#blueprint

1 messages · Page 258 of 1

dawn gazelle
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With the correct collision settings, the projectile can hit multiple things without destroying itself.

sterile quest
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It does/will have a physical mesh.

dawn gazelle
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And I'd probably go with John's suggestion using a certain Z-Depth to destroy it.

sterile quest
dawn gazelle
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Unless it's stopped of course XD

junior junco
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but look at this: exploring those hit result nodes

sterile quest
sterile quest
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So when hitting another ship, it will either Pen, or will be stopped given the other ships amount of armor.

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That's the long term plan.

gentle urchin
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OnOverlap(...)
{
  RemainingPen -= HullPenCost;
  if (RemainingPen <= 0.f)
  {
    SpawnNiagaraSystem()
    DestroyActor()
  }
}```
sterile quest
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Understood, but that still doesn't help me with my original issue. 😅

gentle urchin
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Personally

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I end up with traces for fast projectiles

sterile quest
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I am sorry if I am not keeping up with you all, but getting multiple different answers is sorta confusing me.

gentle urchin
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as collision volumes, even with CCD, doesn't always catch it

sterile quest
gentle urchin
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There you go

sterile quest
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Plus I can see if the shells hit something inside the ship.

sterile quest
gentle urchin
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😄 sorry i didnt read up

sterile quest
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One sec. Typing it out

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I am trying to have the shell be destroyed a few seconds or miliseconds after hitting the waters surface.

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Which allows for underwater damage to other ship actors.

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But if the shell doesn't hit anything then it'll prevent it going on underwater for infinity.

gentle urchin
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there's a big gap between few ms and few thousand ms

sterile quest
gentle urchin
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to test your hypothesis about the actor result, just print the display name of the Hit Actor directly on the ForEachLoop

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that will confirm wether or not that is true

sterile quest
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For some reason even though the water is derived from the OceanologyInfinityOcean class the cast is never triggered.

dawn gazelle
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If you ignore the water, then trace won't know about it in order for "hit actor" to return an ocean object.

sterile quest
gentle urchin
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the ignore part seem strange yes

dawn gazelle
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This ignores the ocean.

gentle urchin
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before the trace you seem to add some oceaology thing to ignore

dawn gazelle
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Your trace results will not return a hit actor of an ocean if it is ignored.

sterile quest
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No. It ignores the water volume. Not the InfinityOcean actor.

gentle urchin
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and inifnity ocean got collision aswell i assume

sterile quest
dawn gazelle
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Ohhh

gentle urchin
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just making sure we get it right 😄

sterile quest
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WaterVolume and InfiniteOcean are separate objects/actors in the level.

gentle urchin
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wanna screenshare that?

junior junco
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can you get a reference to infinity ocean actors surface material?

gentle urchin
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oor atleast do the print string of the hit actors display name

sterile quest
gentle urchin
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can't you just open the actor?

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or view with collision view?

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in editor viewport?

junior junco
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you checked all the blueprints in Engine Content?

sterile quest
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You can seee the ships here have collision but the water has none.

gentle urchin
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yupp

junior junco
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and the underwater post process actor?

gentle urchin
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what you can do

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is use the bullets Z location

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to determine wether we're above or below

junior junco
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can refine that further to weigh up the z height of the player pawn/ship and the projectile and when this or that is greater/less/equal, this and this happens
could use an invisible marker buoy in your ship blueprint as the constant, agreeable distance below the water surface

gentle urchin
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you can also prediict location, using traces and velocity etc

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and actually know a frame or two ahead of time, to start deaccelerating etc

sterile quest
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The Oceanology plugin uses buoyancy and buoy's to tell ships how to behave in the water.

junior junco
gentle urchin
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yepp for sure

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maybe even custom sub stepping

junior junco
sterile quest
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gentle urchin
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"between this and next frame we entered water. We need to predict our new velocity based on the delta from impact with water"

sterile quest
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That's the plugin

junior junco
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so now, have you used timelines before?

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here is the whoel sequence for more context

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do you have any effects/sequences set up for the exploding part of the shell when it ideally hits the water? or does it just sink? you mentioned some udnerwater 'splash damage'?

sterile quest
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Found a solution

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Thanks for the help everyone. 🙂

woven kelp
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what's the best way to get an int64 with a value of negative zero? If I type -0 into the literal field it just resolves to positive 0 :/

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Doing some bitwise math and I need that 64th bit

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oh actually i just realized negative int64 counts from the lower bound upward. so i can just use the lower bound to represent the last bit 🙂

maiden wadi
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Negative zero? O.o

dawn gazelle
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What does -0 + +0 equal?

maiden wadi
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-0++0 looks like shishkebab.

woven kelp
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generally resolves to positive zero. but im not doing integer math with these numbers. just using them to store bits for bitwise ops

maiden wadi
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-0 is a different bit than +0? O.o

woven kelp
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for a signed number you have a sign bit

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and that bit can indicate negative even if the numeric bits indicate zero

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which is negative zero

dawn gazelle
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If you're doing bit math, then -0 + +0 should equal either -0 or +0, depending on whehter that sign bit indicates its negative or positive

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XD

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Bits are fun

maiden wadi
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This is a "bit" too much for me right now. 👀

fiery crescent
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I have the problem that my pause menu opens twice. When I press "R" in the settings (the key to open the menu), the player returns to the game, but the menu doesn't close. When I press "R" again, it looks like in the screenshot. Does anyone know how to fix this?

maiden wadi
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Learn CommonUI, and don't use player controller inputs to show and hide widgets.

fiery crescent
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To learn that right know its a bit late because I need to deliver the game on saturday. Its a university project.

gentle urchin
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there's a whole 48 hour gap 😄

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only takes ~4 to learn CommonUI

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well, to get around with it *

trail imp
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I have this little BP for placing Hierarchical instanced static meshes, but in this case, it's only placing some of them, and skipping most.

maiden wadi
# fiery crescent To learn that right know its a bit late because I need to deliver the game on sa...

Realistically, the general concept is simply that the player controller's R shouldn't be running when the pause menu is up. You can kind of hack it by making the widget handle R itself, but that'll require some focus hacks to make sure you don't lose focus for the key down to work correctly.

The other alternative is to run checks on the R key, and make it track if the settings menu is open and not do anything if it is. Which requires some dirty ref chaining.

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Alternative is probably safer. But after this is over I strongly encourage you to learn CommonUI if you're at all serious about keeping UI handling easier.

trail imp
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The imported CSV looks fine. I did this from a tutorial, I don't know how to troubleshoot this.

maiden wadi
trail imp
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that's because I forgot it was a thing...

maiden wadi
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Also you're overcomplicating the loop here.

trail imp
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Ah, i do believe that can cost a lot of performance, i recall reading today...

maiden wadi
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As opposed to converting an integer to a string, and then to a name and then getting it? O.o Who wrote that?

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There's only two semi costly things here and neither of which change between yours or mine. The populating of the FName array, memory allocation costs basically. And the copying of the data from the original row data into a copy for the return on OutRow, also memory allocation. Neither of which are going to matter until we're talking about many thousands of iterations.

Also a moot point since this is probably an editor only issue. And if it's not editor only, you shouldn't be saving stuff like this in datatables, but make a packed level actor or something.

trail imp
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I wouldn't know how to rewrite this correctly, so if it isn't an issue, I'd rather leave it.

maiden wadi
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It's more that this has runtime costs of setup. The user has to extract the values from the table, and apply them. In a level, it's already done and saved. They just have to load the data and not also set it all up.

trail imp
maiden wadi
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That doesn't really matter. And if that is the reasoning it can just go in the main level. If performance is an issue you can use HISMs. Which I think you were already doing above.

gentle urchin
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Doesnt packed actors auto instance anyways

maiden wadi
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Unsure it may. But I definitely would just place these on the main level unless you need copies moved elsewhere. There's no way that these specific things are causing any performance issues. Consider a forest of trees, you can see them for a vast distance because they fake a lot of it with LODs, and segmented HISM components.

trail imp
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It's an open world setup right now. Yeah, that BP is using an HISM - but you said it has a runtime cost of setup I should maybe consider. I guess I don't understand what you mean by 'it can just go in the main level'.

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Like, there's one of those packed level actors, with a mannequin for scale. That is the same mesh that's being set up in the BP above as an HISM.

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HISM, because most pillars are really far away - packed actor, because less runtime setup - or not a big deal either way?

azure smelt
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Hey guys, could really use a hand. I am trying to set the actor location with the location of the Instancedstaticmesh component of my BP_Grid. I just need a way to get the location of the particular instance mesh that the line trace hits. please help i would really appreciate it 🙂

azure smelt
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I think because i am dealing with an instance static mesh i have to use a forloop to find the Index of the Instance. I'm not sure exactly how to do this.

willow gate
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Hey guys. Found a way to do interactive shallow water with niagara so I don't want to use a water plane but I want buoancy. Is there a method for creating custom buoancy that any of you know of?

maiden wadi
maiden wadi
normal raft
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does any one know why static mesh actors work with physics... but when i try with a regular actor with a mesh + collision object .. it fails to work ?

trail imp
maiden wadi
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😄 Just a bit simpler than the conversion.

normal raft
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it doesnt react to collisions and is imbobile ...and also dosnt fall (gravity overriden to 980)

maiden wadi
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Which part of the actor did you set to simulate physics?

normal raft
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The Collision capsule

maiden wadi
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And the mesh is a child in the attachment hierarchy to it?

