#blueprint

1 messages · Page 268 of 1

normal raft
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cant fix any thing with out the dump

rare otter
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Yo, im having an issue with the "Set Timer by Event" node.

When i delegate the event (the red boxes) it runs indefinitely no matter if looping is false or true. If i do not delegate the event, it only runs once instead no matter what looping is set to. How can i fix this? I need it to just loop when its true and stop when its false, like the description says

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theres usually a variable for the looping, however i removed it for now just for testing ^

flat mortar
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Does anyone know how I can get my character to fall faster without lessening the jump height? I'm making a 2d side scroller and the movement feels quite floaty.

dark drum
flat mortar
dark drum
flat mortar
dark drum
flat mortar
#

cheers, the red event square and bind event is new to me, so im curious what that all does

autumn pulsar
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In the animation blueprint you should be able to set rotation of a bone

dark drum
rare otter
#

yh i sorted it now 🙂

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much appreciated tho ❤️

flat mortar
normal ether
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quick question for you all
I have a number of jobs to do, all can be done asynchronously.

Is it possible in blueprints to kick off these jobs in the background in parallel?

Each job is a single event more or less

dark drum
normal ether
autumn pulsar
# violet bison this?

That’s it. In the details panel you should be able go set the bone and the “space” to work in

normal ether
violet bison
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and how to set which bone to set rotation?

autumn pulsar
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When you click on the node, there should be some options on the right panel

violet bison
#

okay found it nvm

real verge
#

hey there, actually I am trying to package my game but running into this error
I tried to install visual studio 2022 with the required frameworks, but still this issue persists
Just to inform, I am also using convai plugin in my project
Any kind of help will be highly helpful at this point

lost hemlock
#

how can I make this so that it doesn't tick-loop every second?????? This loop works on tick and it really slows down my game

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All this is just for a radial menu, its crazy

inland tide
#

Seem to be having an issue with the sphere trace hitting stuff from behind me? I can't harvest these rocks or trees in front of me, and the niagra hit effect pops up from behind, leading me to believe there is something off with the tracing

lost hemlock
#

I made it a little more compact to zoom in a bit closer

bright nest
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Hi everyone, is there a way to get those collision primitives names when something collide with them?

dark drum
# lost hemlock

With what you've shown I can't see how it would cause an issue unless you had really high loop counts. Have you profiled to see where the actual issue is?

Get mouse rotation could cause an issue, as it would get called on every loop so if it's a heavy function could cause a dip. The could be resolved by caching the result in a var before you enter the loop.

dark drum
inland tide
#

it might be hitting the camera

dark drum
twin shale
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Anyone using CommonUI? I am setting the InputConfig of my ActivatableWidget, but when I remove the widget the InputConfig is not returned to normal. I need to do it manually. I have no idea where to set this field outside of this function within an ActivatableWidget.

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I'm currently digging in c++ but it takes me to an generic action router class and I'm not sure which class is ultimately responsible

dark drum
twin shale
gentle urchin
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I thought mapping contexts were stacked

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Guess they're not

real verge
# dark drum What path can't if find?

no idea mate, I just tried to package it and provide the path to the drive also, I tried it on both even my internal C drives or extended drive too, but no idea why this is taking place, I even tried to cook for windows rather than packaging , still no solution

dark drum
dark drum
gentle urchin
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Aaand

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Now i mixed input config with contexts 😂

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My mistake

dark drum
gentle urchin
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Oh dang. Is this commonUI specific? Never seen that before

dark drum
twin shale
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The more I use CommonUI the more I'm realizing it has like exactly 1 use case they want you to use and if you don't conform then you're SOL lol

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I believe this is specifically an issue between the interaction with CommonUI and EnhancedInput. The docs say the interaction has not been tested fully, so I knew there would be issues going into it

buoyant moat
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Anyone got an idea of how one would go about implementing a "text decyphering effect" like how it is done in Outer Wilds ? Going from a cryptic set of characters that animate into the decyphers string

https://youtu.be/6X3C37yqzF0?t=263 (effect in question is show cased at this timestamp)

Outer Wilds is a once-in-a-generation gaming experience that pushes the limits of the typical gaming genre. Fusing exploration, puzzles, space, adventure, and more into one game, Outer Wilds is truly AWESOME!

Read some of my favorite books:
https://bookshop.org/shop/kast

Read "The Fish That Ate The Whale":
https://bookshop.org/a/18899/9781250...

▶ Play video
gentle urchin
#

Seems its just scrambling before falling into place

west hare
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Does anyone know how to get and set SourceEffectEQPreset band parameters?

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It can be in a actor component, for example.

lost hemlock
maiden wadi
lost hemlock
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I seem to be having a problem where every other time I create the widget, it's gonna act weird in terms of the circular round movement

inland crystal
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How do I make the BP debugger break on any thread? surely there's a way, I don't understand this thing where I have to be selected on an instance to get the breakpoint, especially now with runtime objects that I'm going to have to search for in the scene, surely I'm missing some basic setting.

lost hemlock
twin shale
bright nest
steady night
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Hey, New with AI, can someone explain how i can ghet the "acceptable radius" from the NPC ( a varaible from the character) using the Behavior tree ?

real verge
gentle urchin
#

Or let the pawn push a parameter to the BB/BT

steady night
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aye but how do i do that in the behavior tree :/?

gentle urchin
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Just create a new task?

steady night
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( i havent made any of these i just downlaoded aa sample to elarn)

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but ok

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tasks sure

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ok created a task, what sohuld be in it i mean how do i get that value to the board

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the move to task is a premade one

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is it possible to se "inside it" somehow

normal narwhal
#

not sure to be in the right channel but i make a system to paint on a wall, do anyone have a idea to not paint but create a hole in wall instead ? please 🙏

dark drum
frank olive
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I might be doing this the wrong way, but I'm trying to switch to another animation blend space when aiming, basically one is just the regular walking other is a blend space with animations for walking while holding a pistol

dusky oriole
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Hi! Just wrapping my head around blueprints.

I have a player blueprint for controls and I need to add two outputs for Event BeginPlay, one for the controls and one for starting the UI.

Should I be doing this in a different blueprint or can I have two outputs?

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I have this but it seems messy and I don't want to use sequence just to split outputs

gentle urchin
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Sequence

tight pollen
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Hi everyone! I would like to generate the world using Level Streaming for multiplayer, I haven't had much contact with level streaming, can you advise me?

dusky oriole
gentle urchin
#

Sequence is a node tho

dusky oriole
gentle urchin
#

If you want more tools

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Along with functions to wrap things up in tidy blocks of code 🙂

dusky oriole
gentle urchin
#

Not warning, just informing

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Some prefer worlds longest spaghetti

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Others prefer a more sandwich style

frank olive
gentle urchin
#

Normally you'd want to do this in the anim bp

frank olive
frank olive
dawn gazelle
lost hemlock
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it works 1st time, 3rd time, 5th time, 7th time, 9th time, 11th time
etc.
in between there's bug
clock is floating, not ticking

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need a magnet. 8 magnets around actually

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@dawn gazelle do you know anything about this?

dusky oriole
lost hemlock
#

So every second time, in conclusing my widget section gets LAZY and just wants to be dragged

dusky oriole
vague moth
#

Does anyone have recommendations for how to implement game pad inputs in widgets?
I’m a beginner in UI so I’m struggling finding a solution to this
Any videos, plug ins and other things that could solve the issue I’d appreciate

gentle urchin
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I may like functions a tad to much, but it makes for easy to read codeb👀

rocky kelp
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I figured out a much easier solution that works at least for a character BP, only took me two days lol. All you need to do is click on self Ex”Bp_firstpersoncharacter” and change the parent class to something else and change it back to character and the component should be fixed without losing any data besides what was edited already on the corrupted component before it turned into a null pointer. Anyone having this issue here is what I find to be the easiest solution

final python
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can you not have instance editable variables in a soft class reference? I'm storing the reference in a data table, reading it, load asset blocking, and its giving an object. I can cast to actor obviously to spawn it, but that doesn't add any variables. If I cast to my pickup then theres like no point even doing soft reference.

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I can set them on spawn obviously, but there might be an issue later with doing that, so it would be nice having them set while spawning.

final python
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nvm doing it on spawn with the pickup interface should be fast enough. I just delayed stuff in the pickup thats on begin play until next tick, which I don't like using delay, but I just literally need the 1 tick of safety, so a timer kinda pointless I guess.

craggy flicker
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What's the correct way to adding to a float every frame with event tick? I have a total in-game seconds variable, with an offset seconds so the "day" in game "starts at 6 AM", but then the event tick would reset it back to 0 after the first frame. This is a simple problem, like in code it'll just be

-- start --
totalSeconds = OffSetSeconds
--every frame--
totalSeconds += (TimeScale * DeltaSeconds)```
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what am i missing here 😭

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is there a += op

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would it just be this? i thought this would add total seconds each frame though

olive yarrow
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what's yer get total seconds set to?

