#blueprint

1 messages · Page 245 of 1

dawn gazelle
visual crest
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Ok looking at it. I see you make an arry of items found to remove. I am just deleting Items when I finding them, I am guessing that is what is causing the problem?

dawn gazelle
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Possibly. Like you wouldn't want to remove the items for crafting if you're not sure you even have all the ingredients available, right? A concern I have with my approach is that the more items and inventories you have to look through, the more likely there will be a hit to performance since it's having to loop so much, first searching for the items, then looping through the items to remove, only for you to have to loop through the inventories again to find the items :/

visual crest
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It works perfectly 100% of the time the problem comes when I try to select and delete the items

civic jay
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Hi,
I've got this bit of blueprint set up to fire spells from a spinning emplacement, but the source of the projectile doesn't move, just the rotation, I'm missing something, does anyone know what?

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Just plugs into a spawn actor node

faint pasture
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the offset doesn't rotate with the rest

civic jay
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Ah, I see, I'm doing this in a component

faint pasture
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why have an action offset vector and not just a scene component or socket to spawn things from?

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This is a thing to spawn fireballs from parent actor right?

civic jay
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Because I hadn't thought of that yet lol, yeah that's right

faint pasture
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Is it a scene component or actorcomponent?

civic jay
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actor component

faint pasture
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Why not just make it a scene component then self.transform can be the spawn transform

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There's reasons not to, just wondering if you've thought of that

civic jay
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I hadn't, I watched a few tutorials of making bow and arrows and spell casting systems and they used it this way, I'm unsure of the main differences

faint pasture
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The fireball spawner can spawn fireballs from self.transform instead of from parentactor.transform

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What is this thing, is its base class some sort of generic ThingDoerComponent?

civic jay
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I was just lazy and slapped the component I was using for my actor to cast spells to make a spinning cylinder fire out spells

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So far I had no problems casting spells the right way from the main character BP

faint pasture
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I would either make it a scene component or give it a socket name property and have it cruise its parent for anything with that socket

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I'd probably just make it a scene tho

civic jay
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Awesome, thanks for the help, that's a lucky rabbit hole I avoided

eager thicket
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what do i use vinterpto with exactly? is it set world location?

faint pasture
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since both are positions of things you won't need an intermediate variable, can just plug the output of VInterpTo into Thing.SetWorldPosition

lime oar
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How do i add nodes inside of other blueprint?

frosty heron
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Turn off context sensitive if it doesn't belong to the bp you are in

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But you can just drag the ref to pull the node

lime oar
frosty heron
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Just tell me what node you want to pull and from where

lime oar
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Just a minute

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to this

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@frosty heron

lime oar
lime oar
# frosty heron Just tell me what node you want to pull and from where

After a long time due to college, I'm gonna spend my time being productive again. In this tutorial, I guide you through creating an interactive door, including features like the Interaction Prompt HUD, line trace for interaction, and utilizing the latest enhanced input system introduced in UE 5.1 (if I'm not mistaken).

Don't forget to hit the ...

▶ Play video
thin panther
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Why aren't you using the door tutorial I gave you earlier...

lime oar
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@thin panther

thin panther
ocean current
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When im turning my use controller rotation yaw off during game play im loosing my look up and down even if its turned back on during gameplay. does any one know how to fix this. im using the first person template with a third person camera view

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I dont want to loose it at all and want to keep look up and down why the use controller rotation yaw is off

dark cedar
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How do i bind custom events to Input actions?

frosty heron
dark cedar
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what is a work around?

maiden wadi
crimson talon
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I am using a lock on system that changes my third person character’s movement front relative to camera to not when the lock on is active so I can have strafing enabled but I have no idea what to do regarding the controls changing based on camera direction (for example when the camera is behind the player the W key will move them forward but when the camera is in front the S key moves they move forward where they are facing)

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I want to know where to find what reads these changing controls so I can implement directional inputs based on where the player is facing

lunar sleet
crimson talon
sage heron
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Hello UEngineers... I have set up my Data Assets (buildings properties) and I wanna spawn a Child Actor (farming building) based on a Parent Actor... I'm confused on how to approach this. When I use the class I can't send the Data Asset variables with the spawn actor... Any help on that? (thx a lot)

tame pecan
sage heron
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yeah but when I hook up the class I wanna spawn, I lose all that stuff

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(I get the class from the Data Asset)

lunar sleet
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unfortunately you can't have exposed variables with a wild card spawn

sage heron
lunar sleet
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you can however take all that data and set those variables manually right after

sage heron
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like cast them?

lunar sleet
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no? why would you cast?

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you know what the object is already

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well I guess not with a wild card lol

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let me see if I had to do something similar sec

sage heron
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this is the static mesh for the Ghost that I spawn (for building)

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and the child actor (cause I'll have some specific stuff inside it)

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and I have to create 1x2 1x3 etc etc 😐

lunar sleet
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yeah, in my use case I only had to use one cast to make sure it's not a specific class

sage heron
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ok

lunar sleet
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are you just changing the mesh for each child or is there more to it

sage heron
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there will be more, like places to spawn the plants

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"slots"

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based on each size

lunar sleet
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but you can cast to parent

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I'd prly do something like a switchOnEnum

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then you cast to parent and you just use different values for the same variables on the switch

sage heron
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alright, I'll check it out, probably need to sleep cause I can't think straight

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thx for the help

wide schooner
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Hey, i was wondering, if you had an inventory system to do with resources such as wood, stone etc (classic survival inventory) and also weapons and tools.
Would you create 2 different inventories or would you create one that takes everything. Also, i'm not sure if i store the datas about the items in an data table or if there's other method to do it properly

tawny patio
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Hello im trying to learn behaviour tree and I want my enemy to move but for some reason they jitter left and right alot

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any idea? tq

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nvm i fixed it it was the transition rule in my slime animation BP

covert ore
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why is rename grayed out?

runic ore
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because it's added from c++

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also I guess you can't rename components on instances of a class / maybe also from BPs

maiden wadi
covert ore
mental trellis
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Did you recompile?

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If you're editing the engine source on a build from the launcher, it won't do anything

covert ore
wide schooner
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I would say data table as it is scalable easily but inm not sure about the pros and cons of data assets

maiden wadi
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That's up to you and how you like to organize your data mostly. For personal stuff and at work, I use data assets as a definition. One data asset is an item definition that has all of the relevant data that item needs to function.

You can do the same thing in datatables, but you have to link the items to the row. Most people do this by assigning the item a gameplay tag and making the rowname the same tag.

covert ore
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in Gamename>Source>Gamename>GamenameCharacter.cpp

runic ore
covert ore
runic ore
frosty heron
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Download visual studio for compiling, use rider for your IDE

tropic token
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guys, is there anything like custom event I can use inside function in blueprints? I have for loop with break and I would like not to drag from my loop body to break through everything

covert ore
mental trellis
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You run it on a computer built this century.

covert ore
runic ore
covert ore
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it took like 7 hours to install the engine itsself

mental trellis
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I feel your pain, the UK has had shitty internet forever. We're years behind the rest of the world and probably a decade behind countries like Korea.

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Well, the southern part.

covert ore
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getting new internet would take longer then installing visual studio

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wich would still be like 2 3 hours

mental trellis
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Install the minimum required packages for VS.

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You'll save some time.

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(go to individual components and uncheck things)

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Deciding what to uncheck is the tricky part.

wide schooner
maiden wadi
wide schooner
covert ore
runic ore
solar bison
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I have a conceptual question I need to understand right now

What is Child Actor component?

How is it different from me just attaching (using Attach Actor to Component node) in runtime? I want my weapon to be a separate actor because I can swap out weapons, change which socket its attached to etc

Any tips?

mental trellis
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The CAC is a component you add to an actor that spawns another actor and attaches it.

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The difference is you can add that component at design time, not run time.

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The problem is that it's broken in several ways.

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In your case it sounds like a socket or a simple scene component would be better to attach your gun actor to

tight pollen
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why this doesn't work

mellow folio
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I recently bought a new computer, huge performance upgrade. Intel I7-14700kf with a 4070. Everything about my project runs very well, but now the Blueprint graph itself is extremely sluggish. Moving BP nodes always causes a hitch. Compiling has no problems. After about an hour, the engine starts flickering a bit and oddly, it completely fails to open new popup windows. Cannot right click on anything with the mouse because the popup it would create is instantly closed.

solar bison
mellow folio
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I always put the collision handling to ALWAYSSPAWN

mental trellis
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Yeah. Other than that seems fine.

dark drum
mellow folio
bright stratus
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what is the best way to make depth of field, bloom and motion blur settings? they are set as Post Processing Quality in Lyra but I want to adjust them manually and add them options menu for players

dark drum
# mellow folio Yes

I thought so, it sounds like an issue with windows 11 always on top feature and a conflict with the nVidia graphics driver. UE really don't like it sometimes. I had to disable it on my machine. I can't remember off the top of my head how to do it though.

mellow folio
deep drift
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Hi. A small stuff with Widgets and Input. I don't want to use Encahnced Input System just for one ui element with a debug option (will do if I run out of options).
What I simply want to do is to close a visible, added to viewport Widget with a button press.
I set Keyboard Focus, make widget bool isFocusable to true. But it doesn't react at all. Any guesses?

dark drum
deep drift
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I don't understand? I have a widget that I display at the beginning of Play (it's just some debug info about the level).
In Widget I have "Debug Key Press E" with logic that disables that widget ("closes it")
In said widget I have set is focusable, and in Level Blueprint upon construction I set that widget to Keyboard Focus when it is created.

dark drum
covert ore
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is this logic correct?

deep drift
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@dark drum Something like this? And then upon killing it set it back to Game only?

dark drum
deep drift
# dark drum Yea

Doesn't work 😢 but at least mouse is visible so I will just make a clickable button

frosty heron
burnt citrus
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hello i have a question about the "set timer" node: if i have multiple of them in a BP, they set multiple timers and so i need to clear each one of them?

