#blueprint

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frosty heron
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That's not even much money. Rupiah is worthless

high pulsar
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Please I need help with my unreal engine 5.5 project, I would like to seek knowledge on pixel streaming and AWS

warped saddle
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I cannot thank you enough, i was ready to spend next couple of days learning riggin in maya cos of this problem, thank you so much ๐Ÿ™‚

maiden wadi
austere scarab
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Hey, I am having trouble making my stamina regenerate after my character is no longer moving, but "left shift" is still pressed. I looked at a reddit forum regarding this, but no luck. Basically what happens is when my character is not sprinting and goes into their walk cycle or if they are idle, holding shift just pauses the stamina regeneration. when I release shift, stamina begins to regenerate again. I have been looking at this for two days, so the answer could be staring at me in the face and I just don't see it. Any thoughts on this? I appreciate the help.

gentle urchin
keen robin
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it's my own struct declared in c++, why can't "break" it to get the properties?

frosty heron
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and where ever you have it, make sure it's UPROPERTY(BlueprintReadWrite)

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if you are not using Resharper, then please get Rider

keen robin
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thanks

maiden wadi
balmy onyx
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Hey i am stuck on my Health System. The Health Bar stops being subtracted, when the value of Variable "Health" is 0 and Variable "Current Health+Armor" gets only subtracted until Variable "Health" reaches 0 and still has the added value from the Armor left. How do i subtract the leftover value ?

violet bison
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I am doing a replicated projectile with client prediction of the projectile
does anyone know how to replicate the projectile and sound?
in a way that the client firing it will see the projectile and sound first, but not hear the sound from multicast nor seeing the projectile spawn on server

foggy swan
austere scarab
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@foggy swan I was thinking something could go there or maybe I had to put a string of code at the Sprint input. I tried to add to the ongoing pin for the sprint input, basically saying (yes character is sprinting, then get velocity, if not moving regain stamina) but it still did not work. also to your point, putting a regain at that location made it a tad a funky. so I am still stumped.

restive snow
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I cannot import my texture into the blueprint

clever comet
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Hey guys, i have a problem on my game. I have an vehicle and a player, and the player can enter the vehicle and drive it, and also leave it. The problem is that when the player is not driving the vehicle, and he goes to the vehicle the vehicle starts being pushed away by the player, this has something to be with physics but i cant find out how to solve this. Can anyone help me?
basicly, when the player goes against the vehicle, the vehicle gets pushed/launched as if it was like a plastic ball or something like that

wicked cairn
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Calling this function, i've got 19 objects in the Room Exits array, but when the first for loop completes, there are still 9 objects in the array left?? Anyone know why the for loop isn't finishing going through everything? The IsNotValid doesnt get called at all, either...

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In the second array i tested, and added remove at the end of the debug sphere and theres still array elements left ๐Ÿ˜ญ its so weird im stumped

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Might of found the issue?

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I think its still adding things to the array when its not finished

blissful grail
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Because you're modifying the array while looping through it forwards. Which is a no no.

wicked cairn
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Ahhh

blissful grail
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If you want to do this, iterate through it backwards

wicked cairn
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Reverse loop?

blissful grail
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So you need to use the standard for loop macro (not the foreach loop)

wicked cairn
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Ahh

blissful grail
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The first index would be the length of your array. The last index would be 0.

wicked cairn
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The for loop is immediately ending even though the length is 19

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Honestly I think it might be because the other screenshot i showed was still adding stuff to the array

blissful grail
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Double click on the for loop macro

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Maybe they only increment

wicked cairn
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AH it does increment only

blissful grail
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Womp womp

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Check if they have a reverse for loop

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But also - yeah, if you're adding stuff during the foreach loop, that can cause screwy stuff as well

wicked cairn
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I just crashed my engine LMAOOO i swapped the +1 to -1 and simulated

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and it popped

blissful grail
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Pretty much, don't modify the array during the loop. Have a temp array and then do stuff to that, then set the old array equal to the temp array

wicked cairn
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gotcha

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Thank you lots LOL ill try that

faint creek
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Hi guys, I have this problem with my simple trigger box: when the player begin t ooverlap it, the arm length change smoothly using Timeline. However sometimes it works and other times happen this, without concluding the stage.
Somebody knows a solution please?

tidal marlin
clever comet
faint creek
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How can I put it in the timeline body?

tidal marlin
tidal marlin
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If the player is not once, more. save the link to the Player, which is placed in the overlap after DO ONCE. Otherwise, there may be a situation where the script works twice on different players, and in this case your player will change during Taimline processing

faint creek
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The player is only one yes, but there are others Trigger copies in the map

waxen arrow
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How does one smartly handle and call upon these variables?

dark drum
hearty summit
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Anyone knows what this could be? I'm having crashes at the start of a packaged build, it's obviously something related to sound sources but I am absolutely confused as to what could be causing it.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000060

UE4Editor_Engine!FSoundSource::NotifyPlaybackData() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Audio.cpp:647]
UE4Editor_Engine!FAudioDevice::StopSources() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\AudioDevice.cpp:3987]
UE4Editor_Engine!FAudioDevice::Update() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\AudioDevice.cpp:4347]
UE4Editor_Engine!FAudioDeviceManager::IterateOverAllDevices() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\AudioDeviceManager.cpp:922]
UE4Editor_Engine!FAudioDeviceManager::UpdateActiveAudioDevices() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\AudioDeviceManager.cpp:913]
UE4Editor_UnrealEd!UEditorEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1965]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:426]
UE4Editor!FEngineLoop::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4921]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:178]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!LaunchWindowsStartup() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:273]
UE4Editor!WinMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:320]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
shrewd tiger
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Hey guys. anybody knows why this might not work? I'm trying to make an Orbit camera on a spring arm without using MovementComponent (the character has to be static). Whenever I clamp Y axis, the camera somehow goes to Location 0,0,0, but clamping X works (I don't want to clamp X, I was just checking if it works)

dark drum
shrewd tiger
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Yeah but It uses the movement component thing

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Which requires the root to be set to movable

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I need it to be static

dark drum
shrewd tiger
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It throws warnings at me and doesn't actually move

dark drum
dark drum
shrewd tiger
shrewd tiger
dark drum
shrewd tiger
faint creek
# dark drum

Firstable thank you for helping
What is the first node, GET valid/ not valid? where I can find it?

faint creek
dark drum
dark drum
# shrewd tiger

So the 'CollisionCyclinder' isn't in the actor so the message you're getting is most likely down to something else. As for it not moving, you need to set the spring arm to use the control rotation.

shrewd tiger
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It is in the actor

dark drum
shrewd tiger
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Well I just want it to be possesable but to not be simulated in gravity

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the sole purpose of it is the camera and some more stuff

dark drum
shrewd tiger
dark drum
shrewd tiger
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thanks

dark drum
faint creek
broken wadi
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cable length is really small try something much larger

atomic prairie
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that change nothing ๐Ÿ˜ฆ

valid elbow
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Hello! Any ideas why I could receive twice "Hello" in the log message? Could this has something to do with events on server?

valid elbow
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In more than 1 way, but it looks like the variable isn't updated in the second call. Could that be, because it is a async function ?

agile moss
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How do I change the values of the post process component via blueprints?

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Also can I get some tips on this component?

shy matrix
valid elbow
# shy matrix Hard to say why without more context

Yeah sorry. I'm not sure how to debug this. I was just wondering if it would be possible that the DamageReceived-event is called twice and that in both events the variable is still in it's default state (false) (because it might happen in the same frame or so?)

shrewd tiger
# dark drum

Ok I've done that but i still want to clamp the movement down from 10 to 80 degrees

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How do i do that via pawn rotation

shy matrix
warped juniper
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Question regarding functions that spawn actors.
I want to create a function to spawn projectile actors as part of my base character class. Issue is, the exposed variables (damage, speed, visuals, etc) that I would like to set up are not available compared to calling the Spawn Actor event.

Is this the wrong approach, and would I be better off making a custom event instead?

frosty heron
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Have the variable in the bp sphere you like to pass as instance editable and expose on spawn.

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Preferably a struct when passing data in multiple quantities

warped juniper
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Yeah I guess that's reasonable

shrewd tiger
warped juniper
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For data though, I was shooting to work on a shmup with multiple weapons...