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oops @craggy flicker

craggy flicker
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6 * 60 * 60

olive yarrow
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Sorry to be redundant, but the one going into the addition prior to the SET has a default value of 21,600?

craggy flicker
olive yarrow
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I wonder if it's a timing issue... also heads up, i suck..

Have you tried adding a delay to the begin play to have tick do its thang then the begin play, or having the tick one off a custom event to do what begin play does after tick?..... maybe.. have an event enable tick, incase tick is overriding the original begin play

dawn gazelle
craggy flicker
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now im trying to adjust my calculations for hours, minutes, and display seconds

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using remainders and multiplications

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for some reason, the hour is correct since it displays 6, but minutes and seconds dont go up

dawn gazelle
mystic light
#

how do you gyus get the neater straight blueprint lines?

mine look like bird nest

solar musk
mystic light
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Is there any array mapping blueprint node?

Like i have an arary of structs, and I want to convert to an array of say one of the keys, array of 'name' key...

Many program languages you can just array.map(|x| x.name)

or something like that

gentle urchin
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Unsure if you're asking about a different container or more functionality to existing container

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Check out TMap/Map

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Key/Value pair

mystic light
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ah, that's a C++ thing right? not blueprints?

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i can't use C++ in control rig apparently

gentle urchin
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Blueprints got em

mystic light
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😦 not in contorl rig lol

gentle urchin
#

Shiet

mystic light
#

not sure why the control rig blueprints are so nuetered

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cant even make my own custom c++ blueprints to work in control rig

gentle urchin
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Me neither, unexpected tbh

mystic light
#

Are there any libraries of pre-built nodes that are useful?

gentle urchin
#

Not known To me 🤷‍♂️

grave relic
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Is anyone aware of how to fix a broken struct? Or if its fixable through creating a new struct and replacing it? I have a struct that Ive used in multiple places, then I added a variable to it. Without knowing that it apparently breaks the struct.

lusty birch
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if you use and change blueprint struct, restart editor after adding variable.

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when it ask you to resave blueprints using this struct, click dont save

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otherwise dirty work of rmb on all nodes using this struct and refresh, reconnect shit

grave relic
# lusty birch define break the struct

That I learned after I added the variable, and had already saved everything :/
Im currently making new structs with all the same variables. And im going to go and replace every node that uses the old node with the new structs.

frosty heron
#

you are still not defining the error though

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do you get unknown struct error? or just structs not compiling? even better just post the error so people don't have to guess.

grave relic
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My bad, here is the exact error:
Play in editor total start time 0,112 seconds.
Blueprint Runtime Error: "Attempted to access index 0 from array Box_3_C7C0FEAA4AF50F1D1B8272A3798449D8 of length 0!". Node: Return Node Graph: GetFirstUnitInStorage Function: Get First Unit in Storage Blueprint: GI_GameInstance

frosty heron
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btw, just declare the struct in C++, blueprint struct is notorious for breaking. They are cursed and working with mine is like standing on a landmine.

grave relic
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There are no compile errors, just when running the game in editor nothing works. And this error is sent.

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Yeah ive learned that because of this ._.

frosty heron
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If you want a struct that is battle tested where people don't complain about it being broken, declare your struct in cpp.

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you can still use them in blueprint.

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I was a victim of blueprint struct. Did what I had to and never looked back on broken struct again.

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BP struct can be broken for any reason but the easiest to break it is to add a new variable and change the order.

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I don't think it always break right away but again, a ticking time bomb.

dark drum
frosty heron
#

just share a picture

grave relic
frosty heron
grave relic
frosty heron
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not trying to be on a high horse.. I am just happy to not deal with broken struct for long time.

grave relic
frosty heron
grave relic
frosty heron
grave relic
dark drum
grave relic
dark drum
# grave relic All this logic worked before changing the struct.

I have mixed results with this type of logic. Normally you would need to set member to update a specific entry in a structure. This can become more complicated if it's a nest structure or is in arrays.

I believe the break node is returning a copy of the array, not the original thing so the set array element never updates the original array.

Personally, I would store the array as a local var, modify the local var and then inject the local var back into the original var. (Hopefully that makes sense)

grave relic
marble tusk
dark drum
lusty birch
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👀

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There is handly setting in prefs blueprint break on exceptions for invisible bugs

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Disabled by default nobody knows why

astral orchid
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Question: Does anyone know this is happening? (The weapon actor, despite the relative transform working on server, it's not shown on client.

For some reason, this is only happened when I set the weapon actor's owner to the character. When I didn't set the owner, it works normally. I only set the owner because I needed it for another function.

For further information, I am playing on client. Relevant code below.)



UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Equipment")
TSubclassOf<ALegacyWeapon> Weapon1;

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Replicated, Category = "Equipment")
ALegacyWeapon* Weapon;

UFUNCTION(BlueprintCallable, Category = "Equipment System Component Functions: Legacy Weapon")
void ActivateWeapon();



void UEquipmentSystemComponent::ActivateWeapon()
{
    if (Weapon1 != nullptr)
    {
        AActor* GetOwnerReference = GetOwner();
        AHeroCharacterFramework* HeroActor = Cast<AHeroCharacterFramework>(GetOwnerReference);
        UAbilitySystemComponent* ASC = HeroActor->AbilitySystemComponent;
        check(HeroActor->AbilitySystemComponent);

        Weapon = HeroActor->GetWorld()->SpawnActor<ALegacyWeapon>(Weapon1);
        Weapon->GiveAttacks(HeroActor->AbilitySystemComponent);
        Weapon->GiveSkill3(HeroActor->AbilitySystemComponent);
        
        Weapon->SetOwner(HeroActor);
        Weapon->WeaponMesh->AttachToComponent(HeroActor->GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, Weapon->WeaponSocket);
        Weapon->WeaponMesh->SetRelativeTransform(Weapon->AttachTransform);

        Weapon->ActivateWeaponDual(HeroActor);
        OnActivateWeapon.Broadcast(HeroActor);
    }
    return;
}```
grave relic
dark drum
grave relic
lusty birch
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0 elements dude

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set array element without checking indexes crashy crashy times

dark drum
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I'm not sure of your specific use case but I'd probably use a custom uobject instead of a structure. They can help simplify things and reduce the need for nested structure/arrays.

rain egret
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question, i have a space ship that rinterps to towards the camera rotation, works fine however when i get past a certain point the ship will suddenly do a lil role to reach the rotation

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i read something along the lines that the roll is because it doesnt use quaterions or something

grave relic
grave relic
storm solar
#

In material blueprint. What is the purple shape node? A function. A macro?

pallid urchin
#

hi i just finish my game and packed it it is working soo smooth in ue5 editer but in a actual game i have my main map as main menu and have play butten to my game map from there just like normal game but when i press play it did not do anything its playing the audio it plays on click but its not loading the map well in editter its working soo fine. idk why its only happening but if anyone does know please tell

little moat
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Anyone know what's going on here?

lost hemlock
#

hey can i ask you a question?
how should i organize this ?

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Because now i have a quick selection menu i wanna implement these with

little moat
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And maybe get rid of the sequence

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Imo it's useless

gentle urchin
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Both the outer and inner index

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Multi array like this is prone to access errors

lost hemlock
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@little moat right now im using this method

little moat
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I don't think you need a print string for that

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You can see if it works and that function is so small

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Also you can just increment or decrement instead of mode + 1 or -1 and then set it

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Also that function is so small you can basically just make it not a function

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Unless it's bound

lost hemlock
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i mean the messy part of the code would be here

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because imagine

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how complicated all this code structure would get

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if i add more than just 2 tools which you could hold in your hand

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i need to make this more generic i mean

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in a way that i dont need to set and remove and set and remove and set and remove etc.

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because for example

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say i go here

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i would need to make sure to destroy allllll the other actors

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so that i can get into the "shooting" mode

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etc.

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Because I have this UI that has 8 slots

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I need to implement everything in here

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this is supposed to be your action menu

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and we have many types of action, different types of action

little moat
little moat
lost hemlock
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@little moat yes correct

lost hemlock
cold shore
#

Hi, I guess it's a quick question and pretty obvious, nonetheless I want to make sure. Here is a fragment of my struct that is a base of DT that contains all interactable items in game. Each mesh is then applied on BeginPlay. Should those be soft references? And if yes, the connection as seen on the second screenshot is the correct way to load it? If I replace refs in struct to soft and apply the new connections in respective BP all items will not load on every DT access? Because they were with hard references?

maiden wadi
#

I used GAS and DataAssets for my wheel. Interaction gathers a list of actions player can perform on target, or can perform for reason, and shows them. Picking one just activates the ability.

maiden wadi
cold shore
#

Is assigning mesh in construction script make it always loaded or something?

warm wave
#

Hello guys , i am trying to play a camera animation sequence during an action using input . but the camera position is begin played at wrong location . Can anyone help?

rocky fog
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To rotate my character to the cursor location in a top down game when aiming I'm rotating the controller as the movement component seems to use the controller rotation as the target location while maintaining the soft transitions etc... but is it bad to put this rotation on my controller? I'm reading online that transforming your controller is a bad idea, but it seems like the movement component in Unreal encourages it? Am I mis directing myself here?

