#blueprint

1 messages · Page 250 of 1

atomic salmon
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They can all be instances of the same BP each one assigned to a different "key" but yes

narrow sentinel
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and I put this derived component within my ship actor where I need them

narrow sentinel
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the way I have to do the attachment of it all is attach to component as it's not happy when I do it through construction etc

haughty ember
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I'm spawning an actor (Fireball) and it seems to hit the instigator. I'm using Ignore Actor when Moving node, in both directions, and I made sure it happens before the hit event. What am I missing?

fervent crypt
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@frosty heron Ok so in editor when I hit play runs as it should
Title screen>
Main menu >
Play> [play is where the new map loads and where the sequence is and does plays like it suppose to and the game starts]

In PiE is the same
Title screen>
Main menu >
Play> [play is where the new map loads and where the sequence is and does plays like it suppose to and the game starts]

But when I package it and try to run it in android and won't play.

When package on android
Title screen>
Main menu >
Play> [game starts but sequence does not play but the game functionslike it shouldjust not the sequence]

I

restive raven
#

Hello everyone 🙂
I have troubles with this blueprint. I want to disable the camera cut inside a sequence if I don't have a VR headset on. It runs as intended in editor and with the "laucnh game" option, but not inside a packaged version (from dev to ship). We tried to activate it even without the branch, and it doesn't work. The SQ cut returns its correct name in ship, but the camera cut still isn't disabled
Any ideas ?

tight pollen
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is there a way to use projectile movement with physics so that the item normally reacts naturally to impacts rather than being stiff

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it is always in one position when I turn on bouncing

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does not rotate etc

rare gale
#

Is there a way to make the editor stop collapsing menus when editing inside of a component? I have a setup structure with structures inside it and just filling in an INT field collapses all menus and I have to reopen each one every damn time making it nearly unusable

pulsar osprey
faint pasture
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No, you could just have the tracer tell the Hit Actor "Hey I just hit you, and I hit this component" and let it sort it out from there

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You'd want that to be an interface call most likely

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Then each key could be a primitive component or bone within a skelmesh and the keypad can sort out which key component maps to what data like number entered etc

willow gate
faint pasture
willow gate
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The values of the keypresses are manipulated by the server and OnRepNotify gives dispatches another event which the keypad widget is listening for, so that the digital display can display what the player has pressed and everyone can see it.

faint pasture
#

Networking and ChildActorComponent is a fun time

tidal marlin
tidal marlin
#

...

willow gate
tidal marlin
willow gate
tidal marlin
rare gale
# tidal marlin This is the first time I've heard about this bug, or I don't understand what it'...

If I hit the plus on the last array "Objectives", it'll add the new index, but close up everything up to the root level. I have to reopen eadch layer to get back to what I just added and if I want to add a bunch, it's horrible. I noticed it's even worse if you use the Property Matrix. Even entering an Int in a field that already exists will close everything. I thought maybe it had to do with construction scripts trying to run (I'm not using any), but turning off that generation didn't seem to help.

broken bay
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hi all, I am doing some synthetic video data generation. I am thinking to add a functionality to easily add more cameras pointing at an object of interest.
For example, I want to record an actor, then I can just click the actor in the editor, and maybe a button on the details panel can add a camera (specifying the direction and distance from the actor) to be spawned in the level.
How would I go about doing that? Just BP on the Actor? Or do I need something like Editor Utility?
Thanks!

rare gale
tidal marlin
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Using Construction script?

lunar sleet
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kinda looks like you're trying to use an Array instead of GameplayTags or...structs or something

rare gale
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the component I I screenshotted is not, but the actor it is on does use some... I will try unhooking that to see if it helps. I sort of assumed it's just the fact it's a component?

lunar sleet
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Well a Construction Script fires everytime you change something, so it might be causing a reset of the details panel

rare gale
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actually, I was looking at the wrong one. This one does not use construction script after all

rare gale
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could you just use append to add the key pressed to the same dash setup minus one dash?

lunar sleet
rare gale
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No, I'm fully BP

lunar sleet
# rare gale No, I'm fully BP

may want to start defining them in cpp. Idk if it'll fix the issue you currently have, but bp only structs tend to break for no reason and you could potentially lose all data inside them at any given time, which I would imagine will be 10x worse than having to reopen every index.

rare gale
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Yikes... Got a good guide on how to do that? I've only ever worked in BP so I have no experience there.

maiden wadi
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My favorite for BP structs is still the circular dependency. Always fun to see.

maiden wadi
lunar sleet
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I think you can even preview the header for bp structs to see how to set it up in cpp iirc what @frosty heron said

maiden wadi
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You can, but be a bit careful with that. They're written oddly sometimes.

sick sky
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can i make a BP exposed func hide the player controller pin if placed inside a User Widget ? and call the GetOwningPlayer method ?

velvet bobcat
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Could somebody please help me with making the settings menu? I have a pause and a main menu, and I need to somehow get the settings menu to realize when to go back to the main menu and when to go back to the pause menu. (if its even possible...)

faint pasture
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If it makes sense that the current state of the UI is a stack like:
Game
Pause
Settings
vs
Game
Main
Settings
then a stack will do it, you can do the same with a simple state machine too, just remember the last state and "back" brings you to that

maiden wadi
#

CommonUI ❤️

velvet bobcat
rare gale
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Well, it's taken all damn day but I figured out the issue. For whatever reason, having an index added by default in the component's variable for the root of my giant struct chain was keeping the ones I added manually in the editor (exposed instances). Removing that default one made everything work just fine. No idea why that would be, but glad to have it working

velvet bobcat
frosty heron
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But it really does help me when I first start.

velvet bobcat
maiden wadi
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Need to learn to use it. It has a widget called CommonActivatableWidget. An Activatable widget is like a primary widget. I usually think of them as menus or HUDs. CommonUI tracks these when they're on screen and has a system to "activate" the leaf-most one. Usually meaning the top most on in the viewport.

That is to say that your PauseMenu, SettingsMenu, MainMenu, and the widget you use as your primary HUD when in game should be ActivatableWidgets. You can simply reparent them for the most part.

Activatable widgets do multiple things when they're activated. Primarily they will set an input mode for you. By default this is Menu, or UIOnly so that it'll disable gameplay controls. For your HUD you'll need to override the GetConfig function to return Game or All based on your usual gameplay.

There are back actions in Activatable widgets, which you can set up. Such as making the escape key a BackAction key. So that when you press escape, by default it will try to run the back action on the leafmost activated widget.

So if you are in the main menu and have the settings menu up, you simply hit escape and it'll close out the settings menu and your main menu will become activated. If you're in game, and you have pause menu up, and then the settings menu, and you hit escape, you'll close the settings menu and go back to the pause menu. If you hit escape again this would close out the pause menu as well for example.

How you place the widgets is based on style, but there is a widget call a WidgetStack. You can push widgets to it, such as the pause menu and settings menu. What the stack does is allows you to push multiple widgets to the same stack, but only the last pushed one shows. As you remove them, the next one in line shows, etc etc.

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@velvet bobcat Forgot the tag. But it takes some learning, and getting used to. But it is a fantasitic system to learn for UI handling. And it also comes with the major benefit that if you have any plans on getting into Gamepad use. Either for PC or consoles, CommonUI has a toolset that allows you to maintain focus easily in menus as well.

velvet bobcat
faint pasture
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if you're in a menu and open another menu, you don't just open it, you add it to the array and open it, then you can go "back" to the previous one when you close that one

humble flax
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Hi, I set this bool "dodge" to be either true or false. I want to access it in this other blueprint called block. How do i do it?

surreal peak
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It's not really common or adviced to have gameplay logic in UI. Might want to move the Boolean into the pawn/character

humble flax
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in the start menu

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so idk how to like signal if dodge is selected to enable doging

pastel idol
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Hi everyone, I'm pretty new to unreal, but I'm working on project involving OSC controlled lights. I have a light blueprint that gets a set of values from an OSC server, but for some reason I can't figure out how to set both the intensity and the color of the light at the same time - I can't connect both the functions to one event, and when I daisy chain them, neither works (the light just stays black). Could anyone help me out please?

faint creek
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Hi guys( I ask these also here), I'm new in the Behavior tree; I'm trying to make an AI enemy behavior tree that have a specific patrol path, but when see the player it starts to chase it. However if the player is in the bushes, the AI moves to the lastknownlocation and come back to patroling.
I'm trying to find a solution for this system.
Somebody could help me please?

leaden marsh
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I made a new project with this and made it top down view with world space direction, I am trying to get the character to rotate to movement direction but these settings are not working, any ideas what would be conflicting ?

humble flax
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I had a question. Im setting this variable dodge in the main menu depending on wether a certain button is clicked. But when I try accessing that variable in like the block or dodge blueprints, the variable is always the default value of dodge instead of being based on the button

kind estuary
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How do i copy a texture to another?

