#blueprint

1 messages · Page 249 of 1

dreamy mountain
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my character bp got erased for some reason, so had to remake it, but in doing so, the camera movement and character movement are disjointed. any ideas how to make it function like a normal 3rd person camera?

stone field
dreamy mountain
dreamy mountain
maiden wadi
still arch
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Is possible to make the string (switch on string) not affected by localization and language switching? It stops working when i switch language and unfortunately it has to be "String" variable

maiden wadi
# still arch Is possible to make the string (switch on string) not affected by localization a...

Why does it need to be a string? What are you switching for? Anything that is from FText should stay in FText, it should never be converted to a string for any reason.

And there are really few reasons to ever truly actually use Strings. The only real cases are if you are making some sort of coded or serialization system where you need to actually append strings and such. Most times Names are a better choice for a lot of things developers use Strings for.

still arch
main lake
maiden wadi
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You can't not translate the key DISPLAY name, it's intentionally translated. If you had the key, you could switch on it's FName.

still arch
dreamy mountain
main lake
still arch
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@maiden wadi nvm no success thank you tho

I sent a mail for the asset dev and will see what can be done

maiden wadi
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Drag off of GetKey and type Name, the other node should show up.

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Oh. Nevermind that is from some plugin. Uhh. Sec

maiden wadi
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EG something like this.

still arch
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Thank you, will try that up

lunar sleet
raw wraith
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How would you go about attaching a blueprint component, that you added to a pawn, to a specific socket of its skeletal mesh? There is the Attach component to component node but it needs a scene component object, which is incompatible with the blueprint component when you add it to the pawn

dawn gazelle
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Scene Components can be things like Meshes and what not that can be visually represented.

raw wraith
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I must have done something wrong then because I recall some sort of component being attachable to a skeletal mesh while still holding blueprint logic and all 🤔

dawn gazelle
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yes, those would be scene components.

raw wraith
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Alright then, thanks for the help

daring spruce
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I'm working on save game system and I want to restore the level on load (or open the one from the save game)
The only problem is once I use the open level node the rest of the properties don't get loaded.
I'm sure that the save game object ref is valid and that all the info is intact it's just not setting the properties.
I have tried:
using the open level node at the very end
using a delay right after opening the level

proven axle
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My weapon trail shows up in the animate montage but not in game.
Not really sure why it won't show can anyone help? I'm new :P

fair tapir
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What is the correct way to check if something is destroyed/pending kill? Using IsValid still gives errors? "X is not valid (pending kill or garbage) Node: Branch Graph: IsValid Function"

fair tapir
lunar sleet
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Easier to use the other isValid node btw. Also, try not actually destroying the Player, otherwise you can use a CollectGarbage node right after, so that it doesn’t wait in pending kill

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Just don’t try running that code from the actor that is actively being destroyed

fair tapir
lunar sleet
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Then isValid will automatically fail silently

boreal crypt
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If I have an ActorComponent with an exposed SceneComponent variable, is there a way to have the options automatically populate with scene components from the actor my ActorComponent is attached to?

I have an InteractableComponent that sets up some UI hints and sets up the ability for the player to interact/use the attached actor, but I want to be able to specify a location on the actor that is the available part. I can currently set the attachTo variable in my construction script, but was hoping to be able to just configure it in the details panel

inland walrus
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Can someone help me figure this out. I need it so that it moves the percentage above it

meager acorn
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Is it possible somehow to get beat from sound and call event to the beat?

faint pasture
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you can probably get somewhere with an envelope follower

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but you won't be able to make a thing that can detect any arbitrary beat

meager acorn
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I see. That's something I was afraid of

faint pasture
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What are you trying to do?

dawn gazelle
meager acorn
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And I was trying to do it dynamically like Audiosurf does

unique bone
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anyone know how to turn a float with an absolute value equal or above 1 to 1 while keeping whether it's a negative or positive?

faint pasture
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You certainly could make something passable but it's not a trivial matter, it's a lot easier to just have the beat as a seperate thing

meager acorn
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I'll try cooking something up, thank you

noble ledge
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Lets say I have some functionality that only makes sense to be on a character. Is there any reason to put it into its own component and attach the component to the character?

faint pasture
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What is it?

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Are NPCs characters? Do they have this functionality?

noble ledge
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Yes

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I am sort of steering towards what sort of performance hit/gain would it be to move stuff to another component that would also have to replicate. Versus just keeping it on the character.

faint pasture
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Don't worry about it

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I'd throw it on the chracter if it applies to ALL characters

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and only characters

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What is the functionality?

noble ledge
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It is like procedural movement for weapons

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Stuff that updates animation instance

faint pasture
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and you'll never have stationary weapons or turrets or other things that want procedural movement?

noble ledge
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Not at the moment and not something that is planned. But if anything it would be like a mounted weapon but it would become the characters equipped weapon so it would still be fine.

atomic prairie
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Hi everyone, I'm trying to integrate 'display options' and 'screen resolution' options into my project, but every time nothing works as it should. When changing the resolution it goes back to windowed or fullscreen, do u have a video or a website that explains how to make nice display options and change resolution? thanks!

fading garden
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Hi. I am new been working on a project for while solo. I have a frustrating bug with a BPC not recognizing an owner so Ignore Owner when moving won't work. Can anyone help?

faint pasture
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and what do you mean by BPC

fading garden
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Blue print component. I will post a screen shot when i can

unique bone
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in the templates for third person and first person, why is the inputaction for movement set up so that WS feeds in to Y movement and AD into X

olive yarrow
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putting together a rushed janky reload just to test a concept - however i can't get the stored ammo to subtract and set correctly... I have the return for the clamp subtracting from the stored ammo but i'm guessin' i need to find out HOW much ammo needs to be added instead of just filling it up to a clamped level... How aaaah, how would you smarter folk go about it

dawn gazelle
# olive yarrow putting together a rushed janky reload just to test a concept - however i can't ...

Why are you using floats for ammo counts? It should be an integer as you should never have a fraction of ammo remaining - ie. you never fire half of a bullet.

I posted this function some time ago that can work out the math for you, you just need to feed in the current ammo in the weapon, the magazine size and the total amount of spare ammo the player has and you'll get an output of what the current magazine should have loaded after the function executes and how much spare ammo would be remaining. https://blueprintue.com/blueprint/n2ypnyi2/

lunar sleet
clever comet
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Hey guys, hitting a weird issue here -

I'm trying to replace a 'cast to bp_thirdpersoncharacter' with a simple interface to get the ref instead.

All was working good until an hour ago when I noticed the ref is empty sometimes 🤷

More specifically I'm using the ref (from the interface) to transfer items from player inventory to a container inventory then back to the player inventory, one function I'm just swapping which inventory to take/give to... When giving items the ref is valid, but when taking items the ref is always invalid.
The ref/interface is working fine elsewhere, but not in this one function under that one circumstance.
Using a cast to node always gives a valid ref, just not this damn interface 🤷

Question is: what gives? How can the ref sometimes be invalid?

lunar sleet
# fading garden

Which one of the GetOwner nodes is failing cause you have have a lot in there. And what comes through it when you use a breakpoint?

lunar sleet
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No bp comm method is for getting refs, it’s for using refs to pass information.

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A cast just makes sure the incoming ref is of the right class and if it’s not, it fails

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An interface doesn’t give a rat’s ass what ref you deigned to pass it

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It assumes you know what you’re doing and if the receiver doesn’t implement the interface it just fails silently

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Go watch the pinned video on bp comms if you haven’t

dawn gazelle
clever comet
clever comet
# dawn gazelle An inventory could be an actor component making it easy to retrieve from any act...

Yes the inventories are inside actor components, the ref I'm trying to get from the interface is to send a notification to the player HUD each time an item is transferred, the actual transfer and inventories are working fine, just like I say for some reason when transfering items back to player the ref from the interface is invalid 🤷 even though it just sent a notification to the same hud using the same ref when transfering items to the container 🤷😅

zealous moth
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is it possible to use an BPI (interface) to communicate between the ABP and the BP agnostically?

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the BPI call is made into a function rather than an event, so how would you pick up that data?

frosty heron
zealous moth
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why not?

frosty heron
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But as far interface goes it will return a value as long the other side implements it.

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Well an anim bp should be tied to it's owner. If you want to make something generic use anim blueprint template.

zealous moth
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well the ABP can call it as a message but how do i trigger it?

frosty heron
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I don't see interface as the answer for a lot of things

frosty heron
zealous moth
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Do you happen to have an example? :/

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I'm stuck here

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Like... do I make another BPI event call?

frosty heron
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You need to pass something to the targer

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Something being the bp that you want to use

zealous moth
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no that's fine, but how to i trigger it. The target is itself since it gives its own data. But I want to give it to the ABP

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am I running this on tick?

frosty heron
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Sec, working

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@zealous moth so where do you want to get the data and from where?

zealous moth
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I want the ABP to send a message to the Character BP to get the data out of it. In this context, it's the anim BP owner

frosty heron
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You can pass the owner to the bpi node.

zealous moth
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yup

frosty heron
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You need to pull the bpi with the message icon

zealous moth
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yup

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I got all that

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oooooooooooooooooooooooh

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it's an override function

frosty heron
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But yea it's kinda the same as override function

zealous moth
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yeah that didnt make sense until now since i'm used to using the BPI events

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good call, thanks!

dawn gazelle
# clever comet Yes the inventories are inside actor components, the ref I'm trying to get from ...