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I'm using this function and this variable in the movement component to help frame the question.

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I'm starting to wonder if I should just stop using UseControllerDesiredRotation and instead write something new in my Character class while still maintaining the usage of the rotation rate variables. I'm not sure what can of worms that might open though conflicting with existing code with the movement component.

inland crystal
# grave relic All this logic worked before changing the struct.

Just chiming in to say that if by chance you have a struct that contains an array that contains structs that contain arrays EXPECT MADNESS - from my experience structs are just not suitable for this usage in unreal, too many unpredictable glitches, it might be a bit of a hassle but keeping the data 'owned' by objects seems way more robust and causes less frustrating struct related issues. In C++ this is not the case and structs are rock solid, it's just BP, most of these issues also don't happen with InstancedStructs (enabled by the StructUtils plugin) cause they make it clear 'where' the struct you're editing actually exists.

lost hemlock
lost hemlock
#

I don't know how to disable this outside green tick button when you hover inside the circle

dusky maple
#

Hey everyone, happy holidays! I was hoping someone could help me not be dumb, I am trying to create a drag and drop feature. The idea being you click a button and then drag it to spawn where you want. My problem comes from not being able to click the button if I try using Drag and Drop. Is this a core function of how buttons work that would make me need to change my buttons to some other kind of widget and just have a mouse over effect on the widget instead of using a button? Im pretty new to Unreal so im sorry if this is a newbie question. Thanks in advance for any help!

lost hemlock
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Why is this not working? they are defaulting to false but the problem is i have two buttons, when I unhover out of those buttons, thats when the prevent tick flag fails!

maiden wadi
cold shore
autumn pulsar
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Is it worth delving into GAS vs just making my own damage structure? I just wanted basic Damage over time and instant damage

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wasn't dealing with status effects or anything

maiden wadi
maiden wadi
# autumn pulsar Is it worth delving into GAS vs just making my own damage structure? I just want...

You're already dealing with a status effect when you step into DoT territory. It's a status that reduces health over a duration of time.

My two cents, if you can do basic C++ enough to make attributes in C++, or want to check out the GAS Assistant plugin, then GAS is fully worth it. Because chances are you'll extend stuff later to want more. And even if you don't, you have a generic system that you understand and can apply to other games in the future.

autumn pulsar
granite nacelle
maiden wadi
autumn pulsar
granite nacelle
maiden wadi
#

Correct. If you follow the example for making a shooter, with the free shooter anim set, you can see in that that there are separate animations for no weapons and a different one for rifles, and I believe there's also one for pistols. You have to switch your animation blend based on the anim set.

granite nacelle
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I spent whole day yesterday trying to figure this out, it's because I watched a youtube video on this but in the video they never had that holding animation, but I understand

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I understand what your saying but don't know how to implement it, is it ok if I dm you once I finish making the animation?

craggy flicker
#

I forgot, but can you call a level event from a widget ui blueprint? Or do you have to do widget -> player -> level

frosty heron
autumn pulsar
#

When using anim notify states, if an animation ends prematurely or gets interrupted, does the end state of the anim notify fire?

thin owl
#

hello, i am having a bizzare issue.
i am trying to make a class of regular objects that when they take damage, they simulate physics and fall apart.
my object is a stool.
what i have working is that when the player bumps into the stool, it falls apart.
when the player attacks the stool, my sword collision lights up green to notify me that it hit something
but when the stool his hit, it ignores that it was hit. the sword passes right through it

So why would i be able to bump into it but not attack it?

https://gyazo.com/c553f7d0628c2b771dc707cf13898d7c.gif

autumn pulsar
#

you might have the the stool set up so it breaks when it touches a player hull

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a trace isn't a hull

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now this code is flawed, because if I do multiple spheres I deal damage to an object for every hull that's in it

thin owl
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i feel so dumb. I friggin didnt have the overlap properties set on the damned sword.
i crashed about an hour ago and completely forgot to save that property... so i DID hit it before the crash/save. so my brain ticked off all the to-do list stuff and i forgot to check what i missed before the crash. i feel like an idiot. sorry to bother you guys.
https://gyazo.com/bf67f2039fd6a27c3971b21d36ca25af.gif

autumn pulsar
#

There you go

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you can probably also pass an "impulse" struct with a vector

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so you can then send the pieces flying

thin owl
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once i learn how to ignore the actor and only look at the sword

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or it can be destroyed with enough force from the actor getting tossed into it

marble badger
#

Over the years I have acquired the doctrine of pressing (ctrl + shift + s) all the time.

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Below the compile option there is a checkbox that says "save on compile always", I always leave it activated. Booth for auto-save

frosty heron
#

what you are doing there is highly dependent on tick

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if you expect people to play under low fps, you should test the game with that fps (30 maybe?)

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players with 20 - 30 fps probably can't even hit the stool

unique harness
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Yea, need to sweep between each frame

frosty heron
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end up baking the socket locations from animation

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each location will have a time stamp. Every tick I just replay every single points that hasn't been played

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with 5 fps or 144 fps the result is the same

craggy flicker
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what's the best way to manage a lot of pages in a widget? like say for instance I'm making a small desktop where a button will open up the 'browser' or whatever

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should i just make widgets inside of widgets?

marble badger
quasi frost
#

I am having a moment, what is the node for making like text {Value1}, {Value2}?

frosty heron
#

format text

sacred canyon
#

quick question, since tick events are supposed to be avoided wherever possible, whats the right way to handle things like stamina bars then? or anything that needs to recharge like that, a timeline or something maybe?

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I got this project I started almost 3 years ago and while it still has a lot of potential, it runs so horribly thanks to all the tick events Ive been relying on, I just cant find a way to avoid them

frosty heron
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evaluating movement, stamina, etc should happend in tick

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I don't have anything that eat my performance, you should try profiling what's eating your old project.

sacred canyon
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well, I say that because Ive heard youre supposed to have almost nothing on tick, Ive been asked why I use it at all

frosty heron
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checking a value on tick doesn't cost much

sacred canyon
#

I did try a lot of profiling before I honestly couldnt get anywhere

frosty heron
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ignore them

sacred canyon
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nah it was definitely a server, maybe here but it might have been in the context of something specific I was making

frosty heron
frosty heron
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changing visual of a stamina bar, setting the value should be done on tick

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they should cost next to nothing...

sacred canyon
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oh right, makes sense, it was just one example I noticed the other day

#

oh yeah another one I was wondering about, Ive heard rapidly spawning and deleting actors is really bad too, and the bullethell example on that site reminded me, how would you handle that best for something like that?

#

like a machine gun with actual projectile actor bullets

pastel path
#

is there a way to get all the current active components of a type in my blueprint?
Basically I have used "Add component by class" to iterate over an array of SVT's and create heterogenous volumes. Now i want to get all of those in a array and iterate over them when ticking to move them, but i dont know how to get them.
If i use a array after creation, it adds TONS of TRASH_ heterogenous volumes

frosty heron
#

still you might be hitting the limit if you want like tens of thousands of actors to exist at the same time. You will need to use systems like #mass just to have a decent frame rate.

frosty heron
#

as to getting the component, you can use GetComponents and iterate through them

sacred canyon
pastel path
pastel path
sacred canyon
frosty heron
#

refactor so you don't use something soo cursed

sacred canyon
#

I thought the alternative would be a lot worse

frosty heron
#

2 most common cursed thing in Unreal.
Blueprint struct and child actor component

#

@pastel path

sacred canyon
#

in my other project I just do it all on the player because its very simple just spawning different projectiles with a few animations, but in the one Im talking about I use child actor because every weapon can be completely different, including melee weapons as well

frosty heron
#

gtg, Happy new year folks. Hope you acheive your goal this year.

sacred canyon
#

times like this I feel like I need to just start this thing from scratch because its such a mess, but 2-3 years of work is just too much for that

pastel path
autumn pulsar
#

If you need to constantly check a value or update something, then use tick

#

but if you need to check it once, then an event is better

sacred canyon
#

yeah I do try to, but that reminds me, is there anything wrong with too many events? I always feel a little wrong every time I have to add a new event to an already big blueprint, but I dont know if thats maybe just an editor problem that wouldnt affect the game itself

dawn gazelle
sacred canyon
#

yeah, I genuinely do have a script like this and its gotta be the worst Ive ever made lol, however its for a kick attack mechanic, which does a different type of kick attack for every situation (like jumping/crouching etc) so I really dont know how to clean it up properly

#

and then before all that theres like 20 different boolean branches it goes through to see if its able to kick, then at the end of the kick theres a whole lot of extra stuff to reset the player back to normal smoothly no matter what

#

its a bit of a fighting game/beatemup so theres so much going on with that

autumn pulsar
#

You can also make new event graphs

marble badger
sacred canyon
#

to be fair, code is even harder to look at for me than that is

autumn pulsar
#

Macros are also a thing kek

autumn pulsar
#

you could also use a datatable

#

not the "cheapest" option but fast enough and more sane to deal with

sacred canyon
#

the problem is it also deals with all the montages and their notifies and stuff

marble badger
#

They could create an instant-compilable code version instead of blueprint nodes, same structure as C++ but with the advantage of instant-compilation, it would be much better.

