#blueprint

1 messages · Page 253 of 1

gentle urchin
#

whatever you make of that, ofcourse

heavy lion
#

Ok. Just started to read that. About ticking. Am I ok to use a tick for interaction line trace?

gentle urchin
#

yeah

#

Tick is ok as long as you know that it executes every frame and that whatever you're doing needs to be updated that often

#

interaction tracing is one such thing

queen valley
#

yea, so how do you cancel a drag & drop op when someone closes a widget while dragging something

gentle urchin
#

Do you need to cancel it ?

queen valley
#

well yea, cause the image stays

#

i will show you wait i will record

gentle urchin
#

when they drop it

#

if its dropped on something invalid

#

then image should disappear

queen valley
#

if they close the inv while dragging, not dropped, it will not dissapear even if mouse is released

#

so if they didnt drop it before the widget was removed, it wont dissapear and will stay on screen

gentle urchin
#

how are you creating the drag drop?

#

sounds like you're doing CreateWidget

queen valley
#

create drag and drop operation

queen valley
#

how is it supposed to be created?

gentle urchin
#

Good question

#

Im passing the actual widget as the drag visual

#

Can't really say if that's the right way or not

queen valley
#

cant check, editor keeps crashing while obs is open

gentle urchin
#

Pretty sure this other crash i mentioned is new in 5.4/5.5 tho

#

never seen that before

#

the LeafMostchildIndex part..

#

Will need to investigate that later

queen valley
#

omg it wasnt crashing because of obs but because of that cancel drag and drop op node

#

im so dumb i forgot to remove it

dark drum
#

Just on the subject of interfaces, they themselves are like an object that gets attached to a class and subsequently must also force load the classes it might use/reference. So for example, if you have an interface that has a function that returns a boss, even if this is only ever called in one place and only needed in the final level, the interface will still force load it in all previous levels if something else uses another function in the same interface.

dltr: If you do use interfaces, try to avoid type specific inputs and outputs on your functions where possible.

queen valley
#

also this is how I make the DaD operation

gentle urchin
#

I tried to add a check but never used the direct reference for it

icy jacinth
#

I’m having some issues with the “Detach From Actor” node.

I’m trying to make a weapons system in blueprints that uses the Detach From Actor node when the player wants to swap out a currently equipped weapon for one that’s in the environment. However:

• When the location rule is set to relative, the player will pick up the weapon on the ground but the weapon that they had equipped will disappear completely.

• When the location rule is set to world, the equipped weapon does not detach from the socket and nothing happens with the weapon on the ground. Breakpoints show that the logic proceeds through the node without issue.

Can anyone explain what I’m doing wrong?

olive yarrow
#

unless you're dead set on that, in which case lemme go look at my code cause i've got a BP with armour that detaches

graceful gust
#

how do i add inaccuracy to a line trace?

gentle urchin
#

Huh

#

Like random variation?

#

Theres a random vector in cone

graceful gust
#

so it doesnt go directly in the middle of the camera

#

which of these?

#

degrees right?

icy jacinth
graceful gust
#

got it working, nvm

olive yarrow
icy jacinth
olive yarrow
#

Relative, here's how the pieces are set i have no idea if it'll help but i hope

olive yarrow
icy jacinth
ocean current
#

I created a character that’s gonna be my pawn and when I place it into the level the event tick starts. But during gameplay if a use a key to spawn in the character actor by class it don’t run the event tick is there something I’m missing or need to do in setting to initiate the event tick. This is all on blueprints

ocean current
#

@lunar sleet For spawning the character pawn on the player character or the event tick code on the actor I’m spawning

ionic ore
#

why cant i find the Map Keys to String node in my unreal??

dawn gazelle
ionic ore
#

trying to convert the values stored in the map into a string format

#

just not sure why i cant find this function when i know it exist / other image shows it being used

dawn gazelle
#

Can you show that image?

ionic ore
#

its above?

#

or is there something else your looking to see

#

after Keys node

dawn gazelle
#

Ah I see

#

It's probably a custom static function.

ionic ore
#

huh

#

how would i go about recreating it?

#

something like this?

dawn gazelle
#

Depends on what the code is within it, but you can make your own blueprint function library which then allows you to have a static function like this.
Assuming that all it does is convert the Array of FName to an Array of String, it would loop through the FName Array converting the FName to String, add it to a String Array and then on Complete return the String Array.

ionic ore
#

ic, thanks

dawn gazelle
ionic ore
#

nodders

iron idol
#

lmfao, i have an engine bug where randomly a sound effect in my project will just play out of nowhere in editor. Its not problematic at all but is just funny. Has anyone else experienced this?

ionic ore
#

how do i remove the target self part? cant figure it out

narrow sentinel
#

does anyone have a good way to lerp the player camera from the pawn rotation to the head socket rotation etc ??

#

bassically so for montages and animations where I want the camera locked to head bone and then when in normal playing they can obvs move around camera like you would do ?

heavy lion
#

Ok. What am i doing wrong.
I have this event dispatcher with an enum property of incapacitation reason.

#

This event dispatcher is on an actor component attached to a character.

#

How do i call this in the character class itself?

#

I want to handle incapacitation types in different ways

faint pasture
heavy lion
#

Needed to select the component, scoll down and hit the plus arrow

#

Got it just after you posted

undone escarp
#

The blueprint debugger call stack shows "Native code" for any c++ functions in the stack trace. Can I dig up which c++ function that is?

obtuse kiln
#

How do you deal with something like searching for connected data by any of those points of data? Since a data table only lets you search by row name and not columns.

I guess you can loop through your entire data table in advance, check each entry's columns, and add each row name to a variety of arrays for each kind of search you need to be able to do later, but that seems pretty messy to set up and I'm not sure where you'd stick that or how long it would take. Though I guess someone smarter than me could set up an editor tool to get that handled and those arrays made in advance.

Or I guess you can have a data table for each kind of search, so you just check if the row exists. Probably wouldn't take too long to set up. Though I guess that wouldn't be a good fit for something like crafting recipes that can have arbitrary ingredient orders, it would work for a few other things I've wondered about.

I guess you could come up with a naming convention for recipe rows that can be derived from their ingredients, but then you'd also need entries for viable partial recipes or to only be able to check a full recipe...

#

maybe going through an entire data table is usually faster than I'm thinking and I should just blast through the whole thing checking columns when I actually need to?

faint pasture
#

What are you trying to architect here

obtuse kiln
#

Nothing specific right this second, I was working on a problem I thought needed this and then decided to go another route. But this isn't the first time I've wondered about this so I figured I'd ask.

I can't imagine ever having one too big in my game, though I'm not sure what counts as big. I can't imagine ever having any table with more than a 1000 entries, and that one would be all gameplaytags and text. So I'd imagine I could get away with a lot?

faint pasture
#

I don't know what the back end of data tables look like but assuming it's basically like an array of structs or a map then a linear search wouldn't be that bad

#

It might be worth pre-processing recipes if you had 10k of them and had to to a bunch of searches as fast as possible but just for searching whenever an item gets placed in the crafting screen a linear search is probably fine

silent stag
#

When my character possesses another actor, a component in my character stops working properly, even though the owner remains the same character. What could be causing this issue?

dawn gazelle
#

Probably something to do with the component reading something about the player controller? Really it depends on what the component does.

heavy lion
#

I have this main road actor setup. I want to (from my character class or controller) get all the spline points and find the nearest one.

However I cannot seem to get any information from them when I get all actors of class.

dawn gazelle
heavy lion
dawn gazelle
#

Ok, so you should be able to pull off from that and read whatever you need to read from your BP_MainRoadSpline class. As you're looping through them, you'd have to keep track of which is the closest, by how far and check each time if the current iteration is the closer.

silent stag
heavy lion
#

@dawn gazelle I have two actors in the world, And when I trigger this it just prints two entries. I'm obviously not looping through the spline points.

#

Got it

#

Bah! Cant use the get distance to node on anything but an actor.

tall plinth
#

could anyone theorize why this isnt working or just straight-up solve my problem? T-T icons should be going from red to orange when hovered but nothing happens...

heavy lion
#

Ok. Some progress. I am able to get the distances of all of them. Now I need to filter out all of those over a certain distance. Then return the location of the nearest.

trim matrix
tall plinth
#

thank you for suggesting that for troubleshooting! one of my concerns was that it was 'buried' underneath ui but that doesnt seem to be the case [hello prints when hovered]. im pretty sure that border is variable too

#

not even sure if that matters. couldnt find some instance editable thing

#

oh wait def matters that border is variable i imagine...

#

since.. i pull it... zzz

#

brain no work

#

still no idea whats happening with it T-T

rare mortar
#

Hey guys! I'm new to UE and I try to make a game with the help of Chatgpt, well, it have'nt been easy today, so I have to ask here:P
What I want to achieve is to increase the size of the cube, and make it stay on top of the floor, not fall partially through it as it does now.
As you can see in the start of the video, I have the standards capsule component for characterBP. It seems like the collision work as the cube stays on top of the floor (even floating a little)
I've added a box which I scale and I try scale the capsule component aswell. The problem is that the cube falls partially through the floor when I start scale. Does anyone have any idea where I can start to look to fix this?:)

tall plinth
tall plinth
trim matrix
#

Huh, interesting, I feel like you should just be able to switch out colors no problem

#

Not too sure about UI stuff fully, sorry mate

tall plinth
#

im so mad i was troubleshooting/waiting for like 2 days

#

post it here today and boom ty

heavy lion
#

Im going insane. I am trying to return a bool value from a function.

#

If I connect the return node. The function stops working altogether

#

This works

#

This stops everything from spawning and says no, there are no roads nearby.....

#

I need a true or false result. Is there a road nearby. I dont need to spawn the actors.

#

I dont understand why

#

I can even set a bool variable and it doesnt work

heavy lion
#

OK. This seems to work. I think I understand it. But I dont.

#

I dont understand arrays and loops. Ive never been able to grasp why shit works the way it does.

#

This for example. I would imagine the print string here would repeat for all the array elements that are closer than 200m

#

But that only happens if I disconnect everything that happens after the print string.

#

Like this

#

This now displays a print of all points transforms which are lower than 200m away from the player

#

But why would something that happens AFTER this affect what happens before?

#

I dont get it at all.

#

Ideally, I want this function to return two values, a true or false if it finds a spline point. And if true, the location of the spline point.

#

But I cannot figure it out to save my life

trim matrix
#

Well this is happening per item on the first for loop

#

So if it’s returning on one of those loop runs, it’s not gonna do anything else

dawn gazelle
# heavy lion But why would something that happens AFTER this affect what happens before?

