#blueprint
1 messages · Page 275 of 1
https://astricx.is-from.space/2025-01-14_10-59-19.mp4
Why exactly is my location not being set? Is it because you apparently have to do this in the character blueprint or because when I log out theres not enough time to save the game?
if it's always the same duration, sure
if not, just use tick. You can toggle tick on and off
Got it, thanks. Just wasn't sure if a timeline was overkill for a "basic" movement or not.
If what you wanted was:
On click, move towards location at x speed
then I'd use tick as the duration is unknown.
You'll get all sorts of nice behavior like changing course during a move for free.
OK thanks - the movement is always a constant, so I always know where it will move, duration, etc.
You need to have input parameter in your delegate
Then pass the index to the input param
I have the following event on the ThirdPerson BP. How can I take it out of the ThirdPerson bp? I am currently casting to the TP BP and calling the event from there in the BP's that need it. I tried to make an actor component but I dont have access to the Add static mesh component
sure you do
you just can't add a static mesh component to a component, from the POV of the component you're making, you want to add the static mesh to it's OWNER
What are you actually trying to do/make?
I have a bunch of equipable items that Im attaching to the character, e.g, hat, or bow.
Are they just meant to be static meshes or actors?
What is a bow in the world, is it a bow actor or just a static mesh with a bow mesh
They are actor BP's
ok then just spawn the actor
spawn actor, attach at socket
Why are you trying to move the "attach an item" code out of the character BP?
CMC has an event "OnWalkingOffLedge" Is there another event that happens before this is called?
dont yell pls, but each of the items are taking over 700mbs of memory because each of them are individually casting to the third person.
I made some changes since my prev message where now I have a Equipable_BP that takes a variable of a mesh and socket name that is editable at spawn. So instead of possible dozens of individual BPs, now I only have one. Not sure if that makes a difference to the memory tho
Why does an item care about characters at all? Also there's no way that 700 mb is correct.
the BP_ItemEquipe for example is loaded wherever the TP_BP is used.
First of all, you may be looking at disk space, second of all, that is a shared cost, you don't get a new load for each asset
In my opionion, and people differ on this, you should have references that flow one way. Character knows about their items, but items don't know anything. They just sit there and do what they're told (activate, etc)
Yup, detachment like that is just good design. Your items shouldn't need a specific character to function
same with UI. UI should be a layer on top and the underlying system should be independent of it. keep things 1-way
thats what Im trying to do, I dont want the item to be coupled with the TP_BP at all
I'm assuming that's your character?
Why is it?
yes the default third person character from the third person starter content
Ignoring animations and other stuff, and also formulating items as subclasses of BaseItem, and assuming items exist in the world before being equipped, it should be this simple.
BaseItem
whateverdata
Activate()
Item_Gun extends BaseItem
Activate() override
ShootBullet()
Character
OnOverlapOrWhatever
cast OtherActor to BaseItem
EquipItem(OtherActor)
EquipItem(Item)
attach item based on whatever data
set whatever refs for ItemInHands etc
UseItemInHands()
if ItemInHands.IsValid
ItemInHands.Activate()
DropItemInHands()
if ItemInHands.IsValid
Drop logic
ItemInHands = NULL
Something in the shape of that
at no time does an item know anything, its just along for the ride and does its job when told to by Activate()
BaseItem knowing about BaseCharacter is no problem though, there's plenty of reasons to do it
I think it's cleaner this way though
I have something similar, the character doesnt know about the items right now but they items do which i dont like.
Here is the code InteractionComponent(Checks for overlap and adds the E key), BP_EquipableItem (takes mesh and socket name and calls Equip event from EquipableComponent
Idk if Im thinking too much into
You need to at least reverse that
how does a character use anything if it doesn't know about it?
calls the interact interace thats implemented by the item
BaseItem can know about character though, it'd be useful like:
Character.Interactionkey -> select InteractionComponent -> Interact with it
InteractionEvent -> tell InteractingCharacter to equip self
hey mr interactor, I'm an item, equip me plz
am I doing it wrong right now?
Like this? It seems then I have to store the index in the button itself.
Correct. Or you can save a map here as a Button/Index and use that for lookup and pass Self back through the MainMenuButtonClicked as well.
Thank you!
Is it possible to get the bounding box of a triangle I hit?
Anyone has huge FPS drops with SceneCapture2D ?
I'm trying to make "snow deformation" for my landscape (with RVT + Heightfield Mesh) and my FPS go from 100 to 60..
Any help to understand that will be really appreciated, I don't know how to do I'm kinda stuck atm
Sure it's a very expensive operation
Is there a vizualization mode for surface normals?
So no other ways to make "snow/mud trails"
?
I am not familiar with deformation, but 2d scene capture is an expensive operation. I don't think that's how others do it.
Most of these stuff probably belong to the shader so it can be offloaded to the GPU
Epic game math video shows the normals of surfaces. Might want to look at it
What is the scene capture for? Usually this is just something drawing to a render target for z offsets or similar.
I capture my Character to draw on render target
Then I use that "Render Target" texture in my Material for the "World Position Offset" of my Heightfield Mesh
I heard that "black myth wukong" made the snow deformation with Heightfield Mesh and Render Target
And all tutorials are using a Blueprint Actor with a SceneCapture component for that
The heightfield and rendertarget are fine. That's intended. But I'm a little caught up on the scene capture. O.o
How to capture my character movement without a Scene Capture ?
How to draw my movements into a render target
Like at a simple level you can just draw a circle on the rendertarget from a space projection from the character's location to the RT's space.
So...if I have 2 overlap events causing issues because they occur too close to each other, I suppose that means I should be rewriting the code in cpp because bp is too slow to compute it eh?
What are the overlaps doing?
quite a bit tbh 😅. Might be too much logic within for the 1st one to finish before the 2nd one is triggered.
I'm shooting a cannon round through a wall into another room that contains a water system. First overlap event that gets past the cast makes the wall break, second one needs to start the water leak, which is all the way at the end
May need to rewrite the logic or move some of it onto the recipient maybe
make the water detect the bullet so the bullet doesn't have to, may be worth a shot
So in my blueprint I have to convert my Character location to the RT's space ?
BP is thread blocking. The second won't start until everything not async finishes in the first one, and every single thing it calls, etc.
I see. There's nothing async in there until the very last overlap which only happens after the first 2.
but I've seen collision cause all kinds of issues when you're overlapping multiple things in a tick.
like if I turn off generate overlap events on the water system, the first overlap will instantly work as intended - but that leaves the second one not working obviously 😄
This is one reason I commonly rage about damage systems and people putting stuff like damage indicators directly off of damage application events and such instead of registering it with a system that handles it later.
You get a ton of branching code like the apply damage first affecting health, which changes UI from a delegate and plays hit reacts somewhere else, and causes potential shader argument updates, and then goes on to create a damage number popup which causes widget creation code, initialized, setters, invalidations in the canvas it's added to, maybe even scene component creation if people are using widget components. Then we move on to death checks, which can potentially cause yet another UI update for health status, more hit indicators if you have death ones, more particle effect creation, more shader argument sets, more animations triggered. Oh wait game mode needs to know this thing died to check a bunch of missions, lets run through all of those, but only after we set some player related stats. Wait those stat changes triggered a bunch of things....
Etc etc etc. Okay next damage application target.
OOP programming is fun.
I mean I have zero damage involved in this logic tbh
but I sort of get what you mean
OOP would be so good if caches weren't a game mechanic irl
It was more a point about the fact that blueprint is thread blocking. And all of that stuff has to run from a single damage application event before the next one even triggers because none of it is async.
pop this up no wait play that sound no wait change that health no wait play that animation no wait destroy that actor no wait you can't yet
I'm currently async load my vfx and sfx. Wondering if it would have any bad implication
Nothing wrong with it. Though bundling can probably help a lot with that.
I made no use of asset managers 🥹 surely it will bite me one day. I'm just not sure how to use it.
Does it just load something based on the ID (string). But how would I bundle my objects.
Like I don't have a clear goal what sfx of vfx I want to load when I am doing it on demand.
Ok so now I'm stuck on how to convert my player location to my Material Vector4 constant
Do anybody know, Is there a way to bind a single delegate created in cpp with a Blueprint function on event graph ?
i believe you can pass the BP function by name and bind it that way; can't immediately remember the syntax
also probably a way to do it without passing just the function name
Okay , I'll try that out
It seems so complicated to transform a world location to a -1 ; 1 value to draw on render target
if anyone has an idea
I thought bp is multicast delegates only
Dynamic are the BP delegates. Can be single or multicast.