autumn pulsar
#

It'd be nice if you could just generate C++ from a blueprint graph

marble badger
autumn pulsar
sacred canyon
#

but I mean I cant use the montage nodes in a function since those are latent

autumn pulsar
#

You could just use a function to return what animation to play

#

or have a weapon pickup define a bunch of variables

#

like the hold type, what what it is, etc

#

or reference a data asset with those variables

sacred canyon
#

its just that each animation does its own different thing after its notify and after completion

autumn pulsar
#

such as?

sacred canyon
#

a trip attack slows down the player and knocks down the enemy it hits, a jump kick has no extra effects on the enemy but suspends the player in the air briefly etc

autumn pulsar
#

You could have the weapon apply an actor component to the player or so, and that component has a function that targets the owner

granite nacelle
#

Hey everyone, I need some help on animations. I have two an axe idle and an axe walk. I need to know how I could go about setting them up so the axe walk only works when my player is moving and the axe idle stays put when I'm not moving. A video to point me in the right direction would work also.

autumn pulsar
#

If you want a really simple and "dumb" approach, you can do a switch on boolean where you check to see if the player speed is greater than a specific amount

sacred canyon
sacred canyon
#

now Im not even sure because each weapon uses the weapon base parent actor and can have their own animations and effects and stuff

granite nacelle
sacred canyon
#

trust me blendspaces are very easy once you get the hang of it, and make things so much simpler to work with

crystal otter
sacred canyon
#

tbh I cant really explain it here through text but Im sure theres a lot of short tutorials just for that, if theres a more specific problem maybe I can help

granite nacelle
sacred canyon
#

oh yeah, thats to do with how you reference the player, I cant entirely remember how it works but basically it uh doesnt like it this way, its just less efficient, you have this right?

crystal otter
#

Im having a number of issues to be honest but it would require a vc screenshare to explain and im not going to be at my comp today.

sacred canyon
#

so then after that Id get the variables from the player reference and create new variables within the animbp itself from that

sacred canyon
#

to be completely honest Im not even sure why that makes a difference and even this might not be the best way but its what Ive always been doing

granite nacelle
sacred canyon
#

yeah just replace that cast with your own

granite nacelle
sacred canyon
#

oh so youve mostly done it already, where youve made the speed variable you can do the same for velocity and use that instead of referencing the player directly again in the other graph

dawn gazelle
# granite nacelle I keep getting this error any ideas?

Animations run in their own thread andif you have logic in your animation graphs that attempt to tie in with game-related logic, like reading values from your character, that warning will appear. AS DJ L3G3ND has pointed out, the way around this is to use the Blueprint Update Animation event to read values you need to use and set them into variables within your animation blueprint which you can then access as you need within your animation graphs without causing this warning to appear.

As you're already setting the "Speed" variable, you'd just plug that variable into the top of the > check here and that warning should disappear.

sacred canyon
#

I didnt even think about that lol

#

but yeah I think thats what I was trying to say, game logic against anim graph

frosty heron
granite nacelle
autumn pulsar
#

In a nutshell, you have two or more animations, and an input value controls which one is selected

#

for example, if I have a blendspace that's between 0 and 1, with stand on one end, and walk on the other, if my input is 0, I get the stand animation. If my input is 1 I get the walk animation. And if my input is .5, I get something inbetween the two

granite nacelle
autumn pulsar
#

I'd look into using a switch

#

then getting what weapon type you have equipped, and switching to that set of animations

#

So if you have no weapons out -> default idle
If you have sword, set the switch value to "sword" and do the -> Sword idle

#

then inside those weapon states, you can have a branch based on whether or not the weapon is pulled out

#

It's not the best way, but it's the simplest to set up for the complexity you want to do

#

the more proper way would be to potentially use data tables and the like to pick animations to load

violet bison
#

I have a turret placing, how to make sure that it stick to the ground, and move along moving platforms?

autumn pulsar
autumn pulsar
granite nacelle
autumn pulsar
#

And it’s just something that’s going to take a lot of time

#

Personally, I’d recommend learning C++ as it teaches you a lot of programming concepts you need to learn. Additionally a lot of Blueprints’ structure is similar to C++

#

But if you want to mainly focus on Unreal, I’d continue what you’re doing

#

And also just look up a lot of stuff

#

It’s good to have “learning projects” where the goal isn’t to make a complete experience, but rather see what you can do with a specific node or aspect

#

Like for example see what all you can do with a blendspace

granite nacelle
#

Respect💯

final python
#

Is there like a massive reason to use interfaces and dispatchers properly, and not just use interfaces like 90% of the time? Like surely the negative impact of not using the correct one in the correct situation is negligible to not using them at all.

#

The 10% is obvious stuff, like say the player hits a button and you want a type of enemy to all die, a door to open, and have it start raining, like obviously you are not going to interface them all together I’m talking more grey area stuff

dawn gazelle
# final python Is there like a massive reason to use interfaces and dispatchers properly, and n...

Interfaces are meant to be used when you want to communicate to a variety of different objects with a similar function footprint (ie. same inputs, potentially same desired outputs) but those objects don't share a hierarchy and thus each object type would also require their own implementation of the interface. Basically, if you'd end up needing to have a string of casts to try and communicate to the appropriate object type, then that's when you'd probably want to use an interface instead if you couldn't make those objects into a hierarchy.

Using interfaces can make it harder to follow along with how your code is flowing, and depending on what you're using the interface for, could actually be making more work for yourself as you end up having to maintain the different implementations in a variety of objects when they could potentially share a common parent class that has the required functionality in it and thus you only have to maintain that single class, or at worst, override what happens in child classes.

final python
#

I don’t think that’s what I asked. I know what each does. I’m asking, interfaces have obvious use situations, event dispatchers have obvious use situations, they both have overlap areas where 2 people could make the decision to use the opposite of each other. For example health item pickups (for simplicity), it is logical to go either way, depending if you want the item to add health, or the player to add the health. However, an interaction system the 2 people would more than likely agree interfacing is better, because the player has an actor reference to the interactable, and doing all the listening with dispatchers would lead to severe scalability issues.

#

It’s also hard to provide perfect examples, because there are 50 different ways to do everything. Optimal or not.

frosty heron
#

Eh usage of interface is actually quiet minimal

#

Mostly used for the wrong reason

#

For interaction use component instead of interface

#

Saying things like why not use interface 90% of the time is quiet alarming. You can look at any epic sample project and tell me if they abused interface the way a lot of people in here do.

#

Most common usage of interface I see is for simple getters, nothing more.

final python
#

This is a hypothetical situation though, that’s why I said it’s hard to provide examples. I’m not comparing everything in the engine. I’m specifically targeting out interfaces and dispatchers.

frosty heron
#

I don't understand how you have to contemplate between using interface or event dispatcher. The two is not mutually exclusive?

#

Need something to communicate between classes that doesn't share the same base class? Interface maybe the tool.

Need to broadcast event to objects that listen to the delegate? Then use event dispatcher.

#

@dawn gazelle im sorry to butt in lurkin

dawn gazelle
# final python I don’t think that’s what I asked. I know what each does. I’m asking, interfaces...

That's why I stated it the way I did. An interface has a specific use case. A hierarchy can completely negate the need for an interface.

Event DIspatchers don't really tie into it at all - they're meant to be used as a means of listening for something to happen and having that one thing communicate to many things when it triggers without that one thing having to know about the things that are listening to it, but those other things need to know about it. Eg. It's easy for a variety of actors to get a reference to a common single object (like gamestate), whereas it's much more difficult for an object to have to get reference to a whole bunch of other objects (like all the enemy characters in your map, especially if they don't share a hierarchy).

An item pickup shouldn't need to use either an event dispatcher or an interface unless you intend on doing something like an "interaction" where you press a key on the player to trigger them to pick up the item - that could be a potential use case of interface as you may want to "interact" with more than just an "item", like a "light switch" or "door". If it was more like an FPS style type of item where you just walk over top of it, then there wouldn't really need to be an interface at all - you'd just detect the collision in your item, cast the "other actor" to your character class, or get its health component, and do your thing.

gentle urchin
#

Still havnt found a reason for me to use Interfaces

#

If i ever need something close, I lean on components

#

They remain stateful and can have precoded logic, which bp interfaces lack

dark drum
# final python I don’t think that’s what I asked. I know what each does. I’m asking, interfaces...

The only thing I would use an event dispatcher for on an item is a generic 'OnItemedPicked' up event. This would be for things that need to track a specific item in the level, not for it's general function.

In terms of item pickups, whilst you could use an interface, it's better to use a component. This is because for an item to be picked up, you can assume the thing interacting should have an inventory, of which should be a component. (if it's not you're just make so much extra work) Again, yes you could use an interface but are you planning to have different inventory systems? If not (and I wouldn't recommend it) then you know exactly what should be called so why add extra steps for no reason.