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Cause that should work if it is. 🤔 The only thing that stops physics without actually calling it to stop would be an attachment call to something else.

azure smelt
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thanks for the assistance.

normal raft
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pow that was it the hierarchy was wrong 😅 had the capsule off the mesh ... thanks your a life saver.. i was starting to loose my mind for a second there

lost hemlock
maiden wadi
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Where is that function that is printing even called? Is the widget creation and add ever called? If not, why not?

normal raft
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theres a guide to make a simple inventory on the forum

maiden wadi
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What about the update call?

willow atlas
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Hey Everyone, first post and I hope I'm in the right place for someone to help me out. I created a day/night cycle using a blueprint and it works quite nicely:

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However I'm trying to setup a trigger to set a specific time of day but not having success, any advice?

lost hemlock
maiden wadi
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If that Update call is not called, then no widgets get created. If it is, you need to see where it stops and why.

lost hemlock
maiden wadi
# willow atlas Hey Everyone, first post and I hope I'm in the right place for someone to help m...

I'm assuming that these values in the Details panel are updated from the Construction Script? If so, setting the value at runtime won't trigger that. The usual fix is to put your Construction script in a function, and then call that function both in the construction script, and then after you affect a value like in your overlap.

That'll be a quick and dirty way, but you can also pick and choose things to update if it's a complicated system, so that you don't have to run a lot of stuff if all you're trying to do is update a sun direction for example.

willow atlas
lost hemlock
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@maiden wadi I created a new input on this thing which so now I have this Filter which contains both axe and hammer, should I connect a filter variable into that?

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and now it works but I have a weird little blue icon like this instead of displaying the name of the tools

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and every time I press the crafting button it creates more and more of these items, so it will add 2 every time I press, axe & hammer, axe & hammer, axe & hammer, till it will be filled completely

maiden wadi
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Cause you need to remove all of them before adding more.

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For the filter, I'm unsure what you're using it for. I see armor, food, log things and weapons on your buttons above, so I'm unsure how Axe and Hammer fit into that unless they're sub filters of weapons that you don't have showing atm.

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On a side note to the removal/addition. If you're feeling adventurous, I'd recommend replacing your container with a dynamic entry box. Cause it'll cache the widgets and reuse them when you add them back. So that you have a bit less widget creation cost. But you have to make sure your sub widgets update completely on their construct.

lost hemlock
maiden wadi
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What is your current container? A Wrapbox?

lost hemlock
maiden wadi
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From memory... It's basically:

Replace that with a DynamicEntryBox, set your item widget as the default widget class in the DynamicEntryBox's settings.
Where you're removing all widgets, call Reset on the dynamic entry box.
Where you're manually creating and adding widgets you instead call CreateEntry.

The other thing is that you don't rely on Construct anymore. You'd make an init function on your item widget that takes in the struct you're passing as an expose on spawn. That init function sets the struct property, and then does the visual update calls of setting stuff.

lost hemlock
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I can implement this technique you're talking about once im on part 11 and im pretty much done with the tutorial though since im early on, making really big changes might make it hard to follow onwards and I already have some things different from his

maiden wadi
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Yeah, probably not worth it if you're following a tutorial. 😄 But might be something to come back to. I strongly recommend DynamicEntryBox and Listview/Tileview widgets as well over any sort of manual subwidget creation stuff. both do caching, and Tileview/Listview also does virtualization so that it only creates as many as you actually see on screen

maiden wadi
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Creating a widget only once and reusing it.

EG if you have to show five items. You create five and show them. If you change filters and have to show seven items now, it'd only create two new widgets since it would reuse the first five.

It's not a massive issue on small projects. But it does help with garbage collection costs a bit, and in bigger projects or games where you can end up displaying a lot of items, it can help widget performance when updating too due to only needing to set new state instead of fully creating whole new widgets.

paper smelt
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Is there a way I can set a phys constraint to move mesh to a specified Value? I have a door system and I want it to be locked I have the lock and unlock code working I just need to know how to move the door mesh via phys constraint in blueprint

lost hemlock
maiden wadi
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Don't stress it right now. Keep up with the tutorial. Mess with it after if you're feeling like tackling something new.

hollow pewter
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hi, tricky staff. I was doing some prototyping and I made very simple spawner that worked perfectly - it spawned mushrooms on over the map but now it place it only in small radius of the placed actor.

thin panther
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Well yeah, you're selecting a spawn point in a 1m radius around the object

hollow pewter
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how so?

thin panther
hollow pewter
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there is 100 value, and before there was 10000 and i was trying different values to look if it makes a different

thin panther
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100 units is 100cm = 1m

hollow pewter
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ill just try

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same for value of 1000 and 10000 (on type of mushroom is on 1000 and oneon 10000)

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and it getting me same result

thin panther
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then it's not a reachable point. Time to step through with some debugging and find out why

hollow pewter
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okey, is there any "measure" way to debug it? i did nothing with the actor it self so there should be a reachable point but if now the log window is not getting me any errors

lost hemlock
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why can I not compare this enum to the other enum with that enum "==" node?

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@maiden wadi do you know anything about this?

thin panther
hollow pewter
hollow pewter
errant storm
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Maybe check collision setting and see if it does anything. What happens if u change from default to adjust and always spawn?

hollow pewter
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colisian on an actor to spawn or "spawner"??

errant storm
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On the spawn actor node itself

hollow pewter
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nothing changes and i dont get one thing the most - its spawning mushroom in same exact spot every time

errant storm
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I honestly dont like the sequence going to the spawn actor twice it may not have anything to do with the problem but if you want to spawn multiple I would use a for loop and just go to 1 spawn actor node. Just spawn 1 and see if it goes to the same place every time.

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Oh I see they are different

hollow pewter
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@errant storm yep, i tried already to spawn only one object but i do same one more time

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yep, just confirmed

errant storm
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Is it always spawning on the same spot in the world? Or is it a new spot ever time but always together

hollow pewter
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same spot

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same xyz when i print them

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it's bit like random location not so random

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for some reason

errant storm
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Its like they spawning perfectly around a circle tho.

hollow pewter
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around the spawner i guess

errant storm
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But u had it at 1,000 try 10,000 and see

hollow pewter
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okey, i'kll check

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well i did, i changed 10,000 to 1,000 - SAME SPOT

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and i even tryed to sign location to player and it worked (kinda) it spawned exactly on the player so it is usless because its consumable

errant storm
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1,000 is still small but 10,000 should be big enough. Disconnect the spawn actor and replace it with a draw debug sphere. See where it puts them. Make sure to adjust the duration and thickness of the sphere

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Is this a spawner BP you made and placed in the level to spawn the mushrooms?

hollow pewter
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it spawningit at the same location

errant storm
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And your at 10,000? And all the spheres are still right next to the BP? Damn did u try moving the BP and make sure it's not under the ground or something?

hollow pewter
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I put it on the ground by clicking END to make sure - And when i moved to the different level to make sure is not "point in reach" problem it started to spawn not on BP location but but few meters from it.
Whenever i change the radius on "getrandomreachablepointinradius" node it not affect the sphere

errant storm
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How far from the BP do u want them to spawn also how many do you want to spawn just curious

hollow pewter
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full BP is to spawn it infinitly to get player possibility to full progress bar. And of the BP is to destroy actor after 10sec

errant storm
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I gave up on using the random reachable point in radius it kept giving me close locations. I made a function to spawn in a radius with a min max

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You don't have any variables exposed that you set in your instance stopping the distance from changing right?

hollow pewter
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could you send me the part of bp to check if it will work?
@errant storm i dont have anything like that in my instance AND i think i will call it a day, i'm should get up in 2,5h to get for work :D. I reeeeeally apriciate your help. if you ever will willing to help i will text you.

errant storm
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Sorry I could help not sure what's going on. I've had nodes break and have to be deleted and put back. I'll dm u what I made just make a function from it and set the min max

hollow pewter
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thanks man! i dont know as well, it has been working perfect from time i made it but today i find out it's not working any more

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Thanks @errant storm again!

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have a good day!

errant storm
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You too I'm sending that over now if you try it let me know

hollow pewter
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i will definitly try it

keen forum
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anybody know why AI move too just doesn't work?

frosty heron
keen forum
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I did this and it printed success

frosty heron
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The one on the very top run right after the node, it gives no insight to the actual movement value

keen forum
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what do you mean?

normal raft
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Hrm can fractured cubes actually be damaged by a projectile?... in the vids i've seen on line if i am not mistaken the cube is hitting the wall and then breaking.. and now that i got my impulse values working with my mass /damage thresholds .. i think i am seeing the same thing ...

keen forum
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it printed aborted

normal raft
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I dont have walls in my game but the cube gets smashed up from landing on the ground

keen forum
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it printed aborted probably because it failed for whatever reason

lunar sleet
keen forum
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I figured it out

flint cliff
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hey people, sorry for such a beginner question, but can anyone tell me how to stop the timer from counting down while the game is paused? 😭 sorry im new to blueprints 😭

here are the blueprints i have used

frosty heron
frosty heron
flint cliff
errant storm
frosty heron
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You are basically saying if true then set the game to not pause

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It will always be true since you didn't pass in condition

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If game is paused, do nothing
Else decrement

lost hemlock
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Why can't I clear children here when Im changing to another category (aka "page")?