I think the dynamic just references the function by name instead of by direct function pointer.
I don't know what you're doing specifically, but for an example of using a delegate for a predicate function in BP.
DECLARE_DYNAMIC_DELEGATE_OneParam(FForEachSelectedActor, AActor*, SelectedActor);
UFUNCTION(BlueprintCallable)
void ForEachSelectedActor(FForEachSelectedActor PredicateDelegate);
void UAuthaerPlayerInteractionComponent::ForEachSelectedActor(FForEachSelectedActor PredicateDelegate)
{
for (AActor* SelectedActor : SelectedActors)
{
PredicateDelegate.ExecuteIfBound(SelectedActor);
}
}```
Learning c# recently. Nice to see events and delegates are native to the language
This would loop over my SelectedActors array, and run this BP function for each one of them.
Cpp on the other hand requires function pointer
Well it's probably the same underneath
Heard good things about C#. I'll probably never use it. 😄
Supposedly. But it won't help my personal productivity any. 😄 Sounds like one more thing to manage when some U# dev wonders why stuff isn't working and I have to fix it. Personally I'm fine with BP and C++ now that I've found a nice balance.
what’s the best way or approach to avoid endless branching from a single event / thread branching
is this just c# with a sprinkle of verse or whatever it’s called
i didn’t know there was a u# at all
No Verse. Just C#
Depends on the system involved. For a simple example related to that specific topic, consider the damage numbers. These are usually basic numbers, sometimes text, that are drawn on screen for n seconds, sometimes animated upwards, or whatever.
Consider that creating slate and UMG widgets costs prepass and invalidates already created stuff when placed in parents or moved, etc. When you have a lot of moving things on screen UI wise that you can simplify, it's better to draw it every frame because there is none of this going on. No creation cost, no movement cost, no invalidation and prepass cost. So rather than tell the damage system to spawn a new widget for a canvas and have it initialize and play an animation, etc etc. Consider simply placing some values at the end of an array. Early on in your frame your damage application simply applies new entries to this array, later when UI code comes alone, the canvas responsible for this draw can simply clear out finished entries, then draw still active entries. You get memory contiguous operations, and a ton less branching code.
The same thing could be said for any form of mission system relying on a player's stats or similar. Rather than making stat changes directly trigger mission updates, make the stat changes simply trigger a state that tells the mission system to update when it's pass comes around.
Everything still gets done, it just gets done in neater logical order and faster. The only drawback is of course designability.
any idea what is causing this error?
Hi, could I know why the text "Taylor Swift" is not printed in output log?
print to log is checked.
Am a programmer and graphic art create custom work for game which means! i make uiux design logos for game publish etc.feel free to dm me
turns out append nodes really don't like having exec pins
Read #rules and stop crossposting and advertising
👀
Love seeing when the plugin gets brought up in random channels 😄
out of curiosity do you guys use the default user settings when you save game options or do you create your own save game options bp?
why do some inputs work on BP_FirstPersonCharacter
but don't work on my widget blueprint
Does anyone know why the Line Trace hit actor info, when going through an event dispatcher, goes from being the actor hit by the line trace, to the actor that the line trace blueprints are within?
(I have print string right before the event dispatcher on the BP, and right after on the receiver of the event dispatcher with two different prints)
I feel like i'm missing something obvious (it usually always is lol)
Gotta show us some more of that
Is it possible to create map with key as Name and Array as element?
like: [ Name ] [ X X X X X X ]
My gues is struct?
LineTrace Code: https://blueprintue.com/blueprint/7khh7q2x/
(the spaghetti at the end i haven't touched up since i've been trying a lot trying to figure it out)
Linetrace testing/spawning code:
https://blueprintue.com/blueprint/nip9us80/
Adding a delay right before the call seemed to work
Anyone can help me to get the my Actor World Location into a Render Target ?
I watched videos of painting on a Render Target at runtime with the mouse (line trace) but I don't find how to convert my actor location to this target
The goal is to draw my Character movements on a Render Target
Without using a "Scene Capture Component"
Hi can I aks a question??
why do some inputs work on BP_FirstPersonCharacter
but don't work on a widget blueprint <---- ????
Like for example say a Hotbar widget <-----
(I could be wrong)
But BP_FirstpersonCharacter have players (such as player0) as the controller, other widgets or BP's don't by default have a controller.
For example say you got these on character <---
thats true
I got an Object reference in my widget blueprint
and inside of that widget blueprint I have the bp character reference
While I don't recommend having controller inputs within the widgets necessarily, and i'm not experienced with widgets too much, that's the only thing I could come up with that allows/disables input keys on other BP's. Since the key inputs require an active controller (effectively the 'player') to have ownership for them to work.
The value can be an array if that's what you want.
That's what I want but how can I choose it?
Chose what?
A map is key value pair
I cannot set Actor to be Array/Single
You need a struct that has that array in it.
Yeah I'm trying to make it work with struct
Thought Im missing something that there is a way to make actor into array from the start
Hmm, so what I'm missing here when I'm trying to get Array of Units and sort it by ''Tag'' and add each type of unit to array of the corresponding key?
Like this debug doesn't show anything was added as value to the key. I'm trying to also print the values and they are empty. Any ideas what to look into?
Hello. I'm brand new to Unreal Engine 5 and Game Development in general, so I may have some misconceptions and I'm looking for assistance. (VR for reference)
The Goal: I am trying to add a togglable variable that would allow the player to choose between using head based locomotion (if you push forward, you go in the direction you are looking) or controller based locomotion (If you push forward, you go in the direction your controller is pointing)
The Problem: This select node won't allow me to link both "Camera" and "Motion Controller Left Grip" citing "Motion Controller Component Object Reference is not compatible with Camera Component Object Reference."
My confusion: Both of these components independently link to "Get Right Vector" without any problems, so why do they have a problem linking to something that would select between the two?
If you'd like to add an explanation to your answer as to why my understanding is incorrect, I'd really appreciate it. Thank you!
they are different type of things, in more accurate, They are not Exactly the same
they can both may have vectors besides that
What would be the correct solution to choose between these two components based on a variable, in order to link them to the "Get Right Vector" node?
Connect the select node to the get right vector node first while it's still in it's wild state. This should update the type to be 'scene component' which the other two will then be able to connect to.
does anyone any know how to add low health indication in unreal engine ?
I've searched everywhere but couldn't get any and my blueprints are spaghetti so if you can help please join me in the VC
Has to be struct
Is it possible to draw Locations to a Render Target without a Scene Capture ?
but controller is not the same as character
oh and by the way i found a way to fix that empty character reference in some of my functions xD
I just moved those functions away from character and transfered them directly into the widget blueprint itself locally
But I still have this problem where some of these references need to stay there
so I still need to reference properly in a valid way to character
any ideas why this causes my WASD arrangement to be inverted wsad.. w/s keys.. end up being left and right and a/d keys end up... being forward and backward
after switching from 3rd person
it might be a wrong camera rotation ?
guys if I add child component to actor and I have there variables which are exposed to spawn and editable shouldnt I be able to edit them on map ? like there were in main actor ? because i dont see them
i dont have it here
like in default
that camera is mounted to the metahumans spine in FPS mode.. so i rotate the character mesh which in turn rotates the camera .. and this results in the direction in game being good.. its just the keys dont go the right direction
so i was thinking just make a seperate FPS key mapping unless you can spot some obvious mistake i am making
the reason I use the MGT_rotate is its part of gravity template and his rotation will apply gravity for us
oh no I'm sorry for that cause I'm still totally new but you can go and experiment until someone gives a better solution
No, you can't modify the default data when using an 'Child Actor Component'. You'd have to get the actor from the component and set them either via the construction script or on begin play.
@undone sequoia any reason on using them at all? Even the guy at the epic said to avoid it and none of the experience dev touch it at all.
Child actor component is easily the buggiest crap in unreal engine
I'm using it. But it is strictly a visual actor. Zero logic or gameplay effect and I know it's quirks. 😄 That said I would never advise it normally. But our maps are entirely generated, so I have little fear of it ever having serialization derps with maps.
Fair
I think that's all I've used it for. Some lights that flashed on and off in a specific way that I wanted multiple times but also part of other actors.
I have a gameplay actor that has no meshes of it's own. But it needs a visual mesh to be clicked on. But the issue is that it gets upgraded to different things. And it is easier to let a designer make a whole actor with all of the meshes and such and swap out the class than anything else.