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Goal is to store different values inside a data table, and tap into them for the base values

frosty heron
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You can pass any data from the weapon

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Data assets would be nice imo.

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You just pass or read the data asset of the weapon,

E.g. DA_M4

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Or DA_Ak47

warped juniper
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Yeah each weapon would just affect properties of the spawned projectile, interact with resources, I will iron out the fine parts later but I should look into data assets then

frosty heron
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Be aware with Data table or data assets, make sure you don't have hard reference.

warped juniper
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Noted... Yeah hard references tend to be risque

frosty heron
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The worse thing can happend is you load all unnecessary data. E.g. all the icons of all the weapon in the game.

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Just use soft reference and work on loading system

warped juniper
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Yeah hard references make sense for things you know will be there

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I.e. the absolute base class for all projectiles seems like a decent hard reference

frosty heron
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This is just something you should bare in mind when working with data table

warped juniper
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Hmm I wasn't intending to have references in the data table at all frankly

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Just give every cell a set of data and look at that data when needed

shrewd tiger
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Hey guys. Is it possible to make a static mesh component of a pawn not rotate together with control rotation?

warped juniper
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Strings, floats, ints and so

frosty heron
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K that's good, though icons and mesh normally live in the same collection as damage, fire rate etc.

frosty heron
warped juniper
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Yeah, though I feel you can cheat out by calling icons and mesh after checking which cell you're picking from

frosty heron
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You either have the setting on or off

frosty heron
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You cannot stop cheating on non dedicated server games. Just let them cheat cuz you can't do anything about it.

warped juniper
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I mean cheat out in the sense of

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Instead of hacing texture A loaded in the data table

frosty heron
# shrewd tiger huh?

There's a setting that rotate the pawn actor to rotate with the controller rotation

warped juniper
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You load the texture in whatever thing is picking from the data table

frosty heron
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Use control rotation yaw, pitch, roll iirc.

warped juniper
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I can't picture it 100% well I admit

frosty heron
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Don't overthink something you have no control of

warped juniper
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Yeah I'm aware

shrewd tiger
warped juniper
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I am literally not referring to that

frosty heron
warped juniper
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I say "cheat out" in the sense of doing a hacky workaround to logic stuff

frosty heron
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But name is something like use control rotation (something)

warped juniper
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Like doing if (!false) for some ungodly reason

shrewd tiger
frosty heron
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I toggle it between locomotion and aiming

shrewd tiger
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sorry can't seem to find that

frosty heron
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Are you in character?

shrewd tiger
shrewd tiger
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in a pawn

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sorry

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wait no

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character

warped juniper
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But regardless. Are data tables a bad idea, then?
Because I tried to use them for a Resident Evil esque kind of inventory system. I'm not familiar yet with ideal practices

frosty heron
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Type use controller

warped juniper
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That was a while ago, though. Haven't touched DTs in a bit

frosty heron
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And wise people claimed there are bugs associated with DT. Something I haven't cross as well but if I can redo my system, I would totally use DA

shrewd tiger
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oh nvm im stupid

warped juniper
mental trellis
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Data Assets don't have the like spreadsheet import niceness that DTs have.

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DAs are more like a single row of a DT, in UObject/asset form.

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But you can just put a big table on a DA and make it like a DT.

frosty heron
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Right, like daekesh said, it's got the import option (JSON).

It's also easier to view the entire collections.

frosty heron
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It's a property of a character, which you try to conjure in a static mesh component

shrewd tiger
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Thanks a million

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And what if I want some components to use it and some not to?

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That will definitely occur later in the development process

frosty heron
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If this is a battle ship or tank, i am not familiar with the process but it's probably not an easy fix.

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Also I am not sure about using character for your battle ships. Character movement component only support capsule collision.

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You probably want to use pawn and implement your own movement solution.

shrewd tiger
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It is then reconstructed in a pawn

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Idk why I did it like that

frosty heron
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The turret can be a different actor

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Which rotate depending on control rotation

shrewd tiger
shrewd tiger
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Thanks

narrow sentinel
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Anyone able to help please, I have got the unreal insights open due to the editor be stupidly slow for me

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I'm not 100% what I'm looking at though to see whats causing the editor hanging which I feel it's doing that a snip of where something off is happening

dawn gazelle
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Is this while you've hit play or are just in the editor?

narrow sentinel
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just with editor open

warped juniper
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@frosty heron Checking DA, these are great. They are read only, yeah, but overall seem extremely efficient at streamlining all the different processes

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Just need to think where and how to do each weapon's more unique mechanic elements

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Like say, a weapon with automatic fire vs one that you need to hold down and release to fire

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Thanks for telling me about these still

dawn gazelle
narrow sentinel
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it's only started happening about half hour ago, my project has been fine all day

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only thing I can think that changed was I installed to engine a plugin the Narrate 3 quest plugin thing but confused how that would cause this hitching to happen

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this happened other day to be fair and I couldn't work out then either was was happening

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for me something must be going on here as it's on the timermanager it's appearing to lock up

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but I can't see whats being do in that time to see what is causing

winter prawn
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how can i check if if a player is walking or running or just stopped ? i believe there are events for these changes ?

dawn gazelle
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If you're using the Character Movement Component, it doesn't have any events to signal when the player starts or stops moving, let alone to detect if they are walking or running.
The only means you can validate what the character is doing is to check on tick the velocity of the character movement component and then determine the state based on that value, but even that may not be accurate as you could potentially be falling with some directionality on X or Y which doesn't necessarily mean they are walking or running.

dawn gazelle
winter prawn
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would this work ? im very new to blue prints but created a function to detect this

dawn gazelle
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This would effectively do nothing. You'd want the result of your AND as a return value on the return node and remove the branch.

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You'd also want it to compare to >= not <=. If velocity <= 0.1 then they wouldn't really be moving.

narrow sentinel
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Not sure though why it decided to do it in first place cause I've been in editor all day and it been fine. Unless it got a bit messed up when I put the plugin in

dawn gazelle
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Now there's more of a problem here... This is assuming you must have at least > 1.0 movement on all axes for it to return true which may not be the case if you want to know if they are walking as they could be walking negative on the Y axis, or they may not be moving at all on the Z axis. Instead, use "Vector Length" on the velocity, which basically determines if there is any movement at all including if negative. You want to check if it's >= 0 to ensure there is some movement. If you increase it to >= 0.1 that means the vector length would have to be at minimum 0.1 before the function returned true.

cedar adder
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Hi guys, I'm having an issue with rotation interpolation, as you can see, the tank turret is supposed to follow the mouse and it works fine unless the tank is on a slope, the turret just goes to the side and does not track the mouse anymore until you go to a flat surface again. The rotation is controlled in an animBP and only happens when using interpolation with RInterp To Constant, you can see in the video that the machine gun does not have this issue and it uses the same target value as the turret, just without interpolation

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this is the animBP, the first transform bone node uses interpolation and the other one for the machine gun doesn't, both bones use component rotation space

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appreciate any help, thanks

dawn gazelle
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What happens if you don't use the RinterpTo Constant?

winter prawn
dawn gazelle
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Ah sorry, should be > 0 not >= 0

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= 0 means even if vector length is 0 (no movement) it would return true.

winter prawn
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yeah that works

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backwards or forwards it detects now

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im not sure if this is the right thing to do, basically what i wanted is to check if player stopped and set the walking state again, because after i sprint once it stays on sprint

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i am using the motion matching sample, and by default it sprints and to walk you need to toggle a key , so thats why i was trying to get this done this way

cedar adder
dawn gazelle
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Rather than RinterpTo , use FinterpTo.

faint pasture
cedar adder
# faint pasture What space are these rotations in?

the bones are rotating in component space but it happens with any of the others except world space, if you mean the current yaw and target yaw, i believe they are in relative space but honestly i am not completely sure, here is how i got them:

cedar adder
dawn gazelle
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If you're not using any interpolation and it works, just quickly, then that means the float value should be what you need. FinterpTo Constant should be the correct node to use as you're just adjusting from one float value to another. The RinterpTo Constant doesn't work as it's using the 0.0 entered for the Pitch and Roll which augments what the Yaw will be.

cedar adder
faint pasture
cedar adder
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is this what you mean? sorry still learning these are the details for the turret bone that has the issue

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this is the one that works

ripe comet
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is there any good plugins maybe for a better movement system than the default one? by default the movement feels clunky

narrow sentinel
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@dawn gazelle thing that's confused me is why editor decided to bug out on me

inland walrus
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Can someone help me figure out why the damage isn't apply on overlap? it's prints the string so it works apart from the - float

dawn gazelle
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Where are you setting the "Zombie Health Amount" in your widget for it to update?

tough badge
inland walrus
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No errors now, still same issue

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It turns out the damage is applying, but progress bar is not updating

dawn gazelle
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Also, how are you sure that each individual enemy has their own value? It looks like you're using a single reference from your HUD, but each zombie would be referencing the same one.

sick sky
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i got a paddding var on a widget base class
in child classes i can edit them since they are instance editable
but, if i override the value, i got now reset arrow showing up

proven loom
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how do i make a category appear first in the editor before others? DisplayPriority only changes the order in the category AFAIK

ripe comet
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slow, no sprinting, no crouching, jumping is slow and has no maneuverability

faint pasture
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Have you tried change the numbers to make it faster?