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it's a sliding door with different movement delayed

dark drum
burnt citrus
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so if the node trigger just a one time event, then it stops itself?

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i set it like this cause i just need a delay between the movements, and i read around is better to not use delays and set timers instead

dark drum
burnt citrus
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thanks 🙂

marsh pilot
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What node do you use to spawn a static mesh at a certain location without it being an instanced location?

tropic token
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is it possible to do virtual function in blueprints? so I can override it in child BP?

frosty heron
tropic token
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yea, I can override any function?

frosty heron
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yes

tropic token
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oh, okay

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thanks

dark drum
# marsh pilot What node do you use to spawn a static mesh at a certain location without it bei...

Static meshes are displayed in either a static mesh component or an instanced static mesh component. When you place a static mesh in the level it created a static mesh actor which is just an actor with a static mesh component inside so you have two ways.

Add a static mesh component to a preexisting actor and set its mesh and location or spawn a static mesh actor and again set it's mesh and location.

marsh pilot
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Got it thank you!

violet bison
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set timer by event or event tick, which one better for cooldown system?

dark drum
trim matrix
thin panther
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sure, you just make a level for your main menu

hollow bane
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hello guys, do you know how I can access the focal distance of my camera in blueprints? Is it even possible?

hollow bane
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thank you!

deep charm
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does anyone know how to config the ai looking at the player?
cuz it ends up like this

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here's the code

mild jacinth
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how can I make a dynamic pathway representation system.

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e.g if mouse is hovering over an actor (I know how to do that function but not the actual visualization), it will create a spline mesh of the path.

junior crane
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Hey can anyone guess why this happened to my character? This is from Lyra. No idea why this collapsed like so

valid sluice
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I need help really trying to figure out this widget problem and i havent made much progress in days, and Id prefer to have someone look with me instead of just a ton of screenshots. Is there a way to connect with someone? or no

faint pasture
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Have you at least got that far?

lime oar
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hello everyone i still have the problem that the open doesn´t open for nothing the images are in ue5 general

dawn gazelle
lime oar
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i want to make a door that open and close when i press E

random locust
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Hello my ‘Break Hit Results’ won’t link up to my ‘Multi Sphere Trace for Objects’ node.

It doesn’t give an error when I try to link it but it does say “Only exact matching structures are considered compatible. Derived structures are disallowed”
So I’m at a loss. Everything else works fine but I was trying to start the process to add damage to the hit boxes and this happened. Please help?

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this is the blueprint.

faint pasture
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foreach it

timid yoke
random locust
maiden wadi
random locust
maiden wadi
random locust
maiden wadi
lime oar
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can someone help me?

random locust
mossy skiff
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What exactly is the difference between "GetController" and "GetPlayerController" ? Why does he get the AiController if I use "GetController" ?

tiny tundra
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wondering how to get this box to appear?

maiden wadi
# mossy skiff What exactly is the difference between "GetController" and "GetPlayerController"...

There are two types of controllers. AIController and PlayerController. AI Controller serves as a brain, running an AI tree and some other stuff. PlayerController serves to process a player's input. Both basically serve the same purpose of manipulating the Pawn they possess. A Pawn can be controlled by a Player or AI controller. So depending on which controller is possessing it, that's what you'll get when calling GetController.

GetPlayerController is independent of this in that it simply gets the first PlayerController on the machine. Which in singleplayer there will only be one.

maiden wadi
keen tinsel
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any tip on using FABRIK node?
setup : character holds its right hand up holding flash light
problem : the hand moves alot when character is moving even though in the animation the hand remains still
goal : make the hand stable in cameras frame similar to weapon holding
so any idea ?

lunar sleet
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Go away bot

keen tinsel
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?

thin panther
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I think it's a joke because your name is cyborg

pure elk
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am i doing something wrong?

mild jacinth
# faint pasture

yeah. its not what im looking for. it returns wrong amount of points.

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thanks for suggesting that though

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i had to write something custom instead

frozen nexus
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hi i'm new here and am looking for some help, i have a widget with a boolean variable but when i access this variable in another widget blueprint the result is always false, even after it is set to true in the first widget blueprint. Does anyone know why the variable isn't getting updated in the other widget?

harsh nebula
# pure elk am i doing something wrong?

The bind event node is meant to trigger other events. In your case you're binding an event to itself which is redundant and could cause problems. The "On Component begin overlap" is its own event trigger.

mild ibex
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How would I go about scaling a group of actors based on locations only. Basically scale a group based on a central point but not affect the scaling of the individual actors

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Can that be done with simple parent child relationships, I forget

sudden nimbus
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however

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if you are making a volume, and hoping to divorce the size of a box from the scale of the actor containing it, there are specific systems that let you do this (ie so that you can scale the actor and have the component itself be aware of the sizing changes, instead of having the component just see it's default size that's being adjusted). See ATriggerBox (uh I think that's the right family of the two) and related classes for how that works

lunar sleet
civic oar
ebon olive
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pls help. what happened? I didnt do anything, i swear. I just refresh nodes because for some reason there's an error here on the character blueprint and now it shows this error. I'm really lost.

ebon olive
# lunar sleet Show us the error

Larger screenshot. I swear i didnt do anything. It was all ok prior, the moment i rename one of the function which is NOT AT ALL related to this, it starts to show this error

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Close look

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I deleted that VR orientation and position and can combile but warnings still there and i cant move diagonal

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is this a bug? 😭

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i dont understand. i didnt even do anything at this blueprint. The only thing i go here because the error led me here

lunar sleet
ebon olive
lunar sleet
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Tho it sounds like renaming that function is what broke it

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I’ve had the engine crash sometimes after renaming a function/event, likely due to outdated redirectors

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You could try closing the bp and using update redirectors on the whole content folder

ebon olive
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wth these updates 😭

ebon olive
violet bison
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is there any round up/down function?
or have to use the truncate?

rotund barn
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does it matter which one i use to check if something is valid, or are they exactly the same under the hood?

zinc ermine
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whats the best way to clear out a soft reference from memory once Its used (for example an item from the inventory)?

lunar sleet
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Then these things will be insignificant

ebon olive
# lunar sleet Setup source control

omg i just realized the update really screwed up this character i got from unreal. because i just create new project using the same character from marketplace and the same problem still applies. Can i revert back from the update? 😭 is there a way?

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because i dont think this character is up to date. so my only solution is to revert back the unreal update

lunar sleet
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What version did you upgrade to and from?

ebon olive
# lunar sleet You cannot migrate backwards if that’s what you’re asking.

omg... ok i need to let out my anger im really sorry you have to hear this because since im already here. I HATE EPIC FOR DOING THIS!!! They should put up a warning that an update can ruin your project assets. So this is my warning to all of you guys, BECAREFUL ON YOUR UPDATES

anyway, im using 5.4.4 now 😅 I cant remember what's prior to the update. i think its 5.4.3? im not sure sorry

lunar sleet
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Minor versions don’t ask you if you want to migrate, but they also don’t tend to break projects like that. You said you renamed a function, did you try to rename it back to what it was?

undone bluff
# ebon olive Close look

I never install the vr stuff so this is just what I see any time I open a project based on the templates

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ah right I set all the vr plugins to disabled back in ue4 because I got sick of windows MR booting up every time I open unreal and there was no option to turn it off back then

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literally just a call to a function that comes with a plugin

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might be disabled for you or the reference broke

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if you are not developing vr just delete it entirely

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also things breaking after a minor version upgrade is simply the expected outcome, only the last number which stands for patches doesn't really matter

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rather, it'd probably help if you tell us more about your issue instead

silk rampart
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Has anyone here setup an orbit cam and been able to change the default rotation position of the spring arm? It's honestly a bit frustrating that something that should be simple isn't. Basically I have setup a orbit camera to go around a pawn in the scene. In order for me to be able to control the orbit I have to have on "Use Pawn Control Rotation" on the spring arm, but whenever this is active it always locks the rotation on possession to 000. I simply want it so when I possess the pawn the camera is at 40 degrees but nothing I set in the blueprint changes anything. This means I also can't save the position of the camera when leaving the pawn and going back into it, since it always goes back to 000. Any advice would be appreciated

undone bluff
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just set it on possessed?

silk rampart
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I tried that, it won't do anything, even when attempting to use the same stuff I used to control it in the first place.