I have path points where my actor is moving between and I wanted attach them to actors ( ships) so they would aligne with ships
You can just attach them to the actor, or make a custom scene component if its just for a location.
Cac comes with issues. Just a friendly reminder.
in my game I have characters special moves displayed on screen (like in the pic).
This is done with widgets. If another special move is used when one is being displayed the first move moves up (like in the pic)
If a third move is done, the top most displayed move moves off screen, the second one is moved upwards and the third one is moved below it.
This is all done by manually placing the widgets each time this happens.
Somebody mentioned that I could make some type of widget box that would handle the positioning and placement automatically. Is there something I could look up as an example?
i will propably attach
Anyone using AI or know of one that works with blueprints?
What AI and for what purpose? Can you be more specific?
If you are talking about chat gpt and the like for blueprint then it's absolute a** so save your self the time.
thats what ive been telling my coworkers but they have a hard time believing it
Yea id imagine the uscript used for the nodes throws a spanner in its works.
If they are programmer, how do they have a job?
artists
It's learning from the Web and being a language model it's just gonna hannucilate over saying I don't know
That and mixture of bad answers from the web
Anyone know how to disable Montage Interruption ?
By code ypu can chevk if any is running
I have a convoluted question and I'm not sure exactly how to word this.
I am using the VR Template provided with UE5, and I'm playing around with adding settings to the menu. I currently have a checkbox that I'd like to modify a variable within the player's VRPawn. How would I send this variable from the checkbox, to the VRPawn, and visa versa?
Animation Montage of player and zombie is interrupting. I want to disable it.
I've tried to disable collisions but its not working
has someone else problems with c++ and collision profiles? i made 2 objects "player" "interact" both blocking eachother, both have collision on, and i made collisions. but somehow my character mesh (and even pawn, which is blocked too) can run through the interact object.
Hey everyone 👋 any unreal engine developers here who could help me on my problem? been at it a minute and cant fully sus it out. in this video (i'll link below) they have a flashlight mechanic and its seperate to the player camera movement. I have got it working seperately so i can control the flashlight on its own but the issue is the flashlight can go offscreen and that then messes up my overall camera in sense. I need it so i can control the flashlight but it stops at the end of the screen and turns the player, I imagine this is done with clamping but when ive added clamps i get no success! TIA!!
I have honestly been putting off playing this because so many of you said it would have a similar effect on me like From The Darkness did... and you weren't kidding
Follow Me Here:
➜ Twitter: https://twitter.com/thafooster
Support Me:
Moov Studio (Where I Get My Graphics) ➜ https://bit.ly/3sxUiZW
10% Off G-Portal Servers ➜ https://www.g-portal...
do bp breakpoints not work in editor when they are triggered by an animation?
having an issue where this node always returns 0
guh, just going to have to do a source build
Have you tried any of the drawing nodes?
Greetings everyone!
I have a problem with movement mechanic.
If actor facing straight forward or backward - everything is fine, but if it facing any other direction - everything goes wrong (video).
I've spent two days trying to fix this, but i can't understand what's wrong, please help.
("Altitude" is medium of all line trace distance, "Velocity" nodes attached to function, "Input" nodes attached to buttons output, multiplied vector goes in "Add Force" with "Accel Change" enabled)
I'm trying to make a count down clock but the Text Render Components wont update. I'm not sure how to wire everything up. Can anyone tell what I'm doing wrong here?
Hi everyone!! Im new here and new to UE 5. Have any of y'all created a slime playable character and slime monsters?? I have a decent slime material and threw it on a sphere. I have the VERY basic of basic movements for the player but cant seem to get the slime monsters to move or do anything. Ive set up an AI, behavior tree, and blueprint but no dice.
hello, any idea why my montage is not playing ? The animation is working as intended on the preview. The print string is also working
Hey everyone, I was trying to follow this tutorial: https://www.youtube.com/watch?v=QrEY8n8zSag&t=241s but I am using buttons for my UI instead of (flat/normal widgets? not sure what the correct term is here). I have seen some stuff that UE4 buttons could not handle drag and drop but I have found no resources as to if UE5 buttons can do drag and drop functionality like this video. any shot someone knows if it is even possible to do in UE5 or if i should just abandon the buttons in the UI?
In this video we will learn how to Drag and Drop from a widget to local world to drop 3d sofas using the spawn actor from class node
also our previous tutorial to switch between the sofas using widget buttons
hey guys , sorry for noob question, i am a bit new to unreal, can someone please explain why blueprints compilation time is much faster than c++ , isint bps get compiled to c++ ?
Blueprints let you make changes and "instantly" see them in action whereas with c++ you make changes then wait while it compiles then have to wait again while UE loads up before seeing the changes (unless you use hot reloading).
But c++ runs "faster" so most devs spend time building and adjusting with blueprints and move the heavier logic over to c++ later on.
You can make your entire game using blueprints without touching c++ or vice versa
yeah , but you don’t necessarily need to close and reopen engine while compiling c++ classes , you can “Build” with already open editor , but even then compilation takes so much time even if edited one symbol , and i am wondering why it is so. with bps you can edit whole class and compilations takes one second
blueprint isnt compiled into c++. its compiled into an internal language that unreal understands
that's called hot reloading and it can lead to file corruption so use it carefuly, especially if you don't have any version control
also, c++ isn't exactly slow to compile. the issue is that your compiler is checking every file to make sure they are up to date. if you change one line in one c++ file, the actual compilation and linkage is pretty fast if it isn't frequently used
I just find it much easier to translate an idea in my head using blueprints and then play testing it while being able to quickly make changes to variables. Then sometime later maybe days, weeks, months I'll return to that thing and realize it doesn't need to be changed anymore so I'll consider which if any parts could be optimized by migrating it to c++.
But you can always still make changes to it in c++ but ya, that's just my workflow.
hey! I've been cranking away at unreal and blueprints for a month now. Is there some master documentation that explains everything?
even for elements like the details panel for built in components
that have a ton of baked in options

you mean like the docs?
the same docs that everyone else uses ---> https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-5-documentation
yeah this is decent. But stuff like a more detailed breakdown of prebuilt components
like you have so many powerful options in the character movement component
and there are tooltips
but more granular description of whats goign on under the hood
the source code is available on github https://github.com/EpicGames/UnrealEngine/ you just have to request access
ah that's a good point
thanks!
I'm an artist vet - been grinding hard at learning unreal / blueprints
getting over the hump where I feel like I can really implement ideas is a huge undertaking
the initial fundamental stuff was great tho - really loving unreal so far
coming from over a decade of unity
there are actually some reference docs made by some very nice people
quite a few in the pins in #blueprint and #cpp
you'll probably never find a handbook that describes everything, unfortunately
holy crap
I want it lol
thank you so much!
the actual unreal website is pretty awful for browsing docs
ha
yeah its a little clunky
are there any good math fundamentals when it comes to platforming?
i'd look into easing curves
cool - in which context?
they can be used to make certain movements feel a lot snappier or organic. like a jump that sorta "hovers" at the peak and then rapidly falls
(Direct me to another channel if it makes sense but I'll ask here first)
I'm trying to use DataRegistryIds and restrict them with the meta=(ItemStruct="MyStruct"). It seems like only UObject properties work with this. UPARAMs, or struct properties don't seem to use the customization (or at least they don't properly pass the meta tags). On the other hand FGameplayTag customization handle all these cases. Whats up with that? Can I get it to work with FDataRegistryIds pass into BP nodes or BP created structs? Any ideas?
this is exactly what I'm looking for
haha
is there a specific way to search for it?
Hey all i followed a video on how to make a level change BP for instance go from open world to small tunnel so the video works great and my player does go threw the open world to the tunnel
But now its not replicated at all as both server and client go to the tunnel level at the same time does not matter if client or server goes threw the door
Anyone that can maybe help me with some advice to get it replicated please so only 1 player goes threw the portal and not all players?
I am new to UE so not sure if its a replication issue
i thought all clients traveled at the same time
As far as I'm aware, there is no simple solution for this. You'd need to have multiple levels loaded at the same time on the server and know which/when to move players from one to the other.
