#

now that I've seen this, I have a different question

#

that mouse on that video - is that THE actual player character?

trim matrix
#

no

zinc jasper
#

did you just drag an animation there

trim matrix
#

its an animation the player has

zinc jasper
#

🤦‍♂️

#

well

#

here's your issue lmao

trim matrix
#

im not talking ab that

#

when i load a level is still messed up

zinc jasper
#

because youre not setting the color on beginplay on the character after the level loads

#

you're just changing a variable in a different level but then not passing it to the character when it actually starts to exist

trim matrix
zinc jasper
#

but you had BLACK as input there

#

you need to have the variable there as input

#

the one that you've been setting through the widget this entire time

trim matrix
#

but the variable is in the widget how am i doing that, casting?

zinc jasper
#

i didn't realize you're trying to do this in a completely different level without the character even existing

trim matrix
#

the character is in that level tho

#

theyr off screen

zinc jasper
#

oh

#

okay

#

but you're trying to pass variables between levels

#

use gameInstance for this

lunar sleet
#

I like the mouse

zinc jasper
#

make a "PlayerColor" linear color variable in your GameInstance

#

in the widget, when moving the sliders, change this variable instead

#

then on BeginPlay of your player character, run that function and plug in the variable from the gameInstance

#

because GameInstance doesn't get reset when changing levels

trim matrix
#

cast to get game instance then?

zinc jasper
#

yes

trim matrix
zinc jasper
#

nvm yeah this is fine

#

if its on beginplay of the character

trim matrix
#

yea

zinc jasper
#

now you need to set that PlayerColor variable (the one from GameInstance) at the end of that slider widget logic

lunar sleet
#

Btw @zinc jasper I use create dynamic mat instance myself

trim matrix
zinc jasper
#

this is just a single node and it works on everything that has a mat instance applied on it

#

I also used to use what you said but I migrated to this, it's way easier :D

dawn gazelle
zinc jasper
#

no need to create a dynamic instance when it's already created basically

lunar sleet
#

Good to know

zinc jasper
lunar sleet
#

I only used those param nodes for Niagara so far

zinc jasper
#

here

#

replace the whole end after the set brush tint color with a cast to game instance and set that variable

#

to the Final Color value

trim matrix
zinc jasper
#

yeah but actually connect the node :D

trim matrix
#

shit yea

zinc jasper
#

now this is not gonna change the color of the animated character in the menu, but try to change the sliders around, and then play the actual game with the character

#

see if the color updated

trim matrix
#

yea its updating now

zinc jasper
#

yay

#

🥳

#

and to change the menu character, you have to get a reference to its mesh

#

then you can run the same material parameter change thing on it and change its color as well

trim matrix
#

ty for helping glad its finally cooperating 😭

frosty heron
#

Damn took 2 hours

zinc jasper
#

see the entire problem was that you were doing the setups in one level and expecting the result in another level, and we didn't have this information

#

so we could've just been guessing forever

#

that's why exact information when getting help is crucial

#

the video helped in the end

trim matrix
wispy kayak
zinc jasper
zinc jasper
#

why so small

#

but I mean just set the button green after that check anyway

#

that's all

#

not sure where the issue would be

trim matrix
zinc jasper
#

and just apply the same logic to it

#

at the end of the slider widget logic

#

that's all

trim matrix
#

but if its using the same mesh how do i get a second reference

zinc jasper
#

huh

#

not sure what these two things have in common

trim matrix
#

the animation in the menu is just an animation for the player, they share the same mesh

zinc jasper
#

so?

trim matrix
#

how do i get a different reference for the animation than the player

zinc jasper
#

um

#

it's a completely different object

#

how would you NOT get a different reference?

trim matrix
#

idk 😭

zinc jasper
#

forget about the mesh and the player character

#

find out how to get a reference to that animation mesh

trim matrix
#

how am i getting a reference to the animation?

zinc jasper
#

the one you placed in your menu level

zinc jasper
#

is it an actor?