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It's like it refused to do anything until I use some sort of mouse input

undone bluff
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odd

silk rampart
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If I turn off "Use Pawn Control Rotation" or the "Inherit Pitch, Yaw, Etc" then I can set a default angle but then I also can't control the spring arm anymore using my code.

sudden nimbus
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maybe thats what you are running into?

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when you disable Use Pawn Control Rotation, the expected thing to do is to just set the rotation on the spring arm component directly

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as it notes there, it will just read its own relative rotation and move its children as needed

trim matrix
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hello! can anyone help me what's the problem with enhanced inputs? i can seem to know what's wrong

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NVM

pale mica
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hi guys excuse me for being a noob but when clicked again I want the menu to be hidden again

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why it aint working

pale mica
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I figured it out

silk rampart
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Its one of the reasons this whole thing confuses me.

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I can plug any of this stuff into the camera for like a mock look around fps style view but the minute I move the same functions to the spring arm for orbit function it will not work at all without that check box set, then it works.

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All I want is a new default start angle.

mild galleon
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hello everyone!
about gameplay tags:
instead of casting for 80 different unit types in the rts, could i just "read and hand over" their gameplay tag?
When i tested this with gameplay tag container and a switch at the other end, it sadly did not work.

dark drum
# mild galleon hello everyone! about gameplay tags: instead of casting for 80 different unit ty...

Technically yes but you can only implement the 'Gameplay Tag Asset Interface' using C++ as it's not exposed to BP. Alternatively, you can create your own BPI for getting the gameplay tags that you can impliment on your unit.

To be fair though, I would imagine all units would extend from the same parent class so you could just include the gameplay tag container on the parent and when needed just cast to the parent/base class to get the gameplay tag container.

dark drum
dark drum
# pale mica I figured it out

I would get rid of the flip flop and check the visibility of the widget switcher. If it's visible set to hidden, if it's hidden set to visible.

frosty heron
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you should make a base class that have a gameplay tag that defines the class.
Then you just need 1 cast and pass that gameplay tag to where ever you want

mild galleon
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oh, i am trying to find out what type of unit is on its way

frosty heron
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Instead BP Cast Villager
Bp Cast Millitary
Bp cast Cat
Bp Cast Dog

mild galleon
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it didnt work on the recieving end, and i didnt figure out why

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thats the plan, yes

frosty heron
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well this is more like not utilizing inheritance

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if they the class have to be different

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then make a generic function that gets a gameplay tag

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perhaps your own interface if there isn't already one

mild galleon
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you see, i do have parents, but i need to make distinct reactions based on what it is in this case.

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i can show you that interface, sure

frosty heron
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TLDR: if they can share the base class, make a parent class and implement there
If the classes can't derive from the same class then use interface

mild galleon
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i do have like dozens of units in the game, so

frosty heron
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You want the one with message icon btw

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Also make sure the receiving end implements the interface

mild galleon
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well it works when i set the gametag hard on the other side of the interface.

frosty heron
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no idea what that means

mild galleon
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just, it cannot read dynamically "whatever comes through"

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one sec

frosty heron
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for a start use the right node and provide evidence that the receiving end implements the interface

mild galleon
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see, i am already using this definition "Unit.Typ.Villager" (next to others) to do something in my widget.

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so it can see that hard defined gameplay tag.

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but thats not very clever.

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what i was hoping for was, i can read out that actors individual tag, and just hand that over via interface and let the widget react for each case.

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instead of defining it on the input of my interface myself.

frosty heron
mild galleon
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why would i use parent classes, if i want to make a case switch? i need to know which child is currently selected.

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and yes, i use the interface.

frosty heron
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each of the instance hold the tag

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the tag is a property of the parent class

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so you can just do one cast

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Cast to Parent -> Get Game tag -> Pass game tag to where ever you want

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no need for hundreds of cast

mild galleon
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i think i slowly understand what you say.

frosty heron
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Does civil villager and Unit Millitary parent share the same base class?

mild galleon
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the problem was that the interface didnt work, like what exact nodes would i use to send forth tags. i tag container i guess

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yes

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master unit

frosty heron
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then create a variable of gameplay tag in your master unit

mild galleon
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i was taking the gametag from there, its not the problem. when i have gotten the gametag, it didnt turn the switch on the receiving side.

frosty heron
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you can add any gameplay tag to the switch

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there is a plus button on the switch statement

mild galleon
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yes i said i already build it and it worked

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for pre.defined game tags, and yes, i also have added the tags to the units. let me double check

frosty heron
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game tags is something you pre-defined anyway

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not something you add on run time

mild galleon
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i know.

frosty heron
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I am not sure anymore now, so what exactly don't work?

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we kinda jump around from the casting issues to the switch

mild galleon
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thats what i am trying to find out. i will give it another shot and test. one sec

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are you sure, this node can process a container of tags? because, it appears, when i feed in a container, it does not work, and when i feed in a specific game tag defined, it works

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do i have to add the gameplay tag asset interface manually to all BP classes?

frosty heron
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not an array

mild galleon
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so would i then do an for each loop and sort there on the recieving end or how is that usually done?

frosty heron
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So you want to pass a container and do something for each of the tag in the gameplay tag container?

mild galleon
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yes, i have units

#

but they have both their type and other attributes in the tags.

frosty heron
# mild galleon

are you even passing a tag container? this code doesn't make sense

#

pass a gameplay tag container to your interface function if you want to pass a container

#

@mild galleon

mild galleon
#

yes i had to change my interface

#

it was a single object

frosty heron
#

yup

#

Gameplay Tag contains a Gameplay Tag

#

GameplayTag containers contain collection of Gameplay Tag

#

Also don't do too much nested cast, I would suggest to have your container in the parent class

#

too much nested if statement or nested casting is indication of bad code

#

not attacking btw, just info that I gather

#

Object -> Cast to Parent Class -> Get Game Container -> Pass that container where ever you like

#

don't do

Object -> Cast to Millitary unit's Container -> Pass
Else if Cast failed -> Cast to Another Unit's container -> pass

faint pasture
#

@mild galleonWhy are you using a switch here anyways? What is the switch for?

mild galleon
#

i have some cases on the other side,

#

so, basically showing different buttons for different unit abilities

thin panther
#

Why not have the base class have a function each child can override

frosty heron
#

it's for the widget I believe

mild galleon
#

thanks for the idea. yes its for the widget.

main lake
#

Where can I find the hex color used for each type of variable in unreal please ? (Like Booleans = Red, Float = Green, Transform = Orangish, etc...)

#

I'm referring to these little chips

grave relic
#

Hey, I have this object that moves along a looped spline, but when it comes to the start point again it does not loop. I would prefer using this system over a timeline since I can have a consistent speed independent on the size of the spline. Any ideas? 🙂

covert ore
#

why does this work

#

but this doesnt

grave relic
covert ore
#

in all>content>blueprints

grave relic
grave relic
#

In SpawnBall BP, drag out from begin play, and you can find a node that is enable input, then you just have to GetPlayerController and connect it 🙂

small moat
#

is there any blueprint function to get the depth of a world space point in screen space? I wanna know how far away from the camera plane 2 points are, taking fov and all into account

tight pollen
#

how can I optimize it?

main lake
# small moat is there any blueprint function to get the depth of a world space point in scree...
small moat
#

this isn't actually what I'm asking for

#

I want the depth, not the horizontal/vertical position

oak hedge
#

Hi there, does anybody here has experience with the ViewModel system ? I'm trying to set the global viewmodel collection inside a GamemodeBP but I have no clue how to get this node :

lime crow
#

Hi im trying to create an interface, so i can call the player variables from other blueprints. (Ie the player walks into a box and it adds a live) im really not sure how i implement it, where i implement it or what nodes i use in the plyer bp? thanks

lunar sleet
lime crow
lunar sleet
#

Click on the channel name go to pins, scroll to bottom

exotic plover
#

is it possible to get the true location of the client camera INCLUDING the camera shakes running?

lime crow
#

i know what and how an interface works, i know how to implement a basic one its just somthing a bit more specific, im trying to get a refreence to my self and i need to know where it should go.

lime crow
lunar sleet
#

Ffs

zinc ermine
#

do soft references get garbage collected when not in use?

dawn gazelle
# rotund barn does it matter which one i use to check if something is valid, or are they exact...

What they do is the exact same, and I may be incorrect about this, but there's probably an absolutely miniscule amount of additional performance by using the converted get, simply because the IsValid is a blueprint macro which calls additional nodes within it to check if the object is valid and has a branch, where the converted gets check would be handled all within C++. Either way, I wouldn't worry too much about using one over the other.

broken wadi
silk rampart
#

It still will not rotate on possession it will only rotate when I give it a mouse input.

mild galleon
#

what method is better performance wise,
"get class" or "cast to" ?

wraith loom
lunar sleet
#

lol

dark drum
# mild galleon what method is better performance wise, "get class" or "cast to" ?

