#blueprint
1 messages · Page 267 of 1
The idea is you should load them before use.
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.
(Wish we could turn that off^)
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?
Is there a way to check what level/world I'm currently in?
There's a blueprint node "get current level name", if that's what You mean 😄
Ah, that could be what I'm looking for! Would this return a persistent or streaming level?
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
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.
No problem, I'm trying to help someone out in return for others helping me here C:
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
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.
Custom force filtering
Just wrap the regular force function with a preliminary check
If InComingForce < x set IncomingForce to 0, else leave it alone
Does anybody know how i can make so that it adds the lsit of music to the array for playing in ue5. Btw im new
https://blueprintue.com/blueprint/mctmm82s/
I linked the blueprint code
You could create a custom add force node in a function library, that will simulate physics before applying the force maybe? Assuming you're not using hit events
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 🤔
Solved!!!
When you load anything, the returned object is that of uobject so you'll need to cast to the relevant type. In this example it looks like a texture 2d.
As an FYI, you do need to include the load asset blocking in the execution path though.
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?
Persists even if you restart the editor?
Yes
You can try downloading and using this. It's most likely that the pointer to the movement component messed up in the BP. Needs set back to it's component.
https://brandtborges.wixsite.com/authaer/post/fixing-corrupted-blueprints
Damn, neat!
It's wild how common that issue is. :/ Kinda wish there was some way to lock down that pointer better for serialization purposes.
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
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?
Is there any other way to resolve the issue, i am so confused
Just go with procedural animation 😅
Recreate the entire BP or source control.
Cant you setup shared IK in anim template instance nowadays ?
Shared anim instance or whatever it was called
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) 🤔
Id suggest making an animBP in that case
Those can run off gamethread aswell these days (i assume that includes for the IK resolving?)
Oh, it's the tail!
Because it returns the most generic class (object).
You will need to cast to the type, what ever it is.
E.g. texture 2d, skeletal mesh, yada2
"you do need to include the load asset blocking in the execution path though. " yeah I just took the screen shot when I saw the pin did not connect .
thanks guys
yeah I picked up on that by the fact a cast was needed, but good to get the confirmation .
thanks again for helping me learn the quarks
just know that load blocking will block the game thread
if you loading a lot or heavy object, your game will hitch/freezes
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
Is there a way to print an array of objects as a string?
or view what objects a variable is holding?
you mean like get the names? of course
not sure what view what objects a variable is holding mean
maybe post your code
trying to debug this nightmare
for some reason, it's getting the distance of a different actor but is still setting the closest actor variable
for some reason the distance is being set to 20000, but it's still following the flow where it should be set
reading other people code and math is not my forte, sorry
can't say I really understand what's going on
have you tried break points?
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?
changing the default character blueprint just messes the animations up for some reason, unless i did something wrong
Okay, found out my issue
I shouldn't be resetting the closest actor distance during the for loop, but rather before the loop
in the world settings you can set the "default pawn object"
you can also set it in the gamemode
yeah i will keep that in mind. its fine in this cases as that code will only run while setting equipment (more less) it will not run in a fight or any thing that that could mess with. but i will keep it in mind
thanks man
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
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!
Are you just trying to get the nearest actor from a sample of actors?
nearest actor within a cone in front of the player
that also fits the "interactive" criteria
Ah, I see
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
There's probably a way better way to do it
and I should trace to make sure I can actually see what I'm interacting with
@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...
I'm using lit but you have to tune them to make it look good.
don't know what settings, my brother does them.
I only add more support to add more layers for Tatoos
Lit on regular environment?
Yeah but you can't take 100% light imo
that do look shit
Isn't that odd or jarring?
the mesh will be too 3D
that's the issue with cell shading material imo, at least the way I got it setup
the environment light doesn't really affect the character mesh
good luck trying to setup cell sahded graphic with pure black areas
Your main source of light is the fake direction
Well I got a few and they work OK ish
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 ...
This video is pretty thorough
I was wondering how sss or ssp with regular realistic looks but it's meh.
I tried 2 good celshaders and this was one but it sucks for reflections
Wow, no cel. How did you get that lighting? Camera based spotlight?
Directional lighting based direction
I am just after 2 things
the base color and the shadow color
Like what? The mat cap?