Ideally your game logic shouldn't communicate directly to your UI and instead your UI should read from the objects it cares to know about.
As an example, let's say you have a grid-based inventory where each part of the grid stores a single item. When you change the contents of a single grid item, you can call an event dispatcher that notifies anything that cares that a particular inventory slot of that particular inventory was updated. Your inventory UI then when it is constructed, just needs a reference to the particular actor component that contains the inventory it cares about, it can first read the current data it contains and refresh itself but then it can bind to that event dispatcher to know that a change happened, and then refresh itself as needed with the new data. This makes it much simpler to manage as your game logic no longer needs to care about your UI, it just needs to signal that something changed, and the UI can just update itself as needed based on the data the object contains.

This also means you wouldn't necessarily need to use any interfaces at all, nor do you need to get a reference to any widgets you may have created. You just need to ensure that you pass the reference of the object the UI needs to care about to the widget and the widget can then bind to whatever dispatchers.

fervent crypt
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Hey guys, so I been looking into this for two days have have not resolve this issue, I have a simple cinematic sequence when I play level, it works when I preview the game in "Play" and in "New editor window" However when I package the game it will not play sequence at all. is there a sitting or something i am not doing when packaging, i looked at countless of videos and UE forums but there's seem to be no answer. I am using version 4.27.2

frosty heron
gentle urchin
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If you dont know how to use them, I suggest getting familiar with them sooner rather than later 🙂 They're incredibly useful

fading sail
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being used to text-based coding and new(ish) to node-based coding, I have no idea how to use the "set members in struct ref" node —

the (split here by me) fields on the right, are they input fields in this node type, or output fields as usual in all other node types?

to change only one field, can I leave the others unconnected or do i need to fill them all from the old values (apart from the 1 changed one)?

gentle urchin
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when selecting the "SetMember" , in the details menu you can check the members you want to modify

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the output is just for convenience

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You only need to check and provide an input for the fields you want to modify. Rest remains the same

fading sail
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thx @gentle urchin =)

jagged wharf
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Hii

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I want to run mp4 video on full screen of viewport with customizable blueprint ? What is the process

willow tendon
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ive got a question: ive got a buncha actors that get spawned and then put into an array.... what i need to do after that is check all the actors Track State enum and see if theyre all "primed" so to speak, then once theyre all primed, the logic can continue:

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so basically, my for loop needs to be completed only if all actors in the array are set to loaded / primed

main lake
willow tendon
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but that only stops if one isnt primed

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id have to keep cycling thru the array until theyre all ready

main lake
willow tendon
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yeah maybe dispatch when ready and compare an int counter to the array length?

willow tendon
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one way i suppose

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okie. just thought maybe there was a clever-er way to poll an array

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thanks for the sanity check 😄

atomic salmon
# willow tendon thanks for the sanity check 😄

You can use a timer to call your Check Pool function let's say every second. The function should return the count of actors which are not yet primed. When the returned count is 0, you know all your actors have been primed and can stop the timer.

willow tendon
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simple enuf i guess

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kinda wanna avoid timers

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timers would work and all, i just dont want a gap in there in case the full load happened mid way thru a timer or something.

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oh i dont need that set node after ++ ... derp

atomic salmon
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I had suggested using a Timer because you didn't specify you have a delegate (callback) for the priming of your actors. I would still do it the other way around, decreasing the counter which is initially set to the number of actors you expect to be primed so you don't have to poll the array length each time but only once at the beginning.

willow tendon
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oh

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that makes sense

atomic salmon
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Also how do you know when they have all been primed?

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You need to check the counter from elsewhere

willow tendon
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thats what iw as trying to figure out

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basicaly, its "dont process any more logic in this bp until all these actors have their state set to primed"

atomic salmon
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You can set a bool bAllPrimed from your callback

willow tendon
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could do.

atomic salmon
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And do not proceed until that becomes true

willow tendon
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that would have to be in the timer loop

atomic salmon
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No you can do from your Pool Counter above because every time a resource is primed you have the chance to check it

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And the change can only happen when a resource is primed, so that would work

willow tendon
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so this?

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nope. im slow.

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this should just be one function

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ill do the for loop / bind after the actors are created, not in the function

atomic salmon
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The part until the bind you only do once

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For the code to be executed only after every actor has been primed you could set a custom event and call it directly after all actors have been primed

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Largely depends on what you need to do at that point

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Having a branch after the bind implies that function keeps being exectued over and over, which you don't want

willow tendon
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gotcha, thanks for your patience, not a fulltime programmer 😉

atomic salmon
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So Begin Play --> you call your Pool check which binds to the delegate --> that calls Pool Counter every time an actor is primed --> when all actors are primed you call your custom "Continue with the rest of the code" event, you can also unbind the delegates because at that point you don't need the bind anymore

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So in the end you don't really need the All Tracks Primed bool variable unless you want to refer to that condition further down in your code

slender torrent
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Hello guys, I need some help here please..

I am creating a sword game, where I have two swords and enemies will be spawned on target point then will come towards me. After I hit them score increases. Enemies are spawned using set timer by event and spawn actor nodes. Then I want to update the Current Enemy spawn time variable after score is >3. I am debugging and it's all okay it says it's decreasing current enemy spawn time but not affecting anything in game. I guess what I am forgetting is to update this variable somewhere else...

finite flax
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When I duplicate my image, I have to manually re-do the offsets locations, anyway to auto set this? I place many duplicates I can't do this one by one eachtime, anyhelp?

narrow sentinel
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Anyone know whats going on here ?

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I have the thrusters on my ship as actors and I have these added onto my ship as child actors but when I try to go through chain casting to get their correct references it doesn't seem to work and fails on the cast to ship thruster

willow gate
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Good morning folks. So I haven't done much in the way of file management from inside of UE and I recently discovered the Blueprint File Utilities plugin. It only contains a few nodes but the documentation is very unclear as far as implementation and I'm doing it wrong because none of my attempts have worked properly. I'm trying to delete a file using the "Delete File" node. What's unclear is in the "Filename" input, does that need just the name of the file or the entire path. And if it needs the path, does it need it in a certain format? I have tried with and without an absolute and relative path and none of it has worked.

fading sail
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via a print-string in one of my main menu's widgets' binding function, I just noticed that those bindings get called every frame even when the menu is (thus all its widgets are) totally fully hidden. in PIE at least

why on earth would UE do such a wasteful thing? code not contributing to current or immediately-upcoming frames shouldnt run at all imho? what am I missing? 😵‍💫

smoky plume
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hi im trying to make a quake 2/GoldSource Movement in UE5 using blue prints, Somthing with Wish_Dur is that possible with blue prints?

clever comet
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@dawn gazelle @gentle urchin - thanks for the advice on UI using dispatchers instead of interfaces last night 👍

My problem with the reference to player being invalid turned out to be some other stupid error on my part, I was asking my container for its owner interface ref instead of the character for its ref 😅 so of course the container would never give me bp_thirdpersoncharacter ref 😅

gentle urchin
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I usually use "Get owning pawn"

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just make sure you provide the owning controller when creating the UI

little moat
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What does this mean? Anyone help?

lapis urchin
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Bit of a unique question so not sure if this is even possible BUT

Comment Boxes
You can set the color of the comment box on the left side.
Is there a way to set the box color depending on what nodes are inside the comment box?
Is this maybe something i would need to extend on the base comment box class in slate? can you get the children of a comment box? Potentially so if theres a move mode as a group it must hold a list of items inside its boundaries.

lunar sleet
lapis urchin
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decided to deep dive into the slate for this and its possible to write a custom plugin for it. It would be for a large group of people, and would save a lot of time in the long run, those 10 seconds for every comment box fills up and if your trying to do a blueprint convention this works well

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IE, you slect a chunk of nodes, Hit C and on creation it sets the color of the box depending on the main node being used. IE, Events being blue, IA's being yellow, Button click/hovered events being green

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so if a team member jumps into a blueprint you did, at a zoomed out view, they can see where everything is structred

lunar sleet
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Yes, for a team it makes sense