They'd most likely be negligible. Having to use multiple nodes for the get class method would make up the additional step of returning the object type. 3 nodes vs 1.

In terms of memory, you'd be creating a hard ref with either the class or cast so there wouldn't be any difference on that front.

In summary, just use the one that makes the most sense for what you're doing.

still salmon
#

Hi I would like to generate random actors inside a spheres radius, but with a minimum distance between them. How would I go about this?

sinful prism
#

Any idea how I can set this? LOD0 Screen Size

silk rampart
#

Does anyone know a better way to move between cameras when taking over a pawn? Really want to zoom in on a unit when I take it over as a pawn, but Set View with Blend decides to interpolate way off making it less of a zoom and more of a dolly pass and sweep.

faint pasture
mild galleon
faint pasture
#

Explain more, what decision are you actually making here. If you have a villager, you do x, if you have a military unit, you do y

mild galleon
#

so, my controller selects units.

#

i check for the objects under the mouse, and then i need to learn, what these are.

#

you select widged switcher pages in the hud, for instance.

faint pasture
#

What happens if I select 1 villager and 1 archer

#

which widget switcher pages are shown?

mild galleon
#

there are many options, and they are very similar between units, so i wanted to have them in the same widget, also avoiding turning widgets on and off

#

there is a hierarchy.

faint pasture
#

This should all be data

mild galleon
#

same as for Age of Empires 2 in fact 🙂

#

it is data, but i guess you meant something else?

faint pasture
#

ok let's take the giving of an order as an example

#

you have dudes selected, you right click something

mild galleon
#

yes?

faint pasture
#

instead of switching on dude type and giving a different order to each depending on type (attack, chop tree, move to), just tell everyone to InteractWithTargetUnit

#

and the military types will look and see the unit is an enemy and attack it

silk rampart
#

I find Cast works better, but to really do it well I need to load the casted connection in as a variable. That way I can adjust variables in the cast without a billion cast to nodes. An example is I have a menu that controls a pawn directly, but to make sure everything links up I have a single macro using a "cast to PAWN" that puts the pawn in as a variable of the widget, then I can bind the variables to the menu items or edit them using On Value Changed. Get actor of class is better when I need to just do a quit edit to some objects in the scene.

faint pasture
#

the civilian types will look and see it's an enemy but they can't attack so they just walk to a nearby position.

#

either way, the caller doesn't care.

#

or for the UI example, instead of switching on UnitType, ask the unit what it wants in the UI (GetUIData or whatever)

mild galleon
#

i was thinking about giving them actor components, but i was struggling to start the actor components code, so i placed it in the master unit and its children

faint pasture
#

why would that matter

#

i mean it could

mild galleon
#

but you really need to know what you have selected when you build up your UI 🙂

faint pasture
#

Show your UI in 2 different flavors

mild galleon
#

yes, i am doing that via casts

faint pasture
#

no

#

ask them

#

GetUIData

#

BaseUnit.GetUIData()

#

then just give different data to different units

mild galleon
#

but i am using the same switcher, so i would safe the widget switcher pages in that unit then instead of sending forward?

#

that could work i guess.

#

(as numbers)

faint pasture
#

put it all in the unit, as data or function/event overrides

faint pasture
mild galleon
#

you know, when i do any of the unit actions, i need to take the UI input from buttons and go back to my units anyways...

#

its a widget switcher with many buttons, and many pages.

#

i dont think that the details matter too much about how it looks 🙂

agile swift
#

Hi! I made a simple main menu with a "Play" button but the button stays on screen when I load my level with the Open Level node. I do Remove All Widgets before I Open Level but the button is still visible. If I don't run the Open Level function, the button will dissapear correctly but something about opening a level makes my game unable to remove all widgets. What am I doing wrong?

narrow sentinel
#

Anyone know a good video that guides on how to do seamless custscenes that involve the player character

#

bassically where the control of player character is locked and cinematic takes over and then smoothly returns control at end of cinematic

broken wadi
narrow sentinel
gritty aurora
#

Hey everyone. I'm having an issue in Unreal Engine 5 where my UI buttons work perfectly in Simulation Mode but don’t respond at all in Selected Viewport. I've checked the Set Input Mode and Show Mouse Cursor settings, but still no luck. Has anyone else encountered this issue, or does anyone know how to fix it so the buttons respond in the Selected Viewport as well? Thanks in advance

maiden wadi
dawn gazelle
neat tangle
#

new day new question, i have been sufffering with an annoying issue regarding animations replicating, the listen server sees the clients normally from crouching sprinting and all, clients can sprint and do anything and see themselves running, however when a client look at the server or another client they see lagging or jittering animation, any ideas or sth could have been wrong? (BP)

maiden wadi
fierce birch
#

also i have a stupid question, is there a way to set datatable row members values at runtime

#

I was just simply going to override the row

neat tangle
vernal steeple
#

Or doing it at all

#

I recently just had that problem but fixed it

neat tangle
neat tangle
maiden wadi
vernal steeple
#

Yes you do

#

If you want the other clients to see it

maiden wadi
#

No. You do not.

vernal steeple
#

Yes, you do

maiden wadi
#

You replicate it. It's gameplay state.

vernal steeple
#

Fix it for him then, I literally just had this issue

neat tangle
#

i mean i had to multicast the sprint

#

everyone runs and walks normally, but the clients see everything laggy

vernal steeple
#

running fine on the server, but maybe the other clients aren't getting the information they need

maiden wadi
neat tangle
#

do u wanna see the egraph or animgraph?

maiden wadi
#

Is your running animation a 2D Blend?

neat tangle
#

nope its a BSpace

#

"8 directional"

maiden wadi
#

Can you show where you're setting the two floats that drive it?

neat tangle
#

that u are referring to the direction and speed, correct?

maiden wadi
#

Right

neat tangle
#

on event update ofc, going with these

maiden wadi
#

Where are you caching the Movement and Character refs?

neat tangle
#

on event bp initialize?

maiden wadi
#

From GetPawnOwner?

neat tangle
#

get owning actor

maiden wadi
#

That's a bit odd then. These should work just fine locally on each client. 🤔

neat tangle
#

thats why im saying, everything's normal, the clients himself doesnt lag or anything, only the clients looking at others clients or lserver looks laggy.

maiden wadi
#

For random curiosity can you just replace the refs here with a GetPawnOwner->CastToCharacter-GetMovementComponent etc?

neat tangle
#

tried the TryGetPawnOwner, still same thing, the client runs and sees himself normally, however when the lserver or other clients run they look laggy or unable to activate the run animation.

maiden wadi
magic vault
#

Need some advice guys, i'm trying to set up a basic 'attack' system where when the player clicks it sets a boolean for 'IsAttacking?' on for 0.5 second and then turns it back off, then an 'OnComponentBeginOverlap' event for the hitbox casts to the enemy, checks for if the player is attacking and then destroys the enemy if the enemy is overlapping with the hitbox and the 'IsAttacking' boolean is set to true. Problem is, it works.... but not very often? 😭 I have to spam click and it wants to work like 5% of the time it should be working?? Any advice would be very appreciated :)

#

also please be patient if i'm completely thick and don't understand what you're asking if you ask me questions - i'm a newbie to unreal lol

vernal steeple
#

I'm having an issue right now also

#

Currently I'm trying to have my character sit on a chair
I'm moving him to an arrow component and forcing the new rotation and location
The location works, the character will rotate but he gets snapped back to the original location he was looking

vernal steeple
#

im not sure i'm a little new also

#

Maybe you could do something a little more concrete like an eye trace

magic vault
#

I think it might be that I need something thats constantly checking to see if the enemy is overlapping

#

because if i move away and move back whilst 'attacking' then it destroys the enemy

vernal steeple
#

what I usually use is GetOverlappingActors

magic vault
#

but not if the enemy is already overlapping with the hitbox

magic vault
magic vault
vernal steeple
#

this is how i use it for interacting with stuff

magic vault
#

but I don't want it to delete EVERY actor that interacts with the hitbox, just specifically the enemy actor

vernal steeple
#

you can filter it with class filter

#

do you have an interface for your enemieos

#

enemies*

magic vault
#

wdym

vernal steeple
#

one sec trying to think how to explain it

magic vault
#

np dw

#

I'm just greatful for the help LMAO

vernal steeple
#

i need help too man i've been trying to figure this out for hours

magic vault
#

yeah it really does suck sometimes

#

😭

#

I'm doing game design at college and my teacher does NOT teach us the software so i'm kind've just freestyling it until i get a good grade LOL

#

(college as in UK college so not like university or anything official like that)

vernal steeple
#

I was a software engineer

#

and I always wanted to make games

#

An interface btw is like a way to have reusability in your case enemies

#

like you can classify them by having an interface so you can have multiple enemies that inherit the same functions