The lit version out of the box, will give you the bottom one I think
https://video.twimg.com/amplify_video/1437136015324418048/vid/1280x720/tfUF8Qwu_8voQpgo.mp4?tag=14
This is soo nice! Looking like Girls frontline (from the same page)
But I meant more the environments. Trying to reconcile the styles is hard
yeah pretty much
Ooh nice effect I was gonna learn more on that but I'm still struggling getting the styles to work.
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
for the environment, we rely on hand painted textures
giving outlines
don't take too much lighting (more emmisive) then call it a day
Thinking that too, hence cel.
I saw that miside was doing it well
that looks nice
good stuff, ty
What steps did you take besides the ones you outlined here? Such as specifying it in the GameMode, etc?
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.
Hi, auestion about AI” focal point, where dosenit update ? Can i disanle it while playibg montages or manipulate it somehow?
Depends on what's setting it. You can set it explicitly, or you can also set it to follow an actor. And if I recall there is a layered priority thing there.
Why do you need to disable it for montages? For like not not rotating the AI towards their focus when playing the montage?
sounds like something a notifystate might handle,
but if its across all montages, it might be better to just add the logic in the AnimBP
but.. its AI specific ?
Was mostly just thinking that you'd simply disable the pawn's use controller rotation. Would work regardless of controller type.
Since that's all the focal point really is is a way to modify the AI's control rotation to "look" at something.
isnt that the thing people override aswell to give AI a more dynamic sight sense?
Override?
hmm no im thinking of another thing
GetActorEyesViewPoint, not even close
to early, no coffee, ignore me
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.
Exactly
That's if you're using SetFocus and not SetFocalPoint though.
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.
does anim notify state guarnteed to play?
lets say if your frame rate is too low that you "skipped" the ans
or does the begin and end of the ANS will be called with guarantee?
Unsure on animations. That's one of my weak points. If it uses the same sequencer code as UMG tracks then it will.
even when happening on the same frame I'd suspect
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
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.
When setting the use controller rotation on/offf then the npcs snaps back to target after animation which looks super bad… ideas ?
I have some interesting little hacky checks after animations in red solstice 2 because of that. :/ Widgets getting stuck just before their last frame.
Some day I'll have to do something proper with movement...
AddMovementInput((TargetLocation-GetActorLocation()).GetSafeNormal2D(), FMath::Max(Distance/100.0, 0.01));
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.
it's just sliding rotation but that's ofcourse another matter
Is the setfocus not ”setting” the rotation rather then lerping ?
SetFocus doesn't actually do anything to the control rotation itself. It just updates what the AI should focus on. There's code somewhere...
Use controller desired rotation
Use rotation to movement
Oh. Huh. This is always true. Which will call..
Bit odd code..
They passed Deltatime here and never used it. :/
So cant make it base on rotation rate instead :/ ?
Yeah, you would need to override this in your own AI Controller.
or pawn ?
Or pawn, yeah. Got mixed up, jumped back to the UpdateControlRotation 😄
Y
👀 TODO hell here.
ouf 😄
some of the comments from epic doesn't spit confidence
it started with
// 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
I'm not sure I'd override the FaceRotation though. This is a weird one.
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.
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.
Yeah im inclined to agree
lucky i dodged this crap 😄
Haha ok so… what do u want me to do this is above my paygrade
Ha story of my life
Make the AI programmer deal with it. 😄
swaps hat
All me ma dude 🫠
I mean i can think of workarounds but they are messy
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
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.
"I CAN'T LOOK DOWN AT THE CRAB BITING MY ANKLES! IT WASN'T A PAWN!"
🫠
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?
you'd need a custom task which reads the radius from the controlled pawn
you can't afaik set it per instance of BT
and getting it from the controller seem weird to me
Yeah im in the woods dont have internet on my laptop lelz, @frosty heron
Ok so how would i do that or should i justvwatch a tutorial ?
creating a custom task should be fairly straight
you can 95% copy the existing one,
and just alter the acceptance radius from a parameter to a read from controlled pawn thing
Ok ill try
I realllly wish DA gave me better controll over the GridFlow nodes
GridFlow?
one of the map generation types
DA - Dungeon Achitect
I want better control of everything
Ah. Saw that a long while back when I was looking more into Prefabricator. 😄
paths, spawning rooms, sizes, algos...
the main roads have a high likelyhood of just snaking up on itself
Seems like everything's price has gone up on FAB. I recall DA being less than 100 euros.
