#blueprint
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I am having a new problem with root motion dashes, my character comes to a complete stop after reaching the end but it seems like there is a delay before I can input anything, I think its because the player is resetting back to idle?
Idk why this is happening but the root motion while working isnt as smooth as what I was previosuly using
I tried again after being confused by data tables and is there any way I can make this work to switch to the next index and then do a check to make sure it is on said index?
Hey Guys...
So Can You Help me with This Problem..
Actually I Have A Character.
He is moving based on aimoveto Command..
But Instead Of Moving On One Axis Like Forward, Backward, Left , Right..
He is moving Diagonally..
Is there any way to constrain the character only move towards a specific axis and not diagonally
Note : The Character is AI..
And it is moving based on my mouse click events
finally decided to make myself a nice little node so i dont have to cache the result from getcomponentbyclass and check every friggin time i need something from an actor 
Just in time for 5.5 to have added the new setting. ๐ Yours does have an isvalid check though which is nice.
You can do this on any pure node now. Even all of them that return arrays and stuff that derps mark BPPure
Ohhhhg
Fina-fakin-ly
It always dint make sense to me when you have pure node and multiple outputs. Now we dont have to worry anymore
Haha, for sure. This makes me happier about people marking a lot of randomization or array returns as BlueprintPure. Cause I can just make it not pure without function wrapping it every time. :/
lol
enter from menu is something that you need to set to the settings pannel
otherwise the value is false by default
and you can't do anything to your button on the setting button
hhhh
okay
im also trying to figure out how i could load the mesh of a character. i use boolean "has select x" then the confirm button is a branch with the boolean
but it doesnt seem to apply
yes i was watching again
and i think the issue comes from the fact that you create the widget again
remove all widgets...
when you try to get the menu, do you find it?
or it has been destroy
because, you remove all widget from the main menu
and after you try to access to the main menu that you have removed
so does that return the correct value?
put a print string and show the lenght of the list, and the value of the boolean
Also, try to avoid to work like that. Widget should not communicate between them. ๐ You should use the HUD for that, and your HUD will manage what is displayed or not.
Your HUD will decide what to display and what to removed.
Your HUD will know what is display and from where it's displayed. and thanks to that you will be able to control the flow
okay
Don't use get all widget of class and just grab the reference.
Instead destroying things and recreating them, you should make a master widget w_main_menu
It can hold all your other widget, settings, options, etc.
Just hide and show what you need
a HUD ๐
keep in mind that widget is a View of your game. Changing the widget should not break your game. if changing a widget break all game functionalities then it's not good
Hello, just kind of want to make sure I'm doing it right.
I have parent and children
- BP_Building
- BP_Building_Recruitment [Add Unit To Production]
- BP_Building_Recruitment_Nature
- BP_Building_Recruitment [Add Unit To Production]
And so now, in case of BP_Building_Recruitment_Nature, before I let player create unit I need to check if in this building there is still slot.
Do I just make [Add Unit To Production] event, then **Branch Check ** and then Call to Parent [Add Unit To Production] ?
But your Building Nature. is building that create nature people? why would you want to call the parent to add unit? the nature building should have it's own add unit to production?
so you have diffined the add unit to production into the building recruitment, and then you want into the nature to use the functionalities that the parent has when you provide the unit
So I have parent building used for recruitment of units which holds logic for producing units (queue, progress bar and spawn) and now in case of Nature Building, which can produce units as well **I need extra check before I put the unit in the production. **Basically, this building can ''hold'' 3 wisps at max (before upgrade). If there is already 3 wisps produced and alive by this building, this branch won't let create more wisps for this exact building.
yes it's a good way of working
functionally i don't find any issue, and blocking point
each nature building will be able to have it's 3 wisps and the add unit to production will be able to add them because the mother will only add unit to production
Thanks!
if you want to add a 4th child with other rules... it will work as well.
But i think you can improve it
i have a question because
if on the UI you want to know before requesting your wisp if you are allowed to make one or not
you should convert your branch to pure fonction that give you the answer
you should convert your branch to pure fonction interface that give you the answer
like that you will be able to reuse that fonction to get the answer somewhere else, if you want to have some kind of visual element
so backend wise it's solid... frontend wise, i think there is a way of improvement
except if you don't need it ๐
yeah its just a start but will need to implement these things ๐
yeah, and if you don't think about everything before making it, you will have rework later. but, you are the only know who know what you will need into the future
and you should also have that point of view : "Could you reuse that functionality into another game?" >>> create a plugin (To sell or for you, for another project)
more or less I know what you are talking about. I have old project that I'm trying to convert so it's step by step removing 1 thing here and adding 2 things here
Yes so your building system i'm sure at 100% that you could reuse it into another game, or people would like to have it as well ๐
how to transform .json in working format .uasset via fmodel?
My friend did that, but he doesn't want to tell me.
is it your friend?? really ?? ๐
this friend is not in this chat
a friend is supposed to give you the answer ๐
But he doesn't want to, and you probably don't know if you're saying that?
Is there support for creating packed level actors from blueprint? I saw a post outlining how to make them in C++ so it's probably possible, but so far I had no luck locating any nodes related to this feature. I'm building an editor utility widget and function library and got a nice pipeline for processing architectural models working. Generating packed level actors so that I can use those instead of Dataprep levels is the last step I'd like to automate.
Apparrently there's a "packed level actor builder" that can be used in a couple of lines like this, seems pretty reasonable for it to be exposed for editor blueprints somewhere
Since it's a type of a blueprint, would this work?
i am not able to find the screen percentage node in the set members in post precess settings
Not sure what you're trying to do, the only screen percentage i know of is the one that sets your resolution scale which isn't in the post processing settings but set through the r.ScreenPercentage console command
hi guys, i have question, i have 2 different camera ( fps + tps), and i would like to know if it s possible to link both to a get world location?
trying to find this one
If that setting is supposed to be in post process volumes or cameras post process settings and its not there then my guess would be you're watching an old tutorial on a different engine version to the one you're using and that setting doesn't exist there anymore
yes i thought the same thing , he is able to get from post process vol -> settings struct but i can't so i was wondering is there any new way to set the screen resolution?
i was trying to create resolution settings
like high, med, low
As far as i'm aware you do it through console command, you'd have to hook it up to a settings menu or whatever but to actually set it you can use that
okay and what's the resolution scale values?
min and high
Its just takes an interger between 0 - 100 so if you want to make 'low, mid & high' they can be whatever you want them to be between 0-100, if you click on the little viewport options button you can change your screen percentage in the editor but it tells you what your current resolution is and what its being scaled too which might help you pick values for your low mid and high presets
@prime stump SetResolutionScaleValue from GameUserSettings
oo okay thanks
what to give as target ?
Ahh see.. didn't know that existed lol is that essentially doing the same thing?
'Get Game User Settings'
okay thankyou
thank you too
You also need to apply game user settings with the 'Apply Settings' function, target again is GetGameUserSettings
there is no method ' apply settings' in game user settings,
oo found it
NVM
Yeah. Normally this'll be called when you click apply in like an options ui.
You make like an Apply button and check IsDirty to see if it should be enabled. Or check IsDirty when exiting the menu to ask if the user wants to apply their changed settings if it's true, etc etc.
Worth also noting that there's a normalized version too, if you wanted to make a 0-1 slider in the UI easier.
I want to create a mobile game or pc game in Unreal Engine with realistic maps, and I need help with both Blueprint and C++ development, im environments artist but not for mobile so i want to learn both development and map . If there's any course available for this, please let me know.
oo that's nice
I recommend losing the urgency. Learning programming is a very time consuming task. As in years time consuming. But also if you're looking for courses, there are websites for that kind of thing. If you're looking for tutoring there is a #instructions channel that'll guide you to hiring someone for it. But still I'd recommend a healthy dose of patience.
sorry its not urgent
I'm sure there is some free courses on youtube n stuff covering C++ and blueprint but Udemy is probs one of the best for courses, when you have a new account you usually get a type of new customer offer, when we started out a few years ago we went on udemy and spent about ยฃ300 on about 8 courses, well worth it
But Authaer is right, its not gonna be a quick thing you can learn in a short period of time
I have two different meshes, i merged them in blueprint. It looks fine, but they are colliding with each other and fly up to sky(Physics are enabled). I want them both to have collision on, but not to collide with each other
Is there a simpler solution instead of creating a new Collision Channel that I will use only in this backpack?
i mean it makes sense the custom channel, why not ?
it should work
custom channel default block, ignore on self ?
i just went through a couple blueprint tutorial on youtube
but it's not my first time programming either
there is a lot of videos on youtube about unreal
how to implement a fan of capsule?
as soon i try to ragdoll i fall through the floor ?
"fan of capsule" ?
Not sure if this is the best place to ask but I will anyway, I am making a small top down game I have an AOE effect which causes AOE damage to the enemies which is all working and fine and stuff, But am wondering how I would go about doing it so when the player casts the spell in an invalid location it spawns them on themself IE.
In Diablo 4 when the player casts Blizzard in a "unreachable" place it spawns on the character location but if they cast at the edge of foliage it kind of half spawns the effect instead, Was wondering how you think this could be achieved please?
Hope this kind of makes sense.
here
HELLO! so unreal 5 here newbie. I made a lean mechanic for a horror game. the camera rotation is 10 degrees in each direction and after rotating it i made it go out abit by changing the location on the y
but
now that it looks how i want it to and its actually usable in game
the camera can clip trough walls when leaning
i wanted to know if anyone knows how i can stop that while keeping my current settings
heres the code
Please help
You have some kind of location where the camera is, you can do a sphere trace from that and see if there's a wall in the position it wants to lean in, if there is a wall, either move the player or don't lean them further, should be simple enough!
It has its own issues but if you just want something that works most of the time then it should do the trick
chould u like tell me step by step please? cuz i have no clue what ur talking about
To try to make it easier to explain what I was saying is something like this as you can see when the Blizzard is casted on top of terrain it kind of half casts it (Unless the remainder is under the foliaged area??) How would this be achieved plz ? ๐
Isn't it fully casted just covered by foliage?
working on it, dms in a sec
But then how are you they doing it so it casts "under" the foliage?
Like some kind of "layer" system maybe?
That's beyond me atm but a quick glance I seemingly see ice under the leaves as well
Tysm!
Ah so maybe the environment is rendered on a seperate layer and placed on top of the world and the player casts onto the world and the foliage just "hides" the effect as it's essentially on top of it, Sounds feasable.
Potentially, or the effect is only ever on one Z-position and the foliage is just above it?
Can you cast AoEs on stairs?
Yes
well the niagara system i am using is affected by stairs.
You can see them hitting the stairs and falling behind them
I,ll try out those suggestions, Thanks!
