#blueprint

1 messages · Page 267 of 1

frosty heron
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You need to load them via async load object or blocking load

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The idea is you should load them before use.

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And if you think sometime some of the material work, is because you may open the asset in the editor at some point where they stay loaded until you restart.

gentle urchin
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(Wish we could turn that off^)

proud salmon
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If you have a function that uses the Async Load Asset node with another function called off the "Completed" node.

If you call that function a second time before the first has finished loading, will it still run both "Completed"s?

gentle urchin
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If the asset is different , yes

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Unsure if its the same (kinda doubt it)

midnight field
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Is there a way to check what level/world I'm currently in?

obtuse gale
midnight field
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Ah, that could be what I'm looking for! Would this return a persistent or streaming level?

obtuse gale
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To be honest I'm not sure, maybe someone more advanced can tell 😛 There's also a bunch more nodes that might work for You

midnight field
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Thanks for the leads! Basically I'm trying to create a gateway between levels, and I want to ensure that the persistent world is loaded before loading the streaming level.

obtuse gale
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No problem, I'm trying to help someone out in return for others helping me here C:

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And I have a question as well. Is it possible to "break" physics object out of its default position only, when force big enough is applied? I can't apply force to object that's not simulating physics, so I can't use "set simulate physics" to achieve that

midnight field
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Hm... wish I could help on this, I did this kind of thing in Unity but the solution was rather hacky. I suspect Unreal might have some options for it, but it would probably involve giving a class a scripted collision response.

gentle urchin
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Just wrap the regular force function with a preliminary check

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If InComingForce < x set IncomingForce to 0, else leave it alone

trim matrix
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I linked the blueprint code

plain jay
mellow pike
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thanks the print test worked with that
here is were im actually using in (in a macro)
just need to see why I cant set it to the array 🤔

inland tide
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Solved!!!

dark drum
rocky kelp
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I don’t know if anyone else has had this problem, and I’m not sure when it happened by my character is suddenly not able to move. I clicked on the character movement component since errors were occurring when I tried to play and there is nothing in the details panel. Is there even a way to fix this?

maiden wadi
rocky kelp
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Yes

maiden wadi
gentle urchin
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Damn, neat!

maiden wadi
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It's wild how common that issue is. :/ Kinda wish there was some way to lock down that pointer better for serialization purposes.

copper chasm
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anyone know why in the heck when i drill into a bp, the viewport and event graph are not on the same page? like, I have to drag the tab up every time

fading sail
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so I spawn various kinds of animals at runtime (ie not placed-in-world at edit time) but what I spawn each time is a single "BP_Animal" instance (custom BP class that inherits Pawn) that is initialized with a random-selected-from-a-list Skeletal Mesh and its associated (idle) Anim Sequence.

(the 2 asset packs for those 12-or-so different animals basically both have for each animal: Skeletal Mesh, Physics Asset, Materials, various Anim Sequences.)

of course, now I want sth like IK so that initial placement on sloping ground (it being never perfectly flat) is without the too-high-or-too-low foot placement, and then also hoping to AiMoveTo those Pawn-inheriting BP_Animal instances to random locations, setting the walk anim when movement starts and back to idle when it stops. (no anim-BP stuff, just "Anim Mode" setting set to "Anim Asset" and the applicable Anim Seq being set. good enough for this "backdrop decoration non-gameplay purpose".)

if you had this kind of random-selected but single BP class spawning setup, not wanting to give it up either, how would you bring about IK-or-IK-like "automatic limbs placement" for the initial, just-spawned, idle-anim'd skeletal-mesh, and also keep it going during the animal's subsequent terrain traversals and future idlings at new spots?

rocky kelp
gentle urchin
maiden wadi
gentle urchin
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Cant you setup shared IK in anim template instance nowadays ?

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Shared anim instance or whatever it was called

fading sail
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thx @gentle urchin dunno if I even have "anim instances" here, seeing how I just set a Skeletal Mesh Component's mesh asset and Anim Sequence (ie no Anim BPs etc) 🤔

gentle urchin
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Id suggest making an animBP in that case

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Those can run off gamethread aswell these days (i assume that includes for the IK resolving?)

frosty heron
mellow pike
mellow pike
frosty heron
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if you loading a lot or heavy object, your game will hitch/freezes

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the other way is to load Async, which most people probably use? I personally don't like the idea my game thread will be blocked just because I want to stream some visual stuff

autumn pulsar
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Is there a way to print an array of objects as a string?

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or view what objects a variable is holding?

frosty heron
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not sure what view what objects a variable is holding mean

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maybe post your code

autumn pulsar
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trying to debug this nightmare

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for some reason, it's getting the distance of a different actor but is still setting the closest actor variable

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for some reason the distance is being set to 20000, but it's still following the flow where it should be set

frosty heron
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reading other people code and math is not my forte, sorry

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can't say I really understand what's going on

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have you tried break points?

fallen bluff
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hey everyone, i followed the ue documentation to add a custom character to my game animation sample project, however that only adds it to the in game widget
does anyone know how to set that custom character as the default one instead of the sandbox character?

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changing the default character blueprint just messes the animations up for some reason, unless i did something wrong

autumn pulsar
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Okay, found out my issue

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I shouldn't be resetting the closest actor distance during the for loop, but rather before the loop

autumn pulsar
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you can also set it in the gamemode

mellow pike
normal narwhal
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Hi, i try to make a game that require destroying walls, but for a bit of realism i try to make the bullet that touch the fracture only destroy the fracture and not the whole wall

mystic edge
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Hey guys, just wanted to ask if somebody knows how to make or knows a good reference for snow thats deformable by for example footprints (so the shoes like sink into the snow). It can be low poly also. Thanks!

austere matrix
autumn pulsar
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that also fits the "interactive" criteria

austere matrix
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Ah, I see

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I ended up just ray marching down a line trace and giving each interactable a score based on the distance to the current point in the match

autumn pulsar
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There's probably a way better way to do it

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and I should trace to make sure I can actually see what I'm interacting with

zealous moth
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@frosty heron For vrm what goes best with cel shading? Lit? Sss? Or does it not go well at all? I'm testing several cel shaders and none seem all that great...

frosty heron
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don't know what settings, my brother does them.

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I only add more support to add more layers for Tatoos

zealous moth
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Do you have any cel shaders ppv or use environments as is?

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Lucky brother 😛

frosty heron
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No PPV afaik

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i can take SS

zealous moth
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Lit on regular environment?

frosty heron
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that do look shit

zealous moth
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Isn't that odd or jarring?

frosty heron
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the mesh will be too 3D

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that's the issue with cell shading material imo, at least the way I got it setup

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the environment light doesn't really affect the character mesh

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good luck trying to setup cell sahded graphic with pure black areas

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Your main source of light is the fake direction

zealous moth
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Well I got a few and they work OK ish

autumn pulsar
# zealous moth <@1050954229902213150> For vrm what goes best with cel shading? Lit? Sss? Or doe...

In this video we go through the break-down of the most common approach to create toon looking images in Unreal Engine, we'll see what works and what doesn't.
Then we'll build up to a new Cel Shading approach that doesn't break physically based rules. Following with few sample tricks to improve the image and re-purposing elements as the outlines ...

▶ Play video
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This video is pretty thorough

zealous moth
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I was wondering how sss or ssp with regular realistic looks but it's meh.

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I tried 2 good celshaders and this was one but it sucks for reflections

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Wow, no cel. How did you get that lighting? Camera based spotlight?

frosty heron
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Directional lighting based direction

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I am just after 2 things

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the base color and the shadow color

zealous moth
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The list vrm seemed to do the job, no?

