#blueprint

1 messages · Page 248 of 1

odd kiln
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He is parallel only when he is going straight forward

kind willow
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Oh, I see. You'd have to use event tick to continuously check the actor forward vector with the spline forward vector. When they arent the same, start rotating it on Z axis as for the X, you coould either use remap to remap the Z difference to X rotation to have it be procedural or use a timeline to have it be fixed

odd kiln
odd kiln
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Of course my Spline has multiple points curved etc... But I need to check the whole Spline forward vector ?

kind willow
odd kiln
kind willow
odd kiln
kind willow
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Yeah, you'd have to compare Actor rotation with where the spline is pointing, then rotate it slowly to aim at that point. I believe Finterp node can do that automatically

odd kiln
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I'll try things ! Thank you so much !

kind willow
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Something like this

odd kiln
# kind willow

But how to get the two values Actor angle and Spline point angle ?

kind willow
odd kiln
kind willow
odd kiln
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Maybe like this

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What do you think ?

kind willow
odd kiln
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Oh and I only take the Z axis ?

kind willow
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You use Z axis for rotating the actor and then use the X axis for your airplane rolling effect

odd kiln
kind willow
odd kiln
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So in your example I need to get the X axis on the Finterp

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I'll try this, thanks !

kind willow
odd kiln
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Yes on Tick ! Thanks !

light summit
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This is a weird one,
I'm working on a vehicle system that doesn't use physics, how would I have the car rotate towards a slope?

faint pasture
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you doing any traces, anything like that?

light summit
faint pasture
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What do you have right now in total? How much of this vehicle system do you already have?

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and how realistic do you need it to be

light summit
light summit
faint pasture
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I mean are you intending to implement grip calculations, suspension, or is it just a thing that moves around where it's told, no questions asked.

faint pasture
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You can do a trace from the center of the vehicle down and get the normal of the ground there. That'll give you the Vehicle.Up direction

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Vehicle.Forward will be its velocity projected to the plane defined by that Vehicle.Up

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and that's enough to cook up a rotation

kind willow
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If I undertsand what you're going for

light summit
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That should work

kind willow
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If you want I have code like that already

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I can send you a screenshot

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You'd just have to attach it to tick/movement input

light summit
kind willow
faint pasture
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The basics of any sort of movement system goes like this.

  1. Aight its a new frame, where do we WANT to go? (math)
  2. OK we want to be there, now where SHOULD we go? (traces, sweeps, etc)
  3. Aight go there.
grim crypt
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I have a blueprint creating spline meshes and assigning Custom Primitive values to them. Everything works correctly in editor mode, but when I simulate/play test it seems to erase the values. Anyone know why this could be happening?

versed crypt
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Hey, i have 5 horizontal which has 10 buttons each, and im trying to make a one big array from all of those, but wasnt successful yet... what can i use? (basically should end up having array of 50 button ref) :/

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^ is only posiblity, is to append each of 5 into one empty array, no easy way where you connect all 5 of em?

dusky gale
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Hey mates, I made a Switch system BP, that works. I duplicated it to make it work with a door that works differently in the game. on the second blueprint the problem i encounter the problem i cant figure out how to call the switch 3 that i made

misty viper
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anyone know the math for interp speed on the interp to constant functions?

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For instance, on Rinterp to Constant, Interp Speed values are equivalent to what? degrees per second?

dawn gazelle
dawn gazelle
icy gust
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Anyone know of a way to make a trigger volume unload sublevels on overlap? Essentially doing the opposite of a Level Streaming Volume? I just want to unload a bunch of stuff when I enter an interior...
Using UE4 btw

kind estuary
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why do we use HUD class for Widgets and not some other class? Like im spawning my widgets from the GameMode

thin panther
chrome pumice
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guys i just did a root motion animation but for some reason it launches me to space, anyone knows whats going on?

kind estuary
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actually im not storing it in there, im storing it an Actor that is spawned in the world but its only reference is in Gamemode

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is this a bad idea?

dawn gazelle
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Sorry.. I misread what you were saying... Anything you marked as replicated in the game mode will not replicate out to others.

kind estuary
dawn gazelle
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AllPlayers is also not really necessary. The GameState has a "Players" array which is a locally managed list of all PlayerStates in the game. From the PlayerState you can get reference to their controllers and their controlled pawns.

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If you are calling GetGameMode from a client, it will return null and fail, so it's not possible to get any references to any actors stored in the game mode on clients.

kind estuary
dawn gazelle
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If it's stored on some other replicated actor, technically it should work.

kind estuary
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so where would you store classes like for example MapBuilder

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BattleManager

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DiplomacyActor

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GameState?

dawn gazelle
kind estuary
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these are classes that need to be accessed by all kinds of stuff here and there

kind estuary
dawn gazelle
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It depends on what these things do and if there is any replication from clients to server with them. Some may be better as components rather than just straight up their own actors. DiplomacyActor itself sounds like it maybe could be a component added to specific actors. BattleManager sounds like it could be part of a GameState rather than its own thing.

kind estuary
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but i guess its better as something global

dawn gazelle
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GameState = State of the Game.

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It's replicated to everyone too.

kind estuary
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in the future i will store my references in the gamestate

vivid quarry
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Would anyone have any ideas for why this interface event is not triggering? I have it set up same as usual for events I have gotten working. The sender is the AI controller BP, target is of BP Enemy Base with its corresponding object type plugged in, and the interface is implemented in both the AIC blueprint and the target actor which is BP Enemy Base

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I have debugged up to the branch in the first image, in other words I know that everything leading to the message node is triggering, only that the message is not reaching the target BP

dusky gale
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Can anyone suggest me a way that i can match this to the state that my torch is running out ? (the life of this games mechanic is that you need to keep your torch alive, so you pick up items to get fire max along the way)

dawn gazelle
# vivid quarry

Are you sure you've set a value into the "BP Enemy Base" variable?

burnt citrus
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I'm trying to set an event dispatch from a blueprint to my character, the blueprint is a ladder and i want to fire an event when the player collide with it. the problem is that the ladder blueprint is a component of another train blueprint, and i assembled the ladders on the train in the construction script of the train BP. So probabily when i set the reference needed to fire the receiving event it's not valid (i used a direct object reference of the ladder blueprint)

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so, what i need to do to get a correct reference of a blueprint that is a component of another blueprint that is built in construction script?

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sorry for the headache lol

dusky gale
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need some help with BP here:
I am trying to get this logic to be displayed in a UI element (bar) its supposed to show the intensitity

steady night
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will the breake make it run the complete or how dose it work ?

neat oriole
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Hello! I'm trying to create a building system, and my goal is for this to be as modular and adaptable as possible. For now I have an actor component "BP_BuildComponent", which is supposed to be the entry point of any controller/owner (i.e. it handles "equipping" a building for displaying a preview, firing a place/build event, etc.). The issue I'm currently stuck at is related to handling the spawning of a building. The idea is that I don't want the building component to be dependent on a specific implementation of a building. This is because I've previously required different buildings to be initialized in different ways, and thus, I want to move this responsibility to the building itself (or some other object). I've therefore created an interface "BPI_Buildable", which the building component references for the preview and so on. My buildables are implemented as data assets and inherit from a base "BP_Buildable" which implements the BPI_Buildable interface. Since my buildables are data assets, I cannot spawn an actor from a function inside them. I've therefore added another interface "BPI_BuildableSpawner" that is supposed to handle the spawning of a buildable, which each buildable references. This is where I'm having trouble atm. I created an actor BP_TestBuildable which implements the interface BPI_BuildableSpawner, but I'm unable to select this as the spawner reference in the data asset.

I'm attaching some images below to try clear up the specifics. The purple boxes in the class diagram are supposed to belong to the system, the rest are uses of the system and the red dependency is where the trouble is. EDIT: Actually, the BP_Buildable class doesn't necessarily belong to the system as you might want to use another data representation for the buildables than data assets, but that's beside the point

ancient moth
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is it possible, to create custom event or function, that will show expose on spawn variables of a class? or do i need to do this in c++?

mental trellis
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No

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You have to mark variables as expose on spawn.

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Or erm, do you just want a list of them?

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You'd have to do that in c++ I think.

ancient moth
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i want to list them

mental trellis
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You'd need to iterate over the class properties in c++.

ancient moth
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Thats unly, I wanted to do soemthing like the construct widget or construct object function that lists the expose on spawn variable

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but it's good to know that i have to use c++ thanks! 🙂

dusky meadow
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Hi i followed the quickstart behaviour tree tutorial and my enemy doesnt do anything can anyone help me ?

dusky meadow
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Anyone ?

acoustic osprey
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Hi. I have buttons that I placed in the world in Unreal Engine 4.27. The buttons work properly for the server player, but they do not react at all for the client player. What could be the problem and how can I solve it?

kind willow
upper jolt
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Hey, im very new to unreal and was following a tutorial but decided I'd try to do smthn different. The current result of playing my game is that the winning condition works and so does the timer which begins at 15 once the user moves or shoots (set by a variable I declared in the FirstPersonCharacter Blueprint) and eventually reaches 0.