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That's all tunable

ripe comet
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well just being a bit faster isnt all

faint pasture
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there are like 30 tunable parameters

ripe comet
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i dont want anything redicuously complex like ultrakill but stuff like sliding i want

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its the mechanics themselves i wanna change

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not the pure movespeed stats

faint pasture
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You can always implement a custom movement mode

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or see if GMC is a bit easier to do on the BP side, not cheap
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twin shale
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I'm messing around with some editor tools and I ran into a weird issue. Whenever I add a dynamic actor component from the editor it shows up in the editor, but it disappears in-game. I've tried setting hidden in game to false and visible to true, but it still happens. Anyone know what might be happening here?

ripe comet
inland walrus
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Anyone know where I should put this get valid for each AI to have their own independent UI?

faint pasture
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You are severely underestimating how much work you're talking about.

ripe comet
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to add sliding and crouching?

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litterally the first thing lmao

proven loom
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how do i create an array of object pointers in blueprints? having trouble, can't find it found it

devout oak
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Im trying to limit my pitch on my camera due to the camera allowing the player to do a full 360 view. How can i limit this?

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ive tried using clamps and it didnt work

dawn gazelle
# ripe comet

Yea, but who knows how well this is actually programmed? The trailer video also looks like the movement is "clunky" and doesn't seem like it offers much more over the CMC other than sliding which if you're making a single player game you could probably make the logic yourself fairly easily.

The screenshot below is part of the documentation on how to use this plugin.... When I see code like this, it's something novice Unreal Engine blueprint programmers do (including myself when I was a novice), and they're telling you to edit this section in order to incorporate a new ability, which is kinda crazy.... Reading some of the documentation looks like this system is extremely inefficient, and while the product page indicates there's multiplayer support there's nothing about multiplayer support in the documentation itself. The documentation also doesn't show you how to actually make an ability other than adding it as an option, so it's usefulness is questionable.

The locomotion channel on the creator's Discord, hasn't had a post since August 2023 in it and the one before it was June 2023, and the one before that was December 2022. So "community" based support for it probably isn't great either. The creator's last post in this discord was from August 2024, and almost all their "recent" posts are advertising their products, where the last post in their own Discord server was from July of 2022.

No insults meant to UnlaeD, as they've likely been an Unreal developer for years now and the documentation may be out of date, and the system may have been built earlier in their journey and just never did any cleanup or streamlining (which is fine, if it's working how they intended).

ripe comet
dawn gazelle
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I can fully understand that, as I also wouldn't want to spend that much on a plugin.

ripe comet
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and dont get me wrong some plugins i can DEFFINITLEY see being worth like 200$

dawn gazelle
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But, sometimes plugins and their pricing can be deceiving @_@

ripe comet
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yeah

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one of the first things i looked for was some kinda proceedural dungeon generator

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and all the ones on the market were 200-400$

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which they looked good, but i needed something basic and easy

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and then i found a free one that was open source to download off github and its worked amazingly

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it can generate the dungeon, and destroy the dungeon

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and hide rooms you cant see

tulip bough
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I'm watching some tutorials but they are using an older version of UE, so these two green nodes do not seem to exists anymore.

What would newer versions of UE use instead?

idle vigil
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i got 22 possible ability cards and i wanna write the logic for when they take effect. How can I organize the blueprint code here so that its not super cluttered? My idea is to create a blueprint function library with 22 functions that contains the logic for each ability card effect and connect them to the switch node

dawn gazelle
south girder
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I made a simple takedown system from YT and it works fine, but I want to add more animations / takedowns. I made a structure to store the animations as pairs, but they arent playing together. Example - sometimes Player01 takedown anim plays but the enemy plays Enemy02 montage, so they dont sync together. How can I make them use the correct anims within the pair while still keeping which anim pair that gets played random?

dawn gazelle
south girder
dawn gazelle
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Yep, that should do it

tulip bough
dawn gazelle
tulip bough
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great thanks!

south girder
dawn gazelle
# idle vigil i got 22 possible ability cards and i wanna write the logic for when they take e...

This would be kind of annoying to manage. Every time you add a new card type you'd have to go into this section to add more values and it'll end up looking something like the image below (I posted this a little earlier indicating that it's something that novices do, including myself when I was a novice).

The better way to handle it is probably through objects. When you want to add a card to a deck (ie. an array) you'd construct the object that represents that card add it to the array, and the card will contain its logic and values. You can call whatever functions or logic you want on the card at the time you are accessing it.

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So then when you want to create a card, you can subclass the main "card" object class, and define the values and functions as you need them so they can perform the logic they need to when you want them to.

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If you set it up correctly, you don't need to change any underlying code when adding a new card, you just create a new card blueprint and modify the code that is contained in the card blueprint itself and you avoid the unwieldly spaghetti of switching on values to then execute something based on those values.

idle vigil
dawn gazelle
# frosty heron Oof, what is this?

That was from a plugin someone was looking at potentially buying.... It's supposed to be what you need to modify in order to add a new movement ability.

frosty heron
#

I will deffinitly not buy the plugin ๐Ÿคฃ

idle vigil
#

but yeah i guess that still comes down to making a switch node somehere which is bad practice

dawn gazelle
gentle urchin
#

ouf that plugin looks harmfull

#

You want to design it so that you'll only have to implement the new shit in one logical enncapsulated place

#

as Datura says, subclassing some _mastercard seem very appropriate

main lake
dull crest
#

Hey, so I've got a bit of a noob question.

I've got a situation where I have a blueprint inheritance structure like

BP_Weapon -> BP_MeleeWeapon

and then an actor structure like

BP_MeleeWeapon -> A_Weapon -> Static Mesh -> Spline Component

The BP_Weapon bp has a field called leadingEdge which is of type "Spline Component".

I'm trying to use the spline component to get specific points on the mesh during runtime and animation (feel free to suggest alternatives).

Basically, does anyone have any idea why I can't set the leadingEdge field on my A_Weapon (it's a BP_Weapon inheritor) actor to the Spline Component present in the actor blueprint (that I physically placed there)? The spline i've added doesn't show up in the dropdown, and I can't figure out how to set it otherwise.

What am I doing wrong?

Thanks!

placid parcel
#

Regarding input mapping, how can I have it so Alt + Middle Mouse Button need to be pressed before I can rotate the camera left/right?

dire vine
#

Hi guys
Suppose i have a gameobject and then i am having its 4-5 child ,So in unity on disabling the parent object , it automatically disable or donot render the child object
So in Unreal , is this functionality exists or not .
If yes , then please help me how to achieve that

gentle urchin
placid parcel
placid parcel
dull crest
dawn gazelle
dull crest
#

Am I safe to assume that this Spline variable is a reference to this Spline in the actor hierarchy?

dawn gazelle
#

Should be, ye.

dull crest
#

Shweet, so there's no smarter way to achieve this, yeah?

#

by smarter I mean, via a variable, rather than a function that AFAIK doesnt actually point to a variable

#

I guess its functionally the same, just wondering from a editor perspective

#

(by the way, thank you, I don't think I'd have thought of this solution for a looooong while :p)

frosty heron
#

Component or actors?