I was hoping to use this to get away from my own custom thing
But I must admit.. I expected more flexibility and control from it
I can't even control the width of the "paths"
or size of the rooms
There's no node to even spawn a room explicitly, it's just part of some other node
Very flat minded too. Doesn't seem to allow overlapping areas like paths going over other areas?
the layouts are specific to the 'mode' you're using
you can use snap flow with 3d support
e.g. room above another room
but that requires predefined rooms and corridors
im currently 'hacking' it together by using multiple main paths and gambling on some luck in stitching them together with some alternative path
but it feels really fragile already...
Doesnt always build
rooms are very s quare
Needs more bombs.
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...
So im stuck between trying to get this to work, or rolling custom...
Same thing if I do this
Key.
feels weird having to roll custom with a high value asset like this one
Or maybe I'm just using it wrong
what do you mean?
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...
Change Key to "None" without " and run it again.
one thing I hate about marketplace stuff
but I do learn a lot from some of them. At the end of the day I just re-create it X_X
I don't have a key, if by key you mean the section size or section count?
started with Dynamic combat system, that really gave me insight on inventories and how combat is conducted
It does include a 'custom builder' section and I caaan extent the plugin but.... at that point, isnt it the same work?
in some sense it's actually worse because i still need to play with the plugins rules instead of my own
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?
What they are suggesting is wrong. Turn off orient to rotation and turn on use desired rotation. Do not override anything configure the rotation rate now
Yeah but its the snapping after thats the problem
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
Have you looked at wave function collapse? It might be a good base that's less fragile.
How can I rotate a point by a degrees?
I have not, ive only experimented with random rooms and some basic placement
Im unsure or the implementation time for WFC 😅 dont wanna spend half a year on it
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
I need to rotate these points by one the character axis, any help? 🥹
Soo close to make this work.
This is from the tutorial where he does the same thing and it works
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...
Point? Direction? RotateVector
From the very limited videos I've watched, a few days to get something crude setup. It could be a good way to define what the general tile is then use another system to add the decorative fluff to it.
How much controllability does it give😅
Is it GreaterGreater_VectorRotator?
I double click rotate vector and I think that's where it take me
UKismetMathLibrary

Yepp, that's the one
hmmm
I don't know where my trace went 
oh well, gotta figure this out
2 more hrs before sleep
wait
there's another one
rotate vector around axis
if that's more appropriate
.RotateAngleAxis
🤔
I was hoping I can just Rotate it by the actor's rotation
using the previous node
will see what I can do with this one
that might be enough then ^^
but it;'s missing 😔
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.
being on the wrong side of char?
the traces are fixed
they are baked from animation
Ahh fancy that!
so when using it, I need to rotate it by the actor rotation
I would probably make tutorial if it work, still need to test for real
what does a trace point look like ?
you're already offsetting by location i take it
right
but rotation needs to happen in local space
so the in vector of the RotateVector
is the local Vector
just in case
Hmmmmm, let me process that
so the original baked data
needs to be rotated
then added to the actor location
in that order
oof, but I wont be able to do that since the rotation in game time could be anything
isnt location also the same?
the location is Bone Location in world space - Actor location in world space
Im trying to get the bone location in respect to the actor location
ActorOffsetLoc + MeleeTraceData[i-1].SocketLocations[x].RotateVector(GetActorRotation())
so that part is fine, it's just the rotation
man, you are such a savior. Let me try that.
there is no .RotateVector =(, which method does that belong to?
oh wait
I get what you mean
I assumed SocketLocation was a vector
🤦♂️
one sec
yeah it is a vector
I don't know why I rotate the ActorLocationOffset lol....
that must be my mistake
you shouldnt rotate the offset
Glorious!
thanks to you I can do the dishes tonight
work at any fps
but i have bigger problem, the input buffer system I have been building. They break on low fps
player can't do the combo because the window to enter the input is too small
Its a hard problem to fix
just gotta tell those poor souls to get better pc
Well... does it work at 20fps ? 😄
Yeah i ment the input
20 might be the lowest 'acceptable' point where things should be 'playable'
Oh so its a short input window?
Some notifystate thing?
yup
Check the input as the last thing before leaving the state ?
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.
Right so you somehow check the current anim frame and compare it to traces or smth
Impossible to do that with inputs tho
If an input is on and off between a single frame, the game will never know
Sounds like it
Hallo
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?