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im so confused 😵‍💫

kind estuary
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everyone watching the box match or what 🤨

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its all a fake anyways

olive yarrow
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Nah, but my money's on the one who wins

nova parcel
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Is there a way to get the an instanced variable (class default) of a component value, from a component on an actor class in blueprints

Ie I have a variable inside a component. on each actor this component is added to, the value can be set in that actor, and I want to read the default value based on the actor sub class. or can you only get it from a spawned actor?

Basically similar to the GetClassDefaults node, but for the components of that actor class

odd widget
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hey all, 4 years in uni as a design student but ended up as more of a tech designer, i know BP is already slower that base code but was wondering if there was any place that i could find out how intensive certain actions are

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ive come out with games previously and luckily they dont have too many issues but i know its a good thing to be vigilant of and id rather catch these things before they become a habit

odd widget
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it sounds like youre close with the class defaults, but you may need to link it specifically to the variable rather than "self"

smoky plume
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okay that new enhanct input comfusing me just trying me to make quake game hahaa wishdir style

lunar sleet
odd widget
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alright, ive never actually had bp performace issues

lunar sleet
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Because with today’s hardware, it can be less noticeable until you reach scale

odd widget
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mostly issues have been artists or inexperienced designers/coders

odd widget
lunar sleet
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Sec, I think Ari confirmed it very recently

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So not 10x slower overall, but the effect is cumulative with each node

dawn gazelle
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Worst parts of blueprint from what I've seen/heard:
Loops - especially for each loops if you use a pure function that retrieves the array that the loop uses programmatically as it'll end up calling that execution every single iteration.
Complex Math - especially if you reuse earlier parts of the math later on as again, each pull from a pure node will recalculate everything before it.
Can't always pass by reference - Utilizes additional memory overhead by more often using copies of things, made even worse when done with large arrays.

Otherwise, as NeoExcidious has pointed out, it's usually a non-factor due to today's hardware, and these kinds of issues won't usually show themselves as issues until you start getting into hundreds or thousands of objects that could be running them.

gentle urchin
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Bp cant really pass by reference iirc

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Loops easily come to a stall/limit, and it gets exponentially worse for every node you call within that loop

frosty heron
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Python is slow too, but it doesn't mean people stop using it. If the overhead for the operation isn't noticeable, then who cares.

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but certainly no one will make a Triple A game engine with python

nova parcel
# odd widget it sounds like youre close with the class defaults, but you may need to link it ...

I don't think so.. because I don't want it to be by any instance of the actor object but I could be wrong

So if you have a variable on a component, that variable is set to instance editable, then you add that component to an actor, and then inside the actor on the class defaults view of the component (within the actor) you change the value to something else. Can you get that value from knowing only the actor class that holds that component. Without having a spawned instance of that actor.
(Also note, I mean the value within the actor, not the default if you only opened up the component itself and got the value there)

I would expect it to be something you can do.. but maybe its not exposed to blueprints. The only way I've found is adding code to look through USCS_Nodes? But that seems convoluted / something I'm not familiar with

lime cairn
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My way of going through an array and appending a string seems to be wrong but I can;t pin it down. Instead of it appending a list [a,b,c,d] as abcd, it appends it as aababcabcd or something like that

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and my brain is currently not working well

lime cairn
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Oh it's correct, I just forget to clear hte string after each loop

narrow sentinel
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Anyone know how to fix it so when the camera frustraum isn't looking towards an static mesh it doesn't cull it out

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at the moment when I slightly look away from the static mesh it gets culled and I can't remeber where the setting is to turn that off

eager python
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Dungeon Generator Progress: I've successfully created a Dungeon that generates randomized Rooms and "snaps" them together so their doors join. Room extents can overlap as long as no tiles overlap, reducing the need for long corridors. I've also added controls for Torch quantity and spacing, Trap density, and decorative features like Jail Cells.

gentle urchin
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Nice!

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Im in need of one of those soon 😄

maiden wadi
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Should consider PCG. Makes stuff like this a breeze.

foggy arch
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I'm using "Find Path to actor/location synchronously" to draw a spline from my avatar to wherever they need to go to show said path
The problem is, when I'm moving the avatar to interact with an object (like a chest or something), I can't draw a spline because there is no navmesh under the interactable object.
Is there any similar method to Find Path but for example also take into account the target's capsule or just some sort of "accaptable radius" ?

hoary summit
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Trying to check if attacker is on the same team, anyone know where im going wrong?

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currently just stops all damage across both teams

grave crow
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There isa lot of things that are wrong but first of all your cast node(s) are are impure, and impure nodes require flow in and flow out, you have only flow in

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convert them to pure or re-organize logic flow

hoary summit
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Okay, thanks, what else?

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I converted them to pure cast

grave crow
hoary summit
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still not working

restive snow
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quick question how do i get "SET"

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i typed it out and i didn't get it

hoary summit
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just right click and promote to variable

restive snow
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Aaah thank you!

gentle urchin
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Its not important really, just a weird bp vm thing

restive snow
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how did he place his map as a component?

I dragged it in but it has a block button

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(if you're wondering I am making a top down camera)

hoary summit
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its automatic if the refrence is a component

restive snow
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do i make a BP of my map?

hoary summit
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go to blueprint class - make it a component

zinc ermine
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anyone got tips on how to create a weapon system that can be used by the player as well as the enemy AI?

last ingot
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Hello. I need help implementing a camera system that is similar to the way Mario Odyssey works. Thing is I found a feature study on ArtStation that addresses some of these behaviors but the problem is that it is in CPP.

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Anyone down to talk about it and assist in making it in blueprints in DMs?

restive snow
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how would i make the BP actor to represent the map

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I've made the Actor

dawn gazelle
# hoary summit still not working

You need to rethink what you're doing here....
Right now your steps are doing this:

  1. Get Player Character 0, Cast to custom "BP_CombatCharacter_Player_GKnight"
  2. Get all Actors of class "BP_CombatCharacter", loop through them, cast each of them to "BP _HumanoidEnemy" (Not even sure why you need this cast assuming your BP_CombatCharacter class would have the enumerator you're seeking)
  3. Compare the enumerator from your PlayerCharacter and the enumerator from the last iteration of the loop as that's what would be referenced in your final execution path.

This is also potentially error prone. If the objects don't properly cast (object is the wrong class, object is invalid, etc.), you're still attempting to access the casted value which will throw errors if that happens.

What specific "BP_CombatCharacter" exactly are you trying to compare your player with? Right now your code only utilizes the last one in the array which may not be the one you actually care about.

dawn gazelle
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You normally don't try to reference the map from other blueprints. It's not really possible, not great for memory, nor is it really necessary.

restive snow
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ok

gentle urchin
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I suspect this must be custom behaviour

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erh,. ill move it to EIS channel, my mistake, i forgot that existed

split wasp
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and multiply that by x5 if you want to implement custom gravity elements from Galaxy

glass hawk
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hay so i have these spline instances i made via blueprint but when they get merged down they start to shift very much
and i cant explain myself why they dont just merge down as they are

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looks like this then

feral parrot
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How can I select the variables randomly and add 100?

restive snow
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best rotator replacement? I want to make it move only Y axis like directly up and down.

glass hawk
restive snow
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this is how the camera is (the yellow). I want it to go directly Y

crisp sandal
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what is the difference between these two and any recomandations mostly write in cpp have done bps for a it but don t really like it because i don t know how all the thingies are called 😅

maiden wadi
glass hawk
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and since my level is so big i have like... 900 of them xD
so i want to have them all in a packed level actor so they get merged down into corresponding instanced static meshes
so instead of 85 of these blueprint actors i have like 7 instanced static meshes because im using different meshes on them

glass hawk
feral parrot
maiden wadi
maiden wadi
maiden wadi
glass hawk
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it has a randomized scale and rotation

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it then puts everything in a instanced static mesh
but when i merge these down so if i take 2 of these blueprint actors and merge them
they rotate weirdly like that
my hypothesis is that the merging down messes with the pivot orientation... which it shouldnt so then they rotate the right axis but rotated

maiden wadi
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Can you show your merging code that is taking these from their BP ISM to the single one?

rough pecan
restive snow
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how do i get this?

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this is the larger image I am copying

dawn gazelle
# feral parrot

If you promote the random int to a var, then you can do something like this... (Actually, it may work without the promotion of the var because the return value is feeding into the same node)

#

Alternative that Authaer suggested:

glass hawk
rough pecan
last ingot
# split wasp I would say you're in for world of pain if you try to copy camera mechanics from...

Understandable. I'm not attempting to mimic the entire camera system and its mechanics as this is a small scale university project. But the default camera as it is, is not very pleasing to the eye. So I thought of making just a few mechanics at the very least the ones present in the link I put up above. But I'm facing problems with figuring out what exactly modifies or sets values directly to how the default CameraBoom (Spring Arm) and FollowCamera (Camera) works. Let's say if I want to simply interpolate the camera zoom-out to the CameraBoom's target arm length after obstructed by a wall, I can't find any means to interpolate whatever that value is, but rather it snaps back in an ugly way.

last ingot
#

any pointers or help is greatly appreciated.

dawn gazelle
maiden wadi
split wasp
glass hawk
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that makes optimising my project basically impossible...

proper flower
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quick question: how to block the rotation on a specific axis on a component? like the spring arm

split wasp
restive snow
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I went on to my Camera reference but how do i pull it from PIN?