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Lit*

frosty heron
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yeah but you have to tune the settings

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out of the box, looks pretty shit to me

zealous moth
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Like what? The mat cap?

frosty heron
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The lit version out of the box, will give you the bottom one I think

zealous moth
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Looks like sss

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Top is lit with pseudo shadows

frosty heron
zealous moth
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But I meant more the environments. Trying to reconcile the styles is hard

frosty heron
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yeah pretty much

zealous moth
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Ooh nice effect I was gonna learn more on that but I'm still struggling getting the styles to work.

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I have a pretty realistic setting and sss just looks weird to me. I'll look into different other cel styles. I think I have to kill reflections. Lumen just can't do it right

frosty heron
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for the environment, we rely on hand painted textures

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giving outlines

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don't take too much lighting (more emmisive) then call it a day

zealous moth
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Thinking that too, hence cel.
I saw that miside was doing it well

frosty heron
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that looks nice

frosty heron
maiden wadi
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What steps did you take besides the ones you outlined here? Such as specifying it in the GameMode, etc?

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Any reason not to use the game mode's setting if it's the default character? I'd also introduce a delay to see if that fixes anything. Initialization stuff can be weird sometimes with default possession and the like.

steady night
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Hi, auestion about AI” focal point, where dosenit update ? Can i disanle it while playibg montages or manipulate it somehow?

maiden wadi
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Why do you need to disable it for montages? For like not not rotating the AI towards their focus when playing the montage?

gentle urchin
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sounds like something a notifystate might handle,

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but if its across all montages, it might be better to just add the logic in the AnimBP

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but.. its AI specific ?

maiden wadi
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Was mostly just thinking that you'd simply disable the pawn's use controller rotation. Would work regardless of controller type.

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Since that's all the focal point really is is a way to modify the AI's control rotation to "look" at something.

gentle urchin
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isnt that the thing people override aswell to give AI a more dynamic sight sense?

maiden wadi
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Override?

gentle urchin
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hmm no im thinking of another thing

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GetActorEyesViewPoint, not even close

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to early, no coffee, ignore me

maiden wadi
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There's a GetFocalPointOnActor. Which you can override to point to specific places on an actor. By default it just uses the actor's world location.

maiden wadi
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That's if you're using SetFocus and not SetFocalPoint though.

maiden wadi
# steady night Exactly

If this was in reply to the rotation thing, then I'd consider just toggling the pawn's use control rotation setting off during the montage. Like Squize mentioned through notifies maybe.

steady night
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Im setfocis

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Oh yeah that might be best 🙂

frosty heron
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does anim notify state guarnteed to play?

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lets say if your frame rate is too low that you "skipped" the ans

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or does the begin and end of the ANS will be called with guarantee?

maiden wadi
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Unsure on animations. That's one of my weak points. If it uses the same sequencer code as UMG tracks then it will.

gentle urchin
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even when happening on the same frame I'd suspect

frosty heron
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I hope that's not the case. I spent quiet a bit of time trying to setup actor to bake anim data to anim notify state

maiden wadi
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The UMG stuff at least is pretty solid as far as making sure events are called regardless of framerate. There were some fixes to that early in 5.0 I recall....... 4.27 not so much.

steady night
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When setting the use controller rotation on/offf then the npcs snaps back to target after animation which looks super bad… ideas ?

maiden wadi
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I have some interesting little hacky checks after animations in red solstice 2 because of that. :/ Widgets getting stuck just before their last frame.

gentle urchin
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Some day I'll have to do something proper with movement...
AddMovementInput((TargetLocation-GetActorLocation()).GetSafeNormal2D(), FMath::Max(Distance/100.0, 0.01));

maiden wadi
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Isn't there a setting that makes the character rotate at a speed towards it's control rotation? It's been a hot minute since I've worked on my RTS stuff.

gentle urchin
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yes there is

steady night
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Hmm

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Still snapps :/

gentle urchin
steady night
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Is the setfocus not ”setting” the rotation rather then lerping ?

maiden wadi
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SetFocus doesn't actually do anything to the control rotation itself. It just updates what the AI should focus on. There's code somewhere...

steady night
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Use controller desired rotation

Use rotation to movement

maiden wadi
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Oh. Huh. This is always true. Which will call..

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Bit odd code..

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They passed Deltatime here and never used it. :/

steady night
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So cant make it base on rotation rate instead :/ ?

gentle urchin
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override?

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its virtual

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pff 😄

maiden wadi
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Yeah, you would need to override this in your own AI Controller.

gentle urchin
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or pawn ?

maiden wadi
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Or pawn, yeah. Got mixed up, jumped back to the UpdateControlRotation 😄

gentle urchin
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hmm

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its only called from AIController

steady night
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Y

gentle urchin
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so its using the controllers deltatime

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interesting

maiden wadi
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👀 TODO hell here.

gentle urchin
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ouf 😄

frosty heron
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some of the comments from epic doesn't spit confidence

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it started with

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// Boy oh boy is this a dirty hack, but I can't figure out a good way to do it otherwise at the moment
// The UniqueNetId is an abstract class so I can't exactly re-initialize it to make a shared pointer on some functions
// So I made the blueprintable UniqueNetID into a dual variable struct with access functions and I am converting the const var for the pointer
// I really need to re-think this later
maiden wadi
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I'm not sure I'd override the FaceRotation though. This is a weird one.

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A lot of things rely on this to set rotations explcitly. I'm kind of curious what led to this function anyhow since it's basically treated like a SetActorRotation call in a lot of cases.

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I feel like I'd be more inclined to override UpdateControlRotation in the AI controller and lerp the rotation from current to the target focus location.

gentle urchin
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lucky i dodged this crap 😄

steady night
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Haha ok so… what do u want me to do this is above my paygrade

gentle urchin
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get a raise

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sorry, not helpfull lol

steady night
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Ha story of my life

maiden wadi
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Make the AI programmer deal with it. 😄

gentle urchin
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swaps hat

steady night
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All me ma dude 🫠

steady night
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I mean i can think of workarounds but they are messy

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By tiggeling use controller roation on/off i could just lerp and set the rotation towards the target before turning it on again i suppose

maiden wadi
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This is a super strange assumption... Imagine trying to shoot something on the ground, or high up on a wall, by making the AI aim at it and wonder wtf they're doing shooting lateral.

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"I CAN'T LOOK DOWN AT THE CRAB BITING MY ANKLES! IT WASN'T A PAWN!"

steady night
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🫠

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Also another question, im all new to behaviorbtrees thats with these questions regarding Ai, so i got the sample im mixing with to learn, the ”move to node” has an acceptable radius, is there s way to set that per npc or do they need their own specific treen?

gentle urchin
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you'd need a custom task which reads the radius from the controlled pawn

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you can't afaik set it per instance of BT

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and getting it from the controller seem weird to me

steady night
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Yeah im in the woods dont have internet on my laptop lelz, @frosty heron

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Ok so how would i do that or should i justvwatch a tutorial ?

gentle urchin
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creating a custom task should be fairly straight

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you can 95% copy the existing one,

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and just alter the acceptance radius from a parameter to a read from controlled pawn thing

steady night
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Ok ill try

gentle urchin
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I realllly wish DA gave me better controll over the GridFlow nodes

maiden wadi
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GridFlow?

gentle urchin
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one of the map generation types

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DA - Dungeon Achitect

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I want better control of everything

maiden wadi
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Ah. Saw that a long while back when I was looking more into Prefabricator. 😄

gentle urchin
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paths, spawning rooms, sizes, algos...