Hi all, I am currently trying to make a character switch system like this. I currently possess a Pawn that represents the other character ( It has its own camera attached). But the view just Snaps to the possessed pawn. Anyone know how to tackle making the switch like the one in the video where it slowly pans to the character?
Theres a Camera Blend node which can allow you to switch ot a different camera with a time frame in a smooth transition, (The full node name escapes me) I,ll find it 1 min ๐
Thanks I'll check that out.
Awesome. Thanks!
Thats the badger! ๐, Sometimes so hard to remember all the node names XD
Hi, I'm trying to set up a projectile attack
What's the best way to detect if the projectile has hit its target? My naive approach would be to do a "OnComponentOverlap", cast the component overlapped to CapsuleCollision and cast the owner to PlayerCharacter
However, this means that the Projectile BP has a dependency to the PlayerCharacter and loads all of its assets, when it really shouldn't
What's a better way to approach this?
It worked Thanks. One issue though, if I connect the possess node, the blending is skipped and it just snaps to the new pawn. I'm guessing there is a way to posses only after the Blend is complete?
sorry for the ugly camera screenshot.
So, you know how PerlinNoise creates more natural infinitely generated patterns?
I need to create something like that from scratch.
Similar to a Minecraft map from a top down POV.
In a kinda grid pattern, like an array of random numbers in natural looking shapes like in the minecraft image.
The simplifed version I drew on the grid, 1 number represents one area or biome, I don't want there to be any bleeding into the biomes I just want whole numbers.
Anyone know how to achive something like this with just blueprints?
I'm sure there are better ways, but if you just want it to work..you can put a delay before the possess with duration = Blend time of the Set View Target
Hacky fix, but it works as a stepping stone until you have some better solution
did you try to put it after the possess ?
Yeah that's what I did and it felt wrong lol
it works with the delay.
But it feels like I'm asking for trouble later
Maybe, but if it works it works
Better to make hacky progress than no progress. We can always refactor it later
Like for example if I press inputs before the other pawn is possessed, it registers on the first character.
Okay want a better solution?
Set a timer
That way you can invalidate it whenever you need to
Thanks, Yeah thats what I did. It's so close to the final functionality thanks to you guys, I'm happy with it at the moment.
Interesting, yeah. A timer might work. I think I also have to implement functionality that when the switch character button is pressed all inputs are stopped until the new pawn is possed.
As far as the camera goes, with the timer or delay, I believe it should work.
This is probably the way to go 
wish you the best of luck. If you need more quick spitballing my dms are open
Thanks! appreciate the help.
I found a huge optimization problem due to "Pure" functions. In the first image, the connection of pure functions: "Get World Location, Test Function and Find Look at Rotation" were executed together 6 times in a row because they were connected to 6 "Set World Rotation" nodes. Testing with a print string in the second image, I was able to prove this.
In the third image, I solved the problem by storing the final result of the connection of pure functions in a variable.
The problem is that I programmed my entire project in the first inefficient way, now I have a snowball to optimize, how am I going to do it now to solve this in a massive way, more than 1000 nodes and dozens of functions I created without realizing that the pure function is executed for each node that was connected.
Help!!
in 5.5 you can rightclick them and chose "show exec pins" to turn them into normal function calls
in older versions you would have to make your own inpure wrapper (or use the cache variable approach like you did)
Will this automatically connect the call at the correct location?
no, it only affects the actual node that you edit
so you still have to update them all manually
It seems to be faster to select these nodes and convert to an impure function
Looks like I have a lot of work to do ๐ฆ I have some tick events that might be lighter if I do this.
profile and then optimize...
Hello!
Blueprints are useful, quick, and easy to use once you get used to them.
Event graphs are incredibly helpful to creating certain gameplay, cross-function references are particularly useful in certain scenarios.
However useful and quick Blueprints are, there are quite a few hidden pitfalls that can unintentionally cause avoidable
I didn't know about this until just now. Seeing green nodes with execution pins feels wrong 
Look into Fast Noise Generator plugin, I created a similar grid using only blueprints with this plugin
oh well that's really useful :O
It's free on Fab and has documentation, it's very good
I'll give it a shot if this fails, I've been writing my own perlin noise generator using ChatGPT and it's actually going quite well
Is there a way to create drag and drop functionality without overriding the widget function?
Basically I want to create functionality exactly like in this gif, the item is also dragged around without pressing the button and is dropped on click
Not sure why you would want to avoid overriding stuff. You can do whatever you want as long as you code it :<
Because the default function only works when I drag an item, I need to spawn the operation on button click
You could have a look at what this all is even doing. There is probably a way to code your own stuff.
The video looks like you could even cheat this a bit, by having a Widget as a Container for your Cursor with a custom option to set any kind of image to it.
And when you start the SplitItemStack you use the Item#s Icon for that instead of the cursor image.
And then you just save "somewhere" that you are currently splitting. And once you click on the Slot Widget in your Inventory you can check that "somewhere" and do the logic of actually moving the item and refreshing the inventory UI:
Something like that at least, if you want to mimic the gif.
Idk if you have C++ access/knowledge, but you can set the Cursor to be a Widget during runtime and keep a reference to that Widget. Then you can change the Widget to whatever yo uwant, actively swapping out the image used for the cursor.
We are doing that in Evershire. Some special stuff in the Engine might still fall back to these Enum driven cursor (link a hyperlink useing the "hand" cursor), but almost everything else would work with the default one.
And that Widget can then of course also do your "Split" logic where the cursor magically becomes the icon of the item.
Sounds interesting, I will look into this, thank you so much
@livid temple #ue5-general message
I already explained the custom cursor widget stuff to someone once
Not exactly your problem, but maybe it helps you getting started and helps me not having to repeat that :D
So hello, I am trying to make a digital twin of a building in Unreal Engine 5.1.1.. I have added 2 room floors from Datasmith Plugin (Revit models) and I want to make a Button in my UI that will make one floor appear and the other to disappear.
Button 1 - make floor 1 visible and floor 2 invisible
Butoon 2 - make floor 2 visible and floor 1 invisible
(or hidden)
Its kinda frustrating because I cant find any good tip or tutorial for that. Any ideas how can I make it?
Potentially I want to implement this in 3 floors with 3 buttons.
Thanks in regards, this is for my thesis.
I have tried a lot of things and with chatgpt 4, now I am searching the possibility of using Dispatchers.
I would love any tip, resourse or idea thanks in advance.
Or any plugins
hey, iv done everything in this tutorial and by my knowledge i'v done everything, but pressing shift will not sprint. The only thing i didn't do was connect the set nodes to whatever hmd stuff was in the starter content bits at 28:40. i am also not doing the z offset as that's too much for the type of game I'm developing. help is appreciated.
Images attached is what i did.
https://www.youtube.com/watch?v=bXjUE_4-oVo
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Do you need this in editor or runtime?
But in general you'd just need to get the actors you want to hide and just set visibility to hidden
Or you could use data layers and turn them on/off
Run time
So...is there a reliable way to avoid the whole 'blueprint thinks interface event isn't part of interface or something, then notices it has an interface with an event with the same name and renames its event to EventName_1 and thus the interface event doesn't work, and also it does all of this silently so you only know it happened AGAIN when you realize the interface isn't working in game' thing other than just not using interfaces?
I'm spawning apples and bananas on trees near each other in a listen server multiplayer. My player has an overlapping component using a collision channel for interactables. If I swap out (scale to zero, or remove component from ID) an instanced static mesh component and place an interactable actor in its place using overlapped sphere component from the player, and I walk away from the blueprint interactable items, I'm having a hard time respawning the PCG Instanced Static mesh in place of the blueprint. How do I relate the ISMComponent with the BP_Interactable to a Client from the Server?
Client does not see Servers ISM Component and vice versa as they re not replicable
That's how pure functions be
Quick Q, how do I get the maximum int value in BP?
Question if you need to use an interface. More often than not, there are better options. If your not using an interface you wont have the problem.
As for your actual issue, it sounds like a load order issue so declaring your interfaces in c++ would probably solve the problem as these get loaded before the BP classes.
Nevermind, apparently have to go to C++ to get MAX_INT. Strange
As in returning the largest of two int values?
As in getting the maximum possible value for an int. C++ has MAX_INT, but no equivalent in BP as far as I can tell
As in the max value specified in the details panel?
I followed a couple of Reids' tutorials before, It yielded a sine wave grapple hook
Like, up and down constantly. It made no sense.
The maximum value that an int can store, which is 2147483647
Oh the actual limit. You can probably make a getter function that returns an int. Just fill the value with a ton of 9's, I think it snaps to the upper/lower bounds.
Yeah, I just like to find solutions that arent messy. I'll use a blueprint library function in c++ that returns MAX_INT. Thanks!
9223372036854775807 - 64 bit
2147483647 - 32 bi
Have you got a link? I think I might need it after all.
(Stayed up all night trying to write me own, failed XD)
Man I suck at coding, I'm a 3d artist and have no clue how to add sliding 
This makes me rethink how worthwhile it is to use blueprints, in python, C#... an optimization like this is one of the first fundamental concepts of optimization... How could they implement this in the engine in such a way?
So you spend years programming, eg: Open file + read content save in variable and suddenly you discover that in the Unreal engine you opened the file and read it several times for each step of the code ๐ฆ
My guess is that it has something to do with caching. When you use impure nodes, the returned values seem like they're cached until used even much later on in the execution. I'm only guessing here based on what I know, but pure nodes execute individually for each execution node they are hooked up to so Pure nodes are probably an optimization in themselves as the returned values don't need to be stored in memory.
I also believe in this possibility, but I tested it by creating an pure function in the blueprint with a Print String and connected it to several nodes in several places and the execution occurred on each connection, unless the impure functions built within the editor make some mechanism to cache.
That's not their issue as there will be circumstances where functions need to evaluated everytime they are used.
Pure function is just that. It is evaluated at every call.
You can easily just call it once and cache it if you don't want to evaluate it n times...
It's literally the same in C++
A = FindLookAtRotation()
B = FindLookAtRotation()
FindLookAtRotation() will be called twice. The calling context has no way to know that you didn't change anything to invalidate the result of the first call.
If you mean to call it once then use the value, you'd save it to a variable, same as in code.
Hey I can't seem to make the text editable? same with image I have done this before for a loading screen (Changeable background image, Changeable Text) I reviewed it and did this the same way however the output text is just blank? is there anything completely wrong here?
Do ints round up or down in UE5?
In what context, with the round function? With the convert, int-> float node?
int / int
like 1/2 would be .5, does that end up as zero or 1?
if returning int
Oh I donโt know, I always make sure to convert it to floats before dividing.
Id imagine it doesnโt round, but truncates the return value
so 0 right
You've changed it on Beginplay. Beginplay doesn't run in the editor, so it isn't going to change in your third image which is an editor preview.