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Now i got it!

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thank you very much good sir!

rough pecan
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Nice! Glad to be of help

last ingot
split wasp
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I mean CameraBoom itself is just Linetrace + Spheretrace at the end, which you can do manually in blueprint too but you can add your custom behavior to it

last ingot
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the thing is, I wanted to add interpolations when it moves rather than snapping to place by default, which sounds as straightforward as making it so that it goes back to target arm length smoothly, which is what I did, but I realize that's an unchanging variable

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neither is its World Location, as its location is separate from its arm length, so its current to target are unknown to me, even then it still overrides whatever interpolation I set for it (by tick) and snaps like usual

split wasp
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you mean camera snaps to surfaces? that is the intended behavior

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if you really want something that smoothly slides through the objects in the event of collision, you gotta do the location math for the camera manually

shrewd tiger
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Hey guys. I've got a character comprised of a camera and a static mesh component that's added in runtime, on possess event. then, the mesh is set - somehow it's not visible...

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According to the debugging print i put there the SelectedNozzle integer cycles as it should

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or should I just put the components there to begin with

last ingot
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I tried with the world location, does not work, neither does the target arm length, it's just about what variable or component should I be affecting exactly

split wasp
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simply setting camera location between those 2 points with lerp function should give you like a camera rail effect

desert stream
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Guys I’m having a weird problem where I’m not sure if it’s to do with blueprints, a third party addon I have or something else.

Basically some logic events will be ignored and skipped when the game is running on low fps, usually under 20.

Is that something common anybody could help with!?

split wasp
# last ingot will try it out, thank you

it's probably not gonna be what you had in mind, but it should be a solid starting point.
Just experiment different ways to place the Camera between those 2 points

gentle urchin
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Alternatively you separate the spline bp from the ism bp

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And have some editor callable event in the ism bp, finding all spline bps, laying out the bricks on them

patent ibex
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would you mind if I friended you to talk about economic systems and databases?

sweet frigate
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Why would this not print the same number???
I keep getting different numbers

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Random Integer (Print string) is not being equal to fruit Index print string

faint pasture
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it's a pure function, it'll be called again for B

sweet frigate
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Oh, got it.

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Thanks

vivid quarry
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So does the "play sound" montage notify just play the sound globally, not at the location the montage is at?

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It seems that way to me, would love if it could play at the location

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Ah I see it appears I have to have a sound attenuation affiliated with that sound. New stuff to learn then!

rare gale
#

What is returned if an array find node doesn't find anything?

mental trellis
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If it's returning an index, thjen it'll be -1

rare gale
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that's what I thought... thanks

frosty heron
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if you hover over the green node when searching for index, it should say so

thin panther
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indeed it does

midnight field
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I'm planning to make a rail grinding system like that of a Tony Hawk game, but I'm noticing there's a difference between a SplineComponent and a SplineMeshComponent. If I'd designed these classes I might have the latter be dependent on the former, so both use consistent spline logic. But I'm finding that they seem entirely separate.

So I'm on the fence about which to use. The mesh is nice for including collision and such, but the basic spline component seems more flexible due to being pure data.
Those who are more familiar with Unreal's paradigms, which would be the better approach?

glossy cloak
#

Hey guys. I'm trying to make a painting system that does a line trace, returns the material SLOT of the static mesh component hit, then changes that slot's material.

I'm running into some issues with how to get that info. My collision response gives me a hit face index, but that seems to always return -1 no matter what I try.

I searched around a bit and saw that it might require a complex as simple collision so the collision data could return the face data, but that still doesn't seem to fix the issue and I'm still just returning a -1.

Any ideas?

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^ I think I found the solution. I think I needed to trace complex.

Edit: Nope. Still not working.

dawn dragon
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hi, i made a behavior tree for an Enemy that im creating. to test it, the BTT_ChasePlayer task just picks a random location and moves to it. I have the nav mesh and it has green in it. When i click play, the walking animation of my model plays, but they dont move. I put this in the Tick function of my Enemy so i can see its location, and it also doesnt change.

void ALightEnemy::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
    UE_LOG(Enemy, Log, TEXT("%s"), *GetActorLocation().ToString());
}```
The animation is from a blendspace which is determined by the magnitude of the Charachters velocity.  But its not moving (log mesage every tick shows its location is not moving) so its velocity shoudl be 0?  but it has a walking animation playing so its velocity is also non 0?

TLDR: My Enemy is walking in place and not moving, despite its animation being triggerd by its velocity
hoary summit
normal ether
#

Hey all, I had heard this was a known engine bug.

I add a new component called Interactor from a plugin to my pawn blueprint, however on reload of the project it somehow gets removed and the following error is shown:

Component class is not set for 'Interactor' - this component will not be instanced, and additional warnings or errors may occur when compiling Blueprint 'BP_ThirdPersonCharacter'.

How can I solve this?

I have tried turning off the plugin, restarting , and turning it back on.

I have tried regenerating the Saved/Intermediary/Binaries folder. and no luck

ionic ore
#

Can anyone help me out? First time using Unreal and blueprint, and I'm try to do something that should be simple but honestly I cant get heads or tails with it.

Trying to make a mod for a game where all I want to do is append new values to the modactor class, however I'm totally lost on how to actually do that appending part. Basically modactor called newblueprint5 has a variable called "a" with Name Type and Float type as its entry fields, and I want to add my own entries into this.

I have an event beginplay to get all actorsclass in another modactor that gets called on game load, but I dont know exactly how i'm suppose to add my own custom entries into the newblueprint5 "a" array?/map?.

Example entries that I would like to append to it:
“Key”: “drive”,
“Value”: 10.0

"Key": "burger",
"Value": 5.0

"Key": "batts",
"Value": 10.0

round spruce
#

is it possible to not make my actor component rotate with the actor ?

dawn gazelle
tidal marlin
faint pasture
#

unless you want to grind invisible splines in the sky

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The spline is the, uh, spline

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the spline mesh is a mesh that conforms to a spline

midnight field
#

The spline mesh seems independent, is it intended to adhere to a spline component?

faint pasture
#

It's been a long time since I touched splines. It's either that or spline mesh component is a spline + the mesh conforming stuff

#

either way, you'll want spline mesh components

midnight field
#

Ah, hm... I have an idea about how this could work. Will need to experiment. 🤔

trim matrix
#

Does anyone here know if Lyra changed heavily BP-side between 5.1 and 5.5 ? I’m currently planning to convert my project to 5.5.

#

I know there was a Input refactor in 5.2/5.3 but it was minimal and more cpp sided so I think I don’t have to worry about that

#

But dunno about the rest

ionic ore
#

what is the node speciifclaly called to Get/Target the map?

#

i cant find it in my list

lunar sleet
ionic ore
#

okay i believe I found the correct node, thanks

fading sail
#

Saving arrays of BP instances?

I have a data-only BP class derived from just Object (not Actor etc) with some public vars that all have Save Game ticked. Also have a custom "BP_SaveSystem" class derived from Save Game which has a simple array variable (also with Save Game ticked) of the above BP class. Problem:

When I add a newly-constructed object to that array and save-to-slot, a subsequent load-from-slot will have the correct and expected array length but all the items are not-valid (null in non-BP-coding parlance).

What am I missing or doing wrong here? Do I need a different base class to be serializable? Is the Save Game checkbox not sufficient? Shouldn't it then be disabled UX-wise? Stumped & thx for any ideas =)

tropic token
#

guys, what does it generally mean and what to do with that?

fiery swallow
#

Set the value you're looking for in the event graph or somewhere equivalent

tropic token
fiery swallow
#

Store it as a variable ofc

tropic token
#

But I need to update variable somehow, so it seems I need a delegate to do it

ionic ore
fiery swallow
fiery swallow
#

If that's what your game requires then yeah

tropic token
#

okay, seems like I need to do a delegate. it's not a big deal

fiery swallow
#

So long as you store the boolean as a variable, and plug it into the animgraph then yeah you'll be fine

fiery swallow
#

You will still need a way to figure out which specific actor you are trying to modify though

ionic ore
#

like this?

fiery swallow
#

Get all actors of class is going to be very difficult for you if you don't understand instances and properly and how to reference specific actors

dawn dragon
#

Any reason why AI Move To would make my animation activate (which is a blendspace based on the Charachter velocity), yet it doenst acctually move? my dude just walks in place

fiery swallow
#

Which is not desireable

dawn dragon
#

even wierder, if i print out its velocity in Tick, its 0, 0, 0, so its magnitude shoudl be 0, but the animation blendspace is set up to walk when the speed is greateer than 0 so how is it 0 and non zero at the same time

dawn dragon
sick sky
#

Google "ue5 ai moving with no animation"

dawn dragon
#

its the opposite problme

#

no moving but i have animnation

sick sky
#

I dont remember the setting name but its a bool to tick on the pawn/character

fiery swallow
#

Are you setting velocity -> vector length? If so you should print out the value of vector length and see if it's also greater then 0

dawn dragon
#

yes

fiery swallow
#

Print out the value

dawn dragon
sick sky
dawn dragon
#

it prints out velcoity is X=0, Y=0, Z=0

dawn dragon
#

all flat ground

dawn dragon
fiery swallow
#

I am not positive get velocity from actor is the same as get velocity from character movement comoonent

dawn dragon
#

as well as more detail

fiery swallow
#

Comoonent

dawn dragon
#

oh

#

any reason why?

fiery swallow
#

Also, why aren't you printing out the "speed" variable directly

dawn dragon
#

probably because idfk what im doing

fiery swallow
#

Lol

#

In your animation blueprints

dawn dragon
#

im following a youtube tutorila to makea behavior tree

fiery swallow
# dawn dragon

Just get thr speed variable here and call print string next to it

dawn dragon
#

my Charachter is C++ not blueprint

#

thats the only difference betwen mee and the video i think

#

that and the engine version but we are both UE5 so i think its fine

fiery swallow
#

Bro print out the speed variable the same way you printed out the velocity variable <.>

dawn dragon
#

okay oaky lemme try

#

wait here

#

plz

fiery swallow
#

Just drag the green pin into "in string"

dawn dragon
#

look good?