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Prly something you could sell on Fab too

spark steppe
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if it doesn't exist already, i recall there was some plugin which does some comment stuff

lapis urchin
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Yes, My senior and I had a look at that plugin, great for a lot of stuff, just need to get it approved by finance 😂

bold fjord
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Hey friends! I have a quick question here, and probably a NOOB one at that... But I am trying to eliminate casting for efficiency because it is the "Proper" way to do things. I have a BPI all setup that allows me to automatically open up a door when I walk up to it for example. I have two collision boxes, one for the front and one for the back. When I was using Casting, I was able to define what box does what animation (forward and backward swing depending on player direction) but whith the BPI, any overlap with my player capsule triggers everything. I was wondering if there is a way of checking what collision box was being overlapped at time of overlap?

feral parrot
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How would I having selected a variable with Enum be able to Set the variable subtracting some value?

frosty heron
little moat
frosty heron
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The log is quiet clear. You are trying to setup physic simulation on a component that doesn't have physich enabled

lunar sleet
surreal sonnet
lunar sleet
# bold fjord Do most poeple just Cast?

yes, there is nothing wrong with casting, you just need to be aware it creates a hard ref to the object so it gets loaded in memory. If it's a door in front of you, it's already loaded.

lunar sleet
# bold fjord That Makes sence! Thanks!

but to answer your question, there's a component begin overlap event and also a getOverlappingComponents function, so you can look for specific components before triggering logic.

shy matrix
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Well casting often might get you to build systems that do not scale or that are very limited to the types of actors you are casting to. But it indeed feels like its demonized more than it should

bold fjord
gentle urchin
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Am i correct thinking i can use FInstancedStruct as a function input to achieve wildcard functionality ?

frosty heron
lunar sleet
lunar sleet
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there are no bad comms tools, only bad devs 😄

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@frosty heron is the bp comms live training pin missing for you?

frosty heron
lunar sleet
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what the heck

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@carmine crater

frosty heron
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Casting is just a type check

bold fjord
lunar sleet
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this needs to stay pinned in perpetuity, please https://www.youtube.com/watch?v=EM_HYqQdToE

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

▶ Play video
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@twin tide where you at lol

feral parrot
shy matrix
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Rather than using select float

gentle urchin
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not really understanding the question

frosty heron
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But why?

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if you just need a value from the index then use select

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better than switch case

shy matrix
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It seems he needs to do more operations after selecting the value

frosty heron
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instead if if X, Play sound A,
If Y, play sound B,
If Z, play sound C

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with select node you can just do it in one single clean node.

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only one play sound node for example

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instead of every single case

shy matrix
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But he needs to subtract from the selected float

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And store that value again

gentle urchin
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can just substract from it and set by ref 😄

frosty heron
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so subtract the selected value then?

gentle urchin
lunar sleet
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thx @twin tide , idk how that got unpinned

twin tide
shy matrix
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Oh wait set float by ref? I have never seen that node. I guess that explains

smoky plume
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is this how you create a wish_dur for the quake movement?

dawn gazelle
smoky plume
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oh okay, yeah im trying to make a wish_dur type of movement, so like

frosty heron
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Don't use legacy input

smoky plume
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Wishdir my bad

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oh no? okay ill swap over

frosty heron
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Enhanced input has way more functionality.

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Old one is deprecated and inferior in all ways except it has no setup required.

smoky plume
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oh okay, thanks for the tip, maybe now i can get this movement on the roll.

dawn gazelle
smoky plume
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oh okay, so i dont need to do nothing to fancy with it right? because im just honestly trying to make a clone, dab my toes in this a bit

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air strafe, bhop, picking up valocity with like everyjump ever so slightly, boomer shooter style

faint creek
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Hi guys, I'm making a AI enemy which chase the player using sight sense. When the enemy see it, change the max walk speed. With the system that I made it works, however is there another way to change the character movement of the AI without using the "Cast to Standard Enemy" but using maybe the Blackboard? Is there a better way?
Thank you

shy matrix
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Then depends if this answer is enough for you

red briar
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hey all, why wont this work? im trying to replicate from client to server from a bp actor (im making a mod so editing the player character is not feasible, and yes, the game does allow modding)

i do have replicates turned on, and ive always had this issue but never found a clear answer

faint pasture
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is that what you want? I kinda doubt it.

red briar
faint pasture
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not necessarily

faint pasture
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That's why it's usually bad design to be using those get player by index nodes

red briar
faint pasture
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on server player 0 is the first player

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client can't set ownership

red briar
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the server will also be a player btw

faint pasture
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what are the rules here, how do you know which player you want to be the owner of that thing?

red briar
faint pasture
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no

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what are you trying to do here?

red briar
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i need the server to do something when the player presses "R"

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there can be more than one client, if that helps

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would a way of doing it be to spawn a new bp for each player or is that stupid

faint pasture
faint pasture
red briar
red briar
faint pasture
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Are you able to change the gamemode class?

red briar
faint pasture
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Oh in that case just spawn one of these things per player and give them ownership

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on login or wherever

red briar
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Alright, sounds good.i have a few questions if that's fine

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If net load on client is on, does that mean that when the server spawns it, it spawns the same one in the client?

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(tbh I could Google this now that I think of it)

faint pasture
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pretty sure that only matters for stuff that exists on the level

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this thing is being spawned at runtime when the pawn and such are spawned for a player

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just make it a replicated actor and it'll exist on the client

red briar
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Got it

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And I just spawn one each time a player logs in?

faint pasture
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I'm not sure the best way to enable input but you could do it on begin play, enable input for owners controller or just for controller 0

faint pasture
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this really could be a component tho

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just attach a component to the pawn after spawning it

red briar
faint pasture
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This whole thing is just a way to "extend" a pawn and have additional inputs right?

red briar
red briar
faint pasture
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An actor will work but a component might be cleaner, either way, spawn the thing when giving a player their pawn or somewhere after that, because at that point you know WHICH player you care about.

red briar
ruby venture
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Is there a way to use Set View Target with Blend with a custom curve?

runic anchor
#

Could someone hep me please, I've been following this tutorial on how to make a game on unreal engine 5, just so i can get the hang of it, and I'm having this one issue which isn't being shown in the video. For some reason, the player gets attacked twice at the start even though the player is no where near the enemy. I've rewatched the segment I'm stuck on multiple times and I believe everything is correct. I've attached screenshots of my blueprints for the enemy's attack. I've been stuck on this for 30 minutes so would appreciate any help.

timid yoke
runic anchor
#

Also i don't believe i need to attach the enemy to anything

timid yoke
timid yoke
# runic anchor I though this was to get help for blueprints? WHich channel do i go to

Yes it's for general blueprints but I do not know which video you're following.. maybe that tutor has their own discord for the course related questions. Which course is this? Look at how to do breakpoints in blueprints then you can figure this out. Right click on the attack node, add breakpoint, then click play and it will stop at this node each time so you can see the values. Usually on overlap you plug in the other overlapped actor to do damage but your player isn't doing anything to the enemy within radius.

dawn gazelle
#

A couple of things:

  1. You have the "Test Already Released" checked, so it'll automatically go to the "SPRINT STOP" print string.
  2. Seeing as you're triggering the activation through a gameplay event, you likely haven't properly set up your abilities to register inputs. "Wait Input Release" is waiting for a specific condition, namely, it's waiting for a signal in the ASC that toggles whether or not an input for an ability has been released. A Lyra-like example and Information on how you can set up an enhanced input input binding with abilities can be found here: https://github.com/intrxx/Enhanced-Input-Ability-Activation
dawn gazelle
silk hatch
#

Blueprint architecture question: I am trying to make a vehicle that the player can freely move around in and interact with things inside. I would like to have a button BP actor that manages its own state/animations/etc. but also controls things on the vehicle (e.g. open a window). I would also like to place this generic button in the world for other things. However, it seems like you can't edit any of the values on child BP actors. Do I need to make a separate button BP component just to make this work? If so, can I make this component a mirror of the BP actor so I don't have to copy changes back/forth?

cobalt iris
#

what would be an easy way to only allow my "go" button to work if i have a level selected? right now it sends me to the projects default level if i press go without a selection

#

also if anyone knows how i can unhighlight a button when i click it a second time that would be great

dawn gazelle
cobalt iris
silk hatch
neat oriole
#

Why can I not select my actor that is implementing said interface in the variable?

dawn gazelle
cobalt iris
# cobalt iris thank you!!

i also needed the bool at the end to make sure "go" didnt send me to the default level if i unselected a level then pressed go

neat oriole
#

I don't want the buildable component to depend on a specific implementation, but only an interface

#

here is the context

dawn gazelle
#

An "interface" isn't really a thing. The thing is the thing that implements that interface which you can then call.

neat oriole
#

So it basically isn't possible have it selectable in the detailspanel?