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)
Just return your own value if the mouse is outside bounds /unable to hit
Something reasonable. Last valid hit location, current pawns location or something
I don't want it to be in a fixed position. It should update dynamically based on mouse movement
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
How do you not crosspost? (they deleted their post)
(deleted it cuz I figured out how to do it)
Good! 🙂
I created a sphere with inverted normals and applied an invisible material to it, so I actually made a fake skybox. It’s not perfect, but it seems to work. Thanks for your help!
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
that's looking really good
are animnotifies reliable? was thinking I could use them to control when the damage gets output
Yes*
You gotta disable the ik trace channel that seem to be hitting it
Atleast thats my first thought
What's usually the best approach to making an animnotify call an event in the main blueprint?
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
for now I was just going to spawn a hurt zone and apply damage to anything in that
I wouldnt let the notify spawn anything but push event forward
Sadly, I don't think that's the case, since problem appears even when i completely disable colision on character mesh
"Attack" can mean one thing on 1 character sith 1 weapon, vs another with another weapon etc
If you disable all collision on the hook, does it still happen?
Then it falls trough the floor
Yeah, it simulates physics
I want it to collide with pretty much everything except player character
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
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?
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!
Hey guys! How do I manipulate PhysicsAsset's specific physics body or shape during runtime?
how to make if a object touch nothing he disapear
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?
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
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
would offsetting the other icons be acceptable in here?
ooooohhhhh greyhound it... okay, i'll add a component to follow the spline and have the truck follow the component!
I don't think so. I need to make this dynamically
fair, i'm not great but i'm down to help brainstorm. Could we McGuyver a Throbber?
Nothing does this circular. You can easily do the maths for placing them tho
I'm actually at a loss, if i make a component follow the spline how will i have the ai follow it?
Id make an actor (a pathfollowingTarget) that idnplace om the spline, and lerp forward on tick of the 'owning'(following) actor
as so?
soirry that's an incomplete image
Owner of ai pawn is ai controller
heard thanks, as so?
the methods never end
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
this makes it go straight, that's an improvement
somehow this seems to work?
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
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
you're using BT's?
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")
Ok so i got some examples laying around which might help you see whats going on
Thank you Squize
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
heard so i don't even need AI Moveto in this instance?
Depends on your criteria really
do the AI do anything beside following the spline?
and/or shoot ?
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.
Yeah!! A basic ol' on the rails vertical shooter
awesome
Tyrion 2000, here we come
Let's have this be a specific type of AI then
a SplineFollowing thing, for the moment
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
(this could be latched in a component but that complicated things, for no use)
world delta will differ from tick delta, if you have changed the tickrate
otherwise they'll be the same
cool beans, i don't mess with any of the tick stuff.
Sorry, as you were saying?
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
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.
Beginplay would be replaced by some outer caller, but that's for later
modulo carries along the overshoot 🙂
Triggered and tick being updated per tick, means no interp is needed
any acc/dec would just be calculated manually
Yea I've seen it a few times but forget when it comes to implementing it lol.
Scrolls up and replaces select floats
Normally yes, but i don't use the movement component (or the floaty pawn movement one) so if I just had it run on triggered, it would stop moving the moment the player lets go of the input key.
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
Mm... Like collisions placed along the map?
I followed your set up and added a spline but the event tick logic you posted prior should be put into the TruckBP, right?
yepp for excample
yes!
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?
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
Heard o
i'll add that to the Truck - however i find myself unable to add a Spline Ref node to the Spawn Actor
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
result
the logic in the pathfollower as it stands ;
Good god you work fast, i'm still trying to get the SplineRef_BP to appear in the TruckFollower_BP 😂
got any ideas for taht ?
make sure the class fed into SpawnActor is of the correct type, and not just "Actor" class
I've them set as Charactrers currently
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
Agh you just said that too
What exactly is a trackfollowing type? I tried to google it... heh...
Thank you for the patience Squize, that did create a slight change
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
nice nice
i... i'm sorry 
Is there a way to do "lambdas"? I need each button to work with a different value...
Now SplineComponent object reference variable in the Farm_Splinefollow... class
mark it instance editable, Expose on spawn
WHAM! (the variable is in components which isn't expanded atm)
They won't snap anymore
Nice! Now swap SetWorldLocation with SetActorLocation
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
Pass in the value from the button?
Not sure about the context.
If you need some button to do another thing, you can do separate binding and separate event.
went ahead and fully copied your post from earlier!