#

or did you just drag an animation into the level

trim matrix
#

just dragged it in

zinc jasper
#

okay maybe make it into an actual BP actor

#

have the animated mesh as a component there

trim matrix
#

ok

zinc jasper
#

although... why not just use the player character itself

#

you can have it play animations

trim matrix
#

didnt get that far yet

zinc jasper
#

if you use the player character itself, then you don't have to worry about getting a reference to some random dragged in animation asset

#

and you can just reuse the function you already made

#

the one that sets the player color

lunar sleet
zinc jasper
lunar sleet
#

Yeah but the first 110mins is usually spent identifying the root cause 😆

wispy kayak
zinc jasper
#

why not just set all to red first when any of them is clicked, and then set the one you clicked to green immediately after?

#

that seems easier to me than using a loop for this :D

#

it's basically what I'm doing here lol

#

to switch between three widget cards with different settings

frosty heron
#

I would totally make a generic button widget that store its state internally

#

That way you don't need soo much copy paste for every button

zinc jasper
frosty heron
#

I have a lot of buttons that can be toggle on and off

zinc jasper
#

but my point was that just setting all to off and then immediately the one you just clicked to on is probably easier than looping or whatever

frosty heron
#

To set everything off, I just get all the button in the child, loop thru them and turn it off

zinc jasper
#

you could just get the container where they're in and get all children

frosty heron
#

Yea container

zinc jasper
#

yeah :D

#

exactly

#

but you don't need a complicated loop checking every single one if it's supposed to be on or off

frosty heron
#

If the menu is simple then maybe not necessary to make a generic widget

#

But my rpg will have toggleable buttons everywhre

#

In the inventory, in the menu, in the settings

zinc jasper
#

yeah, shouldn't be hard to just put all that are mutually exlusive into their own containers (or array variables perhaps)

#

and then just turn all of them at the same time, then turn one back on

odd kiln
#

Anyone knows how can I get the angle between my Actor Forward Vector and the "0,0,0" location on the map ?

#

I mean if I'm parallel to the "0,0,0" it should return "0" but if I'm upward it should return "30" for example

zinc jasper
#

which angle?

#

not sure I understand that

#

can you draw it?

odd kiln
#

The "Y" angle (pitch)

zinc jasper
#

why "actor forward vector" though?

#

do you mean just the angle ABC, where A = actor location, B = 0,0,0 world, and C = actor location projected on Z=0 world?

wispy kayak
zinc jasper
#

that's what confused me

zinc jasper
#

if it's red when clicked, just run the existing logic you already have now

odd kiln
#

I will explain better : I'm trying to "force" the World Rotation of my Actor to "50" with the use of "Rotator from Axis and Angle" and "Set Actor Rotation" nodes.

#

The problem is : If my Actor is upward a little bit, it never reaches the "50" degrees angle that I want.

zinc jasper
#

what's the use case for this?

#

I'm just trying to understand the goal

odd kiln
#

And if I set "50" in the "Y (Pitch)" value of the "Set Actor Rotation" node, my Actor is rotating on X and Y

#

The goal is : When I press "A", I want my Actor to rotate downward until 50 degrees

#

In the Y axis

zinc jasper
#

oh I think I understand

#

can't you utilize relative location of a component of that actor somehow?

odd kiln
#

I don't understand why my Actor is rotating on Pitch and Roll at the same time when I set "50" on the "Set Actor Rotation" node on "Y"

#

I guess I can

zinc jasper
#

I actually had a problem similar to this.. I think.. if I understand correctly. Imagine you have a tall stick standing vertically and you nudge that stick at its top to any direction. Now the stick is tilted into some direction, and you want to calculate the stick to continue falling down into the same direction

#

I kept having issues with it rotating weirdly on other axes as well

#

so I just postponed the issue 😄

odd kiln
#

So I'm not the only one with that weird behavior lol

#

And to "resolve" this issue, I had to use the "Rotation from Axis and Angle" node and use the "Actor Right Vector"

#

But I need to set an "Angle" in that node, so.. I need to calculate my Angle before doing this operation

#

So I can change the value on the "Rotation from Axis and Angle" node

zinc jasper
#

this vector math is not intuitive for me so it's a bit hard for me. But maybe a little dirty workaround could be making a SceneComponent in the actor, then rotating the scene component to face where you want, then parenting the rest of the actor components to it and then just tilt forward with relative rotation

odd kiln
#

Based on that previous angle

#

But I need my Capsule Component to be the root of this Actor..

#

So I can't add a Scene Component in my Blueprint and parent the rest to it

zinc jasper
#

aaah it's a character

odd kiln
#

Yes sorry

zinc jasper
#

what exactly are you trying to tilt on pitch though?