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the main roads have a high likelyhood of just snaking up on itself

maiden wadi
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Seems like everything's price has gone up on FAB. I recall DA being less than 100 euros.

gentle urchin
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I was hoping to use this to get away from my own custom thing

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But I must admit.. I expected more flexibility and control from it

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I can't even control the width of the "paths"

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or size of the rooms

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There's no node to even spawn a room explicitly, it's just part of some other node

maiden wadi
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Very flat minded too. Doesn't seem to allow overlapping areas like paths going over other areas?

gentle urchin
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the layouts are specific to the 'mode' you're using

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you can use snap flow with 3d support

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e.g. room above another room

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but that requires predefined rooms and corridors

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im currently 'hacking' it together by using multiple main paths and gambling on some luck in stitching them together with some alternative path

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but it feels really fragile already...

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Doesnt always build

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rooms are very s quare

maiden wadi
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Needs more bombs.

lost hemlock
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Does anyone know why is it that when I run this, the loop body doesn't print something like:

1
2
3
4
5
6
7
8

Instead it just prints:
8
and thats it...

gentle urchin
lost hemlock
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Same thing if I do this

gentle urchin
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feels weird having to roll custom with a high value asset like this one

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Or maybe I'm just using it wrong

lost hemlock
maiden wadi
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The Key is set. So it will only print the latest thing that key tries to print.

lost hemlock
# maiden wadi The Key is set. So it will only print the latest thing that key tries to print.

https://youtu.be/_9btL0_yH8k?t=724

It's supposed to do this, isn't it?

Weapon Wheel Tutorial - Unreal Engine

🎮 Ready to level up your Unreal Engine skills? Dive into our comprehensive Weapon Wheel Tutorial series! 🕹️

Unlock the secrets behind creating a dynamic weapon selection interface just like the one in GTA V. In this step-by-step guide, we'll walk you through the process of crafting a sleek and responsive w...

▶ Play video
maiden wadi
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Change Key to "None" without " and run it again.

frosty heron
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but I do learn a lot from some of them. At the end of the day I just re-create it X_X

lost hemlock
frosty heron
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started with Dynamic combat system, that really gave me insight on inventories and how combat is conducted

lost hemlock
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oh

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thank you

gentle urchin
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in some sense it's actually worse because i still need to play with the plugins rules instead of my own

sour smelt
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So I was working with live link in ue5 to parse the data to a meta human , I want to make a trigger in blueprints to know if the live link subject is active like the yellow turns to green , so there was a node is live link subject enabled but it just returns true if there is a subject in the source and not when it is parsing data , is there a way to know if the subject is parsing data or not in blueprints?

swift falcon
steady night
normal narwhal
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Hi, i try to make a game that require destroying walls, but for a bit of realism i try to make the bullet that touch the fracture only destroy the fracture and not the whole wall

dark drum
frosty heron
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How can I rotate a point by a degrees?

gentle urchin
lost hemlock
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Why is my selection indicator leaning towards a little bit to the right, even tho it should be exactly on top when you set it on 90? This is instead getting set at the right position when I set a number smth like (about) 112.629662 on the active rotation

frosty heron
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I need to rotate these points by one the character axis, any help? 🥹

Soo close to make this work.

lost hemlock
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This is from the tutorial where he does the same thing and it works

https://youtu.be/_9btL0_yH8k?t=1289

Weapon Wheel Tutorial - Unreal Engine

🎮 Ready to level up your Unreal Engine skills? Dive into our comprehensive Weapon Wheel Tutorial series! 🕹️

Unlock the secrets behind creating a dynamic weapon selection interface just like the one in GTA V. In this step-by-step guide, we'll walk you through the process of crafting a sleek and responsive w...

▶ Play video
gentle urchin
dark drum
gentle urchin
#

How much controllability does it give😅

frosty heron
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Is it GreaterGreater_VectorRotator?

gentle urchin
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Uhhh

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Which graph are you in

frosty heron
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I double click rotate vector and I think that's where it take me

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UKismetMathLibrary

gentle urchin
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ohh

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in cpp land

frosty heron
gentle urchin
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Yepp, that's the one

frosty heron
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hmmm

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I don't know where my trace went crying

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oh well, gotta figure this out

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2 more hrs before sleep

gentle urchin
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wait

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there's another one

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rotate vector around axis

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if that's more appropriate

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.RotateAngleAxis

frosty heron
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🤔

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I was hoping I can just Rotate it by the actor's rotation

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using the previous node

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will see what I can do with this one

gentle urchin
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that might be enough then ^^

frosty heron
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but it;'s missing 😔

gentle urchin
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oh hold on

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its your traces

frosty heron
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UKismetMathLibrary::GreaterGreater_VectorRotator(ActorOffsetLoc + MeleeTraceData[i-1].SocketLocations[x], MeshComp->GetOwner()->GetActorRotation())

^ Don't know where it went

ActorOffsetLoc + MeleeTraceData[i-1].SocketLocations[x]

^ The point is there but not rotated correctly.

gentle urchin
#

being on the wrong side of char?

frosty heron
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they are baked from animation

gentle urchin
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Ahh fancy that!

frosty heron
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so when using it, I need to rotate it by the actor rotation

gentle urchin
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hand it over, rn!

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/jk

frosty heron
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I would probably make tutorial if it work, still need to test for real

gentle urchin
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what does a trace point look like ?

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you're already offsetting by location i take it

frosty heron
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Yeah but im only offsetting by the actor location

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one sec

gentle urchin
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right

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but rotation needs to happen in local space

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so the in vector of the RotateVector

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is the local Vector

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just in case

frosty heron
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Hmmmmm, let me process that

gentle urchin
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so the original baked data

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needs to be rotated

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then added to the actor location

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in that order

frosty heron
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oof, but I wont be able to do that since the rotation in game time could be anything

gentle urchin
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isnt location also the same?

frosty heron
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the location is Bone Location in world space - Actor location in world space

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Im trying to get the bone location in respect to the actor location

gentle urchin
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ActorOffsetLoc + MeleeTraceData[i-1].SocketLocations[x].RotateVector(GetActorRotation())
frosty heron
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so that part is fine, it's just the rotation

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man, you are such a savior. Let me try that.

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there is no .RotateVector =(, which method does that belong to?

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oh wait

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I get what you mean

gentle urchin
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I assumed SocketLocation was a vector

frosty heron
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🤦‍♂️

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one sec

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yeah it is a vector

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I don't know why I rotate the ActorLocationOffset lol....

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that must be my mistake

gentle urchin
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you shouldnt rotate the offset

gentle urchin
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Glorious!

frosty heron
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thanks to you I can do the dishes tonight

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work at any fps

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but i have bigger problem, the input buffer system I have been building. They break on low fps

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player can't do the combo because the window to enter the input is too small

gentle urchin
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Its a hard problem to fix

frosty heron
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just gotta tell those poor souls to get better pc

gentle urchin
#

Well... does it work at 20fps ? 😄

frosty heron
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the trace works but the input break

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kinda unrelated system

gentle urchin
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Yeah i ment the input

frosty heron
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yeah it sort of work at 20 fps 😢

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might have to spam a bit more

gentle urchin
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20 might be the lowest 'acceptable' point where things should be 'playable'

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Oh so its a short input window?

frosty heron
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yeah 😔

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I could probably improve it just like this trace system

gentle urchin
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Some notifystate thing?

frosty heron
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yup

gentle urchin
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Check the input as the last thing before leaving the state ?

frosty heron
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my trace was using notify state too, now I mixed it with baked data. Since Begin and End on Anim notify state is called I can always replay any traces that hasn't been done.

gentle urchin
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Right so you somehow check the current anim frame and compare it to traces or smth

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Impossible to do that with inputs tho

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If an input is on and off between a single frame, the game will never know

frosty heron
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Sounds like it

dusky cape
#

Hallo

urban iris
#

Hello, I'm currently performing a line trace to determine the mouse position in the world. It works well, but when I hover over the skybox, the trace location defaults to (0,0,0). This creates a visual glitch that I'd like to resolve. Ideally, I want to capture a valid position even when the mouse is over the skybox.
I've tried using the "Get Hit Results Under Cursor by Channel" node, but it didn't change the outcome. The skybox collision settings are included in the attachments.
Any suggestions on how to address this?

steady cosmos
#

Quite new to ue5 and I'm using interfaces to make a modular interaction system.
Everything has been going smoothly as all the interactables just have 1 thing to interact with (like a door handle), but not that I have way more stuff to interact with on a single component (like multiple buttons) I'm not sure how I can differentiate which button the player interacted with.
Would the best approach be to pass in the specific button that the player clicked as a parameter?
Tried googling some stuff, but I'm not quite familiar with the ue5 definitions and vocabulary yet so I didn't find anything useful.