I am trying to use use a Dataprep Operator blueprint to swap out a static mesh with a blueprint actor during the Dataprep import pipeline. I found this BP someone else made, and it seems to closely follow the logic I was trying on my own.
https://blueprintue.com/blueprint/vgb-p5j8/
I am getting lost when the "Create Actor" node is looking for an actor class and then casting to that same actor class a few nodes later. I assume that the "Create Actor" class input is not looking for the BP Actor I am trying to add to my scene in the place of a static mesh. Does anyone know how to explain the logic that is happening here?
how do I delete unloaded assets ?
hey would you be open for a DM? I have a quick question.
okay I'm trying to set 2 animations based on speed
it technically works
but when it hits that max speed it sort of glitches out - I konw I'm missing something
I can't tell exactly what's happening but it's like it's trying to either return to idle or reset the pose
Hihi, If I simulate 6 apples falling from a tree, then run away pretty far, save the game and restart the PIE and go back, there are only 3 apples sometimes less or more... why?
You can't have multiple world, that's not supported out of the box in unreal.
Only one world at a time in multiplayer.
You can only do server travel which will takes every single player to the designated level.
You can't have different player on different map.
Hi all, so I currently have a simple Lock on for my player with the "Set Control Rotation" node. It stays focused on the target at all times so there can be a lot of sporadic camera movement sometimes.
Is there a node that can help with getting this type of lock on? It allows the target to be offset a bit from the center before it starts rotating and it even allows you to be right next to the target without rotating unless the target becomes really offset.
Use blend space
I want to make some big modular buildings that can show/hide stuff when a character enters. What's the preferred workflow for this? I thought about using level instances, and using the level instance blueprint graph to script the building logic. The downside of this seems that you cant have any kind of inheritance or common shared logic among level instances. I guess the alternative is a blueprint actor, but it seems pretty annoying to build up a modular building in a blueprint viewport
Hi, I have this wall spline blueprint that I'm using, but the textures are being repetitive and it looks sloppy
is there a way I can randomize the settings of the material so one is missing some tiles, another more, etc etc
these are the three settings
The problem is I don't know how to convert my actor location to my render target :/
math
how do you INTEND the actor location -> render target thing to work?
I have a Vector4 parameter into my Material (a "brush") called "offset". I guess I have to take my actor location and convert it to this parameter (offset) so my "brush" is moving on my Render target. But for that I also need to tell what is the radius that it can capture around my Actor
I know it's math but I'm kinda lost
What world location corresponds to the center of the render target?
My Character has to be the center of the render target
Exactly to show trails like for snow or sand for example
yeah you'll have to have some copy stuff
basically each time you draw the new stuff to the render target, you've moved a bit, and if you want the character to always be in the center then you'll have to copy the old one but offset
I'm pretty certain you can't read and write to the same RT at once so you'll need a secondary one
It'll be a bit like this:
TimeToDrawAFootstep -> OffsetCopy OldRT into NewRT based on how much you moved since last draw -> Draw footstep at center of NewRT -> copy NewRT into OldRT
Then any material can use NewRT to do their thing
For info I made it work with a "Scene Capture" Actor and so I add an actor local offset etc... but how to do that without a scene capture is driving me crazy
you don't need a scene capture with this
but you do need to understand what you're doing
do you know what UV coordinates are?
Yes
The material for Copy will just be:
Emissive -> Emissive
The material for OffsetCopy will be:
Emissive(UV's offset from a parameter based on math) -> Emissive
say you moved 1m in x and 1m in y, and you intend for the UV space of the RT to be 100 meters, then you'd offset the UVs for sampling OldRT by 0.01, 0.01
you moved 1% of the UV->world size, so offset the UVs by that much
So I need to do the math into the material to convert world location to UV space and not in my Character Blueprint ?
either or
This is what I'm talking about
upper is RTNew, lower is RTOld
down arrow is copy, diagonal is copyoffset
each time, copyoffset feeding how much you moved since last, draw at center, copy to old (to copyoffset next time)
that's someone walking slightly diagonally up
This is rough atm but just needing advice as I am new to data tables
I want it to some how go if X is == to X, then set row name to X
Any ideas that aren't too complex?
Can you even change data tables at runtime anyway?
I thought you couldn't
Oh
I mean don't quote me but my impression was that data tables are meant to be how you shovel data into the game, not to act as a database or anything else editable at runtime
I'm not sure, I'm new to DT's
Would I instead do multiple of this node for each time I want to call from it?
What are you trying to do here
ok so what's the problem here
Ok I understand the concept of Copy to another "Render Target". But with Scene Capture I just had to set this first "Render Target" into the Scene Capture itself
I basically want it to do a check if X is == to X then set row name to X
This is my "Move Capture" function. First thing : I "Add Actor World Offset". For Scene Capture into another Actor it's ok but not if the code is in my Character Blueprint
So if the are on quest 1, show quest 1 row info
if they are on quest 2 show quest 2 row info
etc
I don't need a SceneCapture but I need a second Actor to attach it to my Character and drawing its location into the first RT?
you can't
why are you modifying row names?
To call upon a different row
like a quest chain?
what are you actually trying to end up with?
are you trying to read all quests?
get data table names -> for each -> get data table row
So currently, I want to store each quest info in the data table and then call it by setting the text on this UI on the right
get data table row names -> for each -> get data table row
a data table is a hashmap / dictionary. The row name is the key, the stuff there is the value
get all keys, for each key, get value
Can you explain a little more in basic terms, how would I use this?
That's a loop, you'll get each data table row which has all the data you want
so for each row at the end, add a widget to your bounty board
So I wouldn't be able to set text, I'd have to have X amount of widgets for each quest?
you don't modify the data table at runtime, you use it to fill up other things like the widgets
the text comes out of the data table and into the widget
you make a widget QuestInfoWidget and feed it different Description text
I already have those widgets/variables for text no?
Looks like you do
IDK what you're stuck on
but modifying a data table is not it
if your list widgets on the left need to know what entry they corrospond to you can store the data table row name
Where would I call a different row?
Right now it's reading every row
you just only have 1 row
and it's doing it on tick for some reason
So if I had another row it'd show duplicate? & It's only on tick temporarily whilst I test
what object does this code live in?
Widget blueprint for the terminal that the player will be able to select their bounties
ok so it should be filling a list up, one widget per row
and don't do it on tick unless you want 1,000,000,000 widgets
You can spawn and add these when the board is opened
I'm not sure how without setting visibility
then figure out how
that's how you do this stuff
unless you only intend for the board to have a set number of them
I know to add to parent etc but my issue is with figuring out how the data tables call per row etc
and randomly pick from the data table or whatever
This will run 1 time per row
do with that what you will
Yeah their will only be X amount avialable per player level
Anyone?
So this is what I made for my First "RT" so my Actor is always on the center, but it does not work as intended, the "spots" are drawn on the whole RT as I move (like steps) or it should stay on the center..
Maybe because I have to "Offset" it but I can't "Offset" my own Character it will be weird
who made that material?
I see a MissingTiles parameter, oncorporate some UV into that and it'd probably work.
Why do you need math? Just draw at 0.5, 0.5
Ok so for the first RT_Capture I draw a simple "spot" at 0.5, 0.5. Then how to "offset" for the second "RT_Persistant" ?
In my old code I was using "Add Actor Local Offset" to my "Capture Actor"
But now the code is on my Character itself
add math to UV
am i missing something? my variable called "text" somehow gets set to index 1 of that array instead of 0 and im going crazy.
In the Material ?
How are you testing this?
the variable called "text" is directly tied to a text element in my widget
Through a binding?
Then you have something else setting Text after this first tick(cause do once). Or if it's through a binding you have something setting text directly on the textblock which will break your binding.
probably, I'd just feed the material HowMuchIMovedThisStep
say you moved 100 X and 200 Y in the time between placing footsteps
just feed it 100,200
and have it do the math to convert to UV
it'd just be a multiply
i directly select the variable instead of a function in the text element bind. and if i try to do 1 or 2 on the get from the array, the screen stays blank, only at 0 it displays a text, but index 1 somehow.
race condition? where does this array come from
or is it static
its static, i manually added 4 elements to it
This is how I actually feed my Material (2048 means the "capture size")
sure, however you want to do it
But I need to multiply this "Move Offset" variable to something to make it move
So I need to find the "HowMuchIMovedThisStep" you said
WhereIAm - WhereIWasLastTime
i want to package my ue5 game and export it but i keep getting this error
Sorry to bother you again but I tried this code and my "Spot" is moving and returning to center immediately in my second RT
Does MoveOffset ever change?
MoveOffset changes like this
"256" is my RT size and "2048" is my Capture Size
I guess I don't need this "Move Offset" into my Draw Persistant
Reading the error helps. It literary tells you what's required.