Arrays are lists of a certain type. If you only have a single item in the list, it'll only execute once.
If you return from a function, it will stop any loops that it may be iterating through.

You are currently creating a nested loop of an array that contains a single boolean and on completed are returning from it, thus cancelling all other loops that may be in this function.

trim matrix
#

Sorry I’m having trouble following this lol

heavy lion
trim matrix
#

You should check each position on the first loop and make an array, then move on the completed to do everything else

trim matrix
# heavy lion I appreciate the response but I am no wiser

You see in your first loop, you’re checking the distance and if that is true, it prints and runs another loop inside the current loop. So if that second loops branch return true at any point in that second loop, your function will return (cancel at its current position in the loop)

#

So ideally you want to make that array inside your first loop then any logic that needs to happen post-array should come off the completed pin in the first loop

dawn gazelle
#

The top function you'd put in your actor that contains your spline.
The second function you call wherever you want to check against all of your spline actors.

This loops through all instances of your Spline Actors, and determines which point in each instance is closest to the actor and then if that point is closer to the actor than any other previously closest points to the actor, it stores it. When the loop finishes, it returns the spline actor and the point that is closest.

heavy lion
#

How would I return the location and a bool?

#

I need a true or false value. And the location if true

#

(I dont mean to sound so ungrateful)

inland walrus
#

Any idea how I can make my sphere ignore my interact? (I still need the sphere to overlapdynamic as I am using it for something else)

heavy lion
#

Add your class to the class filter. Use a reference to self

inland walrus
#

It's already referencing self?

heavy lion
#

Sorry. Not sure. I think im tired

inland walrus
#

No worries, appreciate it

heavy lion
#

OK. Lets start again. I can get an array of all the spline points I want to sample.

#

Looks like this.

trim matrix
inland walrus
#

temporary fix lol

dawn gazelle
# heavy lion How would I return the location and a bool?

Well, this function gives you the closest spline actor and the spline point that is closest, not the closest part of the spline that may be near to the actor which would require a bit of change to the logic. If all you care about is closest points, once you have the closest point, you should be able to check if the distance of that point is within a certain range (your bool) and get the world location of that point from the spline actor's spline component.

heavy lion
#

Thats what I cant figure out. I think I'll have a look tomorrow with fresh eyes.

#

Cant get my head around it

#

I appreciate the help @dawn gazelle

heavy lion
#

This is just a single function on the player controller.

#

returns true if the player is close enough to a spline point. As well as the location of the nearest point.

#

You are a life saver

#

Ignore the "found" boolean. It does nothing. Has been removed.

proud blaze
#

I am trying to randomly assign a material instance on cows. However, I do not know how to set the material instance to overwrite the default on the cow.

#

any help yall could give me would be amazing

dawn gazelle
proud blaze
#

@dawn gazelle testing on a placed actor

#

I dont know if this is useful

dawn gazelle
#

Are you moving the actor around the scene or otherwise causing something to trigger the construction script?

proud blaze
#

I have 6 of the actors in a scene and am pressing play

#

I am getting these errors logged to the console

dawn gazelle
#

Is CowMesh in the hierarchy of the object or is just a variable you added to this blueprint?

proud blaze
#

it is a variable I added

warm hare
#

Anyone know how to trigger an event when you walk through trigger a ball rolls in front of the character?

#

I set up a ball BP but am missing something between trigger box and ball

dawn gazelle
# proud blaze it is a variable I added

Ok, so that's part of the problem then. As it's a "Static Mesh Component" variable, it needs a reference to the Static Mesh Component you're wanting to change. If this code is present in the cow, then I'm guessing you mean to use a static mesh component that is actually in the hierarchy rather than just a variable you created.

proud blaze
#

@dawn gazelle thank you so much, got it

#

just had to drag the mesh over from the tree and remove cowmesh... haha

#

wouldnt have figured that out without your help

wicked cairn
faint pasture
#

either box tells the ball to start rolling, or ball subscribes to OnOverlap for the box. I'd do the first approach for now

#

Overlap -> is the overlapping thing a character or whatever? -> yes -> tell ball to roll (whatever that looks like)

#

you can make a reference in the trigger actor of the ball actor type, and set it once both are in the level, or get it at runtime with get actor of class YourBallActor

#

or it can all be one actor, and just move the trigger box to wherever you want it to be. One actor with box and ball in it

warm hare
#

This is what I started with the ball

ocean current
#

So when i start this actor in the world The pawn will move to the location but when i use a pressed key to spawn the actor in. it wont move to the locaton the print string shows it making it past that point but its not moving to the location even know its saying its making it past that point

#

anyone know what could cause this

faint pasture
#

Is that what you want?

warm hare
faint pasture
warm hare
faint pasture
#

start with detecting that the overlapping thing is a character

warm hare
# faint pasture Yeah so do that

I think where I am getting stuck is that this is literally my first time trying to do a trigger, so i am unsure if I place this in the level blueprint or with the BP ball.

faint pasture
#

one actor with trigger box and ball in it

#

when a character overlaps, drop the ball

warm hare
faint pasture
#

casting is asking "Is this thing an instance of this class?"

#

you care about if the other actor is a character right?

warm hare
faint pasture
pulsar osprey
#

it probably tells you that in the error log

faint pasture
#

Overlap -> cast OtherActor to YourCharacter? -> yes -> set simulate physics on Ball component (Box and ball are in the same BP Actor Class for this)

#

it's that simple

warm hare
faint pasture
#

make sure a box collider and ball component are both in this same actor

#

1 actor with the trigger and the ball

faint pasture
#

That simple

#

that will drop the ball when character overlaps the box

warm hare
#

almost got it. just i need it to push the ball from the right side.

warm hare
faint pasture
#

static mesh settings

warm hare
faint pasture
warm hare
faint pasture
#

you want to tell it Simulate = true

warm hare
faint pasture
#

It'll roll down hills like a real rock would

warm hare
faint pasture
#

losing momentum is up to the physics engine but a one time boop can be done by Add Impulse

#

after enabling physics, call Add Impulse on the sphere

#

you'll need to use huge numbers unless you check Ignore Mass, in which case the impulse will be the velocity change

#

200,0,0 would push it 200 cm/s in X

warm hare
warm hare
faint pasture
#

it all depends on what you're after

warm hare
kind estuary
#

broskis this is the most confusing thing.
I have my units selected, ui shows the unit cards.
A battle happens, units take losses.
But the UI doesnt update. It still shows the old units numbers

#

So to show it again i click again and it shows the new numbers.

#

What should i do here? Should i call the UI to update after each battle?

#

What if the battle happens between ai players? Then it shouldnt update any UI

#

How is the proper way to handle this? Checking if battle is between AI or player? Check if after the battle if the currently selected units were involved in the battle?
Or always update UI after battle regardless ?

chilly crane
#

please ping with response

gentle urchin
gentle urchin
#

at the v ery least you must reduce the forloop to -1 of splinepoints

tropic peak
#

for end point?

gentle urchin
#

yepp

#

I think you might even need -2 but it doesnt add up in my head rn 😄

tropic peak
#

it's not quite that I'm afraid :p

gentle urchin
#

It's one issue, possibly not the only issue

tropic peak
#

what's worse it doesn't even appear in game

#

gotta love this kind of issues..

gentle urchin
#

splines are usually troublesome to work with

#

took me like 50 revisions to get up and running my spline based 'tunnels'

tropic peak
#

true but sadly it's probably the only sane way of doing roads

gentle urchin
#

would be easier if one could just VT them wouldn't it

#

but you're probably right

grim spade
#

Hi, I am using unreal's default CharacterMovementComponent, in this blueprint I am updating Velocity on every tick

gentle urchin
#

this looks redundant

#

doesnt CMC already handle that

grim spade
#

this is Velocity -= Velocity * Deceleration Rate * deltaTime

gentle urchin
#

yepp, similar to what CMC does

grim spade
#

but it only works the character is in air, it doesn't work as expected when walking

gentle urchin
#

question is what you're trying to achieve

#

CMC already has deacceleration built into it

grim spade
#

I'm trying to create sliding mechanics, so that when my character is sliding, he is losing speed over time

gentle urchin
#

right

#

so custom movement mode is what you'd probably wanna do

#

should allow you to control this manually

grim spade
#

why does this only work when the character is in Air, but not when walking?

gentle urchin
#

because CMC likely overrides whatever you're doing

#

except while in air /Falling state

kind estuary
#

CMC sucks bruh 🤨

maiden wadi
ruby apex
#

Is there any way of converting hierarchical instanced static mesh back into separate static meshes?

mild galleon
#

Hello! I am trying to get my ENHANCED INPUT SYSTEM to run.
i have added context mapping on my controller at "Event Begin Play"
also, i have my input action there, i defined it on pressing Button Q in this case.
It does not fire when i playtest it.
Any ideas?
Yes, i did add the Mapping to project settings.

#

so what you see on the bottom left is the "Q" button, it should show a string.

#

*print string

#

but it does not.

#

from my understanding this should work, so i didnt see something

frosty heron
#

If you are not using event dispatcher then you should

kind estuary
# maiden wadi Whatever holds your units data should have a delegate. Battle end or progress sh...

yeah thats what i ended up doing. I have a Event Dispatcher now. Which i assume is another word for Delgate.

When you view a thing holding army, it binds that delegate. When you stop viewing it, it unbinds
This is more for real time, right?
In my case battle happens, and you get the results immediately.
So here i binded the click select army to update the UI.
So when i click in the Army, it shows the army units cards below, with the numbers of soldiers.

gentle urchin
#

dispatcher = delegate yes

kind estuary
#

so im doing it correctly

gentle urchin
#

why someone figured it smart to have different names for the same thing is beyond me

frosty heron
#

Not if you don't get the result that you want

kind estuary
#

now everytime the battle ends i call the Delgate, to update the currently selected units.