(ended up doing it with the approach that I listed)

gentle urchin
#

Something reasonable. Last valid hit location, current pawns location or something

urban iris
#

I don't want it to be in a fixed position. It should update dynamically based on mouse movement

gentle urchin
#

Sounds like you should be using screen space location and not world space then

#

But if you really need to you can increase the trace distamce for GetHitUnderCursor by a stupid amount

#

Both the channel and distance are parameters of the controller

mental trellis
#

How do you not crosspost? (they deleted their post)

frank olive
mental trellis
#

Good! 🙂

urban iris
obtuse gale
#

I have problems regarding collisions. In the prototype I'm working on the character has a hook, that can be dragged around and attach to objects. I'm trying to disable collisions between the hook and my player character, since it messes up foot positions, and surprisingly player controls (as shown in the video movement axis seem to change, for example when pressing W on keyboard chcracter doesn't go straight up, but instead goes in some random direction). I've disabled pawn collision on all hook actor components and experimented with "ignore actor when moving" but nothing seems to work for me so far

autumn pulsar
#

are animnotifies reliable? was thinking I could use them to control when the damage gets output

gentle urchin
#

Yes*

gentle urchin
#

Atleast thats my first thought

autumn pulsar
# gentle urchin Yes*

What's usually the best approach to making an animnotify call an event in the main blueprint?

gentle urchin
#

My current setup just calls an event in the owning pawn enabling weapon overlaps

#

Dunno if thats a solid long term approach

#

Probably not really

autumn pulsar
#

for now I was just going to spawn a hurt zone and apply damage to anything in that

gentle urchin
#

I wouldnt let the notify spawn anything but push event forward

obtuse gale
gentle urchin
#

"Attack" can mean one thing on 1 character sith 1 weapon, vs another with another weapon etc

gentle urchin
obtuse gale
gentle urchin
#

Uhh what

#

Affected by gravity?

obtuse gale
#

Yeah, it simulates physics

#

I want it to collide with pretty much everything except player character

gentle urchin
#

Not sure that will happen easily

#

With cmc and all

#

Personally id just define the behabiour as some "stop" or whatever

#

Anticlimatix

#

On the char you probably get a trigger OnHit or something

#

This looks far more intrusive than regular ik tho

jagged thistle
#

So. I just found out that GetInstanceTransform on a ISM component is bugged, and has always been bugged. It applies the parents scale wrongly.

Anyone worked around this before?

raven fractal
#

Hi everyone hope i'm posting this to the right channel, i am new to using Unreal Engine, I was trying to play an animation when i was pressing the attack button, it worked fine but it didn't go back and kept playing the idle state from my animation blueprint. I've took a look online and found out that if i used anim montages instead, it could've worked. Tried it, and now when i press the attack button, nothing happens. I've created a slot in anim blueprint and put it in between the state machine and the result, (same slot that my montage uses). Checked if they both are using the same mesh and skeleton, everything looks fine, but it just doesn't play the montage for some reason when i press the attack button. Thanks!

old cypress
#

Hey guys! How do I manipulate PhysicsAsset's specific physics body or shape during runtime?

normal narwhal
#

how to make if a object touch nothing he disapear

olive yarrow
#

I'm having issues having my ai follow a spline, it will usually fail or fail part way through.

My NavMesh is solid as everything else moves when not following splines and there's nothing obstructing the spline itself...

Is there a better way to go about making Galaga-esque attack patterns?

gentle urchin
#

Youd want to move towards an actor

#

Place a rabbit on the spline and move it ahead of the ai at the same speed

#

Or lerp it directly on the spline

inland walrus
#

Any idea why I cant reference the widget inside my HUD?

#

from my fpc

lost hemlock
#

Hi I followed a tutorial making this weapon wheel selection. I followed this tutotial exactly how I was supposed to...
and what this is supposed to do is wrap those buttons around the circle

But for some reason my buttons aren't wrapping around.

I feel like there should be some wrap box or smthing to wrap those things but there's nothing

https://youtu.be/ZJT2ij-LYzk?t=628

olive yarrow
olive yarrow
lost hemlock
olive yarrow
gentle urchin
olive yarrow
gentle urchin
#

Id make an actor (a pathfollowingTarget) that idnplace om the spline, and lerp forward on tick of the 'owning'(following) actor

olive yarrow
#

soirry that's an incomplete image

gentle urchin
#

Owner of ai pawn is ai controller

olive yarrow
#

heard thanks, as so?

gentle urchin
#

there's like 15 ways to do this

#

this is incorrect

olive yarrow
#

the methods never end

gentle urchin
#

Indeed

#

my suggested method is as follows:

  • On Spline detected, Spawn SplineFollowingActor , put it some distance ahead on the spline, tell it which spline to follow
  • Set AIMoveTo to the newly spawnd SplineFollowingActor
olive yarrow
#

this makes it go straight, that's an improvement

gentle urchin
#

ouf

#

the entire code there is incorrect

olive yarrow
#

somehow this seems to work?

gentle urchin
#

another method is; let the AI pawn lerp itself

#

the "destination" there makes no sense

#

nor does deltatime from event tick

#

GetWorldDeltaSEconds is a ndoe

olive yarrow
#

Checks out, i got that setup from some 360p youtube video

#

cancel that, doesn't work also goes straight. Which.. makes sense since it ain't right

gentle urchin
#

you're using BT's?

olive yarrow
#

Nah, i had used a blackboard for a moment to remember actor location in a seperate project though.

I know i'm just gonna be outta luck on the attempt - but i have been trying to keep the AI quiet simple (it's basically just a "modern 3d galaga")

gentle urchin
#

Ok so i got some examples laying around which might help you see whats going on

olive yarrow
#

Thank you Squize

gentle urchin
#

At the very simplest form, the following a spline track with lerp, really only consists of very few things;

  • The spline
  • The thing that follows the spline
  • The logic of moving along a thing based on a speed
#

This is all the logic it takes to follow a spline, at a certain speed

#

Speed being the speed of the thing following the spline, Spline being.. thje spline, and the CurrentDistance is how we track where we're at (and where to move to, the next frame)

#

By modulating on the total length of the spline we ensure that we never go beyond the max length of the spline , and since this is circular, i can simply allow it to continue from start

olive yarrow
#

heard so i don't even need AI Moveto in this instance?

gentle urchin
#

Depends on your criteria really

#

do the AI do anything beside following the spline?