#

For components, you can just set the visibility on the actor. There will be prompt that says propagate to child. Tick it to apply the vissibility to the children's.

gentle urchin
dire vine
#

the child objects can be a combination of widgetComponent , SceneComponents, actors, meshes and actor components. Also I want to do this on runtime as well.

gentle urchin
#

The function returns the same reference tho

gentle urchin
#

include child is a bool in that function call

dire vine
#

Thanks buddy , got the reference

#

Now one moe help

#

Suppose i have Keyboard input on Widget 1 and that is not visible on screen as of now , but that still taking an input

#

is there a way that it should take input when its visible , or i need to add that isVisible check on each and every input actions

lost hemlock
#

Whats with this white balls symbol?

lunar sleet
#

Christ thatโ€™s a lot of errors

lost hemlock
#

ok ty

gentle urchin
#

I think the common thing these days is to change the mapping contexts when you open/close widgets

#

I could be wrong tho

surreal peak
#

If you use a CommonActivatableWidget it even has a param for an IMC

shy matrix
#

Oh I see you got answers below. Nevermind!

humble vine
#

How did I get to enter direct path for an actor to save in to reference variable in BPs? I did this recently, wasn't hard to figure out then, but I seem to have saved over that BP and now I can't figure out how to do it again. I need variable field where I can copy paste the actor path from outliner

#

The soft reference variable just gives me this box where I can pickup actor from list, not a field where you can enter path as text

dusty solstice
#

Hi, does anyone know why the download image node does not work in an call in editor function of call from construction script

#

but if i have a call to download image on begin play it works as expected?

#

success or failed to download are never called when calling the function in editor

lethal pollen
#

Hey there!

#

I have found this as part of Tetris like game and I don't understand why they are using Set Global Time Dilation:

#

I understand what it does, but I have no idea about if it is a good option to speed up or down the blocks' movement.

#

Thanks.

dawn gazelle
dusty solstice
dawn gazelle
#

You'd have to use a different approach. That node will likely not work at all at editor time if you're finding it's not working when you try.

frosty heron
dark drum
#

@frosty heron Do you find C++ slower to code compared blueprints? I was recreating an interaction system in C++ (it all works) but damn it took me so long to setup haha. (a few hours compared to what would probably take 15-20 mins)

frosty heron
#

my speed is improving but deffinitly not as fast as bp atm

dark drum
frosty heron
#

Pros be like

frosty heron
#

cuz it's soo easy to just run commands

#

@dark drum https://m.youtube.com/watch?v=ovpiYkYFlPM&pp=ygUXZXh0ZW5kaW5nIGVkaXRvciB1bnJlYWw%3D

This is soo good and only a few lines of code actually to add sliding bar or custom viewport

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...

โ–ถ Play video
dark drum
dark drum
frosty heron
#

Actually you can keep most things bp

#

But anytime something not exposed, just expose it

#

For example World is not exposed for some reason

#

But it's soo easy to expose them to blueprint.

dark drum
little moat
#

Can someone help? My blendspace isn't working

#

Here's my anim BLUEPRINT

frosty heron
#

in Pie, you can also select the instance

little moat
unkempt warren
frosty heron
#

then make sure u actually go to crouching state

unkempt warren
# little moat

That is some ass quality. Cannot even make out the numbers. What is the animation graph showing when you're trying to crouch. Like ColdSummer asked to provide.

little moat
#

How the hell do I crouch when I'm seeing the blueprint

dark drum
unkempt warren
lethal pollen
#

Why this event is read only?

frosty heron
#

@little moat is loop checked on?\

little moat
#

I assume crouch idle

frosty heron
#

your Blend Space

little moat
#

yes

frosty heron
#

post it

little moat
frosty heron
#

shouldnt it crouch

little moat
frosty heron
#

they dont get updated for some dumb reason

#

If you make changes, you have to re-add the blend space

little moat
#

Nope

#

How did I unlock mouse cursor in UE again?

#

oh shift + f1

frosty heron
#

shift + f1

little moat
#

How do I freeze my game?

#

I'm trying to see the anim bp while crouching

#

Found out that it doesn't even go into crouch state

#

It never goes to crouch idle

#

I put it as automatic transition to go into the crouch state but for some reason it doesn't

unkempt warren
little moat
#

The rule is if "IsCrouching"

mighty crown
#

anyone using batch ticking nowadays? I saw its a new thing in 5.5?

untold fossil
#

Does anyone know where I can find the documenation for game user settings?

#

Google seems to only give forum results

#

official docs return nothing when searching it either

#

I only want to kow which number correlates to which setting. For example, what is 0? Low? Off?

lunar sleet
#

Official docs for most things were broken when they switched them to the new website. Either way the best documentation has always been the source code itself

untold fossil
#

is it normal that when changing the user setting for Global Illumination the game crashes? ๐Ÿค”

digital palm
#

can we disable level instance loading/visibility in shipping/PIE?

verbal pagoda
#

Anyone know what is the point (benefits) of the setup Epic usually has (Lyra for instance). With empty character blueprint, and one copy pose variant and one retarget variant. Is it to account for small skeleton variations? I think I understand the setup, but not quite the point.

tropic peak
#

I created a new variable of "Float curve" type, I compiled the bp and I can't assign any external curve to it. Why?

dark drum
tropic peak
#

thanks

inland walrus
#

can someone help me understand why this isn't working on tick

tame pecan
inland walrus
faint creek
# dark drum

Hey man I understand the code, but once the ref is validate... how can I manage it?
Because for the moment it only works once, so Iโ€™m trying to figure out

tawdry walrus
inland walrus
tawdry walrus
dark drum
dark drum
faint creek
# dark drum That looks right, whats the issue?

Ok so, I have two trigger box, one is to move away camera and other one is to move close. However it only comes once in both cases because after overlap the trigger the ref is valid, and seems to not become null

dark drum
faint creek
#

It only works for other copies, but if I walk through the same trigger it doesn't work because tell that the ref is valid

dark drum
faint creek
#

Strange thing, It ends because the "Print string" works. However it seems that the variable remain valid

faint creek
faint creek
#

I think I solve it

faint creek
dark drum
faint creek
dark drum
faint creek
dark drum
faint creek
sacred roost
#

Hi guys, sorry to bother you, I'm going quite crazy, and nobody seems to know anything the subject but I have a strange issue with RemoteControlAPI (epic plugin)... I'm trying to call a function from a BP through a PUT. It works, My BP function is called, and the function is supposed to change a variable to TRUE. It does, but the variable automatically goes back to false after..... it's driving me crazy, and was wondering if anyone tried something similar yet ? Thanks.

faint creek
compact fable
#

Is anyone here familiar with the AsyncLoadingScreen plugin?

grand surge
#

Hey how i can add tactical sprint

#

like basicaly now i have sprint function like pressing shift max character walk speed more and than low but i want to add if shift button pressed 2 times so do tactical sprint

lost hemlock
#

What is this error caused by?

#

I don't see any broken code inside of that error reference

#

I click on it and it leads nowhere?

sacred roost
thin panther
sacred roost
grand surge
#

currently i have this

sacred roost
grand surge
gentle urchin
#

Usually those are caught after editor restart

#

Prompted with "do you want us to remove said variable?"

lost hemlock
#

Should I just fix the struct? lol

sacred roost
lost hemlock
sacred roost
#

the issue really looks like coming from the copy paste. So, you can try migrating it from here to another project, then check if its ok in this new project, and do it back again

sacred roost
# grand surge

then you're good just do whatever you want in branch after the sequence depending on if PressedAmount>1

undone sequoia
#

I have one problem, how i can scale actors in game? when I play and they are far from me i barely see them in my case planes but i want them scale a little bit to be more visible any tips?

