#blueprint

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lost hemlock
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in what way is it off?

lofty rapids
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in the case you have 1 wood and it shows can craft

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maybe your actual quantity values are off

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it's possible, but it's just a guess

floral stump
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this really keeps the Y-axis rotation value within the range of 90 to -90

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or it is just a mistake by the people i am looking at their project?

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afaik it does this A - B

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also it normalized it to limit its magnitude (length) to 1

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so how it keeping the Y-axis rotation value within the range of 90 to -90

silk belfry
floral stump
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this code is from an experience dev

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i have doubt they will made this mistake

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they are more experienced than me, that why i have doubts in me maybe i don't know something that is going in this function

silk belfry
floral stump
floral stump
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they have that clamp node also right after but it still not limiting the -90 to 90

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but there is a * by -0.5 ๐Ÿ˜„

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maybe the final output is really limited to what their comment stated?

hoary junco
floral stump
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hmm, well i will just stop thinking about this ๐Ÿ˜„

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even printing it doesn't prints what is claimed to be limited ๐Ÿ˜„

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the most interesting part is in gameplay it works as it is commented ๐Ÿ˜„

hoary junco
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Then either your print is wrong or the comment is wrong or its magic.

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If it works it works

floral stump
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its magic

jade inlet
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Happy holidays to everyone!๐ŸŽ„

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I already made a request about the following in another channel, but since I didn't get a helpful answer there, I hope someone here can help me out. It would be a nice Christmas gift!
I want to be able to define/change the size of a BP actor (e.g. square spline) by a variable (e.g. in mยฒ), preferably not by changing the scale of the actor, but I don't know what to do, since I'm a very beginner to UE and I wasn't able to find some useful information on the internet. So what do I have to set up to achieve this?

hidden fossil
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okay, so a bit of an update. I've isolated another hang-up, it's timing out while trying to set the Z axis variable for the camera pan. I'm using a standard break vector node to get the data for the variables, and they're all the correct type, so I have no idea what's up.

lofty rapids
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wdym "timing out" ?

hidden fossil
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and here's the stack

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Script call stack: Function /Game/Blueprints/Utilities/Camera/BP_CutsceneActivation.BP_CutsceneActivation_C:BndEvt__BP_CutsceneActivation_Trigger_K2Node_ComponentBoundEvent_0_ComponentBeginOverlapSignature__DelegateSignature Function /Game/Blueprints/Utilities/Camera/BP_CutsceneActivation.BP_CutsceneActivation_C:ExecuteUbergraph_BP_CutsceneActivation

lofty rapids
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use >= on the pan checking before it loops back on itself

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because right now your checking if they are exact

pallid dagger
hidden fossil
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thanks

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now I just need to get the changes synched

gritty raptor
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Im having such a hard time with OnReps, doesnt this call it?

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do i need to set the whole variable?

remote meteor
gritty raptor
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omg

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thanks

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but this is so bad

remote meteor
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the replication need to replicate the whole struct at once either

silk rampart
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What is the best way to cast to a pawn? I have a character creator and a UI and right now I have a button that one hit changes the character by pulling from a data asset for the character.

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The issue is when looking at my size map it seems like it's loading every character into the pawn which can get a bit resource-heavy

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I don't think an interface will work because I don't want this to change other pawns that may appear in the level only the pawn that is being controlled at that moment

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Well I have worked with some soft references I'm not exactly sure how to approach it in this instance. I'm hoping I don't have to go back and change all my data assets

dark drum
maiden wadi
silk rampart
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So basically make a component for my data assets? How would I switch out the asset?

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Sorry I can't show the size map as I am out of the house, not that it would help much as it's very dense due to all the assets from all the data assets loading in at once

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It reaches 1.2 GB in memory which I'm trying to reduce

dark drum
silk rampart
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Let me try to explain it out. I have a character selector pawn.

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So the pawn itself has a skeletal mesh variable, secondary variable for outfit, accessories, etc

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I have a function that basically pulls that data from custom data assets, so say I hit a button that says "Bill" it will load in Bill's model and all his outfits, voices, etc

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It works flawlessly but again when I go to the size map it shows every single character, so it's not just loading bill but also George and Ray and Antonio and making the whole thing super huge. I need a way I can just pull the single Data asset and not dump all the unused data assets into the memory of the pawn

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I think it might be because I have a UI with a button, in order to make the button update The data asset variable that's feeding in to the pawn, I use a cast to node inside the button logic

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I worry that is what's causing the hard reference

maiden wadi
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If you have multiple characters with preset assets, then you need a base class that you can cast to and call stuff on. Then when you want Bill, you get bill from a soft object ref, or get bill's assets that are softobject refs and load them, then spawn/apply them.

silk rampart
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I have a base data class for each character type, I have a variable that references that data type in the pawn. Or maybe I'm not understanding

maiden wadi
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What is base data class's native parent class?

silk rampart
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I guess where I'm confused is how do I get the soft reference? In order for me to do that what I need to update every data asset to themselves use a structure with soft references? Or can the data asset itself be a soft reference? Though if that is the case how do I call it in the pawn without breaking everything

maiden wadi
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The base data class that has the meshes and everything is a data asset?

silk rampart
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Think of it like this, of course you have the data asset class itself, then I have a special character pawn class based on that, then I split that off further through different genders and body types

maiden wadi
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Gender shouldn't matter outside of the mesh and animbp.

silk rampart
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I'm just trying to wrap my head around how I can change the data asset to a soft reference, then load that soft reference through the button without a cast to node and into the pawn that's where I'm getting myself lost in my brain

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Yeah I know what shouldn't but I use it for organizational purposes, it's much easier to search and I don't plan to have overlap in those areas anyways

maiden wadi
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Do you have predefined ACharacter classes with meshes and materials and the like? Like B_George, B_Bill, etc?

silk rampart
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It's not that broken down no

maiden wadi
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Where are the meshes and textures defined then?

silk rampart
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Data asset

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I have a data asset where all the meshes and texture and clothing and materials and all that stuff is loaded into.

maiden wadi
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Then inside of that data asset your skeletal mesh, materials, sounds etc. These things need to be SoftObjectPtrs.

silk rampart
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Inside the character or pawn is a variable of that data class that pulls and loads that data into the asset variables I use for the skeletal mesh, clothing etc

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So I should go back to my data assets and change all of them to soft references? My big fear is that it's going to really screw with the structures

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Like I mean the internal variables

maiden wadi
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Which internal variables?

silk rampart
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I was really hoping I would just be able to make the data asset variable itself into a soft reference

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The ones inside the data asset. I feel like maybe we're not understanding what data asset is? It's basically a special object that utilizes a structure to hold data. You can then pull that data from the data asset into whatever you want

maiden wadi
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You probably could do that too if you want. That would resolve your sizemap. But you'd still have to load ALL of them before allowing the user to pick one.

silk rampart
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Yeah that is what worries me

hidden fossil
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I should probably note that when I said remote connection earlier, there are actually some instances where I get a creative idea and the only thing I have is my phone, so rather than write it into One Note or Word, I just connect to the developer rig from that to add it in

maiden wadi
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Generally speaking, you want the user to be able to load the data assets and ref them for basic data. Names, small icons, etc. But heavy stuff like meshes and materials you only want to load when you need them. You see this in a lot of games in character selects where you pick a character. You see the name and the picture, or other stuff. But on select it takes half a second or less for the actual 3D character to show up.

hidden fossil
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Or in some cases to pick up from where I left off if I was in the middle of something when I stepped away from the desk

maiden wadi
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What you could maybe also do is make subdataassets. Like a second asset that just defines the visual of a character. Copypaste all of the data into that. Then you could load the primary asset and keep it loaded, but async load all of the data through the secondary one for the visuals. Would make your loading code a bit more manageable, but would require updating the other code to sue the subdataasset.

silk rampart
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That's what I'm kind of going for but again I'm getting all of them loaded and at the same time. It's not like I have an array of all the data assets in there

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I'm trying to figure out why the pawn even if I have a single character in the variable slot are loading in all data assets of old characters

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Again I'm thinking it could be the cast node I have in the UI? Because again I have basically a UI and in the UI I made a special function that allows me to pick the data asset I want to load when the button is pressed

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But in order to get that to work I had to do a cast to pawn and that's when all this stuff start happening

maiden wadi
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A cast node won't load data assets.

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It'll load the data asset's class. But not the instances. For that you'd have to have them specified in an array somewhere.

silk rampart
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Nope didn't have to.