#

Ideally, I'd kinda want a class reference, but only allow classes that implement this interface to be selected, I think

#

Wait, is it possible to have like a function field? Because in my case, the spawner doesn't actually have to live inside the world. It really only needs to be a static function

#

(More context: different buildables need to be initialized in different ways, and I don't want to tie the items to their "spawning logic" as that would prevent me to use the same data in other projects where I don't have the same building setup. I also want to remove the spawning-logic responsibility from the building component. So my idea is to have a "spawner" for each building that requires a specific initialization)

dawn gazelle
#

It's not possible to have a field that allows you to select a reference to an interface that is implemented in an actor at editor time.

What you're doing here with these variables is saying "Execute the 'Spawn' Interface from the 'Buildable Spawner' interface, on the object stored in 'Buildable Spawner' while passing along a reference to 'Equipped Buildable' which would need to be a reference to an object"

All of this could likely be done without any interface related variables (the yellow ones), and instead just using object references and calling the appropriate Interface messages when needed.

neat oriole
#

You mean like this?

#

I guess this would be the solution in that case?

#

(Obviously, I wouldn't call SpawnActor in the BuildObject event, only once in the begin play or construction script)

inland walrus
#

Any reason why this pawn won't moveTo a different pawn?

#

it moves to the player when the player character is the target, but when I want it to also target other pawns it wont

dawn gazelle
neat oriole
# dawn gazelle Precisely.

But there is no way to limit the "selectable" actors to only allow actors that implement the interface?

dawn gazelle
#

That'll give you a reason at least.

inland walrus
#

ignore that

#

nothing comes up

dawn gazelle
inland walrus
#

and even then it's aborting

frosty heron
#

The alternative is to use soft obj

dawn gazelle
inland walrus
sleek plover
#

Hi, all. any idea to show a decal actor only in a scene capture component?

vocal adder
#

the bar at the bottom is supose to be green to show my stamina and it wont work

dawn gazelle
dawn gazelle
#

Do you really want them on separate events?

vocal adder
dawn gazelle
#

Plug in the execution from "Regen Stamina" into the ++ then connect the outgoing > to your set.

vocal adder
frosty heron
sleek plover
frosty heron
#

Try to make the decal lives inside a custom actor

sleek plover
frosty heron
#

@sleek plover I never try to render decal only.

Only filter skeletal mesh for my use case.

#

Not doing anything special either after adding to show list

sleek plover
#

I see. thx bro 😆

fading sail
#

movable spatially-loaded pawn actors: they always segfault-crash or freeze (until killing ue process) my PIE as soon as they're moving outside their loading region / range (eg npc running after the player), at least while they're close to the player / camera. anyone else also have that issue? wonder if it's a linux or vulkan only bug

now I have to somehow restrain them to a local area and they can't travel all over the map. workable gameplay-wise for this current side project but generally — suckage =/

red briar
timid yoke
timid yoke
red briar
lunar sleet
shy matrix
hollow nova
#

Hello. as you can see here I have made it so 'heavy' physics objects require more effort to pick up (using PhysicsHandle and changing its interpolation speed). the problem is, when I grab a lighter object and push the heavy object using it, the heavy object takes no effort to move (as shown in video when I grab the cube and push the grill around with it). how can I make it so 'heavy' objects take effort to be moved around by other physics objects?

hollow nova
#

oh dang, as simple as that! thanks!

crimson rapids
#

My switch is working

#

but it doesnt call here, whats wrong please?

#

this is working ( the printstring )

#

but nothing receive here

shy matrix
frosty heron
#

You are not calling it

crimson rapids
#

i didnt see it was not the message

frosty heron
#

Where do you call event is active fn on puzzle test?

frosty heron
crimson rapids
frosty heron
crimson rapids
#

this is not a call??

frosty heron
#

That's implementation

#

Where do you actually call the function?

#

Where did you do bp puzzle -> some func

crimson rapids
#

you mean this?

#

Puzzle test is the name of the interface

frosty heron
#

Yea that's not in the screen shoot earlier

#

Well what ever you plug to the target should call it.

crimson rapids
#

So now I have this on my switch
everything work properly until the printstring

#

but this is never called

#

from what I understand, if "Is Active fn " is fired
then it should call the other blueprint

frosty heron
crimson rapids
#

a static mesh

frosty heron
#

Pause and look first

crimson rapids
#

Because Im not sure what I should use as target for that

frosty heron
#

You are calling id active fn on a static mesh

#

Which doesn't implement the interface

crimson rapids
#

then I should do this
But it doesnt make sense

frosty heron
#

Casting is just a type check

crimson rapids
#

Wich target Can I use then?

frosty heron
#

What ever you want to call the func on

#

You need to pass the reference

crimson rapids
#

then its the light

frosty heron
#

Then pass the light

#

And don't use get all actor of class

crimson rapids
#

thats my problem

frosty heron
#

No

#

U don't need casting

crimson rapids
#

i know

frosty heron
#

Casting is just a type check

crimson rapids
#

thats why i dont understand what should i use as target

frosty heron
#

Your problem is you don't know how to pass references

#

My suggestion is to watch blueprint communication video

crimson rapids
#

When i do this from my other blueprint its working

#

as I use the for each loop array as target

frosty heron
#

Sure cuz u grab what ever you overlap with on the world

#

My suggestion remain the same, watch blueprint comes video

#

If you just copy paste tutorial, it's not gonna help you understand

crimson rapids
#

there is no good video in my language and im not able to follow 2h of video in english unforuntately
I Understand that in this Pickup
the target is what is overlaping

But in my switch to light button is different as there is no overlaping
My question is What is the name of this target type

frosty heron
#

If you can write like that you will be fine

#

2 hours video is nothing but if you want shorter one, matthew made one too

#

You are just gonna get stuck on the next problem if you don't understand how to grab or pass instances that you want.

#

If there's no overlapping then get it some other ways. How? Depends on your game/system. There are soo many ways and you can do the one that make sense if you understand object reference

#

One example is to pass it on spawn

#

Or if the lights are pre placed, you can hold a container in your bp. Drop your bp switch to the world, and pick the lights that you want.

#

Another way is to use tags

#

Endless ways. Just understand the basic and you can apply it everywhere.

queen heron
#

Blueprint interfaces are really easy to understand

#

I used to whine alot about them back in 2019

crimson rapids
#

I have the switch and the light

The mechanism to use the switch is working
the mechanism to change the light is working ( I can use a overlap if i want and it will change the light color )
But I dont get how to communicate between them

As I understand the blueprint system but Im only missing 1 information as my other blueprint are working
I dont understand how its not working a

queen heron
#

When you use blueprint interfaces, you gotta make sure in the Class Defaults, you have added that specific blueprint interface so the communication will work

frosty heron
#

Watch blueprint coms and you might

crimson rapids
frosty heron
#

Just bite the bullet

crimson rapids
#

I just need this target i guess

queen heron
#

Yes, and what is your target?

crimson rapids
#

I dont know what I should use
As my other blueprint I use a different type of activation

queen heron
#

You need a reference to the target

crimson rapids
#

I mean, I know how to make blueprint

#

all these are working

queen heron
#

If this blueprint setup is in then light switch bp, then you must reference the point light

crimson rapids
queen heron
#

And then get the point light reference and connect it to the Target input of the blueprint interface

crimson rapids
queen heron
#

Not like that 😌

crimson rapids
#

I know
Because this pointlight should not even called

#

I just show that I dont get

queen heron
#

If the point light is a component in that blueprint, then get the blueprint reference

crimson rapids
#

The target in the switch should be a target from the light?

timid yoke
queen heron
queen heron
#

Yes

crimson rapids
lunar sleet
#

No, getting a reference != cast

crimson rapids
#

damn its working

timid yoke
crimson rapids
#

Now I can do that with 1 switch
I have to try with 2 different switch
I have to check if with this system it can be the same switch multiple time, or if i have to use different switch blueprint

#

(for exemple : 3 switch for 1 door )

queen heron
#

Cause you need conditions for that

timid yoke
#

This is kind of funny to watch but I'm probably just being mean. Pass the light as a variable into this event call.

crimson rapids
#

I remember 1 node that is counting

#

i forgot its name

queen heron
#

Increment?

#

Or delay?

crimson rapids
#

something that use like this (as the print string, in this exemple, if has been activated 1 time on 3 )

#

at 3, it should trigger the next node

#

I can also maybe "apply damage " to my light
it has 3 life
each switch apply 1 damage
so at 3 damage, it change the light

#

but this not pro

queen heron
#

The target actor would need to read specific actors in the scene in order to be triggered

#

Which is why is slightly more difficult and tedious

#

Like a door knowing when one of the buttons have been pressed

frosty heron
#

Don't use get all actor of class

#

Just learn how to pass, set and get references

lunar sleet
zinc ermine
#

anyone know how to create a weapon system that can be used by AI as well as the player?

crimson rapids
#

thank you

maiden wadi
queen heron
# crimson rapids

You don't really need to output the increment result into the same variable

narrow sentinel
#

if I have a BP that has a lot of child actors compared to derived Scene component why would one run worse then the other when the actor in general is moved ?

queen heron
#

The variable will have its value changed either way

narrow sentinel
#

does scene component have less involded so can be move quicker in terms of what goes on in the backend ?

queen heron
narrow sentinel
#

when I say move I move using the gizmo in editor viewport

queen heron
#

Ah, you simulate the scene

#

Do the actors have any references to the player?