#

yes its working, though its confusing because, before the delgate the AI was also calling the UI

#

to update

#

this also happened to me in another project and i just solved it fast with if statements

gentle urchin
#

Anything UI related should largely be setup to bind to delegates

frosty heron
#

We need to raid youtubers that write gameplay logic in UI

gentle urchin
#

No AI nor player class should call anything in the UI to update some displayed stuff

kind estuary
#

yes thats the best, else you will be checking always if its human, and then cast to ui

kind estuary
gentle urchin
frosty heron
gentle urchin
#

aaand

#

delete the UI

#

and verify that everything still works 😄

frosty heron
#

The component or actor shouldn't need to know the UI exist.

kind estuary
gentle urchin
#

everything gameplay wise should function without UI present

frosty heron
#

The one that broadcast the event is the target actor

gentle urchin
kind estuary
gentle urchin
#

so it only says "whoever cares, this has changed! "

kind estuary
#

ah awesome, makes sense

mild galleon
#

ok. sorry i dropped so many pictures above, i just wanted to show why i was wondring;
i run through 3 tutorials of setting up enhanced input system (to update my legacy setup here)
and i am sure i followed every step, yet, nothing happens when i press the button....
If you know any place for me to read up on this, pls let me know, thank you.

frosty heron
#

The doc should be more than enough.

#

See tps template for everything you need.

#

Of ofc, the context is missing

#

You are doing multiplayer

#

🐱

maiden wadi
#

Add Context Mapping. EnableInput, make sure input mode is in GameAndUI, or GameOnly, make sure UI is not handling it first.

frosty heron
#

My tip is don't do it in begin play

mild galleon
#

i got it running

#

lol i was stupid, i forgot to plug in a node

#

sorry guys! thanks a lot!

frosty heron
thick orbit
#

Hi all o/ Having a really odd one. I've attached a few screenshots showing the details. I'm using the subtract (float) node. One is behaving correctly (3-1=2) while the other isn't (3-1=0). Also if I plug the same output value into 2 floor nodes, that is causing different values as well. What am I missing here? Any help is greatly appreciated 🙂

gentle urchin
thick orbit
#

Oh, I thought this would be enough as it shows the fact the node is taking in a number (doesn't matter where the number comes from) and is outputting the wrong value on that same node

#

what else would you need to see?

gentle urchin
#

It matters what it goes to and the execution chain there

thick orbit
# gentle urchin It matters what it goes to and the execution chain there

Ok, I did a big derp, I apologise. Was debugging a loop and that was outputting to the "Last Index". I figured that wouldn't impact the value as it's not a variable or anything. Apparently even though it was feeding into "Last Index" it was showing the value of the current index. Apologies

ocean current
void jewel
#

If I place 400 skeletal meshes in a level I get around 80 fps. If I take that skeletal mesh and make it into a blueprint actor I get like 60.

Is this unavoidable or is there some setting causing this? I have disabled collision and shadow for all, which was by far the largest performance gain

#

and no there's no code running by nodes. So it's only whatever is default with it being a blueprint actor

I've been gradually disabling a lot of properties to find anything, but nothing so far

ocean current
olive pasture
#

hello everyone. is there a way i could somehow use gameplay tags as a switch? my issue is that the tag has a relevant place in the tag hierarchy i want to listen, but its not an exact match. its like i want a switch if it contains the tag, rather than being exact

gentle urchin
#

You cant do such a query with a switch

olive pasture
trim matrix
#

hey, ive been looking for a tutorial on how to recreate the dialouge from animal crossing, but the only good one i can find is for unity, id much rather stick w using unreal so was wondering if this would be something able to replicated in unreal? https://youtu.be/ta_L_qoMaqc?

The villagers from Animal Crossing express a lot of their emotions through dialogue, and this is one of the main reasons why players create such big connections with them. I wanted to experiment and see if I could achieve a similar system, using Unity!

Support Mix and Jam on Patreon!
https://www.patreon.com/mixandjam

PROJECT REPOSITORY
-------...

▶ Play video
crisp sandal
#

how can i get the bone to the target so the arm doesn t become a spaghetti string?

olive pasture
sand warren
#

is there a way to create destructible mesh because they don't have it anymore for UE5 and im trying to set it in a blueprint.

maiden wadi
# sand warren

There is a Chaos Destructible Mesh now. Much of the physics stuff was changed in 5.0+

sand warren
maiden wadi
#

I'm unsure. I've only done it once out of curiosity. The games I work on don't use them so much and I'm not the tech artist even if they did. 😄 There are a lot of guides on it though.

left valley
#

I have:

  • An NPC actor holding a shield skeletal mesh
  • A player weapon that shoots raytraces and if it hits an enemy actor it does Apply Damage

Is there a way for the actor to detect that the shield was the component that was hit with the trace and therefore ignore/reduce the damage, or do I need to go through all my weapons and run code that detects what was hit (e.g. hit component, read tag, set variable "hit component" on actor)

gentle urchin
#

Just check the hit component

#

Id put a tag on it and just check that

minor dune
#

can anyone help me make a Flare gun in blueprints?

#

trying smth but cant think how to make it

indigo gate
#

Is there a way to hash a string in UE5 blueprints ?

regal ridge
#

How do you pass a variable on another blueprint to a UI element binding? I've done that in the past but I've completely forgotten how it works.

#

Basically trying to bind a number to a text field

left valley
# pallid dagger how do you make traces?

line trace by channel, was hoping to avoid adding a bunch of checks to each weapon (theres a lot) and just run it off the rare actor that has different components that react differently to incoming damage

#

if not a viable option its not the end of the world though

pallid dagger
left valley
#

Im getting the hit actor from a break hit result off the line trace node, and I have a bunch of different LTBC nodes for say, the shotgun, sniper rifle, machine gun etc, splitting it via a switch to divert the "shoot" event to the correct output

#

disclaimer: first time scripting with bp lmao

lunar sleet
indigo gate
#

Although what is this abomination of a node ? It doesn't just crash the game but the entire engine as well

#

Why

spark steppe
#

to trigger a breakpoint in your IDE when you have a C++ project

indigo gate
#

Oh

#

Speaing of, any way to throw exceptions/raise errors in UE5 blueprints ?

stone field
#

Sometimes it can also be useful to check that custom crash reporting systems are working

thin panther
crisp sandal
#

how can i get the good bone?

thin panther
#

The what now

stone field
indigo gate
crisp sandal
spark steppe
#

that's more something for custom data validators

thin panther
spark steppe
#

...

stone field
thin panther
spark steppe
#

the one in your arm which when you hit the right spot makes you feel all fuzzy

indigo gate
#

Print string does add it to the log but it won't pop up the log with an error when going back into the editor, like any other errors would

thin panther
#

Sure but it also you know... prints it to the screen that you're looking at

spark steppe
#

there are some plugins which do that tho (not sure if there's any vanilla way to write to the editor log window)

crisp sandal
thin panther
#

Otherwise pick up a plugin

#

Think Aquanox has one doesn't he for it?

thin panther
#

It's showing you what the node needs

spark steppe
#

there you go

crisp sandal
#

otherwise bro becomes slenderman when dropping his weapon

crisp sandal
crisp sandal
gilded whale
#

Hi guys, I am currently making a yank grapple mechanic where my player can yank an object and pull it toward them, but the force is not properly applying to the object, I'm new to UE so please keep that in mind.

The object is getting recognized by my line trace (used print statement to debug) but the apply force to the object is not working for whatever reason, probably because my math is wrong or something I have no clue at all.

thin panther
#

Gravity isn't something you need to implement

crisp sandal
thin panther
#

...

crisp sandal
#

just can t find the node for it

thin panther
#

I know, you said that. You still don't need to implement it, it's already implemented

thin panther
#

Yes, it is

#

The engine would be pretty useless without gravity

crisp sandal
#

cuz now he falkls down flat from standing

#

@thin panther so wich node do i need?

ocean current
#

How do i get my players stats through an interface without a trace. I want to get them for my widget

pallid dagger
#

some entities are easily available from many contexts, e.g. GameState or PlayerCharacter/Controller

dawn gazelle
#

Whats more, you can do without an interface if you have those stats within a component, so long as you can get a reference to the object that contains the component.

gentle urchin
final widget
#

couldn't find an explanation on the difference between "In Socket Name" and "Socket Name"

maiden wadi
faint pasture
#

With that you can get to the owning players pawn from a widget

#

cast it to YourPawnClass, then reach in and get whatever you want. Or, get its StatsComponent (the better approach)

#

You can think of a component as an interface + state (variables)

dawn gazelle
final widget
#

I renamed my Function Input and I have an idea how this came to be. I probably did promote to variable at some point. I would say this is a bit unlucky named.

lost hemlock
#

What is wrong with my blueprint?

final widget
#

I think some context could be helpful

lost hemlock
#

it's a transfer slot system

lost hemlock
maiden wadi
# lost hemlock What is wrong with my blueprint?

For starts, your item merge code is wrong. You're taking from the source index, and clearing the destination index. You should instead simplify this in it's own function. You should simply be getting a number of how much is desired to move. Get the min of MaxStackSize or Source+Destination. This gets you your total for Destination. Then you minus this from Source+Destination and that gets you how much Source should have left. If source == zero, then remove it.

Secondly, you're multicasting at the end of a function setting replicated state, which is a huge red flag. Nothing about any of this code should be multicast for any reason. The Content array should have an OnRep.

You are not passing in Destination inventory. So I'm wondering if this is a function specifically for swapping slots in this inventory? It's makes the function look strange when it could also transfer between different inventories as well.

Beyond that, as Saine said, context would be helpful. It's hard to diagnose issues without knowing what they are.

lost hemlock
#

this is not multiplayer game, things are just replicated because I followed Ryan Lalley's tutorial and he makes everything replicated just in case, but it's not mandatory, it's just optional

lost hemlock
maiden wadi
#

It's similar to Multicast, but not as strict. Multicast will send immediately, which is an issue because your multicast can arrive on another machine before replicated state can. So if you set state, and multicast, a client can run an update on the multicast for like UI, and then a frame or fifteen later get the updated state which is way too late.

OnReps on the other hand simply run an event when the new state arrives on that client.

lost hemlock
#

For starts, your item merge code is wrong. You're taking from the source index, and clearing the destination index. You should instead simplify this in it's own function. You should simply be getting a number of how much is desired to move. Get the min of MaxStackSize or Source+Destination. This gets you your total for Destination. Then you minus this from Source+Destination and that gets you how much Source should have left. If source == zero, then remove it.

Secondly, you're multicasting at the end of a function setting replicated state, which is a huge red flag. Nothing about any of this code should be multicast for any reason. The Content array should have an OnRep.

ok since I dont understand what you're referring to there, i'll break the code down into 3 sections and you can tell me which section of this screenshot you think is problematic

lost hemlock
#

I don't really wanna replicate this

#

or make it a multiplayer game

maiden wadi
#

You won't need to care until you start doing multiplayer. So no need to worry about it really. Learning networking stuff can be a bit of a deep dive if you're not ready for it.