My issue is I need to access the value of notTimerRanOut (variable in Timer_UI widget) in order to be able to show the losing condition widget. I'm just unsure of how to get the value since my reference object is trapped after a do once (bringing it to the front and running a sequence to print the values of seconds also just prints the initial value).

Sorry my issue is so annoying but if anyone could help that would be amazing.

maiden wadi
kind estuary
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i always use Get Player Index 0

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is this a bad thing?

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i remember something about this being bad

ancient moth
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Is there some way I can group arrays, or do I have to build that custom?

stone field
ancient moth
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And populate it through a for loop right?

mental trellis
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Or an array of arrays?

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You just need to have an intermediate struct.

ancient moth
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i see

mental trellis
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E.g. an array of a struct. The struct has an array on it.

ancient moth
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🤔 hmm

mental trellis
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If you want the sub-arrays to have different types, the map idea is good.

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If you want it to be dynamic, that is.

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Or you could just make a struct that has a bunch of arrays on it if you want a static list.

ancient moth
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i mean the map will also fail as soon as I'm grouping by multiple fields

kind estuary
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Is this a case for a WorldSubsystem?
Im making a game like risk. You move your pieces around. If you come accross a territory with enemy units. It should trigger a battle.
So for that i must create a BattleManager actor? Or its better to create a WorldSubsystem?

mental trellis
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Or just make the key a struct.

kind willow
kind estuary
kind willow
mental trellis
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Any time you use get player controller / character with the index parameter is wrong, unless you can say why it isn't.

lunar sleet
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Cause single player game? 😛

mental trellis
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And even if you can legitimately say it's correct, there are better alternatives.

mental trellis
mental trellis
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The only real place I'd use it would be for split screen single player games, but there are better methods I can't remember that somebody pointed out.

lunar sleet
mental trellis
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Then you need to find or create the link to get that data in the correct way. Not just half arse it.

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Every use of those methods if half arsing it.

lunar sleet
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I probably just have things in the controller that could be somewhere else

mental trellis
kind willow
lunar sleet
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You don’t name your folders? 🙃

mental trellis
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The best method is the one that doesn't lead to bugs you can't explain like most of the games released today. I'm not suggesting you spend 6 months looking for a better solution, just using the one that very easy to use.

kind willow
mental trellis
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Because I don't really make games any more.

kind willow
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Ah

lunar sleet
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He makes wizards

mental trellis
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Exactly.

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I used to 😛

lunar sleet
mental trellis
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Most things that need the player controller have ana ctual method to get the player controller, it just doesn't have the index parameter, so you know you're getting the right one. Pawns, widgets, etc.

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If you don't have that option, the local player subsystem or whatever is rigth there.

kind estuary
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so im in HUD

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i think i got it

kind willow
mental trellis
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Yeah. Just get owner.

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Or player owner?

kind willow
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Although I recall having issues with that. I don't remember what but I remember I had to replace it in my latest project

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Still, you should give it a try

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At worst you can replace it with get controller later

kind estuary
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but if even NeoExciduos was not getting this right then its understandable 🤨

dusky meadow
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Hi how would i get the right value for an add local offset so this pistol's y value is in the exact middle of the camera ?

kind willow
dusky meadow
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actually it doesnt move it

kind willow
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Well, you could either move the origin to the gun's middle to fix it permamently or, if you can't, use get bounding box to find the meshe's center point

dusky meadow
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how would i do that because i set the Origen correctly in blender but it didnt transfer other ?

dusky meadow
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yes

kind willow
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Then do that in Unreal instead. You can change origin in the modeling tools

ancient moth
# mental trellis C++ to the rescue.

yea true, I tried to do a generic thing in c++ but it didn't work out quickly, so maybe I'm just doing it justom in blueprints instead of writing a library for it but we will see 😅

kind estuary
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broskis you have 2 armies clashing in your risk game.
so a battle will start ⚔️ , do you create a separate actor to manage this battle?
If yes where do you store the reference to this actor?
Or you do this in gamestate or something?

kind willow
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depending on the functionality you need

faint pasture
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I'd probably make a Battle actor tho

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or a Battle can just be a struct.
GameState:
TArray<FBattle> CurrentBattles;

kind willow
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I know Team Fortress 2 handles all its game mode logic trough map entities

kind estuary
kind willow
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But if you don't need much modularity you canb handle it all in gamemode

thin panther
# kind estuary broskis you have 2 armies clashing in your risk game. so a battle will start ⚔️ ...

Does a battle need to live in the world though? It seems generic to me. Something managing things in the world.

Lets say for example, your battle is a simulation, no actual closely controlled combat. Break it down bearbones.
Lets say a battle, and it's function of winning, each unit has a value. Whoever has the highest combined value in that area wins the battle. Lets say a battle consumes resources, and each unit of troop needs x unit of resources. If an area has only 90% of the resources to support a battle, maybe they lose a lot of units. Maybe 20% of resources results in failure.

None of that seems to live in the world, it can be managed by a third party. If this is multiplayer, you could do something in the game state for example, and have a battle merely as a function that takes both sides and calculates losses and victories.
If it's singleplayer, you could have it in a subsystem.

kind willow
faint pasture
kind estuary
thin panther
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It could, which is why as you said, it all depends, and why I asked if it needs to live in the world.

thin panther
faint pasture
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I'd start with an actor since it can make sense to have a battle have a location and it can be the container for the battle widget components and dust cload particle FX

kind estuary
faint pasture
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later you can make it a uobject or struct if needed

thin panther
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If I was handling a battle in a single player game, for me I'd make a battle manager world subsystem that tracks all the battles and resolves them, and possibly handles spawning visualisations if needed. You can do it however you want though. There's no right way to do it.

Any solution voiced here is equally as good. There's no "correct" way to do a battle in unreal, it doesn't know, nor care what a battle is. Do what makes most sense for your design and your requirements.

kind estuary
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i think ill go with the world subsystem, not because its easy but because it is hard

thin panther
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go for whatever is easiest!

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Don't go for the hardest option!

kind estuary
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i never worked with world subsystem, so its a good opoortunity i tihkn

thin panther
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Personally, it's a workflow I'm used to, which is why I'd use it.
You should pick what makes most sense to you. Does it make sense for you for each country to have a battle actor, a manager that spawns a battle actor, or an object that handles things.

It's really up to you. Make whatever is most maintainable for you, fits your needs, and makes the most sense to you.

faint pasture
kind estuary
faint pasture
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yeah you're fine

thin panther
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I only voice subsystems because I know they use C++, they're pretty regular in that channel :P

faint pasture
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IDK if it'd make a BattleSubsystem, I might make a subsystem representing the entire state of the world

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although at that point why not just slam it all in GameState

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if it's Risk or close to it

kind estuary
kind estuary
faint pasture
thin panther
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I personally like the separation. It makes things easier to keep track of mentally for me. It also makes it easy if I ever make something that works similarly but doesn't have battles or w/e.
Compartmentalization is my jam :P

There is something to be said about separation to the point of meaninglessness though.

faint pasture
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I have a ton of UWorldSubsystems that act a bit like Systems in the ECS model

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but they also contain the data and entities.

faint pasture
thin panther
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I always model mine to be as plug and play as possible. So for example if I wanted similar battles in another game I could just lift the subsystem out directly, copy it over, and maybe tweak a couple of bits of the logic and boom! I've got battles for my castle siege game, or battles for resource war type games, etc.

thin panther
faint pasture
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Hmm but what IS the Platonic ideal of a Battle?

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I've done plenty of thinking like that. What is the Platonic ideal of a chunk of air in a mechanical system?

ruby venture
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Is it possible to export the data of a struct to a .json file at runtime and then use that file later to import it over a data table row in the editor?

kind estuary
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so like what happens in mount and blade. you are with your party going around

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you meet an enemy party

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then battle question pops up, "you want to autoresolve, or fight battle?"

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i want to fight battle -> so i open level for battle

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but in my current scenario im autoresolving for now

steady night
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is there a way to check for anywhere in arrray `?

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the Get class equal to

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it want an index but is there a way to check if its inside the array at all

kind willow
steady night
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hmm

kind willow
steady night
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yeah that worked

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ty

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saved lots of time on loops there x)

plain cypress
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How can I solve somethine like this? :

A BP_Actor that has a Capsule 'Begin Overlap' to activate Events, and 'End Overlap' to desactivate.
You place Two Instances of this BP_Actor in the World, both next to each other where the Capsules of both BP_Actor are Overlapping

So when you Enter the 1st Instance Capsule and move to the 2nd one then Exit the 1st Instance, it will 'End Overlap' the 1st Instance Events but will also at the same time desactivate it for the 2nd one
-- how can I avoid this so the 2nd Instance events would stay on when you exit the 1st one?

tropic wolf
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Hi there, I have a blueprint that modifies a player characters camera based on an overlap event.