@swift falconhttps://gyazo.com/c27be7f1eaf2054259e8bda5acacdaf8
You want smooth rotation?
noow share the results
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.
same
Then for the montage, you can probably use anim notify state to interp the rotation to the target
and stop interping for a while
If you wanna use the overlap, the overlap logic should also do the beginplay stuff
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 🤔
In the character movement component tick off Orient Rotation To Movement and Tick on Use Desired Rotation
The lower the Z Value the slower the actor will turn
I need to stop procrastinating and write my weather/time of day system.... Aaaand that's my cue to go play Traveller's Rest.
I think i went wrong here
Im undecidied on the dungeon generator still
I tried that once. I just play more games.
I mostly lurk in here so I can learn from other people problems while I work on my project lol
but the overlap was intented to trigger the spline/actor spawning - though i spose it's not exactly necessary
I would think the overlap should start the spawner
not tell the spawned things to move
yeah!
I've learned a lot of stuff from watching people troubleshoot other peoples issues before they became my issues
It's not a bad idea
so it should exist in the BP_Spline
oh wait yeah
and not in the truck itself
Do you have trello? It's been helping me greatly
truckitself just spawns and is s ent on its way down the hill
Anyone happen to know of a good guide to setting up a basic combo system for melee weapons?
Trello doesnt keep me focused
in fact, it steals more focus
The checklist take a load off
just do the work, instead of planning around it
i got checklists
but they're broad strokes mostly
With Squize there. I would need multiple personality disorder to make planning apps work.
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
gotchya, the otrigger overlap in SplineBP causes Event BeginPlay?
checklists make sense for long term projects
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.
The trigger replaces "Beginplay" in SplineBP, yes
Pretty sure most of us here stuck will be stuck for years with our project 
stuck on the same check too
so i keep them stupidly broad
I hope to finish this project or at least get most of the way there in a year lol
“3-5 years later”
but it turns out game dev is actually harder than I thought to no one's surprise
7 years down, 0 games out
persisting with a project you grow tired of is the hard part
Well A, I'm keeping the scope somewhat sane, at least in the art department
leeeeeemme repost my blueprints
and I'm trying to make a vertical slice rather than a full game
been there tried that
i guess the most "progress" is made while starting a project
fleshing it out is where the pain and work starts
It's a bit weird isnt it ?
one would think seeing the pieces come together would feel great
last 10% is 90% of the work
but its like building a house
constructionwork is the fun part
getting the frame up shows tons of progress
feels great
i feel an odd malease sometimes when finishing a segment, then i kinda slow down progress....
then the 18 different less exciting disiplines comes in..
electrician? Worked for 15 weeks, cant see a damn thing
I've finished a few projects, and that last bit is rough, but extremely satisfying
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.
currently in the learning honeymoon phase
I'll likely need to refactor everything when I try to add saving and loading
thread it
I'm gonna be missing something dumb aren't I ?
and level streaming
i have thse setting he stilll snapps
“Yay! I finished my first enemy, now I just need a whole games worth of enemies with varying gameplay mechanics”
Vertical slice is easier since you don't have to worry about metaprogression
I'm planning maybe an hour of gameplay
That’s still years most likely unless you’re completely forgoing art
Atleast we're not making MMO's.... .right?!
well I'm doing gamecube art so pretty close 
I would expect this to take multiple years still~~
I’m saying this from experience hahah (you end up redoing a lot of work as you learn the proper ways to do things)
I have n buttons and i need button 1 to use index 1, button 2 to use index 2...
Each button displays different text on the right side
yeah kind of going in with that mindset
I have about a year's worth of experience with C++
got it working
I'd suggest creating widgets for those
not "Construct Text" and not "Construct button"
but actually "Create Widget"
and as for art, I have 10 years experience, so I can get animations, characters, and environments done pretty fast
Pass in whatever data you need the button to know about
I envy that
I got 10 years of programming, 0 in art
i can get shit to work, but i cant make em look like anything
xD
my artistic talent stayed absent my entire life, doubt it's gonna show up now
Store the index in the button. For the broadcast delegate you want to pass the index.
Then on the event.
You can do a switch case.
To respond to diff index differently ( one way of doing it )
I'll stick with what i feel like i know, and leave the rest to others
I think anyone can learn anything
I agree
just a matter of putting in the time
for me I'll just commission music and animations 
There's simply not enough time^^
I just want to do game dev full time.
same
I'd like to but I don't want to join a studio
full time work+ kids,
whatever remains after wife takes her cut is left for gamedev
maybe I can make a slice of life then get a patreon and see if I can make the full thing 
I have 97 days until my daughter arrives, I have ASSURED my wife I'll have a vertical slice ready by then
Gogogo!