#

you can also use an interface as a way to filter from get overlapping actors

#

idk if im saying this well or not

magic vault
#

But its totally flying over my head cause I have never even heard of it before

#

I kind've understand what you're trying to say though

vernal steeple
#

Create the Interface:

In the Content Browser, right-click, go to Blueprints > Blueprint Interface, and name it something like EnemyInterface.
Define Interface Functions:

Open EnemyInterface and add functions that enemies should implement, like TakeDamage, Attack, or Die.
Set the input and output parameters for each function but don’t add any logic—interfaces are only for defining functions.
Implement the Interface in Enemy Blueprints:

In each enemy Blueprint, go to Class Settings, add EnemyInterface under Interfaces.
This will allow you to implement each function in the enemy’s Event Graph, where you can define specific behavior for taking damage, attacking, etc.
Using the Interface:

From other Blueprints (like player or AI controllers), you can call these functions on any enemy that implements EnemyInterface, making it easy to interact with different enemy types consistently.
This setup ensures that all your enemies can respond to shared actions like taking damage or attacking, while keeping each enemy's specific behavior modular and customizable.```
thin panther
#

though for multiple enemies specifically doing enemy things, you'd rather use inheritance
Essentially:

Interface - useful for class agnostic behaviour. If lots of things can't reasonably share a base class, but want common functionality, use an interface. For example, you can interact with NPC's, Weapons, Chests, etc., and they're unrelated apart from being interactable. It's a good use of a component or interface

Inheritance - useful for behaviour and properties closely tied to that class of enemies. I'm only ever going to shoot some kind of weapon, be it a gun or a bow, etc. That means I probably want my shoot function to be on some common base class of them all.

vernal steeple
#

I think he's right

#

but

#

we might be overengineering if this is just a small project

#

for your school

magic vault
#

Plus its not a small project as such

#

more of a medium size project

vernal steeple
#

sweet, then yeah probably use inheritance

magic vault
#

the deadline is march next year

magic vault
#

Thank you guys for all the help, i've been trying to read up about inheritance more but i'm lowk falling asleep so i'm going to have to do that tommorow

vernal steeple
#

I fixed my issue

#

thank god

lime oar
#

can some one help me with a issue the character doesn´t move but the game is still running

molten pike
#

Does anybody know of a tutorial that would help me understand how to bind controller buttons or keys to the "Button Pressed" or "Button Event" nodes here? This is from 'The Chat Bubble' asset from the marketpalce->Fab. The demo map allows you to press alt and then use the mouse to click on the chat buttons but I can't see where that's defined (it's not in Project Settings/Input since it works when opening the map inside my project), and can't figure out how to define it for myself.

#

trying to open those event nodes doesn't give me anything, just their labels

summer sail
#

Out curiosity: What is your thoughts on functions vs macros? What is the practical difference and when to use one or the other? Thank you in advance!

mighty fox
#

Hello guys, quick question: Is it possible to disable the Render Target Auto Clear in a SceneCaptureComponent2D?

dawn gazelle
# summer sail Out curiosity: What is your thoughts on functions vs macros? What is the practic...

Macros are interpreted by the engine as a copy and paste of the code that is contained in the macro at every location that the macro is called.
Functions are "instanced" when they are called.

Macros can use wildcards and have execution inputs and outputs, and even contain latent nodes (like delays) so they can be used for some very complicated logic.
Functions will execute entirely within the frame they are called in, cannot be delayed in any way and have only the one execution flow path (1 Input > 1 Output)
Functions also can be marked "Pure" allowing you to hook up its output to several nodes and each node will evaluate the function.

Both support local variables, but macros have a bit of a stranger way of handling it. With functions you can name your local variables, and get them like you would a standard variable, and the local variables will always be reset to default values with each execution. Macros have these "Local Variable" nodes which you must always connect up directly (makes a nice bowl of spaghetti) and have no name making it a bit harder to follow them, and the local variables are "stored" with the macro - each execution of an individual macro node can be considered its own "instance" of that macro and will retain its own local variable values regardless of how many times that particular node is executed.

Therefore, which to use is more based around what kinds of inputs or outputs you want. As a rule of thumb though, prefer functions over macros unless you really need some advanced scripting that is frequently repeated throughout your blueprints.

summer sail
hollow latch
#

Nothing after my branch is working for some reason?? The widget is literally just a button then when clicked sets the boolean Shower to true. Helpp

frosty heron
#

Interface for enemy sound like a total code smell, why can't enemy share base class?

frosty heron
frosty heron
#

Time to explore debugging if you haven't already

hollow latch
frosty heron
#

Break point helps you with that

lunar sleet
pseudo fulcrum
#

In BP, how does one obtain a mesh in scene (Quinn) and attach a model to the head portion of the skeleton?

frosty heron
#

If you are using character blueprint, normally people would use the mesh as the character skeletal mesh

pseudo fulcrum
#

I'm at the part of trying to find the object in the scene

#

Get object by class? I think?

frosty heron
#

well you said a mesh in scene (Quinn)

#

what exactly are you trying to do?

pseudo fulcrum
#

Quinn's the only thing in the level, just trying to, from BP, find Quinn in scene, then from the mesh component / skeleton / find the head and set an object to it.

#

May have other models appear later

frosty heron
#

I am just gonna guess since I can't fully grasp what you said

#

I am gonna guess QUinn is your player character mesh

#

and you want to find something in the world and attach to the quin's head?

pseudo fulcrum
#

yeah

frosty heron
#

The node to attach is Attach Actor to component
or Attach Component to Component depending on the object you are attaching

#

how you set the reference to the actor / component is entirely depending on your game

#

@pseudo fulcrum
Here is a code example, an item that can be placed in the level. With a collision component.
On Component Begin Overlap -> If the overlapping actor is a character -> Attach the actor to the head of the character

raven quest
#

Hello everyone 🙂 I'm pretty desperate about some errors I'm getting in my game... I've tried different things but it simply doesn't work.

All of a sudden some things happened that didn't happened before:

  1. Meshes in specific BPs instances that just work the same as others already doesn't render. If I deactivate and activate visibility manually while running the game in editor, they render again
  2. An actor doesn't detect collisions, this also happened suddenly without making any prior change, it detected collisions after I activated CCD but it keeps just floating over any surface it lands
    3. A render target suddenly started rendering a grey grid, I didn't change anything there either regarding rendering (not happening for now?)

I've tried different not so destructive things to fix those without any luck (like reconstructing the actor logic, changing collision configuration, moving the objects from place to place, rebuilding some things, etc.). Does anyone have a bit of time to try helping me figuring out what's wrong with this?

silent parrot
#

Hey does anyone here have any ideas of how to generate a sphere trace in front of a camera at a set range but account for the perspective change?

I know how to do the basic sphere trace but because of the range difference, the radius is smaller the larger the distance.

pseudo fulcrum
frosty heron
#

if you are not sure how references work, I will suggest to watch blueprint communication video by Matthew

#

or the Unreal one but that's like 2 hours.

#

yea don't use get all actor of class

#

you are just iterating over every instance of the class in the world, and attach something to a RANDOM one

#

watch the blueprint communication video to understand what object reference are

gritty aurora
#

Hey everyone. I'm having an issue in Unreal Engine 5 where my UI buttons work perfectly in Simulation Mode but don’t respond at all in Selected Viewport. I've checked the Set Input Mode and Show Mouse Cursor settings, but still no luck. Has anyone else encountered this issue, or does anyone know how to fix it so the buttons respond in the Selected Viewport as well? Thanks in advance

raven quest
#

Rendering and collision issues

surreal peak
gritty aurora
grave relic
maiden wadi
#

The issue is that say you have a 1000 length spline. Each tick adds 15 to the distance. At 66 ticks, you're at 990.

Your current will clamp at 1000 because you'll do 990+15=1005. The spline is only 1000 long so the getter just returns whatever is clamped to the end.

But if you do a simple branch or switch and do
if CurrentDist+Speed > 1000
GetPositionAt (CurrentDist+Speed) - MaxLength
else
GetPositionAt ( CurrentDist+Speed)

little prism
#

Hi All,
Simple question but can't find answer anywhere... How can I expose an object variable to child so it's assignable in detail panel?

#

Standard types are visible but not objects

surreal peak
lunar sleet
little prism
#

I see structs and other variables but not object

#

or should I use Class reference to set class?

lunar sleet
#

I’m confused by your question. What is an “object variable” to you? Show it in the parent

little prism
#

yes... Found it but I'm dump 🙂 I wanted a class reference to show there not an actual object... dah

hollow ibex
#

I was thinking of using a Material Parameter Collection to store and access my weather values, any horrible downsides that I'm not seeing?