Unfortunately, when introducing multiplayer I need this silly check in the middle to confirm that the play character is, in fact, YOUR local player character. Is there any way to get rid of this without the events modifying all clients cameras?

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Open to any criticisms as well, I'm quite new to BP

faint pasture
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Overlap -> is it a YourCharacterClass? -> is it locally controlled? -> do the thing

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although it shouldn't matter, just modifying the camera of the character that overlaps it is good enough

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it'll only do something visible when the local players character overlaps but it won't do anything goofy

tropic wolf
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The camera is stored on the character, the logic for the camera is in a separate BP

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for some extra context

tropic wolf
faint pasture
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why does every character have a ref to the camera and not just the locally controlled one?

tropic wolf
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the camera component itself is on the character

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but the logic is separate because source control

tropic wolf
faint pasture
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so is the camera a camera component on character or a separate actor?

tropic wolf
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component

faint pasture
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Why would it affect all cameras on all machines then? Every machine has 1 camera component per character, and they only "see" through the one on their possessed character

tropic wolf
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this is the behavior without the ==PlayerController[0] check. I'm launching play mode in Listen Server

faint pasture
tropic wolf
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as i said

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no ==PlayerController[0] check

weak holly
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Can someone please help me with my problem with replectation. I made a interaction bp and everting is fine on the server, but the rotation of the camera is not working is expected on the client, the client cant look up and down when interacting

tropic wolf
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Oh you already posted there

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thanks for stomping me

tropic wolf
faint pasture
# tropic wolf

Can you show the component layout of the character BP?

tropic wolf
faint pasture
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wtf that makes zero sense that it'd do anything on the other machines

tropic wolf
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left to right is: player character, camera logic that interacts with PC components, overlap event logic

faint pasture
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what is BP_Camera?

tropic wolf
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I just said

faint pasture
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a custom subclass of camera component?

tropic wolf
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its just an Actor

faint pasture
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show its guts

tropic wolf
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still working here

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I'm going to assume for now that Is Locally Controlled is what I should test

faint pasture
tropic wolf
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even though I'm not actually eliminating any steps from my current workaround

tropic wolf
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thats the logic for setting an finterp between 2 camera values

faint pasture
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this camera manager actor is def your problem

tropic wolf
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it has to be a separate bp

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I didn't get the issues when it was local to the player character

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but I'm literally just casting here lol

faint pasture
tropic wolf
faint pasture
# tropic wolf

What happens if you go up to the overlap with the client

tropic wolf
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same thing for both

faint pasture
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show how BP_Camera ref gets set in the character

tropic wolf
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Event BeginPlay

faint pasture
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gated by locally controlled or anything or just raw? I'm guessing you end up with 2 BP_Camera actors per machine?

tropic wolf
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Yeah same amount of player characters

faint pasture
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You really oughta put this in a subclass of PlayerCameraManager

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that's what it's for

tropic wolf
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Yeah I don't mind changing my approach if theres a clear goal or advantage

faint pasture
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The camera actor is def your problem though, I'm trying to sort out exactly how

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ah i think i know how

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you're spawning 1 per character

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but they both set character 0 as their character to drive the camera of

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so both BP_Camera actors control Character 0's camera

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if you don't need other players BP_Camera actors around just only spawn it locally, i.e., gate it by LocallyControlled

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but just use the PlayerCameraManager for this though, it's way cleaner

tropic wolf
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I'm experiencing both characters cameras being affected though, and my original fix is actually comparing to Character 0

faint pasture
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Local character IS character 0 on each machine

tropic wolf
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right, but how come gating it to player character 0 prevents it from firing incorrectly then 😭

faint pasture
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there won't be a BP_Camera to do anything with for any character besides the locally controlled one

tropic wolf
faint pasture
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But I'd reformulate to use PlayerCameraManager

tropic wolf
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I'm just unsure how every client being PC0 also means the solve is a check to see if PC0 is being overlapped, wouldn't it still fire off True in both cases?

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this manages to filter out the wrong player characters

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but removing it (not checking for PC0) reintroduces the issue?

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I feel like I'm missing something here

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confirming this also works, and is a good bit cleaner

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looking into PCM now

ancient moth
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I have some nodes that show a "In use pin no longer exists" but when I refresh the node and compile the blueprint, it works fine.

But after every restart of the editor I get the editor again, what can I do about it?

kind estuary
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Broskis Im so cooked 🔥
When my armies meet. I spawn the typical pannel asking if you want to fight battle, or autoresolve.
So, from the ABattleManager im calling HUD function that spawns this Widget with the buttons yes or no (fight battle). Now once i click Yes, should i call a function from the ABattleManager to start the battle? ♻️
Should i pass the army struct also as arguments to the button itself? So that the button can then call the function for the battle with units and all? How confusing is this ♻️

thin panther
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Doesn't seem that confusing.
Battle scenario happens. A button is used to instigate the battle. In order to instigate the battle, something needs to know what the battle is, which is passed forwards by the button.

I mean you could avoid this, by say, the ABattleManager storing a reference to the current battle and it's needed information. If the button is clicked yes, the ABattleManager just takes the current battle information and proceeds with the battle. If no, no matter, next time a battle comes around it's auto resolved

ruby venture
frosty heron
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remember the overlap happend on both server and client since you don't filter it.

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So player controller 0 in server (most of the time) is the server's character if it's a listen server

odd kiln
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Anyone knows how to detect the "end / edge" of a wall ?

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I have a line trace and when I hit an object, I want to spawn an Actor at the end of both sides, right and left

mental trellis
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Use math and the mesh's dimensions.

odd kiln
mental trellis
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Sure

odd kiln
mental trellis
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Radius is there sphere box collison radius. You can ignore that.

odd kiln
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And if my mesh is not geometry shape ?

mental trellis
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Box extent is the size of the mesh from the center to teh edge.

odd kiln
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Oh ok thank you

mental trellis
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I would just add sockets where you want to place these things.

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Then find the 2 closest ones.

odd kiln
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It's not a bad idea.. thank you so much !

tropic wolf
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I haven't found a super reliable way

frosty heron
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@tropic wolf it just means you have not understood the way of multiplayer,
the basic is covered in the pinned section in #multiplayer
Read exi's compedium dozens of times and also wizard tips and trick.

#

Server have everyone's controller, but clients only have their own controller.
Check the diagram in the pinned section

You need to know how to filter your codes to ensure who does what.
In saying that you need to know how to use isLocallyControlled, SwitchHasAuthority, Remote and Network roles, etc.

chrome pumice
#

guys my hand is parented to my root, any way to parent it to my arm without using blender? if i go to blender it needs to stay unparented bcz of ik rigs

odd kiln
#

I can't set the socket always on the edge

tepid willow
#

Hello, does anyone know why local temporary variables AKA UK2Node_TemporaryVariable can be only invoked in macros? Sometimes I would like to use them in the event graph or collapsed nodes because I don't want to bloat my blueprint with variables, so I end up creating a temporary macro, copying the LocalWildcard and AssignWildcard nodes over to the other graph, and use them there. I don't know whether it can lead to any undefined behavior, but so far it didn't give any trouble

ashen flame
#

Is there a way for a custom function to start when the game begins without having it connected to construction script or event begin?

thin panther
ashen flame
thin panther
#

Sure you can, but I'm not sure how the above helps you do that?

#

You can just have parameters you set in the details of the weapon bp

#

Or if it's via a spawn actor node, expose certain things on spawn

#

unless you literally mean different inputs, as in enhancedinput, in which case I'm still not seeing how the above helps that

ashen flame
#

Im just having trouble calling a weapon bp from an inventory bp

thin panther
#

Does your inventory BP need to call into the weapon? Shouldn't an inventory just be holding items?

Why don't you show code and describe your problem.

ashen flame
#

So I have a function to test the weapon bp which is show on this picture, it will automatically load the select weapon class when the game start

thin panther
#

You could just have a class variable on the character that you set in the editor, if your character is physically placed there.

ashen flame
#

And this what I had which didnt work for me

thin panther
#

I understand your problem here, you want to (I'm assuming) change that construction script var without reopening the bp, however how does this relate to the original problem. I'm sorry, still struggling to understand.

ashen flame
#

technically no

#

but yes

dawn gazelle
# tepid willow Hello, does anyone know why local temporary variables AKA UK2Node_TemporaryVaria...