#

and/or shoot ?

olive yarrow
#

They shouldn't, it certainly isn't in planned in my Game Doc. They'll live a simple life. Spawn, Follow the same line as their forefathers, shoot a lil', and die.

gentle urchin
#

awesome

#

so is this some top down arcade shooter thing ?

olive yarrow
#

Yeah!! A basic ol' on the rails vertical shooter

gentle urchin
#

awesome

#

Tyrion 2000, here we come

#

Let's have this be a specific type of AI then

#

a SplineFollowing thing, for the moment

olive yarrow
#

my only concern when using delta time, world delta is that the frame rate my affect the actor using said time? unless that's not exactly how that works anyway

gentle urchin
#

(this could be latched in a component but that complicated things, for no use)

gentle urchin
#

otherwise they'll be the same

olive yarrow
#

cool beans, i don't mess with any of the tick stuff.

Sorry, as you were saying?

gentle urchin
#

What I would do for something like this is Have a custom spline BP, which contains the spline track itself, and is responsible for spawning the things that follows the splines

#

New BP - reasonably named

dark drum
#

I'm using a spline track for player character movement in one of my projects.

Sometimes its nice to see different ways to do something. The spline is in a separate BP which is nice.

gentle urchin
#

Beginplay would be replaced by some outer caller, but that's for later

gentle urchin
#

Triggered and tick being updated per tick, means no interp is needed

#

any acc/dec would just be calculated manually

dark drum
dark drum
gentle urchin
#

No because acc/dec would be on tick

#

triggered would only set the desired speed

#

current speed would be calculated in tick

#

both up , and down

#

braking might increase deacceleration, but it'd still be calculated in Tick, not Triggered

olive yarrow
olive yarrow
#

solid, i'll throw that sucker into the truck and see how that goes.
I also have an error on the Spawn Transform in the spline BP, should i just snag selfs world transform?

gentle urchin
#

I updated it a tiny bit

#

The truck class now got a SplineRef variable of the type Spline Component, and in my example a Speed variable (float) so that the same truck can have different speeds depending on the spline

#

i called the parent class "BP_MyTrackFollower" but feel free

olive yarrow
#

Heard o

#

i'll add that to the Truck - however i find myself unable to add a Spline Ref node to the Spawn Actor

gentle urchin
#

you must expose it from the class you're spawning

#

MyTrackFollower in my case

#

instance editable, and Expose on Spawn

#

after that, refresh the SpawnActor node, and it should show up

#

the logic in the pathfollower as it stands ;

olive yarrow
#

Good god you work fast, i'm still trying to get the SplineRef_BP to appear in the TruckFollower_BP 😂

gentle urchin
olive yarrow
#

I've them set as Charactrers currently

gentle urchin
#

yeah no

#

that doesnt work

#

it needs to be of the trackfollowing type

#

at the very least

#

to get the pins to show up

#

Another alternative is to pass in "self" as Owner

#

let me set that up real quick

olive yarrow
#

I'm sorry i'm getting lost now. Let me show where i'm at

gentle urchin
#

yankTruckClass cannot be Actor

olive yarrow
#

What exactly is a trackfollowing type? I tried to google it... heh...

gentle urchin
#

its the class you made

#

in your case, this

olive yarrow
#

Thank you for the patience Squize, that did create a slight change

gentle urchin
#

no no

#

almost

#

the variable should be a Class type

#

Class reference

#

they added this neat section at the bottom, FINALLY 😄

#

so swap to Class reference

olive yarrow
gentle urchin
#

nice nice

olive yarrow
#

i... i'm sorry facepalm

gritty wraith
#

Is there a way to do "lambdas"? I need each button to work with a different value...

gentle urchin
#

mark it instance editable, Expose on spawn

olive yarrow
#

WHAM! (the variable is in components which isn't expanded atm)

swift falcon
gentle urchin
swift falcon
#

Send me a video of what is going on? I've used that setup with no overrides for multiple games and it gives nice clean intern for rotation changes

frosty heron
olive yarrow
steady night
frosty heron
gentle urchin
frosty heron
#

I'm gonna be doing A.I soon . Pretty sure it's hard to get it to look right.

#

But imo just use rotation rate for aligning rotation to movement direction.

gentle urchin
#

same

frosty heron
#

Then for the montage, you can probably use anim notify state to interp the rotation to the target

gentle urchin
#

and stop interping for a while

gentle urchin
#

setting the lifespan

#

then just remove beginplay altogether

#

unsure what the overlap triggers from tho

#

this would probably exist in the splinebp , not here

#

probably 🤔

untold niche
maiden wadi
#

I need to stop procrastinating and write my weather/time of day system.... Aaaand that's my cue to go play Traveller's Rest.

gentle urchin
#

I should leave this discord so i can actually get some work done

#

..maybe

olive yarrow
#

I think i went wrong here

gentle urchin
#

Im undecidied on the dungeon generator still

maiden wadi
#

I tried that once. I just play more games.

untold niche
olive yarrow
#

but the overlap was intented to trigger the spline/actor spawning - though i spose it's not exactly necessary

gentle urchin
#

not tell the spawned things to move

olive yarrow
#

yeah!

untold niche
#

I've learned a lot of stuff from watching people troubleshoot other peoples issues before they became my issues

gentle urchin
olive yarrow
#

oh wait yeah

gentle urchin
#

and not in the truck itself

frosty heron
gentle urchin
#

truckitself just spawns and is s ent on its way down the hill

autumn pulsar
#

Anyone happen to know of a good guide to setting up a basic combo system for melee weapons?

gentle urchin
#

in fact, it steals more focus

frosty heron
#

The checklist take a load off

gentle urchin
#

just do the work, instead of planning around it

#

i got checklists

#

but they're broad strokes mostly

maiden wadi
#

With Squize there. I would need multiple personality disorder to make planning apps work.

frosty heron
#

It's not about the planning for me but the checklist.

Instead trying to tackle a giant work in a day, I can sleep easy knowing I've done the baby steps

olive yarrow
#

gotchya, the otrigger overlap in SplineBP causes Event BeginPlay?

autumn pulsar
#

checklists make sense for long term projects

maiden wadi
#

Like I love it when someone else write a checklist... But when I write a checklist, I just start spiraling into... Does this need to go on the checklist? Like how specific do I need to get... Cause I can do this and then.. yeah but.. Hmm.

gentle urchin
frosty heron
gentle urchin
#

haha tell me abouit it

gentle urchin
#

so i keep them stupidly broad

autumn pulsar
#

I hope to finish this project or at least get most of the way there in a year lol

stable birch
#

“3-5 years later”

autumn pulsar
#

but it turns out game dev is actually harder than I thought to no one's surprise

gentle urchin
#

7 years down, 0 games out

#

persisting with a project you grow tired of is the hard part

autumn pulsar
olive yarrow
#

leeeeeemme repost my blueprints

autumn pulsar
#

and I'm trying to make a vertical slice rather than a full game

gentle urchin
#

been there tried that

spark steppe
#

fleshing it out is where the pain and work starts

gentle urchin
#

It's a bit weird isnt it ?

#

one would think seeing the pieces come together would feel great

autumn pulsar
gentle urchin
#

but its like building a house

#

constructionwork is the fun part

#

getting the frame up shows tons of progress

#

feels great

olive yarrow
gentle urchin
#

then the 18 different less exciting disiplines comes in..

#

electrician? Worked for 15 weeks, cant see a damn thing

autumn pulsar
#

I've finished a few projects, and that last bit is rough, but extremely satisfying

frosty heron
#

Planning is easy, execution hard.

It's like pushing a boulder. That's why I break the task down so I can work on smaller task that I think I can do that day.