#

chatgpt says it's a great idea, but he also told me to eat rocks so...

faint pasture
hollow ibex
faint pasture
grave relic
hollow ibex
umbral oyster
#

Hi all, I have suddenly encountered an insanely weird issue with HISM. I have a BP construction script that added a few HISM to an actor, but when I try to rotate the actor using BP node runtime, the HISM wont follow and the editor would output strange messages:
Warning: Mismatched Primitive transform! primitive

#

this is with Unreal 5.4

#

I did not see this message before in older versions (since this is a project i upgraded to 5.4)

mild galleon
#

hello,
I have made an interface between my PAWN and my MASTER UNIT.
I can access some functions of my MASTER UNIT from within the PAWN, but not all.
See, "Unit Order to Build Something" is missing. Do you have any idea why that is?

dark drum
mild galleon
#

okay nevermind! i implemented the function inside its own BP class

#

and then it worked

#

it somehow updated all the functions i could call 🙂

#

thank you

dark drum
# mild galleon thank you

As an FYI, if you're using a base class for all you're units you don't need to use an interface. An interface is for when you have different classes that don't share a common parent but need to have/use the same functions.

mild galleon
#

this is strange

#

so, before i cast again to Master Unit, i only see these 3.

#

after i cast, wait i show you a screenshot

#

the green ones are being

#

oh wait maybe i was stupid and just spelled it differently 😛

#

yeah my own stupid mistake haha, nevermind 🙂

#

thanks !

light walrus
#

How do I create SoftObjectPtr from it's path or by casting from default soft object to my type(WorldSoftObject)?

dark drum
light walrus
#

I am trying to create a button that holding soft object reference to a level. When this button clicked, this level is opened

light walrus
#

I think I can easily do in C++. But do I really need to create a class only for that specific purpose?

dark drum
light walrus
#

I see this for example. But yet again this is not exposed to blueprint. Ahhhh.

light walrus
dark drum
light walrus
#

There is a node to open by name that targeting exact function in C++

narrow sentinel
#

if I set a streaming level to always loaded will it still unload when i tell it to at runtime or will it force to never be unloaded?

spring locust
#

Hi all. Is there a way to mark a property in BP class (or define it in C++ with UPROPERTY tags) in such a way that derived classes would default that property? Something like DuplicateTransient but for class derivation.

burnt citrus
#

but the loop attach the same door, that ends in the last socket. is it possible to instance the door blueprint to use as target or i have to create 6 different components?

burnt citrus
#

PS - i'm in the construction script

light walrus
#

How to change resolution for windowed mode. Because it's only changes to borderless mode with this blueprint

#

OR basically

#

How do I make borderless mode with fixed resolution?

#

Ah. Nevermind. Fixed it with settings to "Use borderless window"

tawny condor
#

i found this video super helpful ^ super interesting example of equippable items and blueprint interfaces

mild galleon
#

thanks

#

hello.
I am doing something "on actor overlap".
For test purposes i made the collision box visible.
How is it possible, that i send 5 villagers to build a building, but 10 events are detected?
How could i prevent that the same actor triggers this twice?

burnt citrus
#

Ok i solved, i don't know if it's the easiest method but i did this (i didn't know you could drag an asset in the graph, and get the add component node for the blueprint) https://i.imgur.com/V4rFrOM.png

narrow sentinel
#

how do i make a rotation matrix ?

#

I need to take these into a matrix but not sure how

#

Anyone help pleaseeeeeee 🙂

#

I'm trying to have it so the bone on my vehicle follows the rotation of the spline but in terms of like railway bogies on tracks

#

at the minute when the train has got to other side of the track the bogies have done a full 360 which is incorrect

#

Thats the code I'm doing and well it's kind of working but also isn't

burnt citrus
#

are you sure the spline is build correctly? i don't know how it works on UE, but seems that the normals of the spline flips. It happens when crossing the center of the map?

narrow sentinel
#

yeah looks correct, z up and x forward

#

issue is it's this shape which means as the vehicle comes around the bend the rotation of the bogies continues past what would be natural so 360 rotation

#

anyone online that could help me out please ??

#

so i think i've located the issue might be with the tangents

#

so i believe the issue is after the train goes past half way mark it's then ended up the numbers being minus

#

I give up, no matter how I do it don't seem to be right

lunar sleet
queen heron
#

this is new
so for some reason, my variables loose their data when they are called in the next function

#

setup is straight forward
set a value into the variable inside a function, send the tick into the next function and call the same variable there for further process

#

my variables aren't even local in the functions

lunar sleet
#

but I'd wager you're not returning those variables in the first function so you can pass them into the next

steady night
#

hello, question how do i change the game cursor ingame ?, ive but a custom one (widget) in project settings, but how do i change it ingame ?

queen heron
#

here are screenshots in the specified order

#

here is the initial function

#

here is the variable that is set and will be used in the third function

#

the outlined function is the second one

lunar sleet
#

first screenshot is illegible. Just show the contents of the first function

queen heron
#

and here is the start of the third function

#

where the variable is called

lunar sleet
#

ok, which function sets the variable?

queen heron
#

the initial one

#

first two screenshots are from the first function

#

the second screenshot is the end of the function

lunar sleet
#

😮‍💨 so the 2nd screenshot where you've outlined a var and a function call, that's inside the first function?

queen heron
#

yes

lunar sleet
#

so you're wondering why ObstacleBottomDistances is not read properly by ProcessObstacleTopHeight?

queen heron
#

just said the outlined function in the second screenshot is the second function

#

but yes

#

no idea why the variable data does not move across functions

lunar sleet
#

ok, your first screenshot was impossible to read due to resolution, but those appear to be on different execution paths, unless you're somehow using a sequence

queen heron
#

here is a clearer version of the ending part of the initial function

lunar sleet
#

ok gotcha

#

usually for you to use a variable from a function you need to actually return that function, but given that you're calling a func. inside a func., try creating an input on the ProcessObstacleTopHeight function, of type float array

dark drum
lunar sleet
#

or whatever that variable is

#

after you compile both you should see a new pin on your 2nd function call (outlined). Use a getter to plug your ObstacleBottomDistances into that new pin

queen heron
queen heron
#

welp, guess there are no workarounds for this :/

#

still interesting how data does not stay as global

#

despite not having the variable as local

lunar sleet
#

for it to become global you would need to return said value using a Return Node

queen heron
#

oh I see

dark drum
lunar sleet
queen heron
#

I skipped the second one

#

the trigger order is fine

#

here is the second function in case you're wondering 😄

#

and here is the end part of it

dark drum
queen heron
#

yes

#

and the initial function calls Process Obstacle Top Height

dark drum
queen heron
#

this is the only time its cleared

#

this is inside the initial function

#

if the line trace hits an obstacle that a real player could jump over or slide under, the Clear node will fire to avoid flooding the array

#

the rest is just Adds and Gets

#

tho funny enough 🤔

#

actually no nvm XD

#

nothing funny about it

#

nvm again, boi I'm sleepy
there's the Obstacle Top Heights vector array variable that somehow keeps its data intact

#

cause when I check this through the print string in the second function
I'm getting correct results

dark drum
#

I'm going to take a guess and say you're logic isn't doing what you think it should be doing. 🙃

queen heron
#

reason why I put everything in functions is to have faster compilation speed

lunar sleet
#

what's compilation speed got to do with anything

queen heron
lunar sleet
queen heron
#

yes

#

my bad

kind estuary
#

In my BP_GameMode created a Blueprint variable for an actor Reference and made it public instance editable so that I can put the actor in it, with the eyedrop:

Though for GameMode variable i have no clue where i can select it and set it when im in the Level?

#

its so weird

#

i can only do that for normal actors, not for GameMode?

queen heron
#

and then cast it to the gamemode you made

kind estuary
dark drum
queen heron
#

this part right here

#

it goes into true

#

so of course no data is added into the array

queen heron
#

only at runtime for gamemode

dark drum
lunar sleet
#

it's not a placeable actor

#

and if the only way you know how to set refs is the little eyedropper, you need to learn some more basics

#

watch the bp live comms training here in full if you haven't (pins)

kind estuary
#

thanks

queen heron
#

ok there we go...
the darn line traces that are meant to start from the ground would start with overlap

#

so of course this would go into true and not add any float values into the array

#

till this day I still don't know how my tiny brain is still working after making all these complicated blueprints

dark drum
wary rain
#

Hello Guys! I am trying to create a transparency post process effect for when my player goes under a surface like inside a building (top down game).

Can someone explain to me if the material preview is always like this in the post process domain or does this mean I am doing something wrong? The effect does not work at all in game

queen heron
#

😅

queen heron
#

yesh

dark drum
# queen heron yesh

I've made plenty of little mistakes I've spent longer than I'd like to admit trying to resolve. If something doesn't work I just assume I've done something wrong lol.

queen heron
#

today I was meant to figure out a way to make the ai path navigation rely less on the Z position of the path so it would stop trying to find the path again after jumping high enough

#

and after finishing some testing, I noticed how the ai would only choose to jump over

#

but eh, at least I've made some progress with the ai part

thin panther
lunar sleet
thin panther
#

:P

surreal bridge
#

I am working on making a macro and was trying to figure out how I can ha e two different types of wildcard, if even possible.

I am wanting to add a key and get an object out, but I would want the key and object to be different types.