#

okay so

#

u are right

#

speed is going up

#

in the cahracther movemenet component

fiery swallow
#

There's your problem boss

dawn dragon
#

but not in in the thing itself

#

okay so please tell me the relation between the UCharcahter and its movement component

fiery swallow
#

It is moving, just so slightly that it's basically not.moving

dawn dragon
#

well when i print out the positoin every tick, it doesnt change

dawn dragon
#

so i dont think it moves at all tbh

dawn dragon
#

that bad

fiery swallow
#

Realistically it's the best thing you're gonna get for free

dawn dragon
#

call me crazy but if i have a UCharachter and its MOVEMENT component MOVES the charachter should MOVE too?

fiery swallow
#

Outside of making your own

#

Character moves through the Character Movement comoonent

dawn dragon
#

so there is come kind of dicsonnect bwettn my UCharachter and the movements compentn?

fiery swallow
#

No, not really. Without seeing all of your code there's no real way for me to tell you what's happening

#

The character movement component has a lot to be desired, but it's good for free

dawn dragon
#

woudl you be down to look at it 😭 ive been at this for like 14 hours split across 3-4 days

#

i jsut want this dude to walk around 😭

fiery swallow
#

The quickest fix for your problem is to increase the threshold on your movement animation

dawn dragon
#

you can say no i wont be mad lol

fiery swallow
#

Anything above 0 is not a good condition to be considered playing a moving animation

dawn dragon
fiery swallow
#

Just raise the speed threshold from 0 to a reasonable number bud. I'm in bed right now eating fam

dawn dragon
#

its 2 am for me

#

tf does that mean

#

jit i never even used a game engine until a week ago

#

chagning the threshold for when the animation starts wont make him move tho?

#

he still gonna walk in place?

#

i fail to see how they are related. it is my understanding that the animation is applied to the model independly of how its moving, i just happend to link it to its speed

#

so changing at what speed the animation activates would not make my dude move?

#

right?

fiery swallow
#

If the speed is less then say something like 100, then play the idle animation, if it's greater then play the blendspace regularly, or you can just re add the same idle animation inside of the blendspace at a different speed

dawn dragon
fiery swallow
#

Right

#

You can add a 3rd animation in there that's also idle

#

And set it to like a speed of tp

dawn dragon
fiery swallow
#

50

dawn dragon
#

the problem im having isnt the animation i dont think, its that the dude wont move

#

sorry if i sound like im repeating evyerthing

#

im just not seeign the connection here

fiery swallow
#

Thought the problem was that the animation was playing when you weren't moving

dawn dragon
#

no

#

the animation is fine

#

he just walks in place

#

he is idle and does thoe idle anitmation

#

then when AI Move To is called, he walks liek hes supposed to

#

he just wlaks in place

#

the model itself does not move

fiery swallow
#

What value was speed printing out

dawn dragon
#

the velocity is printed out during this time from the Animation blue print, and is non 0, and in the Behavior treet ask i print out the velocity from the charachter, not the movement component, and its 0

#

speed value was 600 during walking animation and 0 during idle

fiery swallow
#

Weird, the only thing I can think of without looking through your code is, movement mode is incorrect, the destination you're plugging in is causing issues, you're continuously overriding the AImoveto node. If you don't figure it out by tomorrow you can honestly ping or shoot me a message, I wouldn't mind calling and helping you

#

But I'm about to knock out for the night

dawn dragon
#

ive been working on this for days 😮‍💨

#

if you would be so generous as to let me dm you tomorow i would be forever in your debt

#

i am trying to learn this as fast as possible

#

i promise im not stupid i can do it

#

what time zone are u in, ill do my best to get a reasonable time for u

lunar sleet
#

Use Visual Logger to find out why your AI is not working properly

gentle urchin
#

when using float curves for things like level to damage curves , is level as "time" my only option?

#

seem alternatives are not bp exposed

#

nvm, I dont need it bp exposed. just EditAnywhere

#

seems like floatcurve is the only option , oh ewell

ionic ore
#

is this totally incorrect? Im unsure if the issue is the blueprint or if theres an issue elsewhere with what im trying to do

#

just trying to remove/add variables to the "a" map of this actor

#

but I dont believe its having any effect

sleek fractal
gloomy fox
#

anyone know how the new "instanced actor" system works in ue 5.5?

dry sleet
#

It's very rare for GetActorOfClass to be the best approach to retrieving a reference to an actor in the world.

#

Watch this video if you haven't.

graceful cairn
#

Hey everyone, I have a weird issue I don't understand, the CurrentlyDisabledNode variable always takes me to the Is Not Valid route even though I set it the first time the Event hit fires (when it is indeed not valid because null). It even tells me it is valid with the last print string there, how can this happen ?

gloomy fox
graceful cairn
restive snow
#

how do i fix my camera being in an angle?

#

this is the camera setting in viewport

#

hold up i fixed it

spark steppe
#

this seems new to me (5.5)

#

or never noticed it before

dry sleet
#

The Create options aren't new, they've been around.

undone bluff
#

yea I've seen it way back

spark steppe
#

god damn, i've always added them manually 😄

undone bluff
#

however issue is it will only set the variable type and name, not values

#

so I tend to copy them instead before pasting in the nodes sometimes

spark steppe
#

yea that makes sense, that can be important in some cases

dry sleet
#

That would have been really handy in the past for me!!

spark steppe
#

didn't knew that either xD

dry sleet
#

Two conveniences in one stroke!!

#

What a happy day

gentle urchin
#

Doesnt work for native parents 😦

#

That'll be a joyful day , if it ever comes

#

Unlikely as it is

dry sleet
#

It works alright for POD types.

#

If you declare them natively with the same name and specs, the BP compiler will simply start using them next time it loads the blueprint.

#

It's very nice. However, my big grievance is that it doesn't work at all for components.

#

Most of my issues stem from trying to move components to native code.

gentle urchin
#

Yeah thats my most frequent usecase ^

willow gate
#

Hey folks. I've been looking but I wondered if any of you know of any apps or websites that let you build blueprint flowcharts just for planning outside of the engine. Like flowchart software but for blueprints. Not a pastebin but a planning tool. Just curious.

broken wadi
maiden wadi
willow gate
willow gate
maiden wadi
#

Ah. I doubt it. In the grand scheme of things, Unreal is a tiny fish in the pond of programming, so it isn't really worth much to focus on it for something so generic.

willow gate
eager python
sick sky
#

i mean PCG can be overkill, but its legit the best tool for procedural generation

eager python
#

The UE devs in their Twitch stream around the launch of the PCG tool. I asked them directly if it would work nicely to create structures such as dungeons or rooms within buildings and was told no.

sick sky
#

its been more than 1 year

eager python
#

So, also old information at this point

sick sky
#

PCG is solid

eager python
#

But that's why I ask haha

sick sky
#

depending on the variety of your generation you can use PCG or just some regular actor spawning in a main manager

#

for example for my endless runner i am not using PCG

maiden wadi
#

Lol. That's sad. I mean imagine making a tool and telling people not to use it for it's primary purpose. 😂

sick sky
eager python
#

The "Rooms" in my dungeon aren't actors either. So I can't just put a bunch of Room actors into the tool and make it drop them.

maiden wadi
#

It's very good at precise things. They're just points. You make a graph that picks room placements and filters them out based on conditions. You could easily run the entire graph and then just place rooms on the spots. Can even run smaller PCG graphs after placing the rooms to decorate them.

sick sky
#

im debating on the learning curve

#

i know PCG is great

eager python
#

Does that approach allow interesting/randomized individual Room layouts, or do we end up with a bunch of squares connected by hallways? Any time we start talking about "graphs" I get worried.

maiden wadi
#

It allows anything you want. PCG is a generic tool. So you can do whatever you like.

eager python
#

I'll have to look into it again I guess. Was planning to use it to decorate anyways, so we'll see if it changes the way I want to do things.

thick prairie
#

Hey guys. I have an issue with my character. I was setting up all the constrains for my skeletal mesh and i think i messed up something with the root collision. Now every time i want kill a character and fire up ragdoll physics it gives me this error even though i BP, i have "Set Simulate Physics" enabled. It was working fine before i started messing with the physicsAsset

round spruce
#

what could make the break constraint node on physics constraint Not break it ? i dont understand

open dune
broken wadi
open dune
#

turns out i didn't have that option so i went into the static mesh and explicitely set as complex

lunar sleet
spark steppe
lunar sleet
#

In fact I’ve used both creates but only when copying var nodes from another bp into one where they don’t exist yet

lunar sleet
austere orchid
#

Hey,
does anyone know what "Include Only On Disk Assets" does?
does it include only on disk assets with assets that aren't loaded in memory, or is that misleading?

proven loom
#

anyone know how to show a compiler warning when a certain condition fails?