#

I dont want change their scale it will be weird

#

but is there any way ?

lost hemlock
#

Im importing, I go to the folders, and there is nothing inside

#

I only see folders

#

I can't use the "import" thing

granite elk
#

is there a toggle yet for findplayerstart? I really need to turn this thing off.

sacred roost
winter prawn
#

trying to change e speed while in crouch using the motion matching sample

#

but i dont see any change to speed

sacred roost
winter prawn
#

and i assume it is being used im not sure

#

this is from that motion matching sample

#

thats on the character movement

sacred roost
#

I don't have it. Please remove the 'want to sprint' pin in "set members", set it to true. Also put something bigger like 500 to try in the "+". Also check you're being croushed by looking at "is croushed" variable. In the end, just look at what the Max Walk speed croushed is used for.

winter prawn
#

I assume is probably not being used

sacred roost
#

right click/find references

#

also try connecting directly without iscrouched branch.... just to be sure

winter prawn
#

yes is being used here

winter prawn
#

wouldnt modifying this values here afect it?

winter prawn
sacred roost
#

it might be overrided somewhere else

lost hemlock
#

@sacred roost @thin panther i still get the same error

sacred roost
#

looks like you're good to redo your bp (or at least get back the original one, and redo it without copy pasting)... sorry

lost eagle
#

how do you do a delay between a for each iteration?

#

doesnt seem to like anything i do

rotund barn
#

how can i get the forward vector of component movement? this is where im currently at based off of some unreal forum posts, but its not working. basically i want a flame thats on a stick to rotate so it kind of lags behind movement, currently it looks very unnatural.

rotund barn
lost eagle
#

thanks

lofty rapids
undone umbra
#

Hey guys, Really stupid question but can the name of a blueprint be used as a variable? for example if the blueprint is for floating text, is there a way to change the blueprint name, or part of it to actually change the text inside the blueprint?

rotund barn
sacred roost
sacred roost
lost eagle
sacred roost
lunar sleet
#

What an atrocity

sacred roost
#

it's not stupid if it works.

lost eagle
#

๐Ÿ’€

sacred roost
#

proper way would be macro for sure. But this works fine.

#

(wait a min i'll show you something)

undone umbra
# sacred roost no and you never ever will need to do such

i would need to if i wanted to give myself or other devs a super fast way to change something minor without having to go into blueprints. I wouldn't ask if i couldn't use that function lol, but thanks for the info.

In Second Life you can easily use the name or description of an object as a variable and its actually used a lot.

sacred roost
#

you're misunderstanding everything. You can change the name of an object if you want. Just store it in a string, and change. You can then use it as a variable. There is no way, even in second life, that you could change on runtime the name of functions or whatever that are indeed c++ objects

#

look at this beauty

lunar sleet
#

Let me guess, you donโ€™t think itโ€™s stupid cause it works

sacred roost
#

i know it is

#

but it works

#

(it's a random iddle btw)

lunar sleet
#

You need to be able to read your own code in the future and easily see when something was disconnected by accident. Writing code like that will be hell for later debugging

sacred roost
#

OR you're happy to be the only one able to read it. This way you cant be replaced. Actually not that hard to read... Even for me in future self. The thing is more about attroucious links back before their first exec.

#

(that was the point, not lack of commenting and all)

lofty rapids
sacred roost
#

nope, it's idling

lofty rapids
#

wdym idling ?

sacred roost
#

when finished, it starts over, and over. It's infinite for sure, but no crash.

lofty rapids
#

no crash but its also blocking ?

#

or what bp is this in ?

sacred roost
#

It's for a floating island. The island keeps floating up, down, with random up, down, rotations... When it's done, it's doing it again. Infinite loop is crashing memory fast. This is just doing over and over again the thing without triggering memory issue as it is in finished state every loop. Not sure how to explain it better...

#

that's like calling a macro itself every x seconds, when job is finished

#

looking at the code you might get the island going very up or very down at some point, after 100hours or 1000hours... needs campling

lofty rapids
#

probably because it's "completed"

sacred roost
#

yes, it's a finite loop, which starts again when finited.

#

finished*

lofty rapids
#

well it looks like an infinite loop

sacred roost
#

yes. Try it ๐Ÿ™‚

lofty rapids
#

maybe completed runs later and thats why it doesn't block, but this doesn't block anything ?

sacred roost
#

you have to understand that infinite loops are issues because of memory

lofty rapids
#

meaning the rest of the code keeps running ?

sacred roost
#

the memory is cleared every loop

#

not blocking anything

thin panther
#

In BP it's evaluated function calls in that graph.

So a for loop with 500 iterations and 100 nodes each iteration is likely going to trip the infinite loop detection

sacred roost
#

not strictly because exceptions, when unreal detects it

thin panther
#

Still no

#

BP tries really hard and is very good at not letting you get a stack overflow

#

BP's infinite loop is just "we did too many nodes here, panic"

lofty rapids
#

well its literally an infinite loop

#

assuming they finish

sacred roost
#

yeah, then, the calls get reset

thin panther
lofty rapids
#

as far as it doesn't throw an error

thin panther
#

since it's a new frame and a completely new stack frame, no infinite loop

lofty rapids
#

i see, idk much about latency i need to learn

sacred roost
#

you know stackoverflow means memory, and the bp infinite loop "we did too many nodes here panic" is related to the stack

#

ok we can agree i guess

thin panther
#

Not memory related in the slightest

sacred roost
#

Oh nice to know. And the limit is ?

thin panther
#

Think it's by default 100000 node executions, I might be wrong.

It's definitely in the thousands though

#

But it's a useful one to know if you ever have a large for loop that is expressly not infinite, yet you still hit the error

#

ah, it's a million by default

#

Surprisingly easy to hit especially with nodes that are more nodes under the hood

#

But be careful increasing it too much, while you will be able to do it, you will likely hang for above acceptable levels

sacred roost
#

I'm quite sure there's no real application needing more.

#

at least i can't imagine one yet

thin panther
#

No, normally even approaching that limit makes things a good C++ candidate anyway :P

lofty rapids
#

but also it will throw if it takes to long on lower amounts

#

i thought it had to finish in a tick or else its considered infinite

thin panther
#

sort of, that's the maximum number of iterations it can have in a single frame

#

for an actual infinite loop it's going to exceed that

#

For a large loop it's going to exceed that

#

But what Marc is doing is using a node that lets execution continue while the results are waited on.

lofty rapids
#

basically async ?

thin panther
#

yes

lost hemlock
#

What is this caused by?

gentle urchin
#

got a feeling i got a memory leak going on

frosty heron
gentle urchin
#

Pretty surenit gave up at this point

#

Here i thought they fixed the large array detailed view

#

But they just slapped a warning onnit while still being shait

#

They should let you specify indexes to inspect... 45 to 99 etc

faint creek
#

Hi guys, I'm trying to make an elevator that only works if three generators are activated
But I'm trying to figure out how to set a value to my reference object( the elevator) to validate it.
Somebody know how to make it please?

steady night
#

hi erhm

#

my brain tired

#

tips on formula to get Minutes/seconds from a timer float value

dawn gazelle
lofty rapids
gentle urchin
#

This was definetly a me problem ๐Ÿคฃ

river sky
#

My player start is set to a pawn but when I play the level it's spawning as like the editor camera instead

#

How do I fix this?

lofty rapids
#

set the default pawn in the game mode override

river sky
#

Pls read before trying to help cause I already said I did that in the message

faint creek
#

I tried with "get all actor class" but it works only for one elevator

lofty rapids
#

does this need to be reusable or is it a one off ?

lofty rapids
faint pasture
#

so the generators on the level know what elevator they care about

faint creek
#

This is BP_Elevator

faint pasture
#

@faint creekYou can set this on instances of Generator in the world

faint creek
#

After activate 3 generators, all the elevators copies in the map are activated

faint pasture
#

oh all copies. Might be easier just to get actors of class

#

What do you actually care about? Do you care about specific pairings of generators and elevators or is the rule that "if all generators in the level are on, all elevators in the level are now active"?

faint creek
faint pasture
#

Elevator:
BeginPlay -> get all actors of class Generator -> set NumGenerators
GeneratorTurnedOn -> GeneratorsOn++ -> if GeneratorsOn == NumGenerators -> Activate