I got only 2 items here so far and both of them are of category "Equipment"

flint cliff
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sorry i'm very new to UE5 😭

errant storm
flint cliff
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if i was to get it so when the timer hits zero and makes the character die, would i have to create a new variable for that? or is there a bit of blueprint i can implement

errant storm
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Where is this current logic at

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Do you already have a death function or something made already?

flint cliff
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sorta i just have it resets the level as thats what i need

flint cliff
normal raft
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i got my fractured cube destroying better now .. with these settings.
Mass of projectile 1
Velocity of projectile 5000 - 10000.
Mass of cube 100
Damage threshold 1 - 900
Damage threshold 2 - 33
Damage threshold 2 - 10
Impulse damage 5000

flint cliff
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so to rephrase it, when the countdown timer hits 0, how could i make it reset the level

errant storm
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Well them I'm assuming the player has to do something or be somewhere before the timer. When the player does whatever make a variable and set it true. Then when timer hits 0 check the variable and if true do nothing if false restart level

flint cliff
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okay, thank you!

errant storm
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Who made that crafting system? I'm guessing that's a yt tutorial?

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My ocd is driving me nuts right now with all the same code repeating.. If it is a yt tutorial if it works for whoever made it why not re watch and see what's wrong

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Is your crafting items container the category window?

flint cliff
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for reference this is the code

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and what type of variable should it be? a bool? float?

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or do i make a seperate string of code for it

errant storm
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Well a down and dirty way here would be after your set text. Run a branch and check if your player has reach the goal or has done whatever they need to do. When your player had done whatever, you need to update this BP with the value of the variable for if the player reached the goal. Then do a check at 0 for that variable or have the timer stop or reset when that variable is true. There's lots of different ways. I don't know what BP you are in either.

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Make a bool on the player for if they do what they need to do. And then check it at timer 0 if they didn't get there, restart level.

errant storm
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Also does the timer need to be ran from tick? Just wondering, cuz that tick is firing that code like 60-90 times a sec.

errant storm
gentle urchin
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Timers should never run on tick

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Unless you're ticking your own custom timer

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Which is what this seem to do

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But for no good reason

errant storm
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Timer just has to run as often as you need it to be accurate like once per second

frosty heron
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Or every frame for the best accuracy

gentle urchin
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As often as you want the value to be updated, and intervalls go up in the total accuracy

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For a spell cd that would prob be .1 sec but might need to be even faster

errant storm
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Well just for a countdown timer unless you need 5 decimal places that things firing a lot of code that's all.

gentle urchin
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Substraction ? Wouldnt think about it 😆

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But it is a point

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One should always consider the necessity of using tick

errant storm
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Some cases tick is fine but I don't like running them if I don't have to

gentle urchin
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Yeah i only use tick when i need per frame updates

surreal bridge
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I feel like this question is something that is extremely basic, but I am having an issue with finding the node to subtract and set the reference integer by a certain amount.

I know there is a decrement node that takes the ref int. But it only takes one away each time, and I am needing to subtract a variable amount

errant storm
surreal bridge
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No, I know about that one already. I am wanting to say subtract like 5 or something from the ref int

So like a 'decrement by amount' kind of node

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If it doesn't exist then I would either have to do a loop and decrement it each time, or just use the Set Array Elem node to replace the existing int with the decreased value

errant storm
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If u want to subtract 5 can you just subtract 5? Lol I'm missing something. Idk I haven't used a decrement by X amount maybe it's in there somewhere?

frosty heron
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I don't think there's such node, just decrement by 5.

MyInt = MyInt - 5

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No need to use reference

gentle urchin
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indeed there's no such node

surreal bridge
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Alright, well at least I am not missing the node
Seems a bit odd that it doesn't exist but I can work around that lol

gentle urchin
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nothing like
MyInt -= 5 in bp

surreal bridge
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Well, wouldn't be too hard to make the node myself then, but I don't think it's something I would use that often

gentle urchin
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you can use SetbyRef if that feels better

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but its the same thing really

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(this requires custom foreachloop which passes a reference, and not a copy)

surreal bridge
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Yeah, that isn't too much different from the Set Array Elem
Many thanks

maiden wadi
lost hemlock
maiden wadi
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Your Clear Children needs to go at the start of this I think.

lost hemlock
maiden wadi
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Try it and see.

lost hemlock
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it will just be not valid

gentle urchin
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Personally

lost hemlock
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should i make a promote to variable for that return value?

gentle urchin
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I prefer to just collapse filtered slots

maiden wadi
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What do you mean content?

lost hemlock
maiden wadi
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ClearChildren call, not add.

lost hemlock
maiden wadi
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Should be the container. Same thing you're adding to.

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You did it once on Construct already. Need that again, just without the cast and set around it.

maiden wadi
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Oh. My derp. Too early. I thought the loop was in here. 😄 Move it a bit back into..

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Here, before the ForEach loop.

lost hemlock
# maiden wadi Here, before the ForEach loop.

Now it's only seen once in the Default home-page category but if you change categories they are permamently deleted. And if you go back to the default page they are still vanished. And I could brign them back by closing the crafting menu and opening it back up again, and that resets the process again where those items are again visible in the home page but changing categories makes them invisible again until you reset the menu again

#

They should be visible in the first default "Unlocked" category and in the "Equipment" category

maiden wadi
#

Can you show your current logic atm?

lost hemlock
maiden wadi
#

@lost hemlock What calls the Update function when you first open the widget?

#

Having a hard time following why it would only work there when the values you're passing in the default button should work just fine to show them again.

lost hemlock
#

The pressing of the button creates the widget and then doesn the update

#

everytime you press it

split wasp
#

If anyone is familiar with reading JSON data, I could use some tips how to deserialize nested array (example: [[{}, {}, {}], [{}, {}, {}]] )

#

I narrowed it down to last foreach loop, which may or may not output an array

maiden wadi
#

@lost hemlock In this, can you double check that there are entries in this array of names? I don't see anything setting it. Your original call uses the Unlocked array.

tropic token
#

guys, is it possible to iterate through child gameplaytags in gameplaytag containter?

like I have tags:

Socket.Finger
Socket.Neck
Socket.Body

Can I somehow iterate through them in GameplayTagContainer?

gentle urchin
#

Yes

#

Break

tropic token
#

oh wow

#

not straight forward, thanks

lost hemlock
maiden wadi
#

Yeah that. Cause if that's empty, you won't get any rows from the DT, so no widgets.

remote meteor
# gentle urchin

remember you need to have For Each Loop by Ref for this to be valid!
ops you just said it, i dint read

lost hemlock
maiden wadi
#

Can you link me the tutorial?

gentle urchin
chilly crane
#

Is there a way to freeze the mouse cursor movement?

#

I'd like to stop it from being able to move at certain points, but still process click events

#

also, what do I need to do to specifically set a widget as "hovered" manually?

gentle urchin
#

liquid nitrogen on the hand moving the mouse

#

disconnecting it might be less harmfull to the player

chilly crane
#

xD

#

but in all seriousness. Say you wanted to pause the movement input to show the player something, but they needed to click for a prompt

#

or if you wanted a keyboard/gamepad only input UI, etc.

#

how do you stop the mouse axis movement being responded to

gentle urchin
#

change the input mapping context would be my guess

#

auth might have better suggestions

chilly crane
#

except in this case, like everything else, it's hardcoded into the engine

gentle urchin
#

movement itself can be set to be ignored

chilly crane
#

how?

gentle urchin
#

SetIgnoreMovementInput

#

on the Movement component or character

chilly crane
#

well I kind of need something more flexible. Primarily at a widget level in this case, but still useful to know, I'm going to remember that (I hope)

lethal pollen
#

Hey there!

#

I silly question, but who knows... I believe that 0 is the lowest priority, isn't it?

#

Thanks!

maiden wadi
#

Personally, don't mess with people's mouse just to show them something. It's better if you simply make it so that it is the only thing that can be interacted with, and make it flashy. Stopping their mouse to force them to click on something is disconcerting and doesn't teach.

chilly crane
#

so I don't want the mouse movement to be possible. Alternatively, it should tie directly it and be like a keyboard input, it shouldn't consider the position of the cursor on the screen

maiden wadi
#

You mean you want to turn the mouse click into an enter key?

chilly crane
#

basically yes

#

LMB = enter, RMB = Back

maiden wadi
#

Not something I'd do from BP IMO. If you have C++ access, I would strong recommend an input preprocessor that can catch mouse inputs before it hits widgets and make it simply trigger the same code as enter and escape(or whatever key)

chilly crane
#

I am not confident enough with C++ for that

#

you sure there is nothing bps can do? There's got to be some way to work around the engine & make this work

maiden wadi
#

The primary issue is that widgets handle stuff like mouse clicks and key input presses. Can you do it in BP? Probably. Is it going to be pretty or wieldy? Absolutely not. You're basically looking at making some form of global widget that could catch and handle mouse clicks before anything else, and would broadcast the click. And whatever is listening could handle it with the right conditions. But that also means you need to tie that in with existing handlers already there for like Enter. Which means you're creating two separate lines of code for Enter, and LeftMouse and you'll have to maintain that through the project for anything this works with.