#

cause I don't think you can do that to a player character with a capsule

odd kiln
#

I'm just trying to make something simple :

#

When I press "E" my character should rotate upward on the Y Axis with a maximum of 50 degrees.

#

And when I release "E" it should rotate downward on the Y Axis as well with a maximum of -50 degrees

#

(World rotation)

zinc jasper
#

by rotate upward, you mean the entire capsule should tilt/pitch up?

odd kiln
#

Yes exactly

zinc jasper
#

and you're using the default player character with the default capsule?

odd kiln
#

Yes

zinc jasper
#

afaik that's impossible

#

you can only tilt the camera inside the capsule on pitch

odd kiln
#

How ? It seems to be a simple rotation that I want

zinc jasper
#

because the default player character is a pre-coded thing that has its limitations

#

one of them being you can't change the pitch of the capsule

#

you can change the pitch of the camera but not the capsule

#

that's basically hard-coded

#

you'd have to use a custom player pawn for this

#

or you can tilt the character model/mesh inside the capsule if you want, but not the capsule itself

odd kiln
#

So that's why when I'm trying to change the Pitch to 50 it rotates with the Roll too, right ?

zinc jasper
#

idk

odd kiln
#

So the Player Class is meant to be rotated on the Z axis only ?

zinc jasper
#

capsule should only be rotated in yaw

#

anything else might give weird results or not work

odd kiln
#

I don't understand the logic behind this but well..

#

Thanks ! I will try to find another way !

zinc jasper
#

you can open the c++ code of the premade player character movement

#

if you wan't to understand it

#

:D

#

it's just how it works

odd kiln
#

I just don't understand why they did this

zinc jasper
#

if you need some special/extended functionality, you have to make your own or edit the code of this one

#

because of just how it works and calculates stuff and interacts with the world and physics

odd kiln
#

Ok I guess I should go for it

zinc jasper
#

it's what they decided

#

🤷‍♂️

#

you can rotate the camera and the mesh inside the player character

#

just not the capsule

#

(except on Z)

odd kiln
#

Yes but if I rotate the Mesh and not the whole Actor, my "Forward Actor" will not change

#

I will think about it.. thank you very much for the explanation !

zinc jasper
#

since its using different nodes for input

odd kiln
#

But I wanted to use the Character class to use the "Character Movement" component

#

For fly; walk; swim etc..

#

To make it easier to use

zinc jasper
#

well, yeah, that's fine

#

but you have to obey the limitations

#

and use the proper nodes for it

odd kiln
#

Hmmm ok.. I understand

#

I will try to find a workaround for this rotation case with this setup

#

Or maybe I can use the "Add Local Rotation" node ?

zinc jasper
#

what are you trying to do though?

#

like I said you can't do that to a capsule

#

only to a camera or mesh

odd kiln
#

I already made it for the X and Z axis. Only the Y is giving me problems x)

#

I'm trying to make an airplane

zinc jasper
#

okay nvm I guess I'm stupid

#

but I think this is not gonna behave like it should lmao

odd kiln
#

Yes the only problem with the Y axis is that it makes the X axis rotating with it

frosty heron
#

Could be gimbal lock

#

Not that I fully understand the concept

zinc jasper
#

I think that even if you somehow figured this out, it's not gonna behave nicely

#

I don't think the capsule is meant to do that

odd kiln
#

It sounds like Gimbal Lock

frosty heron
#

The quaternions is your solution

odd kiln
#

So why it works with the X axis. It shouldn't work.. it should work only with the Z axis if I understand correctly

odd kiln
frosty heron
odd kiln
#

Ok thank you !

stiff dock
#

I'm trying to make a repair system that costs more based on the durability left on the item. The clsoest I can get is going in the wrong direction. I have it as (durability/maxD)*itemPrice which gets me the exact numbers I want, just backwards, Is there a way to get it to go the right way in a simple format like that, or do I need to deep dive into math again for this? Kinda just looking for some advice and tips