#

Blue seems fine as far as I can tell? Do you have an issue when you transfer with the same item id type, or with different id types?

lost hemlock
#

and then also everything really changes based on:

  1. whether or not it's your first swap
  2. whether or not it's on your first 5 slots, etc.
#

and i can share a video to demonstrate

#

but it's really random, and it feels like it has some weird specific unwanted rules created and bugs it's not supposed to have at all

maiden wadi
#

I would start by hooking up something to the second SetArrayElem in yellow. You're always clearing your destination slot here. Maybe take out all of the math and simply swap Source and Destination's quantity here for a start.

lost hemlock
maiden wadi
#

Er. Brain moment. 😄 2am here. map = math.

#

So that you can test if it works correctly by simply swapping the quantities when they're the same ID. If this works correctly and you have no other issues, then you can add the math back like I described above to find the new numbers.

lost hemlock
#

should I change something in the black, white, or red?

#

the red is not connected

#

and it's also like this in my other inventory which was working on another project

#

should I swap something between black and white?

#

should I change something in the red?

lost hemlock
lost hemlock
#

ok maybe Source Index and Destination Index

#

are you referring to those integer variables?

maiden wadi
#

I mean to simply pull the quantity of Source and Index from their structs, and swap them. Set Source's struct's quantity to Destination's, and reverse as well.

lost hemlock
#

Content is their struct though

#

right?

#

Reverse like this?

#

Content is F_Slot_Struct

maiden wadi
#

Narrowing down your issues.

lost hemlock
#

is it because my variables will be none or not actually reference anything when I run this code?

#

For example right now,

#

I just picked up one item and it puts it on the first slot

#

then I try to move it on the second

#

that's it, it will never allow me to move it to the first back again

#

or the third

#

Oh i just realized something

lost hemlock
#

so it looks like you can only transfer items out of the first slot apparently

#

and you can swap infinitelly with 1st and 2nd for example or smth like that

#

and you can also find some other weird bugs in there

#

there's a lot of weird unwritten and unwanted rules and bugs in this inventory which I would like to completely remove

lost hemlock
lost hemlock
brave arch
#

Hello... Friendly lurker here. Most of my game development has been in Unity. I recently started messing with Unreal Engine by modding existing games. I was messing with some config (CFG) files. I get that these can be used for blueprint and prototyping. In Unity I could create Prototypes that pulled random valuesfor a base or inherited object. Can I define a variable in a .cfg and assign it a random value from say FRandRange()... Or am I limited to only int, float, bool, etc... fixed values.

dawn gazelle
#

I'm not sure I fully understand what you're asking, but it sounds similar to something like this.

brave arch
#

hmmm

dawn gazelle
#

There is supposed to be a way to use a value from a CFG file, but I don't understand why you would assign it a random value

spark steppe
#

UE has RNGs for all kind of numbers, if that's what you are curious about

#

you can probably substitute a config value if it doesn't exist or has some placeholder like -1

#

but that's something you have to code, not a feature as far as im aware

#

as it sounds very specific

brave arch
#

say I have
OddFellow : struct.begin {refurl=BaseMobile.cfg;refkey=[0]}
SID = Fellow
Blueprint = Blueprint'/Game/Blueprints/Characters/NPC/MOBILE_AI'
StatParams : struct.begin
MaxHP = 100
MaxStamina = 100
...
...
...

Say I want MaxHP = FRandRange(70, 90) instead of 100 when the object is created... Can I do that in Unreal?

#

in a config (.cfg) file.

spark steppe
#

not without custom code (all afaik)

brave arch
#

Crud

spark steppe
#

how about you declare a MinHP/MaxHP in your config to set the RNG range

#

which is an easy roll on beginplay/actor construction

brave arch
#

In th code have it do FRandRange(MinHP, MaxHP)... Yes that could work... I feel dumb for over complicating it

tiny tundra
#

sceneCaptureComponent/Hide Actor Components - works great but I am trying to toggle this. Is there a way to do the opposite? I see "Show Only Actor Components" but that doesn't seem to be doing the trick..

#

also is there an easy way to turn on/off the sky (replace with a simple color, or image) only in this scene capture component?

frosty heron
#

You can mask the background and apply some material but it's probably easier to just create another world for the Preview Mesh. Not doable in blueprint but you can look at LyraPocketWorld if you want

thin owl
#

========================
Good evening Unreal lords.
I have narrowed my issue down. Can someone please help me understand my idiocracy when thou haseth a momentus...

As you can see, I am trying to understand how Owner and Instigator work inside of 'Spawn Actor.' (except I don't really know how they work.)
it doesnt really seem to matter if i try a combination of owner, character, and pawn, the game likes to throw a effervescent tantrum.

  • I know that pawn is like the highest class in the chain. I just dont know which one of the things are supposed to use to make them work.
  • 'Get Owner' has to go into 'Owner' on the Spawn Actor. The game throws me crazy errors if I dont.
  • So that means the Instigator is wrong. But I dont know what about it is wrong. It works on the player but it doesnt want to work in a component.
  • On the player side, it seems to like being empty. but when its empty on the component side, it doesnt do anything.

If someone could lend me your eyes for a green noob, I would be most grateful.

dawn gazelle
# thin owl ======================== Good evening Unreal lords. I have narrowed my issue do...

When you spawn an actor, you can decide whether to set an owner. It's typically an important think to handle in multiplayer as actors that are owned by clients allow the client that owns it to send RPCs to the server while also controlling some owner logic like OwnerOnlySee or OwnerNosee. It's also supposed to be a means of easily referencing something as a potential "parent" type of object which is what it looks like you're trying to do here. As you've done correctly here, the "Owner" of a component is always the actor in which that component is attached to.

An Instigator is more like what triggered the Actor to exist, which may need to be different than the owner. Useful for things like bullets from a gun. The "owner" of the bullet may be the gun, but the pawn holding the gun could be the instigator.

The only thing I can see here being a problem is that you're having your BP_MASTER_AI's Begin Play calling this Initialize Equipment function when it may be occuring before the Component Itself has had a chance to begin play which may be messing things up. What happens if instead of using the Begin Play of the BP_MASTER_AI, you have it execute the Initialize Equipment function on the Begin Play of the Component?

thin owl
#

man i feel dumb
been trying to fix that 1 bug for 2 hours

dawn gazelle
thin owl
unreal island
#

===========================================
Bug with Blueprint Interfaces?

I have a pretty basic system setup between my player character and enemy that whenever I try to attack it triggers an event called "Recieve Attack" which uses an interface with the enemy to trigger the enemy to dodge the attack. Right now i have it set so the enemy should dodge the players attack every time. This works id say about 75% of the time as sometimes the "Recieve attack" just doesn't trigger on the enemy's blueprints. I have my interface setup properly so I'm wondering if there is something else that could be effecting this event not firing or if I've simply sone something wrong.

The cast attack uses the same line trace as the one to apply damage

frosty heron
#

personally for me
Combat Component 👌
Combat Interface 🙅‍♂️

fiery swallow
#

Interface 🙅‍♂️

frosty heron
#

no formal education here so never had anyone telling me right or wrong. But my self imposed rule for now if you have to do any kind of logic or like more than 20 codes long, consider component.
Right now I use interface for simple getters and as far as I see from Lyra, interface are only used as getters, nothing more or less.

#

Getting faction or team, you probably want interface

#

Interaction? I do use component
Inventory? Component
Combat? Component

obsidian mulch
#

Is there a way to solve this it happens after break bone constraint for delismemberment

summer lodge
#

Hey everyone i'm having an issue with spline and collisions, mainly that spline just wont give me any collision. Tried multiple thing that i found on forums, videos and reddigt, but nothing so far came even close to solving it. Here are some screens of Ineditor settings, Construction script and function within it.

gentle urchin
#

and the meshes got collision ?

summer lodge
#

Yes. Tried several. Complex as simple and even modeled simple one and imported it. Nothing changed.

gentle urchin
#

Personally I've never had any good luck with the SplineMeshComp

#

collision and nav area impact (probably due to no or weird collision) was always an issue

#

i was gonna use it for Roads in an RTS

#

i ended up faking the collision by placing a bunch of ISM's there instead

#

hidden, ofcourse

summer lodge
#

I need to do quite a bit of tunnels so i wanted to make a tool like this to make them easier to make and more organic (also less pieces to be used) but so far it works only visualy. 😄

gentle urchin
#

Voxel got collision atleast

vestal cairn
#

Hi I have a question .

I want to know that I have a ship so I want to float it but first I wanna know

1.how many pontoons should I put in that ship? (It's a galleon)

2.where should I put the pontoons?

3.if I put one single pontoon on its center of mass then will it balance the ship?

gentle urchin
#

this is what my collision mostly ends up like

#

hmm, seems like it now worked as it shuold

summer lodge
#

Mine still wont show. 😦 😄

gentle urchin
#

check the AddSplineMeshComponent details panel

summer lodge
gentle urchin
#

weird, it works here when setting the mesh dynamically aswell

#

ue 5.5.

summer lodge
#

Yeah, i went throug quite bit of forum post that suggested all these little things i migjht have forgotten. et still nothing. 😦

somber gate
#

hey guys 👋 I'm trying to learn about material layer. Is the index [0] here the background layer?

#

I assume it is but I just wanna make sure it is.

lost hemlock
#

What is wrong with my code here? It is supposed to transfer slots

dreamy flame
#

Hey guys!
How do I access the arrays in the data asset from within my blueprint?

fiery swallow
dreamy flame
surreal peak
#

They are properties of the class after all

dreamy flame
surreal peak
#

Yeah it needs to be the type of your specific one

#

Either change the type or cast. Changing type makes more sense.

#

And with it I mean the variable

lost hemlock
lost hemlock
# lost hemlock

note that, it's not stuck, I can replace it with another thing and it will replace, as long as you exchange it with something

dreamy flame
lusty delta
#

is there a way to jump to the next row of a data table, without jumping to the specific row name?
in a sense like just calling the next one, after the one that was just called.

after all, they have an index too, that should be accessible somehow, right?
thing is, I wanna call rows in order, but I don't wanna have to manually give them all numbers.

thing is: you can add the row names to and array, which will make them have like an index in the array, problem is, if you want to read from that, the "get data table row" is asking for a name type.

iron idol
#

uhhh, guys... I have a static mesh that literally wont delete in editor. Has anyone run into this problem?