On the other hand, the input preprocessor would make your left click do the same thing as the enter key.

surreal bridge
#

Having an odd issue with UE5

I had added a variable to a component and changed all references from the old one to use the new one instead (manually)

Everything compiles, the old variable has no references

However, after I delete the old variable and then hit the compile button, UE5 freezes completely. I can't click anything, but it also doesn't show up on task manager as not responding

frosty heron
#

@surreal bridge assuming you restarted your project, is there still a problem?

surreal bridge
#

Yeah, I restarted it multiple times. Each time I hit the compile button after removing that variable, the editor freezes.

#

This time I left it up and it just crashed. It was frozen from before I sent my initial message, so it was frozen for about 10 minutes or so

frosty heron
#

no idea but maybe it's corrupted

#

what variable are you trying to delete anyway

#

show some picture

surreal bridge
#

I can rename the variable just fine

#

Its a map that uses a class for the key and a structure for the value

I was changing it to use a string for the key instead

#

This time I just deleted it and then saved
Then I hit compile and it almost instantly crashed

frosty heron
#

almost?

surreal bridge
#

It took like 3 seconds or so after hitting compile for it to crash

#

But it seems like it is fixed now.

After restarting, the variable is gone and it compiles fine

#

I have no idea why

maiden wadi
#

Out of curiosity why a string?

gentle urchin
#

people love them strings

mental panther
#

Anyone knows if it's possible to make a component visible in editor/PIE/Standalone/Packaging(Debug or Development) but hidden in Packaging(Shipping)

maiden wadi
#

Not with BP. You'd need C++ for that, and some careful handling code.

hidden cedar
#

I must be brain damaged after not sleeping for so long lol, I can’t for the life of me remember how to disable an overlapped collision for one actor on the lap without affecting the collision of other identical actors?

gentle urchin
#

select the instance in the editor viewport

#

go in the details panel of that instance actor

#

and change the settings

#

i thiiink that'll work

#

if not , you'll need to make property setting that is instance editable

dusky geyser
#

ive got a problem ive been trying to fix for a while now

basically ive made a 2 player same keyboard top down shooter and the players spawn in and the movement and shooting works however ive had issues getting the bullet to register hits for the correct player so the player thats shooting if they move and shoot they die to the bullet overlapping

#

i got this for my code for my character at the minute

#

i tried comparing the controller (outputs the right controller the one that fires the bullet) sees if its equal to the instigator im mainly trying to get it to output true but even if it hits the other player it does nothing

#

i found it does detect the differance in player characters (using the first print statement it outputs the right name for the player)

dusky geyser
#

heres a less messy version

#

yeah the main issue is it doesnt return true i made a change but it still doesnt detect when it hits the other player

#

i just changed the instigator so it was actually coming from the bullet instead of other actor (didnt seem right) but still only returns false

dark drum
dusky geyser
#

i tried something similar with the character index's but gave up

dusky geyser
dusky geyser
#

cause i have a issue when i try making it store a referance to the controller being the index

remote meteor
#

who spawns the projectile? or i should ask, who are the owner and instigator of the projectile?

dusky geyser
#

target arrow is where the bullet spawns (code is from the character controller)

#

theres 1 for each player

remote meteor
#

who is this? the player characters?

dusky geyser
#

the player characters are hooked up to the instigator

#

yeah

remote meteor
#

if you are okay with the projectiles never interact with the firing character, you can use Ignore Actor When Moving node. You will need to ignore both ways, Projectile's Collision ignores Character Actor(which is the instigator in this case) and Character's Capsule ignores Projectile Actor

dusky geyser
remote meteor
#

projectiles fired are ignoring the firing actor in this case, not the other actor.

dusky geyser
#

i see so i run this in the character controller where the bullet spawning code is?

remote meteor
#

ideally spawning shouldnt be in the controllers but in the characters, i think you have not reach the point of having multiple player controllers for a local coop game yet. Separating stuff would be easier.

gentle urchin
remote meteor
#

Out of topic but

I usually follow this pattern
Owner = Who spawns you
Instigator = The Pawn
Instigator Controller = Pawn's controller (we can get this through Instigator)

so in a situation where Pawn > Gun > Projectile
Projectile's Owner is Gun, Instigator is Pawn

gentle urchin
#

So for the ignore actor partz you add GetInstigator, and make sure you provide the proper instigator on spawn

#

Owner is used for determining replication stuff, relevancy and whatnot

dusky geyser
#

cause it still returns false while shooting and moving

#

cause i implimented the code snippet you sent

lime crow
#

Hi, been trying to get this work for ages, i want to attach the gun to specific sockes, so when the sprite plays a shoot animation the weapon pops up, no gun spawns when i shoot? i think its the code.

frozen copper
#

Wolfdogpawz I’m still new in unreal but I believe you need to set the parent in the attach actor to component which to me looks to be the sprite. Someone can definitely correct me if I’m wrong.

lime crow
#

Im getting to te point where i thinking doing 2d i should just switch to another engine

dusky geyser
#

but that might be because i did changed the event from a box collision to the capsule component

#

also here the spheres hitbox on the bullet is inside target

cosmic abyss
#

I'm assuming it has to be, but is it possible/easy to place multiple camera splines in a level and have it switch depending on which path the player takes?

willow gate
#

Hey all. Can we do buoancy without the need for a water surface? I'm asking because I'm using an interactive water surface done with Niagara and it doesn't register water collisions the same way a water surface does. Or is there some way to make unreal think that a plane is a water surface? Is that just a matter of collision settings?

gentle urchin
#

Youll need the wave offset somehow

#

Im sure niagara can provide this on some level

errant storm
#

Got a quick question for the pros. If I async load a asset to spawn a actor, does that async load stay in memory till I manually unload it or does it get GC? I heard that its better to async load, promote and store, then spawn and then set the stored ref to null after the spawn so GC gets it. Just wondering how that works. Thanks

willow gate
maiden wadi
# willow gate Hey all. Can we do buoancy without the need for a water surface? I'm asking beca...

I know some games do this with some basic noise like perlin and others. Basically a buoyant point's distance to the water, offset by a noise multiplier. So that if the boat is in the air, no floating offsets, but if it's in water, the waves that are also dictated by the same thing in shaders. So it ends up being two separate systems that just work with each other. IIRC Valheim did it similarly.

maiden wadi
# errant storm Got a quick question for the pros. If I async load a asset to spawn a actor, doe...

You don't need to save it unless you want to use it later. If you async load and then spawn from that callback, it's all same frame, no worries about it being collected. And the fact that the thing is now spawned, means that it cannot be unloaded until all spawned instances are destroyed.

To clarify the first question, if you Async Load anything, it will not stay loaded unless you hard ref it afterwards somewhere. This means creating an instance, or simply setting the class/asset in a hard pointer property on something else that is GC stable.

There is one exception to this, which is PrimaryDataAssets loaded through the asset manager. Any primary data asset loaded, and anything loaded through the bundles you load it with, will remain loaded until explicitly unloaded.

errant storm
#

Thank you very much

willow gate
lost hemlock
inner fulcrum
#

i'm relatively new to blueprinting.... and i'm kinda stuck... i need to apply these two different orientation warping nodes to the character depending on their direction. The problem is, my enumeration has 4 enums where two need the top node and the other 2 need the bottom node.... how do i make this connection? e_o....

dawn gazelle
lost hemlock
#

@maiden wadi Right now I have "Enum Crafting Menu" comparing VS to "Enum Crafting Menu" again.
Inside of that there are all out categories like "Unlocked", "Armor", "Consumables", "Equipment", and "Resources" etc

#

Previously I had an Enum which contained only "Hammer" and "Axe" and I realized that that was wrong

#

also caused some incompatibilities issues, one of the reasons was also because the "Category" of Get Class Defaults was of type "Byte" instead of Enum

lost hemlock
#

I haven't changed anything about this so far

#

Except for this, local crafting item is gone

short storm
#

Looking for a bit of guidance on how to accomplish something.

In my game, I am using the default BP_ThirdPersonCharacter as the initial player. He can do a line trace and "enter" a cannon (to shoot himself). I "Possess" the BP_Cannon" and give new mapping context for controls.

I want to be able to exit the cannon, but I can't get a cast to BP_ThirdPersonCharacter to work.