#

i want the compiler to remind me to set something up correctly if i compile it

spark steppe
#

and/or unit testing in general

#

In this talk, Tanglewood Games will present how to add extra functionality to the Unreal Editor by leveraging its existing framework, enabling the creation of tools that feel native and intuitive to use, and that are tailored to custom projects, modular, and easy to maintain.

These frameworks will be presented through a series of practical e...

▶ Play video
proven loom
proven loom
frosty heron
spark steppe
#

yea the whole talk is worth a watch

#

some nice things covered

frosty heron
#

Can't believe it's soo easy to customise the detail panel. Like adding slider, button or anything from slate

#

I don't know how modules work in terms of export though. I've only made one for my project.

What if I want to share it on a repo? I don't suppose they can just copy the folder and build?

spark steppe
#

you can pretty sure slap it into a plugin

frosty heron
#

Is it possible to make editor only plugin?

#

Without wrapping everything with #if with editor

#

Oh wait we can put modules in plugin 👀

spark steppe
#

like half of unreals engine plugins are editor only 😄

fiery anvil
#

Anyone know why this happens? i am level prototyping and i have it setup so when you step on that block it will use a level sequencer to move up like an elevator, but my character starts freaking out when i do that.

digital palm
#

is there a way to hide all bones except hands?

versed crypt
#

quick question, how can I cast this to player controllers actor/pawn? (so player can use any different pawns and this will still work?)

#

This works but looks wrong...

#

it would activate if it overlaps with anything, so i want it to activate if player stands on it and not random object falls on it

broken gazelle
#

You want the controlled pawn, not the controller itself

versed crypt
#

oh mixed up nodes. yes, thanks alot! 😄 simple answer...

past jungle
#

Hello!
How do I do predicted custom movement in blueprint? (Not in the face, please)

past jungle
thin panther
#

You can, but it's not going to be fast, and likely will have have stutter.

BP just isn't built for that kind of thing, you would do it in C++

#

C++ ends up being a necessity for anything but the simplest of multiplayer games

past jungle
thin panther
#

General Movement Component is a lot more bp friendly afaik, but I haven't used it.

I'd bite the bullet and learn c++

past jungle
thin panther
#

You can do that

#

Unfortunately though you don't have a choice for remotely complex multiplayer

#

you either write it, or find someone who can, or build everything from MP plugins pretty much

faint python
#

I don't spend to much time in blueprint so I havn't figured it out myself but if anyone here understands I would love to know haha. How does the 'q' shortcut to straighten lines work for which one is moved? I know I can just right click the output/input and straighten from there to match the selected one, but how does Q pick what one is to be moved? It's been driving me insane because I think I figure it out and then nope next node is different aha

lunar sleet
past jungle
lunar sleet
#

it always aligns second selection to the first one @faint python

frosty heron
#

Gmc is 650 dollars even then it's not entirely pure bp friendly

lunar sleet
#

well there's always Mover 2.0 tho idk if will do what they're looking for 😄

frosty heron
#

Mover 2.0 require cpp too

lunar sleet
#

ah then gl hf

frosty heron
#

There's no bp solution for network movement

#

Afaik

lunar sleet
#

makes sense, doing networking in bp is a bad idea to begin with lol

frosty heron
#

And when using cmc, some people just keep brute forcing their way and fight the system with blueprint only.

None of them ever work

faint python
lunar sleet
inland walrus
#

multiple NPC's all moving to the same destination, how to make them not forcing to walk into each other? or perhaps making the npc's part of the navmesh

lunar sleet
inland walrus
lunar sleet
#

and AI in general

past jungle
#

Assuming I get into C++, how difficult is it to make custom predicted movement? On a scale of 1-10
where 1 = creating some child classes and copy/pasting some lines, ChatGPT assisted
and 10 = spending 5 years in a monastery meditating on the engine source code, until my visual cortex processes the color of a rose in hexadecimal.

frosty heron
#

But you will have to learn basic cpp syntax. Give your self time to finish learncpp.com

thin panther
#

that's due to the complexity of the topic though, not the language

worthy surge
#

I'm looking for someone who will help me combine GASP with ALS, but in a top-down (isometric) view.

eager thicket
#

I want to smoothly interp between two floats based on a bool, how would I do this?

thin panther
#

what do you mean based on a bool?

eager thicket
#

well i guess a bool would be true or false

#

so if 1, it stays as one float, but if 0, it smoothly changes to another float
back and forth

past jungle
eager thicket
#

the use case is im trying to change an animation blend depending on a bool

#

based on the silence im guessing it's either too dumb a question or not possible 😭

lunar sleet
#

I mean Select Float and Bob's your uncle

lunar sleet
#

that's for 2 floats, but ig if you need to run an interp, then just use a normal branch

eager thicket
#

what would a smooth interp look like based on the bool?

eager thicket
lunar sleet
#

use Near Equals if checking floats though, else you'll have issues with your branch returning unexpected results

#

because 0.0000000001 is not exactly 0

subtle shoal
#

I'm modding a game and found an event that's outputting a value that I need to trace back to it's source. How do I go further upstream from this custom event?

inland walrus
#

Any ideas on why the enemy counter on the right is always short by 1? There are 7 npc's and it's only registering 6, a delay fixes it but also causes a different issue

lunar sleet
#

But if it’s called from too many different bps you can always use the blueprint debugger and check the stack

subtle shoal
lunar sleet
subtle shoal
hoary nest
#

I'm trying to make a blueprint interface event into a function. What is the best way to do this if the event has no output? I know of the following methods, but they all have downsides.

  1. Call a function from event
  2. Add output that I simply don't use
  3. Add output, implement as function, remove output (Editor still says the function is an event when hovering, so this is pretty sketchy)

The reason why I want to make it into a function is that I prefer using sequences rather than long lines of nodes, so I want to be able to return at any point

hoary nest
#

I guess that's the normal way to do things. I've kinda settled on number 2. Since I want to return at any point (on failure), it makes sense for my function to have Success boolean parameter regardless of whether I use that or not

lunar sleet
subtle shoal
lunar sleet
#

Tho to be fair that looks more like an override

lunar sleet
#

Did you 2-click the second one?

subtle shoal
# lunar sleet Did you 2-click the second one?

That is the event which pulls or creates the value I'm interested in. Zoom Factor can have three values, 1, 1.35, 2. I need to change them to 1, 2, 4. A I don't understand how a user keypress is changing that value, yet I can't find the key event that does so.

lunar sleet
#

That ZoomFactor float needs to be fed from somewhere

#

and if it's nowhere in any of the blueprints, it may very well be called from C++

#

also check if it's not in a function. Pretty dumb of them to bind an event to a function with the same name but eh, I've seen others do it

subtle shoal
subtle shoal
lunar sleet
#

assuming they're not completely different things that is

#

if not, it is highly likely onZoomFactorChanged is being called from a cpp file

#

you can search the solution in VS for that function

subtle shoal
lunar sleet
#

yeah, figures

#

Set a breakpoint on that onZoomFactorChanged, go to Debug -> Blueprint Debugger or find it in tools, then run the game

#

when it drops you should see the execution stack

#

it'll prly show native C++ calling it at which point you'll know for sure

subtle shoal
faint pasture
dawn dragon
#

@fiery swallow hi! are you still willing to help out

inland walrus
#

hey, this is on event tick, any idea why the progress bar isn't matching the health?