Don't even need to do this in 5.5 anymore. ๐ Can make pure nodes impure now. ๐
silly me! thanks
Is there an equivalent of GetAllActorsOfClass and GetAllActorsOfClassWithTag that only evaluates objects attached in the hierarchy of a specified parent actor (as opposed to looking at everything in a current world)? Basically an equivalent of GetComponentsInChildren* or Find* methods in Unity API. Performance is not a concern, I only need those for editor pipeline scripts that run once in a blue moon.
That's exactly what GetAllActorsOfClass does. It doesn't look through everything in the current world.
Oh, huh. Is the "World Context Object" that defaults to empty an input where you put the parent to restrict the search?
I assumed it was some Unreal scene/level related input and not a parent argument
You shouldn't be seeing the world context object pin. Are you in a function library or something?
Yeah, I'm making a pipeline blueprint that does some dataprep and geometry script operations
Ah. You can leave that blank. the library class will auto populate that for you with the calling BP.
So I e.g. process 10 assets and my tag search and class search operations need to be constrained by specific parents every time.
The Actor class is what matters. The Get actors calls WITHOUT a Class, are the ones that actually iterate over everything. Like GetAllActorsWithTag, or GetAllActorsWithInterface those are bad.
What happens is Unreal dumps Actors into buckets. If you spawn a Character, a Character is a Character, Pawn and Actor. So that one instance gets put in three buckets. One for Actor, one for Pawn, one for Character.
If you spawn two Characters, four Pawns, and eight Actors then you will have fourteen total things. If you GetAllActorsOfClass with Character input, it will go straight to the Character bucket and dump that list into a new array for you by iterating the two characters in that bucket. It will not iterate over the other twelve things in the level.
Hmm. So let's say I begin an operation by pressing a button in my custom editor widget, like on the image, and that blueprint goes to GetAllActorsOfClassWithTag node next. The node asks for class "Actor" and tag "my_parent_tag". I did not provide any context about a target object with this setup: the blueprint is not attached to anything in the world, there is no target object argument anywhere etc. So I assume there's no option for the script but to scan every object of class Actor in the entire world to execute this request. Which is what it seems to be doing, it finds every actor anywhere in the hierarchy of a currently active scene with a given tag.
This is fine for the first step of the pipeline. Dataprep (which tags parts of imported hierarchies for me) always drops everything it processes into the root of the active scene, so I have a pile of fresh objects in the scene, and GetAllActorsOfClassWithTag immediately discovers the parent actors I need to iterate on. But from that point on, I enter a foreach loop per parent object, and need to constrain all tag searches or class searches to only search contents of a current parent actor. That's what I'm unsure about. I found a way to brute force this by just grabbing all children via GetAttachedActors, entering a foreach loop, using Actor Has Tag check, and filling a collection with results as loop finds matches. But I bet I'm missing something and the same can be accomplished with fewer nodes.
So yeah I guess that's my point of confusion. Most examples I see are traditional player facing blueprints attached to concrete actors in the scene. In that case it makes sense where the implicit context for these operations comes from: the search happens under the root object of that blueprint. But I'm not sure what sort of a context a floating editor window provides, its blueprint sits on a piece of floating editor UI, not an object in the scene. So once I get a concrete parent through other means, I'm interested in passing that parent into downstream searches to constrain them, as the overarching blueprint is of no help.
what's the best way to add CPP functionality to a blueprint-only project, without converting it? I'm fine developing the CPP in another project. should i just package it as a plugin or is there an easier way?
In third person template how do I stop the Jump from being frame dependant? It is currently using the default logic given
anyone here ever used the fast noise generator before?
I want a way to visualize what it's making, as right now I have no idea-
hi, how can i make this if statement have multiple true execs to branch from?
make an custom event, plug to your second bracnh, in first branch if your statment is true, call your event
and do want to after that
Sequence works too.
im not sure how to do this stuff since i am brand new
i will be sure to learn alot soon but am in a rush
So?
Just do it everything is clear, use sequence as Datura (Casting is normal) told us if you don't need that node section again
just means that i am very clueless currently so im not familiar with some of the language you used
i have a sequence now thank you
i understand thanks alot
I'm not 100% certain but I'd assume it just gets the current world you're editing. There are more specific getters for the editor world too. But realistically I doubt that you could simplify what you're doing much. You have some complex handling going on, so it's going to require complex code. I'm not entirely sure what you're doing with these actors or whatnot. But there are also getters in editor utilities for like getting the currently selected actors, if that helps at all. ๐คทโโ๏ธ
Your only option is a plugin with precompiled binaries.
o there are 4 cubes around the player, i want to destroy the cubes in beginplay , as you can see i am destroying the component inside the multicast function which is inside the run on server function but still the cubes are only destroyed in the server, but for the clients they are still there, why is this happening?
Why not just call for the destruction directly on beginplay without RPCing anything?
@foggy spire ^
yes but will it work iin some other scenario where i want to puposefully destroy a specific component my player, and also make other players see that the component is no more, example, i am wearing a hat and then i destroy the hat by pressing a key and i want the other players to also see that
@dawn gazelle
Then you wouldn't want to be using RPCs to do it since putting a hat on someone's head is something that is stateful.
Eg.
Replicated Bool property "Wear Hat" set with notify.
Client RPCs to server "Wear hat please"
Server receives request, sets "Wear Hat" bool to true.
Wear Hat "OnRep" function triggers -> have it execute logic needed to display the hat.
If it's the server that decides the hat should come off, then the server just needs to turn that bool on and off.
okay thank you kind person
does Epic leaderboard work for unreal engine 5.4?
Does collision in Hierarchical Instanced Static Mesh work when going against instances of itself?
It doesnt seem that way
It seems to only work when going against Static Meshes
The only way im being able to do this, is by creating a blueprint, setting up a collision in it, and then spawning one instance that moves with it.
What are you trying to do?
this
This is just a pseudo code
im trying to make my hierarchical instanced static mesh collide against the other
hi, how do i dynamically modify a curve value on the same animation? I have two duplicate blendspaces that i would want to have different values of the curve on them
i found a "Modify Curve" node but i have a hard time setting it up
would love to see an example
Instance static meshes aren't really designed for physics. But in terms of collision, you have to make sure it's enabled on the ISM component and the mesh being used has collision on it.
if t hat works at all
why when i simulate physics for ragdoll, i fall through the floor ?
whats up with that ?
the collision on the floor is custom but its set to block on all
as soon as i simulate the physics for ragdoll, he just falls through
hello, I am trying to get a reference to my Ennemy NPC blueprint so I can get his velocity for my Animation Blueprint but I am stuck here. I dont know what should I get as an object. The NPC is inherited from Character
the physics on the skeletal mesh isn't set to block you're custom collision.
yep, i switched it to physics actor thank you that worked
what does the error say when you hover over it ?
I made it work by using "try get pawn owner"
instead of get movement base
is there a way to move a 2d widget to a different position in screen space over a given period of time? So it looks like its moving instead of teleporting?
If I know two actors are permanently present in a level then it does not matter if I hardcast A to B right? Although I might want to avoid to also cast B to A because of cyclic dependencies?
Whats the best way to intigrate different bp?
Copy the Functions, variable, and node?
bpc or make a child bp?
bpc?
blueprint component
anyway to change the color of a blueprint in the content drawer
nevermind its the color of the folder
duh
If your not doing mini project, you should make a native class. Casting to native class is free while bp ones produce a hard ref that load the bp to memory because it's an asset.
Read the article myth busting by ari
If you are in the situation where you copy functions or repeat your self, then you probably doing something wrong.
One of the important rule to programming is don't repeat your self.
I mean OOP is made for that reason
I've been looking around the internet and I'm not sure there's any tutorials about this. I was wondering if anyone knows how the Death Stranding team pulled off making rappelling points anywhere in the level as an item and having proper physics against objects to go down like cliff faces and the like. (This was on Decima, not UE.) I'd imagine there'd need to be some wack physics calculations going on. My attempt at breaking down functionality is this:
- Player equips climbing anchor and finds a valid point in the world to plant it (with ghost GUI to verify if it's a valid position).
- Player plants climbing anchor and grabs rope. Rope spawns coiled on ground.
- Player begins to descend. rope spooling through the character's hands and back up to the hook, extending with the physics engine.
- Player hull begins to have gravity pushing into the wall to climb down, IK handling collisions with the irregular terrain.
- Player can transition easily back to a normal walk once on solid ground, or drop off the rope on command/once at end of rope.
I'm sure this is hard to pull off, because if natural looking rappeling anywhere was so easy, everyone would be doing it. But honestly, this single mechanic was one of the more mind-blowing things in the game for me for how absolutely natural the hook felt and how understated it was. I'm sure there's no way in hell I could add it to my game without driving myself crazy, but I can dream.
Is there a way to halt a specifc montage? I'm using montages to drive a turning animation, but need to halt them early if the player stops turning
Good day, tell me how to activate multiplayer in Lyra if I Migrate it from clear project
@frosty heronYeah but whats the best way to integrate a plugin into another?
I have two system Im trying to join both systems into one
one is a Grid based Building system and one is a selection manager
Ive tried to use the Grid based buidling system as the base and move the selection manager over. Ive found out that I need to move all the functions and variables over.
I got that completed and there is no errors thank God
I am the point where i need to really just figure out how the selection manager works and ill have a better Idea of how to Make it work in the building system
anyone know why i cant change the name at the top? bought an asset and im trying to customize the landscape system they have on it
A plugin is self contained. You just copy paste to your source folder.
Tbh this sounds like these systems should work independently, if you will try to mix them together it's gonna be a mess. That is why you make plugins of things so they work on their own. Selection Manager should not care about Grid System.
Not sure what function have to be copied and where.. sounds like misconception.
Well one is an actual plugin and one is an asset I guess. Well at least its not something you can enable in the plugins settings
I don't know the context but generally connecting these together into one doesn't sound like good idea anyway.
You don't really want dependencies like that
dependency like what?
Im new so theres a lot I dont know lol
im just trying to take both systems and build my game on top of them. I want to eliminate the needs of having to waiti on plug in devs to update the plugins too
This sentence. Joining together systems is not a good idea. Each system should do their own job and ofc they should work together but doesn't mean put them into 1 blueprint or something like that. They can communicate but joining them together, moving variable from 1 to other so they can be in ''1 place'' is not good idea.
why is that?
Having two separate systems would make them easier to manage and maintain. It can also be easier if you ever decide to replace and massively refactor one of them.
Sometimes (if possible) I'll create a child of a system that add additional functionality that allows it to integrate into another system. This can allow you create a new child that functions with a different version if you're not sure how you want something to work without it affecting the underlying system.