#

That'll auto-adapt to numbers of elevators and generators

faint creek
faint creek
lofty rapids
#

the way you have multiple E events is just not the way to do it

#

and you shouldn't even have those keys in those bp

#

should be in the controller or player bp

faint creek
#

Okok it works

#

I made a public array

#

Thanks a lot guys

wise ravine
#

Dumb question: How do I get a reference to a static mesh in the scene, inside of an actor blueprint

sudden briar
#

Is there a way to make Userwidgets inherit from macro libraries

shy matrix
sudden briar
#

use macros in multiple userwidget blueprints

#

without having to recreate in every one

shy matrix
#

But you can call function libraries from the widget

#

You don't need to have inheritance for that

dawn gazelle
#

You'd create the macro library at either the "Object" or "Widget" or "UserWidget" class, then it should be present in any widgets you create.

shy matrix
#

Ah macro of course, not function

sudden briar
dawn gazelle
#

Why isn't it?

sudden briar
#

oh it isn't for reparent, need to recreate i guess

proven loom
#

anyone got suggestions on good blueprint plugins to make my blueprints look nicer? the curvy lines look kinda weird. i'm adjusting my editor settings but i could have sworn someone gave me a suggestion for a popular plugin

dawn gazelle
#

Electronic Nodes

obtuse kiln
#

hm. I'm currently using names for a bunch of things and I'm considering that maybe I should be replacing a lot of that with gameplay tags, since for things where I'd want a name like data tables, I can just use get tag name

any reason I shouldn't do this? I can't imagine there'd be a noticable performance hit for my game, I'm not doing anything too crazy with them. anything going to trip me up in terms of manipulating gameplay tags compared to names that I should be warry of?

dawn gazelle
#

Only two that I can think of right now is that you can't really create GameplayTags at runtime where FNames you can, and if you don't think about what tags you need in the beginning and plan your tag hierarchy, it can be a real pain to try and clean it up later, especially if you've been plopping tags all throughout your code.

proven loom
#

and if you don't think about what tags you need in the beginning and plan your tag hierarchy, it can be a real pain to try and clean it up later, especially if you've been plopping tags all throughout your code.
this hits home. i actually had to restart my project completely. not because of tags (for other reasons) but it was refreshing to be free of the terrible decisions i had made with the tags

#

it becomes especially bad when you start to rename tags. you have to make sure to apply redirects correctly or else your assets all go bad and you won't know unless you do a heavy round of QA

#

because it's all free floating and dynamic there's no static checks to help you, so you can literally package the game and not see that something is broken if you rename a tag

#

however i really enjoy tags. i like that i can use them in C++ super easy (with native tags)

obtuse kiln
#

I'm already kind of in that position with my use of names, I think
since it's all just me typing stuff and other things making sure what I typed matches what else I typed

proven loom
#

you do get static type checks in C++ with native tags, so that's nifty. it's the assets that are a problem

#

another thing that i like about gameplay tags is that you can perform queries

#

you can say, give me all tags that start with Condition. for instance

#

but you really have to plan your tags in advance. i would advise thinking about your hierarchy first.

not much you can do ultimately. the second time around is always better

obtuse kiln
#

yeah, I'm trying to figure out how those work
since I was specifically wondering if I could easily return all of the subtags of a parent
since that would be quite useful and seems like obvious functionality, but I'm struggling with it

cold lion
#

Hi I am having this weird glitch all of the sudden where the third person character is opening the door despite not colliding with it?

I have tried removing the widget component from the character, changing collision size and removing the ability to do a line trace

Otherwise I haven't touched anything else directly related with collision, it seems to be when the character is rotated a certain way it causes this ie walking into the door normally does nothing but it I stand to the side or rotate it open?

#

Think I see the problem nvm

#

this blue line rotates with the character. its another collider? I don't remember adding another

#

nvm I am slow, I just removed the widget again and tried to replace it. for some reason the widget had a collider. Sorry!

trim matrix
#

I'm starting to think this might be an impossible task by way of blueprints but I'm trying to develop a system to visualize the closest points between two meshes on their surface I guess by using complex collision to give me those vectors. "Get Closest Point on Collision" is certainly not the way, I don't believe it will read complex collision, I still get pivot point/origin or some other errors

#

and once I have those vector by way of line trace I put start and end point of a simple cable component as the visualizer for runtime

faint pasture
trim matrix
#

Hi there, I'm trying to lower my assets sizes by arranging other assets references but I'm facing a 2 ways cases rn, so I got a BP referencing a Niagara System which reference itself a 8k flipbook Texture that is big (142MiB), should I compress the texture itself OR convert the ref to the NS to a soft ptr and then async load it ?

trim matrix
# trim matrix

Also, this looks like the source image is a .exr, I don't even think if it can be compressed.

dawn gazelle
faint pasture
#

not totally trivial

#

in BP, play with the friction settings

#

unless you're talking about the walkable slope angle

flat coral
#

Is it kosher to return from inside a loop like this? To be clear, expected case for this function is to return none if no one has the thing.

faint pasture
flat coral
faint pasture
flat coral
#

I know but bones like that are the little treats that make me like BP as much as i do ๐Ÿ˜„

obtuse kiln
#

If I want to take a container of gameplay tags, find every tag in that container that's a sub tag of a particular tag, and put copies of those tags in another container, is there a 'correct' way to do that in BP with gameplaytag specific nodes or do I just need to do it manually with a loop checking each tag in the container to see if it matches the parent tag?

tulip bough
#

So I'm able to detect the slope angle when walking on it. Now I need to figure out how play a sliding montage loop when the character is on a slope over a certain angle. (45+)

(This is only 2.5D so the character only needs to go one direction... I'm hoping a montage will do the trick.)

Any thoughts?

gentle urchin
#

doesnt CMC already handle that

steady night
gentle urchin
#

keep it simple:P

gentle urchin
#

One could argue its a different type of slide i guess

#

Or its intention atleast

tulip bough
#

yeah I've seen some interesting things done with it, like making ice material with reduced friction.

But when "sliding" down slopes (anything above the default walking angle) UE treats it like the character is falling (and plays that animation) so I'm struggling to figure it out

gentle urchin
#

Thats just the animbp logic tho

#

Just add a check for current slope angle and change the anim depending on it ?

#

You might even want to use a blendpsace for it tbh

#

If bSliding -> BS_Slide(angle)

warped juniper
#

Working on a gun system, for a shmup. I want some feedback for choosing between these 2 systems.
A) Features Actor Components that each containt all gun logic, stat, data, etc and tap into their owner for modifiers.
B) Is based on Data Assets. Each actor has a base attack component (if player, they have a special Player version) that only fires off events of the gun. Each data asset has all possible properties like firing type, damage, projectile size etc.

Anything outside of these two is welcome if suggested, too.

marble brook
#

When I press A/D I move forward/backward.

#

I might have the x/y inputs mixed up

warped juniper
#

Where does W S go?

marble brook
#

They all map forward and backward strangely enough

warped juniper
#

You need the Swizzle modifier

#

You see by default the values you plug into a vector 2D input always go into X

#

Swizzle makes them go into Y

#

Put Swizzle to both A and D inputs

marble brook
#

Interesting

#

Well, doing so causes both A and D to go right Thonk

pulsar osprey
marble brook
#

Nevermind

#

I can stack modifiers

pulsar osprey
#

umeal jengine

marble brook
#

I can put a swizzle and a negate on A

lost hemlock
#

Why is this alwys not valid?

marble brook
warped juniper
marble brook
#

So wait

#

So why is left / right Y? I thought that'd be X

warped juniper
warped juniper
#

Some IES systems however split X and Y axis of the joystick to treat them differently, then they need swizzle.

marble brook
#

I see

#

Thanks for the explanation, im new to game dev and UE

warped juniper
#

As for the widget, I see 3 events lead into the valid check. Which one fires the is not valid?

warped juniper
lost hemlock
#

And this one as well is not valid

#

both of em invalid, causing problems in regards to the display of the widgets

tawdry olive
#

Anybody know what this "V." symbol about blueprint local variables is? New in 5.5

dawn gazelle
# lost hemlock And this one as well is not valid

PreConstruct can end up being called in the editor. Put a branch and feed in the "Design Time" bool into it - you only want game related logic to execute if it's false.
Your "Display Inventory" event looks to be what sets the inventory component to use, so if you end up calling PreConstruct or UpdateInventory first, then it may not be valid when those are called.
If an invalid value is passed in, that can also make it invalid in the widget.

lost hemlock
dawn gazelle
gentle urchin
#

Even then it might be to early

#

I usually do OnInitialized->SetupBindings()->UpdateInventory()

lost hemlock
lost hemlock
gentle urchin
#

pretty straight setup from the get go

#

like, it's just this, done

short portal
#

Why is this only finding the first item in the array

grizzled beacon
#

Guys, should I flag some particular option here? when I set the reference from an active and persisting widget, the pointer is always invalid (wtf)

#

nvm, passing it by reference fixed it

distant elk
#

Hello. Blueprint newbie question: I'm wrapping a PCG graph in a blueprint and I have a button that deletes the previous spawn, spawns new meshes, disconnects the meshes from PCG and stores the actor with the newly created meshes in a variable. Or that's what I want it to do, at least, in reality it just seems to execute some of the nodes sometimes. I'm guessing the problem is that everything happens before the previous node is finished, but I don't know how to control that. Any help appreciated.

wet nymph
#

Do anyone knows how to connect Level blueprints with behaviour trees, I have created dialog system in behaviour tree but don't know to trigger events after completion of dialogs

frosty heron
#

don't use level blueprint for any gameplay purposes

wet nymph
frosty heron
#

also the reason why you shouldn't use level blueprint is the communication is one way.