This is the current exit cannon event:

#

the "Character Ref" is a variable with typ of Character. I believe this is causing the cast to fail, but I don't know what else I'm supposed to put into the object.

willow gate
#

Is there a way to turn the player mesh invisible to the player but still cast a shadow?

willow gate
maiden wadi
maiden wadi
lost hemlock
somber tide
#

Not sure this is strictly blueprint related, but I have a button in my pause menu that I do not want to be focusable. Turning off bIsFocusable works fine but throws this warning every time I mouse over it. Any way I can get it to shut up and leave me alone?

flat coral
#

What exactly is an int -> boolean cast doing? Obviously 0 => false and 1 => true, but what about values lower than zero? Or higher than 1?

maiden wadi
maiden wadi
maiden wadi
somber tide
drowsy anvil
#

Hello, why does this 'spawnActor' node causes my game to crash and say there's a infinite loop detected from it?

drowsy anvil
maiden wadi
#

What does EnemyKilled2X thing do on beginplay?

drowsy anvil
flat coral
drowsy anvil
maiden wadi
#

TLDR you need a dead boolean, or to entirely disable the actor collision before spawning anything.

drowsy anvil
lost hemlock
#

@maiden wadi I noticed that this data wasn't connected

#

But then again that takes me to an older but more coherent problem which is that the more I change category the more copies of the basic 2 items are being created into my container widget

maiden wadi
#

Plug the ClearChildren back in to see if that fixes that and it continues to work.

lost hemlock
#

Now I plug it here and it works

#

instead of filter variable. I was also confused about that when following the tutorial

maiden wadi
#

At least it's working though. 🥳

lost hemlock
#

I'll leave a comment on that video so that maybe someone sees that when follows that part, but thanks

errant storm
#

So was the tutorial wrong too? Who's crafting system was it again?

lost hemlock
#

Or, maybe he's not wrong because he's on StartSlotCreation

#

But anyway it works now.

errant storm
#

Nice

lost hemlock
#

But why is the text not displayed here? Instead what I get is this little blue vertical line? I would like to fix this as well before I go on, it just doesn't look very good

maiden wadi
#

Unsure. The CraftingItem class has a value of a class, and that class has that property set for the FText?

dawn gazelle
empty hare
#

Anyone know why i get a crash due to an infinite loop?

maiden wadi
surreal peak
#

They crossposted in #ue5-general and already solved it apparently

#

@empty hare no Crossposting in the future please. Re-read the rules.

empty hare
#

Yeah my bad, i went back to delete the message in general but some had replied. I do apologise

dawn gazelle
# lost hemlock Yes

Alright one of two things:
Either the class isn't loaded since you're using a soft reference, or the class you've got stored there doesn't hvae a value set.

lost hemlock
maiden wadi
#

Default data in actor classes. 🤮

empty hare
#

is there a way i can edit an animation to stop it from pivotign a certain bone?

#

for reference the head pivots left and right

#

default ue idle animation

maiden wadi
#

You could do a Star Citizen derp and make ultra realistic mo cap movements, and then IK everything into a rigid animation just so you can attach the camera to the head bone.

empty hare
#

atm i got the cam attached to the spin as the head turns alot with the anims, would adding keyframes into the anim work?

maiden wadi
#

🤷‍♂️ Maybe. But from experience, attaching the camera to any bone is going to be a bad day. Star Citizen did it. Unsure if they ever realized it was dumb and undid it but for a while they nauseated people with the realistic movement. Then they IKed the head bone to stay more still, which made the animation super derpy rigid. It's just one of those implementations that just aren't worth it at the end of the day unless you find a rare player base that doesn't mind puking all day or has amazing tolerance to digital swaying. Cause even if you fix this animation, you still can't control the others like montages and everything without a heavy IK overriding it all.

empty hare
#

And not having it attached to a bone will it still behave the same other than having the sway of the bone

faint violet
#

Is there a way to separate CharacterMovementComponent's Input Velocity, from regular actor velocity [without rebuilding the CMC]?

I'm trying to have sharp decay for inputed movement [for bullet hell], but slower decay for knockback and boosts [External Velocity].

edit: realized I can just subtract the external velocity, but its not ideal

wild pumice
#

Hi, so in the default Third Person Template project, I need to set this branch check before doing the move inputs. Clearly my character is using the default move input action as seen on the right, but there is no Event with the functionality in my character blueprint. I think the third person character that comes with the project is long gone. Where is the functionality for the default move Input action? I need to edit it without having to redo all the moment functionality myself. I just need to append a simply branch on it.

dawn gazelle
real solar
#

why does the first person shooter template come with a player controller blueprint but the third person template doesnt?

olive yarrow
#

i'm usin' Delta Seconds from the Set node coming outta my event tick, however my game stilll operates at different speeds pending the PC hardware.... What'm i doing wrong?

wild pumice
#

My player keeps moving even though I disconnected the Input Event. I am using the correct input action and IMC. Anyone know why?

dawn gazelle
#

Could be becaue you have something binding it using this variable.

#

What happens if you remove that definition

wild pumice
#

The character stops moving

#

how on earth would I find where. I dont see anywhere in the character blueprint where it's binded.

dawn gazelle
#

It's not necessarily binded in the blueprints. It could be bound in C++, you just have the variable exposed there to allow the C++ binding to take place.

wild pumice
#

I haven't done any C++ in this project.

dawn gazelle
#

You might not have, but if you're using a plugin of some kind, they may have. Or you have other blueprints that this blueprint is inheriting from that uses that "Move Action" variable, as that's not something that comes with the default Character class.

wild pumice
#

I found a Parent class in the class options. It's been so long I don't remember when I made it. How do I open it? I don't see anything in the content browser search.

#

Found it in Visual Studio. I have no ideo where this came from. Guess some investigating is in order. Thanks for catching that.

carmine scaffold
#

is there a better way at handling state tree tasks when using anim montages? im trying to finish task after the montage has completed.

lost hemlock
#

Why is this one not working? I changed it from Enhanced Input to IMC default so that I can check the trigger when paused option

#

The remove it not working

#

so the top part is really not working

normal raft
#

not sure but the parent node for... set input mode.. isnt present on the quick select event

#

this is how i do similar thing for inventory access ... in both cases they refer to either... self or get player controller when entering or exiting..

lost hemlock
leaden raven
#

can anyone tell me what the issue is with this blueprint? I followed DevEnables local multiplayer shared camera tutorials, node for node (everything worked because I followed the local MP functionality and all that works too even though it was for UE4 and I'm on 5.4) but whenever player 1 gets destroyed, whether via damage from another player, or kill volume for example, the camera absolutely breaks, but if player 2 were to get destroyed instead, the camera would focus on player 1.
When P1 dies, the message log floods with runtimes errors for the Add item to array node at the very end of the function I've attached as a screenshot. The issue is because P1 is gone, but it should use the other characters via the index/active player array, so I don't understand why its breaking. I've attached a video showing what is happening too.
I'm pretty amateur when it comes to UE blueprints. I can manage fairly advanced things, but when it comes to having to program the majority of a game because no one in my University group can, that's where all the issues just come into play...
I'd really appreciate some advice

gentle urchin
#

But wait what

#

Youre checking distance to self ?

#

Array Element should be equal to
Get(ElementIndex)

#

I assume You want to check distance between all possible combinations in that array

#

If the length of the array.length is <= 1, you can instantly return spring arm minlength

leaden raven
#

It's checking the distance between 2 players (it should go up to 4 but I don't have enough controllers) but between 2 separate players it does work, it's just when player 1 is destroyed, it breaks completely

gentle urchin
#

Im not sure how it even works

#

As you're using the wrong index in the screenshot

leaden raven
#

What index should I be using? Is there any way you could show me how it should be set up?

gentle urchin
#

And first index for second loop isnt element index, but element index +1

#

You want the index from the second loop

#

To compare with the element in the first loop

#

Also, pro tip: local variables doesnt need to be cleared

#

Assuming its local..

lost hemlock
#

The guy in the tutorial for his crafting system that works with his inventory system has one of these odd looking dictionaries where he saves up everything where's I got an array im using called " F Slot Struct ", should i now use a dictionary and transfer everything from my "content" F Slot Struct and update all the information every time to the other dictionary so that my dictionary can be compatible with his tutorial?

errant storm
#

Why not just follow it to get it working then change what you want? Are you having more problems with it?

gentle urchin
#

Thats your decision to make, no one elses

#

Can you follow the tutorial while sticking to ypur changes ?

#

If so, stick with what you got

#

Maintaining dictionary + array is just wasted work

lost hemlock
#

Yes exactly, so this is why I posted it here

gentle urchin
#

But its your call

#

No one else can make it for you

lost hemlock
#

I mean should I just change the entire inventory to dictionary content instead of struct?

gentle urchin
#

Thats what Im saying is YOUR call

#

Its up to you

#

What results do you want

#

How do you want your final inventory to look like

#

Arrays are easier to work with in many cases when it comes to bp

#

And also supports replication

#

I find it to be a better exercise with my own modifications along the way

lost hemlock
#

yes, well the the inventory had many problems so i removed a few functions and now it's only for display, like it literally is only for display at this point and nothing else, I removed even the transfer slots cause it wasnt working properly

gentle urchin
#

As it forces me to think and solve the problems that the tutorial does, but in a slightly different way

lost hemlock
#

Thanks

gentle urchin
#

And an Inventory is in essense just a glorified container manager, being an array, a map or whatever else fitting container there could be

lost hemlock
sleek dust
#

hello guys, i have a quick question. i want to create a simple storage system. Where the player is holding an item and goes to the storage press E and system add the number of objects the player have in hand. The problem is i dont know where to storage the infos, i have an Enum with all the objects but idk how to make to have quantities. Do i need to use data tables or?

lunar sleet
sleek dust
#

i am only using blueprints tho, it is really necessary to use cpp?