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I will show you my code later but the data asset is inside the button logic

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So the button has a binded variable of the data asset of let's say bill. When I hit the button it starts a function inside the button logic that casts to pawn, set skeletal mesh, and then runs an event in the pawn that pushes that data onto the components

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I did it so I would not have to have any array of all the characters inside the pawn tself

storm solar
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I want to not make the default third person character be the active camera anymore so I tried to make my own.
When I turn off auto activate in the third person character blueprint and turn it on for my new camera, it makes the active camera inside the player. And no changes I make to my new camera do anything,

dark drum
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I wish more functions in the widget panel stuff were exposed to BP. :/

queen heron
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I seem to be doing it wrong
I'm trying to make the camera keep its initial rotation upon game start, but its not working

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I'mma try something

maiden wadi
lofty rapids
dark drum
# maiden wadi Like what?

Mainly the add and remove children functions so I could handle them differently. I know there's a lot of stuff it does behind the scenes though so probably wouldn't be an easy thing to facilitate.

I'm currently making a custom grid box similiar to the wrap box but instead of it being based on a fixed width, it's based on the number of children. So after x number of children, it'll add it to the next row.

storm solar
maiden wadi
lofty rapids
gritty raptor
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I already posted this in the Slate Channel but no one is there. Im using a Data Struct for the inventory slots as well for the items, each item has a specefic Integer of the Max Stack possible and a boolean to see if its stackable or not. however what i want is to when the drop exceeds the max stacks i create another drag with the remaining but its not working and i think its because the operation end immediately because mouse isnt held down. do you know anyway to fix this please? maybe there is a way to make the drag and drop on click and not on press, like you have to click to drag and click to drop. is that possible?

dark drum
storm solar
# lofty rapids so you have a camera outside of the character that you are trying to use ?

Right. Its not the player character.
I'm just trying to get a smooth camera like in this example.
https://youtu.be/6MrWJadgkro (at 1:10)

https://dev.epicgames.com/community/learning/paths/XRe/unreal-engine-virtual-production-visualization-guide

After talking with the Fortnite Cinematics team, one of the things we took away from that conversation was the team's heavy use of procedural cameras during a performance capture session. Even though they might have every intention of goi...

โ–ถ Play video
storm solar
odd compass
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Does anyone know why the UEFN mannequin fails to find a montage when traversing in ue5.4. I've narrowed it down to where it's putting the selected montages from the chooser data table into the motion match node but that returns no animation. Here's my code and prints in game

dawn gazelle
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You need to start learning to read your code. Logically follow along with it. Write down what you actually want the code to do line by line. See if your code actually does it line by line. Understand what variables you're using. TEST and see what the values are that you're getting at certain points of execution so that you can understand why you may not be getting results that you're expecting.

To answer your most recent questions about what I gave you - they were newly created local variables ceated specifically fo this function to work.

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Also, marking up your sceenshots for clarity is great when done right. Adding strange visuals, memes, and warping the images around within your screenshots is more of a distraction than actually helping most of the time. You spend more time on abstracting what you have while portraying your feelings on the matter or trying to be funny then you do on trying to understand what your code is doing or actually making it any clearer for others.

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And I'm not saying I can't appreciate a joke here and there.... It's just on your side, it's a bit excessive (not trying to be mean here...)

lost hemlock
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lol

dawn gazelle
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Yea, I get it. But you'd probably be better off spending the time trying to understand.

lost hemlock
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but im learning through humor and crazy visuals I think

dawn gazelle
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You won't learn otherwise :/

lost hemlock
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I make a lot of diagrams in my free time when im trynna understand something, for example i try to put it into a logically consistent story, anyway... that's off topic

lost hemlock
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I just finished doing just that

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I understand what my variables are doing now

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But I dont understand what YOUR variables are doing

dawn gazelle
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My variables are just temporary place holders for data so we can get the infomation we need out. They are local variables there just to temporarily hold info.

lost hemlock
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you posted a picture screenshot of a function you made that was really hard to understand because it was using 3 variables that I dont have, im never setting them anywhere, and if i were to use them the way you were using them they would be empty and wouldn't actually do anything

dawn gazelle
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They start empty, we populate them within the function ๐Ÿ™‚

lost hemlock
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anyway

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so I guess I'll just create these variables as local variables?

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and never use them anywhere again?

dawn gazelle
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This here is how you can tell it is populating them. The "Ingredient list" is nothing more than the stored keys from the Desired Ingredients map.

lost hemlock
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what is this?

dawn gazelle
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That's a new symbol on variables in 5.5.... This one is to denote that it is a local variable

lost hemlock
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I thought that in order to populate something you needed to do some kind of mathematical operation or SET them or somehow make it obvious that you are changing the data inside of it, usually you would connect them like this on the right side of some node, rather than on the left, where that looks like you're only populating your keys with the variable rather than the other way around

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good to know

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๐Ÿ‘

lost hemlock
dawn gazelle
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The right side is the output.

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This image... Can't actually happen.

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You can take that output and plug it into another node, but if it ever just ends on a node hanging out in space like that, then that bit hanging out in space doesn't do anything.

dawn gazelle
lost hemlock
dawn gazelle
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The appendix.

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๐Ÿ˜›

keen tinsel
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trying to fire overridden function in a child bp , but its not firing , any idea ?

lost hemlock
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text > string > name

dawn gazelle
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Yes, but based on what you're saying you were having trouble with it and that's because you have it set as a soft class reference > integer map.

lost hemlock
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"if it looks correct and it feels correct its probably correct"
-Me 2024

haughty ember
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Is there a method in blueprints similar to FMath::IsNearlyZero ?

crimson talon
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Is anyone else having their enhanced input action giving only 0 for its action value after updating to 5.5?

lost hemlock
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It looks like each one of them wants to go their own way, they dont wanna share the same node. Oil and Water, they don't mix

crimson talon
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I traced throguh all my code and the only issue I could possibly see is that it's an engine problem

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before 5.5 I had a weapon swap event where pressing Q moves to left of weapon array, E moves to right of array, Q gives an action value of -1 and E gives an action value of 1, but they are both outputting 0 which never happened prior to updating to 5.5

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this reddit post has the same issue reported a month ago and there doesnt seem to be a fix rn

dawn gazelle
lofty rapids
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with a BFL

dawn gazelle
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There's one for transform too

lofty rapids
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nice, nearly equal

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that looks like the one i would use for that

haughty ember
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oh nearly equal, not sure how I missed that
Thanks @dawn gazelle @lofty rapids !

lost hemlock
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@dawn gazelle you promote this to a variable?

dawn gazelle
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Promote to local variable, yes.

gusty shuttle
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Question: Is there a way to determine if an actor houses a skeletal mesh inside it?

dawn gazelle
lost hemlock
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@dawn gazelle this is also an empty one that gets populated later?

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Just to make sure

dawn gazelle
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That "Add" there means it's being populated.

lost hemlock
keen tinsel
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trying to fire overridden function in a child bp , but its not firing , any idea ?
(sorry for bumping the message)

lofty rapids
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whats not firing ?

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can you show it ?

keen tinsel
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cast fails always

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the func in the parent bp is empty

lofty rapids
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so your casting to the parent of the child bp in this picture ?

keen tinsel
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no ,casting to the child

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the bottom (bp pickup ) is the parent , the top (bp capsule ) is the child

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its where the func is at

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and the overlap is at a trigger box , when it overlaps with bp_capsule , it fires the func

lusty delta
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I'm trying to display rich text using variables. In general the rich text works in the widget preview. However the actual ingame text that is coming from text variables doesn't have and formating.
What could be the reason for this?

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here's where I set the text using the variables. it's kinda weird that you can't just create a binding like for normal text.

silk rampart
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Well might have found my issue and it was more stupid then I originally though, lol

silk rampart
# maiden wadi Generally speaking, you want the user to be able to load the data assets and ref...

Just as a little update to this, it ended up being something totally unrelated. A year ago while I was experimenting with function libraries I tried to see if I could call the data assets through the function library. It didn't work out for me and I scrapped it, but I didn't realize I had ONE function in that FL in my pawn. That reference was why all that data was loading. Once I purged it out of the pawn my size shot back down to something managable again.

iron geyser
autumn turtle
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Sadly not much u can do about it.

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Try using other methods? That may solve your problem.

marble tusk
unreal island
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HI, i'm having a problem right now with AIPerception where my AI is only detecting sounds made by the player. Does anyone know how to fix this?