And the law of inertia kicked in, I end up doing more work than my daily mini goal.

autumn pulsar
#

currently in the learning honeymoon phase

#

I'll likely need to refactor everything when I try to add saving and loading

gentle urchin
olive yarrow
#

I'm gonna be missing something dumb aren't I ?

autumn pulsar
#

and level streaming

steady night
stable birch
autumn pulsar
#

Vertical slice is easier since you don't have to worry about metaprogression

#

I'm planning maybe an hour of gameplay

stable birch
#

That’s still years most likely unless you’re completely forgoing art

gentle urchin
#

Atleast we're not making MMO's.... .right?!

autumn pulsar
stable birch
autumn pulsar
#

possibly

#

we'll see where I'm at in a year

stable birch
#

I’m saying this from experience hahah (you end up redoing a lot of work as you learn the proper ways to do things)

gritty wraith
#

Each button displays different text on the right side

autumn pulsar
#

I have about a year's worth of experience with C++

gentle urchin
#

not "Construct Text" and not "Construct button"

#

but actually "Create Widget"

autumn pulsar
#

and as for art, I have 10 years experience, so I can get animations, characters, and environments done pretty fast

gentle urchin
#

Pass in whatever data you need the button to know about

gentle urchin
#

I got 10 years of programming, 0 in art

#

i can get shit to work, but i cant make em look like anything

#

xD

autumn pulsar
#

never too late to start

#

I eny the opposite fatdog

gentle urchin
#

my artistic talent stayed absent my entire life, doubt it's gonna show up now

frosty heron
gentle urchin
#

I'll stick with what i feel like i know, and leave the rest to others

autumn pulsar
#

I think anyone can learn anything

gentle urchin
#

I agree

autumn pulsar
#

just a matter of putting in the time

#

for me I'll just commission music and animations fatdog

gentle urchin
#

There's simply not enough time^^

frosty heron
#

I just want to do game dev full time.

gentle urchin
#

same

frosty heron
#

😔

#

One day perhaps

autumn pulsar
#

I'd like to but I don't want to join a studio

gentle urchin
#

full time work+ kids,

#

whatever remains after wife takes her cut is left for gamedev

autumn pulsar
#

maybe I can make a slice of life then get a patreon and see if I can make the full thing clueless

copper chasm
#

I have 97 days until my daughter arrives, I have ASSURED my wife I'll have a vertical slice ready by then

gentle urchin
#

Gogogo!

copper chasm
#

I'm expecting i'll just take a fireman's axe to my PC

#

vertically

untold niche
gentle urchin
#

And congrats 🎊

copper chasm
#

I think my favorite part was swapping to C++ base classes for everything in the 11th hour

#

but hey, i got my giant grid

gentle urchin
#

Haha tell me about it lol

#

late changes

#

"let me just create more work for myself, so i dont have to make actual progress" 😄

gentle urchin
copper chasm
frosty heron
#

Deleting discord help temporarily. Usually I rejoin once the check list is ticked.

#

Or when at work

gentle urchin
#

I'm leaning towards more work for the procedural levels.... arhg, not really what i need xD

#

But i doubt ill be satisfied with DA results

frosty heron
#

Not sure if I want to use WFC anymore

gentle urchin
#

You used it ?

frosty heron
#

But I'm gonna make sure to put dungeon generator last

#

Nah, can't even workout the math yet. I am a drop out.

#

Once abilities, A.I, inventory, and equipment done. I will tackle it

vague moth
#

not sure where to post this,
but could someone help me with memory management?
I know about hard and soft references and such, and how any asset which is hard referenced within in an actor BP is also loaded into memory.
My issue comes with the odd delay on things like audio and particle effects (specifically shaders compiling)
which still happens despite my player character being loaded in.
Can I somehow run a check that the player only spawns when all the associated assets are actually loaded in, or is there something else I'm missing, I would appreciate any help

gentle urchin
#

but it was while doing the pickups that i realized how little control i have of the dungeon

frosty heron
#

I don't think checking those is easy work, even lyra spawn their character early on with things still being streamed.

frosty heron
spark steppe
#

does anyone know why the BP Macro Manipulate Float Internal is so weird?

frosty heron
#

Lyra loading screen adds hard coded minimum delay just to wait for things to be streamed in.

spark steppe
#

i don't get why they set the value to a local variable

vague moth
gentle urchin
#

safe copy thing ?

frosty heron
#

Package your game and it's fine.

vague moth
#

Like I'm not sure if I'm missing some sort of check from the engine, to see if the asset is completely loaded in

vague moth
frosty heron
#

I got those shader compiling thing as well, but it's only gonna happend in editor.

vague moth
#

Either way
thanks for your help, I'll let the game get packaged and hope that the weird delays and such are gone then

dawn gazelle
crystal ridge
#

Hard question folks, how do you change the value of a hash table/ dictionary in blue prints?

sick sky
#

you cant

crystal ridge
#

I'm seeing a few example for getting but none for setting.

crystal ridge
# sick sky you cant

Really, then why am I allowed to create this set node? Anyways, what can I do? I need a hash table.

sick sky
#

could you explain what you want better ?

#

either i didnt understand because im tired or because you arent using the correct terminology

#

to change a value in a Map in BP you use the Add node

#

since Add will replace the key:value if it already exists

crystal ridge
#

I need to create and manipulate the values in a variables's map

sick sky
#

use Add

crystal ridge
#

Does "add" like overwrite existing keys and create news one if they don't exist? That would be perfect btw.

gritty wraith
#

How do i put new line characters here???

#

It displays them as \n anyway!

mental trellis
#

Try shift+enter instead of \n

#

Also you need to add the MultiLine meta tag to the property I believe.

gritty wraith
#

ooooh

crystal ridge
unborn maple
#

Any idea why my AI Perception doesn't see the tag even tho it detect it on the first go and see the tag

#

once it get to get actor perception it showing as none

#

which is weird since everything is in the same blueprint

#

the other half is just promoting the array in to a variable

#

i made sure the actor tag was set on my player character and that i had ai stimulus as well.

final python
#

I feel like they should add an editor preference or something that lets you turn on advanced blueprints, and you get access to more (seemingly; for epic) easy to implement c++ features. Stuff like allowing unsigned values and stuff like that. Basically native c++ things that blueprints doesn't incorporate just for user simplicity.

grave relic
#

Hey, so I apperently goofed and need some help. I added a variable to a struct and it broke everything. Ive gone through and refreshed every node that has something related to the node. Deleted intermediate and save, regenerated files but no luck. Tested to add new values, remove, save and load in different orders, restarting project etc. But no luck, please help :C

spark steppe
#

the only kind of reliable way to alter BP structs is to save everything, edit the struct and save it, then close the editor without saving anything else

#

everything else is russian roulette with 5 bullets in a 6 bullets revolver

frosty heron
copper chasm
desert glade
frosty heron
desert glade
#

But I've found that updating the redirector can prevent this from happening

frosty heron
#

Had to do the entire bp again.

desert glade
#

Do you need to manually destroy the level suquence Actor?

#

I found it doesn't destruct when it's finished playing

grave relic
prisma jay
#

Could someone help me look over my blueprint for highlighting objects I've declared as interactables?

spark steppe
#

it's broken now....

#

use a backup or fix it

grave relic
prisma jay
# prisma jay

The intended design: when I press "F", I'd like to enter into a 'thought mode'.
While in this, the cursor aligns to center of screenpos.
From this, I can hover in the screenspace over objects. If it is an object that is a "Interactable" (certain objs have parent of "interatacble"), then I'd like for it to be highlighted.

The object parent has a "Enable Highlight" and a "Disable Highlight" options.

When I hover over an interactable object, it should- highlight that object.
When I stop hovering over that object, it should - stop highlighting.
If I move from one object to another object, it should disable highlighting and then re-enable on the object I'm currently hovering over.