I'm guessing this is related to the "Local Bool" and "Local Integer" and those types of nodes that you can put in macros. I may be wrong about this, but as I understand it, it's because a local variable is supposed to be within the scope of something thereby making it local. The event graph doesn't really have a scope other than the class itself, so it can't really have local variables other than the classes own variables. Functions and macros can have their own local variables, as the variables only exist within the execution of that function, and macros do something similar with each call of a macro being its own unique "container" of that macro, giving it a scope of its own.

ashen flame
thin panther
#

And you just want to be able to use different keys without recompiling the BP?

ashen flame
#

was going have different inputs for different weapon bp class

#

yeah

thin panther
#

Use enhanced input and make it an input action

ashen flame
#

it worked, but it doesnt show the whole skeletal mesh i built from the bp

#

ok

thin panther
#

Show the BP itself then, your current issue will be unrelated to the inputs thing

#

Enhanced input will let you change the input from the project settings.

#

The mesh thing is a separate issue

tepid willow
dawn gazelle
tepid willow
#

But I don't want to bloat the namespaces with even more variables for things I use as a temporary variable

thin panther
#

Stick em under a new category you can collapse then :P

dawn gazelle
#

If it's a "temporary" variable then it sounds like it should be encapsulated in a function, or have some function that can determine what that value should be for you based on whatever actual values you don't consider temporary.

ashen flame
#

This is the blueprint I have, I think I just to find another way to call it

thin panther
#

No i mean how you're constructing the mesh

#

For what it's worth, for logical purposes child actor component shouldn't be used

#

It's an incredibly buggy thing and is best kept to no use at all, or visual things only

ashen flame
#

ok

thin panther
#

Best off for your weapon keeping them in separate actors, and spawning them and attaching them to the player

ashen flame
#

ima try to find a way to call the bp itself

#

without the child actor component

thin panther
#

You can then specify a weapon class to pass through in an ExposeOnSpawn variable

chrome pumice
#

guys anyone knows how i reimport my skeletons when i did little changes to it?

kind estuary
#

Are UObjects saved in GameInstance accross levels?

#

Im setting it but when i open another level it no longer exists

#

spooky stuff 👻

dawn gazelle
# kind estuary Are UObjects saved in GameInstance accross levels?

No. Basically everything but the game instance (and its subsystems) are removed from memory when moving to a new level. I imagine a way around this would be to use level streaming instead. The arrays may be the right size, but the reference to what was in the array would no longer be valid.

kind estuary
#

though it doesnt survive

dawn gazelle
kind estuary
#

how do i go around this?

#

im cooked

#

maybe like making a struct

#

do struct survive?

dawn gazelle
#

Values will be retained. References are not.

kind estuary
#

so this also applies to actors

dawn gazelle
#

Yes

kind estuary
#

will try an array of structs maybe that will do it

#

then place all the data in the struct

#

and in the other level rebuild the UObject

dawn gazelle
#

If the data is references it won't be retained.

#

If it's just values, then yea, should work.

kind estuary
#

though in blueprints we cant really control what they are

dawn gazelle
#

Not sure I understand.
Values = things like integer, float, bool, transforms, etc. The game instance can hold these without any problem.
References = things like "Object", "Actor", "Character", "Actor Component", etc.
The only type of reference that the Game Instance can retain is to assets, in other words, things that are stored on disk like Sound Effects, Niagara Systems, Data Assets, etc.

A structure is just a data container, it can hold a whole bunch of things in one package, but if you're trying to persist an "Actor" reference in the structure, that too will fail as the Actor will still cease to exist when transitioning to a new level, so the reference will be invalid if read after moving to a new level if it was set prior to moving to that level.

kind estuary
#

it will be a bit annoying to make a struct out of every Uobject and actor that i need to transmit accross levels

dawn gazelle
# kind estuary though the Save Game saves the actors

No it doesn't. Save Games can't save references to actors.
A reference is just a pointer to a memory location.
When the game stops, the memory is cleared, so the actors no longer exist at that memory location.
When you go to load up that reference, you're trying to load something at a specific memory location, but that actor would no longer exist at that memory location.

frosty heron
dawn gazelle
# frosty heron 0o, I thought they can be serialized

Sure, but that's not the same thing as saving an actor reference and I'll admit, I'm not super familiar with serialization in general, but serialization is literally taking something and recreating it in a transportable format. From what I know, an example blueprint serialization method would be to use structures to represent the data of the actor to save it, and then recreate the actor based on the data in the structure. I'm not sure if there is anything built in to serialize actors in blueprints.

frosty heron
dawn gazelle
#

APlayerController*

frosty heron
#

I am using GAS and I am playing a montage with Montage and Wait on Activate Ability.
So that's fine, no issue but now, I need to send input direction as the player that activate the ability.
I'm using ability task to send the target data, and when the server receive the input direction, it will then rotate the character and play the montage with Montage and wait.
However doing it with this approach cause de-sync on the root motion as the montage don't get played right away since the server has to wait for the input direction to arrive.
Any ideas on how to tackle this?

tepid willow
#

Does anyone know whether local wildcards can store references? I have this code, but when I try to modify the output result, it doesn't affect the array. It does find a valid struct, so I should be modifying the array element

#

If I modify it to returns the found index, and use that to access PlayersCompletedRoutine after the macro call with Get (Ref), it works just fine, but ideally I would like to have the macro encapsulate that call

gentle urchin
#

Pro tip: you can return mid loop (atleast in functions) to avoid using the break foreachloop

#

Sounds like your macro should work aside from that tho

#

Id personally have it in a function instead 🙂

maiden wadi
willow gate
#

Hey smart folks. I'm leaving a question here for anyone who might have an answer while I finally get some sleep. I'm trying to add "hold to interact" functionality, using enhanced input but I want that functionality to be contextual from actor to actor based on a "hold duration" float variable. I know I can use a "hold" trigger in Enhanced Input but that doesn't allow for contextual changes since the hold time in the input has to be set in the input action actor. Does anyone have a good method for accomplishing this? Thanks.

gentle urchin
#

Count the holdtime in the actor being interacted with

#

Start-interact
End-interact

#

On start, start a timer (or custom counter)

#

If timer completes -> Do the actual interaction thing

#

If end interact gets called, stop interacting,and stop the timer if its still in progress

dim siren
#

There's also a "triggered seconds" float in every enhanced input node if you drop down the menu.

gentle urchin
#

I keep forgetting about that, not really used Enhanced Input to any extent yet

dim siren
#

Easy to forget, I just happened to be messing around with it yesterday.

maiden wadi
#

This is usually less done on input's side. Input is usually just a Start/Stop. You usually handle this via interaction telling the interaction to start or stop and the interaction component or interface on the actor handles the timer based on those events.

frosty heron
#

Authaer, I need some opinion if you don't mind 😔 , been banging my head around it.

#

how would I play montage with GAS predictively if I need to send Target Data?

#

Right now, if I don't need to wait for target data, I can just play montage on client on activate ability, and the server will play it too, no de-sync.

#

but if the server has to wait for the target data, the client will get constantly corrected

#

1st image, will cause de-sync, 2nd one won't.

royal verge
#

Hey can somebody help me?
How to prevent an object from flying too far after being released in Unreal Engine 5?

left carbon
#

Does anybody know if it's possible to edit a component variable in multiple blueprints at once?

Blueprint matrix does not allow me to edit components. Opening and editing them one by one would be very long. I have like 200 blueprints.

maiden wadi
left carbon
#

And, for some reason, when I reset the variable in parent blueprint, all children do not reset this variable as well, which looks like a bug.

maiden wadi
left carbon
maiden wadi
#

You can do all of it in BP, except for getting the component from the class.

frosty heron
#

Now the problem is when the client, needs to send target data.
And if I get the server to play the montage, after it gets the replicated data. You can see de-sync below.

#

So I just watched video game confered related to GAS. They have the same use cases with me where they need to send input direction for the dodge.
Their method is to Send Gameplay Event with payload.

#

I will attempt this tomorrow, but I didn't like to use Gameplay Event because I found it unreliable.
If I spam click, there are times the ability doesn't get activate 😦 (with send gameplay event to actor)

left carbon
maiden wadi
maiden wadi
maiden wadi
frosty heron
#

Yeah, I totally get what you mean. But I tested with print string and it only print once on the client and once on the server.

#

trying with 3 players now

#

the de-sync only happend to the predicting client (the client that activates it) 😦

#

I will try to send data with pay load and play the montage once I receive the event. I will see how that go.

#

My guess is that there is a window where the server technically should already play the montage to keep it in sync. But I delay it by waiting for the replicated data. And that tiny difference cause cascade of correction for the client.

#

If I can't get it to work with payload as well, I might have to reconsider going back to single player 🥹

maiden wadi
#

@left carbonActually I'm mistaken. Some stuff has changed since I last dove into editor BPs. You can do this entirely in BPs now.