I have a projectile that the player can shoot witch should make a noise alerting the enmyon impact. When I use the projectiles "self" reference as the instigator the enemy doesnt report a noise event. However when i set the instigator to a reference to the player character, the enemy does detect it. Any help or insight would be appreciated.

desert finch
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anyone point me in the right direction with this issue?
I am trying to return a name for each component my player looks at inside of an elevator, this BP is inside of the elevator as it uses components to determine which one is hit

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but I need each component you look at, to have its own name, so you know what your actually looking at

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the hit trace is inside firstpersoncharacter, so im assuming i need to cast from it

tight pollen
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how did you fix it?

heavy lion
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So I have a function that gets the nearest actor of class and it returns that actor and any properties associated with it.
I have since added an enum variable to that actor I am looking for and want to filter them in this for each loop.

kindred galleon
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Metahuman hair to head attachment system I forgot what it was called is bugged

jade inlet
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How can I change a BP actor's size in UE units via variable instead of having to change its scale?

frosty heron
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changing the actor scale will change all the components scale.

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if you want to change the whole actor based on unit size, you probably have to get the bounding box then convert it somehow. But it's probably not easy feat. You mentioned that you are new to UE yesterday, try to keep things simple.

autumn pulsar
twilit lodge
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@astral shuttle

obtuse kiln
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So, I currently use events in my level blueprint when I need to something to happen in the level and affect a few different actors, as it spares me messing with event dispatchers or getting references any more difficult way. It also makes it easy to glance through and see the progression of the level.

Is there any reason why this limited use of the level blueprint would be ill-advised? I know people get warned off using it at all, but it seems fine for this. Making, I dunno, a different actor that everything registers with and that handles this kind of thing seems pointless, and having these kinds of level-altering event tucked away in a dozen different actors all pulling this way and that without a clear way to seeing the overall progress seems like an unnecessary source of future headaches.

maiden wadi
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For a more hard coded game it's probably fine.

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The issues normally arise because games these days can be much more procedural in nature. And you want missions or such to be procedural as well, and may want them to work on multiple maps. Which puts you in an bad spot if you put it in the level BP because you'd have to copy it, which means changes would require editing multiple levels and tracking where all that was done.

obtuse kiln
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Ah, that makes sense.

maiden wadi
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To get around that you usually make some sort of mission style or quest style progression system. Flowgraph is a good example of how to do it well. Because it was designed for exactly that. An alternative to the level BP that isn't tied to the level itself.

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But for sure. If it will only be in one level. The level BP is probably fine. The usual reason why people are warned off of the level BP, is because of students. Teachers tend to be lazy about it or extremely time pressed and tell them to shove everything in the level BP so they have easy access to everything and they don't have to explain the myriad of ways to get references to stuff and how to organize things. So you get a lot of people just putting whole games in their level BP.

obtuse kiln
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Should be fine as I am, then, given how my game works, but I'll glance at flowgraph and consider other possibilities just in case.

frosty heron
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@obtuse kiln you can just drop a blueprint actor, create variable for anything you need from the level, make it instance editable expose on spawn then just pick with the dropper tool.

olive yarrow
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using this for my "MoveComponentTo" 's and stuff still changes speeds depending on if i'm laggin' or not. One time it gets there hella fast, the other times it's off maybe maybe half a second or so.

There's no changes in distance at any point to affect (effect? not googling) the "over time"

autumn pulsar
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Can I not have two output nodes in a Macro?

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I need to add a branch to change the output

autumn pulsar
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Tick will delta based off the frame time

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oh, you're using the node wrong

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"Over Time" means the total duration

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so if you want 10 seconds you type in 10

olive yarrow
# autumn pulsar Use tick

I had used the tick before, but people told me to use world delta and i spent the whole day changing eeeeverything over

But word, over time is much like delay and will never change or need any form of delta/tick?

autumn pulsar
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afaik that seems to be how the node is set up

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tick is fine, you just have to be careful with it

olive yarrow
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Heard, thanks stuffy

ornate wren
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How can I rotate the camera 90 without alwo rotating the actor?

frosty heron
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by not changing the roll and pitch... right now you are just setting them to 0

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regardless what the current values are

autumn pulsar
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I think they were talking about the pawn rotating to control rotation as well

ornate wren
# frosty heron

Ya, I had that at one point. It still just rotating the camera with the actor?

frosty heron
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there is a tick box you have to untick

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You mean the actor is rotated along with the control rotation right?

ornate wren
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yes

frosty heron
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check cmc and type use controller

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see what that shows

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or is it OrientToMovement

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I can't remember

ornate wren
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Orient to Movemetn is already there

frosty heron
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that should make the character not rotate according to the controller rotation at all

ornate wren
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The yaw is there and its off.

frosty heron
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look for UseControllerDesiredRotation

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switch off UseControllerDesiredRotation and turn on OrientRotation to movement

ornate wren
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Still not luck...

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I swore if yaw was off it could not rotate

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IF I turn off inherit yaw for the spring arm on the character rotates (the is oposite from what I want).

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If I turn that off... maybe I can rotate the spring arm by itself.

frosty heron
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Orient rotation to movement should be on afaik

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oh well, I am not using spring arm

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spring arm probably override

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just toggle and see how that goes

ornate wren
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I found a Use Control Desired Rotation being called because of the click... PRobably that what caused the issue... ITs too late to look tonight... Thanks!!!

tropic token
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how to properly do it?

frosty heron
tropic token
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it's great for polishing you know :/

frosty heron
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Arnt comment should come out in the search bar

tropic token
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well, they don't it seems, at least my search won't find anything

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pull request?

steady night
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Hey Guys

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im trying to make it so when bool is true " all below spine is not affected by the animations

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or rather i want him to be able to move while "blocking"

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with montages i can use blend poses top/lower body

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but this is not a montage rathert a stance

frosty heron
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@steady night layered blend per bone is what you used to filter what runs on which part

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regardless montage or not

steady night
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yeah but im not sure how to set it up

frosty heron
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decide where you want to filter the animation

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for blocking maybe it's divided from the hips

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upper part of the body to play the blocking anim, bottom one will play the idle/walk/run

steady night
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yeah

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i mena im blending to Caches with eachother thats the same oness

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thats where its not working

frosty heron
frosty heron
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it doesn't look right to me

steady night
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its not x) thats what im struggeling with

frosty heron
gentle urchin
frosty heron
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but yea using camera manager update view

gentle urchin
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Think im using UpdateViewInternal

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still allowing that bp override

frosty heron
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@gentle urchin did you take from Lyra?

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they use curve asset and different camera modes

gentle urchin
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Nah mine is far simpler ๐Ÿ˜„

frosty heron
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they made it modular enough to change camera modes

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I will need that to aim for AOE or differnt kind of spells

gentle urchin
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hmm i suppose one would

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i might implement viewmode later

frosty heron
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Having bug that I can't figure out. My Look is suddenly not working but IgnoreLook is still false from the controller...

gentle urchin
#

to get good view angles during spells and abilities

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maybe

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might just confuse the player more tho

barren tangle
#

Hi, Merry Christmas all.
Do you know if the Set Velocity is enough to make a blueprint move automatically?

odd berry
#

I am trying to remake like a type of sword arc (similar to the moonlight katana from the souls games)

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however, if I am facing backwards, the projectile spawns backwards

frosty heron
#

for auto walk

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only need to specify the direction

odd berry
#

projectile

lethal pollen
#

Hey there!

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What do you think about using tags? I use them to find objects in the level. Maybe it could be better to use a parent class instead of Actor (or using tags).

lime crow
#

Blueprint Runtime Error: "Accessed None trying to read property As BP GUNBASE_0". Node: Shoot Pistol Graph: EventGraph Function: Execute Ubergraph BP Player Blueprint: BP_Player

I Dont understand how its accessing none? ive litterly done a cast to it

frosty heron
#

Casting is just a type check

lime crow
#

how can the object be null though?

frosty heron
#

Unrelated but I don't even see casting there

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Object is null when you never set it

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You just say it's a type but you never set it to point to any instance of the type in the world

lime crow
#

set it to point to any instance of the type in the world? im just calling a fuction though? its setin the gun blueprint?

frosty heron
#

calling a function on something that don't exist

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hence accessed none error

#

your issue is you never set BpGunbase

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it's pointing at NOTHING

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like which gun in the world? the one that someone is carrying? the one on the floor? the one the player owns

#

unless you specifically set the variable using set node, it's pointing at nothing

lime crow
small quiver
#

Hallo every one! I'm working on a project in Unreal Engine where I've set up lights to respond to MetaSounds using Blueprints in the Level Blueprint. It works fine in simulation, but now I want to bring everything into Sequencer for rendering. How do I convert my Blueprint events into Event Tracks in Sequencer so that they trigger during playback and render correctly?

frosty heron
#

elaborate

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I alredy tell you the issue and how to fix it, so no more comment from me

small quiver
frosty heron
small quiver
#

yes I want to call it to sequencer

frosty heron
#

call it in sequencer?