#

Blueprint classes can't reference the level blueprint

#

if you are following tutorial and they are using level bp, just stop watching their garbage content

wet nymph
frosty heron
wet nymph
frosty heron
#

No, I don't touch A.I much. But I don't like the idea of using BT to run dialogue system

#

you can probably look at the pinned material in #gameplay-ai to get started with behavior tree

obtuse kiln
#

I'll admit I'm a bit confused when I see that 'communication is one-way' thing as disqualifying for use of level blueprints.

Surely that's just a constraint to be aware of, not a fatal flaw that makes them useless?

frosty heron
#

I used level bp but I know it's limitation and the context I am using it

#

if you are using it for your gameplay framework then it's not the right place

#

but often tutorial dumps stuff in level bp then people eventually hit road block

#

and ask, how can I communicate with my level bp

#

well you don't & can't (unless you go CPP , but even then why would you)

#

make your code re-useable and accessible instead by not placing it in level bp

wet nymph
frosty heron
wet nymph
frosty heron
#

you cannot reference your level blueprint from blueprint class

#

you can have a reference to your behavior tree from any blueprint class, just get a reference to it

#

normally the BT lives in the A.I controller

wet nymph
wet nymph
lost hemlock
#

Why is this not working?

#

not valid

#

It's also being set in here inside of this function

#

This print string is also workign just fine, it does output stuff

maiden wadi
#

Did someone say Flowgraph plugin?

little moat
#

Opinion on this setup? I have a patrol point bp which has an instance editable index for the point. On my AI controller I have an array for the patrol points and I populate it with GetAllActorsOfClass. Then on the task I cast to my custom AI controller then get a copy at the my variable CurrentPatrolPointIndex if it's equal to my array length then I set the CurrentPatrolIndex to be 0. If it's not then I move the AI to the spot of the patrol point and increment CurrentPatrolIndex

young meteor
#

If I want to "loop" background music and have it select randomly between a few tracks, how would I do that?
(I can do a random select node, but how do I know when a track/sound is done so I can play the next?)

halcyon heath
#

ChatGPT has faild me.

I'm making a blueprint that has a delineator, with a material attached to it so that when the sphere trace from the player hits it (While within a sphere collision around it), the emission value is increased. It's all working fine and dandy right now, but how would I go about making it work hitting multiple delineators (actor blueprints) at once?

It seems the current issue is that it's only creating one dynamic material at a time. I assume array's is the answer but I'm unsure how to properly implement them in this instance

Thanks anyone for help:

little moat
#

Oh shit nvm

little moat
#

I can interact with multiple actors at once even with a single trace

halcyon heath
#

then once activated the emission value updates fine on all of them

little moat
#

So once activated the emission activates on all of them?

halcyon heath
#

If I set a print string to show the DMI it doesn't seem to be creating new ones per actor, so I guess it's waiting for the previous actor to stop hogging it so the new one can use it

#

I guess what I wanna do is create a new DMI for each extra actor it's looking at that it can use but can't wrap my head around it

maiden wadi
little moat
#

Should this work so that I cast a line trace 50 up from my mesh?

thin panther
#

No

#

Forward vectors a normalised, so your multiplied vector is going to be around the origin. You're also travelling forwards, so not necessarily along cardinal axes.

You want to multiply the up vector by a float value of 50 units. Then add it to the location.

little moat
#

Soo like this?

#

Yeah no

gentle urchin
#

X isnt up

#

We're in unreal

#

Z is up

#

But theres also GetUpVector on an actor, where youd multiply the entire vector with 100

little moat
ruby cobalt
#

what's the math to keep scale proportional to distance? so as something moves closer or further from camera, it looks the same size?

proud salmon
#

Is there a solution and/or plugin for the fact that someone decided changing the location of the "Step through" button as you step through was a good idea?

Anytime you step through to a blueprint that can be simulated, it moves the whole panel over so you can't just keep clicking through because the button moves. It's insanely frustrating UX.

sacred roost
# ruby cobalt what's the math to keep scale proportional to distance? so as something moves cl...

lets say the object is 1 in scale, and camera is 10 metter away. You get your ratio, 0.1. And to achieve it, https://forums.unrealengine.com/t/camera-distance-to-character-in-meters/1218047/2

sacred roost
sacred roost
vivid quarry
#

Does anyone have any ideas for a way to make an actor smoothly rotate to a certain rotation inside of a behavior tree task? I can't call timelines or a timer to do a normal rotation interp. Right now I am using "Set Focal Point" but it winds up rotating the actor in a stepwise way which looks janky, and also does not trigger root motion and turning animations.

#

There's the code if it matters, the Spawn Focus Point is just set at spawn and is an arbitrary point 200 units in front of the actor's spawn location

#

And there is the result of the current code, there are turn animations but they are not being triggered

gentle urchin
#

Tick exists there

#

Im using control rotation ๐Ÿง

#

In the controller

#

And cmc set to orient to it

ruby cobalt
#

thanks

vivid quarry
# gentle urchin Im using control rotation ๐Ÿง

I did just try using the "Set Control Rotation" node in place of the SetFocalPoint node but the actors don't actually rotate back, they just go to the location and stand there in whatever direction their walk was facing them

gentle urchin
#

did you check the face control rotation checkbox?

vivid quarry
#

That one?

gentle urchin
#

yeppyep

vivid quarry
#

Yeah that's on, I also tried Orient and they still did not rotate on arrival, but I need to keep Orient off anyway since the enemies strafe, walk backward, etc

gentle urchin
#

guess timing also matters

#

gimme a sec testing

ruby cobalt
#

I want to trace between camera and a random point on a plane parallel to the viewport.

So i need to multiply the random offset by the normal of plane??

#

how do i get the normal based on rotation?

#

hmm the forward vector of the camera i guess

gentle urchin
#

this is using the Control Rotation

#

it's starting a bit slow due to my movement logic, but the rotation part itself has no jitter what so ever

vivid quarry
#

Yes it is! Is that being set from inside of a behavior tree task?

gentle urchin
#

not atm but it could've been

#

well. Indirectly one could say that it is ๐Ÿ˜„

vivid quarry
#

Ah OK, I think I might have to wind up removing the rotation section from the "ReturnToSpawn" behavior task

gentle urchin
#
void ATurnBasedBaseCharacter::SetTargetLocation(const FVector& NewTargetLocation)
{
    /* If we're sitll moving, we don't want to update a new location just yet. */
    if (!bReachedLocation || NewTargetLocation == TargetLocation)
    {
        return;
    }
    if (ConsumeAction())
    {
        bReachedLocation = false;
        bIsMoving = true;
        TargetLocation = NewTargetLocation;
        GetController()->SetControlRotation((TargetLocation-GetActorLocation()).GetSafeNormal2D().Rotation());
        EndTurn();
    }
}
vivid quarry
#

Since there is not really a very clean way to get an interped rotation within that task

gentle urchin
#

Tasks got Tick tho, so unless you throttle that, it should work just fine ?

vivid quarry
#

Yep, I mean make a new task that is on tick, since the return to spawn task is on execute

#

So it only tells them to move once, whereas in order to interp I would need to update per tick

dark drum
vivid quarry
#

So I will just make a new task that comes after the ReturnToSpawn called like RotateToSpawn or whatever that does run on tick

gentle urchin
#

im to cheap with my tasks lol

#

Roam is a lie , as it both roam and chase

ruby cobalt
#

The Grid is perpendicular to the camera.
I'm trying to randomly spread my lines all over the grid.