#

So I made this to test it out.

#

It's an asset action utility that sets a BP's static mesh component's static mesh back to null

#

I set this BP's static mesh as an arcade sphere. Save. Close it entirely.

#

Right click it in the content browser and run the asset action. You can select multiple things before the right click here.

#

Open it back up and empty static mesh.

pulsar vigil
#

hey guys i know its a basic question answered billion of time but just to try to understand it better despite everything i saw,

if i cast to my game instance in my player character for example, i believe that when u cast, one of those "game instance" or "player character" bp will need to be loaded all the time by the game to work, my question is wich one will need to be loaded permanently in memory ? is it permanent ? I dont understand precisely the problem with a cast

languid hemlock
#

Why are Pass-by-reference parameters are ReadOnly? If I can't modify them, why should I use pass-by-reference?

pulsar vigil
pulsar vigil
languid hemlock
languid hemlock
#

Okay i achieved it in a bit different way

pulsar vigil
rancid quartz
#

Hi Castineiras,

I'm wondering if you ever solved this? I'm experiencing the same problem. 🤔

wraith minnow
#

I've made an Asset Action Utility that creates a data asset in the current folder. Is there a way I can run this without having to right click an asset? I just want it to create the asset in whatever content browser I am in. Or by right clicking a folder/folders

stark patio
#

does anyone know if it is possible to combine the output of 2 cameras but make one of them more transparent than the other, so you basically see from two cameras at the same time

shadow holly
rancid quartz
#

Well, I'm glad it was solvable at least. Thanks for responding.

jagged wharf
#

Hello everyone

#

I just buy this asset https://www.fab.com/listings/196c70cd-1283-4249-bf6b-c3019d1cbe11
water is not simulating in this level flux waterfall map

Fab.com

Before purchasing, kindly review the limitations chapter in the [Documentation]Ensuring the product meets your expectations is crucial for the [Refund Policy]Support [Reporting bugs]Videos: [Waterfall], [Coastline], [River], [Beach], [Cross-Section], [Stormy Ocean], [Playground]Download executable: [itch.io] [Demo UE5.32], [Demo UE4.26][Video Tu...

eternal atlas
#

hey guys I have done followed a tutorial that allows me to gradually increase fov when I am running, tho there is a problem with this, whenever I release W key before I release Shift the fov gets stuck in the sprinting fov until I update my character again by starting to run and then stop again, does anyone know a way to fix this?

kind estuary
willow gate
odd kiln
#

Hi all !

#

In my Actor I added a new "Collision Component" but it does not collide with anything (wall etc..)

#

Only the root component can collide ?

dawn gazelle
odd kiln
#

Or my Actor is horizontal, like a wolf

#

So I tried to add a new Capsule Component as a child so I can rotate it

dawn gazelle
#

The CMC is meant for upright walking actors. It's not designed for something like a wolf.

odd kiln
#

So if I want to control something that is not humanoid (walking) I need to use another Class ?

dawn gazelle
#

No, but you're limited to utilizing the capsule component as it is with the CMC.
There are plugin available like the General Movement Component that provide a movement component that has a horizontal capsule but I've never used it myself.
https://www.fab.com/listings/7e786da1-35e1-458e-96e0-7b1bdb333b39

Fab.com

🎥 DEVELOPER SHOWCASE - Check out this showcase of GMC-based games made by our community.🎞️ TRAILER - Watch the original GMC release trailer.🎮 DEVLOG - Hear about indie developer Rory's experience with the plugin (not sponsored).🏄 SURF DEMO - Surfing GoldSource physics demonstration.🐇 BHOP DEMO - Bunny Hopping GoldSource physics demonstration.🎓 F...

odd kiln
#

I wanted to use the CMC because I want to control it so I thought it would be more simple for me to make a "Character BP"

#

600$ my god

dawn gazelle
#

The other way around this is to create your own movement component.

odd kiln
#

Ok I will think about it now that I'm sure that only the Root Component detects movement collisions

#

Thank you so much

haughty crypt
#

Hey all, was wondering, is there a way to list all the variable names from a cusrtom data asset to an array?

#

kind of want to have my ui change whenever I add something new in the custom data asset

#

I'm assuming this might be a c++ thing

jovial steeple
#

Oh no datura misremembered how garbage collection work.

haughty crypt
jovial steeple
#

Pets the ekitten

#

xD

north torrent
#

I am trying to generate an array of coordinates clockwise until a certain number is reached, example: 0.0 / 1.0 / 1.1 / 0.1 / -1.1 / -1.0 / -1.-1 / 0.-1 / 1.-1 / 2 .-1 / etc.... and if the beginning variable is 10 then it goes until 10.10 essentially. any ideas? i tried for loops and i can get the list of all coordes but they go from -10/10 to 10/10 instead of starting from the centre. any ideas or tips?

lunar sleet
fading sail
#

world partition: I need to place-in-world (not spawn from code) movable spatially-loaded assets that the player can however nonetheless possess/enter and then move around the world. but spatially loaded also means spatially unloaded, by default — game freezes the moment the (now driven by player) asset would unload — so: is there a way to tell such an object from BP to "from now on: dont unload, just remain loaded even as you're moved across regions/tiles/proxies until destroyed manually"?

lunar sleet
#

But otherwise if you attach it to the player or possess it shouldn’t be getting destroyed on its own

clever roost
#

Hi all. Is there a node, similar to clamp, that doesn't have the max value attached? I basically wanna do value.clamp([specific number], [infinity])

#

if not I'll just make the functionality myself

fading sail
clever roost
lunar sleet
crisp sandal
#

what is the best way to implement code from an abp to a bp or c++
(wanna implement fall damage)

mental trellis
#

You'd want Max, not Min.

#

Becuase you need a number to clamp, right?

clever roost
#

I'm not interested in storing infinity, I'm just interested in not having to give the clamp a max value

#

lemme explain what I'm doing in a bit more detail nevermind

mental trellis
#

If you want to ensure a number is between a minimum value and infinity... use Max(your number, min number)

crisp sandal
frosty heron
crisp sandal
frosty heron
#

Not like abp should deal with your fall damage

lunar sleet
frosty heron
#

Abp just deal with the animation

crisp sandal
frosty heron
crisp sandal
frosty heron
#

?

#

Abp is anim blueprint

#

Character movement component is a component in your character class, responsible for the character movement.

lunar sleet
frosty heron
#

What r you even talking about? 😭

#

Does what?

crisp sandal
frosty heron
#

There are events you can use afaik, for when the character land, when it start jumping etc.

#

Use that for your fall damage logic

lunar sleet
crisp sandal
frosty heron
#

I think there's even apex event (before you start falling after jumping?)

You can just get the current location then on landed, see the delta between that and the z location of the player when they land.

#

Then apply damage accordingly

#

In other words your fall logic is in your character bp

crisp sandal
#

most logic is in cpp tho

crisp sandal
frosty heron
crisp sandal
crisp sandal
#

that is why i was confused

frosty heron
#

Confused with what?

crisp sandal
# frosty heron Confused with what?

cuz didn t write it myself so didn t understand why it would work and haven t tocuhed this project for 2 motnhs cuz i was bu8ssy with a ml project for uni

obsidian tartan
#
#

I think i discover a MASSIVE BUG on Unreal 5.4.4!!!

lunar sleet
obsidian tartan
lunar sleet
#

Hard to know what the problem is in that nebula of a post. You’ve got 4 neurotic edits, and one of them mentions fixing the problem using ChatGPT which can almost never help you fix UE related stuff. You also mentioned you’ve only been at this for one hour yet you’re freaking out, and 1h is a very small amount of time to troubleshoot in an Unreal issue when you’re first starting out. If you’ve got that little patience, you might be in for a rude awakening when it comes to gamedev

obsidian tartan
#

I use the same logic on Unity, and im sure that I already use the same logic another time in unreal

#

AND even if my logic is Wrong Explain this: HOW is possible that as disconect or delect a unconected node makes it stop/start work????? pls explain me

#

I swear I'll pay for an answer, seriously

lunar sleet
obsidian tartan
lunar sleet
#

On a side note I usually use actor’s forward vector not the mesh’s but I haven’t dabbled much in the add force stuff either

obsidian tartan
#

unfortnly the end part of not working was not recorded may be to the way I enter playmode

lunar sleet
#

Are you saying when you delete those unconnected nodes, something stops working ?

obsidian tartan
#

again, YES

lunar sleet
#

Again? This is the first time you’ve made sense so far, plus you haven’t actually shown what’s “not working”

#

There are many issues in your project as evidenced by the warnings

obsidian tartan
#

in fact it stops working as soon as I disconect the "GetMass" node from the already unconect nodes

lunar sleet
#

Ah ok

#

So you have nodes connected to nodes on a different execution path that’s not connected at all