I'm not sure that is the actual error
Can't package without installing vs and it's cpp components
Ah, that. I normally scroll up to find the walls of red text. 😄
no
nope, you just need to send the shader the distance moved either in world coords or UV coords and let it handle it from there
I'd send in world coords
then your shader can auto-adjust for different texture sizes
So I send to my Material "Get Actor Location" - "Last Loc"
And then in my Shader I need to convert this to a UV space ?
yeah that's just a multiply
Unsure then without being able to debug it personally. IMO I recommend not using the binding. Just set your textblock directly from your tick function.
This is my shader, I already have a -1, 1 multiply, it's not that ?
The "Texture Sample" node is my "RT_Capture" not my "RT_Persistant"
do you intend the ratio between cm in the world and your entire UV space to be 1?
1 cm = moved off the texture
Yes
the multiplier should be like 0.0001 or something
I just don't understand one thing is that in my old code I had a "post process" material for "Depth Check" that I put into my Scene Capture PP Material and in this "Depth Check" I have my "RT_Persistant" but atm I don't use this PP material
think of the RT like a minimap. How far should it represent in the world?
you're in the middle, how far away are the edges in cm?
This is my "2048" setting in my code
The "radius"
The RT is 256x256
I set the RT to 256x256 to save performance
anyway, just use the same ratio to draw as you have to render on whatever is using this thing
you already have some way to go from world space to UV space, use the same math but opposite
im installing visual studio 2022 now
You will also need to tick the required component. Make sure to read official doc
got it
Sorry I'm kinda lost about this "Draw To Persistant" shader
Where my "Offset" parameter Vector is
make those numbers really small
i can see that the version is 17.4 but the one i installed is 17.12
Probably lose those
show the shader that is actually USING this RT to show something on screen
and i'll tell you waht numbers to use
Note that in this Screenshot the Texture Sample is the first "Render Target", not the "Persistant"
How can I get rid from this issue ?
doesn't matter
I don't know where to use the second "Render Target" which is "Persistant"
one should be a straight copy
new error now
copy with offset old to new
draw the next step at center
copy new to old
@frosty heron
when capsule trace hits an object, and I ask for the normal of the object that it hit, does it return the normal of the first triangle it hit?
This is the shader which actually use my "RT_Persistant". It is just drawing on a plane
This is when you say "Copy" that I don't get it. I should do this in my Blueprint code I guess?
Anyone know if there's a way to stop UE from auto-showing pins of new struct members in the struct break/make nodes? There are graphs where I have 60+ break/make nodes, and adding members to a struct means I have to go back and remove those pins on every single one of those nodes. Drives me nuts!
Modify vs from vs installer and check the msvc version according to the doc
i did all of the tics from a -z, i have to figure out a way to change the version i think thats what its telling me
Detected compiler newer than Visual Studio 2022, please update min version checking in WindowsPlatformCompilerSetup.h @frosty heron
Just told you what to do above
You are using incompatible compiler version
Though I never had the error my self. Try following docs when installing
Anyone know how to call an "On Clicked" Event from a child button?
Use event dispatcher that broadcast event when the button is clicked
You can then bind it from anywhere
Thanks I will try that
Actually I need to set visibility of UI in the parent WBP, so I don't think that'd work
It'll work
That's how you use buttons anyhow. Button just says "Hey, I've been clicked." Anything that cares can do something about that.
Is this a C++ or BP struct?
BP
Then not really, no. C++ structs have a metadata you can tag them with that'll automatically hide them until you unhide them in the struct. BP structs don't really offer that.
Ok, Thanks for the response. Much appreciated.
Why is this for each loop empty? I also feel like the cast is unnecessary there
what do you mean empty?
Maybe not empty, but zero
Show HorizontalBox0 in the Design view
so something is probably clearing those children
so the count is 0
also, unless you need to do something to all the slots, you can do GetChild and pass the slot index
There is no GetChild
GetChildAt is what you want
it definitely worked - but it seems I can't snap (step interpolation) between each state
and then you would make array?
What exactly are you trying to do?
scroll selection
the branch indicates you only want to manipulate the selected item
So just manipulate it
instead of trying to find it in the list of childen
and then manipulating it
skip the loop
connect the return value of GetChildAt to the Cast
and pass the slot index into the Index pin
anybody know if linked anim class layers stack? if i'm creating a layered animbp for different stances do i first need to unlink the previous class or does the new one just replace it?
but top is still zero and bottom is changing
This was supposed to work
Break on the Cast node here, not the loop or the function start.
I guess Ill use +1, -1 instead of increment or decrement
@edgy ingot i was able to install correct version fully configure this time/ it ran for quite a while and then failed now its giving a new error
breaking on branch
What is in the array at this point?
From GetChildren I mean
Also if you're on 5.5, you should right click that, and Show Execution Pins and hook it up to the execution flow. Fucking pure nodes returning arrays. :/
Oh I found something
Array now is 2, and variable is also 2
So maybe im comparing the wrong thing
wdym?
Sec. I only have 5.4 open.
You were doing this before.
Right click the GetAllChildren and ShowExecPins.
So that it looks like this. That way it only gets this array once instead of every loop iteration, and it'll be ready by the time you break on the loop so you can see what is in it.
yea 0 is the index the item was added to
there is no item
its a slot indication, my plan is to use an Opacity, color and Scale node later
to indicate which button is selected
You're adding something to the array
it's being added to slot 0
which is why it returns 0
since doing add all the time can be wrong I made a duplicate of this and replaced add with remove, so far ADD seems to work just fine as I see it, the branch ends up being always true and both compare the same number every time
are you sure?
The problem is with this one
oh wait
I think I should use a clamp on that array as well
ok maybe not clamp but branches
I don't understand how to copy old RT to new RT with offset without a depth persistent buffer on a post process material :/
What do you mean by with offset? Not quite envisioning what you're after.
I mean I have 2 Render Targets : 1st to be at center (the center is my Character), and the 2nd should be the "persistent" render target
When I move my Character, I need to draw a "trail" on my Persistent Render Target
So I'm doing an "offset" with my "Actor Location - Last Location" and set this parameter (vector) to my Shader where my 1st Render Target is
But then, I'm stuck on how to copy this RT_01 with his "offset" to my RT_02 to have a "trail" effect
Before I used a Scene Capture with a Post Process Material but the performance was quite bad so I'm trying to do that without a Scene Capture but the method seems more difficult
With the old method, on the "Scene Capture" I just set my RT_01 and my Post Process material with my "RT_02" and it worked fine. But now that I don't have my Scene Capture I'm really lost lol
I still remain stuck on this issue of not being able to orientate my controller to same rotation as my mesh faces for my FPS mode ... any ideas?
When i try and feed "Set Controller rotation" the new rotation that works for the mesh/camera it doesnt result in the desired effect.. it glitches out the movement.. why cant i do this seemly straight forward thing? .. simple enough isnt it... rotate mesh+camera .. set controller rotation to that new rotation.. be happy
I tried with the pawn rotation also that completely bombs
Are you using a pawn actor class or character actor class?
if ur using a character actor class then thats your problem
yeah its technically a character "pawn"
but i thought... this just means that set actor rotation functions and such just references "self" as the BP is the controlling pawn/character
problem with character classes is that when you hardcode rotation its fighting with the inherent movement component
character classes imo is better for NPC
or multiplayer sync for anims and other actions that behave on multiple timelines
then the movement component is actually nice as you only have visual feedback to worry about not actual functionality
I wonder if I need a camera below my Character to save his location into a Render Target hmmm..
got it. thank you for your detailed response, i appreciate it
Im doing something like this
But now the problem is it will select them all with your scroll wheel or unselect them all sometimes
where's I want the selection to always be only on one thing every time
so only the currently selected thing needs to be selected
ok i switched to the pawn class now and it didnt seem to damage to much stuff that cant be mended
hmms... still couldnt get that to work as it breaks another part which is dependdant on the movement component ....
see i think its these settings here that are the problem but its going to almost imposible to debug probably
they are virtually every where
1 in the boom
1 in the camera
1 in the movement component
1 some where else
yeah checkbox debugging is tough
maybe you can replace it or use the pawn char move component
hmm ok yeah let me look at that as a option
Anyone had problem where packagedversion of game behaved differently than the one in the editor? I have a bug I have no idea how to check since everything seems to be working correctly (the flow in blueprints etc.) Is it maybe because I'm packaging game in the same place and it overrides some files but not others? Maybe I should package game into a different folder everytime?
yes, what is the bug?
Ugh, so on the editor version when I select something (tree, gold, building, unit) I get ''details panel'' basically just a info about what I clicked added to the UI. Deselecting works etc.