For example, one of my quest systems doesn't intergrate with any other system by default and instead I build that in a child for things like communicating with interaction systems and dialogue systems.
yeah theres actually a stop montage node which Im pretty sure activates the interrupted output on the play montage node
I'm currently looking at how I'm going to go about storing different butterflies the player has bred and I think I might need to use a nested structure. ๐ฅฒ Do anyone have any other suggestions before I jump in?
For context, I have different traits that affect the appearance of a butterfly. Such as wing shape, patterns and colours and I need to keep track of the specific combination for a catalog type of thing. It needs to be easily saveable.
Data Assets?
In what way?
Actually I didnt understand this 100%. If these breds means just different traits, wouldn't saving these variables be enough? Or In what way you need to store them?
sorry to answer only now, had to leave for work.
in the video you can see both HISM have collision and Block All.
Are you sure of this?
I think HISM collision doesnt work properly
that is the standard cube of the engine
so it has collision
You can think of each butterfly as having DNA that changes as the breed. The DNA consists of a list of bools that can be segmented and turned into an int if required.
So based on the elements, there can be around 65k combinations (this could change) so in essence I need to store each unique DNA sequence when it's made but in a way that doesn't require me to loop through 60k+ entries if the player gets to that point. I feel it needs to be some sort of tree data structure.
Where are you calling from?
Yea, ISM's are for static (non moving) meshes. Whilst you can update their positions, this becomes impractical at large instance counts. The overhead for low instances isn't normally worth it and would be better off just using a normal static mesh component.
Why are you using ISM components?
im making a battle cube style game, so a battle between cubes. lots of cubes
It sounds like you probably want 'Mass Entity', it's still experiment though but does include 'Mass Avoidance' and 'Mass Gameplay'.
Id prefer to avoid character movement component altogether
I don't believe Mass requires you to use the movement component but either way, you're not going to be able to do what you want using ISM components.
๐ซก ๐ตโ๐ซ
There is a hacky way around it, though i didnt want to say it at first, to see if you would bring up something
1- Deactivate all collision in the HISMs.
2- Create empty blueprint actor for each instance you want collision on, with just 1 box collision in it.
3- Then create a Event dispatcher to move its corresponding instance (that is stored in a HISM manager).
TADAa it works

I'm pretty sure games like the total war have all the battles handled in just code/data and then have a special system that can be used to display what's reflected in the battle data. It gets very expensive having thousands of collisions moving about. (Even more expensive if they have AI) Its often cheaper to just do a quick distance check than a collision check which is sufficient to know if something should be done.
Definitely
though my idea is more like an rts
with cubes
That might be the case but when you're dealing with large numbers, things can fall apart quickly if you're not careful. I personally would try to avoid youre hacky method as it wont scale well lol.
Hey, I try to toggle between windowed and fullscreen mode using a UI dropdown. Somehow it will not work. Any ideas why?
I already debuged after the switch, The dropdown itself works and the different "branches" gots triggered.
Changing the dropdown actually has no effect. Game is always in windowed mode.
I stare at this for already too long, out of ideas.
๐ซก got it. will test it. its not hard to test it
if it is bad for performance, i can always work with tiles
and then check who is in a tile instead of using collision
and then i could code as needed
Storing a units as location and facing vector and doing distances checks might be easier. You could even combine it with a grid system to cut down on calcs. Handling it from a data perspective, you can always have something represent the location (such as a cube) after. Just another option for you if the hacky method doesn't bare fruit. ๐
๐ซก thats awesome. though id love to also have this mechanic where cubes clash against each other and project each other around
that would be fun
and for that i think i need physics and collision, though it can be activated specifically
for when it happens, right?
or i could also code something simple, and when it gets to close, vinterp the other cube away
though im not sure if im capable to do that and still look nice
You can technically still do that. Might need a little extra work but if you have a velocity as well you know the direction it should be moving that can affect what happens on the following calc.
yeah will try this
Good look. ๐
Hey everyone! I'm a bit new to Unreal, what's the best way i can teleport an actor around the map to specific points? I need to be able to teleport the actor multiple times and in different spots, and then do the same for other actors too. I tried a few things but can't make it work correctly, can anyone help?
Teleport node or set actor location will move the actor to specified point.
i'm mostly struggling to set those specific points in the map, i tried using target points but i'm not sure how to reference them in the blueprint, i tried with get all actors of class but it only works for one target point
๐ซก thanks @dark drum
You want to have reference to the target point.
You can keep the teleported contained into one blueprint though.
Create a blueprint actor.
B_MasterTeleporter
Add as many target points you like.
Drop one to the level, move them around where ever you like.
You have a reference to every single target point from the master teleporter
I have the following interface that Im using for interacting with items. The EquipItem function is automatically adding the Target argument to the event/function. I cant skip it and it wants the BP Third Person Character Object Reference as an argument and doesnt allow me to pass the interactor argument to it which is type Actor Object Reference. I followed a tutorial to set it up initially that was using casting and Im trying to remove the casting.
The equipItem function is implemented in the third persion BP.
@gaunt monolith tldr you used get actor of class for singleton (only one instance in the world)
You get all actor of class when you have every instance of the type in the world.
Very rarely you will use the two. Most of the time you just need to know how to set and get references. Refer to blueprint communication video pinned on this channel.
Equip item is a method in bp third person character object.
Yeah so you need to provide a bp third person character object
You can't call methods belonging to other class in other class
It's like animal have method to eat
And you are telling car to eat
That method doesn't exist in car
so what can I do? I do not want to use casting and I also dont want to couple them together. Is there a way to pass the owner or something?
or do type conversion
Casting is the fundamental part of OOP
I can already see where this is going.
You are victim of youtuber. Read myth bust article by ari from epic regarding that common misconception about casting.
Do i add the target points in the blueprint itself or in the map? And if i add them in the map how do i reference them in the master teleported? Or should i watch the pinned video you talked about for that?
If you don't want the memory foot print produced because you have a hard ref to blueprint asset then you will need to dive into cpp and make a native class
Blueprint project don't scale
Can I make the EquipItem to be generic or its on class then? And be the middleman between the ThirdPersonBP and the EquipHatBP?
You can add them in the blueprint, and then put blueprint into the world and move them freely where it's needed. Then you can say Hey Master Teleporter I need Point 6 location so I can teleport something there. You can for example use Get All Actors of Class (Master Teleporter) and access everything inside.
All of this should be handled in a component anyway imo
Is it a component? Because i can't find a target point component in a blueprint actor.
I have a actor component for the health of the user that is using events dispatchers. How could I use it with this or change it?
has anyone ever had the issue where when you step off a ledge that you just teleport to the floor instead of falling with gravity
You can add anything, like box collision for example, add couple of them so you can move them around in the editor after placing it into the world. It's just gonna be so you can grab Box Collision 1, get Location of it and reference it as a place to teleport something to.
Ohhh ok sorry, i tought i had to create target points specifically, i'll try then
Apple and Orange, make equipment component and inventory component.
Each does its thing.
Equipment responsible to track active slot, equipped item etc.
A location can just be a scene component
Something with transform but no collision
Ok might be a stupid question, i created the masterteleported blueprint, added a couple of scene components, but obviously when i put the blueprint in the editor window, i can't move the two scene components separately, i can only move the entire blueprint with the gizmo, what am i missing?
Drop the master teleporter to the world
Select it
Look at the detail panel
Select the scene component then move it
You can move the component independently
Oh damn, i had no idea XD, thank you!
Sorry, very new to unreal
We all learn something everyday
Not seeing pins on an FStruct's TOptional fields. Is that normal? EBCAK?
Ah. Might not be supported. https://forums.unrealengine.com/t/added-support-for-optional-data-type-toptional-t-in-blueprints/1961936
I recently added a new functionality that I find missing in UE: the support of the Optional type in Blueprints (aka. TOptional in C++) I guess I am not the first one which seemed to look for that: Post 1, Post 2, Post 3 So I decided to do the hard work. After some non trivial changes in UE code, I finally managed to get this working, and lan...
I never seen that, I am on 5.1
Op exposed it
Not supported out of the box. PR created but probably never accepted.
@frosty heron @dusky cobalt Thank you both, i made it work!
Can you only play one montage at a time on an actor?
yes and no. You can only play one montage on a slot at a time. If you have multiple slots you can technically play multiple but you would of course have to handle how you want the different slots to blend together into a single anim otherwise one would just override the other.
is there a way to halt a montage on a specific slot?
do we objects in UE5? Similar to JS objects? Something like:
rightHand = {
isEquiped: boolean,
item: Actor,
}
or what is a better way to track different variables with same properties? I dont want to do, rightHandItem, rightHandEquiped, leftHandItem etc
Has anyone tried to make boids in blueprint? my implementation just results in the boids all just bumping around in a blob at the avoidance distance from each other. I followed this pseudocode (up to the 3 basic rules so it should somewhat work) http://www.kfish.org/boids/pseudocode.html. The difference for me is that im setting the movement velocity in a floating pawn movement and not changing the position as in the pseudocode.
I think its a map, you can make one like this, but i havent used them that much so im not sure
Hi. I cant get a decrement node from a variable in UE4. the variable is editable and public. anyone knows how to that?
do*
And it's an Integer?
Are there any free steam core plugins available?
The closest thing to JSON is map but I doubt that's what you want. Look into structs.
yep, it is int and public
There is a built in plugin called JSON Blueprint Utilities if you absolutely want to access JSON in blueprints (Which I don't usually recommend, it gets messy fast).
The JSON is stored as a structure and you use accessor functions to read and set different fields.
Otherwise, we have actual UObjects but they do require pre-definition of what values they contain.
i tried the words decrement (--) substract , negative , none of theme showed up
Can anyone explain why the printed value is being affected by the truncate node below? Driving me insane
question, i want to change the collider from a capsule to something else in a BP class that derives from character, how can I go about doing that?
(what I'm actually trying to do is get the remainder but I came across this in the process)
You don't
Quite simply. The CMC relies on a capsule and a capsule only. If you want other collision types, build from a pawn
i see
rare lack of pun moment
It technically shouldn't be. The print should be executed before the truncated return value is passed back.
mostly just disappointed even though this was the expected result
That's what I thought but as soon as the truncate is connected at both ends it seems to truncate everything coming out of that pin.
I wanted to subtract the truncated value from the float in order to get the remaining decimal value, is there another way I can do that?
Just use a fraction node.
i noticed that but was unsure what it actually does
So the CMC's component would be its capsule.
i guess just moves the component
yes
That node lets you adjust what component to use.
perfect thankyou
since that still needs capsule
Yeah that's built into the CMC itself.
ok
Does an Actor Component tick use the host's tick, or does it have its own tick?
This is weird?
Or am i stupid?
what are you trying to do?