#

you will def have issues when you write code like that

obsidian tartan
#

I can record but basicly the ship can only move fowards and backwards align with the world axis - not talking about rotation, im talking about moving tro addForrce

obsidian tartan
versed crypt
#

I foreach many buttons (mapping) assigned each one to like 1, 2, etc... (levels stuff), but also want to bind event, so it opens a level 3 if its a button saying "3". The issue here, I think when I bind even on click, it binds to each button seperately, but can i pass the index of 3 so it stays inside this custom event so button 3 knows it needs to open level 3?

obsidian tartan
#

as soon as I clean my Bps it stops

lunar sleet
#

Ok so

#

You’re deleting Get IA_Accelerate

#

Which is connected to your main logic

obsidian tartan
lunar sleet
#

That explains why when you delete “unconnected” nodes which are actually connected, things change

obsidian tartan
#

what?

lunar sleet
obsidian tartan
#

print , im not understanding

#

this is my current set up, is just more align than the video and nothing has changed

#

this event is called every physic tick

#

so if IA_Accelerate is 0 it just dont add force, but thats besided the point, the point is the force direction

#

EVEN if i delete an unconect PrintScreen node it stops working

void jewel
#

is there some sort of limit to component overlap, like maximum amount of overlaps registered? im sending a flat cube through 10 actors but it's really random how many/who gets overlapped. As if it can't detect simultanous overlaps or something?

kind estuary
#

Combining the Data tables with Data assets its actually the best thing.
You have Instead of putting the mesh or texture in the Data table, that would load all those assets in the game, you place the data asset reference in the data table.
That way you can simply get the row Panda, and then get the data asset Panda
@errant snow

#

is this how its done?

warped saddle
#

can someone explain to me why this is shown as hard referance? i marked it as soft class ref in my gamemode and even then it shows as hard ref in my referance viewer, and i have no other instances of this in my bp...

thin panther
#

It's not just variables. It's anything with a hard reference of that type

warped saddle
#

nope, its just in my variables i dont use it even

#

:I

mild galleon
#

is this an easy fix?

#

hover /unhover fires permanently, perhaps line trace triggered.

#

just want the buttons to be more "solid" (on /off like, i actually didntmove my mouse away and it still triggers on and off like crazy)=

#

and apparently i wasnt the only one

#

is it maybe because my button is on top of an image?

#

that he kind of looks through the transparent button and therefore always triggers yes and no?

proven loom
#

how do i get the straight wires rather than the curved ones? i'm sick of the curved ones

thin panther
red pike
#

Hi, can anyone help me figure out which node to use to configure the values of a user parameter in Niagara? I though by using a Vector 3 node, I'd be able to set the values of the X, Y, and Z for the sprites. I'm new to blueprinting.

#

Nvm, I ended up using Vector From Float (in niagara) and it gave me a single value which is what I wanted! 🙂

zealous moth
#

is there a way to attach a skeletal mesh to another and have that child simulate physics without falling off?

sharp epoch
#

Does anyone know how to check if a DLC is installed? Currently, I'm working on the dlc as a plugin which should release as separate .pak files. Plz no ue4 marketplace plugins that cost money, thx!

#

The only theory I have is checking if a specific .pak file exists in a directory, which might not work for most cases.

zealous moth
sharp epoch
#

I've heard of pak patching or smth like that, but idk how that could be used

zealous moth
#

like, have a weblink somehwere that can validate a response and your game can check for it

#

as in patch 1.01 has a pak file

#

alternatively, you can make your main game have local bool checks

sharp epoch
zealous moth
#

like the DLC will change a bool to true and unlock a feature

sharp epoch
#

ah ok

#

I might try that thx!

proud salmon
#

Does anyone know if it is possible to create/edit actors through a blueprint in editor that you can "save" in the level once the blueprint is done running?

For example, spawn an actor, add an instanced static mesh component to it, add instances to it, save the actor.

Now I have an actor in the world with an instnaced static mesh component and instances on it. There is no dependency on the thing that ran it/created it. It's as if I added it manually to the level.

#

It gets added like this but I don't want the dependency 🤔

sharp epoch
#

sorry

#

I need it to already know if the dlc is installed before trying to load it

rotund compass
#

Here's the blueprint code

surreal peak
rotund compass
#

So I need to create a new timeline to lower the camera? But then my character will be too small, right?

surreal peak
#

Your camera should in theory match some fake eye height.
The default of that being the one when you are standing.
If you crouch and you lower the capsule half height to pass below obstacles, you need to lower the camera Z too to a new, matching eye height.
Your character being too small is part of your capsule half height changes and totally in your control

#

@rotund compass

#

If you play in the viewport you can pause and detach at the top where the play button is.
Then you can look at your character while it crouches from outside and check where the camera and the capsule size are at

#

Maybe that shows you something you didn't expect

rotund compass
#

Oh ok I understand so the solution is to change the location of the camera in the z axes when my character is crouching

surreal peak
#

Yes

rotund compass
#

Ok thanks!

lost hemlock
#

Does anyone know why this is never changing states?

surreal carbon
#

I noticed at lower a framerate my character will move slower is there any fix for this?

maiden wadi
# lost hemlock

Anim looks fine since it's making it to Idle in the state tree. Only thing that comes to mind is checking that the setter is setting the boolean on the correct animbp. Cause that boolean set will still trigger a breakpoint even if the animbp is invalid or the wrong one somehow. It works fine if you start with this boolean as true in the anim bp by default? If so it has to be the setter.

keen sun
#

Anyone can help me with additive hit reacts like I have a hit react animation montage that I play but I cannot play that each time being hit because it interrupts the whole action for a long time

tardy ingot
#

hello can anyone help me please!
I have a puzzle grid generated in my PuzzleInterface BP Class which generates a bunch of switches (static mesh of the PuzzleLogic BP Class) -> And with an onclicked event for the switches, it will enact all the logic / restrictions for the puzzle.
I want to change the onclicked event to one where upon clicking, it will check if your mouse is held down and you can drag across the grid to fill it out -> on mouse click release it will stop checking.
Ive seen some videos about click and drag logic but I am still kinda lost haha.

rotund compass
# surreal peak Yes

Eh there's a probleme cause i'm a begginer and i don't know how to do it with my blueprint 😅

devout oak
#

Im trying to setup a checkpoint bp and this is the code inside but anytime my player overlaps the collision box nothing happens not getting anything from the print string either

main lake
devout oak
#

ive tried that it still didnt work

main lake
#

and also the collision setup for the "Box" collision

devout oak
#

that is my character bp

#

after that delay it just goes into a consolecommand to restartlevel

main lake
# devout oak

I want to see the class not the blueprints, I mainly want to see from what your character class is inheriting from and the name of your class

main lake
#

Also a good thing to do is to put a print in the Failed output of the Casting node to see if the issue is coming from the cast or something else

devout oak
#

if i use the overlaponlypawn i cant go through it

main lake
devout oak
main lake
#

And by character class Imean your character blueprint like where you took the screenshots of your blueprint graph but I want to see the full class so take a screenshot of the fullscreen of that blueprint

devout oak
main lake
devout oak
#

that changed it

#

its running the code now

main lake
devout oak
#

yeah i just need to fix an issue in the characterbp itself now

#

thank you

dry sleet
#

Annoying that BP JSON Tools' "Get Field" node has a 'success' return, yet if the field is missing it spams the output log with:

LogScript: Warning: Script Msg: Field 'state' was not found on the provided JSON object.
LogScript: Warning: Script Msg called by: BP_ItemFuse_C /Game/Scenes/Game/HomeStretch/LV_Home_RailMaintenance_Statics.LV_Home_RailMaintenance_Statics:PersistentLevel.BP_ItemFuse_C_1
#

/rant

#

So you need to clutter your graph with "HasField" as well

dark drum
marble tusk
sick sky
#

can i increase the height of the context menu ?

#

feels small on a big res

thick prairie
#

Hey guys. I'm trying to follow simple tutorial where you add/create widget component in actor component blueprint. I have this very simple setup but unlike in the tutorial, it shows me this error ... I don't know how to fix it

spark steppe
#

did you copy that node from another graph?

#

because it's the wrong for a ActorComponent BP

#

even tho, they have the same name iirc

frosty heron
#

You need to use Get Owner function from the Actor Component

#

Not the actor method, since it's not an actor.

thick prairie
thick prairie
frosty heron
#

right click on empty space and type get owner

#

tick the box where it says context sensitive

thick prairie
#

ahh found it. Thank You 🙂

willow herald
#

Hi there. Has anyone dealt with platform-specific BPs yet?

willow herald
# maiden wadi In what way?

As in a BP node would leverage a feature that is only available on a specific platform. Building for a different platform would not build the underlying code in question.

maiden wadi
# willow herald As in a BP node would leverage a feature that is only available on a specific pl...