And now in the packages version:
I can select units, but when I deselect them once I cannot select tree,gold,building etc.
and then When I select unit and then without deselecting it I click on anything else (tree,gold,building), it works.
How do I destroy it so it's also not working in the editor? packaging game every 1 change is not really time efficient.
do you get any reference errors in the message log when ur playing in editor?
Nothing
is this a 100%bp project?
hmm thats a hard one, ive never had a packaging bug that was purely logic related, more like engine settings
but i'm kind of noob with the C++ side of the project so maybe I forgot I also have to rebuild or something the project before I package it?
I dont use c++ so Idk
i only do 100% bp games
it could be focus or input mode related, but idk
in my game I overrided the default mouse button down func of ue to handle deselecting and it never caused problems
Are you using Enhanced Input Actions?
Also is the bug present on standalone mode?
let me see
yes
It’s an asset author off of the marketplace. He made it with the ability to do it Im just not sure how.
it works on standalone, but i think i will try to package game into a new folder, but yeah this one is tough, at least it's good idea for me to open it in standalone so I can see the blueprints working or not, if you have any other ideas go ahead, i will try to work it trough somehow
I assume it has to be a randomizer in the blueprint
yeah good luck, only thing I can think of is testing whether it happens in both shipping and development packages
Hey, does anyone know why there is no "Construction"-Function for plain Object-BluePrints??? Or did I just miss it somehow?
I cannot find where to create the function and I realy could need a constructor like function for one of my BPs inheriting from "Object"
Ok nevermind. I found out that the "Construction"-Function is only meant to be used in Actor-Blueprints... The alternative would be to create a C++ class inheriting from Object.
Hi All,
How can I add a description to custom actor component so I can read it when adding to actor? Similar to StaticMesh?
I mean text "StaticMeshComponent is used to create..."
nevermind, found it
Did having a Variable of Type BP_XYZ cause BP_XYZ to be loaded actually?
Guess even if the variable doesn't, I would need to cast to BP_XYZ to set the variable, and I would be back in load hell. Ah well.
Hi, why would this not work in removing the scale of the unselected items??? Is it related to indexing?
I already got this
The 2nd group of pictures is for selecting and unselecting things
But the unselection only works if you go over the hotbar with the scroll wheel
i just packaged from the editor, works np
compile, run editor, package
this throwing an error ?
i feel like the logic is wrong, you cast in the true, but if you go through false, then your pulling from true when it never runs
wdym?
your pulling from a cast that happens on a different execution path
Thats a big X
oh youre right
@lofty rapids but its not
its not coming from a previous cast
and even if it does
then whats the problem with that?
a lot of times you'll get empty values from pulling off a different execution path
because it may not have even ran, and your using a value that doesn't exist yet
why do you have a condition that does the same on false and true ?
Anyone (maybe) knows how to paint a Render Target with full intensity ?
ok so i think i found a solution to my problem ppl ... but now of course unreal is doing this thing where it stops firing the input axis event for my "Turn" stuff.. what could cause that now?
I mean, when I paint my RT, I have to paint again to make it really opaque
(the draw)
And when I do it, my draw got thicker.. I can't figure out why :/
initially prints stupid but then just stops after a few seconds
input mode isnt overridden
I'm making an isometric game. How could I make a zomboid style crosshair? I just want a vertical line going from the floor to gun muzzle height.
search online website for crosshair examples
or a mouse cursor, then use it if it is royalty free
or draw yourself, or maybe draw to GBT or gemini
wait, I do not get final sentence
what do you mean by that? any simplification?
Basically this,like the project zomboid crosshair
ah i was just looking at something that does a line trace from underneath the cursor
draw line trace from above
Okay, I'm having an issue where I have an actor but i would need more than one of the same actor, but I can only change the variables to the original actor, why's that? And are there any videos/ways to fix that?
to buttom
how can I do that?
line trace by channel node
give an starting point and ending point (Only the Z values is chaning)
and try to draw it by yourself, next thing that animation, maybe also you can is have got an niagara effect like this and set visibilty when mouse touches somewhere
Get Hit Result under Cursor for Objects is the nodes that might help you
there is several options
check instance editable
Thanks a lot guys, that wasn't that hard, just gotta configure it correctly now
for variables that you want to differentiate from other instances
if you want to move to that location, just make that coordination variable and move to that place
for that location break hit result, there is impact point vector
Its already enabled. It's basically a plant and I would like to have multiple actors of the plant
you mean when you make a copy, the variables don't show up ?
should be in defaults
I found out it's how I reference the actor
I used getactorofclass but that only gets a reference of the first instance only
im using pretty much the default character movement (ignore the comment) but im trying to change it to work solely on 1 joystick. so forward and back moves it forward and back, left and right rotates the character in the respective directions
the thing is, while it does rotate the character, its rotating it at an offset, so the character turns in a circle as if the centre point is behind it (sorry i cant show a video im not on a personal pc) if i use a mouse for the rotation or a separate joystick, it doesnt have this offset and rotates from the centre of the character, is there a way to fix it to only use 1 joystick?
so its turning/rotating from the red dot rather than the centre of the character like it usually would, only when i use the same joystick for movement and rotation
The space between the bullets and the vertical line is inconsistent, even though I made sure the bullets are flying straight, and have a constant height, the further away I'm aiming the larger the space and depending on which way I'm looking it crosses the vertical line
I suspect the camera angle and ortographic camera could be the culprit, but idk how to get it to look accurate to where the bullets are going
man these cosntant issues jesssusss christ!
does any one actually have a game that actually works 😅
No game is ever fully functional, it's a never ending battle to get a step closer to completion
the only battle is with unreal editor it self
not doing 1 single thing ever that it claims on the tin
I feel like that's just how software behaves in general no? :b
these days for sure
I didn't really want to resort to such, but it's easier if I just make the bullets go towards the point of aim instead of actually going exactly towards where the gun is facing, it'll look good enough, probably
I'm having some trouble dealing with video textures.
I have a mediaplayer object, a media texture object, and a material that takes the media texture in to use for a UI object.
I have a folder in my saved files where I want to pull my videos from (They need to be easily interchangeable).
I'm currently passing them through this function to load them into a set of playlists.
However, I can't seem to get the videos to display during runtime
I wrote a audio encoder software in QT its absolutely pristine... but havnt released it in over 6 months because i simply wont release it till its absolutely complete and perfect because I know there what am doing there is leading up to every thing getting completed reliably to a satisfactory level
unreal like a alien world in comparsion to that
Guys anyone know why my instancing don't work? each of these actors constructs a widget with its variants.
And on a selected Variant its actor's mesh should change to that color. but no matter on which of the 4 im on, it only changes the color of 1?
also tried without casting btw but i had the same result
what does call change color do, and is that even being called ?
but it's not changing ?
it is, but they all just change the color of the first product actor in my level
instead of their actual parent
i c, probably because you get actor of class, this gets the first one
Adding some clarifications. The status prints "true" when adding the file, however the texture doesn't display the loaded contents.
right i c, so it's changing only the first one
thats because you get actor of class, which gets the first one
yeah but im tryna make it so that it just changes the one its in range of kinda
idk how to do that i thought casting maybe but im clueless
possibly some casting, but do you have a current item reference ?
usually when you interact with items theres some sort of reference to the one your currently interacting with
yeah the first time i did have to reference it, doing it this way worked just fine
what bp is variantselected on ?
WBP_Product
so the widget created by the Actor
Sounds like you want a scroll box or list view rather than a hbox
you might want a global, for the current item your "using"
This is my issue as well
you need to get proper references
it depends on where and what your trying to cast to
when i tried promoting the return value to a var and using that get it always returned Null or None found
get actor of class only gets first one
When you duplicate actors in a level, they're instances, getactorofclass only works for the original instance
you want a reference to the current item your interacting with
how you get that depends on how things are built
when do you "select" an item that your trying to change ?
Gotta use interfaces
hmm my Actors know that a player is in Range when Sphere collision is overlapped
most of my ui communicates with each other through callbacks and event dispatchers
ok right, so ya definately a global
or a variable
that is the reference to the current item your interacting with
yes
you can put it anywhere, but i would put it in game instance
but you could put it on the player
interactingObject or something like this
and when you overlap
set that reference
I changed that
So now it goes in only after the false
but now the problem is that
I dont have any size indication for any selection at all whatsoever
so what your saying is getting this variable into a GI or my player?
everything remains the same, selected or not, it looks like scrollwheel doesnt do anything at the moment
perhaps i think it could be something to do with that nested branch
where is this overlap event, what bp ?