#

I've already done ([maxD/durability]-1)*itemPrice which got it in the right direction until the item hit 50% durability, then it capped out with the clamp I have set

dawn gazelle
#

(1 - (durability/maxD)) * itemPrice
If you have an item that is worth 100G, and item max durability is 100, with durability at 100, the repair price would be 0G. (1 - (1)) * 100 = 0.
If that same item was at 50 durability, then the price would be 50G. (1 - (0.5)) * 100 = 50.
If that same item was at 25 durability, then the price would be 75G. (1 - (0.25)) * 100 = 75.

stiff dock
#

Thanks a ton for that. I've been racking my head on how to do this and all I could think of it wanting to flip the percentage somehow. You saved me a migrane

dawn gazelle
#

You were close 🙂

summer sail
#

Hello guys. How would you implement a dodge skill? I just want the character to move sideways.
I've successfully made it by changing the velocity in the character movement component, but the friction from the character movement makes it slide just a bit and stop.
On a reasonable velocity it barely moves, on an absurd value the movement works but if the character happens to be slightly off the ground it gets yeeted into space, so its not reliable.
Thoughts?

frosty heron
#

How about using root motion with montage?

idle vigil
#

while browsing the unreal forums i came across this struct bug

#

is it still a thing in 5.3 or is it fixed?

frosty heron
#

Been around for forever

#

Not gonna get fixed

idle vigil
#

first time im hearing of this as a newbie

frosty heron
#

To be precise bp struct

#

Struct declared in cpp is fine

idle vigil
#

whats the best way to not fall victim to this? other than version control obviously

frosty heron
#

Declare the struct in cpp

#

There are many errors associated with bp struct, some of them even corrupt silently

#

Tldr avoid bp struct

idle vigil
#

yeah this is scary stuff lol

frosty heron
#

And consider your self lucky for finding the bug earlier

idle vigil
summer sail
frosty heron
idle vigil
#

ok thanks

ocean crow
#

Hey all, does anyone know what causes this error? If I switch the class of the Spawn Actor from Class node to Actor, then back to the actual class I'm trying to spawn, it works for that editor session. The moment I reopen it, same error as in the screenshot.

#

I've tried refreshing nodes, refreshing all blueprints, compiling from source, deleting and replacing the node, deleting and replacing the function. Not a clue why the node errors.

lunar sleet
#

could also be bp corruption if you've got Hot Reload enabled

light glen
#

hello, is it possible to convert a struct to json in blueprint?

lunar sleet
#

I think there’s some plugins

wispy kayak
#

Hi, So I have 1 Event dispatcher from button 1. But what If I want other 3 buttons have the same event as button 1. Do I need to make manually again so I have 3 event and connect it to the first one? Or there is other way to do it?

frosty heron
#

@wispy kayak event dispatcher is a multicast delegate. Meaning it can be binded to multiple objects.

When the event gets broadcasted it will fire on everything that listen to it.

You don't need to make multiple events as long they have matching signature.

You just need to bind it

dry sleet
#

It can be fed arbitrary struct and read it back, I'm pretty sure.

#

(you just have to activate the plugin)

#

Works like this

#

And then readback

inner mural
#

Hi! I'm making a Wave-Editor, for this I'm using an editor utility blueprint's Slider to spawn and delete BP's in the level
I really liked how in this older example of the code you could see the BPs spawn and despawn as you scrolled through each wave
But that broke
It's still spawning and despawning the BPs as you scroll through the Waves, but now it only visually updates the level after you finish scrolling to a specific wave
Here's a video of the old version:

#

I didn't catch it when it stopped updating while you were scrolling through it, so I don't know if any of my code adjustments caused it.

But does anyone know what has any suggestions for what could fix this? Any help is deeply appreciated!
(Whoops sorry for flooding the channel! Thought the video's would be useful in illustrating the issue but they really take up a lot of space 😅 )

wispy kayak
#

Hi, so I have problem when I reopen the menu again and clear the children, the button switch opacity not working but the rest code is working fine. If I dont clear the children the new child button for switch opacity is working but the old one child is not working.

frosty heron
#

what you want to do here, is when you clear the children you need to make sure to set the state as it was before the children get populated

#

go through the references too

mortal palm
#

I'm doing a line trace on a custom actor of mine but it is failing, even though I see visually the debug line going through my actor. The actor has a scene component C1, C1 has a child scene component C2, and C2 has a child dynamic mesh component C3. C3 is where the trace should happen, and C3 has collision enabled, complex as simple, BlockAll preset. In the BP, I've tried with and without Trace Complex, with and without Ignore Self (this BP is not the actor that I want to hit anyway)

neat mason
#

did you check the collision in the object viewer or in the level? Are you sure C3 has collision data?