#

Or whatever you reference that requires a player actor first?

narrow sentinel
#

no references to the player needed

#

but they did when I first built the actor I used a lot of child actors

#

which obvs would be refs to actors

#

but as I say after switching it to be a derived scene component with the same stuff within and roughly same amount but this time derived scene component the lag that would occur when moving actor around went

#

just weren't sure if there was something that would cause that

queen heron
#

Its deffinetly a missing reference error in the first frame

#

Which might explain why it does not run properly

#

Can't think of any other explanation for that

narrow sentinel
#

yeah odd one

dark drum
# narrow sentinel if I have a BP that has a lot of child actors compared to derived Scene componen...

Short answer is that components are less intensive than actors.

For an actor just to exist, there's a lot it has to do in the background in terms of registering with the word, setting up the tick events, initializing yad yad... The component, whilst it has stuff to do, there's less of it as the actor it sits on as already done a lot of the heavy lifting.

A child actor component is just a fancy component that can spawn an actor in editor time.

narrow sentinel
dark drum
narrow sentinel
#

it's just cause for my game there is a ship which I have effects and stuff on it so I originally made a thruster actor that I could modular put on however with a few of them as I say it lagged out when I moved the ship actor around in the world

#

and then I created my own derived class from USceneComponent with the stuff I needed within and did that and it ran much better not lag when moving the ship actor around

dark drum
narrow sentinel
#

ohhh fairs

gentle urchin
#

transform update cost increases with each scene component, mind you

#

Is my best bet for wildcard inputs to a function without some fancy thunk, to just use InstancedStruct, or is there another method commonly used ?

queen heron
#

are rerouted pins the only way to get this same setup in custom functions?

#

cause we all know we can't call custom events in functions

gentle urchin
#

huh ?

#

in a function you dont need the break

#

you can just return when done , mid loop

queen heron
gentle urchin
#

thats what return does 🙂

queen heron
#

oh I see

#

yeah, makes sense now

gentle urchin
#

and on completed, you return with whatever alternative state if it didnt get filled or whatever

#

usually failed

queen heron
#

so if a condition has been met within the loop, the Completed execution will fire if the Return node is fired?

gentle urchin
#

completed doesnt execute

#

it just quits mid loop

#

gets out of scope

queen heron
#

hmm, then that brings me back to break 😄

gentle urchin
#

no

#

just do what you need to do on completed, after the branch where you'd return

lean spruce
#

guys should I use sockets or just fix weapons on enemy mesh.

I have 140 enemies and all of them have weapons in their hands. One option is to spawn enemy and spawn a weapon in their hand using blueprints. Second option is to hand all characters a weapon right from the get go

queen heron
gentle urchin
queen heron
#

and I need it

gentle urchin
#

No

#

you just do what you need to do after "hasfilled" returns true in the loop

maiden wadi
#

If you need stuff to run on completed, you need reroutes. If you just want the loop to finish early you can just return early.

queen heron
#

so to say it in short, I need a new custom function that will be fired if a condition is met and then fire the Return node

gentle urchin
#

nothing stops you from doing logic anywhere here

maiden wadi
queen heron
#

just to do this

gentle urchin
#

if Separated words is a local variable, you dont need to clear it

#

same for WordArrayIndex

queen heron
#

I see

lean spruce
queen heron
#

so when the Return node is fired, local variables will be auto cleared

#

seems handy

frosty heron
#

i really hate non vanilla wires

gentle urchin
maiden wadi
# lean spruce yes every enemy only has 1 weapon he will use

Then I'd generally ask if you ever need the weapon to detatch in a way that you can't animate in it's skeletal mesh. If you can do everything in the mesh then the weapon is better attached. Less components means more performance means more possible units. But it really locks you into some specific limitations like that.

gentle urchin
#

more performance = good 😄

#

there's also alot of magic that can be done with materials in terms of removing and animating parts of the mesh

lean spruce
queen heron
#

so that there are less draw calls

lean spruce
#

GOT IT 😇

queen heron
#

but don't spawn the ISM on game start

lean spruce
#

ISM?

queen heron
#

add it manually

#

instanced static mesh

lean spruce
#

oh no no worries on there

#

they are generated during gameplay

queen heron
#

on game start you should only set the mesh depending on whatever condition you use to set the weapons

lean spruce
#

got it 🫡

narrow sentinel
#

the cheaper cost that is of using scene component

gentle urchin
#

It's always a tradeoff, and you decide if you can take the cost or not 🙂

#

not sure if a dynamic mesh would perform better . possibly at some point

faint fjord
#

Is there an easy way to edit the default values ​​of arrays or maps variables in blueprints? For example, I need to make more than 10 map variables in each must have about 30 key-value pairs, this is too many clicks to do this in the UI. The only way I see right now is to make these variables "config variables", but maybe there are better options for how I can do this?

gentle urchin
#

you could move it to a component, and only do it once on the component , adding it to the different actors

#

might not make sense if that's the only thing tho

#

editor utility functions can also be usefull for this kind of work

faint fjord
maiden wadi
queen heron
#

🤔

gentle urchin
#

I think Maker ment a shared ISMC, which provides instances for all the weapons of the same type

#

you still have to update the transform of those individually tho, but it's still a fair bit cheaper than a regular component

maiden wadi
#

Still more expensive than just putting it as part of the mesh though. Specially once you get to shadowing.

gentle urchin
#

for sure

#

that's the most optimized route , but has its own drawbacks

faint fjord
gentle urchin
#

Superb

faint fjord
#
import unreal
import ast

BP_CDO = unreal.get_default_object(object)
#print(BP_CDO)
data = ast.literal_eval(string_data)
BP_CDO.set_editor_property(variable_name, data)
gentle urchin
#

block it with a branch

#

I -> bIsBlockingWidgetOpen ->

#

or check if SellerWidget specifically is open/visible

#

I'd make a function for it and include the SellerWidget check, easily exandable with new criteria , blocking a wider set of input keys

burnt citrus
#

it basically create the spline and delete it everytime the event update

#

now, there's a way to attach some static mesh? and deleting the mesh every update?

#

or some other way to just make a static mesh follow the spline. I'm trying to do some kind of firehose

teal talon
#

Question:
I got a out of memory crash while letting system idle in game. So I assume I have a memory leak. When doing Blueprints where can you get memory leaks? This seems odd to me.

#

Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 253] Ran out of memory allocating 6242400 (6.0 MiB) bytes with alignment 4. Last error msg: The paging file is too small for this operation to complete..

UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_NavigationSystem
UnrealEditor_NavigationSystem
UnrealEditor_NavigationSystem
UnrealEditor_NavigationSystem
UnrealEditor_NavigationSystem
UnrealEditor_NavigationSystem
UnrealEditor_NavigationSystem
UnrealEditor_NavigationSystem
UnrealEditor_NavigationSystem
UnrealEditor_NavigationSystem
UnrealEditor_NavigationSystem
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
#

This system was just moved to a new motherboard and cpu. So could be a new system issue too.

narrow sentinel
#

Anyone able to help I have this odd thing happening where on restart of the editor after saving everything it seems a lot of stuff I've done has broke and is missing

teal talon
#

What errors do you get?

maiden wadi
#

If not I'd check your paging file settings to see if they're okay or too small for some reason.

teal talon
#

It was using 48gb of paging.

#

I didn't check ram. I'll test it tonight

#

It's just sitting paused at this screen waiting for user

maiden wadi
#

It's hard to say. That's a lot of data though. O.o In general memory leaks just come from something like continually adding to an array that you never clear or reuse.

#

How long does it usually take for this to happen?

teal talon
#

No idea. First time it crashed was last night. I'm pretty sick so I went to bed at 8pm and saw it was crashed at 6am. I do have some arrays and I'm pretty new so I could have messed that up.

#

I'll watch it tonight and see but seems pretty flat just one off. I assume if my memory grows my times will too?

split salmon
#

how to skip a sequencer making sure that every event is fired?

dry sleet
#

If it is something you've done, it must certainly be something that is being done sequentially (on tick, or on a repeating timer), and something that allocates some resources that doesn't get freed.

teal talon
#

no, I think it's just a index of the music so I can next song. It's very veyr basic

dry sleet
#

Spawning actors (say for some visual effect or something) and not Destroying them properly would cause this issue.