#

or do i need to make a custom struct?

lunar sleet
#

Live editing bp structs tends to break them

sleek dust
#

mm, i understand, do you have some references or something?

lunar sleet
#

You just need to define them in cpp then you can use bp only

spark steppe
#

i think you can also create them in editor and use the Unreal Header tool to generate the cpp defintion for you nvm, doesn't work for structs

#

until you are familiar with the syntax

strong garnet
#

Hi I'm noob, im trying to create a map generation scirpt which generate tiles where player goes its like a endless runner with omnidirection my problem is OnComponentBeginOverLap seems does'nt work properly on new generated tiles first tiles generates perfectly then it doesn't trigger overlap properly i need to turn back to work for center of new tile on second generated tile then on third tile it doesn't even work i had to turn back to second tile's center and also my currentChunk variable turns to original tile like (currentChunk = Tile if in the middle of Tile (CurrentChunk = Tile1,Tile2 etc.)

i dont know if i can explain correctly but i appreciate for any help.

sleek dust
cloud dome
#

Hi, I started using Casc v 2024.3.1 for game animations and I dont understand one thing. How can I attach ik_foot_l to foot_l and ik_foot_r to foot_r? I need the correct postions of IK bones for foot placement & legIK UE nodes. On screen one is example animation, in screen 2 - my own. I used to constraint ik_foot_l to foot_l in Casc rig tool and same for r foot but its not working or I did it wrong. Plz help

marble tusk
sleek dust
#

Uups, i didnt see that, thank you :))

narrow sentinel
#

So i have a collision box

#

and I have an actor which is the doors for floor

#

when I need to I have the floor doors get triggered by an interface which sends over a command to either open or close them

#

my issue is I've trying to do it with a box collision so that I don't have to do any hard linking between but as the box collision isn't overlapping with it but already is overlapped it's not picking up that there present

#

any ideas at all ?

tawny jackal
#

Just picked up blueprint assist. Do you guys have a preference between a more helix style setup or side to side for parameters? Any other recommened settings?

warm fern
#

Is there a wat to use Gameplay Tags via Blueprint only to find all Actors with a specific tag? I don't want to use the Actor Tags as typing the name is too error-prone.

dawn gazelle
#

The "Get All Actors with Tag" node under the hood basically does "Get All Actors of Class (Actor)" > ForEach Loop -> Does Actor have Tag > Add to Arrray > ForEachCompleted > Return Array

You can do the same with checking for Gameplay Tags, but you'd probably want to make something in C++ for it just so the iteration time is a bit better.

gentle urchin
#

You can convert them via stringn

#

On any actors beginplay or construct you just add some gameplaytag to the actors tag array

warm fern
#

Ah, I thought I was just missing something built-in already since "Get All Actors With Tag Matching Tag Query" doesn't work with Blueprint only created Actors as the IGameplayTagAssetInterface cannot be implemented. That's unfortunate. Guess I just use Actor Tags. 😦 Any good advice for storing tag FName instances via editor created assets/Blueprint (need to avoid C++ for now due to audience) so they can be referenced to be pass to "Get All Actors With Tag" rather than typed in? I suppose just a UObject Blueprint with a bunch of variables exposed would be enough.

warm fern
dark drum
gentle urchin
#

IGameplayTagInterface is C++ only?

dark drum
gentle urchin
#

What in the world

#

Of illogical decisions ?

dark drum
gentle urchin
#

As many other things it baffels me that this still happens

#

New things with obvious bp benefits, simply not exposed to bp

sick sky
#

well when you start doing complex stuff you should go to c++ land
BP should only be for designers, prototyping or beginners
thats my opinion

gentle urchin
#

Sure, but gameplaytag interface?

#

Cmon

sick sky
#

(and i think thats epic opinion to since there is little exposed to BP land)

gentle urchin
#

That doesnt need to be advanced at all

sick sky
dark drum
gentle urchin
#

A once in a while big loop can be fine im bp

#

Frame slice it = win

sick sky
gentle urchin
#

Multiplayer in c++ gives you granularity unknown to bp

dark drum
sick sky
#

when i work on a project alone i like to put most stuff in c++ because its easier to maintain, read and debug and profile

gentle urchin
#

Same

#

Doesnt mean i dont sympathize with bp users 😅

#

And how the engine puts up walls for certain things

sick sky
#

i was a BP only user for 2 years only a year ago x)

gentle urchin
#

I was for 5 before i went for some c++

#

Never looked back

sick sky
#

c++ was a bit hard at the beginning but way more convenient

dark drum
#

Im a BP guy. I recreated an interaction system in C++ and it took me like 2 hours. The same thing in BP takes me about 10-15 mins lol.

gentle urchin
#

I work far faster in bp

sick sky
#

yeah but how many hours will you waste in the future when you will extend it ? thats usually the breaking question

gentle urchin
#

Tech debt

#

Thats a design thing tho

#

Not so much bp vs c++

sick sky
#

but a interaction system is not a complexe system, atleast not one that you can do in 15mins

sick sky
#

for example doing a inventory system in multiplayer in BP would be suicide

remote meteor
dark drum
sick sky
#

you got a point

gentle urchin
#

Multiplayer inventory aint the worst imo

maiden wadi
#

Realistically the only singular part about BP Only inventory that would bother me would be that I'd have to do it with structs.

remote meteor
#

Lyra's inventory is overengineered af, but i kinda like it

maiden wadi
#

It's just data assets, data items, and a component.

dark drum
remote meteor
#

replicate subobject list is made for that purpose i think

maiden wadi
#

You still have to replicate it with structs.

maiden wadi
#

If not, I don't know why not. They really should.

dark drum
remote meteor
#

you can just make one yourself at that point 🤣

maiden wadi
#

It's literally a fucking UFUNCTION(BlueprintCallable), and UFUNCTION(BlueprintNativeEvent). :/

dark drum
#

Maybe we should start a list of things that should be exposed to BP and send it off to Epic. 😅 They might just not know or forgotten. 🙃

maiden wadi
#

The add to replicated list, and the override in the object itself to allow replication. Which could be a checkbox at that point too.

#

They won't do anything about it. You'd have to make an engine PR.

remote meteor
#

cant really blame them, their first priority is always fortnite anyway

#

first person rendering? oh because fortnite new feature has that

#

lmao

gentle urchin
maiden wadi
#

Maybe. Speaking of which I still need to learn how to do that. Have a widget bug I'd like to PR.

gentle urchin
#

I was just reading through it lol

gentle urchin
#

Us making billions of €€€ > others make thousands of €€€

olive yarrow
#

I've a Move Component To to control my left and right movement - Over Time is set up to recieve Delta Variable set from Tick multiplied by value.

However, on my laptop the player moves slower than on the desktop

Same for my montage, initially its animation lines up with my percentage bars refill - then it will randomly become slower or faster, falling out of sync. It too Fair, fair.

I've a Move Component To to control my left and right movement - Over Time is set up to recieve Delta Variable set from Tick multiplied by value.

However, on my laptop the player moves slower than on the desktop

Same for my montage, initially its animation lines up with my percentage bars refill - then it will randomly become slower or faster, falling out of sync. It too is using my delta x value though...

Help?

kind willow
#

I'm making a custscene system and one of the things I need it being able to save and load mid-playing. The problem is that if I set the playback position to the last frame of the sequence, it will loop back around and start playing from the beggining again

maiden wadi
kind willow
#

I guess I could use a select to see if the last frame is finished and if so subtract from it

maiden wadi
#

The other choice would be to simply not play it if the saved frame == last frame.

kind willow
#

But tbh it looping at the last frame is just weird behaviour in the first place

kind willow
maiden wadi
#

Ah. Fair yeah.

kind willow
gentle urchin
#

Save load mid sounds very uncommon

kind willow
#

But it's what I need for the project nonetheless

dry sleet
#

It is nice to be able to save during dialogue/cutscenes.

leaden raven
# gentle urchin You want the index from the second loop

I don't understand what you mean. If I connect the index to the get copy, the camera still breaks when player 1 dies. I don't know how to compare arrays without it just being a boolean.
The whole screenshot I sent is taking how many active players are spawning in, which is the array variable shown, finding the distance between the 2 actors furthest away from each other, adding that distance to an array, and when the first for each loop is completed, it uses the last distance in the array, uses the value to determine the spring arm length and then clears the array for performance,
The code works regardless if I plug the index from the for each loop or the for loop into the get copy that connects to the other actor in the get distance to function, but it's when player 1 gets destroyed... I'll be adding ragdolls so the player won't be getting completely deleted from the scene, so that may fix the issue, but if player 1 dies any other way that wont leave a ragdoll, it will still break

gentle urchin
dry sleet
#

For dialogue, I expect for it to start from where I left off, like in Baldur's Gate.

gentle urchin
#

I cant even imagine how that'd be if i continue the next day... do i even remember where i left off and what the convo is about ?

#

Guess i should check how baldur does it.

dry sleet
#

Usually you only save in dialogue if you're concerned the next dialogue option will start combat, or stuff like that.

#

It's pretty rare that you save and exit in those circumstances.

gentle urchin
#

Ohhhh okok

#

Well if thats the case its different ofcourse

junior junco
#

Hello. If anyone has the Advanced Locomotion Component
https://www.fab.com/listings/8f58eb7e-a4b1-4557-bb61-35f7ff0439ad
Could you give some advice on whether it would be betetr practice to keep all the variables like health and such in one component instead of creating like 5 different components to add to your player blueprint?

Fab.com

Disclaimer:Some content in showcase is not included in asset, but will provide free sampleWeaponMaster Animsets is not included in assetNot suitable for beginnersNote: Latest version only supports 5.2 and aboveNote: Art assets not includedVideo Preview: YoutubePlayable Demo : GoogleDrive ( Bow + Protector + TwinSword )Playable ESRPG Integration ...

maiden wadi
junior junco
#

why not put all of this in one component

maiden wadi
#

Because they're different systems.

surreal peak
#

I mean the idea of components is to cut things apart into different systems and make them reusable

#

Combining them all into one would thus be simply wrong

junior junco
#

alright yes that makes sense. So that right there is not considered a 'bulky' blueprint?