#

The set text works perfectly

lunar sleet
#

also have you learned how to use breakpoints yet?

inland walrus
lunar sleet
#

Your SetPercent is looking for a number between 0 and 1 not a number between 1 and 100. Divide by 100 before you plug it into the SetPercent.

inland walrus
#

Great thanks I'll try that now

#

Now that you point it out it seems so obvious lol I feel dumb

lunar sleet
dawn dragon
#

awesome! will you be available in 5 minutes?

subtle shoal
lunar sleet
#

Oof

dawn dragon
# fiery swallow sure

if yout still down to call and looka t it we cacn join one of the VCs whenever your free

subtle shoal
# lunar sleet Oof

Do I need to change a setting somwhere? I am well above the recommended system requirements for this game (it's 5 years old) so I should have any issues.

lunar sleet
fiery swallow
dawn dragon
#

okay, id ont have any dms rn tho lol

dawn dragon
#

i just need a direction to go in bc i feel like ive tried just about everything i can think of

fervent crypt
#

Hey guys, is there a way to change editable text box when enter on android. when it pops up on android it set done but then it won't move on to next screen on mobile. or how would i change it to it can be used as enter.

proud salmon
#

Does anyone know if it is possible to use a blueprint to modify or create an actor and then save that actor to the world? Not at runtime, in the editor. In the same way I can just drag a new actor into the world and then save the level.

dawn gazelle
dawn gazelle
jolly epoch
#

how could i make this so it cancels if the mesh in unrendered again?

lunar sleet
jolly epoch
#

i honestly have no idea what that even means, im still really new to coding

lunar sleet
jolly epoch
#

yeah it does

#

i kind of want to make it though so that the delay is more of like a counter for staring at the thing for 2 seconds

frosty heron
#

Btw what do you use the interface for? I rarely have use for it.

jolly epoch
jolly epoch
frosty heron
#

I know what you want to do, but I don't think it will cut it

#

Anyway, you want to run a timer or accumulate float on tick

#

Where time = time + delta time

#

If >= 2.0f do something

#

Or if the bool works, ( which I'm pretty sure it doesn't) then you can try using retriggerable delay instead.

chilly crane
#

obviously this isn't going to work. I want to access the array "Widget Stack" that exists in another blueprint, to add elements to it here. This is for a UI, so I'm not sure what to put into the object node for the cast

faint pasture
chilly crane
# faint pasture what BPC Equipment System does this widget care about?

so the Equip system contains the code for handling the removal of widgets from the screen, as things like the Escape key can be used to go back on multiple widgets. However I need to know what widgets are currently active, so everytime a widget is opened, it needs to be added to the array

faint pasture
jolly epoch
chilly crane
#

I can't add the reference like I normally would with a player controller

frosty heron
crisp sandal
#

what is the best way to let the cave teleporter know the location to the start teleporter?

#

wanna create a reference but seems like i can t

jolly epoch
frosty heron
faint pasture
faint pasture
#

That will teleport Player 0's character the split second ANYTHING overlaps

#

which is presumably not what you want

crisp sandal
jolly epoch
faint pasture
frosty heron
#

A pebble overlap with the collision and the player got teleported 🐱

faint pasture
#

teleport them when it finishes

crisp sandal
jolly epoch
frosty heron
#

I don't think the code to check if something is in view is an easy problem to solve

#

Even with what I suggested it's not perfect and have draw back.

timber knoll
#

How can I knock back a character?
Launch is only applying the Z (I have everything set to override) even if I change the accelerations to 0 for a brief moment

crisp sandal
timber knoll
crisp sandal
timber knoll
#

Even if I set the X and Y components to something like 50000

faint pasture
#

What happens if you launch with 1000, 1000, 1000

timber knoll
#

If I launch with some reasonable values it's pretty much only the Z being applied

faint pasture
#

do you have a lot of air friction or air control?

timber knoll
#

Hmm yeah with just a simple launch on non moving dummy it's as expected

faint pasture
#

with those settings as long as you're in the air you should fly like a projectile really

#

on the ground is another story, ground friction will slow you very quickly

timber knoll
#

Yeah that's what I figured and why I added a small Z to my knockback

#

The affected characters are airborn for quite some time, but not really flying as I'd expect 🤔

faint pasture
#

300 ain't much, its less than a jump

timber knoll
#

Maybe it's just visually because I'm literally teleporting around and should just test my logic in a stationary way

faint pasture
#

your jump is 420

timber knoll
#

This is 1000 each

faint pasture
#

looks about right

#

that's 10m/sec

timber knoll
#

Okay lol on this stationary target I'm just yeeting it away

#

With my actual knockback ability

#

So it must be something with the movement breaking my launch

faint pasture
#

how are they doing the moving

timber knoll
#

AI MoveTo with the player as target 🤔

#

Knockback with more force applied to the ones close, works fine with these values on stationary test dummy

#

Would just need to figure out what I need to change on the movement component to get this result on the other ones too

faint pasture
timber knoll
#

Stunning them for a short duration is no problem at all

faint pasture
#

I mean is the CMC/Character even walking really or does it bypass all that

#

It's probably at least navmesh walking which might be a different movement mode

#

Try have them just add movement input towards player character, so they're walkign the same way the PC does

timber knoll
#

Yeah that's a fair point, let me try

timber knoll
#

It's working as expected with just an add movement input

#

Thanks for the help 👍

pseudo valley
#

hey, i've been trying to implement a missile that flies in zero G using AddForce (forward vector * some amount as force).
Desired Velocity takes in a vector calculated using GetVelocity + VelocityChange (a vector that commands a change in velocity). In this function, it then calculates how it must rotate to reach that target velocity vector while mitigating momentum as much as possible.
The issue i'm facing is that when the velocity vector is nearly same as the desired one, it keeps rotating (like oscillating) in circles to stay on the path, instead of simply angling slightly, which means it cannot thrust forward any faster as it keeps rotating to cancel out its own thrust). Could it be because I thrust at the end instead of at the beginning of the sequence?

runic parrot
#

Has anyone noticed INSANE fps drops with 5.5? (From 5.4)

inland walrus
#

Does anyone know why when I ask an NPC to follow, only 1 NPC follows, no matter who I ask to follow it's always the same NPC

runic parrot
#

Instead of "village" use the Display name of the actor and see what you are targeting there

runic parrot
#

yeah, where you are setting the text for "villager"

#

you most likely have an AActor reference inside that widget

inland walrus
#

It's always targeting the default

runic parrot
#

get display name of that actor and show it somewhere on that UI

inland walrus
runic parrot
eager thicket
#

is there a way to ensure a timeline always finishes once it starts?

I've basically hooked a timeline up to a float value, but sometimes it will prematurely ends because of the nature of the float.

inland walrus
runic parrot
#

where are you creating that UI (the widget)?

inland walrus
#

Okay okay, and in here

#

right that makes sense

runic parrot
#

oh nvm

#

get a ref to self and put it on "owning player" of the widget

#

or your "villager reference" make a exponse on spawn and plug your villager when you create the widget (Use this one)

inland walrus
runic parrot
#

What error do you get?

inland walrus
runic parrot
#

check this one

inland walrus
#

yep

inland walrus
runic parrot
#
  1. Plug the villager to the variable when creating the UI
  2. Remove the setter of the village variable "OnConstruct" on the Widget
  3. When you are setting the name of the vilager on the Widget, do a "right click" on the villager ref and click "Convert to validated get"
#

here, refresh the node and you will get a variable "villager ref" below "owning player"

inland walrus
#

Step 2 like this?

runic parrot
#

yeah

inland walrus
runic parrot
#

remove that, you already have your village variable set

inland walrus
#

just the set? or the get actor too

runic parrot
#

both, you don't need to get the actor either

inland walrus
#

Alright

runic parrot
#

Your widget already knows what villager you are pointing to, you already passed it when creating the widget

#

get used to do 4) when you are using references, otherwise your game will have increased chances of crashing later if those variables are not set

inland walrus
#

Got you okay

runic parrot
#

yeah, that's it

inland walrus
#

Dude thank you so much

runic parrot
#

np

inland walrus
#

I've been trying to figure it out for hours, you're a life saver

runic parrot
#

This discord is a blessing, if you don't know something just come here and someone is going to help (given that you explain your problem correctly xD)

inland walrus
livid flare
#

Hi! I'm trying to figure out how to handle character collisions when on board on a moving vehicle like a bus, so he can walk around without messing up with the vehicle collisions/physics, any help?

opaque acorn
#

is there any option to render scene 2D in downsampled form ? or I need to use C++ for that

spark steppe
native canopy
#

There is a way to call non thread safe functuon in tharde safe

spark steppe
#

there is not

#

if you are talking about AnimGraph methods, you can make them const (may even work for non-const methods), and when bound to a property they will be executed in the PreAnimTick to cache the data, but they will execute on the main thread

native canopy
spark steppe
#

what is GASP?

native canopy
#

Game animation sample

#

A short title

spark steppe
#

🤷 you provide little to no context, so i have no idea what you are trying to do (or i'm just not getting it...)

native canopy
spark steppe
#

barely... guess it's the thing with the "500" animations?!

native canopy
spark steppe
#

then you most likely wont get multithreaded animation updates

#

i don't know the example in detail

#

but the Animation system can run multi threaded when it can get it's data from thread safe functions (or under the circumstances noted above)

native canopy
#

Hhmm, there is an idea to use non thread safe function in this condition

#

Like 'GetSocketTransform'

spark steppe
#

depending on which mesh you want to get that transform from it's pretty much undefined behavior in a multi threaded animation update, as it could be the transform from the last frame OR the current frame

inland walrus
#

Any flip flop alternatives? My flip flop is doing the same function twice when it starts before functioning as it should

maiden wadi
lunar sleet
#

You should avoid flip flop anyways, beyond very basic prototyping, because you can get false positives depending on how and when it is called

untold fossil
#

Since when is this not possible anymore? I did this is my project pre-migration and it worked fine. Now it gives me this error on the exact same code? I also have no clue whatsoever it's complaining about? I can't set a datatable row from bluerpint? Why not?