If the number from the Random INteger is 1 or greater pass it to Add Coins
Min is 0 and Max is 1 in this case
I get 1 some times but function is also called when number is 0
Here it should return False and not call Add Coins
You think?
Any work around?
right click the node and click "show exec pins"
then hook it into your logic
just before the branch
The "Random Integer in Range"
@autumn pulsar I just made a function that generates the number seems like that is working.
So more or less the same as you sugested.
Cheers mate think you where right.
I will do some more testing just to be sure tough. ๐
All pure nodes (the ones without exec pins) work this same way - when connected to different nodes, they are evaluated for each connected exeuctable node. If they are connected to the same executable node more than once, they are only evaluated once.
Random nodes just make it very apparent that this is happening since you get a different value on each node.
@dawn gazelle I did not know that so thanks for the info.
Defenetly working as intended now.
Thanks again been driving me mad.
"Division (Whole and Remainder" node will do this for you.
Hi, Im trying to break a geometry collection using the apply damage node but i cant seem to get it working. Does anyone know how to fix this?
in the third person template by default I am noticing that I am bouncing off other actors when I jump on them, how do I change this the enemy moves to give space/the player slides off to the side?
You need to create a physics field.
hello, can i ask what is the best way to make a timed leaderboard using blueprints?
Can someone explain the difference between requesting the server make a multicast vs just enabling the parameter for replication and setting it on the server?
Am I correct in thinking that for state I'd just set a variable like crouching on the server and enable replication so it's automatically sent to all the clients, rather than calling a multicast on the server to send the variable value manually?
Meanwhile, multicast would be more useful for events like playing an animation for opening a chest, etc.
Correct?
I've done a bunch of tutorials and it seems like many people are using a Run on Server event that susequently calls Multicast. But it seems like using replicate basically does the same thing in the end?
Multicast is basically the server telling all clients to do the thing within the multicast if the client has that actor relevant at the time of the multicast. Players who join the game later would not receive that multicast, and would not know that it happened.
A replicated property is something the server will populate down with no further instructions, and the server polls whether the client has been sent the current value or not, and if not, then replicates it. So even if the value is set sometime in the past, when someone joins the game later, they would receive the latest value. If you want something to happen when a client receives a new value, then you set it as a Rep W/ Notify which gives you a generated OnRep function that is called when the new value comes in.
So yes, usually multicasts are good for things like sfx or vfx, possibly animations. These thing can be stately too! Think of it in terms of once-off right-now kind of things.
Stately things where you may want someone to know about the value or action later, then replicating a variable is what you want to use.
Semi related,
Is there a proper way to trigger gun firing in a FPS?
Right now I'm calling a Run on Server event that then calls a Multicast. But sometimes thing get a little wonky on clients. For example, the gun may fire a couple times from a click. Or it may get stuck in the on state as if the Off wasn't received. Sometimes it may not even fire the gun initially.
Seems like I should be using Reliable for this particle thing. No?
Also, communication to a server might be slow, so how do I have the gun fire locally for responsiveness, but then let the server play the multicast without causing the local computer to fire twice?
The hit actor is the correct reference the interface needs to open "BP_Door"
It returns the hit actor name as "BP_Door"
But for some reason it returns false when checking if the hit actor is = to "BP_Door"?
Don't check if the hit actor == BP_Door as what you're doing is checking if the hit actor is == the actual blueprint asset which it won't be since your blueprint asset doesn't exist as an actor that you'd be tracing against.
You can check the class, but really, you don't need to the check there - rather than having a "door" interface, just use an "interact" interface which can then make it usable with many more things without having to check what it is you're interacting with.
Oh okay, thx
So more like this?
Now you can build several objects that can respond to that interface call however you like.
That's the core problem of fast-action multiplayer
Yep. So, what's the typical solution?
Seems like I could play firing animations locally, but call Run on Server. But that will need to call a multicast, which would cause my local pc to shoot twice, no?
Is there a way to exclude your client from a multicast?
yes
And what is it? Or at least what might it be called so I can look it up?
This is probably a bad way to do it but this is the only way I know how to not include the triggering client with the multicast.
I see. Clever. Thanks!
fyi, it might be saner to run 1 RPC to start the Timeline, not not one per tick of the Timeline.
And yes, using IsLocallyControlled on the Pawn or IsLocalPlayerController on the Controller is the correct way to identify (and thus filter) a local player.
You don't even need the GetController -> IsValid part
Pawn has an IsLocallyControlled function already to bridge that.
Ah, I just saw, the "passing self to PawnReference", unless you, somewhere else, pass something else, is absolutely redundant
There is 0 need to thunnel self through RPCs like that
You can just remove the whole input on your RPCs and call IsLocallyControlled directly.
That is, after all, falling back to "self".
@worthy bough
@vestal totem ^ just for awareness
Cool. I mostly just paid attention to the check for local player controlled as a way to Branch. But it's good to know some of the other stuff is unnecessary.
@surreal peak so more like this?
Yeah, but you can move the IsLocallyControlled Branch directly after the Multicast. The Local Client doesn't need to run the second Timeline at all.
I would also suggest to clean that up a bit so you only have one Timeline :P
Move the Timeline with hte SetRelativeLocation into its own Event (non-RPC).
And call that in the two places that you are currently having the Timeline.
Wherever this comes from -> FlipFlop -> Multicast -> YourNewEvent
Multicast -> IsLocallyControlled -- No -> YourNewEvent
YourNewEvent -> FirstPersonAnimActive? -> Timeline -> SetRelativeLocation
Hi!
Loading Message Actor is an Object reference to an Actor. I'm doing this:
Do I need to do something else to invalidate the Loading Message Actor variable? Setting the variable to null?
Thanks!
I'm new to coding in general and this has helped me a lot. Thank you!
Setting it to null is a good habit, yes.
Destroyed UObjects (or AActors here) still remain in memory until the GarbageCollector picks them up.
That's why one uses IsValid instead of just checking against nullptr.
But setting them to nullptr after you know the variable will be cleared by the GC eventually is a good habit to clean up after yourself :P
how to store data for clients that persist throughout level changes and can be accessed by the controller?
(the data is picked by clients in widget)
game instance isn't replicated, and player state is new after level change.
Just because GI isn't replicated it doesn't mean the client can't grab values from its GI and send it to server.
really?
Example, player character-> is locally controlled-> get Gi -> get fashionStruct -> server rpc, set Fashion
Ofc. Everyone can access their own Game instance.
Why does it matter if the object is replicated or not.
What matter is when you want to pass the info to thr server you have to use it using a replicated actor channel ( for client, usually the actor they controlled )
That's what I'm doing right now because I am using listen server.
Gonna change it to cloud later on so not gonna store anything on the client anymore.
Why does this one not work?
nothing comes up after I start up this function ( widget should show up )
Your loop never finished.
Array = 0,
and it is finishing
The widget class is correct?
Yes, that's the HUD
I think I know, it's to do with some nested widget, thats where the radial menu is probably supposed to be in
I'm not sure about you're issue but it might be worth looking at commonUI and activatable widgets. You can just push to a stack and if the widget is already in the stack but not visible, it reuses the same widget. If there isn't one it'll automatically create and add it to the stack.
CommonUI โค๏ธ
But unsure how much it'll help here if the widget isn't showing at all.
HI In god of war Kratos fights a titan and then a button appeared on the titan so kratos can perform specific animation any on can help with blueprints and steps pls

No one here is likely to run you through this. It's a not so trivial issue of understanding multiple systems or creating these systems yourself and scripting them together to get the desired effect.
I'd be shocked if there are no bad tutorials on doing an execute cinematic system somewhere though.
What Authaer said but to add to this, I'm pretty sure they're just scripted events. So Start -> Wait for input -> Play Montage
If input not press in time, just play a different montage.
These can be tricky systems to setup though and naturally take some time, not something that can be explained in a few posts on discord.
Maybe I'll add it to my list. ๐คฃ
It wouldn't but if it did happen it would narrow the issue down. I don't think i've ever not had a widget show up unless I'm spam pushing widgets to the same stack.
I haven't played God of War. But I get Jedi: Fallen Order in mind. Fight til it's low health and then perform an execute sort of thing. Which generally means some form of health system, some form of ability system, understanding cinematics, and a basic understanding of how the camera manager blends targets.
I need to actually learn how to use the level sequencer for making cutscenes. So many things to learn. ๐ฅฒ
It'll never end. ๐ I've tried to stay as generalist as I can, but it becomes glaringly apparent why there are so many specialists in game dev.
Yea I try to specialize but it's not easy. I've still not looked at PCG which has been on my list since it was released. I'm hoping a project pops up that gives me an excuse to look at it lol.
does anyone know if theres a way to duplicate a data asset at runtime? ive used this but its editor only (crashes ingame), and i only need it duplicated temporarily so it doesnt matter if its gone after a game restart
By duplicate, you mean with all of it's data and everything?
I don't believe it's possible in BP.
well, it doesnt really need the data. if i could put my own data in that would work too
sad :(
You can just create a new one then.
Yea, you'd need to use DuplicateObject which is only available in C++. As Authaer said, if you don't need the data, just get the class and construct object from the class.
Do be aware that runtime creation of data assets is a bit weird behavior though.
Useful for some things, but depends on the case. In a lot of cases, it's not necessary as you should be usually using some sort of state object instead of a data asset that is normally used for static game data.
Fun fact though, constructing a scene renderer using the standard construct object node crashes the engine every time haha. (There's a specific node for creating them at runtime)
Yeah, there some other stuff like constructing UWidgets instead of a UserWidget wrapping them and then passing it to something like ComboBox's widget override function. Wait a few seconds, and kaboom.
Yea, it's always fun when you enter the realm of experiment/unintended usage of features.
i cant find much online, but what does the "outer" do?
Every object is constructed into an outer. DataAssets are normally constructed into a package. But given you're doing them at runtime, you'd need to give like GameInstance, or something else persistant.
Adding to what Authaer said, if you leave it blank, (self) it'll make the outer the thing that created. This can be useful as there's a 'Get Outer' node.
Does anyone have experience with Procedural animation? (Weapon Sway) specifically.
alright, and would the "create asset data" node work on the constructed object? im likely doing something wrong but it just returns None
I could be wrong, but normally packages are created at editor time, so the physical file on the machine. If you create it at runtime, I don't believe it would be part of a package and thus not have a name.
Dono, if I should post this here, its technically a blueprint issue. What would cause my blueprint to rotate its thumbnail image like this?
Cause when you look at him in the viewport in the blueprint
it looks fine
and it runs fine in game
my thumbnail is sideways though lul. Its offputting at most, but if anyone knows how to fix that. Id love to know.
What are some examples of when itโs good to use data assets instead of data tables?