#

it just unselects when i hit delete. I've even tried restarting UE

#

nevermind. I opened a different level then opened the level again and now it will delete. weird.

frosty heron
frosty heron
#

tldr, it's a way to store a key-value pair. The look up is based on the key, not index.
Essentialy the order is not reliable.

#

but this way the look up is faster

#

if you need to rely on the index, you do use array,
if you want a fast look up data type where you can get value by specifying a key, then use map

#

in the case of DT, it usses map, so you shouldn't rely on the index.
maybe the best next thing you can do is to use the row name as the "index"

#

or maybe get data table row actually return them in order 🤷‍♂️ but I never try it my self

#
This is because maps in C++ keep their elements ordered by key.

Actually maybe the get row may give you what you need. Have you tried it?

#

So you can just get the name of the next Row, Then you do hook that output to the get Row from data table

#

@lusty delta Something like this

lusty delta
# frosty heron or maybe get data table row actually return them in order 🤷‍♂️ but I never try...

I can't really follow, so this may be a bit too advanced for me. I'm not a great programmer.
I got it to work that it reads dialog as rows in order if I tell it in the table what the next row is. I guess I can live with that extra work for now. so if I'm on the dialog with row name 5, I have to type in the last column 6 and it will jump.
at least this seemed to me the most convenient way of implementing dialog.
also: as far as I know, I can even edit this outside UE and it should be easy and quick to name the "nextRow" column there.
anyway, thanks for the thoughts.

frosty heron
#

just quick doodle before I go to sleep, ofc you do need to make sure if the index is not out of bound, etc.

#

@lusty delta for me personally, I do use an array that live in a Data Asset instead of using data table for those dialogues

frosty heron
#

An array of dialogues at least

#

using DT for dialogue is very sketchy imo

#

with array, you can just get the next index for the next dialogue

lusty delta
frosty heron
#

like in editor time? You can, it's server as read only data, just like data table

#

ofc you can do that in run time too but requires c++ and not recommended anyway

frosty heron
#

oh nah

lusty delta
#

like data tables

frosty heron
#

it doesn't have that Json import like data table do

#

you do have to get a plugin or write it your self

lusty delta
polar ridge
#

To me DataAssets are somewhat similair to DataTables with a few additions.
DataAssets can hold Functions as well, while DataTables made from Structs cant in that form.

You basically, like a DataTable, define 1 Asset/Class with Variables typically and then make many Instance from it, aka DataAsset UASSETS.

So imagine your 1 DataTable with 10 Rows being 10 different Assets, one representing 1 Row basically, with an 11th Asset/Class being the parent which defines the Properties at hand.

The complexity comes how one can use the AssetManager to get these DataAssets in any class/bp without directly referencing the DataAsset, but thats just an additional feature one could say.

lusty delta
#

@frosty heron @polar ridge
as far as I understand, the primarydataasset is for the data asset like the structure to the data tables.
according to ChatGPT, data assets would me more flexible for dialogue, because it's easier to implement animations etc, which is certainly something I wont deny.
However I have now clue how to create a dialogue system with the help of data assets and I couldn't find any tutorial on that either.
can you give me any further direction?

#

if a data asset is like a "row" of a data table, then I'll need a lot of assets to make dialogue. but probably that's not what you mean. 🙂

ocean current
#

Anyone got a good link that explains setting up an inventory system in depth and explains it in detail I’ve done some tutorials but Id like one that has a little more detail on what’s going on

polar ridge
# lusty delta if a data asset is like a "row" of a data table, then I'll need a lot of assets...

Well it can if you want to. Often thats exactly it, but a dialouge System is definitly a bit bigger of a "Challenge" due to choices.

Since for example if It would only be different characters talking with you giving much choices it would be possible to simply put all of 1 dialouge in one array of an Struct.

So a DataAsset, as you said correctly already, is created based on an PrimaryDataAsset, like an DataTable is made from a Struct.
So it really depends what your Dialouge System needs to be abe to do, but I personally would design it to having one conversation, which consist of multiple lines and choices possibly to be 1 DataAsset.

So at any point in time, for example when I step into a trigger zone or interact with an NPC/Actor I can get the DataAsset NPC_Talk_05 and from it I get all infos needed for said Conversation.
You may know it from Games that always when you interact with an NPC they will repeat the same Dialouge, unless something changed like you finishing a Quest or whatever.

#

I can try to think of a Structur setup if I have time to help you out further a little bit

gentle urchin
#

Doesnt support exports tho. Which may be important to some, for VO 😅

smoky shard
#

Hey everyone, I have a weird issue where I'm trying to have a HUD menu show up in game, and let the player click on buttons that appear on objects that are generated. The buttons on the objects work fine, but when the HUD blueprint is enabled I am unable to click on them, it seems the HUD Widget is blocking mouse input to other widgets, is there a way to fix this or a setting I am missing?

maiden wadi
keen sun
#

my anim notify state does not fire for some reason any idea why? even the common notify that we impliment in ABP is not working

maiden wadi
# ocean current Anyone got a good link that explains setting up an inventory system in depth and...

You probably won't find one to your liking. Not in a single go. Inventories are a good intermediate level system that require understanding of a lot of different systems to make them work well. First is data management. Default vs runtime data. Second is writing the inventory itself. Most people do this in very game specific ways, but you can avoid that if you make the system generic enough but again this is mid level system understanding. Knowing how to make a basic inventory and subclass it at the right spots for your game's needs vs what you might use in another game.

Once you get past all of that you move on to UI. Just the display of an inventory can get complex and or cripple your game performance if you're not careful. Get a thousand items in an inventory and don't use virtualization like TileView or Listview, and you'll have a really bad day. This also requires understanding delegates to bind update events to keep the UI correct.

Moving past that is input, which can get super complex with like hovering and using hotkeys, think hovering an item and pressing T to transfer to another inventory. Drag Drop operations aren't so bad but again another system. Understanding when to and when not to blod gameplay inputs based on your game and inventory types. Knowing how to correctly clamp and manage gamepad navigation if you plan on supporting them or are releasing on consoles.

Youtube videos target a timeframe, and are often made by people interested in maintaining views with simple howtos rather than actual academic teaching. Which means you're not likely to find a comprehensive video that is going to cover all of these topics and probably some I missed in a 20 minute video that'll keep most people's attention.

lusty delta
# polar ridge Well it can if you want to. Often thats exactly it, but a dialouge System is def...

it's still a bit hard to grasp for me, how it would look like. but if at least on DA is one dialogue, I could cope with that. the dialogue would then me stored in an array? and in the data assets event graph I would set up how it would be play and if animations or other stuff is in between? for instance: play array dialogue lines 1-5, play sound effect, play dialogue lines 6-7. something like that?

lusty delta
#

I need to be able to localize it properly, in any case.

dark drum
#

Can anyone think of a better way to handle this? I feel like i'm over complicating things. This function takes two parent objects that contains gene objects which themselves contain an array of active chromosomes. The goal of the function is to create a new object that contains genes from both parents. (hopefully that makes sense)

dark drum
maiden wadi
lusty delta
gentle urchin
#

yes

lusty delta
#

also is there like a video demo or so?

gentle urchin
#

no video, but a userguide/documentastion is linked on the site

maiden wadi
# dark drum Yea.

Yeah, not sure you can simplify that much more. Logic wise I think you're solid. You could save yourself a lot of processing by caching the parent boolean arrays so you don't run those pures multiple times each loop iteration. And also resize LoopChromosomes right after the Clear before you add to it to avoid memory allocations.

dark drum
maiden wadi
dark drum
gentle urchin
#

Even just increasing the array by some factor can be helpfull to avoid said reallocation

#

so instead of adding 1, you add 10 , and got the 9 extra times covered 😛

maiden wadi
#

Yeah. I'd also be careful with locking yourself into booleans. Regardless of intentions, you never know when you're planning to release that derpy alien DLC with a third or fifth chromosome.

gentle urchin
#

GameplayTag ❤️

maiden wadi
#

I doubt I'd personally go past an array of data assets.

#

I feel like that's half of my data anymore at this point. Pointers to data assets. 😂

#

Like in UI, you want a list of your chromosomes in the order they're in, in the array. Tag you have to look up each entry's name by tag and any associated other data, or at the very least the data asset meant for it. With the array of assets, you simply have the data right there ready to read. And it's an asset, so it's savegame safe.

dark drum
maiden wadi
#

Oh, the booleans are NotHave, and Have?

dark drum
#

I guess it's more of a combination.

#

So you have the combination of the chromosones that make the gene and then the combination of the genes to determine the final output.

maiden wadi
#

Ah, fair enough. I think I'd still likely go the data asset array route there though just due to displaying that in UI. It's kind of just my habit now. 😄

gentle urchin
#

So 1 gene = 1 DA?

gentle urchin
maiden wadi
# gentle urchin So 1 gene = 1 DA?

Maybe. Not sure. Genese in his case seem like runtime states that are not premade. So less DA, more UObject. But if you name chromosomes, and have like icons and stuff for them and that isn't player affected, DA for sure on those.

#

You could do runtime DAs too, as long as you're still treating them like an asset. I see people trying to do weird shit with them though, like replicating them and such as a runtime manager of state. Hurts the soul.

gentle urchin
#

just dont tell pattym about not using it as runtime manager 🥲

#

DA for the backing data sounds reasonable tho

maiden wadi
#

Amusingly with my love of UObject stuff, I started learning Mass. I'm enjoying it, but what a very different way of thinking.

#

Currently wondering how to expand it out and affect it with normal gameplay stuff, still digging. But also very curious how hard it would be to expose it to BP.

dark drum
dark drum
maiden wadi
#

The whole system of it, yeah.

gentle urchin
maiden wadi
#

Been playing a lot of Factorio lately. 😄 Couldn't help myself.

trim matrix
maiden wadi
#

Yeah. Practically living on Fulgora. 😄

trim matrix
#

Hell yeah, I've been enjoying it a ton

maiden wadi
#

Am I blind, or is there really no function for getting the nearest intersection point of one spline from another?

gentle urchin
#

in unreal?

dark drum
gentle urchin
#

There's two calls you gotta make to get it

#

iirc

maiden wadi
#

For as much as splines are used, I'm shocked that isn't a function. O.o

tiny tundra
#

"delete/replace all instances of the actor when making changes.." I assume this means during real-time. Is there an easy way to explain how to do this (delete and replace instances of a capture actor, or something in general during runtime?) Link, although probably irrelevant, is from https://forums.unrealengine.com/t/scene-capture-show-flags-not-working-after-packing-game/482570/2

Epic Developer Community Forums

Hey, sorry this post is a few months old but I wanted to post the solution for anyone else even if you found a workaround - There is a bug (at least as of 4.26) that seems to reset the show flag settings on instances of actors that contain a scene capture to the default settings that actor had when it was first placed, whenever the editor is reo...

mortal coral
#

I have an event that asynchronously saves the game.