That way if you go from one object to another in one motion without going to a "non-interactable" object, it'll always just be the one object being highlighted.

desert glade
#

I have a requirement: After entering an area, the player goes to a location and plays a Level Sequence.
Whether the ability to walk to a location should be implemented in the Level Sequence.

frosty heron
#

But that won't be frame dependent or reliable

desert glade
#

Yes, that's what I'm going to do now

frosty heron
#

I would just manually animate the root and play the walk anim in the level sequence.

#

That way what ever rendered is always consistent

#

If I use simple move to or w.e path finding you choose, what if something blocking the way?

#

It do make a weird cinematic.

desert glade
#

But I'm making 2d games

frosty heron
#

Unity would be a better option for 2d imo.

#

2d support from epic is kinda non existence.

desert glade
#

unity doesn't have its own behavior tree and many handy features.

frosty heron
#

Only touched it for a bit but the 2d support at least existed.

#

You can draw custom collisions too there.

#

But yea your call ofc.

#

Just saying majority of people would probably use other engine for 2d

prisma jay
desert glade
#

unity's cinemachine and sprite shape are handy features that I had to deal with in unreal.

pulsar osprey
#

yeah id definitely use unity or godot for 2d

#

godot honestly feels as good as unity for 2d in my experience

#

and it's free, so

maiden wadi
prisma jay
#

here's a blueprint ue for viewing

#

ill post a gif, give me a second

maiden wadi
#

Disconnected execution lines don't run.

#

You've never actually set HitActor.

prisma jay
#

wait what

#

where

maiden wadi
prisma jay
#

Aha.

#

Another issue I think

#

@maiden wadi Thank you for the help above. For this, I am trying to figure out if this is the right logic here.

#

Maybe a better way to do this? whycry

#

Basically while hovered over it, the actor should be the "current" highlighted object.

#

But I just do this by calling the enable highlight to that object in the blueprint above.

but i never seem to get to that. It just constantly disables the old highlights of the "Last hit actor" / LHA

frosty heron
#

It's there in the template

#

Keep getting null ptr... ejected from the controller and find out its missing.

#

Re create the bp from scratch, works

zealous moth
#

@frosty heron This also happened to me. Sometimes the character mesh skeletal mesh component becomes null in cpp. No idea why. Have to recreate it.

violet bison
#

which one is better for a turret?
when not having a target, have a time function that runs 0.5 second that detect if anything is within its range
or having start/end overlap events

zealous moth
#

@violet bison do you want it to instantly detect stuff or not? If yes, overlap. If not, timer.
Personally I would go for overlap as it does not consume ticks needlessly.

violet bison
#

ok, if it doesn't hurt performance I might go for overlap

frosty heron
zealous moth
#

I just recreate from scratch. Least headache

#

Most of my stuff is broken into separate classes

frosty heron
#

Yeah, so now I try to keep is bp very minimum for my character bp

gentle urchin
#

Use Authaers fixer

zealous moth
#

Less work long run

#

His what now?

gentle urchin
#

Corrupt bp fixer

frosty heron
#

Duroxigar and authaer have fixer but I don't think it's a cure for all cancer.

gentle urchin
#

Nah

zealous moth
#

I don't fix that way. Hands on or nothing.

gentle urchin
#

Its cure for 1 specidic cancer

frosty heron
#

Prob try theirs before re creating

gentle urchin
#

Depends on work but yeaj

frosty heron
#

If it's just empty detail panel, I will use their plugin.

#

@gentle urchin is the daily task complete?

#

🐈

zealous moth
#

Install fix; suddenly gpu fans blow up and thisIsNotAMining.exe is using it

gentle urchin
#

Yes, i just checked off "sleeping"

#

Actually i didnt , going back to sleep now 🤣

#

What I will do is agree to postpome

#

The dungeon generator problem

#

And instead just complete the pickup/inventory regardless

autumn pulsar
#

Is there a way to for loop through a data table and return all the structs in it?

#

or access by index at least

frosty heron
#

And you just loop through the row -> get data table row

#

You don't need to access by index and no

#

DT is a Map internally

#

Index doesn't mean much here , you get the value by the key (in this case, the key is the row name)

#

Technically you can get the index of the returned row but what use case require you to do that. A re arrangement of the DT and your logic may break.

autumn pulsar
#

hmm, trying to figure out the best way to do a combo chain

#

then adding branching as well

#

for if you do the ""heavy"" attack

#

I could do a linked list I suppose

#

but need a way to author that

#

Is it possible to pass a variable to a function?

#

like I want it to set the variable that gets passed to the function rather than returning it then setting it

#

ah there's pass by reference

trim matrix
#

If anyone wouldn't mind, could anyone break down what's happening where I marked with red. PlayerIndex I know it gets the current Player. After that it's blowing me up.

zealous moth
zealous moth
# trim matrix If anyone wouldn't mind, could anyone break down what's happening where I marked...

you get the player index ref to know which player. it's typically the first.
You then get a trace hit from the cursor onto the first object it hits through that collision channel of visibility.
You then break the hit struct and get the location.
Then, you use the actor this is in, dunno what this actor is but it wants to face that location.
You then get the rotation you need to make that actor and that location face each other and use that value (angular) to set the new rotation

trim matrix
#

That's what I don't get, this trace hit part and this break. What is exactly breaking

zealous moth
#

when you trace, you send a beam from location X to location Y and if at any point it intercepts something, it's registered as a "hit".
The hit can be broken into a location, a distance, an actor, a compoenent, whatever.
You just need the location.

autumn pulsar
#

such as the the object you hit, where you hit it, the surface normal, etc

#

so "breaking" a hit is basically just saying "I only want this part of the hit"

trim matrix
#

So he just wants the Location of whatever his mouse hit

#

To make the something rotate towards there?

zealous moth
#

yes

frosty heron
#

Hard ref in DT is wild

gentle urchin
#

I like living on the edge ^

#

Ensuring toasters cant runnit

frosty heron
#

UE5coro made my life easy

frosty heron
#

I will have array of combos which are associated with an ability

#

E.g light attack, light attack, heavy attack -> do special moves

#

Light attack , dodge, light attack -> do jump attack

#

If no combo is found, just process what ever the input is associated with
E.g left click for light attack

#

@gentle urchin some things you just can't live without after trying.

#

Like source control

#

Anytime I messed up when setting up physich asset.

Just right click and revert.

#

Time travel saves me plenty of times

gentle urchin
frosty heron
#

It's binary file

#

Still got that nice revert.

#

Anytime you want to "save" your work. You just take a snapshot / commit.

#

Good when prototyping. Anytime I need to clean up test codes didn't work, just right click and discard changes.

#

Then bp is back to where it is last commited

gentle urchin
#

I suck with commit comments 🤣

#

Always lazy about them

dawn gazelle
#
  • Fixed the thing
gentle urchin
#

Indeeed !

#

😂

#

I tell myself the specificity lives in the commits so.... no use doing it twice

odd veldt
#

Can someone confirm this UE5.4 bug, or did I miss something.
I have a simple pawn with floating pawn movement, but If I set the camera to orthographic the camera always moves with the pawn and ignored the parent location. (If I set the camera to perspective it also works, but I need the orthographic projection!)
**I have this problem in my actual 5.4 project. **
tried the same in a 5.3 and it looks like its working there. (...and I dont want to download 5.5 just for trying this)

maiden wadi
odd veldt
maiden wadi
#

That's... Odd. I can test in 5.5.1 at least.

odd veldt
#

The problem occurs only with camera set to orthographic, perspective runs fine.
but I need a exact orthographic projection to avoid "pixel errors".

odd veldt
maiden wadi
#

I'm unsure what that is doing, but unchecking that causes the camera to stop following the pawn. But yeah same thing in 5.5.