BPs don't normally work that way. If they're linked, they're built. Since they're assets. In C++ everything is built, but you can use preprocessor macros to effectively delete code.

For BPs, like... Off the top of my head something like a main menu that differs for mobile and PC. You'd make two entirely different maps which link to two different sets of BPs. When you build for the mobile platform, it would use one map which links to different assets than if you build the PC version.

errant raft
#

Is there a guide somewhere on how to do advanced search in blueprints?

#

Im trying to find if specific function is within specific folder (containing some blueprints) for example

floral stump
#

upgraged to 5.5 and that fabrik node crashed the editor, but when i click continue it just works fine the next time
this never happened in 5.4
not sure if 5.5 is broken or it doesn't like the way my project works 🤔

runic ore
#

(isn't 5.5 still in preview and thus it's likely stuff is more broken)

floral stump
runic ore
#

main branch is even more broken. if I'd use the 5.5 branch

floral stump
runic ore
#

I mean, I'd just use 5.5, if you want to test some features, but actual dev should be done on your 5.4. Likely to be more stable in general

dreamy mountain
#

hey, is there a node that im just completely missing to make paperzd characters face the active camera all the time?

#

im making a game with 2d characters set in a 3d world, but i dont know how to make them face the camera at all times for when the camera gets rotated

digital palm
#

any idea why it goes always in false branch in editor? (we are in game instance here)

spark steppe
#

my personal guess is that 5.5 drops in the next days

#

git stalled for a week

#

and 5.5 seems pretty stable to me, way better than 5.4

spark steppe
#

creating a save game doesn't save it

digital palm
spark steppe
#

that should work the 2nd time you run it

digital palm
high frost
#

So I have some actors that denote areas on level (i call them world locations) by a box component. Currently the only way to select one in editor is to click on the billboard component, but there are getting a lot of them in the level already and it becomes hard to see them. How can upgrade my world location actor to be more readable and so that this extra information is only visible in editor, but not in game? I tried to add a widget component with a screen space widget that shows a name and description of the area ||which is filled in in actors contruction script|| but for some reason the widget isn't displayed in editor at all when it is in screen space, and displayed with default text in textblocks when it's rendered in world space

obtuse mulch
#

how to block space button on widgets without disabling isFocusable?

cobalt iris
#

why wont my game unpause when i press J again 😔

dawn gazelle
dusky meadow
#

Hi why does my image display in the wrong location ?

lunar sleet
#

Cause you didn’t connect the execution path

#

Connect the overlap event to the branch

faint pasture
#

What should happen after the overlap event? Because right now, nothing is

dreamy mountain
#

anyone got any idea on how to make it so that i can look up and down? it just does the same thing if i move my mouse left/right or up/down

faint pasture
#

The easist approach will be to:

Event Tick -> get overlapping actors -> for each -> do the move

dreamy mountain
#

only image i had on hand

#

just trying to work on something to repurpose in a later project, making all actors with this custom component face whatever the active camera is

oblique wasp
#

Any idea why this is not working? When I put character in editor and use script I show - everything work fine - but when I spawn actor and use "Return Value" node from "Spawn Actor..." character spawn but not move into location 😦

#

This is NOT working version:

#

OMG - sorry.

dawn gazelle
# oblique wasp Any idea why this is not working? When I put character in editor and use script ...

In the first instance, you may be spawning a "Custom Character", but you're using a reference that already exists in the level, so it's not the same object.
In the second instance, you're using the spawned actor reference, but there's no guarantee that there's an AI Controller associated to that spawned actor. There is a setting on Pawn type actors that can auto possess if the class is set up that way, or alternatively, you can use the "Spawn AI From Class" node which would spawn and possess the Pawn with an AI Controller.

oblique wasp
#

I should use Spawn AI 😄

#

Ok - you 100% right Datura - sorry for bothering - feel stupid now 😄

dawn gazelle
#

Don't feel stupid. Lots of odd bits of things to learn here and there throughout the engine.

agile moss
#

I do not understand why it's not valid

thin panther
# agile moss I do not understand why it's not valid

Because in that screenshot it's never set.

So your blueprint goes like this.
Create a variable that's an actor reference. Don't put anything in it.
Wait a second.
If that variable contains a valid actor, bind an event

agile moss
#

So how do I do it. I folowed a tutorial and it worked the same, but I tried to do it again simpler aaaaand now idk

tawdry crater
#

Hello, I wonder if anyone has experience with Fractured objects, I have a bullet made with chaos geoCollection that is spawned by a drone, sometimes works properly and flies to the target without breaking in pieces, sometimes is not shot and simply falls and then gets broken. Long story short, either way works 50%, either is moving properly and not breaking or is breaking properly but is not following the projectile direction.

thin panther
#

Take a look at the video pinned here on blueprint communication

agile moss
#

ok

little prism
#

I am getting infinite loop error but I can't locate it... I can't see that I'm looping anywhere...

#

can anyone see anything obvious?

#

It seems only be happening when character is moving

dreamy mountain
#

im guessing because its spawning a torus in the box, and checking for an overlap which matches the torus

#

meaning itll loop endlessly

little prism
#

it's spawning it 15 units before

#

but torus moves towards to box quite quickly... can that be it?

deep lagoon
#

does anyone know of any code bases, tutorials and other resources for created card game like projects?

trying to look for what i don't know i don't know in terms of architecting

fluid lagoon
#

Ok so I ran into something very interesting which Idk if its me or a UE bug. The A input on the * is connnected to a timeline which goes from 0 to 1, and the current speed upgrade Var is set to 400, but when compiling and hovering my mouse over the input, it says its 5000 D:

#

Also, here is the A input details

#

This is the timeline that the A input is connected to

#

If anyone has any ideas, It would alleviate the massive head trauma Im dealing with hahaha

#

Ok Im an idiot

#

Never mind

#

I had the "Current Speed Upgrade" as instance editable and somewhere down the line, I must have put 5000

#

Sorry everyone

wise ravine
#

I'm having an interface issue

#

This is triggering

#

But it never makes it here

lunar sleet
#

did you make sure BaseballBat implements that interface?

pulsar osprey
wise ravine
#

but yes it does implement that interface

wise ravine
lunar sleet
#

Did you make certain Inspected Item is BP_BaseballBat when the breakpoint drops?

wise ravine
#

Yes

#

I put a breakpoint on the branch anyway

lunar sleet
#

that's a mesh...

#

you need an instance of BP_BaseballBat not the static mesh component

wise ravine
#

thats a custom variable, for a different purpose

#

poor naming

wise ravine
lunar sleet
#

you're looking for a house ref and you're giving it the "chair inside the house" ref

wise ravine
#

right

#

I'm not exactly catching on

pulsar osprey
#

the component doesn't implement the interface
the actor the component is attached to does implement the interface

lunar sleet
thin panther
wise ravine
#

or am I wrong in understand that?

thin panther
#

While loops are blocking. They execute back to back. Nothing else is processing or being called at the time. Your variable never gets chance to update

lunar sleet
#

The item is fine, but your Target cannot be self

#

Interfaces let you send out a message to a target agnostic of whether or not that target knows what the hell you're asking it to do

#

but you still need a target, can't just send a message out into the void

wise ravine
#

got that, perfect

#

so what should the target be exactly?

lunar sleet
#

and the node should probably have the envelope (Message) icon

wise ravine
#

yea i was thinking that too

lunar sleet
wise ravine
#

I don't think I'm understanding the concept of interfaces then

lunar sleet
#

for example, you can do ActorBeginOverlap, otherActor - > RespondToInteraction.

wise ravine
#

Doesn't that undermine the use of interfaceS?

#

Why should I go out of my way to avoid referencing sender and receiver if i need a reference of the receiver to send the message

lunar sleet
#

you shouldn't

#

interfaces have their uses but that aspect is often misunderstood

#

for example, I have an interface because it's easy for me to get actors implementing interface to get refs to all of those

#

instead of getting all actors and casting individually or whatnot

#

there's also a soft ref aspect of them in that they don't necessarily keep the receiver loaded in memory

wise ravine
#

Ah so I'm misusing it

sick sky
lunar sleet
#

it's easy to misinterpret their functions

pulsar osprey
lunar sleet
wise ravine
#

So how could I get a reference to BP_baseball bat inside of BP_InteractItem

wise ravine
#

beingoverlap wouldn't work because the actor never overlaps anything

pulsar osprey
#

could do a line trace

lunar sleet
#

the InspectedItem suggests you're interacting with the object in some way

pulsar osprey
#

thats probably most common for an interaction system

lunar sleet
wise ravine
#

Well BP_InspectItem creates a blueprint in which the character can interact with an item

#

Rotating it etc.