#

ideally they would stop at the grid too.. obviously multiplying by forward vector here doesn't work

gentle urchin
#

you want random points of that grid to trace towards that one center point ?

#

if they start from the grid you'd want to use the forward vector as the direction, Right and Up as offsets

#

personally i'm not really sure what the desired outcome is so hard to give tips

ruby cobalt
#

the center point is the camera.. so the starting point of the lines.. the idea is to detect hits with other objects and adjust camera focus based on detected objects that are in front of the focus plane.. not past it

gentle urchin
#

Ah i see

#

project point on plane i think a helper node is

ruby cobalt
#

i'm also going to aesthetize this whole process.. so it's not just a tool.. think of it as a crosshair floating in space near the target, kind of..

#

oh i found the node

#

can,t find a reference for it and i'm not sure how it works tho.. also i don't see how it let me spread points all over it randomly

#

i should have studied math hahaha

#

This part is good but it always hits the center of the plane.. basically I was trying to inject a random offset in there.. but maybe I can try to rotate the forward vector instead

gentle urchin
ruby cobalt
#

oh nice

gentle urchin
#

excuse the mess

#

Point is the point you want to project, so the trace end.
Plane Base is a the fixed distance from the camera you want to trace (along its forward vector)
Plane Normal is the normal of the plane you're projecting on to, soo same as forward vector in this case

ruby cobalt
#

ah I see.. so you get a random point using a rotation as well.. and it's the project point on to plane node that forces it to be along the plane

gentle urchin
#

constrains it to the plane, yes

#

lengthwise

#

not sure what happens if the trace is to short to begin with.

#

possibly nothing

ruby cobalt
#

if you rotate the forward vector chances are it will be too short i guess.. so I could force this initial point to be further away

#

hence your x 100 I guess

#

and x 50 with the plane

gentle urchin
#

correct, i just wanted to make sure

#

i didnt test the alternative, being lazy and all

ruby cobalt
#

yeah it seems to work.. since the "on to plane" node doesn't care about actual plane size, some of the traces are outside but they stop at its location.. that can be adjusted based on the random angle rotation

#

also that angle could be tied to my field of view

gentle urchin
#

it's a bit complicated with the FOV horiziontal vs verticial

ruby cobalt
#

true

gentle urchin
#

since its usually widescreen one way or another

ruby cobalt
#

yeah

#

i mostly care about the center part so maybe I won't have to account for this

gentle urchin
#

yeah i wouldnt

#

just have a centered focus area of some sort

#

covering what the player most likely intends to focus

#

ignore the rest

tulip bough
gentle urchin
#

in the animBP you'd fetch those values from the owning pawn on "tick"

#

as to which values to fetch, you'd need to calculate this somewhat yourself

#

OnMovementModeChanged (Falling) -> activate bSlideCheck, where you can trace downwards if there's no state in CMC telling you that it's sliding

tulip bough
restive snow
#

why can't I import my texture?

#

It is 16K x 8K image

shy matrix
#

Indeed. You can directly pick your texture in the dropdown

tulip bough
gentle urchin
#

lol

#

reminds me of some old style games

tulip bough
#

I assume the best course would be to make a custom value here?

gentle urchin
#

personally i'd just have an additional bool to the falling state

#

but custom also works fine

#

you could just rely on velocity tho

#

where you have some blendspace

#

for falling vs sliding

#

and use the velocity dot product vs inversed UpVector as the scalar input

shy matrix
#

I have never used it myself but I'm quite curious about it. On the surface it seems to be much more flexible than the cmc

tulip bough
#

haven't heard of it

shy matrix
#

Oh hold on

gentle urchin
#

pretty heavy to get into tho, right

shy matrix
shy matrix
#

But, if you're just starting out, the flexibility it offers is at least interesting

lunar sleet
#

You need cpp for it afaik

gentle urchin
#

is it out of experimental ?=

lunar sleet
#

Nope

shy matrix
#

Hm don't think so

gentle urchin
#

heard it took quite some extra work to get it working properly

shy matrix
#

But on project titan they used it and it worked pretty well

#

I was just curious to hear more voices/opinions about it

gentle urchin
#

something like this

#

with some trim you'd figure a nice dot value to swap (or blend) between sliding and falling

#

(ofcourse, dont calculate dot twice, just use the calculated value ๐Ÿ˜„)

spark steppe
lunar sleet
#

<@&213101288538374145> please pin Benโ€™s post

#

An addendum

spark steppe
#

thanks, also going through the pins..
@surreal peak can you update this post and add the information that since 5.5 you can right click a pure node and make it non-pure (show exec pins) to avoid the necessity of a cache variable
#blueprint message

thin panther
# lunar sleet

For what it's worth this flowchart still isn't perfect. You can define it in a BP base class too

lunar sleet
surreal peak
maiden wadi
#

Nah

lunar sleet
#

Or are you saying define in base, override in child

maiden wadi
#

Loading a child will load any parent. Loading a parent won't load any children.

lunar sleet
#

Oh ok good, I misread Daekeshโ€™s post

thin panther
#

Basically, you have a weapon. Weapon has an asset.
Cast directly to the weapon when it's not loaded, you load the asset too. If you have a weapon base with no assets, and just the events, functions and properties you need, you can cast away to it. It still loads, but the cost is so miniscule.

It's worth noting that it's not specifically the cast doing it, but the blue hard reference, and you will incur the same cost with any hard reference like that.
The "casting loads things" issue is literally the exact same reason you shouldn't use hard refs in data tables to assets.

raw dragon
#

Hello guys, I currently have the issue that I have to press the left mouse button multiple times to activate this ability.

#

Once I start spamming lmb, this ability eventually fires again but it's really inconsistent. Triggering it for the FIRST time works, though. It's only the consecutive button presses that cause the error.

#

Do you have any idea what the reason for this might be?

#

The issue isn't the ability itself. Cause this print string also does not fire when pressing the button.

#

This is my input mapping context for the button.

shy matrix
raw dragon
#

What do you mean with other settings?

shy matrix
#

Triggers and or modifiers

raw dragon
#

I don't think that I do.

#

The ability is also pretty self contained. It shoots a projectile, returns it to the player after a while, then destroys it. Afterward, it ends the ability.

shy matrix
#

I mean if that is all, with only a triggers set to Pressed, you should be able to spam a button as much as you want and consistently see the print string working

raw dragon
#

I thought so too, unfortunately that's not the case. The issue occurs after I unlock the ability and use it for the first time.

#

Then it starts getting inconsistent.

shy matrix
#

The ability is another thing, there you can have more things going wrong but you say that the print string is not consistent too which is weird and the only reason for that I can think of is if you have other settings for how the input is processed

shy matrix
#

Off

raw dragon
shy matrix
#

Hmm just to exclude everything can you show your input action?

raw dragon
shy matrix
#

And if you remove the activate ability entirely and leave only the print screen you get the same behavior?

#

*Print string

raw dragon
#

No, actually not.

#

Then it's consistent.

shy matrix
#

Ah

#

Then the issue is in the ability. What are you doing there?

#

Most importantly how are you ending it?

#

And are you using any node like waitinputpressed/released?

raw dragon
#

And once that event gets triggered, I end the ability.

shy matrix
#

So to end the ability you are waiting this event. Then I think the delay you're seeing between activations is due to this

#

The ability won't reactivate until it's over

raw dragon
#

The vectors on the left are just to find the rotation and spawn position of the actor.

shy matrix
#

Yea but the problem is most likely where you bind the event

#

I don't know what that event is but it's likely taking more time than your input presses

raw dragon
#

This is in the spawned projectile.

#

This event gets called in the ability after a delay.

shy matrix
#

Ah a timeline. Makes sense that it take some time to complete! Just to debug, try to end the ability right away, without waiting this event

#

You should see it activating consistently

raw dragon
#

Okay. Am I going about this the wrong way?