I donโt really have a good grasp on data assets yet. They seam useful but i just donโt get them.
Don't think of them so separate. They're essentially the same thing.
A DataTable, DataAsset, StaticMesh, Texture, etc are all identical in the sense that they are simply data containers. The only thing that really separates a datatable and a data asset is the fact that datatables are specifically designed to hold multiple entries of data defined by a struct. A data asset can house any sort of data and also can house functions.
So like if I have stat ranges for example. In a dt I can get the health and itโs flat. But in a data asset I can have the health generate in the asset? For example
Also your pulling widgets that are top level
Or like for example I use structs that are populated by data from DTs. Is a data asset for a unit perhaps more valid? Easier to save and override the data? Treating them like individual actors essentially. Since overwriting and adjusting structs are quite weird.
Has anyone tried to make boids in blueprint? my implementation just results in the boids all just bumping around in a blob at the avoidance distance from each other. I followed this pseudocode (up to the 3 basic rules so it should somewhat work) http://www.kfish.org/boids/pseudocode.html. The difference for me is that im setting the movement velocity in a floating pawn movement and not changing the position as in the pseudocode.
unrelated to your problem, but surely you can just abs the length, instead of the vector. 1 vs 3 operations ? ^^
actually length is prob already abs
I have a data only blueprint based off a C++ class with 2 BlueprintCallable UFUNCTIONS, if in another blueprint I make a variable that is an object reference to the data only blueprint, if I hove over a get to this variable it shows as None, is there something specialy about data only blueprints being used as a variable object reference?
I can see it has my 2 call functions listed if I run a wire off it
Even if its data only (that subclass), it needs to be instantiated
Unless its a data asset, instantiated in editor
Ok I guess it may be better to turn this into a data asset, but can data assets C++ support BlueprintCallable UFUNCTIONS?
huh? weird, from what I've been able to tell, you can't use == to check if something is in an array of name variables.
Because if both fail the true or false check, then it simply prints what the random choice of the array was, ofc it's always one of the two options as you would expect
any other way to check this?
Fairly sure but not 1000%
Think i got it on my quest DA
So with these data assets, I can have a variable ref to them and not have to have an instantiated version of the data asset?
Its basically singletons made by the engine iirc
How do I get all blueprints for a class while playing in standalone mode or in the packaged game?
UWidget ComboBox string default options and selected default option get reset each time I restart project. is this a common issue?
basic question, but is there a blueprint that lets you pick from a range?
for example
5 is the min, 20 is the max
then it picks a random number in that range?
beautiful, couldn't find it for the life of me
Sadly using a Data Asset based of a C++ class and creating an object reference variable inside some blueprint still comes up with None, seems the Data Asset is expected to be instanced as it still resolves as None. Can't drag and drop into leve as it is not based on Actor.
Cant you just pick it in the default value?
I think I resolved it. Been a while and forgot I could set it in the Class Defaults for the blueprint.
Would checking if actors are valid in the array work as checking if they got destroyed or not?
Like let's say I create 3 actors. Before I create 4th one. I want to check if Current Wisps are still there/alive (means didn't get destroyed). If the wisp will be destroyed, and then I check if there are still 3 wisps, will it actually tell me there are 2 valid entries and 3rd one was destroyed? OR would I have to manually remove that wisp from this array?
It will still remain in the array but wont be valid
Sure but you can also just directly remove them from the array as they get destroyed
Thatโs prly quickest and safest rly
True, I was trying to find other way but yeah it makes sense to do it this way ๐
you do know that each pure node is called for each executing node? Meaning your first == may not have the same array item selected as the next. You must hold a reference if you want to reuse the result of your random node.
But for this example you should use a switch anyways
ah yeah a switch would probably work better
Pure and executing?
are you talking about ones with the white power triangle and ones without? Yeah that's a real bitch, I wish they all just had the white triangle sometimes, so I can dictate what really goes first, honestly its the biggest downside to block code so far
Yes that's what I mean.
Now I don't know how it works under the hood but I believe the pure functions are better optimised since they can't/shouldn't change the state of the object just like const methods in c++
honestly, I don't know why not all pure functions are also const, but who am I to decide what is good or bad
Pure bp functions are executed for every connection they have with other nodes..so worse speed than "white power triangle" lol
hi, i'm a beginner and i try to spawn an enemy at a precise spawn point when my player overlap a trigger box. The problem is : my enemy spawn but at the origin of the world but not on my spawn point. i have the error "accessed none trying to read property spawnPoint" . Any guidance why it's not working ? thank you
hi all, am just starting out in bp, have some experience in pcg. the code has a node "get actor of class" so i cna put one class of actor in its purple box. but what if i want actors of three classes? so one being pcg-volume one being foliageinstancestaticmesh and one being staticmesh?
One easy way is to add actor tags to them and then get all actors of class with tag
Assuming it has a plural one, I canโt rmbr
Hi.
- Do not use Level blueprint. It is extremely obsoleted and the tutorials referencing it are usually either outdated or made by people that are clueless.
You cannot communicate with the level bp from another bp which is a major drawback. - If you get Accessed None it means whatever ref you are feeding it is currently null. So hit the magnifying glass, find out what itโs referencing and set the ref properly. Watch the second pin video in full to understand how to communicate with bps and set refs properly.
- itโs defaulting to 0,0,0 because the ref is invalid so the transform defaults to that value.
could you please explain more, so add an actor tag to the mesh, regardless of how tis spawned. then have the code search for tag not actor class?
There should be a get all actors with tag node
Iirc anyways
If I have an array of an actor class, and in this class there is an integer variable. how would I go about sorting them by the value?
For further context, normal functions (with the exec pins) cache the output var results (if it has any) while pure functions don't.
Because pure functions don't cache the result, it has to calculate it again if it gets called again.
This can be desirable more than you think but you just need to be aware of the logic being called inside.
In 5.5 I believe you can add the exec pin to a pure function (in the right click menu) so it does cache the result. This saves you having to create a local var to store it in if you don't want it to rerun.
So I have this setup. Imagine it's like a shopping cart list, I'm trying to implement removing an item from the list if the player decides they dont want it anymore. The issue is that I create the widget dynamically and bind a removal event instead of implementing it on the widget, so I can re-use the widget with different logic for different items.
I'm trying to get the parent of B Remove in the function Handle on Item Remove. But it's from a binded event and I can't just input itself, right
itself as in, the B Remove parent
ok thanks for your help, very clear i will check the video ! And yes i've seen many tutorials use level blueprint instead of custom BP, thx very much for the advices
Hey I am switching my ai character to use the pawn and floating movement comp (performance reasons). Can anyone tell me or have a good tutorial they know of to add gravity and orient to movement like a character class would?
Does anyone know how to turn off the bouncing when you jump on another actor that is in the default third person template? I thought it would be Jump Off ZFactor but changing that to 0 has not solved this problem
using that get all actors with tag would look at every actor in the world wouldn't it?
yes
ok, so that is going to give higher performance hit, than get all actors and using a class?
i can't remember entirely, but I think that get all actors of class is actually pretty fast now but get by tag is still pretty "slow". might be flipped.
if you need to use it though you need to use it
just don't place it in a tick function and you'll be fine
Why can't Maps be used as local variables in Blueprints when Arrays support this? Map nodes don't have a "promote to local variable" option and map type can't be selected in the local variable panel (right click only toggles between solo variable and array).
you don't. What are you trying to do?
They should be able to
does anyone know how to stop the player from bouncing off actors when you jump on them/slide down instead? This seems like something that should be more general but I can hardly find anything on this
You have physics enabled?
yes
There should be a "bounciness" property you can tweak
Basically I didn't want to have to use "string is empty?", I wanted to put the empty string output in the switch as I usually do in C#, python... It's nothing serious. Basically detecting the string output of a key in the json of the player's save in the steam cloud.
wait really? I feel like I've scoured everywere and I've never seen that
Can I initialize an empty map separately? I don't see a node for this. There is a "Make Map" but it implies you have some entries to add immediately, which I don't - I just want an empty collection, exactly like when setting up a local array variable.
switching on a string is not really a thing in C++
typically it would be an enum
maybe I'm smoking something lmao. Lemme double check
You should be able to do Make Map and remove the default entry
do you mean in general/project wide or for actor? I have physics generallyt active but in my character I see a tab where Simulate physics is unticked
no I meant on the character that is bouncing
Simulate physics is unticked but Im still effected by like gravity, Im asusming no?
I'm booting editor, one sec
all g
Ah, I see what I did wrong. The Contains node I tried to use for "Promote to local variable" didn't have a key input connected so the option was unavailable as map key type couldn't be determined.
However, there's one thing I'm missing. Where do I select a value type? It defaulted to Integer and local variable editor doesn't show a second dropdown for the value type.
(I'm assuming Maps are the same concept as a generic dictionary in most languages, as supporting any key type implies value type is generic as well)
look up std::unordered_map
You should be able to do Make Map and remove the default entry
That yields a map of Wildcards to Wildcards, without letting me customize key/value type, unfortunately
changed jump off zfactor to 0.5 which is what it is set to by default in third person template and by default it's kinda fucked/bounces lmao
what are you trying to do?
A couple local variables that are Maps with specific types. The first one I'll need is Integer key type and StaticMesh value type (doing some mesh replacement lookups). Specifically locally initialized, I do not want a user-facing serialized field visible outside of blueprint (which so far is the only way I've seen where Blueprint editor gives you dropdowns for key and value types).
I was misremembering. Bounciness is in ProjectileMovementComponent
oof
I thought the issue was that I set in walking to use flat base for floor checks but not even that is helping
Basically here's what I'm missing, a UI element letting me customize the second type of a local map.
Take a bigger screenshot
although when I dont have a flat base it behaves like what I want with nonactor cones, where my character slides off
I am bewildered as to why this bounce is even here lmao
Ahh, thank you!
Does anyone have any suggestions for what I should do about removing that actor jump on actor bounce? I am so confused as to why this is a seemingly niche topic lol
It only pulls actors with that tag, afaik. Donโt assume perf impacts anyways, build, test, optimize
It will work
It supports anything you can place in a BP graph regardless of what it is
Am I misunderstanding how Jump off Jump ZFactor is supposed to work? Everywhere I look claims that setting this to 0 solves my problem of bouncing off enemies/other actors but it doesnt seem to make any difference
Not exactly. I just meant to say that datatables and data assets are basically identical in the sense that they store static data for a project.
One clear example might be something like inventory items. So you need a lot of associated data for inventory items. Name, Description, icons, 3D models, maybe even associated actor classes, bunch of tags or enums, or booleans, etc etc.
You can make a struct named FInventoryItemDefinition, and put this data in it and put that in a datatable.
You can also make a UInventoryItemDefinition class that inherits from DataAsset or PrimaryDataAsset, and put all of the data in there.