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there is event track you can drop in the sequencer

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you need to add the bp to the sequencer

lime crow
# frosty heron How would that help?

Dont help if your just gonna get shitty, i litterly dont understand what you mean, i made a variable and set it. God i hate asking for help on here sometimes

frosty heron
#

add a key to the event track, then right click and bind event

small quiver
#

the thing is that its a level blueprint

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what do I drop to sequenser ?

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because adding a blueprint class its ok I found how to do that, but what do I drop if I want to have a level blueprint in sequencers ?

frosty heron
#

that's why don't use level blueprint

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because you can't get a ref to it, at least in blueprint

small quiver
#

shiit

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ok please can you do me a favor @frosty heron ? just tell me where to look for it and Ill figure it out. In this video (Thats what I saw for the lights) In 19:12 he tells us like we could do the same thing for blueprint classes with event dispatchers, how do you go about it ? https://www.youtube.com/watch?v=s8IVdEprKzI&list=PLxcwBmVskTls8jihyDaWUgFE4wpHigVqo&index=14

Unreal Engine 5.4 Metasound Output Watching | Beginner's Guide

In this tutorial, Iโ€™ll walk you through the basics of Metasound Output Watching in Unreal Engine 5.4. Whether you're new to audio development or looking to enhance your skills, this video covers the basics of how to use Metasounds to send useful output data in real-time back to your...

โ–ถ Play video
#

I want to achieve this kind of a result btw https://www.youtube.com/watch?v=AFW0xd-S9r4

Made using UE 5.3 preview, spawning and triggering various things (cameras, particle spawns and material and painting switches) in a level using the new Metasounds watch output nodes. Everything is spawned based on envelope followers outputting data of stems I made and cameras change based on meta data baked into them.

Music: My own :) if you l...

โ–ถ Play video
frosty heron
#

I never touched metasound in my life sorry. Only know how to trigger event in bp via sequencer.

small quiver
#

its the same thing

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thats not the problem

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To tell you differently, If I have a dour that opens and closes with code. How do I get that information to sequencer in order to get a video from it ?

frosty heron
#

Wdym to get a video from it?

small quiver
#

I want to render it

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its for a music visualisation

frosty heron
#

There is tool to render from sequencer, but is that related to the event track we r talking about

small quiver
#

what tool ?

frosty heron
#

Ask in #sequencer I never have the need to render anything. Only know you can render sequencer to a movie file or something.

small quiver
#

ok thank you

frosty heron
#

Google seems to point at movie render que

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@small quiver am I misunderstanding something? Are you not able to open or close the door using the event track?

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Is that the issue?

silk rampart
#

So I was able to fix up and DRASTICALLY reduce my memory footprint in my pawn but I still feel I can get it a little lower, but I wonder if maybe I am overthinking it

frosty heron
#

Don't say interface

#

If you want to load something at will, use soft ptr

small quiver
silk rampart
#

Well I tried the mutable sample to see if it gave me any new things to try and I noticed the actor in that has the same memory footprint as my pawn does now, which is why I might be overthinking it

frosty heron
#

And you want that to get called in the sequencer

small quiver
#

yeap

frosty heron
#

Have you added your bp to the sequencer?

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Once you done that add event track. Drop a key where you want the door to open and scree shoot it.

small quiver
#

yeah the first problem is I did it level sequenser

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so you told me I cant do that

frosty heron
#

Level sequencer isn't an issue

silk rampart
#

basically is there any way I can setup an array to only pull a single item into memory or must the array entirely be loaded? Like say I have an array with different skins, I tried making the array into a soft reference and async load but when I check the size map it's still loading in the whole array, which kind of defeats the purpose of using it as a soft reference

frosty heron
#

What I said was level blueprint

silk rampart
#

I want to figure out a way I can pull a single item from any array async, is there any good method for that outside of array?

small quiver
#

But what I dont know is how to convert my level bluprint to a bluprint class

frosty heron
#

Well maybe just write the logic to open and close door in BP door?

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You can even reuse it that way.

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Then in sequencer you can just drop your bp door

small quiver
#

yeah that the plan, but when I do the same stuff I did in my level blueprint to blueprint class it doesnt work

frosty heron
#

It's probably referenced else where

frosty heron
#

It's kinda compulsory moving forward.

#

The short version is, you declare a variable of the type that you want to grab from the level. Set it to instance editable and expose on spawn.

You can drop the bp actor to the world then just use the dropper tool to pick the object.

small quiver
#

do you have a video to recommend about this topic ?

silk rampart
silk rampart
#

Can't at the moment

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I wonder if it might be because the array is in a data asset,maybe even though the array in the asset is a soft reference whenever it loads the data asset it has to load everything

frosty heron
#

if it's not a hard ref, it wont be loaded

silk rampart
#

It will when I run async though right? Again I have to run async in the code to load texture 0 but when it does so it loads the entire array with texture 1, 2, etc, into memory

frosty heron
#

but the bp where you have the soft ptrs will not load the assets until they are loaded with blocking/async

silk rampart
#

I think where we are misunderstanding is I was hoping to load one reference from the array into memory but not the others. I was hoping soft references would do this but when loading my code it always pulls the whole array into memory

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Next time I get the chance I will check out my reference viewer again

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Considering the mutable sample didn't try to only load in single options I really do think I am overthinking this.

frosty heron
#

@silk rampart

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did not load the whole array

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Can also see in the ref viewer that it's connected by soft path

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thus loading the outer, not gonna load the static mesh by default

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btw things that are loaded in editor stay loaded. If you are trying to test without restarting, well you should. That or try in packaging and looking at logs.

silk rampart
#

Thanks for the info. Will look deeper into it

normal raft
#

any clues why this crashes unreal (fully locks up and stops responding)

When its printing to the screen.. its fine it and does the yaw perfect.. and i know that the pitch value is in the correct range.. i can even plug the yaw value into the pitch value and that works it just dosnt like the second for loop for some strange reason

frosty heron
#

@steady night This is my setup

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filter at some bone. Make the other half play the walking the upper part with anything you want (blocking anim or w/e)

steady night
frosty heron
steady night
#

no

#

its inside the "cahche

#

the saved one

frosty heron
#

How can it be different then?

#

you are just playing the same thing accross all routes

#

also name them proper for readibility

#

over here you want to play your blocking anim (This is the upper part)

steady night
#

yeah just realized

#

lawl

#

im blending with the same thing

#

got it working

#

ty =

barren tangle
#

Hello, if you let dead blueprint is it affecting the code and performance in any way?

#

i mean blueprint that are not recheable?

lime crow
#

@frosty heron I understand what you are saying now, and it makes sense. I get that your trying to help and thank you for that, but some people may learn or grasp things differently. If you said something like, create a varable with a object reference type and set that on begin play and expose that variable, then from within the level you can choose the gun with the eye dropper. This esablishes a connection. Then you can use a get valid node for an extra level of protection.

Instead of I TOLD YOU! use a set NODE, ugg what are you doing?> that wont work, im not helping you anymore.

frosty heron
#

Not trying to say I'm not helping you anymore, more like. I'm just gonna repeat my self again, please read what I said earlier.

But I get my choice of word is very poor. And I do get impatient when I have to repeat my self which is not your fault but mine.

Sometime I have to copy paste the exact same text 4 to 5 times and it gets frustrating (not referring to our interaction) specifically.

gentle urchin
#

Seems like just checking if the weapon ref is valid should be enough for "isEquipped" check tho

#

assuming only one weapon actor is spawned at any given point

frosty heron
#

I wouldnt use the eye dropper tool for a weapon though

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You normally spawn them at run time. That's when you can set the variable from the return value of the spawn node.

#

You use eye dropper tool for actor in pre placed in the level

lime crow
#

The weapons will all be in the level so using the eye dropper should be o think

gentle urchin
#

I assume by EyeDropperTool you mean pick instance at editortime ?

#

||Finally my A* works! Silly mistakes still haunt me to this day||

frosty heron
#

If it's a weapon pick up you can establish communication via interaction.