#

if it doesn't have collision, you can add it in the static mesh view

mortal palm
mortal palm
#

Same code/mesh works (line trace hits) on 5.4 but fails on 5.5

worthy raptor
#

I am developing a multiplayer game the idea of the game is that there are players and random npcs and when the player touches the NPCs they changes their material color and follow the player around and if two players came in contact the player with highest number of NPCs absorbs the other player NPCs and the NPCs follow that player.
Now what I want is to apply the logic when two players collide the NPCs change their material to the player with the highest number of NPC and follow that player. I've tried many options but the NPCs just end up running the wrong direction, doesn't change their material or they don't follow the player.

frosty heron
#

Don't use Multicast for stateful entities
AI is Server Only

Get to change the color of a cube and sync with all players first for a start.

worthy raptor
frosty heron
#

Setting the material can be done via OnRep variable

#

Multicast have no place here

#

also the collision happend in every instance of the game, you should only care when the collision happend in Server

#

so need Switch has Authority on the collision

#

make no sense for every players (server and client) to tell the AI to move

#

again, AI is server Only. make sure that code only runs in server

worthy raptor
#

ok thanks i don't fully understand this is my first multiplayer game but i will try to apply what you said

frosty heron
#

If Collision Happend (On Server) -> Server Set Material (Replicated variable) -> Tell AI to move
Client On Rep Material -> Set Component Material to Material

violet bison
#

how to exclude a bone of skeletal mesh from overlap event?

violet bison
#

or set the collision preset for a specific bone

lime oar
#

my door still is not open and this is the code

nimble maple
#

See if that correctly casts

lime oar
nimble maple
#

Your first problem is the actor has tag is not connected into a branch. The second issue is your branch after the line trace is not connected into return value so it will always do the same thing.

thin panther
#

That's not what is causing the issue though

#

the branch is odd, but it will always execute

nimble maple
#

Yeah, what I meant.

#

I’m not sure if the get actor forward vector is the issue

#

Hence the request to see the line trace

thin panther
#

also, @lime oar, please don't crosspost your problem into multiple channels

thin panther
#

and yes, as Leonhardmaster points out, the second issue is your line trace is not set up correctly.

lime oar
#

i tried to fix but i don´t know if it´s correct

thin panther
#

you want to be getting the forward vector (of the follow camera)

thin panther
lime oar
#

and i want to make a popup with a message of "Interact"

#

but i couldn´t find the interaction interface message

nimble maple
#

Print string is the thing you’re looking for

#

@lime oar

lime oar
#

where i connect this new branch?

#

the new branch is connected in actor with tag

#

is this correct?

#

what should i do now?

#

@thin panther

thin panther
#

You're trying to check a tag when the hit hasn't been successful

#

The first branch should be checking the boolean on the line trace

lime oar
#

@thin panther

thin panther
#

You still need to keep the hit actor plugged into the cast

tawny condor
#

Great beginner/intermediate tutorial explaining how to Line Trace: https://www.youtube.com/watch?v=XBhgzQ7hStA&ab_channel=UnrealDevHub

Learn how to use LINE TRACE in your games! Line Trace has many uses, and here we will demonstrate how to implement it in your game to register an overlap on your character.

Want to learn how to build games in UE5?! Subscribe to Unreal Dev Hub for more UE5 Tutorials!

Want to support my channel and help me continue to create educational content...

▶ Play video
lime oar
#

the door still it´s not open

#

the door doesn´t open for nothing

#

@thin panther

thin panther
#

You're gonna need to show all of the code

thin panther
#

You still havent fixed the other issue, that being the line trace

#

You need to get the forward vector of the camera

lime oar
#

where do i connect the forward vector?

thin panther
#

I reccomend watching Michael Pattison's series on UE5 interaction. It's a lot more comprehensive than other's

ebon olive
#

Unreal being really weird, i never even do any modification that's related to VR and then suddenly i got this error. wtf? This is so random. Can i just delete this? will it affect anything going forward?