#

Wait nvm, had to recompile the parent blueprint

ocean current
#

so Im doing a tutorial that during it they blend the upper and lower half of the body but it actually break other animations. i tried using the blend on bool but I don't know if i was doing it right is there a way to have it play one state then the other based off a bool or something else. here is my original and the changed to. The first pick is the one i want to branch

#

nevermind I figured out what i was doing wrong on the blend pose by bool

latent basin
#

Hey guys, Is Interface inheritance in ue blueprints a thing? Im trying to create a child blueprint from a BPI but the results are wanky and the child class does not appear in the implement interface menu. If it's not a thing, is there a better solution than normal Actor inheritance?

lunar sleet
latent basin
lunar sleet
#

I just noticed the part about you creating child interfaces, no that’s not a thing, why would you even want that

#

They’re not objects

latent basin
#

Also I don't need to add any variables or components to that hierarchy

#

But Ill do fine with plain class inheritance. Thanks a lot anyway!

lunar sleet
#

Mb for misreading the initial post and giving you false hope lol

digital palm
#

If I have 2 cameras on the same pawn, can we switch current view?

tulip bough
#

Is there a numeric range type node?

I have this set up to play an animation based on the speed of the character falling. But right now its <=

I'd like to set it to a range of numbers. That way I can have multiple animations.

Is there some sort of "numeric range" node? I can't seem to find something similar

paper gate
#

A general question from a newbie. Is there a way to trigger an event when a variable's value has changed, preferably without having to check for its value each tick?

thin panther
dawn gazelle
thin panther
#

Sounds like you could use animation choosers for this though

#

That's an example from the patch notes using different damage ranges and strengths to choose a hit animation

deep lagoon
#

anyone know where i can find documentation on the Json Blueprint Utilities

thin panther
#

make a function

#

set the variable

#

do what you want after

#

instead of setting the variable directly, call that function

paper gate
#

Okay, I get it now. My brain didn't work for a second there. Thanks

faint pasture
#

IDK why UPROPERTY doesn't just have an auto OnChanged delegate built into the system

paper gate
#

I found it quite strange, to be fair

#

It is what it is though

inland walrus
tulip bough
wicked cairn
#

Anyone know if there have been any new developments or resources on the Wave Function Collapse plugin??

faint pasture
chilly crane
twin shale
#

I feel kind of dumb. How do I add bitmask values in Blueprints? I have an int with a bitmask checked and linked to an enum. I'm trying to add bits with the Or operator but I'm getting incorrect values. I feel like I'm missing something simple

faint pasture
inland walrus
#

Any idea why my tick isn't getting passed "Do Once"?

faint pasture
#

do you know that reset is ever being called?

#

but what are you trying to do here?

#

you trying to do something every 0.2 seconds? Don't get tick involved

inland walrus
#

The tick is to check if the night is still active or not

inland walrus
#

This is working but I need it on true instead of false

#

but on true it doesn't work

floral stump
#

is there a way to feed a floatcurve from a .json file?

#

i want to use this to fill UCurveFloat

{
    "floatCurves": 
    [
        {
            "keys": 
            [
                {
                    "interpMode": "RCIM_Cubic",
                    "tangentMode": "RCTM_User",
                    "tangentWeightMode": "RCTWM_WeightedNone",
                    "time": 0,
                    "value": 0.5,
                    "arriveTangent": 0.3,
                    "arriveTangentWeight": 0,
                    "leaveTangent": 0.1,
                    "leaveTangentWeight": 0
                },
            ]
        }
    ]
}
faint pasture
#

why do you have delays

#

you probably want a timer

floral stump
#

any curve has an option to import from .json
right click and select import from .json , and select your .json file

wind rivet
#

Anyone seen this error before? Editor just started crashing on startup.

Assertion failed: Template [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 5302] Failed to get template for class /Game/Actors/Weapons/BP_WeaponBase.BP_WeaponBase_C. ExportName=Default__BP_WeaponBase_C
versed crypt
#

quick question, do I need to cast to custom game mode to get its reference inside pawn/actors event graph everytime i need it... cause get game mode gives you base object reference and it doesnt work with my custom gamemodes variables/events etc... OR maybe i can cast to custom gamemode and hold its reference as variable or something in Event begin play and use it across event graph in any place i want without casting it everytime.

wind rivet
versed crypt
wind rivet
#

yes

versed crypt
#

oh... theres choice, didnt knew that, still learning blueprints coming from c++, thanks

floral stump
versed crypt
floral stump
#

this way you don't need to write cast-> node and other things repeatedly

versed crypt
#

how would any pawn/etc... would reach such helper function (cause i dont think you mean adding this function to every blueprint) ?

floral stump
#

add this to the base blueprint and override in child classes

versed crypt
floral stump
#

nah, suppose you make a pawn class in your project, call it MyBasePawn. add functions to it
right click on this class and create a child actor, call it MyVehiclePawn, create another child of it call it MyCharacterPawn

#

now MyVehiclePawn and MyCharacterPawn can access anything which is existed in the MyBasePawn class

versed crypt
#

oh... havent thought you can do these kind of stuff in blueprints, blueprints for me looks very limiting but I guess its only to find out what it can do

floral stump
#

you can do 99% of C++ things in blueprints

#

just few things limited to c++ which is very advanced stuff and not everyone uses those things

versed crypt
#

Im kinda doing mashed potatoes, so its c++ and blueprints (cause it makes sense for me more in c++ than blueprints and some things looks easier in c++)

floral stump
#

easier and fast

#

but again it depends on task

#

like dealing with UMG in C++ you have to use slate

versed crypt
#

but i heard few games were fully made in blueprints and pretty big ones, but i heard if its true, blueprints arent really efficient so you go c++

floral stump
#

which is super fast in performance but takes 50x + time consuming compared to bp where you just in few clicks make an advanced UI

versed crypt
#

yeah, i looked at slate and said "hell nah aint got time for that" coding a c++ into UI 😄 but found bind c++ and blueprint kinda a good mix

floral stump
#

yeah slate takes too much time

versed crypt
# floral stump yeah slate takes too much time

is UMG blueprint editor is advanced like blueprints, i havent deepdived into UI stuff but i wanted to make modern menu and it wasnt going so well, is editor for it limited and for some more advanced things you will only do it in Slate or no?

#

basically Slate vs UMG GUI editor

floral stump
#

nah you can do anything in UMG blueprint

#

but its hard to get some refs to C++ classes from UMG blueprint

#

you will have to base them from C++

#

and design in blueprints

versed crypt
floral stump
#

this is more freedom

versed crypt
#

I guess i just need a good deepdive into UMG to understand how editor works

floral stump
#

you will explore it with time

#

or start something big with like a very big advanced UI project

marsh sonnet
#

Hey y'all! I think this is a simple fix: I want to launch character along an arc. I know how to make a curve... but not how to implement that curve. Can someone point me to a good tutorial, etc.? I can't find what I need

versed crypt
floral stump
#

and combine them in one UI

versed crypt
#

I checked Lyra project but UI was full of parent and child nodes in UI and they used CommonUI all over the place. Is CommonUI a new meta?

floral stump
#

and here the channel #umg is also a good source to learn

maiden wadi
#

Parent and child nodes?

versed crypt
#

i meant references not nodes heh

#

but thanks for tips 🙂

maiden wadi
#

CommonUI is a newer concept that fills a lot of holes that default UI implementations in Unreal don't solve for common games. It largely helps with gamepads, but some of it's stuff is really useful even for Mouse/KB only.

versed crypt
maiden wadi
#

I've never really done Mobile personally, but I don't think it'll do a ton there outside of allowing you to switch control modes if you make your game touch and mouse or gamepad. But I imagine I would probably still use it. It's button class is far superior to the default UButton and activatable widgets are still nice. I also heavily use CommonGame which is a plugin in Lyra as well that allows generic pushing of menus to defined layers, which uses CommonUI's stack widget.

#

All in all, I'd probably still use it for mobile, just because of a couple things that I'd end up implementing myself. But it is a learning curve. Some people find it steep, some people find it "overengineered", but then they turn around every other day and complain about not having something it would help them with. 🤷‍♂️

versed crypt
#

hm, can you give one example of what CommonUI can do what normal cant? Something that is found in many current games and is often used

maiden wadi
#

Global escape key that backs out of menus without having to implement it in every single menu or maintain it in a Parent of your menus.

#

CommonButtonBase's OnClick callback returns the button. So you can register an array of buttons for the same OnClick handler, and switch on the button pressed easier.

#

Using Widget Stacks, you get cached reusable menus that don't have costly creation code or major garbage collection. Which you would have to maintain yourself without them, and all you have to do is simply add the menu to the stack container, nothing extra.

#

Most multi control games have differences for touch, mouse, and gamepad. CommonUI tracks the latest input and has a callback for when input mode changes.