#

messy, even?

maiden wadi
#

Not really. Imagine all of that code going in a single BP. Now that is messy.

junior junco
#

true. on the one hand i'd argue everything is then 'local' and easily referenced between each other

#

but being in the same blueprint in the end facilitates that anyway

maiden wadi
#

It's worth a mention that you should be careful putting too many SCENE components on an actor. But that is for a different reason. Normal Actor Components are a good way to keep systems logic separate.

junior junco
#

please elaborate?
I usually use scene components as 'sockets' and transform references, but keen to hear what could be wrong

maiden wadi
#

They're just costly as project scales. It doesn't matter if the actor is immobile. But if your actor is mobile, every time it moves, all scene components move. Every time a skeletal mesh animation updates even if the actor is standing still and the scene component is attached to the skeletal mesh, it'll move. And their movement code can get costly. If you're making something with <30 characters, it probably might not matter, but as stuff scales all of those add up really quick.

junior junco
#

alright i am making a note about that thanks. makes sense.
so if and when i do use them, they should preferrably actually be in use constantly or at least doing something instead of just being 'loaded'

#

i try keep them at 0,0,0,

#

which might be why im having trouble moving another actor...
can move it just fine, but the spawn logic still happens at world x0y0z0

maiden wadi
#

There are often better ways to do stuff like target points and the like if you need them. There are vector visualizers you can use. Or sockets on a Static or Skeletal mesh are better than a random scene component if you're just using it to pull relative location data.

junior junco
#

i am looking into vector visualizers now, thanks 🙂

lost hemlock
#

how do I make those spaces out of the image unclickable?

junior junco
#

sorry, what?

#

there is a lot being indicated by red man

#

understand what you mean i think. you dont want the 'background' of that widget to be 'clickable'?

lost hemlock
lost hemlock
#

and when I click on middle top right button for example

#

I dont want to click on a neighbouring button that is overlapping

#

so we got square buttons overlapping

#

it will still count as a click to the button above

#

which is very frustrating

#

So say Im trynna click on button 2

#

but I unexpectedly accidentally hit on the box of the number 1 button without my knowledge, because it's not supposed to be there, it's not supposed to be a square button thing

junior junco
#

I'm sorry man, I am learning to use widgets still, but you have explained it perfectly thanks and someone will respond soon.

#

have you tried your luck with chatgpt?

gentle urchin
#

I would route thr click based on the angle from straight up

maiden wadi
#

I don't have any examples. But the best way to handle this is usually to make your own on clicked handling in the parent that places these based on the mouse location from the center of the widget. It's mostly just some filtering. Start with the distance from center, if too close do nothing, if too far, do nothing. If in between those then do a radial conversion to integer to determine which item was picked.

gentle urchin
#

^ exacrly this

#

Very simple math gets you a long way

#

(MouseLocation - center location).Normalize()

#

MakeRotFromX

maiden wadi
#

Wild. Mouse scrolling handler function OnMouseWheel... doesn't actually have a pressed key.

gentle urchin
#

It was designed in the 80's ok!?

#

Remember grey physical ball mouses with first scroll wheels?

#

They had no press

maiden wadi
#

Effecting Button is none. 😄 No axis or mouse wheel button.

gentle urchin
#

I still remove dust from time to time

maiden wadi
#

Lol. I remember cleaning those. I'd pay to see professional shooter players to compete using those these days. 😂

gentle urchin
#

That should be its own league 🤣

maiden wadi
#

👀 Gesture type also isn't set to Scroll, it's none. Wtf.

#

I mean I guess it's not technically a gesture being a mouse input.

#

I'm just going to make an assumption that nothing else enters here given it's literally named OnMouseWheel

fiery swallow
# gentle urchin

if you ever played osu! this mouse actually came in clutch for spinners

#

the ball actually makes it a lot easier to spin your mouse in a circular motion

gentle urchin
#

Really?

slim prairie
#

[AssetLog] D:\UEProjects\DeathTide\Content\Military_Soldier_Bundle\Mesh\Soldier_UE5_Skeleton\Night_Skin_UE5\SK_Soldier_Mask_UE5_Night.uasset: This skeletal mesh asset has NAN (invalid float number) value in the pose matrix. Asset is corrupted and must be re-create

What is this, how can i fix it? I deleted the asset pack, the DDC and reimported it, made sockets for my weapons and get the error again.

maiden wadi
#

I'm unsure if it will get merged, and if it will, when. But I did make a PR for this finally. I made it for the multiple modifier keys, but I put in mouse scroll handling to return MouseScrollUp and MouseScrollDown. https://github.com/EpicGames/UnrealEngine/pull/12657

barren tangle
#

Hi, i want to have my character to move automatically on the X axis.
For that i have written that.
But the movement is not smooth...
Is it the wrong approach to do that?

wild pumice
#

So I am currently switching characters in game by possesing. The issue is the camera just snaps to the new character, it is abrupt. Is there a way to smooth this transition to the new pawn the player is controlling?

barren tangle
slim prairie
#

Is this a known issue with that pack specifically?

maiden wadi
#

Unsure. Never heard of it until I searched your issue. Google has some cached text with the same issue though for that pack. You may need to have the owner fix it.

#

Literally the only result.

wild pumice
#

or change smoothly to the camera attached to the posses pawn

barren tangle
slim prairie
barren tangle
#

if you want to directly posses the player, then you need to possess and teleport the camera on it's original position, and then smooth the transition

#

Don't know if there is an option for the smooth transition automatically

slim prairie
#

Wayback machine has no saved either.

barren tangle
#

If it works, you can enable the lag just before to switch and disable it after switching?

wild pumice
#

I'll try and test the timeline. Not using lag at the moment since both pawns have a separate camera for now. Guess I'll have to remove one and attach the same camera to the posses pawn. I'll give it some thought tonight.

wild pumice
#

Different movesets so I test each character separately.

autumn pulsar
#

If I have a door that opens, then after it opens it doesn't do anything, is it good practice to disable the tick event for the object?

#

Additionally, can actors with no tick still cause overlap events?

maiden wadi
#

Yes and yes. The overlap is an event from the physics updates, it doesn't check every tick in the actor for that.

autumn pulsar
#

Cool

leaden raven
# leaden raven can anyone tell me what the issue is with this blueprint? I followed DevEnables ...

So my only solution right now is to hide player 1 because its being deleted and removed from the index, but I need to be able to update the index to change the current player from Player 1, to the next one in the index whether it be P2, 3, or 4. Destroying the actor is what breaks the camera. So does anyone know how I could do something like that? The intent is to not destroy the player, but at this point in time I don't have a functional physics asset, the mesh just crumples, distorts and flies off rather than laying on the floor

When it's out of the prototype stage, any player that would die would have their ragdoll left on the floor, but the camera would need to be told to focus on the remaining alive players, and i'm not sure how to work that logic out

maiden wadi
leaden raven
#

how do i remove it from the array? I tried casting to the gamemode where its created and each character is added when spawned in, but when its at 0 HP it doesnt seem to fix it the way ive tried

maiden wadi
#

Which class is this code in?

leaden raven
#

the active player array is inside the game mode i created, but the last screenshot was inside of the character blueprint which deals with the HP, death, attacking, etc

maiden wadi
#

ActivePlayers is an array of the characters?

#

If they are characters, I would, instead of removing index zero, I would just call Remove, and pass Self to it.

leaden raven
#

let me try that just one second.
The characters are added to the array via the gamemode, the game can support up to 4 player inputs (4 controllers) so it detects when the spawn button input has been pressed and a colour has been selected, and adds the character to that array, so it could only be 2, 3 or 4 players active at a time

#

that didnt work unfortunately. I was going to ask if I'd need to update the camera BP somehow to update the array, but its ran through an event tick to move the camera around the players and zoom in and out based on distance

maiden wadi
#

Are you still getting the same error?

leaden raven
#

well no, it depends if the character gets destroyed or not. if I set it as hidden in game rather than destroying the actor, i dont get the error but the camera still has it in its focus. but if i destroy it, the camera breaks completely and doesnt focus on anything

autumn pulsar
#

Does the Character Movement compontent have any sort of edge detection so I can check if my character walked off a ledge?

#

There seems to be some functionality for pawns around the edge, but I specifically want to override that and do my own logic

maiden wadi
# leaden raven yeah

Can you show the new version of this function? Your old one doesn't have this CurrentPlayer.

leaden raven
#

the last screenshot i sent of this, I left the variable CurrentPlayer out and plugged it directly from array element to get distance to's target

#

but the error is that add array node and i dont understand why

maiden wadi
autumn pulsar
maiden wadi
unborn maple
#

anyone know the best way in blueprints to make floating pawn movement for ai? all t he stuff im finding is for character pawn?

maiden wadi
maiden wadi
unborn maple
#

no

unborn maple
maiden wadi
#

Then it should work by just giving the AI's pawn a floating movement component and telling it to go to a location same as an AI that is a Character.

unborn maple
#

is that not what i am doing there? cause it just stays in place or go backwards

#

right now it just fly backward while fliping in circles

maiden wadi
#

You don't really add input vector for an AI manually.