If I can't I am planning to just duplicate the macro and have different keys set to a certain type (like string) and have the wildcard be the output.

marsh sonnet
#

I have a settings menu that is supposed to pop up when player hits "o" button, but it's not appeariong OVER the level - any ideas where to start trouble-shooting?

dawn gazelle
surreal bridge
#

This is what I have currently:

#

Since I can't use wildcards in functions I had to use the macro, but I am thinking that this might work, and if it doesn't it is because the map is a copy and not a ref. Couldn't see how to change that so I assumed it was a ref my default. (Haven't tried it out yet)

dawn gazelle
#

The output in this macro would always be of the type of the default input.

raven quest
surreal bridge
#

Yeah, which is expected.

In java I had a 'get or default' function to either get the value in the map or return the default, but I wanted to add to that so it adds the default to that key.

So the map value and the default and the output are all the same

I had set the key and map key to string since I couldn't get it working with wildcards for both without the value and key being the same thing

north viper
#

Hello! I'm working on a 3d game with paperzd and flipbooks, but I have a small problem with a enemy ai that I just made. It has an own roam and walks around, and it can attack me when i get closer, but after that It just stand in one place and doesn't walk again randomly. I’m new to game development so maybe just me who can’t figure this out.

civic oar
#

Why are my wheels rotating 180 degrees half the time and correctly the other half and how do I fix it? Video for reference.

faint pasture
faint pasture
#

you should probably use combine rotators here

#

FinalRotation = CombineRotation(RotationFromSteering, RotationFromSpinning)

civic oar
#

@faint pasture Modifying in Local Space results in same issue

faint pasture
#

Euler angles in general are pretty bad for this

#

What are the inputs to this function, what do you have at the beginning and what are you trying to output at the end.

faint pasture
#

use rotations and combine/delta on them as much as you can

#

What is this physics wheel you're getting rotations of?

civic oar
faint pasture
civic oar
faint pasture
#

also you're mapping FL to FR and vice versa

#

what bone are you trying to modify here?

civic oar
faint pasture
#

is the right vector of the wheel bone always aligned correctly?

#

show the skeleton

#

where I can see bone orientations

civic oar
#

@faint pasture

keen tinsel
#

so im stuck in this for almost 2 weeks , searching for tutos or solutions in google/youtube and the trial went with no result

#

trying to set up hand holding flash light at the bottom right corner of the camera , the thing is i want it to be following the camera without being so shaking when walking /running

#

kind of similar to guns set up but just with one hand

#

any help/ starting point wld be appreciated ?

keen tinsel
#

i'll try that and see

faint pasture
#

you could get right vector of wheel bone which should end up being right vector of mount bone

#

ignoring the global vs local vs relative space shenanigans, MountRotation = MakeRotationFromYZ(Wheel.RightVector, Mount.UpVector)

surreal carbon
#

I'm currently having this issue where every time I make change or even just move a node in my player character and press compile a bunch of other ui widgets and game modes need to be saved. then when I try to play in editor and save the changes it crashes. I've managed to identify that there is nullptr it throws the error in "isdefault" function but I'm not sure where the issue resides in my setup. anyone know of this issue?

heady grove
#

Hi, I am working with the vr template in unreal engine 5.2.1, do you have any idea how to make it able to grab an actor conformed of multiple static mesh? my idea was to place the grab component as a child of the scene root component but it didn't work :c

tiny tundra
#

Update to a post I made a couple of weeks ago (problem I was having, put down in frustration, now returning to it)

My problem is that I have cut my screen into a 4-way display, consisting of 4 displays - they are captured with SceneCaptureComponent2D cams and rendered onto textures. I want to be able to click on elements in the top-left display and select them - so it needs to understand that I am casting a ray from my cursor onto that rendered texture (it's being drawn onto UI button), and then project that ray into the world from where that SceneCaptureComponent is placed.

Fig1 shows what the game looks like - Fig2 is how far I have gotten (obviously I am missing some important connection., specifically what needs to be fed into the Screen Position part of the Deproject Screen to World node). Note that the SceneCaptureComponent that I want to grab from is highlighted in the left.

Fig3 is another part of the blueprint where I am capturing the XY position on that UI element on MouseOver, and normalizing it from 0-1. This is also referenced in Fig2 (WB 4way Display = Screen Xpos Tactical X & Y)

My partner and I are banging our heads over this one and I've asked a few places, but sadly I am not savvy enough to connect the final dots on this. Let me know if you are able to help- thank you!

past compass
#

i am attempting to just see what a doulbe jump would feel like and i have set my max jump count to 2 (and higher) and it will not jump more than once... does anyone know why this might be happneing ? common reasons ?

stone field
silver seal
#

Does anyone know how to fix this? I'm creating a game called Cubelife, which involves shooting magic balls. However, they currently only shoot along the X-axis, which means they only fire forward. I want to change this so that they don't only shoot in that direction. Any advice on how to fix it?

maiden wadi
silver seal
#

i want it to like rotate the character

#

when i click A it moves A but not

#

Looking At the Axis

#

It move

#

And i want it to rotate too

#

so when i move in the back it faces the back

#

but when i move to the back it doesnt face the back

silver seal
#

oh i fix it

grave crow
#

Absolutely cursed but it works in below 5.1 just with pure BP:

woeful yoke
#

How to get sphere collision of overlapped actor referenced from another actor?

lunar sleet
woeful yoke
#

I see! Lemme try that!

lunar sleet
#

Unless you’re doing something funky that requires it

woeful yoke
#

The overlaps are not in this Blueprint, those are in the Glowballs actor's blueprint which is referenced here. So I could not get any actor begin overlap or component begin overlap events of Glowball in here. I tried searching for them. After casting I can get them, I think.

I tried this method, but it's not working still.

#

I was trying to get hard memory reference free method, so I was trying to avoid casting. But functionality comes first, so I would definitely look into it!

#

I kind of solved it by doing all the overlapping from the child itself, and just handlin on Destroyed from the Parent

lunar sleet
#

You can however use get overlapping actors and cast on a for each loop to make sure you grabbed the right ref

#

And that one you should be able to call from the other bp iirc

woeful yoke
lunar sleet
woeful yoke
lunar sleet
kind estuary
#

im doing some fancy procedural generation.
So i need to create actors. Analyze the model, delete actors, and then recreate actos.
Not only is it a bit slow. I can see like 1000 Deleted Object in the editor's Level tab
IS this okay?
Maybe i should change to UObject or struct?

steep cypress
#

@dry sleet @dark drum Hey both, dont know if you remember but I was having trouble with lag in unreal engine. As it was so odd thought I'd post an update just out of curiousity. It turns out its reading the drive my project was in too slow.

Why that is for me to find out but at least it's diagnosed 🙂 hope you're both well and thanks for your help

dry sleet
#

Nice that you figured it out -- same to you and have a good weekend!

#

I just figured my shitty bug out myself with the tried and true method of PrintString haha

#

bloody nans up in my grill

steep cypress
#

nanites?

dry sleet
#

I wish

dark drum
dry sleet
#

Indeed

#

The baddest state of floats

dark drum
# dry sleet Indeed

What was your issue? I can't say I've ever gotten a nan message using BP lol.

dry sleet
#

Nah this is from C++.

dark drum
dry sleet
#

I will find out the precise issue NOW because I just caught it on the call stack

steep cypress
dark drum
sonic trench
#

hii! i am making a vignette effect in unreal engine the vignette is showing but moveent logic is not working here is pic

dry sleet
#

But in Blueprint there's a check in place to prevent you from getting Inf from a zero division I BELIEVE.

dark drum
#

The logs getting spammed by divided by 0 errors can impact your frames though so best to sort them out.

dark drum
dry sleet
#

It also returns 0 it seems.

narrow sentinel
#

Anyone know best way to get the speed of an actor thats having it's location set rather then pysics moving it ?

dark drum
narrow sentinel
manic vessel
#

Can't get rid of this error im setting an actor to physics and then grabbing it, I have tried to find a solution but the only one that slightly worked was to go outside the function and add a delay to the sim node. anyone got any ideas on a good solution for this one.

narrow sentinel
dark drum
narrow sentinel
dark drum
narrow sentinel
#

So i'm doing this on tick but don't seem to be working

pale mica
#

Guys, my excuse if this is not a blueprint problem however does anyone know why the marker doesnt display the widget when clicked from a distance?

dark drum
narrow sentinel
dark drum
hidden swift
#

Why does importing an mp3 file into Unreal increase its size by 3 times or even more?

narrow sentinel
#

SO that, but wouldn't that not work either ??