(You create data assets as definitions of stuff. You don't use them for runtime state, you also need a second struct or UObject that houses anything that is changed at runtime like current stack size or item durability, etc)
At which point either the rowname you give the struct in the datatable, or this data asset are how you pass around and relate this item's data. They both serve the same purpose in the end in an identical manner.
The primary differences are that you'll pass around the data directly with a pointer to the object it's on using a data asset, and you'll pass around an fname or a datatablerowhandle to access the data from lookup for a datatable.
With a data asset I can also put functions on it for accessing complex data rather than using a second object or a library. An example of this might be like in our current project we have some naming of units that is determined by some factors in their data. But we want to specify their primary name, and their additions for localization and then use a localized format to construct the name with prefixes and suffixes. And rather than doing this in the name widget, or making a library function, I put this directly on the data asset where the data already lives because I can do all of this with the data at hand there based on how designers input the data.
I am having an issue where my mesh from a blueprint class is not showing up in the level.
I have a c++ UMeshComponent that I call CreateDefaultSubobject on, but sometimes as a UStaticMeshComponent, sometimes as a USkeletalMeshComponent (this is in a base item class constructor, the subclass type determining static or skele).
When I create a blueprint class as a child of both c++ subclass types (one static, one skele), it works as I'd expect in the blueprint class - in the component hierarchy, each one shows the desired type. In the details panel I can assign the proper mesh type, and both static and skele versions show up properly in the viewport.
However, when I spawn an item (or manually drag the bp class into the level), the mesh does not appear.
Is this a known limitation (using UMeshComponent instead of specifically static or skele comp), or should it work in theory since it works in the blueprint class viewport / side panels?
(Also wasn't sure if this was better as a blueprint channel question or a c++ channel question)
are there any good courses, tutorials, projects on blueprints (paid or free)?
Mountains, just search on youtube, UE5 Blueprints
When interacting with the CMC and doing things like ledge grabbing, what's usually the intended entry point? Just doing logic in the event graph and getting the movement mode?
I am, no one is consistent or good enough. they either gloss over things to quickly, dont mention or talk about everything and just assumes us to know the details
Input -> check if can ledge
There are plenty of beginners videos on youtube, but there are also officialy Epic training videos for beginners, worth look at those on their site.
Most youtube tutorials are downright terrible. But someone has to start from somewhere.
After you are comfortable with OOP, you can look at Sample projects and probably unlearn 90% of youtube bs.
The cropout project is bp heavy iirc. You can look at how studio does it.
Are there any websites for nodes/blueprints similar to MDN for JavaScript?
Nodes placing / blueprint is visual scripting
Issue with programming, the simplest solution isn't the best one
Yea, Epic's official docs.
like you could directly access stuff, which is simple, but then becomes a nightmare later
so there's lots of way to abstract that
well I mean I'd need to either lock into an animation or so, would I just do logic to set movement mode to flying then do whatever it is I'm going to do? Or is there a function or so where I'm intended to override and interject
thats what I am noticing, most of them are just terrible and are not using proper design systems or architectures. Im a senior software engineer already and I see a lot of mistakes in them but I just dont know how to fix them or do them better. None of the videos I have watched are satisfactory or complete enough. So when I watch some other youtuber for the questions I have or the missing knowledge, they are doing it completely differently.
I would hold my horses and just check if you can start the lesge
Normally done with traces
I mean I have an idea of how I'm going to actually detect the ledge
where I'm stalling out is getting the movement mode in the right place
I don't know bro, not trying to downplay you but a software engineer would know programming language and don't don't need to "learn" blueprints
I can't imagine a senior software dev using youtube to learn
Blueprints made a lot more sense after a year of C++ for me 
some stuff can be good
Especially the Epic talks
A software dev would know youtubers are people that are still learning too and often just do a click bait.
ik, I understand the logics but I just dont know which nodes or designs to use to implement a system. Im dev in a web field which is nowhere the same as blueprints. Im new to this field
Then you would know Java script
Which is OOP
You don't really need to "learn" bp if you know JS
Everything should feel right at home.
Ya thats why I asked if there is any website similar to MDN where I can read into the nodes and how they are implemented and what they do in the BP world. Like what tagets are to events and stuff. Just understanding which node to use and the examples of the implementation.
Unreal has a few systems I had to learn even from C++
like actor components, interfaces, etc
If you have VS installed you can open up the node and see the header file
there's also the Epic Wiki
yeah
they should have documentation on most of not all the nodes
there's also the tooltips
search is pretty good as well
is ther anything like stack overflow for blueprints or UE in general? Besides discord
google lol
chances are, some person ran into the same issue and posted it to reddit
You still have to do some of your own work
There used to be forums, but I don't know where they were moved. And there's a pretty big reddit following.
like "why isn't my damage system working" isn't going to give you many results in a google
I don't know if this is the reason but the forum was hacked back then.
Everyone password and email got leaked 
Ngl kinda miss forum days
should have signed in with my lego account 
Doesnt seem like there is a big community in game dev world similar to the web. Other thing I noticed is how things are paid. NPM is free and almost everything is open source in the web industry whereas we gotta pay for a lot of things for making a game.
There's a lot of free stuff for games
You will need to dive into the source code.
Install IDE , ctrl F and just search what you want. They are normally placed inside modules, for example FMath does the math stuff
I mean, Unreal itself is free* and Godot is free
But normally you can find most of the things from google
And for most common used nodes, watch Matthew wadstein youtube channel.
I cant find a lot. For example, I want to know how to build an inventory system where the character can pick items and equip them but i wasnt able to find much. Its my first week so maybe im missing things
I have a simplequestion regarding efficiency for accessing classes...
I have a scene component class that I need to get as an array in a function. It holds an enum variable.
If I want to get all those components in one go, based on that enum, is there a quick way to do that without a for each loop on the same parent class?
Or should I make several children, each holding a different value on that enum?
but a lot of assets seems to be paid and pricy for hobbiest. The Fab marketplace also doesnt have any options to just download things and try them out before purchasing.
But Im going out of topic here now.
There is a pretty big "community", it's just very fragmented. First by engines. No one in here really cares what is happening in Frostbite or Unity. And then by companies. General help and systems are one thing but there's a lot of stuff that is NDA that isn't easy to discuss generically. And then a lot of people in gamedev are part of bigger corps which have their own internal nets that they chat and get help in. So the public community can feel a bit small.
You could probably watch a tuber tutorial to get the gist of what to do then write a more robust implementation
For context, this is the current method I'm using.
It works, yes, but I feel it's a bit convoluted for what it is
What are the conditions?
and where is this running?
is there something wrong with my bp?
it is at somepoint of working and not working
the print string says the integer got set correctly
but the real pawn that spawned later doesn't say so
Depending on the situation, might be easier to just have the actors add themselves to a list when they initialize
Why is this convoluted?
This is running on the player actor. This is a targetting system based on multiple scenecomponent class components on the enemy.
Yeah, you are using electric node.
Anyway hard to tell what you want to do.
The previous method I used was made with tags, but was inefficient because all scene components passed no data other than position to the player. This way I can make more complex interactions, but getting the right area seems harder
Stop using multicast for anything stateful
Why are you passing data to everyone as well
How many npcs do you plan to have at once?
setting the variable in controller from game instance
there's an is locally controlled check as well
First write them down on paper first. The design is actually simple.
NPC thing
Player logged in
As client, get the player GI / save game, send the data to server.
As server, Server replicate the data to everyone.
Try to replicate a variable first. Just a float value or something simple.
@violet bison try syncing players name.
That will be easy start
okay
You will have name in the game instance, that's fine. But you will also need name in replicated actor. Use player state.
The name in the player state will be replicated.
Btw I just realised that you will need to test with 2 machines at least
No they will refer to the same GI, so how can you test?
Have you not implement host and join.
I have a name changing text box in the menu before joining a lobby
implemented
Test with your laptop / pc
Enter name -> store in GI . Host
Enter name -> store in GI -< join
the name changing box does save changes to game instance varable
I guess it worked?
Irrelevant but why r u using triggered
That runs every frame
Just use started
To test
Input -> get all player states, for each player state, print the name.
I use "set world location" to set position of a cube inside a BP.
It works when I play.
How can I KEEP the location change after I quit the game?
Look into savegame object
Anyone have the issue that overlap event isn't working on an actor that's spawned in realtime but it works when placed in the editor? it's driving me crazy
Eject at runtime and check if the collision settings are identical to the one you placed vs the spawned one
That's usually the setting that stops overlaps from triggering during level streaming.
it was cause i didnt have the component overlapping parented to the root that had physics enabled >.< thanks yall
Yea, your physics enabled component has to be the root or you'll get some funky behaviour.
Have tried it on my pawn and player controller, and the correct ones are set in gamemode
Oh wow! That's an incredibly useful feature, I've had to throw away so many ideas and plans all because of the limitations of pure functions lmao
Sadly, I am in 5.4, I could try updating but I bet that would break plugins..
In an Unreal Engine 5.5 GAS project, enabling physics with a Physical Animation Component causes the engine to crash or just freeze.
The crash occurs when the "RagdollStartEvent" is triggered, and the function "Add Tick Prerequisite" has been executed during game startup.
Error details:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 783]
Array index out of bounds: 7 into an array of size 0
hello, i am newbie here
i am trying to make stable camera when ship is rotating, but as i've got SpringArm can be attached only relatively
searching for solutions i've got i need separated Camera Actor. I've created it and i don't know how to attach this custom camera to my pawn.
Ping on reply, please
Can you download symbols for your editor so that your callstack has more useful info in it?
How the fuck is this possible that this widget gets created ( old weapon wheel widget that has been already removed )
These are the actual things that I want. Here inside of the Inputs_2
This thing never gets called
And thats also the controller that im using right now
Turns out it's not error free afterall
Input is only enabled on controller and possessed pawn by default
hi i got problem with this code Run On Server not working on client it's an actor i have another actors with similar code but only its not working (componentReplicates Replicate movement etc. is open)
Actors cannot ServerRPC unless they are owned by the client trying to send the RPC.
you got any idea how i can fix that?
Some, but I'm curious what this code's intention is? What does it do?
Does this help? I've downloaded the symbols.