#

I mean usually you'd use a BT and the go to location task,

leaden raven
maiden wadi
unborn maple
leaden raven
unborn maple
#

it just sit there

maiden wadi
unborn maple
#

i cant have navmesh there no ground

#

it a drone game

#

just in a sphere.

charred dew
#

I want the Add Item Function to add all Derivatives of My Item not just BP_MyItem any ideas how?

copper chasm
#

THAT'S A MILLION TILES AT 100+FPS BABY

#

FOLLOW YOUR DREAMS, KIDS

violet bison
#

how do you have a force that constnatly pulls in actors?
prefer not setting location because I want the player can somehow DI against the force

faint violet
unborn maple
violet bison
unborn maple
#

my major issue with it though is it moving backwords and not forward..

dawn gazelle
charred dew
#

you could have been a life saver but their not compatible I'm afraid

thin panther
#

Screenshot?

dawn gazelle
#

Might need to do a class cast... Assuming you're trying to add the "class" of the actor object you're overlapping to the inventory.

charred dew
#

nah I'm trying to add the Derivatives of the class

#

I just changed the get overlapping actors to the BP for now but I might have another go at it later

dawn gazelle
#

"get class" returns the "type" of the object. Your "Get Overlapping Actors" node returns "Actor" type objects.
If you're trying to add the "Class" of those objects to your inventory, whatever they may be, including children of the "My Item" class, then you need to change the reference of an "Actor Object" to an "Actor Class" but you also must ensure that you're feeding in the correct class, which means you need to cast the "Get Class" to the base class that the node is expecting.

#

If it's the right type, the cast would succeed, and I imagine it will feed in the correct class to the node, not the casted class, but its actual class.

charred dew
#

Thank you very much I couldn't understand what you were saying since it's 5AM for me and I'm delirious but the images helped man I hope you have a really nice christmas

main lake
#

Is there a node for if I have a float value like 15.4563, it cuts it to leave only 1 decimal after the . to return me 15.4 and I don't want it to be rounded or floored or whatever ?

I tried to do that using To Text(Float) node to trim it then convert it back to float, but the RoundingMode option has no option to do nothing to the number and leave it as is instead of all the options being "rounding" options.

#

And I want to avoid to do math, I want to know if there's a node for that already made by Epic as it seems simple enough for Epic to think about it

maiden wadi
#

There's no node for it because it's simple math. Multiply by 10. Floor to int, divide by 10.

maiden wadi
#

15.4563 x 10 = 154.563
154.563 floored is 154
154 / 10 = 15.4

main lake
pulsar osprey
#

tbh that's such a common operation it SHOULD have a node

gentle urchin
primal hare
#

Hi, How can I find if player is moving in the +X or -X direction of an actor?

gentle urchin
#

+X?

#

As in world x relative to another actor?

#

Or are you asking towards or away from another actor?

primal hare
#

+X of the actor

#

player is teleported in the middle of an actor. Now I want to find which direction is it moving.

gentle urchin
#

Ill have to ask for a drawing that helps to understand the question

primal hare
#

wait

gentle urchin
#

If you want to know the movement direction of OtherActor in thisActors local space, then you can dot product the OtherActors normalized velocity, and compare it to thisActors forward vector

#

Alternatively you can infer this information simply based on frame distance delta

#

Between OtherActor and thisActor

primal hare
#

but wouldn't the vector of the static actor equal to 0?

#

helpful?

#

I was doing this. Then wondered if this'd work. Since Static actor's vector would be 0

gentle urchin
#

You dont need to normalize direction vectors

#

They're by nature already normalized

primal hare
#

ok

gentle urchin
#

You didnt mention it being a static actor btw

#

But it only means youd swap otherActor and ThisActor

#

Altho. I think you dont want that

#

You want to check players direction relatibe to static actors X direction, correct ?

primal hare
#

yes

#

an actor's forward vector is +X by default?

gentle urchin
#

So my suggestion works

#

No

#

An actors forward would be X in local space

primal hare
#

yyes I meant local space

gentle urchin
#

But will ofcourse depend on the actors transform for the world space directiom

leaden raven
# leaden raven i threw it together like that and when P1 dies it throws out not valid, so its d...

This is where I'm at in terms of this issue.
Using Is Valid that Authaer suggested, I can view that regardless of what player dies, the controller is broken for that player. But if Player 2 dies like in this video, its deleting it's item in the active players array, then destroying the actor and focuses on player 1. The camera still breaks if Player 1 were to be destroyed first. I think the whole issue is coming from the arrays/index im using, but I don't understand arrays enough to be sure. In my mind, I'm removing player 1 from the array, which is 0, player 2 is 1, when I remove player 1 or 0 from the array, player 2 is taking its place, but because 0 is associated with a different player controller? Ahhh idk man. I thought I found something on UEBlueprint that would be the solution, but that broken even more... It's 8am now, I haven't slept and I'm in work in 9 hours. I just wanna get this to work...

gentle urchin
#

When you click on the error

#

It takes you to this function?

leaden raven
#

It takes me to that node specifically

#

"Attempted to access BreadLoafNew_P1_C_0 via property CurrentPlayer, but BreadLoafNew_P1_C_0 is not valid (pending kill or garbage)".
"Node: Add Graph: UpdateSpringArmLength" "Function: Update Spring Arm Length" "Blueprint: BP_Camera"

lost hemlock
gentle urchin
lost hemlock
#

because I can see many bugs coming in all directions, no matter which direction I choose

#

what would you recommend?

gentle urchin
#

Which is the first thing i told you to add

#

So the initial thing you chevk in the function is length >1

frosty heron
#

For targeting system, how to best find the best actor to target? I don't suppose finding the closest one is the way?
Maybe I need to consider the dot product? prioritize the target infront of the character?

gentle urchin
#

If false return the default min value

#

And dont do annnny logic

gentle urchin
#

Dot and distance

frosty heron
#

🤔 and how should I grab the nearby actors to evaluate?

#

just pop a sphere collision?

#

😄

gentle urchin
#

Yepp 😆

frosty heron
#

I feel like a caveman but can't really think of any other way

leaden raven
gentle urchin
#

Hahha tell me about it

barren tangle
gentle urchin
leaden raven
frosty heron
#

Pop a collision, grab the actors, filter the actors by doing a ray trace if there are walls in between
Closest actor + dot product 🤔

leaden raven
gentle urchin
gentle urchin
#

Personally i isolate things , so this function can be used for several things

#

So my function would simply return a range based on an actor array input, min range, max range

#

And simply map the range based on the distance between the actors

#

Ooor just return the max distance between the selection of actors

#

But thats not important atm

leaden raven
#

So I've followed what you said with checking the length is >1, as well as validating the array get, I'll just test it now

#

I'm not getting any floods of errors which I guess is a good sign, but the camera still breaks when Player 1 gets destroyed. But I've noticed depending on where the player is facing when it gets destroyed, that's where the camera points to. So if it's facing behind the camera where you wouldn't be able to see, the camera will face that direction when P1 is destroyed

gentle urchin
#

Who owns the camera

#

I suspect 🙂

#

Player1

#

Is this logic in the character bp?

leaden raven
#

That's the logic for setting it to the camera BP. It's set in the game mode

gentle urchin
#

Where is this spring arm logic then?

leaden raven
#

that's in the camera bp

#

The game mode references it so the camera only focuses on the players once a minimum active player count has been hit and the start button has been pressed

gentle urchin
#

I think some of the flaw is there

#

Each player should get spawned in a local camera manager

#

And that should handle the focusing

#

On a local level

#

Unless this is local multiplayer

#

In which case i got no clue

#

I mean the locla camera manager would still work i suppose

leaden raven
#

It's local MP. https://youtu.be/numxlpyL1E8?si=fcucEpymprBRFUe_ I followed this tutorial after following DevEnabled's Local MP stuff but the only issues I've had are with the camera, and I followed it exactly. Tried asking for help in his discord but no response

This Video:
In this video, we finish implementing our shared follow camera.

Chapters:
00:00
00:13 - Camera Follow
05:50 - Camera Zoom
11:05 - Final Tweak
12:11 - Result Test
16:30 - IMPORTANT!

Multiplayer:
In this playlist, we'll look at anything and everything multiplayer related inside of UE4.

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barren tangle
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and my BP for that is that

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did i made a mistakes with the character movement?

hollow pewter
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hi, maybe stupid question but i was looing for an answer for last hour, what is the name of this node:

leaden raven
gentle urchin
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You destroy it, right ?

flat jetty
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How can i make them gather inside one blueprint? I have a lot of modular pieces, and i need them in one blueprint.

leaden raven
hollow pewter
gentle urchin
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Im wondering about the relationship of the actor/controller and camera tho

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Is the controller destroyed aswell?

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Since that controls the viewtarget...

frosty heron
leaden raven
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I'm guessing the tutorial wasn't put out there for a fighting game that destroys actors...

flat jetty
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I found "Convert selection to blueprints" and harvest components.

gentle urchin
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Press F8 to eject from the 'pie', allowing free mode and editor stuff

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Also just play in editor, not new window

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Unsure if it matters but

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I know it works without it 😁

flat jetty
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@frosty heron no crete blueprint

leaden raven
gentle urchin
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How about the camera actor bp?

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Does that still exist?

leaden raven
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the camera does still exist, it's just following player 1

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so the issue is it's being tied specifically to player 1 and not being reassigned

gentle urchin
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Theres some logic we're not seeing here

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Show me where you create that camera

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Spawn it

frosty heron
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@flat jetty nvm, I can't reproduce it. Could have sworn there was a merge button for static meshes

gentle urchin
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Think you need to be in the mesh editor for that

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Arm length is just just one component

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How does it update its location?

flat jetty
gentle urchin
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Havnt seen logic for average location etc