E.g. if overlap with item. Give me the weapon the item actor has, then destroy it.

lime crow
frosty heron
#

It's fine to setup like that. The pic above is just saying if current weapon is valid then shoot, if valid do nothing.

So you are still responsible to set the current weapon at some point.

Perhaps at some event like pick up item, etc.

silk rampart
# frosty heron <@232719212995411979>

Hey how did you get these listings btw? I usually use the output log but it's only showing me a few lines when loading the pawn, making it hard to know if it's loading too many items into memory or not

silk rampart
#

I went in and adjusted the pawn but it's still showing the soft references of the array as hard references

frosty heron
#

Then typing in console obj list class=thetype

#

Can you show me your setup?

#

I got 6% battery left lurkin

silk rampart
#

what the function? Array? references? size map?

frosty heron
#

Everything I guess

#

Someone else may spot it too

silk rampart
#

I don't have a lot of time, give me a sec

frosty heron
#

@silk rampart how do you check what's get loaded to begin with?

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The command is objlistclass

silk rampart
#

I don't, I am just looking at hte size map

frosty heron
#

If you want to just check for textures you can go objlistclass=texture2d or something down that line.

silk rampart
#

I am trying to get the size map to shrink by converting some variables to soft references

frosty heron
#

Those size map are not to be relied upon

#

Said some cpp dude

#

Look at the reference viewer

#

And run obj list class to see what's currently loaded to memory

silk rampart
#

This is the start of the function. It pulls from my data asset. Right now the hair is the only one I have converted to a soft reference.

#

but when in the size map or the reference viewer, it still shows all the hairstyles, not just the one loaded.

frosty heron
#

I am not familiar with size map and the color it represents.

I would totally just use obj list class to see what's loaded

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Reference viewer helps too

silk rampart
#

If it appears in the size map it's being loaded with the blueprint as a reference

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It's just an alternate view of the reference viewer but kind of shows how each referencing is filling both drive space and memory

frosty heron
#

If tom looman says it's not accurate then no point looking at it

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Prob just estimate. Use audit assets instead

silk rampart
#

If you're more familiar with the reference viewer it shows the connection in there as white lines

frosty heron
maiden wadi
silk rampart
#

There is no other reference

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I only can find them through the data asset path

frosty heron
#

I can assure you soft ref don't get loaded unless you resolve them (e.g loading it).

Loading a soft ref in an array doesn't load the rest of the element

maiden wadi
#

Something else is hard reffing them somewhere. Can you show your full sizemap where those are under?

frosty heron
#

Maybe work backwards. Look at the hair style reference viewer instead

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See where its being referenced

silk rampart
#

I had to get off my computer so sadly no, but the top box is the character data asset class

frosty heron
#

Gtg battery out. Night Authaer. Merry Christmas

silk rampart
#

Oh good idea

maiden wadi
#

Merry Christmas. ๐Ÿ˜„

silk rampart
#

Will do that later. Thanks for the help

maiden wadi
#

I think the last couple days may be the first time I've not opened Unreal in over 24 hours in the last 5 years. ๐Ÿ˜‚

gentle urchin
silk rampart
#

Ok only references to the hair assets are the character data assets and the loading functions going into the pawn. Going to try one more change and hopefully it's the last one I need

normal raft
#

ah i know why that loops having a drama because it also contains all my HISM's

#

that was it ๐Ÿ™‚ damn spent a age trying to figure that lol ... i guess it dosnt like translating the sceneroot on the Y axis when its got HISMs

zenith flume
#

Is it true that I should never use a Delay node? I created an actor that spawns an ammo pick-up and then respawns it after a delay. Some guy told me that I should NEVER, oh I should NO NO NO, DO NOT EVER USE DELAY. THAT IS FOR NOOBS. But I asked him what I should use and he didn't respond. Is there some kind of super elite, hidden feature that I should know about or is this guy just full bool shit?

#

I'm creating this BP for multiplayer use, btw.

normal raft
#

yeah its quiet a subject the whole delay thing but look into using timer functions instead

zenith flume
normal raft
#

Yeah the graph equivlent would be Set Timer By Function Name

silk rampart
#

Delays are fine depending on scope

#

Big projects with tons of delays could be a big problem more so if you loop anything, those you want the control of timers

zenith flume
#

Ok, thanks. That was a much better answer than the other guy.

silk rampart
#

I use a few delays in my tiny project and they work fine. To make sure they don't cause issues in loops I just lock the code with a once node then have the end of the code reset / open it again.

iron geyser
# autumn turtle Thats TSR.

yes it is indeed related to anti aliasing thank you very much
But I don't know much about other methods, which one do you recommend me to use?

gentle urchin
#

A specific edge case could be saving the game in the middle of a long delay

#

Loading at the same place qould require you to start it from full duration again

#

While a timer could be started mid-duration or wherever you were when savingn

lusty delta
#

so if I understand maps correctly, this would have to print out "Bob James". if so: why doesn't it? It prints out nothing. The only thing that is being printed correctly is the first entry "Meling".

lusty delta
#

also the length of the map is being read incorrectly as 1.

gentle urchin
#

Are you modifying the map at runtime?

lunar sleet
#

@spark steppe They posted a new one lol https://youtu.be/S2olUc9zcB8?si=vPzBnfJ2jBqV2uIm

Watch this recorded session from Unreal Fest Seattle 2024 that uncovers the truth behind Unreal Engine best practices.

Are Ticks really that problematic? Should you make all your meshes Nanite? Is the ChildActorComponent truly cursed? Should you never use Cast?

You've probably heard many of these so-called ""best practicesโ€. Check out this v...

โ–ถ Play video
#

Comments already got myths spawned by people like TI

spark steppe
#

but why? they already had the video on YT?!

#

oh it's the same but separate, the old link was within an 8hour stream

#

thanks Neo, updated my pinned link

maiden wadi
lusty birch
#

Delays are fine if you know what ure doing. And dont try to use them in buildin loops

gentle urchin
#

They're nice to frame slice large loops

#

You just gotta know how it works. Typically involves custom macro, but doesnt really have to be

normal raft
#

finally got working .. not sure why it likes those settings but i put the voxel size to 120 and the trace distance as 1.05 times that for radius and ... look ma!!! no more floating objects#

#

also used multline trace as well which is kind of awesome

#

so now wondering what would be a good approach to put a slight randomization on the start / end trace so it scatters the stuff

maiden wadi
# gentle urchin They're nice to frame slice large loops

I'm curious if the new UserWidget manager thing fixed the crash you can get in seamless travel. You could start a delay in a widget, travel, loop executes later and crashes because it wasn't unregistered. Actors never had to issue because their latent actions are tossed on destruct. I'm curious, but not curious enough to test. ๐Ÿ˜„

lusty delta
#

it's all set before. do I have to initialize it somehow?

covert arrow
#

Hi everyone I have a question about curves and timelines basically I have a timeline that changes the half height of a character if I have a curve float with a key at time 0 and another key at time 1 how can I set the values of those points to variables such as standing height and crouching height? Or is this not a reasonable way to do this? Thanks

gentle urchin
dawn gazelle
surreal peak
#

Min Max makes it sound like A must be bigger than B

#

Eh

#

Other way round

gentle urchin
#

Yeah its just lerping from a to b

#

0 to 1

#

One can use MapRange(optionally Clamped) aswell

#

Results are the same

maiden wadi
#

If you ever decide to put mining in your game based on RNG without clamping it in some sane way. Just don't. Like literally. Do. Not. Do. It. I'm playing Bellwright atm. And I'm about 30 clicks from installing an autoclicker and going AFK.

gentle urchin
#

!? Rng ? ๐Ÿ˜‚

maiden wadi
#

Like.. Rarely in 1 click you get 2 ore. But I shit you not, the usual is that you can click 1-20 times before getting a single ore. Sometimes you click three times in a row and get 3 ore. Sometimes you click 10 times and get nothing.

gentle urchin
#

Ahhh

#

That sounds rather annoyingn

#

Seen that in a few games

#

Feels like a mechanic that solely exist to waste my time as a player

#

And leads me to uninstall as the devs dont respect my time

maiden wadi
#

Like.. It's fine... If the cap is 5. I'm cool with that. But after 15 hits and no ore or rock, I'm at the point of wondering if the game broke.

dawn gazelle
#

That sounds like it would be a pretty quick uninstall from me @_@

rocky kelp
#

Hey everybody, I have a question about enemy spawn points. I have a character in a horror game Iโ€™m developing that I want to randomly have spawn behind the player and follow them during the game, and I got the following the player part done but I donโ€™t know how to have it spawn behind the player at random times. Can someone please help

maiden wadi
lunar sleet
#

Get actor forward vector, * negative distance, get point in navigable radius that is smaller than that distance and you should, in theory, have spawn points behind your player

autumn pulsar
#

90% shot feels like it should never miss even though that's how logic works

rocky kelp
gentle urchin
gentle urchin
#

Welp brain fog. Dont need half even.