#

BP_Baseball Bat is the actual item in the scene

#

What I'm trying to do is have an event in the level trigger once the player stops interacting with BP_Baseballbat specifically.

pulsar osprey
#

are you trying to implement a sort of resident evil system where you pick it up and turn it around and do things to it?

wise ravine
#

I'm writing the logic in BP_InteractItem because that is where everything is handled like closing the interaction window

pulsar osprey
#

"Item" is a reference to an interactable, right?

wise ravine
pulsar osprey
#

might want to change the name

#

regardless, you can get a components owner by calling GetOwner on it

#

but i imagine if you have a static mesh component then you probably had its owner at some point in the past

wise ravine
pulsar osprey
#

the components owner is an actor

#

which is what it is attached to

wise ravine
#

right that makes sense

#

I've got to go, I'll come back to this at a later time. Thanks for the help up to this point though!

sonic hare
#

hi, how can i set a nav mesh bound volume after my random map generator code? i cant get it work.

little prism
thin panther
#

Yes, that's my point

#

A while loop isn't letting other things continue on

#

It's halting things while it executes

#

Your mouse press cannot fire because you cannot possibly press the mouse while it fires and have the variable change.

noble ledge
#

If I had a "modular" character setup where It is composed of like 10 skeletal meshes (pants, boots, shirt, gloves, etc). Does it require more resources to run than if those meshes were all merged into one?

kind estuary
#

Oh there is this Set Brush from Soft Texture

#

It comes in very handy 🙂

#

no need to do the whole Async Load shananigans

lunar sleet
#

@frosty heron what did you use to port Lyra's Common Loading Screen plugin over? I copied over the folder into Plugins directory but not sure how to go about the LyraModuleRules

frosty heron
lunar sleet
frosty heron
#

I will eventuallt

#

My own implementation not good enough

lunar sleet
rocky grove
#

Has anyone here read this book here? I have a question about Chapter 8

#

I'm trying to set a variable in my player character object from another object (targets) but this cast variable reference and the increment function isn't adding to the variable (it keeps reading target elemenated variable as zero)

#

Anyone know what the problem is?

faint pasture
rocky grove
bleak meteor
#

hi everyone im searching for some tips on how to implement a charging projectile like metroid in my fps project but i can find any good stuff about this the reason of me here i started with a tutorial from RIMAYE on youtube since it was the only one that i found showing some logic and mine pretty much is base on is which works pretty well but to follow all the steps we are stuck to buy the vfx assets so thats where i need help how you you guys would deal with this im more a modeler than a programmer but it would help for learning heres my weapon component BP and the modification that i did for my muzzle i think thats where i should start

proven loom
#

does anyone know how to recover a c++ component within a blueprint that does not want to show its details panel? i really do not want to create a new blueprint and migrate all of the data over

frosty heron
#

Or is it some other comp

#

Normally reparenting can work, but commit to your source control. I bare no responsibility 😅

#

Or ask duroxigar, I think he has a repo that deals with this issue to some extend

proven loom
#

i was able to figure it out. it was a bad class redirect. i still remade the blueprint because i had not yet figured it out and that solved the problem but that was the root cause

ionic quiver
#

Does anyone know a way to hide the cursor immediately? I thought setting the player controller's show mouse cursor to off would work. But it only really works AFTER you move the mouse to update it.

It's that last part that I specifically need to figure out a workaround for. I need to be able to set cursor visibility and have it update without needing to move it.

lunar sleet
ionic quiver
#

I agree it SHOULD. But until I move my mouse it doesn't realize it's hidden.

#

If I'm not moving my mouse and press the button, the mouse won't disappear. Once I move it a bit, then poof, gone as it should.

ionic quiver
#

Made some progress trying to bebug this. If I press the keyboard button, then it disappears immeditely when in game only mode. But controller triggering the same input makes you move the mouse. Issue persists for both in UI cause it's not game only.

lunar sleet
ionic quiver
#

No, I use game only and UI only

lunar sleet
#

And also you should be using Started if that pause button is set to Down or no trigger

lunar sleet
ionic quiver
#

The problem is that I have UI somewhere in the game?

#

I have menus. I'm not accessing them. Just running the hide mouse there.

lunar sleet
#

In my case I had to SetInput to Game and UI once and not change it anymore

ionic quiver
#

Unfortunately the only place I was changing it to UI was off of the original code from that Pause. I detached for the test. So it's not being set to UI anywhere in this scenario.

lunar sleet
#

Try adding one that sets it to both, to test

ionic quiver
#

Tried it, didn't change it anything unfortunately. It's late so I'll do more testing tomorrow to see if I can figure something out.

lunar sleet
ionic quiver
#

I also noticed that in editor it works for keyboard, F10 works for keyboard, F11 doesn't.

#

So... 🤷‍♂️

lunar sleet
#

Test in standalone, PIE has some keys in use

ionic quiver
#

Yeah, standalone didn't work either

#

All sorts of weird, oh well. I'll try bashing my head against it a bit more in the morning. lol

#

Thanks for trying

true valve
#

How can I make my player place his hand on an object without any animation? I will be using idle animation but I want his hand over an object.

#

For example when I'm on a boat and standing next to the padel.

#

I know if I attach a static to the player you can use FABRIK to move arms.

#

But my case is different.

frosty heron
#

The logic not soo different with how people apply ik hand to hold guns

true valve
torpid imp
#

Hey guys, I'm very confused about a video tutorial, how did he create that array?

#

I created one in the variable, but it doesn't allow me to add any static mesh

frosty heron
#

you cannot add anything as there's no static mesh in existance on editor time.

#

you grab them at run time

torpid imp
#

I added static mesh, but don't know how to let the reference recognize them

frosty heron
#

or if you want to add in editor time, you need to place the actor that contain the array to the world

#

so now it has reference to the world

frosty heron
#

they are not the same

torpid imp
#

Yea, I agree, I'm totally confused what should I do

frosty heron
torpid imp
#

I want to make a spline actor to generate a road with different mesh variable

#

This is what I have so far, but I want it has different meshes

frosty heron
#

Maybe static mesh object is what you are after

#

not component

torpid imp
#

Ok, I'll try it

#

thanks

torpid imp
#

I made it!

dry sleet
#

It is much more expensive to update 10 SKM's than a single one. However, if you use Set Leader Pose, it's still okay performance wise.

silk mantle
#

Hey all!
Do you guys know what is the best way to get a "static class variable" behaviour in blueprints?
I mean I want a variable that will be shared between all instances of a certain class independent of the game instance and all that.

frosty heron
#

instance in what context?

#

having variable in Game Instance is probably the closest you can get to "static variable" if you are using blueprint only

silk mantle
frosty heron
silk mantle
frosty heron
primal summit
#

hi guys,
i've made this Ice Spike's niagara effect: https://www.youtube.com/watch?v=kS4Y5DKqsAI
I wanted to ask you guys, what's the best way to get collision on a niagara effect?
My goal is to check if the animation hit the player.
I've already tried to use the collision on the emitter and send the info to the blueprint but it dont get called when it hits the player, using a trace line.

Let's see how a simple Ice Attack effect can be done with Niagara particle system in Unreal Engine 5! Enjoy.

Free meshes here: https://www.patreon.com/posts/unreal-engine-98397695

00:00 Intro
00:45 Spike Niagara Emitter
01:28 Fresnel Material
03:01 Ice Spike Emitter Improvements
07:17 Ice Attack Niagara System
07:51 Ground Ice Emitter
11:02 I...

▶ Play video
hollow bane
#

Hey guys I have a small question. I am trying to read incoming string sent via the Serial COM plugin. How do I listen properly to this? I use a timer set by function name right now. Is there a way to only listen when a message is recieved?

atomic salmon
atomic salmon
# primal summit sei italiano?

By origin yes, but this is irrelevant to this technical channel and to Blueprints in general. Except maybe when it comes to spaghetti Blueprints. 😉

stone field
primal summit
atomic salmon
primal summit
#

or it doesnt matter?

hollow bane
#

and thanks for the reply ^^

stone field
#

you might miss some data. depends a lot on what you are doing, can you communicate with the device sending etc

atomic salmon
#

You see it is establishing a BPCallBackHandler

primal summit
#

yes i did the same

#

thanks for the help so far, i really appreciate you

#

i will try again and let you know

atomic salmon
#

This is the EventGraph content

hollow bane
#

thank you anyway!

silk mantle
frosty heron
silk mantle
frosty heron
#

Or is it? I am not sure but I don't think so.

#

Yea

primal summit
# atomic salmon

found the problem, on the collision tab under collision radius, the mesh dimensions wasnt set as the mesh approx size

dusk star
#

Does MultiLineTraceByProfile only work for object collision, not actually tracing?

I have two tests, with the profile I'm tracing and the target both set to the same collision profile -- and it doesn't hit. If I do a MultiLineTraceByChannel, it hits.