BP_ProductChildActor, the ones you see in the world
there is a nested branch inside of the branch. I think the 2nd one is failing somehow
maybe related to the array
I also have a feeling that it could be related to index
but I wonder if I could give a specific number to each slot and only use the scroll to go to the actual corresponding number or string/name/ID of the selected slot
though that would mean that I would have to remove all these functions I made here
@lofty rapids
then set the global to self
if other actor is player
im not sure if i get what you mean by this
but yeah i debugged and the other actor is the player
so thats where you get the reference
you know now i'm overlapped self
which is the thing you want to change color
so set a variable in the player, or game instance, that is a reference to self in that self is the one that is overlapping player
again, you don't want to cross execution like that
it's not good and can cause weird behaviour
wdym
you have two paths
the bottom path skips all the other stuff and sets at the end
the circled part may or may not ever run
so if you go to false
your trying to pull from something that may or may not have run on true
if current slot <= total, = false, then your pulling from something from never ran
it's also just confusing to do this
that means the bp is the one you want to "change color" because you interacted with it, so you want that reference
consider that if this was on the player, the other actor would be what your looking for
but since the collision is on the item itself, self can be used
you wouldn't need to cast to anything if you set the reference to that specific kind
but if you made it a general actor, set self to it, then you would have to cast to that kind
i got somewhere with your method
they now all change to black if u walk in em, but changing still only changes the first
Hello! So I have a game where the mouse is replaced by a 3d model that functions as a mouse, however I also have a menu on the left and right side of the screen, when moving the mouse I only see the hover animation of the buttons, but no mouse which makes it pretty tough to click the right button. What would be a good way to get the mouse to be visible when near the menu's. I tried a greater than x mouse position on event tick, but that seems a bit excessive. Any suggestions are appreciated 🙂
because An Actor type isn't the same as the ProductActor Type i needed to cast it kinda
right, if your variable type is just a general actor, you'll need to cast to use the function
It works kinda weirdly now but is there a way to get the parent from my custom event as a Getter so i can keep the Change Color Call down there?
First 2 screens is the actor, the other 2 is the ui btw
whats with the get actor of class and product info ? this is on event construct ? what are you trying to do here ?
aight so basically for more context
this event construct is where ?
Theres the ProductActor class which Is NOT written by me that does some C++ fetching the product details from a json file. base off that i made the child bp,
But every instance of a ProductActor can contain a diff mesh and product info which is all recceived by just the ID which is handled by the ProductActor Class.
So to make sure each instance contains its own info i did it on Construct since it just makes a widget each time
since those variables in the screen are gotten from the Parent Actor, not the actual child
they're just automatically set there.
one thing is you didn't check for that you overlap player
what are you trying to do with get actor of class ? isn't that the same class as the bp your in ?
? that logic used to be in the C++ class but i moved it to the child instead with those events
it seems like a bunch is weird about this code
No the get actor of class is in my Widget because
ChildActor -> Product_Widge
yes its a weird set up i know, but it works 😭
is other actor what you were trying to do that i suggested ?
yeah thats your method
ok but other actor is local to self
it's not on player or game instance
because you need access to it
when you run the other code
you want to use other actor
but it has to be in scope
im ngl i had a refferencing problem with my cart widget too, i just put it on my player controller and get it from there
whatever works
but i lowkey still dont get what your saying
but i would also check that your colliding with the player on overlap
i did a few mins ago
but i set the Other Actor variable to Self right
then i pass that onto my widget through that Update Prod Info event
yes but the issue now is that it's only a variable local to that bp
that way i can access it in my widget
Yeah this way it just passes that on to the just-instantiated widget
Then i do it again here. in my Wiidget IM starting to doubt why twice, but its functional
your not doing anything with parent
yeah cause i squeezed this after my Set Text but then it happens like everytime the character moves
but i need the Call to happen here instead of there
but that creates the problem of how am i gonna get that Parent from Up there, all the way down to that cast for my Target 😭
i'm actually really confused at what your even trying to do
take a second, you want to change the color correct ?
Yes, but only when a variant is Selected that requires input from the player
not everytime the widget detects your in range (which is what update info does, i think)
see where you call change color from the cast, this should be from the "global" i was talking about
you set the global
then call change color on that specific one
wdym by global though its a event dispatcher created in the actor
Both of these should result in the bullet projectile going the exact same path, except the second one goes further right?
use a "global"
put a variable on your player
or game instance
that is the reference
i can only say it so many times i don't know how to explain any better
you know how you have variables on bp ?
yeah, some of em exposed on spawn and instance editable
create a variable on your blueprint that holds the current thing your interacting with
so you can change its color
^
ah
but instead of using other actor that is local to the item
set the variable on the bp you can access it from where you want to call change color
you mau need to do some blueprint tutorials or learn more to get proper help
so your saying something like this
so i can then just Get it down there
the Set Selected actor for example
but then on the player
so its even more global than just this bp
sure if that gives you access to it where you call the color function
then use that reference
and call change color on that
you need access to the reference at the point you want to make the call
i think your missing some key info that would really of made this a lot faster
So I have 2 different actors, both have Actor Widget Details which I get by interface i take this widget and put it into UI. Now I realized that from one actor I can clearly see the widget details in the editor.
Meanwhile if I click on different kind of actor the widget that should be taken is unknown, which is 99% why it doesn't work in shipping version. Funny thing is that even though it shows Unknow, in editor it works and shows anyway. Any ideas why is it like that?
shi i broke some else but i can fix that
Why not just put the details in a component?
then you can just Actor.GetComponentByClass(detailscomponent) and read the data
I want to manually build what a blend space does - but without the actual blending. For instance building speed for multiple animated poses
idle > run > sprint as velocity builds
I have a branch setup to play through run - but that next speed I cant figure out
also my idle isn't playing here for some reason
any other aniamtion I plug into the false value plays fine
except that one lol. So random
Hello. I have a problem with getting mouse/right thumbstick to work as a camera rotation
It works in one BP_player actor but It no longer works in another
No clue why
nvm, found out.... SprinArm was not using "Use Pawn Control Rotation"
Hello! I have a actor that spawns on repeat, but I keep getting this error. I've tried googling and using the 'is valid' node to no avail, Is there something wrong with how im spawning my pawn?
Is there some sort of event, or delegate that can be subscribed to, for a player changing grids in a world partition?
You should be validating your hit result before casting, and then validating and using the cast object reference beyond that.
Cheers, appreciate the help ^^
G'day I want to create a simple drone blueprint where It has 4 directional animations (fwd,back,left,right)
I'm struggling with creating Animation Blueprint
okay now none of the animations are firing
if I hook up the same animations in a blend space (or in the viewer) they play correctly
Hi, I'm working on an Unreal project and I went against this problem.
Can anyone tell me what's the problem? I really have no idea what's the matter with World Partition grid
Another thing I don't understand is why it unloads some blueprints that aren't checked as "IsSpatiallyLoaded" and that aren't neither in data layers.
Thanks in advance
how viable would it be to use EQS to determine enemy spawn location and will I have to make the spawner a pawn to do it?
The use case would be to spawn enemies on a certain distance from the player in places that aren't visible but have an actual path to the player
Anyone know a better way to do this? I'm basically going to have to have a new row per quest and that's a lot of copy and paste
since your doing totally different things on each path theres not much you can do, in almost any structure you'll have some sort of branching to get the sequence right
You can get the row names for a data table and do a for each loop.
An EQS can be run from anything. The short answer is very viable.
sorry for a dumb question but how would I do that from a game mode or an actor for example?
There's a run EQS node. You can then bind a delegate that gets called when it's complete. It'll pass the found data through to the delegate so you can decide what you then want it to do. (So probably pick one of the found locations and spawn an enemy)
that requires an AI controller iirc
Is there a way to change the default 'load in location' for a player controller that doesn't have a pawn? By default it's 0,0,0 so the camera just shows itself sticking in the ground or wherever that is on your map.
so does green, without a trigger input, trigger continuously?
ah I see, if it's const it doesn't have a trigger
huh, okay
pritty much
after exhausting all avenues
and yeah i been there
i've been every where
completely buggered is what we call that epic/unreal
just make one thing work .. add input yaw
oh nooo
Hm. Not entirely sure what your issue is.
the fact that yaw is completely screwed for every value of Z
It's more the BlueprintPure part usually
But what does that have to do with EnhancedInput
not being funny but would you like me to kind of spell it out ..its kind of obviously every ones getting a different version of it
its not consitent
I have 0 clue what the hell you are on about tbh. I can try helping but only if you actually explain what the issue is and share what you are doing.