Nice!
And congrats 🎊
I think my favorite part was swapping to C++ base classes for everything in the 11th hour
but hey, i got my giant grid
Haha tell me about it lol
late changes
"let me just create more work for myself, so i dont have to make actual progress" 😄
im sure if i just worked on the game instead of being here, one title would atleast be out by now.... maybe
Hey, your coffee fund is pretty much set to start pulling dividends at this point, you are appreciated here
I am guilty too but without you and other amazing people here. I wouldn't be able to solve some of the critical problem. 
Deleting discord help temporarily. Usually I rejoin once the check list is ticked.
Or when at work
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
Not sure if I want to use WFC anymore
You used it ?
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
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
thats what i should focus too, tbh
but it was while doing the pickups that i realized how little control i have of the dungeon
I don't think checking those is easy work, even lyra spawn their character early on with things still being streamed.
Shader compiling only in editor anyway. You won't have to worry about it on shipping.
does anyone know why the BP Macro Manipulate Float Internal is so weird?
Lyra loading screen adds hard coded minimum delay just to wait for things to be streamed in.
i don't get why they set the value to a local variable
AAAA
I'm not sure on that
I tried to launch my game as a standalone, and the shader compilation was still there
that's some weird logic
safe copy thing ?
Stand alone doesn't represent shipping.
Package your game and it's fine.
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
I'll try
but It's gonna take a minute🫠
I got those shader compiling thing as well, but it's only gonna happend in editor.
But thats weird
what is standlone game simulation then used for?
Either way
thanks for your help, I'll let the game get packaged and hope that the weird delays and such are gone then
It's for testing the game as if it is single player, but it just doesn't behave exactly as it would when the game is packaged for shipping. Running in the editor allows for quick testing and iteration.
Hard question folks, how do you change the value of a hash table/ dictionary in blue prints?
you cant
I'm seeing a few example for getting but none for setting.
Really, then why am I allowed to create this set node? Anyways, what can I do? I need a hash table.
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
I need to create and manipulate the values in a variables's map
use Add
Does "add" like overwrite existing keys and create news one if they don't exist? That would be perfect btw.
Try shift+enter instead of \n
Also you need to add the MultiLine meta tag to the property I believe.
ooooh
Thanks bro or whatever..
Yes.
yes
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.
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.
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
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
And a misstep will cause silent error 
the impetus for my learning cpp
true
There's no 100% real safe zone. Recently I broke my bp just from adding and removing component in cpp.
But I've found that updating the redirector can prevent this from happening
Had to do the entire bp again.
Do you need to manually destroy the level suquence Actor?
I found it doesn't destruct when it's finished playing
Yeah did try this as I saw it in a thread, but did not fix it 😭
Could someone help me look over my blueprint for highlighting objects I've declared as interactables?
if stuff is already broken it won't change a thing
it's broken now....
use a backup or fix it
Yeah feared that would be the case. Thing is I don’t know how to fix it. Besides making a whole new struct. But that might be the fix then
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.
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.
You can fire an event in the level sequence that trigger the walk
But that won't be frame dependent or reliable
Yes, that's what I'm going to do now
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.
But I'm making 2d games
Unity would be a better option for 2d imo.
2d support from epic is kinda non existence.
unity doesn't have its own behavior tree and many handy features.
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
Any ideas on this?
unity's cinemachine and sprite shape are handy features that I had to deal with in unreal.
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
Lost the details panel?
What is the issue you're having?
I can enable the "thought mode", and cursor moves to center of screen, and then i can go and hover over an interactable, but then it doesn't properly trigger the highlight enable
here's a blueprint ue for viewing
ill post a gif, give me a second
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? 
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
Missing component on spawned actor.
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
@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.
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
@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.
ok, if it doesn't hurt performance I might go for overlap
Bp is binary asset. Hot reload is the usual suspect but it can break any time for no reason. And corruption is terminal I heard.
Source control can help but sometimes you don't know at what point it breaks.
I just recreate from scratch. Least headache
Most of my stuff is broken into separate classes
Yeah, so now I try to keep is bp very minimum for my character bp
Use Authaers fixer
Corrupt bp fixer
Duroxigar and authaer have fixer but I don't think it's a cure for all cancer.