For me interfaces are the last thing I consider using as there are normally better options.

What I've said however does require you to have good understanding of hierarchy and utilizing child classes.

gentle urchin
dark drum
viscid viper
#

hello guys i need some help ive an actor with 2 collistion sphere a small one with the channel of sensor set to overlap ( see first image)
and a big collition also set to overlap ( see the second picture)
my idea is the collition sphere in the second image will trigger an overlap event when a similar actor's smaller collider will overlap (the event on the third pic is for the bigger sphere collider)
however when i play the event overlap dont trigger
does anyone know why?
am i doing something wrong?

grave relic
inland crystal
#

StructUtils has a new and amazing blueprint exposed data type called InstancedStruct - this little fella is kind of like an object that can take ANY struct, unlike anything else that exists in unreal BP side, so you can have some 'MyDataObject' with a member 'MyInstancedStruct' and then 'Set Value' on that member with ANY struct, when you get the value you need to specify the type of struct you expect, once you get used to it'll be a major quality of life upgrade.

So, regarding objects and data, in general yeah, I mean, instead of having some big old 'Map: Name, MyStructType' or something like that as your hierarch you should have something like Map: Name, MyObjectType' and your object type has a member 'MyStructType', of course you'll need to Construct Object From Class so there's another step here but the beauty is that once you've done that you'll know with utmost certainty which instace of the data you're editing, the member struct on the object will not have any ambiguity about it.

And without complicating things too much, if you use instanced structs your data object doesn't need to be 'specialized' for your data, it can add a bit of complexity though and using specialized objects is usually just fine.

gentle urchin
#

Im testing Instanced Structs in my quest system these days

#

Gives full flexibility as a Uobject Payload would give, without needing to be a Uobject

inland crystal
#

They're the best.

inland crystal
#

I have such bad memories concerning debugging nest struct/array hierarchies in BP, it's really the worst, and we're not talking about 'far fetched' use cases here, just like, a basic gallery that contains categories that contain media structs, you'd think it'd be as simple as two layers of structs each containing an array but nope, you add items to the array and they're ignored, you change values in the inner structs and they don't take. It's madness, I first switched to Objects and now I try to do all these things straight in c++ trying to limit the interaction with the data in BP to an 'individual struct', it's fine to read nested structs in BP but never to manipulate them, imo.

inland crystal
# viscid viper anyone?

Check that the component has 'generate overlap events' set to true. It might also be that it's on a collision channel that doesn't register whatever you're trying to overlap it with.

As always, break it down to a smaller problem, check that the object registers overlap with ANYTHING.

viscid viper
inland crystal
#

Again, the process of elimination, remove the cast, put a simple a 'print string' on any overlap, does anything print? etc.

#

The collision channels would be something to look at, but you need to create a minimal test setup so you can see which options work.

lost hemlock
#

Im trynna get the outside hover ticking to stop in case im inside of the central button < --- But unhovering off the little eye looking left and right arrow buttons it updates the outside hover

#

and this is how im doing it.
3 booleans

#

Thats the outside circle, and there's the inside center button

#

I want to disable all ticking hover functions on the outside, if im inside the center

#

doesn't matter if im hovering or unhovering smth

#

the outside green tick hover should be always off as long as im inside

#

the trick part is that I have 2 buttons inside the central button, which causes problems, when hovering off of the little arrow buttons

#

help?

gentle urchin
#

Just gotta make sure you get by ref

#

And dont fall for the copy trap

gentle urchin
lost hemlock
thin owl
vestal moon
#

Hi guys, im making an fps splitescreen rogue like shooter and when i shoot with a player i take the stats of the player, such as, damage, projectile speed and "Projectile gravity" i then take these parameter and in the weapon BP i merged them from the player to the projectile itself, but how can i accces the projectile component settings to change the gravity?

maiden wadi
#

@thin owl Are you doing a nything with those traces? Traces are probes, so if you didn't apply impulse or damage, then nothing will happen simply by tracing the object.

lost hemlock
#

this works so far

#

simple

#

but, the only problem is that if I click somehow the tick event is able to escape

gentle urchin
#

In center is really just mouse being within inner diameter

lost hemlock
#

but it doesn't make sense

gentle urchin
#

Should just be updated on tick imo

lost hemlock
#

because I ban all events from going to false

lost hemlock
#

but, clicking <-----

#

now this is a new type of loop-hole bug somehow

#

that is able to overide this entire function

gentle urchin
#

This is so prone to issues lol

lost hemlock
#

only one issue

marble badger
#

How can I create a unlit material that renders through walls without using a Custom Depth Pass?

rocky kelp
#

I have logic to have an enemy spawn behind the player when pressing 1, but the logic from the other blueprint doesn't carry over and the enemy just sits there. Its not a problem with the code in the AI since it works if I drag it in normally but how do I fix this

#

theres the code for the spawning btw

maiden wadi
lost hemlock
#

Why is this no working properly? @maiden wadi any clues?

#

if i press click on the middle central button, somehow the function is able to escape via FALSE

thin owl
viscid viper
barren tangle
#

Hello, We can't have a reference of a component by using the get components by class?

#

i can't have the reference?

gentle urchin
#

Yes you can

#

Use the right node(s)

#

Singular/plural

#

Array vs not

maiden wadi
inland crystal
# viscid viper ok i tried to put a static object and set its colition to overlap all its still ...

ata yodea, I don't want to discourage but these are pretty 'entry level' topics, like, don't get me wrong, whenever I do ANYTHING with unreal I spend a lot of time on 'simple things' that 'should just work' but they don't and like I said, it's always a process of elimination, you start going over these things that 'should work' one by one and you figure out what you did wrong, after you do it a bunch of times you learn how to make less mistakes along the way and suddenly these things that should work DO work. Point being, Collisions and Overlap in unreal 'should work', they're a simple thing, used in tens of thousands of games, I do not know what your level of proficiency with unreal or other game engines is, so I don't know I can't even begin to guess what's wrong with your setup, no one can, in fact even if it was MY setup I'd need to look at the BP and code to figure it out, you need to break things down and check them step by step - back to the point at hand - make a different project - start from the 3rd person template, create one box trigger, make it print a string to your screen when the pawn enters it, does that work? if so, good, it should work, now compare this example to your existing project - run a checklist, every single difference - collision profiles on both the pawn and the trigger, etc, that's the only way.

viscid viper
inland crystal
#

Dude I get it, but it's the wrong mindset. Unreal has bugs, it's a mess, it's HUGE HUGE thing with tons of moving parts, but I assure you that basic overlaps between a pawn and box trigger WORK.

maiden wadi
#

If the overlap doesn't work then:

  1. You're not using a mesh with collision or a shape object(capsule, sphere, cube)
  2. You don't have the correct channels set for overlap/block for the overlapper and overlapee
  3. You pressed play and these started on top of each other. Overlaps won't fire this early unless you enable GenerateOverlapEventsDuringLevelStreaming on the actor.
#

Personally, I've run into some engine bugs. But 99.994% of the time, I was just trying to do something I didn't understand. 🤷‍♂️

gentle urchin
#

that solid 0.006% inaccuracy is worthy of a hire!

#

but ... isnt overlaps physics and not a query ?

#

thought query only was "traces" of sorts

maiden wadi
#

Query. Hits are physics

gentle urchin
#

ah ok

maiden wadi
#

I don't know with the new stuff though. They expanded the definitions.

#

I think traces are now Probes.

gentle urchin
#

so Query is all sorts of overlaps ? probes are traces? and physics are hits ?

viscid viper
# maiden wadi If the overlap doesn't work then: 1. You're not using a mesh with collision or a...

hmm tried to set GenerateOverlapEventsDuringLevelStreaming cuz i didnt
it still didnt fire
the object are inside the collition of one another on the map
they are two instances of the same actor with 2 collider spheres
both are shown in the images above
ive set a static mesh with overlap all channels in its collider and it didnt trigger
the third image is the project setting where i i set that channel for the start
I event turned all the other channels to overlap the event still didnt trigger
im out of things i can check to isolate the problem

gentle urchin
#

uh, what

#

are you looking for an internal overlap between 2 components ?

viscid viper
gentle urchin
#

ah ok

maiden wadi
#

Will not create any representation in the physics engine. Cannot be used for spatial queries (raycasts, sweeps, overlaps) or simulation (rigid body, constraints). Best performance possible (especially for moving objects)
No Collision

Only used for spatial queries (raycasts, sweeps, and overlaps). Cannot be used for simulation (rigid body, constraints). Useful for character movement and things that do not need physical simulation. Performance gains by keeping data out of simulation tree.
Query Only (No Physics Collision)

Only used only for physics simulation (rigid body, constraints). Cannot be used for spatial queries (raycasts, sweeps, overlaps). Useful for jiggly bits on characters that do not need per bone detection. Performance gains by keeping data out of query tree.
Physics Only (No Query Collision)

Can be used for both spatial queries (raycasts, sweeps, overlaps) and simulation (rigid body, constraints).
Collision Enabled (Query and Physics)

Only used for probing the physics simulation (rigid body, constraints). Cannot be used for spatial queries (raycasts, sweeps, overlaps). Useful for when you want to detect potential physics interactions and pass contact data to hit callbacks or contact modification, but don't want to physically react to these contacts.
Probe Only (Contact Data, No Query or Physics Collision)

Can be used for both spatial queries (raycasts, sweeps, overlaps) and probing the physics simulation (rigid body, constraints). Will not allow for actual physics interaction, but will generate contact data, trigger hit callbacks, and contacts will appear in contact modification.
Query and Probe (Query Collision and Contact Data, No Physics Collision)

#

Odd though. I'm semi sure I've raytraced against a probe only. Maybe I'm mistaken. 🤷‍♂️

maiden wadi
#

This for example won't run overlap events. Overlap events aren't traces.

proud salmon
#

Is there a way to "Hide unconnected pins" in mass? 🤔

viscid viper
maiden wadi
#

You need an object channel, not a trace channel.

viscid viper
#

ohh

#

nope still wont fire the event

maiden wadi
#

Look at your ObjectType setting.