Cryptic ranting is fine too, but then I can't really help
You are still just writing cryptic stuff.
yeah if its that cryptic
But well, ping me when you actually wanna talk about whatever you struggle with with EnhancedInput
then try rotate the controller and see if it behaves correctly in 5.1
You never even explained that you are trying to do that
it's very good to practice forming clear, concise questions which include all relevant information. Many times when you do that, you may even stumble on an answer as you go through the process of forming a clear question.
Anyone mind telling me how to get a character to stop pending kill after being set to hidden in game? Just having it set so the character goes hidden in game when F is pressed, which causes it to be pending kill and no longer reference-able.
No its just me been here for days in various channels asking for hours and debuging for hours and never getting any where
dont you under that?
I can see venting. If you can show a 100% clear question, great. This remains a purely random forum where somebody who has a clue may or may not ever see your question no matter how well formed.
Wait, no. Setting an actor hidden in game will not cause it to be killed out of the box. There must be something else you are doing there
Then link to the message where you fully explained what you are doing, where you shared the code etc. it's not like I'm aware of everyone's messages every day, every hour.
I gladly try to understand the issue and help you, cause you gotta admit that other's don't seem to have those issues, otherwise you would have found similar problems being addressed already
there is clearly something wrong with the controller component
Multiplayer?
it refuses to orientate it self to the metahuman
Not multiplayer
thank me later when some fixes that
This is what I'm doing.
Hm, then not sure. Multiplayer it would become unrelevant and respawn locally
When the player presses F the bot starts "StartHideTimer"
Wait, did you use the Lifespan variable that comes with actors?
Which should reset it to not hidden. When the character is added I add it to an array, if I press F a few times it says (after the first hide timer) it is pending kill.
That thing actually causes them to be destroyed if you set that to a number
No, this is a Float I created.
Hmmm
Blueprint Runtime Error: "Attempted to access ResetBot_C_0 via property CallFunc_Array_Get_Item, but ResetBot_C_0 is not valid (pending kill or garbage)". Node: Reset Graph: EventGraph Function: Execute Ubergraph BP Third Person Character Blueprint: BP_ThirdPersonCharacter
How/where are you calling those events?
This is the error I get when trying to recall the array
I am calling those events in the character's BP
Event Graph
When the player presses F it runs this...
To spawn a bot, for debug purposes I have the print string to check what is in the array - that's what's spitting out the pending kill error when completed as the reference becomes nothing.
Uh there is a lot of stuff going on there. Why are you so sure that the problem is the hidden flag? I would go into all this logic to hunt for destroys or setlifespan
Here I made a video showing off this very strange animation issue I'm having. I'd really like to understand what could be happeninghttps://www.dropbox.com/scl/fi/o28560kprt73dt1nefll7/2025-01-15-13-50-07.mp4?rlkey=dj71pgc52wuh8phs2pgr18ph7&dl=0
Off the wall test I decided to check my reset event being called. It has a "set Actor Locationa and Rotation" node. If I skip that, it works... So something with that reset isn't working.
OMG, I might have an idea... 1 sec...
I think I have it...
Not that I'm aware of.
didn't notice there was another one which seemingly works fine
Got it. So, the issue appears to be that I'm stupid. So when the bot executes that "Reset" event it uses a "Set Actor Location and Rotation" node, but when the bot is spawned I was never passing along the location and rotation, so it was setting the actor location/rotation to 0,0,0
Which is outside of my map, thus the pending kill.
So it basically fell and eventually hit the ZKill height?
Yup. Or was outside of navigation and the engine then culled it. Something along those lines. No clue how I missed that.
At least I haven't been trying to figure this out for an hour... Yeah, definitely not...
You aren't really supposed to do it like that.
What you are doing there is what a AnimationBlueprint should be for.
The Two different Animations you are playing should be part of the StateMachine of the AnimBP.
It might be that you triggering the Animation EVERY frame actually don't play it properly.
but certain aniamtions do play properly
which is why it doesn't make sense
when I change them out
Are you sure it's not jsut the first frame of the anim being set?
Either way, you should probably move to using an AnimBP.
I did have great functionality when I set it up in blend space. But i dont want any blending
Pretty sure you can control blending in the AnimBP
to the point of turning it off?
I'm sure there are settings on the States, the AnimSequences, and the Transitions to alter that.
I doubt Epic would take away the option to instantly swap to an Anim if they wanted to
I used search on discord regarding the Child actor component and everyone says it is so buggy and to avoid it. why is it buggy exactly?
Hello guys, I have a question regarding a mechanic I want to create for my game. How can I swipe on my screen (mobile game) and once done swiping throw/launch the object to that direction of swiping and have a speed regarding the speed of the swipe aswell?
Can someone help me figure this out. The player is level 1 (the print string blue = player current rep level and the print string pink = required level for that specific quest)
for some reason I can see both quests even though I should only be able to see 1
It has some issues with serializing the dynamically spawned actor, sometimes properties just choose not to update/save/load. Sometimes the entire actor will just fail to spawn.
Sometimes their lifecycles dont sync up completely perfect
And personally to me they just feel clunky to use.
They aren’t broken by any means, and it’s a tool you can use. Just gotta be aware it’s not perfect, like many other things
Can I create a render target in my Blueprint and set it to an existing Render Target asset ?
With the "Create Render Target 2D" node
Cache the start and end points ( and times ). Then math : )
How do I do that though. Like add the swipe so I can get the start and end points?
Thanks aswell for the help!
this video might get you started perhaps
https://www.youtube.com/watch?v=yFbWZfOVZpg
In this video i am going to show you how to create swipe controls like in SUBWAY SURFERS for example! Hope You Enjoy! ㅤ
ㅤ
- LIKE and SUBSCRIBE if you enjoyed the video =)
Patreon https://patreon.com/JemGames
Discord https://discord.gg/9N7w49AwKR
Perfect! Thanks a lot
Just a question, is there a way to get the speed of that though. Like how fast I swipe?
to set the speed of launching etc
I want to create a basketball game
so you swipe and throw the ball in
speed is a very relative term. You may have to factor in things like screen size.
Basically you can't just say "1000 pixels per second = my game speed x".
You will likely have to think in terms of fractions of screen height.
Or you might just say time => speed, and swipe => direction
( where => I mean "is relative to" )
Okay got it! Thanks a lot for everything!
Hard to say, I've never made a 'flicker' : )
But good luck
I disagree with Dr. Elliot in some regards. They are definitely buggy, and have caused me issues in the past including crashes. So much so that Epic officially don't reccomend them outside of basic visual usage
https://dev.epicgames.com/community/learning/tutorials/l3E0/myth-busting-best-practices-in-unreal-engine#"don’tusechildactorcomponent",trueorbust?
nice link. That is pretty fresh info, and AriA is a solid source
It's one of the best newer resources. I might be partially biased because I was partly in on the community event here while Ari was talking about and asking opinions on what to include :P
That was such an interesting event, I wish I could have been longer, but Ari did some great work on the UnrealFest presentation and on the forum post
Super good fellow. I am in Finland so I've visited him irl a few times and consulted several times : )
Oh that's pretty neat!
He seems like a super nice guy from the limited interaction I've had
Also very good at making terse and boring topics easily digestible
That’s kind of what I said though, same as the article says.
“* If you do use it, use it only for very simple uses cases like attaching a visual object to an actor.*”
They’re buggy and I don’t use them, but people do and lots of people don’t have issues depending on their use-case. I’m not a fan of blanket statements of saying “never do this”. Everything can have a reason, even if there’s better choices. 
"at your own risk" : )
Exactly
Anyone know how to make these values the same? everything works correctly up until the red circle, then the data there is printed incorrectly
If you use a rusty old screwdriver in place where a wrench makes more sense, you’ll always have a bad time
That's why I only partially disagreed :P
I was mainly saying that I disagree with saying they aren't broken, because they quite are. To me at least, having to tiptoe around and only use for the most basic cases, otherwise risking crashes and other issues is them being broken, kind of like the water system :P.
My favourite one was it spawning null actors that crash when interacted with on more than one occasion :P
I do look forward to giving scene graph a good and proper test
I suppose my definition of broken is more direct.
But yeah either way, I would recommend other choices. But whatever makes a game
- Maybe log the values at steps along the way?
- What does "printed incorrectly" mean? Not what you expected?
Yeah, perhaps we just have different interpretations but mean the same general sentiment. 🙂