#

And like Authaer said, growing arrays forever will also do it.

olive yarrow
faint creek
#

Hi guys, I'm using the variable of type "Random float", what is the seed and the duration? I don't understand.
Somebody knows?
Thank you

dawn gazelle
high iris
#

Quick question for the gang. I'm told that relying on index 0 to identify the player on the current instance of the game in a multiplayer context may backfire. What alternatives do folks recommend to this sort of check that might be more bullet proof?

fading sail
#

so I have a GUI widget component in 3d space on an actor, and that widget I want to retain on screen (at the edge or wherever) even as that actor gets outside the cam frustum — is there a builtin convenience or does anyone know a neato BP snippet for that?

(if this proj wasnt a b-day gift for my lil bro, hence severely deadlined, I'd work it out from first principles and what not, but this way, I gotta say "it's either out there already, readily adoptable — or else outa scope" 🍰 =)

lunar sleet
hard charm
#

Guys, I want to make a load asset for Niagara particles so that later my player doesn't have to load them, how is this achieved?

hard charm
#

Yes or load asset too

lunar sleet
ancient moth
#

I have a node, that after every restart comes up with this error, after refreshing the node and compling the blueprint everything works, but this happens after every restart.

Is there something I can do about that?

thin umbra
#

Hello, does anyone know a way to make the Enable input more reliable?
I am still facing the issues where sometimes the client fails to get their inputs enabled even with replication and a lot of effort like setting it in a loop...etc

Is there a more reliable way to disable/enable inputs for clients that doesn't let us get into the destructive end where the client never has their inputs enabled?

lunar sleet
thin umbra
frosty heron
#

PIE garbage collector doesn't work the same way it seems. Last time I made a space war mini game made my game down to 4 fps after 50s spawn. They are not cleared for some reason.

But in shipping I got constant 300 fps, no matter how many enemies I spawn and destroy.

teal talon
frosty heron
teal talon
#

honestly I'm too noob to understand the recycling toggles for my particles and stuff. I assume it's just doing it's thing. That might be a hard wake up call down the road

teal talon
#

I leave it running all night to see how stable it is. first time it crashed

frosty heron
#

Package it and leave it all night

teal talon
#

ok I'll do that next.

frosty heron
#

You should be fine, hopefully.

teal talon
#

It could be a one off too, since I just moved these drives. I changed a drive letter and have had a few things that didn't update. so many an reboot will fix it too

#

Went from a ryzen9 3800x to 7800 series. so motherboard changed too. I could easily have a drive a miss. I had to reinstall engine because of the drive letter change.

jaunty night
#

hi, are there any plugins or settings to make an array of big structures easier to edit?

flat coral
#

I feel like code kinda sucks, and it's only gonna suck more if I add more sense configs. Am I being a snob? Or is there a cleaner way to do this?

#

I really wish I could do this.

tawdry goblet
#

Hi all. I wonder if someone could help.

How would I set the barrel of my tank to always range correctly whether I'm close or far, obviously the projectile has gravity so i want to be able to look at any spot and have the barrel adjust automatically for the range if that makes sense. Any idea? I know some guys have done this before but can't find anything on it.

Thanks

gentle urchin
gentle urchin
flat coral
dry sleet
#

But most convenient customisations options end up being C++ only. If you use Data Assets instead of structs directly you can edit them in the Property Matrix, which is pretty good.

gentle urchin
#

to bad it's not exposed

flat coral
#

I'm already cutting some C++ to make this work

#

but the problem with SenseID is I don't think that type is exposed to BP either so I'd have to make a BP version of the type and at that point I might as well just make an enum because structurally that's what I'm doing but then that's a lot of infrastructure just to make a somewhat-shitty function a little less shitty

tawdry goblet
gentle urchin
vocal adder
#

when i hold shift I loose stamina (even when I'm not moving) and when i run out of sprint it changes my velocity in the air and i use sprint in the air. dose anone know ways of fixing this?

maiden wadi
#

Don't make shift call sprint logic. Make shift set intentions. You should have a timer somewhere that "ticks" to check springing logic. And by that I mean your character's actual velocity and if they're on the ground.

small ice
#

What's the best practice for projectiles, like grenades? Should you wrap the mesh in a capsule component and use OnBeginOverlap to create a hitbox, or it is better to use the mesh's own collision as the hitbox and use OnHit?

faint pasture
#

assuming you're using colliders for grenades, it all depends on what you're using for your projectiles (a grenade is just a slow bouncy projectile)

small ice
#

Is there a way to add collision to skeletal meshes in-editor, or is that only a feature for static meshes?

small ice
# faint pasture yes

For static meshes there's a "Collision" dropdown menu, but I don't see one for the skeletal mesh editor

faint pasture
small ice
#

Do skeletal meshes use physics assets for collision?

faint pasture
small ice
faint pasture
#

Then its not in there, it'll be in whatever you get when you just double click the skelmesh

fading garden
small ice
faint pasture
small ice
verbal kayak
#

How can I make frame independent trace?

#

Should I just add another trace and have that get its power from a small interval timer?

#

Like the speed is very fast who gives the trace and I want it to trace reliably

faint pasture
#

What are you trying to hit test for

autumn pasture
#

hello. I'm having a problem with mouse input after unpausing the game - one time LMB event is being processed correctly, and after that only double-click works (as a single click). not every second click, but only double-click.
I can't find what causes this. any ideas?
here's my pause/unpause setup:

velvet pendant
#

Is there anybody who would like to be my personal teacher for a while?

timid yoke
autumn pasture
lunar sleet
rare gale
#

Can anyone help me with an issue regarding structs in BP? Is there any known issue with having structs within structs within structs? The first screenshot is my setup. The second is the code that'

rare gale
rare gale
dawn gazelle
rare gale
rare gale
vivid quarry
#

This is probably something simple but I am having trouble getting my widget to update its percent. The widget appears and the value that feeds into the percent is being set properly (I have a print string and it goes from 0 to 1 as expected across a timeline). The percent is set from a function that just checks a float on the enemy BP that the widget is on, and it's set to instance editable and expose on spawn. As far as I can tell everything is set up just like another widget on the same BP that DOES update, so any ideas or things I missed would be welcome if people have ideas. Thanks!

#

Second image is off of BeginPlay when the widget is created

rare gale
dawn gazelle
# rare gale This code prints 0 1 when I run it. Same array called by the same functions. Why...

Generally speaking, there is no issue with using structs within structs within structs.
You're more than likely encountering a problem with how you've structured the data and how you're manipulating it. For example, you have that function earlier on that "Gets Current Phase". Does that function happen to attempt to access the Obj Count in the structure near the end? The value being incremented by the ++ might actually be incrementing the value within the structure, but then when you're going to set the members of that structure, it's having to call that function I mentioned again to get the structures underneath it.

vivid quarry
dawn gazelle
# vivid quarry

All this bind is doing is reading the value you've fed into the widget originally. Your bind either needs to continually read from the actual source of the percentage you want or you have to do something that updates that detection percent variable within the widget.

rare gale
# dawn gazelle Generally speaking, there is no issue with using structs within structs within s...

Not sure I fully understand. This function is called when I pick up an object for the quest. On pickup, it's just incrementing the count on that struct. Each item has a component where the function is called back to another "manager" component. So, each component is calling another component that is updating text on the widget (screenshotted code). All of it is refering back to an array of structs that hold all my quests on the Game Instance. None of this should be a race condition since it's happening one at a time and I'm doing it slowly. I can start the quest and pick up a 0 and it works fine. Restart and pick up a 1 and it gives the error.

vivid quarry
dawn gazelle
#

It's not about a race condition. You're incrementing something, and then the very next thing you're doing is setting a member of a structure and then you're also reading a value - this is happening one thing after the other, and each pull of a pin from a pure node (the ones without execution path pins) will be executed for each pull from a pin. That function in the middle there will be executed 3 separate times here.

vivid quarry
#

I got it working just now by manually setting the progress bar to the desired value right off of the timeline

#

I just thought that the bind was there to avoid having to manually update the widget every time its associated value changed

dawn gazelle
rare gale
dawn gazelle
#

When you're doing this part here, you're not modifying anything. The "Get Current Phase" function would presumably return the same result for both iterations of your loop.

When you're modifying the contents of your arrays, that function may not be returning the same value, and you may not be accessing exactly what you think it is you may be accessing.

#

Like, if that "Get Current Phase" relies on some kind of objective count to tell you what the phase is, you're modifying an objective count, and thereby the next time it gets executed on the next node it could end up pulling the wrong array, which in turn messes up the rest of your executions.

rare gale
#

How would I streamline that to avoid that issue?

vivid quarry
rare gale
dawn gazelle
# rare gale How would I streamline that to avoid that issue?

This is a tough one to answer as it kind of depends on how this object works and what its associations are. If this object is meant only to represent a single objective associated to a quest, then you'd ideally tell it what phase it was in to begin with rather than relying on the quest system to tell it what the current phase is and reading the values based on the phase it is associated to rather than what the current phase is - if that makes any sense.