#

The second cannot see the first as you've only told it to see Sensor. But the first is a WorldDynamic.

viscid viper
maiden wadi
#

Oddly, planetbase should have fired though I think.
Edit: Oh, nevermind, same overlap event for the component

#

That's up to whatever checkboxes you choose. A collision profile can DETECT multiple types. But it can only BE one type.

hollow tendon
#

there is a trace and i cant find what is causing it in ue5.

i used the blueprint search tool and all my line trace blueprints are set to draw debug none

i am gonna die. i cant find what is causing the line cast
I rarely come here to ask for help, because 99% of the time i wont get answers or even any human being to even see my post 🥲
but at least i tried this time to ask in hope i get some help

frosty heron
#

@hollow tendon do you have any cpp code that commit the trace? Otherwise ctrl + f in blueprint type line trace and hit the binoculars button.

#

That's all there's to it really.

hollow tendon
#

no need for ctrl f, i used a larger scale searching tool called blueprint search ( which search in ALL blueprints in your game )

frosty heron
#

Like?

#

You just hit the binoculars buttons it will look for all the bp

hollow tendon
#

used that large scale tool to find ALL traces that is used in my blueprints for tracing and none was set to draw debug, all were set to none

frosty heron
#

I don't know what large scae tool is

#

Open a blueprint asset, ctrl f type trace hit the binoculars button

hollow tendon
hollow tendon
frosty heron
#

I never used that so I don't know if it work

#

Only can tell you

#

What I used

hollow tendon
#

no problem 🙂

frosty heron
#

But you are reluctant to try

hollow tendon
#

im desperate so ill try what ever method available

frosty heron
#

Try above then?

#

Then go over every single line trace command

#

Try unpinning too, maybe you left stone untruned

hollow tendon
#

the ctrl f inside the blueprint method?

#

i tried that. in total i have around 7 traces and all of them are set to draw debug none

#

😢

#

really annoying issue

frosty heron
#

Unpinned every single one

#

If still presist it's probably not line trace

hollow tendon
#

ill show a screenshot

#

of it so you have more info

#

one second 🙏

frosty heron
#

Yea but also try unpinning for sanity sake

hollow tendon
#

it is coming from above apparently?

hollow tendon
#

This make no sense i am going insane

frosty heron
#

0 plugins?

gentle urchin
#

Centered at the actor, or world 0,0,0?

frosty heron
#

When does it start happening

hollow tendon
hollow tendon
hollow tendon
#

it is around 400-+ more

hollow tendon
gentle urchin
#

So id you move the tile actor thing does it move ?

hollow tendon
#

wdym

#

i can move the tile in gameplay yes

thin panther
#

is it in the level blueprint?

gentle urchin
#

Could be multitrace or regular linetrace aswell

hollow tendon
hollow tendon
#

this is a blueprint level. inside it i have actors and stuff, and this trace i serach for it so i remove it

#

😢

frosty heron
#

Ctrl f binocular should still find level blueprint nodes iirc

hollow tendon
hollow tendon
#

what you mean by binocular

#

the zoom in gadget thingie

gentle urchin
#

On the right side of search field

#

Tiny bino's

frosty heron
#

No, on the right side

hollow tendon
#

ahh, thast just the one i call large scale search

gentle urchin
#

No wonder we got confused 🫢

hollow tendon
#

i usually open it from there

#

did not realize we can open it directly from inside a blueprint

#

it was too similar in color to the stuff behind it

#

dam, then i am screwed/

gentle urchin
#

Welll

#

It doesnt really matter

#

Doesnt show in packaged^^

hollow tendon
#

i asked uncle chattypatty for info and he gave me dis info

#

but when the trace accur, it does not show anything

#

this what shows when i use that command

frosty heron
#

Does the trace follow your mouse cursor?

hollow tendon
#

nope it comes from a component

#

it follows that component

#

i will narrow my search toward that component

#

and find everything related to it!

frosty heron
#

What component?

hollow tendon
#

a static mesh inside the tile actor

#

ill show a screenshot

#

this to be more specifc: ( loading

frosty heron
#

Show the bp, uncropped

hollow tendon
#

that part exact, the cast happen from there to check what is in front/bottom and if there is stuff, it wont drop water, if there is no stuff, it drops the water

frosty heron
#

Then look for the trace that is responsible for that

hollow tendon
#

Yes sir!

frosty heron
#

Thought you unpinned them for test before.

hollow tendon
#

i did

#

i removed all traces

#

still it shows the trace

#

no harm in finding which trace is causing the issue tho

#

finding which trace is causing the issue could lead us to something

#

some string into solving the issue

#

ahahahahahah i found it

#

unreal is stupid

#

omg

#

thankssssss guys!

#

kissess kissess

#

how? this make no sense

#

why the searching tool did not find it?

#

the seraching tool is bugged?

#

it does not show everything

#

it did not show the trace node ( i tried again just to confrim, it did not, it shows all other traces but does not show this one )

frosty heron
#

Maybe you didn't hit the binoculars buttons

hollow tendon
#

i think i know why, but this is my theory, the only diffirence why unreal did not find it in the CTRL + F ( aka large scale search ) tool is because it is in a nested functions.

a functiton and another function inside it

hollow tendon
#

i can try more if u want to just confrim to you it is an engine bug or it is stupid by desgin

#

copying the node outside the nested functions setup and the large scale search tool finds it

#

this is a bug

#

nothing else

#

but either way, thankssss coldsummer

#

Squize and a cuppa tea public A char and jacksonsstudios also ✅

#

that does not seems like a vector but more of a float?

#

vector is just 3 floats

hollow tendon
#

sure, you can still use that

#

break the vector pins, connect that to it and make make the pins combined again

#

also check, the input is vector

#

np!

gentle urchin
#

How do you know it rounds?

#

It normally shouldnt, at that point

#

Normalizing secures the length of 1 for the total vector
In your case change all components from 0.00375 to 0.33333

barren tangle
#

Hi do you know if the creation of a function will block the calculation done on each tick?

#

if i put the calculation on the function after the Branch

#

does the multiply node will be executed anyway?

barren tangle
#

so it's better to put it into the function to avoid multiple useless calculation

gentle urchin
#

Function or no function makes no difference in regards to the calculation

barren tangle
#

mmm

lost hemlock
#

Im using this Tick Slow Down, to slow the Widget ticking update down a little cause its going too fast with the heavy tick-loops.

#

But why is this not working?

#

Is the Target not good?

#

And it cannot be self

gentle urchin
#

Because widgets dont have that option

#

Just do a branch and accumulation on delta

lost hemlock
#

Ok, but, accumulation why?

#

you mean this?

#

but I still have no target

#

How's a branch gonna solve anything?

gentle urchin
#
Accumulated = Accumulated + DeltaTime;

if
(Accumulated >= msTreshold)
{
  Accumulated = Accumulated - msTreshold;
  DoThing();
}
lost hemlock
#

and how many updates per second is that?

gentle urchin
#

Depends om what you set ms treshold to

#

No you dont need a target

lost hemlock
gentle urchin
#

Target is Actor.

#

You cant use that in a widget

#

Toss it away

lost hemlock
lost hemlock
#

This is already inside of the widget lol

#

its already in widget < -----------

lost hemlock
gentle urchin
#

Exactly

#

And is not affected by actor

lost hemlock
#

that means i gotta make this in the player character or use target ----> player character ?!

gentle urchin
#

Who are you setting tick interval for ?

#

You said widget ticking update

#

Whatever that means

lost hemlock
#

the game, could be the level blueprint, could be any blueprint, right?

#

ohh, now i see

gentle urchin
#

I can only reason it to mean widget tick frequency

lost hemlock
gentle urchin
#

Which one is it ?

#

So not the widget then?