#

Now i cant move diagonal. This is so random

#

It was ok everything prior and then suddnely its like this?

proud salmon
#

Are there any tools/plugins that make debugging blueprints better? It's really annoying how often you get this when there are very obviously the information available.

steep oyster
#

Is there a good way to make fast mesh booleans at runtime? I'm trying to do it for multiplayer. Basically, I want to replicate the destruction physics of DRG, which are definitely not voxels because they would have to be insanely small. It's procedural mesh generation.

dark drum
lunar sleet
dark drum
#

You can use a custom collision channel that's set to block by default. You can then just turn it off for door so they won't stop the trace.

lime oar
#

i need thess interact interface but it´s not showing in my blueprint

dark drum
lime oar
dark drum
#

Sorry, i meant to say custom collision channel that the line trace can use. (like the ones used for visibility and camera)

lime oar
#

@dark drum i am not finding these interfaces

dark drum
#

I guess you could but it would probally be more effort than it's worth. It's quicker to just make a new one in the project settings, set it to block by default and then on mesh you don't want it to block (as in not be an obstacle for the line trace) set it to ignore)

dark drum
steep oyster
lunar sleet
#

That stuff is intensive af, you want it to be as fast as it can

steep oyster
#

It's quite easy to make, also with collision, but the performance is still bad

lunar sleet
#

Yeah, messing with geometry at runtime like that is expensive either way. Best you can do is optimize it and make it fast (via cpp)

steep oyster
lunar sleet
steep oyster
lunar sleet
#

When you create a custom channel it’ll ask you what you want it to do by default so you might not need to manually update each

lunar sleet
steep oyster
lunar sleet
ocean current
#

can anyone help me with this issue. im using the third person template on the unskinned one and have it so when i grab the ledge the character turns to the lege and grabs it. but id like to use the first person template camera like on the skinned version but when the character turns to the ledge the camera dont rotate that direction with the character. im pretty new at all this and any help would be amazing

lunar sleet
proud salmon
# dark drum That normally means it's out of scope and hasn't been calculated. Calculations a...

This is during a breakpoint though.

For example, if you have a structure that is broken, and that structure contains an array, you put that array into a for each loop and pull "set" the variable coming out of the array.

The break will have "no debug data", the array will have "no debug data" and the variable will have "no debug data". The only place you can "see" the data is if you mouse over the actual structure.

If you do the same thing in C++, you can watch all of the values and they'll persist.

#

Unless I'm just insane, I haven't had coffee yet 😂

ocean current
lunar sleet
#

Just grab the camera from the left panel, drag into the graph, right click search for the setting

ocean current
# lunar sleet Yep

sweet found it thanks wasted so much time trying to rotate the camera its self lol

desert moss
#

Hi everyone i'm using the fps template and I'm running into an issue where my bullets do not collide due to their spawning point being inside of the mesh that I wish to hit, is there a known fix for this problem? In the linked video you can see how the objects respond find untill I get too close, at that point the couch will no longer move around when being shot. https://streamable.com/1usywe?src=player-page-share

Watch "2024-10-28 18-29-33" on Streamable.

▶ Play video
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The bullet leaves from a socket at the end of the barrel to the center of the screen

timid yoke
desert moss
timid yoke
ocean current
desert moss
desert moss
timid yoke
desert moss
#

It's a bit wonkey bit it works so thanks

final python
#

does removing a widget clear it's dispatcher bindings? I would assume so, but idk, and I am rly hoping it does haha

dark drum
final python
#

yea with what I have setup it is completely gone. It's like a mini game thing, everything is contained in a game widget.

dark drum
final python
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its like this, and there is about to be a shit ton more lol, and end game removes the current game then this game. I mean yea I could just reparent all of them to a base class that has the dispatcher in it, but I have a significant amount of mini games

prisma forum
#

I'm having an issue with some functions I use to interpolate between values not being framerate independent. I wanted to avoid having a lot of logic rely on Event Tick, so I have many functions similar to the image attached that use SetTimerByFunction name to repeatedly call interpolation until the target value is reached (I use this for floats, transforms, rotation etc in many places in my game). I figured because the interp node uses GetWorldDeltaSeconds that this would be framerate independent, but it is not, leading to some gameplay problems at higher framerates. Can anybody explain why this isn't framerate independent, and what I could do to adjust these functions to make them independent? I'd still like to avoid moving all this logic into EventTick if possible.

dark drum
dark drum
final python
valid sluice
#

Does anyone have any documentation or guides on how to make a preset slider for graphics settings and have it to be modular? Something like the picture:

I have a widget for the arrow that has the hover and click events in it and I use an event dispatcher for the onClick to call it somewhere else.