#

I should check out Ortho stuff again now that it's getting some attention.

odd veldt
# maiden wadi Uncheck AutoCalculateOrthoPlanes

I'm sure I tried this and id did not help, funny 5.3 does not have this option.
I'm at the office now and cant try it, I give it a look later if I'm home again. thanks for trying! ❤️

gritty wraith
#

How can i attatch an actor to another actor? I want player to move to this location infront of the monster so that the player is staring at it for a bit before a death screen.

gentle urchin
#

You dont need attachment for that

#

Just provide that exact vector for the player to move to

random vine
#

so each time I save the level, it shows that it needs to be saved again.

stuck palm
#

Hi, any idea why Add Controller Yaw Input is not working? I' m following a simple tutorial, but it doesn't seem to affect my Pawn in any way. I can see it in the debug logs that it's being called.

dark drum
dapper fern
#

I found this project on Github that I downloaded and the repo/explorer confirms that there's supposed to be BP and other uasset files but I see none in the Editor. Google tells me it's corrupted and pretty much undoable. Is it true ?

still abyss
#

how can i made a lipsync from the soundwave or viseme data?

empty hare
#

Hi guys, i made a weapon blueprint but whenever i step on it, it either launches around at a million miles per hour or glitches through the floor.
Is there a way i can stop it doing this without removing the entire collision between the gun on the floor and the collision capsule?

main lake
stuck palm
#

This is how the object is set up by the way.

frosty heron
#

What is the bp derived from?

lost hemlock
#

This is only temporary code ( I wont keep this forever, its just for debugging)

#

idk why the OBS is so laggy, but anyway.

#

This is the code

stuck palm
lost hemlock
empty hare
main lake
empty hare
#

yes

#

so its an object

#

i can pick up

#

and drop

main lake
#

And physics to this

empty hare
#

this it?

main lake
empty hare
#

Would it be easier to set it up so when i drop a gun it snaps to the ground?

normal raft
#

is there a advantage to doing this? whats the difference ?

#

and is that the corect way to do it?

#

does it mean it can virtually modify the graph of the material at runtime ?

#

or is it also for doing scalar params after construction events like beginplay

normal raft
#

its a bit more work but worth imo

#

the physics material also lets you set values like friction and such

#

and yeh more fun to have meshs that have "physics materials" really they should of been called Physics Properties Collection or something .. but yeah what ever atleast with that a bolder weighs 1000kg and it means it 😄

polar siren
#

Hello, anyone got experience with **NetDB **plugin for PostgreSQL? Got a problem that "Prepared Query" block dont work while classic "Execute Query" block works. More info at screen.

I've got this in UE server log:
LogNetDB: Warning: You passed an invalid prepared query into the Execute Prepared Query node! Please double-check your query's syntax, and ensure you have all of the properties connected up.

And this in pgAdmin:
could not receive data from client: unrecognized winsock error 10054 (not sure if related)

I would expect network issue, but since Execute Query block works without any problem, it seems that problem lies else where than network. I've got through their documentation https://docs.h2cstudios.com/netdb/troubleshooting/prepared_query here, but no luck.

Any help appreciated.

NetDB plugin version 1.0.14
UE 5.4

normal raft
#

did you check the was sucessfully boolean before proceeding to prepare query?.. oh nm i see now you did

empty hare
normal raft
#

not hard at all

#

just right click create physics material.. name it.. configure it .. and then assign it to what ever accepts it 😄

polar siren
normal raft
#

yeah maybe the security level is preventing that particular syntax

polar siren
#

well its official syntax from documentation...

#

frustrating

normal raft
#

unless its being mangled client side its hard to tell can you watch the query live on the sql server?

#

or what ever db server its running

#

if its a hosted solution you might be able to craw your db logs

#

and see if the db didnt like the query

#

like via the cpanel or something

polar siren
#

I'm hosting it, all I can see is

normal raft
#

I believe that is connection reset by peer

polar siren
#

well, why? 😄 I can't see what exactly is being triggered which may help. Or don't know how to identify it

normal raft
#

well you know who hung up on who

#

did you try it with out the semi collon at the end of the syntax just incase unreal doesnt like that for what ever reasons

polar siren
#

yeah, same error.

normal raft
#

any thing in the main log?

#

for unreal?

polar siren
#

that DB connection is alive and

[2024.12.30-15.46.17:704][ 57]LogNetDB: Warning: You passed an invalid prepared query into the Execute Prepared Query node! Please double-check your query's syntax, and ensure you have all of the properties connected up.

when trying to run query. The syntax is 1:1 to documentation, just for sake if I do something wrong. Maybe its something in PG, but no clue what, since I'm not sure what the plugin is actually trying to do with the Prepared Query.

#

maybe the plugin is bad, but it is well rated, so I'm the problem probably 😅

#

@woeful halo is the owner of the plugin, maybe he would know

frank olive
#

How can I set the max speed from tying into the SET "Orient movement to rotation", what I've tried hasn't worked

normal raft
#

no

#

what i mean is there a node to create query

#

or make query a local variable first or something along those lines

polar siren
#

and this, which is used in the plugin to translate input in ^ block I think

normal raft
#

ah wait what options are there for Format?

#

i wonder if thats a enum for different DB types or some such

polar siren
#

it expects string

normal raft
#

oh right

#

but my var isnt connected?

polar siren
#

yeah, I just set it to screen. It doesn't work in any way I've tried.

#

with or without variable, just plain SQL, nothing. Dunno, maybe there is some internal issue, even it is kinda weird I would be the only one dealing with this.

normal raft
#

yeah i kind of think it is seeing as unreal thinks the problem is on its end

polar siren
#

But I think the plugin side is at fault, since no query gets to the PG, it breaks before that. I would suggest some failture mechanism to prevent any wrong SQL queries, but why, who the hell knows.

normal raft
#

and also complains about your request in correctly .. also while not being supplied a db type unless that settings lurking some where some how

#

how would it know what netdb your talking to ?

#

something remotely compatible with sql

polar siren
#

Well It opens the connection but breaks before any execution being made, dunno.

#

The Execute Prepared Query fails, halting the process, saying I'm using wrong syntax, even if I do the example one from documentation.

normal raft
#

yeah i know theres stuff out there that needs to be specified a remote db profile interms of any api

#

litterlally like php would slap in a .ini file or something

olive yarrow
#

How would I go about making my Spline actors still respond to the landscape mesh?
I can see why they wouldn't cause like.,... spline following. But yeah, how would i... do that

normal raft
#

if there just actor you oreientate them to the world origin and what not

#

if its a unknown world etc just use or spawn a arrow to show up at least

#

literally i would recommend also using the planet grid thing if your games a planet grid thing to then forcefully plop the player onto the surface using a single line trace

olive yarrow
normal raft
#

No Core DUmps 😄

olive yarrow
#

Solid, no idea why i was curious but i couldn't let it go unanswered

normal raft
#

no one usually asks ;D

olive yarrow
#

Well, i care ❤️

normal raft
#

they just think its some agressive name

olive yarrow
#

honestly, does sound like a basement grunge thing

#

i'd go see'm, prolly in pittsburgh or whatever

normal raft
#

yeah when we first got into computer we had to deal with day to day core dumps and learn how to fix them etc

olive yarrow
#

I had to google core dump to make sure it was similar to other dump stuff. I'm out here learnin' today sheeeeiiiiitttt

faint creek
#

Hi guys, is it possible to set "can ever affect navigation" in Blueprint?

violet bison
#

is there a way to rotate a bone to a world rotation?