#

Why is the widget responsible for changing the tickrate on player / controller ?

final python
#

aren't structs not garbage collected? So if I have objects in my hot bar struct, I gotta add a destroy function to my interface to destroy the object before removing that hot bar struct slot?

lost hemlock
gentle urchin
#

You prob mean 10ms

#

Or something wildly else

lost hemlock
#

not sure what ms stands for

#

but

#

This function prints 10 times per second

#

for each second mouse is outside of the central button

gentle urchin
#

Very confused why you'd throttle the tick on this but oh well

lost hemlock
#

how else should I do it?

#

timer by event?

#

loop ---> ☑️

#

and then all an another sub-event to handle this and set the timer: 2-3 <----- still doesn't work

gentle urchin
#

Id just let it run on tick whenever the selection wheel is visible

#

Id want it to be as responsive as possible

lost hemlock
#

I mean, thats how i got it right now

#

when the widget is not on the screen, its no longer ticking 😂

#

👆

#

the problem is

#

maybe i'd wanna freeze this loop sometimes, maybe if you're no longer pointing on the outter hover circle widget

lost hemlock
#

Set Actor Tick Enabled --- > disable and SAVE, the last thing you just kept at last

#

and stop ticking, and keep that last thing you saved.

gentle urchin
#

Widget doesnt hang on actor tick

#

So makes no sense

#

Unless you do this logic in an actor that doesnt have responsibility for a widgets inner cogs

lost hemlock
#

But then,

which of these variables should be saved?

#

and if set, i dont wanna set them permamently because then that would cause problems

lost hemlock
#

and the tick is only in the actor <---- some actor, idk which but, actor is the self target of that thing, who ever he is

gentle urchin
#

.....

lost hemlock
#

so it's all about the perception of that actor i guess, who perceives the widget

#

that logic is running for player

#

it must be?

#

ಠ_ಠ

gentle urchin
#

Not at all

lost hemlock
#

so the widget has a seperate tick for itself?

#

but you can't change it?

gentle urchin
#

Ofcourse

#

It has its own thing

lost hemlock
#

but whoever made it illegal for you to change it must be a rly evil engine developer i think

gentle urchin
#

Guess they assumed those who use tick in a widget really wants tick?

lost hemlock
gentle urchin
#

It has extra overhead? Idk, not an epic engineer

#

Plenty of things they do that makes no sense to many in here

lost hemlock
#

say i have other blueprints on tick as well

#

this would disable my entire game's tick if i use it here

#

but anyway, doesn't matter because the game is frozen anyways when you yeet out this widget

#

and they say tiktok is bad anyays

#

for optimization

#

@gentle urchin i never had any problem working with pseudo-ticks aka timer

#

i used it so many times in the past

#

but now here it doesnt work

#

I mean this

#

and then down here

#

I call this event, not the pseudotick event

#

it works but it's not slowing down in any way

#

it does the job, but looks like it's not slowing down, rather i feel like its almost faster and WAAAAAAAAAAAAAY WAYYY more laggy

#

which is very SUS

final python
#

much rather have a little red line going through the custom event than 2 longer squigly's

lost hemlock
#

lol

inland crystal
#

Mmm, added a variable to a struct, so far so good, but now when I try to package the game unreal is complaining about 15 classes that reference this asset having some invalid struct, what? the struct is right there, I open them and it's fine. Source control isn't even active so all the assets were updated when I changed. Why are you doing this to me unreal I wanted to package and go to sleep

copper chasm
#

I’m doing a right click context window widget like in an rpg- should I attach it to offset of characters/objects
or just spawn it at the current mouse location ya think?

inland crystal
#

well so at least opening up those assets and resaving them resolves the error. whatever.

sacred canyon
#

whats the best way to go about a "style points" kinda mechanic? in my fighting game/beatemup I basically just want to build up points based on the amount of variation in attacks, so some sort of array of each attack type used but I dont know how to actually detect the variation in that

frosty heron
frosty heron
fiery swallow
#

just go through every single asset using it and recompile it

#

Literally just happened like 15 minutes ago lol

jovial steeple
# sacred canyon whats the best way to go about a "style points" kinda mechanic? in my fighting g...

Sounds like what your proposing would work.

There is an array of PreviousAttacks. In this array, you could store:

  1. A unique identifier that relates to the attack type used.
  2. The time it was used.

Each time you attack, add a new entry to the PreviousAttacks array. You can then write a function which iterates through the PreviousAttacks array to find out how many different attacks were used recently. Then calculate an attack score based on that number.

In this function. for each entry in the PreviousAttacks array, it would check if the current attack identifier has already been added to another temporary array called FoundAttacks. If it has not been added yet, it would add it. If it has already been added, do nothing. This way, when your done iterating through the PrevousAttacks array, you would have another temporary array called FoundAttacks containing one entry per attack identifier in the PreviousAttacks array. You can then get the length of the FoundAttacks array to find out how many different attacks were used recently. This would be used to calculate the score of the latest attack.

EX: LatestAttacksScore = NumOfDifferentAttacksUsedRecently * 100

Also, each frame, or on a timer every second or something, you can iterate through the PreviousAttacks array and remove any attacks that were used more than 4 seconds ago. Something like that to get rid of old attacks.

I hope this helps. It sounds like your on the right track. I can provide a walkthrough of how to make this system if you need over VC.

trim matrix
#

May anyone help, starter here, this is how far I got to make character move by my own. I'm struggling to get the character to turn direction tho

sacred canyon
jovial steeple
#

You can do whatever depending on the game design needs for how you want the score to be calculated.

sacred canyon
#

yeah, guess Ill have to do some experimenting either way, but thanks for the help

jovial steeple
trim matrix
#

It does

jovial steeple
#

That setting should cause the character to always just rotatte towards the direction its moving

trim matrix
#

Lemme see

jovial steeple
#

If you wanted to implement separate rotation control, like a twin stick shooter, you would need to calculate a control rotation and then use the control rotation settings instead.

trim matrix
#

Tutorials I found they only explain how to make it face the mouse

#

but I didn't want to make it like that, I wanted the character to face where he is going

#

i started from sracth

#

scraftc

#

scrathc

jovial steeple
#

Those setting above should work then

trim matrix
#

scratch, like a new blank project

#

My unreal doesn't have that Pawn category]

#

:C

autumn pulsar
#

Hey, I'm trying to make a buffer input system. Is there a way to take an input action, and then "fire it" ?

jovial steeple
#

Your characters blueprint inherits from a pawn/character class?

#

Whats it say up there.

trim matrix
#

lemme see

jovial steeple
#

This is slightly different. As its my custom controllable character.

#

But that also inherits from pawn/character

trim matrix
#

I think I made this one from 0, I opened a blank project

jovial steeple
#

Yep

trim matrix
#

and then Right Clic Content Drawer Create Character Class

#

marking one of those box did this

jovial steeple
#

If you open that character class, and look in its class defaults, im not sure why you wouldn't see the pawn settings.

trim matrix
#

5.4 i'm using, whats your

jovial steeple
#

Its 5.3, it should still be there in 5.4 though.

#

Which setting did you check?

trim matrix
#

Orient Rotation to movement

#

I'll see if I can find something that may help in Third Person Content

frosty heron
frosty heron
#

Attach it to your character

#

With enhanced input you communicate to the buffer.

#

If the buffer is close, you do the action anyway

#

If it's open , store the input.

Wait till the buffer close and commit action in respect to the stored input.

jovial steeple
# trim matrix Orient Rotation to movement

Perfect. You just need to stop your camera from rotating. Go to your characters spring arm components details and change the rotation setting to use Absolute rotation instead.

#

This keep the camera rotated relative to the world, and not relative to your character.

trim matrix
#

this was absolutely what I needed

autumn pulsar
#

like on close, simulate the input

frosty heron
#

It could be as simple as a switch statement

#

For me, I made the input gameplay tag.

#

And the gameplay tag will execute ability.

autumn pulsar
#

I mean I wasn't sure if there was a node that could simulate an input action

frosty heron
#

Attack? Ability,
Jump? Ability
Sprint? Ability
Using GAS would be no brainer to me.

frosty heron
autumn pulsar
#

Didn't know if I would have to bypass this

frosty heron
#

Enhanced input system -> interact -> get input buffer componemt -> set input buffer to (gameplay tag) input action.interact.

autumn pulsar
#

or if I can "simulate" this

frosty heron
#

Enhanced input produce a gameplay tag according to inputs

#

E.g. left click = inputaction.leftclick

#

Store that to the input buffer

autumn pulsar
#

yes I have that in the input buffer

frosty heron
#

When the input buffer close, it checks the last stored key ( if you care about multiple, like tekken, then you want an array and check the array)

#

If you need single key then do just that and do an action if key is X

#

I mapped my ability with my gameplay tag

autumn pulsar
#

I get that, I think you're misunderstanding my question

#

basically my input just does a thing

#

I'm wondering if I need to make a new event to hook back in

#

or if I can stimulate the Enhanced Input Event using another node?

#

suppose it would be cleaner to do a new event

frosty heron
#

Not sure why you need a new event

#

The action isn't placed in the enhanced input pin if we are talking about input buffer system.

#

Literary the whole point is to execute an action when the buffer is closed. And store the input data when the buffer is open.