#

You can also use dot product to get a good spot

autumn pulsar
#

My noob brain is thinking of Making a timer with a random interval, once that hits zero it fires a "wants to spawn" event. Which tests overlapping actors in a sphere shape behind the player to find valid spawn points behind the player, picks a random one then spawns the enemy

gentle urchin
#

overlapping actors as in potential spawn points?

#

It'd be safe to check for navigable radius, making sure they hit the navmesh

#

just a tiny loop thing to check a few locations

#

this seemed to work fine

#

swapped to the correct node (not pure) and added some randomness to the distance from the player

#

controlled randomness

#

resulting locations

#

some adjustments to length and angle gives us what might be a better result

lunar sleet
#

I mean

#

You could use EQS query contexts and filter out half the circle

#

Lots of ways to do it

gentle urchin
#

That prob makes more sense tho

#

Theres prob more criterias than just this, for a suitable spawn location

past compass
#

if you're using a homing projectile component, how would you simply target the ground / landscape ? it seems you need to set the homing target but it's a component and when i target the landscape it just goes to what appears to be the center. is there a way to make the target a location instead ?

lunar sleet
#

You wouldnโ€™t

#

You would make an actor that contains that component

#

With an empty mesh (or a sphere with hidden in game checked)

#

And place that wherever you want to target

past compass
#

ahh ok i thought i might just need to spawn a bp , so i guess that's the only play. bascially spawn essnetially what you said and then target that or add the component like you suggested (hide actor in game/etc) and after hit destroy that actor

lunar sleet
#

I mean thatโ€™s assuming it needs to home in

#

Otherwise you can just remove the homing part when targeting the ground or vice versa which is prly more efficient

maiden wadi
#

It is a little odd that given all of the gameplay stuff that requires either a component/actor or location, there isn't a wrapped type that systems can use to determine a correct location from it.

lunar sleet
#

Add it to the list of things we donโ€™t have ๐Ÿ˜ƒ

maiden wadi
#

Like AI for instance would use it. Homing component could use it, targeting systems could use it.

past compass
# lunar sleet Otherwise you can just remove the homing part when targeting the ground or vice ...

yea that makes sense, but the way im doing it, i have a homing projectile on a custom bp that is launched from the character and it will (now) either hit a valid actor and target that or if it misses / hits a landscape or somethging i'll spawn an actor and target that at that location that the player targeted. simple enough. could also change the custom bp to change the way the projectile works but i think this method will work well

*should mention that im using a line trace before to target the location *

maiden wadi
#

This game is killing me. ๐Ÿ‘€ I'm 99% sure their AI use RVO. And I'm 99% sure they didn't click the checkbox for the player character to use RVO. So AI avoid each other... and just walk into the player character like derps and get stuck on you forever until you move.

lunar sleet
maiden wadi
#

TBF I think it's a fantastic game. Good potential and good direction. But they got a looooot of jank to clean up.

#

And apparently checkboxes to click.

maiden wadi
#

I'm curious what the best way to make a lined queue would be for AI. ๐Ÿค”

lunar sleet
maiden wadi
#

I tend to avoid that channel. Never really get an answer when I ask things there.

#

Maybe instead of explaining my issues I should just "hi guis how i do thing???"

lunar sleet
#

Itโ€™s a little slower nowadays

#

But makes it harder for your question to get lost

lunar sleet
frosty heron
# zenith flume I'm creating this BP for multiplayer use, btw.

Delay should be used sparingly and as last resort. There isn't actually a lot case where you need delay imo.

That's not to say don't use it but the context have to be understood as that can be quiet dangerous or straight up broken.

You mentioned multiplayer. That's another Territory where in some case delay is to not be used. Some people "fix" their multiplayer code by hard coding a delay when in reality every one would have latency. So the bandaid to wait x second suddenly stopped working when the client or server comes with the data longer than the hard coded value.

For things you want to do over period of times you can use timeline.

Delay will not work the way some people think it does in bp loop because the macro run on the same frame. So don't try spawning items periodically with delay inside loop node.

past compass
#

what would be way to check if i hit a landscape ?*

frosty heron
#

after that print Hit Actor and Hit Component see what that returns

#

I would probably look at the Phys Mat for landscape but not like I ever worked with one before.

past compass
#

i just added a tag to the landscape

#

not sure if that will work

frosty heron
#

have you checked if the line trace have a hit impact when you draw debug?

#

if it did (so you passed the collision checks) print string the hit actor and component, see what that returns

past compass
#

ahh i see what you mean, yea it hits and returns the landscape actor, i just added the tag and that seems to work, will check for close collisions in a sec

#

pretty much what will change the outcome of how it will work, there are a few other things that return weird location results but the main issue was when hitting the ground

#

just added a Landscape tag to the landscape in my world settings

frosty heron
#

World settings? I thought it will something you do on the actor level

#

show some pictures of the debug trace

past compass
#

no no, you're right

frosty heron
#

and anyway what is your goal here?

#

I would probably just check againts the phys mat

past compass
#

goal was to distingish a difference of where a homing projectile will go, i had an issue where if you hit a component that was rather large it goes to the center of the component which in landscape case means very far away from where yout argetd, so when hitting landscape i will simply take your inital hit* location now instead of hit component

#

above i mentioned how to get that new targeted and ended up going with the idea of spanwing an actor and targeting that at the right location, then spanwing the homing projectile

past compass
frosty heron
floral stump
#

will blueprints ever reach the speed of C++?

past compass
frosty heron
#

hit component just return a component, use impact point for the actual point

frosty heron
past compass
frosty heron
#

imo it's like asking python to be faster than static typed language

#

I don't know much about programming but since blueprint runs on VM, it would come with the overhead imo.

floral stump
frosty heron
#

@past compass Homing proejctiles?
If you have valid target (Characters / Targetable entities) then shoot toward them,
If you don't have valid target (Don't shoot and ask for targets or just shoot at the impact location)

frosty heron
floral stump
#

Epic should make an AI nativizer which converts all BP code to normal C++ in a shipping build

frosty heron
#

obviously move the loops and heavy stuff to cpp

#

but anything else is probably negligible

#

Just because python is slower it doesn't mean it's not a valid tool to do something

#

if it's fast enough for the app, then meh.

floral stump
frosty heron
#

failed miserably and removed. (Blueprint navitzation)

#

Eren have BP2CPP

#

but it's not released for public (at least not yet)

floral stump
#

and i guess it will take some more decades

past compass
frosty heron
#

Eren finished his BP2CPP btw

#

it's just not available for public

#

I think he tried to pitch it to Epic (could be wrong here) but they didn't grant it.

floral stump
#

so Eren's BP2CPP only support standard blueprints, right?

frosty heron
#

I have no idea ๐Ÿ˜„

floral stump
#

like if i add new helper to bp, it will not convert it

frosty heron
#

ask the men when he is around lurkin

#

I try to move every single thing to cpp anyway after my blueprint got corrupted

floral stump
#

or if i change this

KISMET_MATH_FORCEINLINE
void UKismetMathLibrary::Quat_Normalize(FQuat& Q, float Tolerance)
{
    Q.Normalize(Tolerance);
}

to

KISMET_MATH_FORCEINLINE
void UKismetMathLibrary::Quat_Normalize(float Tolerance, FQuat& Q)
{
    Q.Normalize(Tolerance);
}

his tool will not work i think

frosty heron
#

only used blueprint for GameplayAbility and asset reference

floral stump
#

and i use it for only animation blueprint related things and float curves or any other visual thing like UI

#

but they still derived from C++ classes

#

basically blendspaces and state machines i prefer to do in blueprints

frosty heron
#

same

floral stump
#

in C++ it will be a pain

frosty heron
#

and widgets too (for me)

#

still derived from my own native class but I kinda do the logics in bp

floral stump
#

yeah for widgets i am now learning slate, will use bp widgets untill i fully mastered slate

#

for animation bluepirnts i do logic in C++ and use those logics under state machine example

#

even the two hand IK i did in C++ ๐Ÿ˜„

final ferry
#

why cant i get individual x and y location from this?

frosty heron
#

right click the blue pin

#

you are not very good shooter are you ๐Ÿคฃ (refering to the last hit trace questions)

#

right click here

final ferry
#

i dont think i did tho cry
i clicked all over it as well, still blanked out

past compass
#

could prob have used this, just found

frosty heron
#

@final ferry if you can't split it, drag from the pin and type break

#

that was for his earlier issue, not a respond to your particular problem

final ferry
silk hinge
#

good evening ! and merry chirstmas

I got a weird issue I cant figure out, something super simple, I fire this code Inside a Rep notify, it works super well even with 3 clients and a player host.
if I reconnect a client, this item is still attached, and at the right location, but the orientation is always wrong he is the compared data from when I attached ingame, to when a client reconnected (of course I make sure I barrely moved the guy how has the item attached).