#

Activatable widgets manage your InputMode (Game, UIOnly, GameAndUI), so that you don't have to maintain a state machine or have crappy switch cases to pick the right input mode when backing out of or adding new menus. It's tied directly to the ActivatableWidget that is foremost on screen.

#

Platform specific input icons, both for gamepad and KB/mouse

#

Auto focus restore for gamepads, so when you switch to gamepad from KBmouse, or you open a menu or go back to some other menu it'll automatically make sure a correct widget is focused for your gamepad navigation.

versed crypt
#

it seems that it doesnt really add anything new and groundbracking as in new UI stuff, but its just easier to maintain as you dont need to add same logic to lots of items etc?

maiden wadi
#

There are some new widgets, the button class which also doubles as an easier stylable checkbox. The attachment container allows you to attach a child to something without requesting more than a pixel of space so that it doesn't make it's parent's size larger even if it is. There are a few new containers that solve issues.

But no they don't really add new widgets a ton as much as fix a lot of handling ideas around them.

#

Realistically I wouldn't make a project without it again. I've went from default UMG in a released project and converted it to CommonUI. And I've had to work on projects that don't use CommonUI after that and it feels like hell.

faint pasture
#

Just don't use UI

~ This message brought to you by the Diagetic Gang™️ ~

fading garden
#

Can anyone explain to me why this isn't changing to the gold version?

dawn gazelle
fading garden
#

Yea it's supposed to be an interface that I implemented. I think

dawn gazelle
#

It would only be an implementable event if it did not have a return value. Because it has a return value, it is a function of the interface..

fading garden
#

Hmmmm

#

This is what I get for looking for a simpler tutorial.

#

I think I need to go back a video or 2. Thanks for the help

quartz tapir
#

Hey guys - I'm working on a system where as the player move around, nearby objects in the direction the camera is facing are highlighted (to eventually be interacted with/start combat). I wrote this and it works but for some reason I feel like this is a complex function for what I'm trying to do. Guess I'm just looking for reassurance there isn't a simpler way to do what I'm doing (this function is running on tick btw) https://blueprintue.com/blueprint/dimrvt6f/

fervent crypt
#

Hey guys, is there a way to change editable text box when enter on android. when it pops up on android it set done but then it won't move on to next screen on mobile. or how would i change it to it can be used as enter.

hoary nest
dawn gazelle
quartz tapir
dawn gazelle
#

Ah ok. Then yea, it looks like it's fine for what it's supposed to do.

wicked cairn
hushed fox
#

You need to enable root motion on the animation montage, it’s a setting

#

Root motion moves the capsule with the animation

faint pasture
#

It's not ready for primetime and will ONLY be for generating the raw WFC data but it's for dungeon/map generation using the overlapping model

hushed fox
#

I recommend watching a tutorial on YouTube for root motion, it has a couple settings that need to be set for it to work.

wicked cairn
#

I think what I'm going to try to do for now is mess with the plugin code and make it so I can call the collapse function during runtime, I've already made some assets and a model for generating a test example 😭

faint pasture
#

I have no idea how the PCG stuff works but I think it's not the overlapping model

#

What I like about overlapping is being able to hand make example maps

wicked cairn
wicked cairn
#

OOHH this

#

gotcha thank you!

subtle shoal
#

I'm trying to remove this file from my mod and it's crashing every time.

Report:

EpicAccountId:ec6d6f48784c4163aa6191392a32f91d

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_UnrealEd
UE4Editor_MechWarriorEditor
UE4Editor_MechWarriorEditor
UE4Editor_MechWarriorEditor
UE4Editor_CoreUObject
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
user32
user32
UE4Editor_ApplicationCore
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_ContentBrowserAssetDataSource
UE4Editor_ContentBrowserAssetDataSource
UE4Editor_ContentBrowserAssetDataSource
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
user32
user32
UE4Editor_ApplicationCore
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll```
analog heart
#

Hi. I have been trying to make a space ship in VR and am using 2 levers to rotate it but when I do rotate the ship the levers are a child of the lever script breaks. More specifically the rotation of the lever. This is the script to rotate the lever at the moment.

idle vigil
#

when looping through an array of structs, if i remove some of the structs as its looping does it mess up the loop or is it smart enough to handle that?

gentle urchin
#

its not smart enough

#

by itself

#

never remove elements in a forward moving loop

idle vigil
#

ok ill just keep tab of which structs ill remove from the array and then do remove item after the loop is complete

gentle urchin
#

or ReverseLoop

idle vigil
#

oh yeah that works too thanks

faint pasture
#

where did you get the idea of a timer that fast from? I'm genuinely curious, I've seen a lot of newer people doing that and I bet it all comes from one video or one content creator person

marble brook
#

How can I change the text of a ui widget element at runtime?

gentle urchin
#

SetText for textblocks

#

expose them as variables, if not already

#

read the thing you want to read on a delegate bound up in the widget

marble brook
#

Im trying to do that but I can't seem to get it to work

#

I've set the text block as "Is Variable"

gentle urchin
#

now whenever my Healthchanged is called, i get the update in the UI

marble brook
#

My problem seems to be actually gettng that text box to set the text of it

#

I understand checking "Is Variable" on the text block

#

but I can't seem to get a reference to it

gentle urchin
#

drag from the variable (which is names the same as in your widget editor)

#

and search for SetText

#

only works if the underlying type is correct ofcourse

#

so if you've selected a "border" as a variable, it will not have text properties

marble brook
#

Do I have to do this in the blueprint for that widget?

gentle urchin
#

That's the smart place for this logic to be

marble brook
#

👍

#

I figured it out then

#

Thank you 🙏

analog heart
gentle urchin
#

they're mostly wrong then

#

😄

kind estuary
#

The save game system is better done at the end of your project, right?

#

so you completed your game, and then you had the save game functionality

#

so that you can save all the variables and everything

gentle urchin
#

atleast then you know the actual scope of your variables

#

using something like ESG should trivialize that part

kind estuary
#

thank you senpai

kind estuary
#

was googling

#

u mean EGS

gentle urchin
#

easy savegame or smth

#

EMS*

#

Easy multi save

faint pasture
#

It makes sense that you'd want it to be at the latest correct rotation every frame right?

gentle urchin
#

It was free a while ago

#

not sure what the price is now

analog heart
gentle urchin
#

but according to 'rumors'

#

its gods gift to developers

kind estuary
#

though i prefer to suffer and learn to do it by myself

faint pasture
#

Tick is the thing that runs every frame. Put per-frame logic there.

shy matrix
# kind estuary though 💰💰

You can check out SPUD. It's free and quite robust. For some reason I can't post github links here but you can find it with a simple search

gentle urchin
#

Oh yeah that's the other one

#

people seem to like

warped saddle
#

Hi guys, recently i noticed a big problem with skeletal meshes exported to ue5 from blender, for some reason the exporting makes it so that the rootbone of a skeletal mesh is sized 100x, does anyone has a solution for fixing it? I tried 1 method in blender which requires me to apply armature in the mesh, but i cant do it since i have shape keys.

empty hare
#

Anybody know if im able to set it up so when packed and in game im able to record a 2d scene capture from a keybind

#

and save it somewhere as an accessible file

eager meteor
#

Need some assistance. I am using an "Actor" reference that is set through an interface into another Actor. I want to get a bool within a certain BP that is of the "Actor" Class. When I try to get said bool it gives me an error because the Target is obviously just an Actor and not a direct cast to the Actor that has this bool. How do I get a bool of an specific actor via an interface WITHOUT using a Direct variable for it.

marble brook
#

I notice stuff like Apply Damage, Point Damage, Radial and Radial with Falloff, does this imply there is a health system already in place or do I still have to make my own? If there is one already in place how do I get this health value

kind estuary
#

i really dont like setting save game

#

so many variables and shit that i can miss

dawn gazelle
# eager meteor Need some assistance. I am using an "Actor" reference that is set through an int...

The variable type defines what is stored and what is accessible from the variable, but only at the level of that class - sub classes of that type will not allow you to access their variables and functions until you cast the reference which then gives you a reference to that class which you can use to access those variables and functions. If you don't want to cast or utilize a variable of the appropriate type that has access to the variables, an interface that returns values is the only other option you have.

dawn gazelle
shy matrix
# warped saddle Hi guys, recently i noticed a big problem with skeletal meshes exported to ue5 f...

It's a very old and common problem. The only trick I could rely on is this

https://forums.unrealengine.com/t/tutorial-skeletal-mesh-blender-to-unreal-engine-scale-and-bone-rotation/1414234

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But, if you are on recent engine versions, to save you headaches, I'd recommend you to add bones in-editor

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Then you can still export the fbx to further edit in blender where needed

shy matrix
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Well it's technically not an interface

high pulsar
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Hello, house, please anybody have idea about unreal engine 5.5 pixel streaming

tulip bough
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How would I go about changing the camera position based on the direction the character is facing?

Currently have a 2.5D setup, and would like the camera to be a little ahead of the player (in the direction they are facing)

lunar sleet
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May need to have said camera on the char as a component