Is there a way to pass that event an Event/Callback in blueprint? Internally, that event has a way to use such a callback, but I can't figure out how to make it an argument

lunar sleet
#

If you’re doing this in #cpp I would ask them

mortal coral
#

sorry, i was imprecise. it's an event, not a function

faint pasture
mortal coral
#

I am making it in both, but the event in question is BP

bright trench
#

Havent been able to code in a decent few months due to personal struggles, and am now rusty and forgot a lot. Any of y’all got some good excercises to get back in the swing of things?

mortal coral
#

essentially I'd like to pass a delegate in to HandleSave to be passed on to SaveGameWorld

faint pasture
#

oh you mean pass it on, not sure if that's a thing in BP

#

You can probably do what you need with a dispatcher

stone field
# bright trench Havent been able to code in a decent few months due to personal struggles, and a...

Depends so much what you are into. But some ideas off the top of my head

  • lamp with power cable and switch, and a socket. Plug cable in and switch lamp on and off.
  • generic actor pool. Assign actor types pool sizes to use.
  • loading sequence pattern practice. make a clean loading sequence with splash screen, loading screen, and home screen.
  • generic entry point pattern. Instead of using Level Blueprints, each level loads it's EntryPoint and initializes things from there. ( Level Blueprints are bad for reusability since they tend to rely on direct references to objects in the level )
tiny tundra
# stone field Depends so much what you are into. But some ideas off the top of my head * lamp ...

All good ideas. My suggestion is to make a simple game-project, like something from the 80s or along those lines. A couple of years ago I was trying to get my Unity skills a little tighter and decided to try and make a Space Invaders game, and just keep all the little nuances as close to the original arcade as possible (yes the game is bone-simple, but it's those tiny nuances that make the difference between it feeling "exactly right" or "just a litttttle bit janky.") To stretch it, I also wanted to make it as efficient as possible, and easily scalable (what if I want to increase/diminish the playfield or amount of characters parametrically? Make it adaptable to work easily in VR or something? etc). Even for just a little project, a lot goes into all of the bits to get it working properly and feeling correct, and you have to solve a decent amount of technical problems to get it there.
Then when you want to tackle something a good bit larger, it is a nice skeleton (if only philosophically) to begin to build off if.

stone field
#

The looping map and minimap present nice problems to solve

tiny tundra
#

My BP, and other images (checkboxes) are the effects I see on the SceneCaptureComponent2D during runtime when I toggle. So the boxes are properly checking & unchecking, but the effect is not updating in the actual display. CAVEAT - if I manually check/uncheck the display boxes during runtime, THEN it will update. Am I doing something wrong/missing a step - or is this feature still broken?

eternal cradle
#

hey! I'm trying to create an UObject thru an editor utility widget and set a property inside the newly created asset. I found this method on the forums however the cast is failing. I bet its because the object is not loaded. anyone have an idea of how I can accomplish this correctly?

dawn gazelle
#

Casting an setting the direct value I think is meant for spawned instances.

eternal cradle
eternal cradle
eternal cradle
lyric rapids
#

why is add force not doing anything

trim matrix
#

love the half life alyx hacking minigames, but got not a lot of experience with VR dev. how would yall make that one where you are guiding the lasers to each other? https://youtu.be/zSW2pc3kmqk?t=12258 this one

Half-Life: Alyx is Valve’s VR return to the Half-Life series. It’s the story of an impossible fight against a vicious alien race known as the Combine, set between the events of Half-Life and Half-Life 2.
Playing as Alyx Vance, you are humanity’s only chance for survival. The Combine’s control of the planet since the Black Mesa incident has only ...

▶ Play video
mortal coral
#

Is there a good way to check what is destroying an actor?

I have a strange issue that i'm struggling to debug where a specific type of actor gets instantly destroyed

trim matrix
#

Hi, I'm wondering if anyone can help me work out my movement, I set up a point to click movement and I am trying to add crouching and sprinting if you hold a button

#

I have this in my blueprints but when I click the character moves but stops crouching, and then won't let me crouch again - I'm assuming the ai click movement is overiding the button inputs but I'm new to this so unsure

dawn gazelle
trim matrix
#

So if I get rid of the unpossess the player doesn't move on click but the crouch works

#

Is the a way to have both?

misty viper
#

I have an issue with UE5.2 where the Editor constantly crashes anytime I compile a blueprint with a controller that is being used in the current open level. The log shows it has something to do with the Controller reference and Garbage Collection. Anyone encounter this before?

floral coral
#

Hey! I have a weird issue going on for multiplayer and setting the visibility of something. Whenever I set the visibility on the client first and then do it on the server it manages to work just fine, but as soon as I set it on the server first, the client is no longer able to see the change while the server is... Any help is appreciated and if you need more information to help please ask for it, thank you!

misty viper
floral coral
#

Could you possibly elaborate? I watched tutorials to get to this point and barely understand it, thank you!

languid spear
misty viper
#

control the bool on server only

trim matrix
#

So I've got it to work without the click, for an isometric game is there any way for me to change the movement so that W moves the player north rather than to the side?

wooden rapids
#

What is the best way to set a Boolean Value to true for all non spawned Actors In Runtime ( Bp Component or ?......)

languid spear
floral coral
wooden rapids
fiery swallow
# eternal cradle Can't seem to get it working :x

I don't even know why that's exposed to blueprints, you can't use it without some c++ as far as I'm aware

you need to call GetDefaultObject() on the class you want to change the property of, which is not exposed to blueprints?

languid spear
misty viper
#

you can't set variables of blueprints at runtime that have not been loaded into memory

#

you first have to create the class

#

usually create object or spawn actor

#

then you can tweak the properties

#

otherwise you have to change them in editor

#

if you want them to all have a property on spawn, then that needs to be stored in a class they can reference once they're created

wooden rapids
#

Ok thanks all here , i find around another way around , I use in my Spawned Act. in the Collision Event Componet = Get display Name and Enable it on my Main Character, when i hit all Spawned Actors then the Boolean is true , i think it is chaeper.

fiery swallow
eager thicket
#

I have a racing game where I need to keep track of the player's selected car, car color, track times... all of which will be saved when the game exits and loads. Should I do this through the *Game State * blueprint?

Or is there a better way to house all this data?

lunar sleet
#

Savegame object, I’d imagine. You need to store things on the drive

frosty heron
red trout
#

How do you create a save game object? I have the variables set in a savegame blueprint but i cant seem to get a save game to create.

dawn gazelle
#

Specify the class as the blueprint you created. You set properties within the return value to store them in the save game object and when ready you can call "Save Game to Slot" with reference to that return value as well which then saves it to disk.

red trout
#

Sorry I'm still new to this so I'm sure I've got lots wrong here but I'm trying to make a simple save button and load button for a players field of view, I made it load the main menu when no save game is detected so I could try to figure out if the load or the save button is the issue and every time I click the load button it doesn't detect a save so I'm assuming something is wrong with the save button. any help would really be appreciated.

dawn gazelle
#

You wouldn't cast the save game as a variable either... You would just call "Load Game from Slot" and that provides you with access to the values within the save game object.

#

This part here I mean... you don't need that cast there. You would need it from the return value on the load game from slot node and then you can set the return value of the cast into the "Save Game" variable.

#

You also use the same "user index" value you saved the game with. Think of the "Slot Name" as the file name and each file name can contain multiple saves under it by using the "User index".

red trout
#

Like this? The issue still persists and everytime i try to load, it doesnt detect a save.

dawn gazelle
red trout
#

I did not 😄 but now that one problem is fixed another has surfaced. now it is detecting the save file but isnt updating the fov when i click it. I assume its probably the way i have the fov slider set up.

dawn gazelle
#

Once you've loaded the save game, you then need to read the values from the save game object and update whatever needs to use them.

red trout
#

@dawn gazelle You've been extremely helpful and i wanna say thank you

frosty heron
#

Not using game instance is alarming @red trout

#

You want to keep the reference to the save game object in a persistent object

#

That way even if you go to different map, you can still use the same save game object.

red trout
# frosty heron Not using game instance is alarming <@292163899179008000>

Please elaborate i'm still fairly new to this and appreciate any advice. I think what you're describing might be the fix to my current issue but am unsure exactly how to do what you're describing. I understand how game instances work with being loaded always so should I be storing my save game with the FOV variable in the game instance instead? when I click load and it tries to get the FOV value from the save game but it brings back no value.

frosty heron
#

You are doing multiple incorrect things above

#

On your save logic, grab the return value from the load game from slot and set save game from the return value.

#

I recommend just handling saving and loading in game instance.

You will end up with bugs otherwise as you will lose the reference to the save game object you load or save without presistence object.

#

You never set save game so you should get accessed none error

red trout
frosty heron
#

P.s casting is just a type check

red trout
#

i also am just slow so i probably completely misunderstood what you said

#

oh i think i forgot a cast node

trim matrix
#

I set a new state dead
and I added a collision box I want to trigger the state and animation

#

Is this the right idea, and how would I finish it?

red trout
#

i was afraid the people in here wouldnt be willing to offer advice but i was very wrong

maiden wadi
trim matrix
maiden wadi
#

Ah. Fair. In that case you could probably do something with the actor's time dilation, or there are settings somewhere that stop animation updates completely. Your box could set those.

trim matrix
#

Stop animation would be good, the enemy is medusa so kind of a petrification and stay in that place sort of thing is what I had in mind

maiden wadi
#

Maybe one of these on the affected character's Mesh.

trim matrix
#

So on collision box into that?

maiden wadi
#

Yeah. For completeness you could do it to all skeletal meshes. Just incase you or a designer later decides to use multiple on something that could get frozen. If you want to affect animations and particles and anything else I would also set time dilation. but uhh..

#

Something like so. May need an initial check like a cast to character class or whatever, so you don't end up freezing literally everything in the game it touches. 😄

trim matrix
#

I'll play around, thank you!