#

so we can see the socket barelly moved, but the item is rotated 90ยฐ when reconnecting even if the data of the socket did not changed

#

of course the item replication is always relevant, replicated, replicates movement etc...

fiery swallow
# frosty heron Eren have BP2CPP

I fear he fell into the pit of "fuck thus I can't be bothered right now I'll finish it later" and later just never seems to come

#

That's me right now with my AI movement solution

frosty heron
#

from memory I think he said it's done

#

I think there's just no incentive to release it to the public

fiery swallow
#

I finished my solution a long time ago, but I endlessly want to make it better and end up hating myself

#

Oh

#

No incentive? That's weird, because iirc he still had it advertised in his profile

#

Actually I can't even find him

#

Oh yeah he's still in here actually, and it's still advertised. I think it'd be a little funny to advertise what you made and then never show anyone. I hope that's not the case it seemed like a cool plugin idea

shrewd tree
#

I have this exact problem on a fresh linux build of the engine.

#

Anyone ever figure this out?

final ferry
#

what am i suppose to put in object for the cast to?

frosty heron
#

So in this case you want to pass a WDG_BulletCircle

#

Though I don't see why you will need casting here.

#

Just grab a reference to your widget and set its vissibility.

final ferry
#

this also happens when i do that

frosty heron
#

Actually where is this bp?

final ferry
frosty heron
frosty heron
#

How and where is the widget constructed?

final ferry
frosty heron
#

You need to spawn the widget during game time for it to exist.

frosty heron
#

Drag from the return value and select promote to variable

final ferry
frosty heron
#

You want a reference to the created widget

#

From the create widget node, you can see return value. Drag from the blue pin and select promote to variable

#

We basically want to have a reference to the widget that gets created

final ferry
#

oh you mean like this

frosty heron
#

Yes and don't take this the wrong way but you have a gap with the basic. It's hard to move forward without understanding reference as it is used everywhere.

#

There is a blueprint communication video by matthew. I do recommend watching that when you have time.

final ferry
#

do you have a link to that video?

frosty heron
#

Now from your bp frame you can get player controller -> cast to hud controller -> get the widget variable -> get slider or w.e you want from the widget

final ferry
frosty heron
#

Self refer to the class it's in

#

In your case self is bp frame, not your bullet circle widget

#

Bp frame don't have a circle hence the error.

final ferry
#

thats in the widget itself

frosty heron
#

Indeed, refer to what I said previously

#

Hud controller owns reference to the widget that is created

#

Which you name new var (please use better name convention, maybe wbp_circle)

final ferry
#

aa i thought you meant "circle" for widget variable

frosty heron
#

So get player controller, cast to lobby controller get new var, get circle

final ferry
frosty heron
#

Check what your hud controller derived from

#

If it's something for player controller it should derive from player controller

final ferry
#

hud controller is a actor class bp should i remake it into a player controller?

frosty heron
#

You can reparent it

#

Go to class settings and change the class to player controller

#

This just means you never set the world to use your custom controller too, you will have to do that via game mode so you will play the game with your custom controller instead of default one.

final ferry
frosty heron
#

It could be you try to access the widget before it's even created

#

I mean for sure when it comes to null

#

The create widget have to happend before you try to access the reference

#

Until then the reference is invalid as it points to no widget in the world.

#

I would probably address the error from the top

#

Are you doing multiplayer? What settings do you use when playing in editor?

final ferry
#

i pretty sure its in single player, i havent done anything about multiplayer

frosty heron
#

Show your hud controller uncropped

final ferry
frosty heron
#

Btw you need to connect the pin to the set node. Do it after or before add to viewporr

#

Do you have a character you spawn? Show your full game mode and world settings

final ferry
#

a character spawn from the third person template but i didnt mess with that

sullen hinge
#

Hey my data table is throwing an error because I moved the filepath for the struct that I used to create the data table. How can I fix this?

frosty heron
#

I have never encountered no attached player error before, maybe someone else knows.

final ferry
# final ferry

should my hud controller be in player controller class instead of hud class? cuz i only see it in player controller

frosty heron
#

A hud is a hud, a player controller is player controller

#

A player controller is the brain of your pawn.

A hud is a class that manage your widgets.

maiden wadi
final ferry
#

so i tried making the hud controller a hud class, and it clears the first error, but the rest came back(gone after connecting set node)
should i have 2 bps? 1 hud class and the other player controller class with the same thing(?)

sullen hinge
maiden wadi
#

I'm not sure how well they'll work with BP structs. You use them on C++ classes like when moving them between modules. BP assets are supposed to leave redirectors behind automatically when you move them inside the editor. If you move them outside of the editor in the file explorer, you'll break things.

sullen hinge
#

hmm i didn't do that. the only thing i did was push to git

#

ah i think the redirector just got messed up

#

i think redirector doesn't get fixed if i renamed the path without moving the file alr

fading sentinel
#

@frosty heron
good day
how have you been doing
I have been away trying to get stuff working for my game but I noticed some issues that I couldn't just fix

1st
it turns out I cannot animate an object that is stored inside a variable (be it an array or single ) i can only animate an object if I GetActor

and the logic of the game is that each hole stores its stone in its actor variable

so I tried to assign a TAG to each stone On spawning and give them a value using the increment node but for some reason, the Set TAG refused to work.
cause this would easily allow me to get the Tag from the variable that stored the stone and easily use it to find the object inside the level using that tag and animate it

frosty heron
#

that set tags node you pulled is for Rig Hierachy, nothing to do with your Component or Actor Tag

#

multiplayer is not easy btw, you might be flying before you can crawl. I mean, there are soo many times I'm about to give up on multiplayer after years of trying.

#

if you are still using nodes like get all actor of class, get actor of class with tags because you are not sure how to pass / set / read references. Working that out in multiplayer will be even harder as you have to deal with multiple machines.

#

what's valid in one machine may not be valid on others.

fading sentinel
#

right now i feel like giving up ๐Ÿ˜ฉ

fading sentinel
#

this idea of using tags can even work cause there is no set tag NODE for actor

frosty heron
#

not to mention blueprint only mp proejct is already limited.

#

you can do turn based stuff to some degree, but you first need to understand OOP at the very least.

#

once you are comfortable with OOP, you can read the pinned material 12 times, practice, fail, and do it again till it click.

frosty heron
#

but this means nothing if you are running it on clients

#

the tag probably not even passed by the server like that. It's not replicated.

#

my honest advice would be to do single player first, not to gate keep but it will be faster for you to learn OOP.

fading sentinel
# fading sentinel <@1050954229902213150> good day how have you been doing I have been away tryin...

my 2nd issue was I animated the stones by using get all actors of class >> random index (just to test the animation logic and see if it will work, I noticed 2 problem
1st if your mesh component physics is turned ON the animation will not work, but if it's turned OFF it will work)
then i turned OFF the physics and used set physics TRUE to simulate the stone at begin of the game and after some delay set physics to FALSE, before calling the animation which worked but the animation was not the same for player 2
@frosty heron

gentle urchin
#

Multiplayer is somethingnid advice against if you're new as Coldsummer said ๐Ÿ˜…

#

Learning the ropes is one thingn

frosty heron
#

I would give the same advice to my self, I wouldn't be able to finish a god damn game if I started my project as MP

gentle urchin
#

But multiplayer is a whole new can of worms

gentle urchin
fading sentinel
fading sentinel
frosty heron
#

are you the only programmer in the team?

frosty heron
#

and some died in a day. Look at Days Before game

#

I call it day before people get scammed

fading sentinel
frosty heron
#

as much as I rather be wrong, I have big doubt you can release the game by next february.

fading sentinel
frosty heron
#

yeah, kinda the reason why I am solo programmer soo far

#

that and I can't pay anyone

fading sentinel
twilit folio
#

Whatโ€™s OOP

frosty heron
#

the hardest bit is making the game small. The next is finishing the game.