#

As a "test" you could potentially set the output of the "Get Current Phase" to a local variable before incrementing and using that local variable instead of plugging in the function directly to the subsequent GET.

marble tusk
#

I haven't read everything in this chat, but I would add that this node specifically is redundant. The increment int node is already setting the variable by ref

dawn gazelle
#

@rare gale Something like this (using the original function with the increment... not this one where you were testing the array contents)

rare gale
#

Hmmm, getting somewhere. I changed to this:

vivid quarry
#

It's easy to work around by calling percent manually, just kind of bugging me lol

#

It would be much messier if that percent detection was set anywhere else too but it's only called in that one timeline so easy enough to remember I guess

rare gale
#

Index 0 works as intended. Now, strangely, the first item at index 1 works but the subsequent ones do not, they get the same length error. FYI, in the same Objective Sets struct where I'm getting ObjCount, I have a list of objects the player can pick up. Set 0 has 2, Set 1 has 3. Both work in set 0, only the first in set 1

rare gale
vivid quarry
#

I wish I didn't NEED to set it manually but for some reason the bind is just not updating when the value is set by the timeline

dawn gazelle
#

The bind has to read from the source of the variable changing. So if you have a reference to the object that is running that timeline, then the bind can get the value from that reference.

#

For example, if the timeline is on the player's character, the bind should "Get Player Character 0" Cast To "Your Custom BP For Your Character" > Get the Variable that contains the number you want > Plug it in the return node.

rare gale
vivid quarry
vale solstice
#

Hi hello so in 5.5 Construction Scripts don't seem to work properly anymore. In 5.4 and below I can change out skeletal meshes on the fly but the same setup no longer works in 5.5 I am losing my mind

#

And no, hitting Compile manually does not cause the mesh to update.

inland walrus
#

Anyone know why the goblin goes from patrol to chase player to stop completely. I need him to go back to patrol if he's not chasing player

#

but "is seeing player?" is still true even though the goblin can not in fact see the player

lunar sleet
fervent crypt
#

I'm am running crazy here, I tested countless methods but can't not figure out what issue is, I have a simple level sequence at the beginning of level and it play in preview as it should but when I package the game and test in on mobile it won't play.

I tired bidding it, overriding it, adding it to package manually doing auto play and blueprint but to no avail.

What am I doing wrong?

gentle sonnet
#

Yo ! I was following a Youtube Tutorial: https://www.youtube.com/watch?v=newhrqTYAfs but my dash is not working the way it should. As you can see from the video, something is going wrong with the logic for checking more than one of the sphere collisions, if anyone can see anything wrong with the log, id appreciate it!

In this part of the "Games Dissected" series, I will be breaking down the "Dash" ability from Hades and recreating it in Unreal Engine 5.

"Games Dissected" is a series where I explain the details of how popular game mechanics work and show you how to recreate them for your own games.

Download the project files and support my channel on Patreo...

▶ Play video
frosty heron
drowsy rivet
#

how can I make gun attachment system like with grenade launcher, laser sight?

lunar sleet
drowsy rivet
drowsy rivet
lunar sleet
#

Do some googling but skeletal mesh for the weapon and sockets is prly what you’re looking for

drowsy rivet
#

this is how I work, collect everything you can, and do action

#

it will be more productive

lunar sleet
#

That’s ok, just don’t cross-post, pick a channel

drowsy rivet
#

which channels are good for knowing about this types of guestions? like gun attachemnts, movement system?

#

is it blueprints?

#

or ue5-general?

lunar sleet
#

Either is probably fine, given blueprint is kinda generic too

dark drum
# drowsy rivet how can I make gun attachment system like with grenade launcher, laser sight?

Well it'll be a complex system but I would recommend you look into making custom actor components. The first person template uses a component for the gun and it's logic, you can apply the same sort of concept to how you handle guns and it's attachments.

For example, the weapon when you go to fire, first checks if it has any children, if it does, fire the logic on the attachement. If not, perform default behaviour. In theory it should be as simple as removing the component attached to the weapon and adding a new one.

ancient moth
lunar sleet
# ancient moth yes it is

Bp structs tend to break very easily. Defining them initially in cpp makes them stable and it’s not very difficult to do

hard charm
#

Guys I am setting up my loading widget in my gameInstance. but it is deleted when I travel to another map, how do I fix that?

lunar sleet
#

You’re just telling the GI to store a pointer to your widget that’s created wherever that bp is

#

Then when that gets destroyed your pointer now points to Africa

hard charm
#

This blueprint is within the GI

lunar sleet
#

A blueprint within the GI?

#

What does that mean

hard charm
#

YES

#

I have this code directly in the GI

lunar sleet
#

Then why are you casting to the GI ?

hard charm
#

still not working

lunar sleet
#

Should be able to use the set node that doesn’t have a target now, but either way print the loading screen value after level change or use a blueprint to see if it’s nullptr

#

It’s entirely possible widgets get destroyed between levels regardless, they are usually meant to be transient, so you may need to recreate it

frosty heron
#

You can with cpp

hard charm
#

With c++ I have seen that there is a configuration to indicate which widget I want not to be destroyed for transactions?

frosty heron
#

No configuration

#

You can make the widget alive by using a shared pointer in the game instance.

#

But there's no bp way to do this.

ancient moth
hard charm
#

So do you recommend showing this widget using c++?

frosty heron
#

It's not about displaying, it's only about keep a reference to it alive

#

So the widget doesn't get garbage collected

frosty heron
#

Always, always, run the project from your IDE

ancient moth
#

I'm always running it from IDE and compling it.

frosty heron
#

If you want for no reason to open your project by clicking uproject. Then compile for development editor build.

ancient moth
#

And after every restart, this is broken, I even trie to completely replace the node but it's still broken

frosty heron
#

Show your header file

ancient moth
#

I'm not sure if this is a c++ issue, to fix the issue, I'm just refreshing the construct node and complie the blueprint and it works

frosty heron
#

Then perhaps you exit and open the uproject?

ancient moth
#

I'm always starting it from the IDE

frosty heron
#

You should ask the cpp guys then, they have far more experience

#

Many of them knows how things work internally

fading sail
#

how do I get the extra right-hand-side pin on a timeline node? everywhere I look online, timeline nodes have that extra pin on the right (like here & here & here) where one plugs their Lerp or whatever, but nada at my end:

ancient moth
#

But I don't understand, because when i refresh the node and compile it it shows changes for the blueprint which i save but after the restart i need to do the same thing again

dark drum
frosty heron
fading sail
dark drum
frosty heron
#

De rien

frosty heron
#

@ancient moth u got your answer after 1 second of posting 🐱

dark drum
dark drum
ancient moth
frosty heron
#

@dark drum have you heard, rider is free?

dark drum
frosty heron
tribal sigil
#

I’m setting up a virtual production in Unreal Engine 5 with multiple Composure compositions use as different camera angles. I want to switch between these compositions by pressing a single key (e.g. Pressing 1 to swap to comp1).

My current setup have no response and I’m stuck on this now, wonder anyone have solution to this or a different approach to this.

The setup was done with ChatGPT, I’m new to blueprint I have no idea what I’m doing

#

Hope I didn’t interrupt your conversation

#

🤣

ancient moth
#

Thanks a lot guys, I switched too the #cpp now but you really helped me out!!! 🙂

tribal sigil
frosty heron
#

@dark drum you are very well versed with blueprint, I think going to cpp would be an easy transition.

Unlocking the engine the first time is an eye opener for me. Hope you can cross over so I have someone to struggle with 🐱

dark drum
# frosty heron <@430016173694779402> you are very well versed with blueprint, I think going to ...

I do read some of the source code and I have tempted in the passed. I just get fed up after an hour trying to get the IDE not to spit errors at me left right and center. haha. (VS is a pain) I've heard a few people rave about Rider so with it being free, i'll most likely check it out.

I used intellij for a bit years ago when making some minecraft mods and it seems to work pretty well. I didn't encounter many issues.

frosty heron
dark drum
haughty sun
#

Hi all, bit of a noob question but I've got an Anim Sequence of a safe door opening which works fine, however I'd like to use the Completed pin on a Montage so I converted it but when playing it snaps back to the first frame when completed - so it opens then slams back shut and them fires the complete pin.

I can't seem to figure out why or how to prevent this and was wondering if anyone could shed any light on it?

I have found that unticking "Enable Auto Blend Out" on the Montage properties lets is stay on the final frame, but this also disables the Completed pin and it never fires so isn't really a solution.

Any help or pointers appreciated.

tribal sigil
dark drum
# haughty sun Hi all, bit of a noob question but I've got an Anim Sequence of a safe door open...

A montage just plays over the top, essentially overriding the various bone transforms. When its finished, it will revert back to its original state. (as designed) What you'll most likely need to do is either look at root motion or have different 'idle' states for the safe door that are switched when needed. For example, play the montage, and during it, switch the safe door to an open idle state, when the montage finishes it'll go back to the new default.

dark drum
haughty sun
# dark drum A montage just plays over the top, essentially overriding the various bone trans...