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 783]
Array index out of bounds: 7 into an array of size 0
UnrealEditor_Engine!ComputeLocalSpaceTargetTM() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicalAnimationComponent.cpp:221]
UnrealEditor_Engine!AActor::GetComponents<UMovementComponent,TSizedInlineAllocator<24,32,TSizedDefaultAllocator<32> > >'::2'::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicalAnimationComponent.cpp:409]
UnrealEditor_Engine!FPhysInterface_Chaos::ExecuteWrite() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\Experimental\PhysInterface_Chaos.cpp:590]
UnrealEditor_Engine!UPhysicalAnimationComponent::UpdatePhysicsEngineImp() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicalAnimationComponent.cpp:441]
UnrealEditor_Engine!UPhysicalAnimationComponent::TickComponent() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicalAnimationComponent.cpp:315]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1223]
UnrealEditor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:634]
UnrealEditor_Core!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:504]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:668]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1526]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:815]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1866]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:774]
UnrealEditor_Engine!UWorld::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1518]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:2140]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:550]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5869]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:123]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:277]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:317]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
its a switch system https://www.youtube.com/watch?v=4vUCXwOMXsY&t=1354s
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Learn how to create a Resident Evil-inspired power switch puzzle in Unreal Engine 5! In this step-by-step tutorial, we'll replicate the iconic power sw...
Some. What is your PreCMCTick object there?
What specific info or screenshot do you need?
What are you doing in that PreCMCTick function atm?
I don't know, it was made by epic games gameplay designers, which is on the new GASP for the UE 5.5 version.
Double click it here. Should take you to the character bp.
Oh, you did post that. Derp. Been a long day. ๐
I think it's like saying, "Initialize this component event first, before the Tick event occurs."
bro please don't forget us ๐ญ
Epicโข๏ธ coding. Accessing an array argument without checking it's index with an index argument. Judging by this code, whoever wrote this isn't in the habit of logging things and handling stuff gracefully.
I'll be honest I don't know what's wrong with this, because there's no direct correlation between this index and this array except that they come from the same component. There's a disconnect between the array and the index. So whoever wrote this component needs to fix this. For why your tick group causes it, I can't guess. Shouldn't affect this code much.
So you need everyone to see the switches in the same place, and for everyone to be able to toggle a switch?
yes
The TLDR is that you need a server RPC in either your character or Controller class. Interaction should RPC through one of those passing the replicated switch through. And then once on the server with that switch you can toggle it which should replicate to everyone.
Thanks for taking your time to answer!
i cant undrstand can you deep explain
There is a spline mesh BP to make walls. How can I make the spline a pickable variable? So I can pick an external spline?
Making the spline component inside the BP, a varaiable doesn't work.
Can somebody help me understanding how to use the while loop node correctly?
I want the while loop to check if the values of both variables are equal or higher than 5. If they are, then the condition is met and the values should be forwarded through the completed pin. Sometimes it works and sometimes (like in this case) one value is below 5.
What am I missing?
The while loop will keep running so long is higher is true... if you never set it to false at any point you will get an infinite loop error
So I would have to disable the condition in the set node?
You will have to ensure that you get out of the loop at some point.
Either that or a crash
Hmm, it still doesn't work as expected.
Do I maybe have to include the beforehand calculation into the while loop?
Oh wait, I forgot to re-connect the while loop ๐ ๐
I'd like to show the health bar of enemies which the player is looking at, but with a 'dead zone'. So it's fine to look a bit to the right/left, etc.
I thought of some solutions but I don't like any of them.
Something like sphere trace, capsule trace, capsule overlap. This works, but all of it requires looping two arrays to figure out which actors are still there, and which are not. Which would run on tick.
Or, alternative, dot product of forward vectors of enemy and player pawn in my enemy base bp, which also runs on tick?
Is there anything more elegant I'm not aware of?
I would go down the sphere trace route on tick to be honest. Unless you're doing heavy calcs, this should be fine. This is a finial trace (ball on a stick) I use for an interaction system.
Edit: Just to add, if you're already doing something like this, you could always look at hooking into it to prevent repeating the same stuff. Why trace again if the same sort of trace as already been done? It can be good to try reusing data you've already generated.
Thanks, I'm doing this now:
So it runs in each enemy, not sure if that's worse. But it doesn't require overlap or trace.
Hello, when I use dumpticks I see that every timeline I have in a BP is ticking. Is there a way to set it up so that my timelines only tick while being played? Thank you
Or is that already the case?
Does anyone have a nice way to turn an int into it's binary representation? (Preferably an array of bools)
I think this might work but not in a position to test just yet but if anyone can point any issues with it let me know. This is the first time i've used the bitwise and node so I could be using it wrong lol.
what are you trying to do exactly?
Convert an int into a binary array. So if the number was 13, it would give me an array where each element is a bit.
[0,1,1,0,1]
Hey everyone! I am wanting to help an artist visualize a spline during runtime. Is there a good way to draw a debug line along a spline or make only ONE specific spline become visible during runtime? I know there is the debug command to show all splines, but I need to only show one at a time otherwise it would look very messy. I don't see any variable on the spline I could change via blueprint so not sure what to do
Hello, sorry to interrupt but when sending this variable throught an interface in returns the value with ceros. im still trying to figure out how to use interfaces inputs so i dont if i doing something wrong or i should something else for my idea to work.
i thinks it is what you want
๐ฎ thanks
Hi everyone, creating a game where you can possess enemies that you fight. My main issue is that I have created these enemies as 'pawns', to be able to possess them, however can only find the floating pawn movement, rather than the normal character movement I would use. Obviously, floating pawn movement creates a few more issues than I'd like when it comes to them walking around in a nav mesh. Is there any way of me using character movement for a pawn, or using possess on a character blueprint?
Characters are Pawns.
I see, thank you. I will try it with a character BP now
Hey Everyone! Im trying to write my own hit detection type of thing using some math and distances. but for some reason my math is off I think. the out vectors of the hits ar just slightly off. heres how Im doing it. Im taking the target positions and subtracting my shooting original position giving me Di, then taking that and mutlipling it by the normalized shooting vector and adding in my origional shooting position but the vector is off at this point not by much but its still wrong. The Redline is the Shooting Vector, and the orange lines are projected positions to that vector. but as you can see they are not lining up
Unsure what you're actually trying to do ๐
detect a hit based on math lol got an array of the postions and trying to do the math to see which is hit by the shooting vector
Ah
Sounds expensive ๐
Especially in bp
You basically just need the dot value and the distance if the bullets are unaffected by gravity ?
yeah pretty much
Nearest target in a filtered array, in other words
correct
it is working but the math is slighty off
Im wonding if its like rounding errors
Not sure what your math really does
If we agree that dot + length is all we need..
Well yeah , the initial direction is wrong
Id setup the dot check first
Filter out anyone that doesnt meet the dot check
Now the dot tolerance decreases the further away you go
But thats another problem consideration
heres the awesome formula that I got from good ole chatgpt
lol I've broken it down bit by bit to recreate it
I think the premis must be flawed from the getgo
so I really only need the dot product to the scaled vector?
blind leading the blind lol why's math gotta be so hard
so dot product of the targets position and the shooting vector?
Target direction and aim direction
I think
there's some engine stuff to help you here tho
this is pure dot product filtering
which doesnt really cut it
this one however
nah, it's engine class
needs c++ to access, if the function isnt exposed
(many many usefull ones, are not ๐ฆ )
ahhhhhhh
yeah this looks exactly what I have. maybe my red line is incorrect lol
omg
thats what it was
my math was right all along
thank you for your help @gentle urchin
I need some help again and really hope someone can help. I have a BP actor with a collision box and once inside (begin overlap) its event tick starts to "tick". The event tick is supposed to check if the player presses forward or backwards to constantly move an object up the more the player gets nearer/presses forward or move the object down the more the player gets farer away/presses backwards.
Meanwhile I have tried all kinds of things that can be found on the web like get forward vector, get velocity, dot product and whatnot and my current attempt works .... but also when I strafe left or right the object of interest moves up and down. I just don't know what to do at this point for how to check for forward/backward movement and ignoring strafe movement.
Spawn sound Cue stops working for a few seconds if a certain amount accumulates in the world, this causes the machine gun to sound silent at times, how do I solve this?
Anyone knows how expose float for damage?
I know there is Set by caller inside Gameplay Effect but how do I set it from outside?
got it
Yes I understand. Why?
But also, why?
Would be much cleaner to write a C++ function and exposing to BPs if you're into learning that
Rama's victory plugin has it too iirc
I can't for the life of me figure out why the second widget is not shown... whatever I try.
The widget itself works but I can't have both, why?
Why are you creating them in BP instead of creating in the the component list
Hello,
often when I find ways to implement certain functionality like gamepad inputs or other things in UI
All solutions that I find seem to be tied to the even tick
Is that just a common element with UI that everything useful needs to be on a tick or is it just bad optimization?
Also if anyone has knowledge on how to implement gamepad inputs into UI I would really appreciate it
I've been struggling with it for a while
I would look into CommonUI
The engine warns me that it may not be suitable for shipping games
and given that I still don't know much about UI, I would like to learn a couple things before diving into plugins
I've shipped games using it
It's an Epic UI Framework
not a random 3rd party plugin
It's used in Lyra as well
Oh thats reassuring
thanks for the info, will use it then probably
is it difficult to implement gamepad inputs in it?
do you maybe have a recommended resource where I can learn how to use the plugin?
The Lyra project
The base CommonUI widget has input handling built in
fantastic
thank you
quick question
so, I have a 3d platformer
I want to make it so if the player falls below the map they respawn at a certain location
this is the node block i'm using
(this block I don't think its relevant but this is what event tick goes off and does prior to it sense you can only have one)
Does anyone know how to make this work during play?
I want to select an actor without using the outliner or viewport during play
The issue is that the last node only works during edit mode
Does anyone know why my online subsystem dosen't work?
i tried to create a multiplayer game.
i created the whole invite / friends list / join system.
everytime someone joins my sesion, they got back to the main scene of the game [Wich is MainMenu_Level] Instead of LobbyMenu as the BP should to
JoinSession -> On succes -> Open Level Object Ref[LobbyMenu]
Any ideas?
Heya there!
Iirc there was a way to fetch a variable reference inside a Function Library, so you could specifically set its value with it, right?
I will need to make a few nodes using that across several actors, so I'd like to hear again what was the name...
In the animation blueprint, is it possible to get the orientation of a bone in a sequence? Iโm doing a layered blend between two animations, one of which being a reload, but the issue is if I blend using the root bone the alignment gets screwed up. So I was trying to ik lock the hands to the pre-blended animation
Wasnโt sure if there was a better way to do this
Is this like, a global variable?
Not a global variable but a function I can use to set variables.
I did figure out the answer though: The Set By-Ref Var is node I was thinking of.
It lets you plug in a variable directly rather than its value and set it in one one. The node still gets access to the value it holds so you can make complex functions.
You can make the inputs of a function take a ref
I know why this isn't working, but I don't know how best to fix it in BPs. Is there a way to keep the current index in scope for the event?
Is using a Timeline the best way to smoothly move an actor from location X to location Y (say, from a click event) when it would only fire once per click and not be in a constant state of movement?