Nah
I don't fix that way. Hands on or nothing.
Its cure for 1 specidic cancer
Prob try theirs before re creating
Depends on work but yeaj
If it's just empty detail panel, I will use their plugin.
@gentle urchin is the daily task complete?
🐈
Install fix; suddenly gpu fans blow up and thisIsNotAMining.exe is using it
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
Is there a way to for loop through a data table and return all the structs in it?
or access by index at least
Afaik you can get the rows
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.
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
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.
do what coldsummer said. I use this.
As long as you have less than 1k rows, it will be fine in terms of performance. You can also set soft refs and only load and cache what you need
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
That's what I don't get, this trace hit part and this break. What is exactly breaking
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.
so a "hit" is actually a collection of various data points
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"
So he just wants the Location of whatever his mouse hit
To make the something rotate towards there?
yes
Hard ref in DT is wild
UE5coro made my life easy
My combo for combat is just evaluating processed inputs
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
Does it handle bp changes?
Yeah but can't have multiple people working on it.
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
- Fixed the thing
Indeeed !
😂
I tell myself the specificity lives in the commits so.... no use doing it twice
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)
I think I'm too tired, but I'm not sure if I'm following correctly. if you set the Arrow component to World movement so that it isn't attached to it's parent, and set the camera to ortho, the camera still follows the capsule?
pawn does not have a capsule, but yes, the camera still follows the pawn movement and does not stay on thr arrows location
That's... Odd. I can test in 5.5.1 at least.
The problem occurs only with camera set to orthographic, perspective runs fine.
but I need a exact orthographic projection to avoid "pixel errors".
thanks, maybe I download 5.5 if its working there, its easier to upgrade the project than starting with 5.3 from from zero.
Uncheck AutoCalculateOrthoPlanes
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.
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! ❤️
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.
You dont need attachment for that
Just provide that exact vector for the player to move to
so each time I save the level, it shows that it needs to be saved again.
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.
As a guess, the pawn isn't set to use the controller yaw. (set in the default settings)
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 ?
how can i made a lipsync from the soundwave or viseme data?
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?
why do you need the collision on your weapon ?
Thanks, it wasn' t set. But now it is and still nothing happens. 😦
This is how the object is set up by the way.
What is the bp derived from?
Why is this one so laggy?
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
My own c++ class that extends Pawn
so it doesnt fall through the floor
If it falls that means you enabled gravity for it, do you need that gravity ?
Set your collision preset of your mesh in your weapon BP to this
And physics to this
are you sure you're selecting your mesh and not something else ?
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
one thing that i found really helped me out with the mass stuff is to use physics materials then you can define the mass and a bunch of other properties more reliably
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 😄
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
did you check the was sucessfully boolean before proceeding to prepare query?.. oh nm i see now you did
is a physics material hard to set up?
not hard at all
just right click create physics material.. name it.. configure it .. and then assign it to what ever accepts it 😄
yeah, the connection is set and active, execute query works, but prepared one doesnt, it should have protection against SQL injection so I would like to use that instead through my project.
Can't figure out why it doesn't work tho.
yeah maybe the security level is preventing that particular syntax
Appreciate it!
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
I'm hosting it, all I can see is
I believe that is connection reset by peer
well, why? 😄 I can't see what exactly is being triggered which may help. Or don't know how to identify it
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
yeah, same error.
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
How can I set the max speed from tying into the SET "Orient movement to rotation", what I've tried hasn't worked
try clamping it or something
is the a node for prepare query
no
what i mean is there a node to create query
or make query a local variable first or something along those lines
ah wait what options are there for Format?
i wonder if thats a enum for different DB types or some such
it expects string
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.
yeah i kind of think it is seeing as unreal thinks the problem is on its end
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.
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
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.
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
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
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
Thanks for helping! Inside These nodes?
also is it NC ore dump or N Core Dump?
No Core DUmps 😄
Solid, no idea why i was curious but i couldn't let it go unanswered
no one usually asks ;D
Well, i care ❤️
they just think its some agressive name
honestly, does sound like a basement grunge thing
i'd go see'm, prolly in pittsburgh or whatever
yeah when we first got into computer we had to deal with day to day core dumps and learn how to fix them etc
I had to google core dump to make sure it was similar to other dump stuff. I'm out here learnin' today sheeeeiiiiitttt
Hi guys, is it possible to set "can ever affect navigation" in Blueprint?
is there a way to rotate a bone to a world rotation?