I have a widget for the slot itself which is just an image with a bottom anchored border, and the setting widget itself with a text block overlayed over it.

I want to make a system where I can set how many slots spawn, and use an array of sorts to set the text based what slot you are on. Is that feasable?

prisma forum
dark drum
prisma forum
#

thank you so much for your help!

kind estuary
#

something that has been intriguing me.
Does a Static Mesh affects performance if it is not on Screen???
I know that HISM only if it is on screen
kinda noob question though.

dark drum
kind estuary
dark drum
eager thicket
#

what's the best way to smoothly move one static mesh to another (on tick)?

thin panther
#

use a vinterpto

kind estuary
#

so i was thinking if it is worth it to make it an HISM

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because no more than like 50 will be seen anyways

lunar sleet
#

I mean a bird's-eye view usually means seeing quite a lot

kind estuary
#

its a tile game too

lunar sleet
#

depends on mesh complexity but yeah

#

but pattym's question is still valid

#

better to spawn things as needed than just have them all sitting in memory

kind estuary
#

you would load them as they are needed?

#

but they are moving around even though they are not on screen

lunar sleet
#

for stuff that doesn't need to move, I would just store their locations and spawn them as needed. For enemy AI, it's a bit different, I think level streaming is the way to go but realistically you need to build, test, optimize in that order

lethal mountain
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Hello, anyone experienced in EQS, I'm having issues trying to get AI to see player at height. So I use a pathing grid, which generates around context. And in this context I want to return grid around querier, BUT at player's current height. Is that doable, or is there another way to approach this? Because as it is, if my AI is below player, it doesn't see it

visual crest
kind estuary
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How do i multiply this Byte that comes from a color

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i need to work on this color. darken it kind of

dawn gazelle
kind estuary
#

thanks

#

kinda messy though

#

so much spagetti for just simple oparation

steady night
#

is there a way to get " Game mode UI only "?

thin panther
#

You can set the input mode as UI only

lunar sleet
# thin panther

I shudder to think why you have that screenshot ready 😄

steady night
#

thanks x)

thin panther
#

just copied the first image i saw that had only the node in focus

steady night
#

@thin panther hm that locks out keyboard inputs also, any way to allow those ?, or do i have to override in the specific widget for those ?

thin panther
#

it doesn't lock out keyboard inputs

#

it just means only widgets receive them

steady night
#

oh

thin panther
#

game and ui means ui takes precedence, but both receive, and game only means... game only :P

severe tendon
#

So, I made this linetrace system for my shooter, the problem is that it doesnt hit the actors for some reason

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Any idea why?

thin panther
#

are those objects blocking the collision channel you're tracing against?

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and do they have collision?

severe tendon
#

They have a collision yes

steady night
severe tendon
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How can i check that?

thin panther
ocean current
# lunar sleet Yep

so i have another issue where when i set the controller rotation Yaw to off it breaks my look up and down and i can no longer look up or down even if i set it back to true during game play like when i leave the ledge and toggle the Yaw rotation back on

honest arch
#

how do i add my own comment bubble like this?

empty marten
honest arch
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thats rly tiny

#

lol

empty marten
empty marten
honest arch
#

this is good to know. i hate having to make big comment boxes for a single node

#

thisll make it cleaner

empty marten
raw wraith
#

I have a component that I'm adding during the game to my character blueprint. Because players can reconnect (and lose all knowledge of components getting added to a character blueprint) I need to add them client side to my characters when they do have it, when a player logs in the server. Any guess on how I could make that happen?

dawn gazelle
# visual crest I really need some help. I am trying to make my crafting able to use any items i...

This seems rather convoluted. I'd break it up into smaller pieces and functions. In my examples here, it's assuming that everything is using a common inventory component, and you'd just need to input an array of inventory components to search through.
https://blueprintue.com/blueprint/s0qlpsif/
https://blueprintue.com/blueprint/qgkrs_5n/
https://blueprintue.com/blueprint/t5l_28mr/
https://blueprintue.com/blueprint/e62484qo/

#

This is untested, but I'm fairly certain it would work.

raw wraith