#

happends to all of us.

frosty heron
fading sentinel
frosty heron
fading sentinel
frosty heron
#

well everytime you think you can do something at X amount of time. Multiply that by 3 - 5 times. That's my experience

fading sentinel
frosty heron
#

all the best

fading sentinel
#

i dont wanna lose hope

frosty heron
#

maybe know your expectation and see if you can deal with it

#

I've lost more than $40k on my journey

#

not a second of regret

gentle urchin
fading sentinel
fading sentinel
gentle urchin
#

"Sure thing boss, I got this done in a weeks time!"
6 weeks later..
"Just patching up some bugs and refactoring some code"

fading sentinel
#

let me give you guys a shocker our second game is also multiplayer
a TOPDOWN action shooter

fading sentinel
fading sentinel
#

but is there a way I can animate the objects locally using the variables as a data source
since it will not matter if the player1 animation is different from player2 animation
the important thing is that the variables should be synched across all 3 machine

compact fable
#

Sorry to be a bother again, but is there a way I can detect if the steam overlay has been opened using BP?

sick sky
trim matrix
#

What is wrong here, ive tried fixing visual studio and getting the latest but it doesent work

frosty heron
#

It says it detect newer compiler than vs2022

trim matrix
#

What should i do then?

frosty heron
trim matrix
#

alright thnaks

frosty heron
#

Unrelated but I would recommend getting rider after you fix that error.

magic kettle
#

Hey all, does anyone know why when I spawn an actor that has the setup in the image, it has another CapsuleComponent as root?

EDIT: I am using Unreal Engine 5.5.1 and everything is done in Blueprints, no C++ changed or added.

#

second picture is the spawned actor

chilly crane
#

Can someone tell me what the issue is here? I suspect it might be trying to run at the very start before the object referred to has loaded, as it never happens again when used. So add a delay or smth?

Please ping with response

magic kettle
frosty heron
surreal peak
magic kettle
#

running 5.5.1

surreal peak
#

I would assume you might need to redo that BP

magic kettle
#

RIP

surreal peak
#

You can try simply reopening the editor, not opening the BP, then right-click, asset actions, reload asset, then save, and restart once more. All without opening the BP

compact fable
surreal peak
#

If that doesn't resolve it you might be out of luck

magic kettle
surreal peak
#

Why did you change it from a character to a pawn

magic kettle
surreal peak
#

That many enemies sounds like you don't want to use a pawn either

#

With those numbers you are looking at using an ECS such as Mass

#

Which is of course heavily C++ driven

magic kettle
#

Well, for context, they are all 2D sprites, no 3D stuff or skeletons

surreal peak
#

Doesn't matter. It's the amount of actors

#

Character can also be changed in C++ with a small line of code to spawn a Sprite instead of the skeletal mesh comp

magic kettle
surreal peak
#

That many enemies, especially if you want to interact with them in any way, will nuke your available ms on the GameThread pretty quickly. Random actor pointers that update their location and all their attached components is not going to cut it then

#

That's why an ECS would be better. But also more work and a lot more complex

magic kettle
sick sky
jade inlet
magic kettle
sick sky
#

also, can you show your enemy child class component tree ?

frosty heron
#

anything else is not niche, you can implement your own method.
Epic can't cover all edge cases.

magic kettle
magic kettle
sick sky
magic kettle
#

the BP class

sick sky
#

the _1 confused me ๐Ÿ˜…

magic kettle
sick sky
#

is it a parent of a c++ class or anything ?

magic kettle
frosty heron
#

it's probably just the name the spawner bestow on run time

#

1st spawned actor will be _1
2nd will be _2
and so on

jade inlet
frosty heron
sick sky
#

you can just resize the base mesh so its a easy metrics like 1mx1mx1m

sick sky
#

using the modeling tool

#

and baking scale

#

so its back to 1 1 1

wintry vault
#

There's the USplineComponent, which is added to my blueprint. I could create points of the spline into the Blueprint, but then I can hardly see the changes in the level. So it would be easier for me to modify points in the Level, and save that back somehow into the blueprint. Can I somehow do this?

sick sky
#

nope

wintry vault
jade inlet
sick sky
#

UE doesnt have the "apply to prefab" feature like unity

sick sky
sick sky
#

you edit the scale at runtime using the scale transform

wintry vault
sick sky
#

you can try

#

never tried

wintry vault
# sick sky never tried

still funny tho, everybody market this engine like it would be the ultimate solution for everything, but its lacking essential things

#

but at least Lumen was done well

sick sky
#

unity has less pros and more cons ๐Ÿ˜›

sick sky
wintry vault
#

so its pretty essential, if I need that 2 years after starting to learn the engine

sick sky
#

idk how many people on earth needed this

wintry vault
#

which can be modified based on the shape of level

sick sky
wintry vault
sick sky
wintry vault
#

I can't see anything visual from the level in the blueprint

sick sky
# wintry vault how?

you can edit a spline in the BP editor the same way than in the level viewport

jade inlet
wintry vault
sick sky
sick sky
wintry vault
#

this doesn't seem to be an effective workflow at all

frosty heron
#

I mean you can do anything

#

but not with bp

#

just work with what you have or learn how translate that data from the level back to the blueprint asset

wintry vault
frosty heron
#

there's no such bp nodes to do that

sick sky
wintry vault
# frosty heron C++ then

well, while I would figure out mathematically how to generate spline points avoiding meshes and being equidistant from each mesh, then I would also manually add the spline points everywhere

wintry vault
#

actually yeah, I'm an idiot

#

thanks

sick sky
#

np

wintry vault
#

but its just probably me

sick sky
#

UE doesnt do much for marketing, they build the engine for fortnite, then common features in video games, and if some big company talks in private with Epic because they want to use it, they will try to add what they ask for

jade inlet
sick sky
#

and then they sometimes add/fix what the low level community wants

wintry vault
sick sky
#

well 15 years ago yeah

#

first some private stuff, then UT, then paragon, then fortnite

kind estuary
#

its such a pita ๐Ÿ”ฅ๐Ÿ‘ to open new levels and pass on the variables

#

there should be a checkbox with like Global โœ… bruh

frosty heron
#

what variables

#

maybe you just haven't discover the ways

kind estuary
#

so like when you open a new level it forgets all the stuff

frosty heron
#

wdym

#

what stuff

kind estuary
#

so lets say you have a level with a character with all the variables

frosty heron
#

yeah?

kind estuary
#

you open a new level now it forgot your character and the variables

frosty heron
#

sounds like you are doing something wrong tbh

#

are you talking about instances (stuff you drop on the level)

#

why do you care about the character in the other level?

kind estuary
#

because its my main character

#

and he is going to new levels

#

but needs to keep everything

frosty heron
#

I thought when you said open new levels, you are talking about opening level in editor

#

you can preserve the actor if you are doing ServerTravel

#

though I will just still save the data to presistence object and just re-load value on the next level

kind estuary
#

saving each different little variable in all different actors, and keeping track of it, its a pita ๐Ÿ”ฅ๐Ÿ‘

kind estuary
#

this is the save game function in my game

frosty heron
#

use structs

kind estuary
#

๐Ÿ’€

lost hemlock
#

I created a lot of inputs here too. It's like building a Rube Goldberg machine to press a button that doesnt even turn on the light @dawn gazelle

kind estuary
#

so for new levels i think i will just save everything

#

load level

#

then load game

#

๐Ÿ˜ตโ€๐Ÿ’ซ

frosty heron
#

it will just save every variable that have SaveGame property ticked

kind estuary
haughty ember
#

Any pointers in how to use Launch Character / Suggest Projectile Velocity ?

Specifically I have my character in location A, and I want to make him jump so he'll reach location B.
If I'm just using the velocity from the Suggest.. node, the character ends up jumping very small, and then stopping. As if Launc h Character expects force, and not velocity.

kind estuary
#

is this a common thing to do?

#

it doesnt feel right ๐Ÿ˜ตโ€๐Ÿ’ซ

#

but if i dont do it then it fails because the playerhud is loading later

gentle urchin
#

Ush I never like these workarounds ๐Ÿ˜…

frosty heron
#

certainly not common in my project

#

but I seen it done in Lyra

#

but using delay till next tick instead of 0.2 sec

gentle urchin
#

If you're waitiig for hud.. cant huds beginplay just do this?

kind estuary
#

i kind of prefer this

#

this is more local to the actual level that needs to call that function

gentle urchin
#

Makes sense i guess