#

So this worked for movement

#

But the character still plays the idle animation

maiden wadi
#

You should be able to just add the no skeleton updated call next to the set movement mode.

trim matrix
#

Awesome thanks, if I want to also spawn a new character and change player control to the new character when this happens, leaving the "dead" one as a statue in the level, what should I look up

raw spindle
#

since I don't see a sound channel - does anyone know why the audio here at 8 seconds in clips, whereas its fine the rest of the time?

maiden wadi
raw spindle
red trout
#

anyone ran into an issue where their save system works in the editor but not the packaged project?

lethal pollen
#

Hey there!

#

Is there a way to add a new line in a blueprint node's comment?

#

Thanks!

#

I have tried with Enter, Ctrl. + Enter, but it doesn't work.

#

OK, it's Shit + Enter.

frosty heron
#

For instance the default path for the shipping save file will be located in app data / your project name

#

Where development would be your editor golder/ saved

red trout
oblique wasp
#

Anyone can lead me to right direction please? As a learning process I try to make classic snake game. So I create head, and tail (both inside character). Tail can grow when snake eat food. Tail is just simple “Instanced Static Mesh Component” to which I add new “segment” of snake body using “Add Instance” node. Then, when snake move, first segment follow the head, second segment follow the first segment – and so on. So far so good. Everything is working. But now I need to check if head overlap tail. And here trouble comes. No mater what I can’t do that. I make work around: every “Event Tick” I check distance between head and each segment. But let’s face it – it’s ugly solution. Anyone got idea where is the problem? Is this because Head and Tail are both inside character blueprint?

devout bolt
#

Can anyone tell me why at a certain point the result becomes negative for no apparent reason? That's a very very simple code! I don't understand!
PS: Tiseo = 20; PorteMax = 4; MaxDepth = 10;
(After the sum within the loop body there's only a print)

oblique wasp
#

Are you sure you are not out of range for int type @Ale?

#

I think int in Unreal Engine 5 is exactly the same as int type in C++. So max is 2,147,483,647 then you go negative.

devout bolt
# oblique wasp Anyone can lead me to right direction please? As a learning process I try to mak...

I'm not sure it would work, cause I'm new to ue5, but I would probably do this:
Select the head and give to it the tag "head", then you select all the meshes that compose the tail and give them the tag "tail" (Dont do with the piece immediately following the head). Then every Event Tick you call the node "get component by class" (note: the purple class should be "static mesh component") and get the head. It will give you back an array: since you only have 1 element with tag "head" you can just get the element at index 0 in the array, then you call the "get component by class" and find all the elements (still "static mesh component") with tag "tail". Then you use a for each loop to iterate all the tail pieces and with a "is overlapping" node you get if the head is overlapping some tail piece or not. If True, you make happen whatever you want.
(The fact that you don't give the tag "tail" to the piece immediately following the head is not a problem, since a snake is not flexible enough to bite itself off the part immediately after the head)

lethal pollen
#

Does the reset input fire the completed output?

devout bolt
#

@oblique wasp Btw I'm very curious to understand unreal, so let me know if it works or if you find better ways of doing that 🙂

devout bolt
oblique wasp
#

@Ale Use Integer64 type. It's up to 9,223,372,036,854,775,807.

devout bolt
trail pike
#

Hi all, I am trying to setup a basic character movement flying setup with the Enhanced Input Mapping. I have set up my character, I have set up the WASD and QE for forward, back, left, right, upwards and downwards as you should usually see in a kinda jetpack set up. My issue is that when I test it and press W (for example), the character moves forward but if I look elsewhere my motion does not follow the direction of my mouse. I am sure this is an easy fix but I am stuck. Any advise is appreciated

dark drum
dark drum
dark drum
devout bolt
#

Btw, what about this one? This is my main problem currently! I mean, also this one is a very simple code, that returns a sequence of integers based on an input seed! I first made it in Python and it works fine! But on UE5 it seems that "X Genera Su Seed" is always equal to 0, cause the function always add the value of "infe" to the array. So I don't think the problem is about the algorithm, but about some Blueprint node that I'm using in the wrong way! Maybe some precedence in the operations, I don't know

trail pike
#

Hi @dark drum this is my movement setup within the BP_Character

dark drum
trail pike
#

@dark drum also my input setup

dark drum
frosty heron
#

I let my shipping build save where UE defines it

trail pike
#

@dark drum tym I will have a look, thak you!

dark drum
frosty heron
oblique wasp
#

@pattym OMG... ISM_Tail got Generate Overlap Events not checked .... TY!

devout bolt
# dark drum Why are you needing higher numbers? (Just curious)

Probably I don't even need it, but I'm working on an algorithm that makes random choices, and I would like those choices to be based on a seed. Since the user is passing only 1 seed (an integer) at the beginning of the game, using that single seed I generate a sequence of numbers as long as the amount of choices the game has to make, do that I have all the seed for each single choice! I don't know if I made it clear, but this is how I thought to solve that problem. If you have any other more efficient solution, I'd be grateful! I'm new to ue5 so I have a lot to learn 🙂

#

Btw I made a function to estimate how long the sequence of these seeds should be for the worst case scenario and the sequence comes out pretty long

dark drum
red trout
frosty heron
#

screen shoot that

#

The node work as is

#

when things don't work, you just have to re-trace step by step

devout bolt
devout bolt
dark drum
devout bolt
#

Btw I still need a sequence of seeds, right? I mean, the point is that the user provides a single seed!, but based on that seed I need to make several choices, so I need several seeds (base on the initial one)

#

Unless, I simply start from a seed and add a +1 to the seed every time a new choice has to be made. That way the entire sequence of choices is determined by the initial seed, but I don't need a data structure with billions of seeds stored inside! This seems like a great solution to me! Or am I missing something?

dark drum
devout bolt
dark drum
devout bolt
#

Cause actually, I just realized that all the choices I have to make based on seed have to produce a permutation of numbers between 0 and K. So I cant use the random stream to make those choices (at least I think so)

dark drum
devout bolt
frosty heron
gentle urchin
#

otherwise it wouldnt be very usefull

trim matrix
eager thicket
dark drum
trim matrix
dark drum
#

In the above example, i just make it set the hidden in game.

trim matrix
#

I tried this while you were typing and it worked, but the sphere is linked on top of the text?

dark drum
trim matrix
dark drum
trim matrix
#

Ah I see, thanks!

toxic drift
#

I'm trying to make a double jump where when I do the first jump it stores the directional inputs so that when you do the second jump it compares the two. Problem is the inputs aren't being stored strictly on direction but also how far the analog stick is pushed to the edge. So if I'm pushing directly up (Value of 1 on the Y) but it's barely pushed, it doesn't register as 1 it registers it as say .04 instead. How do I make it so controls will still function like this (So you can still walk slow) but make it so for this calculation it's "absolute" in it's direction? (Or where can I find this value if it already exists and I just missed it)

maiden wadi
# red trout how would i change where the save file gets written and read from?

Usually you don't, for good reason. For starts, on PC stuff is saved differently for editor and cooked game because you want to keep testing and shipped saves separate. If the cooked game can't get to a place on it's own, you need to know that. Also saved data is saved differently per platform as well. So if you did do this, you'd want to make sure you're only affecting PC.

dark drum
toxic drift
maiden wadi
devout bolt
#

@faint pasture Which node are you talking about? Sorry I'm not at home and I cannot try any node until tonight

faint pasture
#

given the same seed and same sequence of actions, you'll get the same random numbers

trail pike
#

Hi all, has anyone got any resources on how to adjust camera speed in runtime via mouse scroll wheel in UE 5 using the enhanced input system? I have created an input action (IA_Speed) and tried Axis 1D and 2D. I have mapped my mouse scroll up and down in the mapping context and try to create the blueprint. I tried following a UE tutorial but for older version that did not go anywhere.

devout bolt
# faint pasture given the same seed and same sequence of actions, you'll get the same random num...

Yes, but the point is that I have to perform several random permutations of lists of numbers (e.g. 1000 permutations), each of these random permutations has to be different from the other(or at least they have to NOT be all the same); BUT I need these 1000 permutation to be performed based on the initial seed.
For example seed = 283892 -> the 1000 permutation go in a specific way; other seed -> the 1000 permutation in an other specific way; and so on.
So what I thought to do is to use the initial seed (lets call it SEED) to generate the first permutation, then I use SEED+1 to generate the second permutation, then SEED+2 for the third permutation, and so on.
This way, when I enter a single SEED at the beginning, all the 1000 permutations will be deterministic on that SEED.
I don't know if I made it clear, but is this process what you're referring to when you say that "random streams does it"?

trim matrix
#

Is there a way to make the game screen fade to blakc for 2 seconds and then back to normal with blueprints?

#

Like on an overlap of a doorway

frosty heron
trail pike
# trail pike Hi all, has anyone got any resources on how to adjust camera speed in runtime vi...

Further to my message I used this tutorial now with the FPS character (not the third person character) blueprint but no luck. I tried to print string the results but nothing comes up

https://www.youtube.com/watch?v=gGiQZXVBt2c

Learn how to change walkspeed in Unreal Engine 5 using your mouse wheel with this helpful tutorial. Increase your game's realism with this simple trick!

Using Input actions we are able to create a minimum (standing point) and a Maximum (run speed) While the player can use WASD to give the character a direction By using the mouse wheel set the s...

▶ Play video
trim matrix
#

Is there a way to ease the transition to the widget a little?

devout bolt
faint pasture
#

make stream, shuffle with stream 1,000 times

trim matrix
#

But it doesn't

#

Do I have to use a different blueprint for it to play ?

devout bolt
# faint pasture make stream, shuffle with stream 1,000 times

Sure, but the stream has to be different from permutation 1, to permu 2, to permu 3, etc, so I need 1000 streams, right? These 1000 streams has to correspond to an initial stream (btw I dont know actually if there's a difference between stream and seed, I always called it seed). So, based on the initial stream, I create 1000 streams on which I base 1000 permutations. Right?
(Btw this would take a lot of memory, so since I have to perform the permutations one at a time I just use the initial seed for the first permutation, then I add 1 to the seed and with it I do the second permutation and so on).
Is there a node that do this? This is what I'm not understanding

#

AND: In your opinion, is this a good way of doing it or do you think there are more optimized ways?

devout bolt
devout bolt
# trim matrix

I've never animated a widget, but it seems strange to me that you don't have to call the animation somewhere in the event graph.
How I imagine it is: 2 animations: 1 for fade in and 1 for fade out.
Create WBP -> Add to viewport -> anim fade in -> wait tot sec -> anim fade out -> on end anim fade out: remove WBP

devout bolt
#

So it would become:
Create WBP -> Add to viewport -> anim fade in and out
On end anim fade out: remove WBP

trim matrix
devout bolt
#

target: your WBP; In Animation: your animation.