#

wouldn't all that happen same frame so it would always appear as it's where it would be

open furnace
#

Why RemoveFoodEffect triggers only once even though I have two separate handles?

dawn gazelle
dawn gazelle
#

In your case, you may want to have your food effects as separate objects that can run their own timers.

narrow sentinel
open furnace
#

ok make sense 🙂 thanks mate

dawn gazelle
# narrow sentinel pretty sure I tried that aswell and it didn't work

This frame:
My "Previous Location" is 0, 0, 0 (Unset from default)
My "Current Location" is 1, 0, 0

Current - Previous = 1, 0, 0 indicating I moved 1 in X.
Set Previous = Current

Next Frame:
My "Previous Location" is 1, 0, 0
My "Current Location" is 2, 1, 0

Current - Previous = 1, 1, 0 (I moved 1 in X and 1 in Y)
Set Previous = Current

Next Frame:
Previous Location = 2, 1, 0
Current Location = 2, 1, 0

Current - Previous = 0, 0, 0 (I didn't move at all)

#

etc.

narrow sentinel
dawn gazelle
#

Yes, but that's why you store the current location in previous location when you're finished with the calculation. On the next frame "previous location" will have the value from the last frame.

narrow sentinel
dawn gazelle
#

Yea right now what you have is just storing the current location in previous location first and then calculating, which means it'll always return 0 since previous will always == current.

gray ingot
#

Hi, i have an issue, my Scene Capture Comp 2D does not work when scalability lower than "Epic", where i can change it?

dark drum
lunar sleet
dark drum
narrow sentinel
lunar sleet
dark drum
narrow sentinel
fading sail
#

Say I put some 3D object into the world, convert to Blueprint, that new BP then is a child class of Actor and has a Viewport in its editor. Well I can drag that new BP into another BP's already-open editor's Components tab and thus having added the new BP to the other BP's Components tree, I can see the original 3D object in the Viewport. Very well!

But that added BP in the Components tree is not an instance of said BP's own (Actor-inheriting) class, it's an instance of "Child Actor Component", and so the functions and vars exposed as public by my new BP aren't immediately/trivially/obviously accessible from the other BP having the former in its own Components tree.

How does one unwrap (or cast?) any "Child Actor Component" to get its actual Actor-derived Class type? Anyone know?

lunar sleet
#

Child Actor Components are broken to begin with and the design flow you described is problematic

dark drum
fading sail
#

thx both of ya =)

narrow sentinel
#

So got a question for all, let's say in your game you have an actor that follows a spline would you implement it in a way where it's not locked to the spline and instead following it but using say it's own speed parameter to move along the spline ?

#

I'm just thinking that would be better as then it's based on the speed of the actor on the spline not say the spline length etc

mild galleon
#

Hello everyone!
very short question:
will this give me back who "owns" the actor, as of, which player controls the unit in my game?
(its an RTS, so you can control various units and buildings, and there are several players)

mild galleon
#

thank you.

lunar sleet
#

Welcome.

mild galleon
#

i guess i have to make an enum then with the players and update on spawn in the master unit etc.

fallen glade
#

Is it possible to create a level folder using blueprint?

lunar sleet
mild galleon
#

and dont trust chatGPT, thats the second time it told me BS haha

final python
#

is there not a way to get how many member variables a struct has? Obviously I can just make that be a member variable, but seems kinda redundant lol

lunar sleet
dawn gazelle
#

You can assign ownership however you want. If you assigned the owner to a playerstate, then yes, it could return which player owns the actor, even in multiplayer. The only time this may not work is if you possess a pawn - that pawn's ownership is usually then set to the PlayerController possessing it which can't be read by others.

lunar sleet
#

I didn’t realize you can use a PlayerState as owner but ig that makes sense

dawn gazelle
tiny tundra
#

Repost from above, I apologize, my back is kind of against the wall with this & the clock is ticking.

My problem is that I have cut my screen into a 4-way display, consisting of 4 displays - they are captured with SceneCaptureComponent2D cams and rendered onto textures. I want to be able to click on elements in the top-left display and select them - so it needs to understand that I am casting a ray from my cursor onto that rendered texture (it's being drawn onto UI button), and then project that ray into the world from where that SceneCaptureComponent is placed.

Fig1 shows what the game looks like - Fig2 is how far I have gotten (obviously I am missing some important connection., specifically what needs to be fed into the Screen Position part of the Deproject Screen to World node). Note that the SceneCaptureComponent that I want to grab from is highlighted in the left.

Fig3 is another part of the blueprint where I am capturing the XY position on that UI element on MouseOver, and normalizing it from 0-1. This is also referenced in Fig2 (WB 4way Display = Screen Xpos Tactical X & Y)

My partner and I are banging our heads over this one and I've asked a few places, but sadly I am not savvy enough to connect the final dots on this. Let me know if you are able to help- thank you!

broken wadi
kind estuary
#

I remember i got this figured out before... though i dont remember it now...
i need my text to self adjust the position to be centered on the location im spawning. So there was something i cant recall now that adjusted the location of the text to right.

tiny tundra
flat coral
#

I'm realizing I'm going to a lot of pains to not damage actors unless they can have logic to handle damage, but like, is this a waste of time? Is there actually any potential side effects to calling Apply Damage on an actor which has no logic to handle that?

dawn gazelle
flat coral
#

Somehow I never made the connection that it was an interface call. That simplifies things considerably!

hallow nest
#

Hey guys, is it possible to create an reactive audio from sound of media player? I only seen it’s made with a .wav source

dull shell
#

Hey Guys, I'm trying to integrate FSR in my game but im running into a problem where r.FidelityFX.FSR3.QualityMode doesn't seem to have any effect at all. I did Enable FSR 3 and i can see the effect by turning off FSR and Turning it back on. The edges are a bit jagged in FSR ( maybe cuz default selected is Ultra Performace ). But I cant seem to change quality mode

pulsar osprey
#

it used physics to push objects along the spline

#

also pulled you to the center based on distance and dampened your velocity based on how fast you were moving away

exotic plover
#

im not able to open struct viewer in editor wtf! anyone have this issue?

#

its for all my projects

#

it just opens a glitched ue5 tab and I cant view the struct

#

why is it like this?

narrow sentinel
exotic plover
#

ok I solved it by resetting the layout ... idk what was going on

wise ravine
#

What is the difference between casting and this == method? (mention please)

faint pasture
#

Is this a dog, vs is this MY DOG named Fido

#

Did a person overlap me, or did David Smith

#

Did a Character overlap me, or did Player 0's Character?

merry mirage
#

Hoi! Been looking into the Blueprint Default Events and wanted to add some cool events appear with each new Blueprint I create of a particular class. Does anyone have information on how to do this? The only resource I can find is a forum post from 2017 and I don't quite seem to understand it. Cannot find a "[DefaultEventNodes]" section of the EditorPerProjectUserSettings.ini file.

( said forum post: https://forums.unrealengine.com/t/blueprint-default-events-on-graph/381497 )
(Please ping me with your response, I have notifcations off)

narrow sentinel
#

So for my actor that moves along a spline. I'm doing it by a speed value, would I be better faking the speed to where I lerp it to and from a target speed clamped to a max speed

#

Or get the speed using methods which you could say is more accurate

unique bone
#

casting as a whole just feels so weirdly obfuscated. personally i always have to know how something works under the hood to truly feel like i know anything about it. every function box in blueprint i don't wholly understand is just a big red flag to me.
but with casting no matter how much you look it up you basically get "it makes x thing kinda sorta like y thing don't worry about it. it just works :)" and that feels so uncomfortable

faint pasture
#

You know how types can be nested? A character is a pawn is an actor is an object?

#

just like a dog is a mammal is an animal is a living thing

#

the overlap hands you an actor reference. That's like being handed an animal reference

#

great, it's an actor / animal

#

but you want to know if it's a character / dog so you can call Jump / WagTail on it

unique bone
#

so when you're asked to plug a reference in it's more or less situations where blueprint is going "give this function exact details so it doesn't screw it up"

grave crow
# exotic plover im not able to open struct viewer in editor wtf! anyone have this issue?
  1. Reset your layout via menu.
  2. Delete or move Saved/ and Intermediate/ folders. Restart Editor, open log see if nay errors.
    If none, run "Validate assets" on problematic files. Check log again.
    If nothing, repeat the same but Resave All.
    if this is a source build, do -Clean and rebuild, could be some odd reflection data hijinks. it hangs but not crashes so a bit odd.
grave crow
hardy merlin
#

What's the preferred way to have a camera in a third person game without relying on Camere Boom?

#

Like, in unity the camera is a separate object I can script to do whatever motion I want.

pulsar osprey
#

also things in programming are meant to be abstracted. otherwise you would be writing assembly

faint pasture
#

You can just make a custom PlayerCameraManager and do anything your heart desires

lost hemlock
#

Hey! How can I get my axe collision to interact with a tree inside a BP_Tree that’s nested in a PCG setup? The whole setup is in a PCG_Spawner Blueprint actor that has its own collision box, and I've tagged both the axe and tree collision boxes as 'tree.' They’re not communicating when the axe hits the tree. Any ideas?

so it's a static mesh inside of the BP_Tree, inside of a PCG_Graph, inside of a blueprint.

faint pasture
lost hemlock
faint pasture
lost hemlock
faint pasture
#

start there

#

are you sure BP_Tree actors are being spawned? What's the collision settings?

#

show collision settings for tree and axe

faint pasture