I do have states in the BP for closed/open etc that I manage myself, but I'm guessing they aren't what you mean?
What open idle state are you talking about and where would I set those?

The AnimSeq I have starts closed, then animates open and I was just changing the play rate and managing the states as needed myself, but as the montage reverts back to it's first frame/state I'm not sure how to change it?

(First time using montages so I just thought the completed pin would be super useful but didn't realise they'd snap back so...)

tribal sigil
#

It’s done to a few compositing elements, the variable are directed to a few media player and media source, hope this make sense

dark drum
dark drum
tribal sigil
#

Comp 1 and comp 2 are two different composure with camera as a player viewport output, and I’m looking for a way to switch between them by a switch

frosty heron
#

If a door doesn't need to be a skeletal mesh, perhaps use static mesh and animate it with codes ( normally using timeline )

tribal sigil
maiden wadi
# ancient moth is this even possible?

If the struct is in C++, then it's likely a load order problem or something referencing your BP from a construction helper that shouldn't. If the struct is a BP struct, it could also be a circular dependency issue with the blueprint loading before the struct because they require each other and it just has to randomly pick one to load first.

tribal sigil
haughty sun
dark drum
haughty sun
#

I'm not an artist so I wouldn't know how to convert it to be able to move just the door, it's a skeletal mesh with the animation already baked into it and as I say using Anim Sequence works fine, I just need to work out how to stop the Montage version snapping back to the start.

What you said above, how would you convert the state halfway through the animation so that it went back to "open idle" rather than snapped back to "closed idle" where it starts?

haughty sun
dark drum
haughty sun
#

Will give it a go now, thank you for the help, appreciate it!

narrow sentinel
#

So i'm making a ship that the player will control, it's only going to be for certain bits and at moment isn't massivly used throughout

#

would I be better just doing simple actor BP or derive from character class

#

bear in mind this ship is something they can posess and control but also get up and walk around it so

narrow sentinel
maiden wadi
#

Not sure it'll matter much then. Pawn or Character. Character if you need the CMC stuff, but that is mostly for networking in flying mode.

narrow sentinel
#

What setting do I need to change for the mesh to not cull out when outside camera frustrum ?

plain condor
#

Hello everyone,

Does anyone know how can i make some Camera Post Process settings visible (and active) to my BP. I would like to expose Focal Distance and Depth Blur Radius.

I've made a simple BP code which is visible but it doesn't affect my BP at all. I have few of these BPs around my scene and i would like for each to have a different Focal Distance and Depth Blur Radius, but i just can't get it to work...

plain condor
maiden wadi
mighty crown
#

Does anyone know why this happens? Is it corruption?

lime crow
#

i am trying to display floating point numbers on an enemy, the problem is a project to world screen needs a player controller, and if i use the player, no matter what i put into the loction the numbers will always follow the player, any ideas?

plain condor
mighty crown
#

If I view in property matrix the details appear just fine though which is odd...

drowsy rivet
silent brook
#

hi,
replacement or optimization, get actor of class?

frosty heron
#

beside everything here is wrong

#

RPC is useless in game mode as it's run by the server machine only

#

game mode only exist in server machine.

silent brook
#

how to change it then? Can I still send the link thanks to the events?

frosty heron
#

not sure what you want to do but it's quiet clear you don't know how to get and set references

#

in which case, my advice is to avoid multiplayer

silent brook
#

cool tip that I won't use

#

)

frosty heron
#

you are trying to sprint before you can crawl.

The problem with not understanding referenes is that in multiplayer you have to deal with multiple instances.

#

e.g. having to understand what is null in what machines

#

doing multiplayer at this stage will just hinder your learning

pulsar osprey
#

it really will

frosty heron
#

not trying to attack you btw, I will give the same advice to my best friend

frosty heron
#

the target needs to be your actual target. In this case I am just gonna assume is the owner of the widget (the enemy perhaps)

#

or maybe the problem is, the widget owner is the player

#

so get actor location is the player's location

lime crow
frosty heron
#

that part is fine, as you are displaying it for the player imo

#

the one that you need to check is the target in get actor location

#

if you want it to be the enemy then get the location of the enemy

lime crow
frosty heron
#

just show some screen shoot for visual reference

lime crow
frosty heron
#

the in game screen shoot

#

what do you want to see, visually.

lime crow
#

i need that project screen to world to display it properly

#

it works fine, the dmage numbers pop up, but it follows the player when the player moves

frosty heron
fervent crypt
#

@frosty heron By test do you mean package it in the map that sequence in? Or test it how?

lime crow
#

nah its called when the player takes damage

frosty heron
#

Make sure that the level is included in the package and you are actually running the level that you test in PiE

frosty heron
#

should update the position every frame so when player moves, the position will update accordingly

lime crow
mighty crown
frosty heron
mighty crown
#

Ah ok

#

stupid question but how would I unhide the name?

frosty heron
#

sec booting editor

#

but u want to drag the missing panel

mighty crown
#

I'm looking for it right now

#

I have dragged out my details panel across the screen

frosty heron
#

are u using laptop or low resolution screen by any chance?

mighty crown
#

Laptop, 2k resolution

#

Here's an example of the details panel scooted all the way out, not sure if there is some other panel I am missing that you're referring to?

frosty heron
#

@mighty crown

mighty crown
#

oh my god lol

#

trying that..

#

That worked thank you so much

#

I wish they would highlight that line or make it more apparent

gritty pagoda
#

Hey, does anyone know how to access and alter the chaos vehicle transmission parameters through blueprints?

mighty crown
frosty heron
mighty crown
#

ah okay another red panda enjoyer 😄

frosty heron
#

If I can have 1% of Laura's knowledge and wisdom, I do die a happy person

mighty crown
#

I have joined the club

queen heron
#

so I learned by myself that this node setup will not return anything even if a child does exist in that widget

#

so the right way to check if there is a child inside that widget is to check if the promoted child exists

queen heron
#

huh

frosty heron
queen heron
#

what if its a widget created at runtime?

frosty heron
#

my widget is created at run time

queen heron
#

thats what I was trying to do with

frosty heron
#

doesn't matter it should work

queen heron
#

yet for me it returns empty everytime

frosty heron
#

your issue most likely is just you are accessing it before you create the widget

queen heron
#

its actually created in the first place

frosty heron
#

ok, i will try to make one at run time

queen heron
frosty heron
#

no issue what so ever

queen heron
#

its maybe due to the complexity of my setup then

frosty heron
#

Adding a child to a widget isn't really complicated

#

just 1 node away

#

Add Child

#

the main thing here, you have to make sure you don't try to access something that isn't created yet

#

so do breakpoints and watch if the widgets already created before you access it

queen heron
#

the Prepare Page node would be fired again if the text has reached the maximum height of the page

#

yet somehow Get Child At still returns null

#

so promoting a variable from Add Child works just fine

frosty heron
#

I don't know when you are trying to access it, you need to add breakpoint

#

but I can assure you, it's just a matter of flow / logic

#

nothing wrong with the node it self

mortal wharf
#

Been wondering for a while, never looked for an answer before now.
Is [Unknown] (Class: [Unknown]) just Blueprint way of saying "null" or is there more information to gather from it?

#

And why "unknown"? Why not "None" or "Null"?

narrow sentinel
#

Anyone know why say Physics Thrusters won't work for me ?

#

i've found out why which is the Thruster component takes the attached parent rather then the actor it's one

#

on

narrow sentinel
#

Anyone know what this means at all ?

#

Attempting to move a fully simulated skeletal mesh /Game/FirstPerson/Maps/UEDPIE_0_FirstPersonMap.FirstPersonMap:PersistentLevel.AP_PlayerShip_V1_C_UAID_2CF05DE488FDAF2F02_2011834927.SK_PlayerShip_EXT_V1. Please use the Teleport flag

atomic salmon
narrow sentinel
willow gate
#

Hey all. When a line or sphere trace hits a collider, does that collider register a hit or overlap at all? Or is there a way for me to get it to do that?

I'm trying to make a keypad mechanic that lets me use my regular interaction trace on a keypad actor that has multiple collision boxes and I'm trying to figure out if the keypad actor can tell which button is hit.

atomic salmon
#

@narrow sentinel In principle you should let the physics engine do it. If you want to set it explicitely, you need to tell the physics engine you want to teleport that actor. There is a flag for that in funtions like SetActorWorldLocation

narrow sentinel
atomic salmon
#

It may be a component you added to it

atomic salmon
narrow sentinel
#

would that be the cause of the error

atomic salmon
#

@narrow sentinelscene components are not primitive components, so they do not simulate physics nor can be moved by physics

willow gate
narrow sentinel