#

@trim matrix Let me know

trim matrix
#

The video widget wouldn’t connect to target it said invalid

devout bolt
#

Have you choosen the right Play Animation, may there be many

kind estuary
#

is there a way to make the blueprints For Loop faster? Perhaps remaking it in C++ or something? Then expose it to BP ?

fading sail
#

I'm having the weirdest bug occurring never in PIE but always in builds (across all kinds: shipping, dev & debug). the separate camera used only for my short mission-accomplished sequence is (in builds, not in pie) erroneously way offset in the world so that nothing usually-happening on screen for the sequence is even seen. what the heck could this be, anyone have any ideas? check out the supershort vids: one is PIE (how it should be) and the other is shipping build (showcasing said bug)

fading sail
sand bloom
#

is there a good way to detect if a linetrace is inside of a mesh?

#

or is it mainly checking stuff like normals and trying to see if they're inverted or something

lethal pollen
sand bloom
#

yeah that figures, i'm just going to use a sphere trace thing as a alternative, checking the inside of a mesh for inverted normals sounds way too jank

#

sphere trace seems like it'd be a good fit anyway

gentle urchin
#

Guess you could check the hit face index ?

sand bloom
#

hmm

#

I don't know what hit face index actually does

analog heart
#

How can i prevent actor from flipping 180 degrees in z axis when rotating 90 degrees on y axis?

sand bloom
#

I was just trying to check the surface on top of the ledge for ledgegrab stuff basically but hit face index If colliding with a trimesh or landscape, this is the index of the face that was hit. doesn't sound to me like that'd know so that's why im trying spheretrace rn

#

unless index just checks for like outside vs inside

gentle urchin
#

Erh element index? One of them , never remember which

#

Was pretty sure inside a mesh (without being dual faced) would have invalid index

#

Id need to test to verify wether or not this is rubbish

#

For ledgetracing id just trace forward and up from there if i hit something forward that wasnt a pawn or was insert criteria

sand bloom
#

hmm that's interesting it does seem to work kinda but not always for me right now

gentle urchin
#

Doesnt matter if you hit the inside our outside of the ledge, they are normally one and the same location(?)

sand bloom
#

like a internal face does give -1, but even sometimes when i see the linetrace hit outside it gives -1 might be too close

sand bloom
#

this is very interesting thanks squize

#

learned something new about linetraces haha

lyric kelp
#

Hello,
is it possible to have some help with Entry List Widget please?

Here's some context:
Using Arcvhiz Explorer the Entry List drives my Amenities widget.
The entry list is based on a scroll box and values are created via Tags from my Point Of Intrest.
Those PointOfInterets allow me during game to focus camera to target and get info about an area

My problem:
Depending on tags when i click the button filter, it hides or shows POI (working for the moment for category only)
The idea is to filter POI by subcategory (Leisure (title of category)-> Kitchen-> Kitchen R+1 (subcategory1)/R+2(sub2)/R+3(sub3))
For that i thought creating a Switch on inst and set value (get current state) depending of tag of actors (Tag of actors0/1/2/3)
Sadly i don't manage to make it work

Here are screenshot of the actual blueprint
Looking forward advices
Thank you

gentle urchin
#
if (Hit.bHit && Hit.FaceIndex == -1)
sand bloom
#

oh yeah i'm just confused because even with a hit im getting -1 on unreal cubes i just found out

#

on my cubegrid blockout not so much

gentle urchin
#

They're not UV mapped i guess?

#

Or smth.. 😅

sand bloom
#

hmm yeah very strange haha

#

i should import a blender cube for the hell of it lol

#

hmm no the blender cube with uv's works

#

I'd imagine the unreal one has uv's too

#

weird, i'll try the other method where i try and linetrace from below too that may do the trick

#

although that does leave me with the possibility of it triggering wrong on thin platforms I suppose hm

maiden wadi
lyric kelp
maiden wadi
#

Yeah I just reread, I was misunderstanding the issue. 😄 But I'm still not entirely following? It's working for the primary category type, but not the subcategories?

lyric kelp
#

for the moment it's only working only for Kitchen r+3

#

My POI and actors have the correct Tags assigned to them (triple checked)

lethal pollen
#

If the Motion Controller Aim is already the parent of the Widget Interaction Component. What happens when I do this? Nothing?

lyric kelp
worthy frost
#

like you have stuff that is basically the same but duplicated

#

make functions

#

so you dont repeat yourself

#

trust me makes debugging 100% better

#

literally this whole block here can be super simple

lyric kelp
# worthy frost so you dont repeat yourself

aaah, you are right it would make it more efficient and clean.
I will sure have a look, i guess a could add also a debug here to know more why it's not working properly too

worthy frost
#

the above is very common for someone with minimal programming design though 🙂 just giving you some hints

gentle urchin
#

Whenever you find yourself doing something twice or more, consider if its worthy of being a function

#

98% of the time I say yes

lyric kelp
gentle urchin
#

Even things that may seem different but arent really that different.. big branch checks for example

lyric kelp
#

Followed advices, created function for both Enabling and Disabling POI
problems comes from my switch on int

brave jackal
#

I'm making a p2p game via eos. I need the players to be in the menu like in Valorant with a timer, and when a certain number of players connect, everyone is transferred to another level. I have already implemented this, but the problem is that when I click on the button, I search for sessions and if I don’t find one, I create a new one and after creation, I open the menu level with options listen. Because of this, the ui disappears for a second. I implemented the timer through gameinstance so it is saved, but I would like to remove this blinking.

#

7 second of timer

dawn gazelle
# brave jackal I'm making a p2p game via eos. I need the players to be in the menu like in Valo...

There is no P2P in Uneal's networking paradigm. It's always client-server, including if you're using a listen server.
You need to have the "options" string read "?listen" - without that question mark it won't function as you're expecting.
The blinking happens because UI is unloaded when going through level changes and there's likely a short delay to the point where you're actually creating the UI again. There's probably delegates available in C++ you'd need to use in order to know when a level loads so you can properly load the UI at the correct time. Someone was also suggesting in #multiplayer recently that you may want to look at Lyra's CommonLoadingScreen.

brave jackal
# dawn gazelle There is no P2P in Uneal's networking paradigm. It's always client-server, incl...
  1. If I try to use ?listen it doesn't work for me. I tried but what if I put ? then everyone always creates new sessions, but without? my friends calmly come to me and I to them, although we are in different cities.
  2. Do you mean that in order to remove this blinking, I need to write the creation of a widget in C++?
  3. How is it done in fortnite or valorant? In Valorant, when 10 players are looking for a game, all 10 are transferred to 1 server. But their UI doesn’t flash like that.
worthy frost
#

they use proper session and party handling

#

(outside of advanced sessions, etc)

lunar sleet
#

Oh so not bp only multiplayer? 🙃

surreal peak
#

🙃

#

You could, fwiw start the game already listening

#

And just not create a session

#

And if you don't find one you just create the session

#

There is no need to open a level with listen again

worthy frost
#

^this

surreal peak
#

The whole listen stuff is independent of sessions

#

I made a Dark Souls like invade system like this once

worthy frost
#

this is how we do it in RS2

#

always listening when in menus

#

Fortnite/Valorant uses matchmaking and dedicated servers

#

so you will never achieve what they have with listen server

surreal peak
#

The thing where you team up and join an actual instanced dedicated server like valorant, CS, overwatch, FN, etc. requires a backend that handles the server fleets and instances, and requires beacons for a light weight connection to act as a party container. That's pretty involved and not BP available

#

And expensive on the server hosting side

dawn gazelle
regal ridge
#

I'm working on a retro fps styled game and the issue I run into is I want to be able to hip fire, but I can't quite figure out how to make the shot go roughly in the direction of the reticule at an angle in a way that won't veer WAY off course at an angle from a distance (I want it to still feel like he's shooting forward but since the gun is to the side when not aiming it's hard to figure that out and still have it look like it's shooting where the reticule is aiming) Any suggestions or ideas?

dawn gazelle
#

If you're using projectiles and are firing them from the barrel of the gun, then you'd have to constantly adjust where the gun is pointing based on what is currently underneath the reticle (basically doing a linetrace forward to effectively infinity to try and find something to aim at). If you're just using a hitscan system, then just trace from the camera along its forward vector * a large distance.

regal ridge
floral stump
#

how to use modular physics bodies together with leader pose?
or i have to use the leader pose body physics for all modulars?

grizzled roost
#

Hey quick question for anyone who tried this, since I'm not on my PC right now.
If I change something in my save game object blueprint, say, by adding a variable.
Would all already existing .sav files become unusable/inaccessible by the new build of the game? Or would they work just fine?

dawn gazelle
grizzled roost
#

I'm gonna add more variables later down the line, and I just wanted to make sure all the levels I made so far would still be playable.

gentle urchin
#

If you add revisions to the savegame object you could make functionality for converting them to new versions

paper hatch
#

How do I make my character move around in a circle?

gentle urchin
#

||Tick -> MoveForward -> MoveRight||

maiden wadi
# grizzled roost Hey quick question for anyone who tried this, since I'm not on my PC right now. ...

@dawn gazelle It won't break in either case of adding or removing. What "can", but rarely might break are changing property types over time or renaming.

Savegames are written to as basically a long string of VariableName=ValueAsText

What this means is that if you change a variable named SomeNumber from a float, to an integer, and the saved value is 2.3, when you load this up the value will load as 2.3 but be put in the property cut to 2.

Pointers to things also serialize and load correctly if you save a hard pointer and change it to a softpointer and load it, as they're both saved as the path of the package.

If you save SomeNumber, and then remove it from your code, it'll stay in the save of course until you overwrite it, but if you load it, it simply won't get applied to the object since it'll have no field with that name.

If you add a new property, and you load a savegame that hasn't written it, it'll simply be the default value for the class.

Where you will potentially have issues is renaming. Which is why verioning usually exists but is hard to manage in BP. But usually you'd have versioning to fix up older saves by converting the data from one field name to another based on what you've changed in code over time, less of an issue during dev and more of a released game issue.

grizzled roost
sacred rose
#

Hi kinda new to UE5 but I'm trying to follow a tutorial for a ladder blueprint and basically my set variable doesnt have a target that I can connect my thirdpersoncharacter to. Any help is appreciated

maiden wadi
#

Because "Ladder" is in "this" BP. If you have another ladder in ThirdPersonCharacter, you need to drag off of the cast's blue pin and get it from there.