#

All the EI does is telling the input buffer component what input is pressed.

autumn pulsar
#

Well, I'd only be buffering during certain events

#

such as in the middle of an attack so you can perform an action immediately after

#

so I'd be bypassing the buffering until I need it

frosty heron
#

Certainly that's what I'm doing as well.

#

And some action like dodge.

#

Idc if I'm attacking, I can cancel my attack midway and just dodge right away.

#

Feels more responsive that way.

And iirc, when it's an action I want to execute right away. I simply tell the input buffer to clear it's buffer and just execute the action.

lime crow
#

Im finding referencing so difficult, i want to fire the gun from different child blueprints, i get a null reference, (unless i use the eyedropper tool) but i am dynamically picking up weapons at run time, so im confused how to set the references without using the eyedropper? im assuming i need to set it in the main gun base class? thanks

#

The first image is the player and the second image is a child of the main gun base class

lunar sleet
#

If you’re picking up the gun use either event overlap or event hit and cast to the weapon to make sure the picked up “other actor” ref is the actual gun. See the vid I mentioned to understand how it actually works

frosty heron
autumn pulsar
#

What's the difference between events and functions?

granite nacelle
frosty heron
autumn pulsar
frosty heron
#

Depends

#

And that doesn't extend only to actor component but to any object

#

But we'll in cpp, everything is a function.

#

Deciding what to use is fairly easy.

#

Don't need latent action? Then use function

#

Something that you want to reuse? Function

#

Events is something you will use to glue functions together. That's how I see it.

rocky kelp
#

I have an enemy AI that will randomly spawn within a range, but I only want to be able to have one enemy in the map at a time instead of them spawning multiple times in the range how do I fix this

dawn gazelle
digital glacier
#

is this how we reference to a cmp in widgets? in my case, its returning Not Valid

dawn gazelle
gaunt stirrup
#

hi there can someone please help
does anyone know why the animations will work on the metahuman on the left and not the right

digital glacier
#

how would i do that in the widget now?

dawn gazelle
#

You'd have the OnRep call an event dispatcher. You'd have your widget's construct both read the current value and bind to the event dispatcher to read the current value to then update whatever widget components you need.

zealous moth
#

Has anyone migrated an asset from one version to another, to have it not exist in the other version BUT referenced AND accessible somehow?
I tried to migrate a skeletal mesh from 4.27 to 5.3, and I got the animations, but neither the mesh nor the skeleton... BUT in the animation, I can click on the skeleton/SK and it shows it to me but if i go to asset, nothing is selected.

dawn gazelle
gaunt stirrup
primal hare
#

Hii, How to use the respawned player in the ingame sequencer?
For in game cinematic, I'm possesing the player BP and using it. BUT if the player dies and respawns, the sequencer obviously doesn't pick this new instance of the player BP.
I tried binding options and set it to "resolve to Player Pawn" but then the player BP goes away from the Outliner.

frosty heron
#

@primal hare you should be able to bind them via blueprint.

#

Binding a bp reference inside the sequencer.

frosty heron
#

You can bind this at your respawn function.

primal hare
#

This is really helpful, thank you!

gentle urchin
#

Damn what is dis

#

Havnt seen this before 😅

frosty heron
#

binding reference for level sequence

gentle urchin
#

Neat !

digital glacier
#

should "checks" be replicated? i mean if im just checking if player has cash >= the cost of the what they're purchasing, does it need to be multicasted or can it just run on client?

sick sky
#

Also, stuff like item purchase should happen on server anyways

pulsar osprey
#

not sure I really understand the question?
you should check on the client, then replicate to server, then server checks, and if the server check passes, do the thing

#

also definitely use replicated properties for money and not a multicast. multicasts are usually not the way to go

frosty heron
#

at the end of the day, never trust client data

digital glacier
frosty heron
#

they can manipulate it

digital glacier
frosty heron
#

anwyay you shouldnt be worrying about it

#

multiplayer is kinda too early with the knowledge gap

#

you just start to learn references and not even able to utilize them yet

#

going multiplayer is a frog leap

frosty heron
digital glacier
#

im guessing i do this with custom events?

#

each check on either client / server is an event?

frosty heron
#

Client have enough money to buy X item. Send a letter to the server that the client wants to buy an item.
Server checks in his machine, if the client actually have money (It doesn't care about the ammount of money the client computer say it has, it just checks on the server's end)
Don't have enough money? Server tell client that the request is voided.

#

because doing multiplayer means you will have to deal with multiple instances. What's valid on one machine may not be valid on the other machine

#

it's not really gonna help you understanding OOP or references.

lime crow
#

I have been trying for about a week and latterly at the point where i feel like giving up, apparently it should be simple but i have no idea where I'm going wrong, i keep getting a null reference, when trying to shoot, but I've put the god damn references in there, obviously doing something wrong. I've watched tons of tutorials but I'm just not getting it.

gentle urchin
#

You're not setting the ref

#

Beginplay there says "put *what i hold" into this container variable

#

And when "what i hold" is nothing, nothing gets put to it

#

In other words, that is not have you set a variable successfully

#

Both of your images set reference to itself

lime crow
#

But on the gun base im setting the weapon sprite? i have theweapon sprite plugged into it?

foggy arch
#

I have an issue with text widgets. For a spell description, I use a widget, and the amount of text I need to display is vastly different from spell to spell
So I need to adjust Font size based on the amount of text (and also wrap text, too)
I can't solve this with "Wrap text At (length)" + "Scale box" (wrapping the text inside the widget) - the text turns out weird size and wrapping (sometimes it's very small and wraps at the center of the widget) (please check the attach)

So I decided to do it by hand. - Get the "Desired size" of the text element, and change its font inside a loop that compares the desired size with the size allowed size, and if it doesn't fit - reduces the Font Size by 1 and compares again.
But it doesn't work either and the text turns out weird size and wrapping UNLESS I'm in a debug mode (i.e. I'm currently debugging each setp of the process; if I do debug, it works perfectly).
I assume the reason is that widget doesn't rescale itself after the font change immediately?.. Like, it does the rescaling later/in a separate stream or whatever, so when I'm slowly debugging it does rescale thus getting the New Font's desired size, but when I don't debug it happens too fast so every time the widget asks for a Desired Size, it's still the old one despite me having already changed the Font Size...?

frosty heron
#

@lime crow you are plugging a reference to it self

#

if nothing points at nothing, what will you get? nothing

lime crow
gentle urchin
#

Its still nothingn

#

A reference variable is a container

#

Its a place where you can store a certain reference type

#

By default its pointing to nothing (nullptr)

#

You need to update it with a valid reference to an instanced thing

frosty heron
#

You need to update it with a valid reference to an instanced thing
This is the answer.

lime crow
dark drum
# lime crow even if i remove it i still get the null refrence, im so lost

Think of variables as empty boxes that can hold a specific thing. When you spawn an actor (or create an object) you can put that thing in the box. (assuming the box allows that type)

Just because you have a box doesn't mean you have something in it. In essense you're saying, put what's in this box in that box. So if the box is empty, you're putting nothing in the box.

frosty heron
#

Knowing what Instances are should be your top priority atm.

#

I bet your accessed none is on your Gunbase

#

which you never SET with a valid instance.

dark drum
lime crow
frosty heron
foggy arch
dark drum
foggy arch
dark drum
foggy arch
#

I won by calculating the length of the text and making a big "Select" tree (like, if the text length is [150;180] make the Font size 18)
But it's absolutely moronic, I hate it, and it won't work with localization...
For the prototype it's ok, but later on.. ugh I hate it.

dark drum
foggy arch
dark drum
#

That way, you can have multiple icons to give a quick overview for a single ability.

foggy arch
frank olive
#

Trying to get an aiming animation to work, but it isn't

frosty heron
#

@frank olive the cast will always fail, read the error. It tells you why

#

ABP manny is not a character movement component

frank olive
#

Yeah, but idk how to fix it

lime crow
#

Am i on the right track here?

frosty heron
#

where do the aim check lives?

frosty heron
frank olive
#

first ss is BP_TopDownCharacter, second is in the ABP_Manny

frosty heron
#

don't use this get all actor of class node, the moment you there's more than 1 bp gun base in the world, your logic breaks.

lime crow
frosty heron
#

btw you are doing it wrong, it should be the other way around

#

Aim Check should be a variable in your character blueprint

#

ABP many simply read from there.

frank olive
#

Oh okay

frosty heron
#

create a new variable called Aim in your character bp

#

In your anim bp,

Event on Initialize, Get Owner -> Cast to Your Bp character, Promote it to variable

#

On Tick -> Get the variable -> Get the aim check -> Set the aim check in abp to the aim check value of the variable you get.

wide beacon
#

hello, this code creates a highlight on the object when i use the node overlap, howver for cursor over it does nothing, am i missing something to make the object recognise the cursor? thanks

dark drum
wide beacon
lime crow
#

I think i finally understand, but implemeting it is proving difficult am i on the right track here?

frosty heron
#

it just points to a sprite asset