#blueprint

1 messages · Page 275 of 1

warped juniper
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So, what exactly do you wanna achieve?
Here you are trying to bind multiple events to Main Menu Button Clicked...
However that will only make all of the event dispatcher triggers activate the same event in the same way...

hard sinew
faint pasture
#

if it's always the same duration, sure

#

if not, just use tick. You can toggle tick on and off

queen nexus
#

Got it, thanks. Just wasn't sure if a timeline was overkill for a "basic" movement or not.

faint pasture
queen nexus
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OK thanks - the movement is always a constant, so I always know where it will move, duration, etc.

frosty heron
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You need to have input parameter in your delegate

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Then pass the index to the input param

normal cargo
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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

faint pasture
#

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

faint pasture
normal cargo
faint pasture
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What is a bow in the world, is it a bow actor or just a static mesh with a bow mesh

normal cargo
faint pasture
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ok then just spawn the actor

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spawn actor, attach at socket

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Why are you trying to move the "attach an item" code out of the character BP?

autumn pulsar
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CMC has an event "OnWalkingOffLedge" Is there another event that happens before this is called?

normal cargo
# faint pasture Why are you trying to move the "attach an item" code out of the character BP?

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

thin panther
#

they're not each taking 700mbs

#

The size map is misleading in that regard

faint pasture
normal cargo
#

the BP_ItemEquipe for example is loaded wherever the TP_BP is used.

thin panther
#

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

faint pasture
#

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)

thin panther
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Yup, detachment like that is just good design. Your items shouldn't need a specific character to function

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same with UI. UI should be a layer on top and the underlying system should be independent of it. keep things 1-way

normal cargo
faint pasture
#

Why is it?

normal cargo
faint pasture
#

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

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Something in the shape of that

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at no time does an item know anything, its just along for the ride and does its job when told to by Activate()

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BaseItem knowing about BaseCharacter is no problem though, there's plenty of reasons to do it

#

I think it's cleaner this way though

normal cargo
#

Idk if Im thinking too much into

faint pasture
#

how does a character use anything if it doesn't know about it?

normal cargo
faint pasture
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BaseItem can know about character though, it'd be useful like:

Character.Interactionkey -> select InteractionComponent -> Interact with it

InteractionEvent -> tell InteractingCharacter to equip self

normal cargo
faint pasture
#

hey mr interactor, I'm an item, equip me plz

normal cargo
#

am I doing it wrong right now?

warped plume
maiden wadi
warped plume
#

Thank you!

autumn pulsar
#

Is it possible to get the bounding box of a triangle I hit?

odd kiln
#

Anyone has huge FPS drops with SceneCapture2D ?

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I'm trying to make "snow deformation" for my landscape (with RVT + Heightfield Mesh) and my FPS go from 100 to 60..

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Any help to understand that will be really appreciated, I don't know how to do I'm kinda stuck atm

frosty heron
autumn pulsar
#

Is there a vizualization mode for surface normals?

odd kiln
#

?

frosty heron
frosty heron
maiden wadi
odd kiln
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Then I use that "Render Target" texture in my Material for the "World Position Offset" of my Heightfield Mesh

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I heard that "black myth wukong" made the snow deformation with Heightfield Mesh and Render Target

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And all tutorials are using a Blueprint Actor with a SceneCapture component for that

maiden wadi
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The heightfield and rendertarget are fine. That's intended. But I'm a little caught up on the scene capture. O.o

odd kiln
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How to capture my character movement without a Scene Capture ?

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How to draw my movements into a render target

maiden wadi
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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.

lunar sleet
#

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?

maiden wadi
#

What are the overlaps doing?

lunar sleet
#

quite a bit tbh 😅. Might be too much logic within for the 1st one to finish before the 2nd one is triggered.

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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

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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

odd kiln
maiden wadi
lunar sleet
#

but I've seen collision cause all kinds of issues when you're overlapping multiple things in a tick.

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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 😄

maiden wadi
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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.

lunar sleet
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I mean I have zero damage involved in this logic tbh

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but I sort of get what you mean

faint pasture
maiden wadi
#

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.

faint pasture
#

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

frosty heron
#

I'm currently async load my vfx and sfx. Wondering if it would have any bad implication

maiden wadi
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Nothing wrong with it. Though bundling can probably help a lot with that.

frosty heron
#

I made no use of asset managers 🥹 surely it will bite me one day. I'm just not sure how to use it.

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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.

odd kiln
#

Ok so now I'm stuck on how to convert my player location to my Material Vector4 constant

austere void
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Do anybody know, Is there a way to bind a single delegate created in cpp with a Blueprint function on event graph ?

pulsar osprey
#

also probably a way to do it without passing just the function name

austere void
#

Okay , I'll try that out

odd kiln
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It seems so complicated to transform a world location to a -1 ; 1 value to draw on render target

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if anyone has an idea

frosty heron
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I thought bp is multicast delegates only

maiden wadi
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I think the dynamic just references the function by name instead of by direct function pointer.

maiden wadi
# austere void Do anybody know, Is there a way to bind a single delegate created in cpp with ...

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);
    }
}```
frosty heron
#

Learning c# recently. Nice to see events and delegates are native to the language

maiden wadi
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This would loop over my SelectedActors array, and run this BP function for each one of them.

frosty heron
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Cpp on the other hand requires function pointer

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Well it's probably the same underneath

maiden wadi
#

Heard good things about C#. I'll probably never use it. 😄

frosty heron
#

UnrealSharp is a thing apparently

#

Lots of ppl looking forward to it.

maiden wadi
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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.

lost eagle
lost eagle
#

i didn’t know there was a u# at all

surreal peak
maiden wadi
# lost eagle what’s the best way or approach to avoid endless branching from a single event /...

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.

pulsar axle
#

any idea what is causing this error?

burnt rose
#

Hi, could I know why the text "Taylor Swift" is not printed in output log?

#

print to log is checked.

trim matrix
#

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

pulsar axle
lunar sleet
tame pecan
#

Love seeing when the plugin gets brought up in random channels 😄

sturdy sorrel
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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?

lost hemlock
#

why do some inputs work on BP_FirstPersonCharacter

but don't work on my widget blueprint

limber furnace
#

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)

gentle urchin
#

Gotta show us some more of that

dusky cobalt
#

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?

limber furnace
odd kiln
#

Anyone can help me to get the my Actor World Location into a Render Target ?

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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

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The goal is to draw my Character movements on a Render Target

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Without using a "Scene Capture Component"

lost hemlock
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Hi can I aks a question??
why do some inputs work on BP_FirstPersonCharacter
but don't work on a widget blueprint <---- ????

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Like for example say a Hotbar widget <-----

limber furnace
lost hemlock
lost hemlock
#

I got an Object reference in my widget blueprint

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and inside of that widget blueprint I have the bp character reference

limber furnace
frosty heron
dusky cobalt
frosty heron
#

A map is key value pair

dusky cobalt
#

I cannot set Actor to be Array/Single

maiden wadi
#

You need a struct that has that array in it.

dusky cobalt
#

Yeah I'm trying to make it work with struct

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Thought Im missing something that there is a way to make actor into array from the start

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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?

golden shale
#

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!

trim matrix
#

they can both may have vectors besides that

golden shale
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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?

dark drum
golden shale
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WHAT

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It was that simple this whole time

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Thank you!

hoary hedge
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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

frosty heron
odd kiln
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Is it possible to draw Locations to a Render Target without a Scene Capture ?

lost hemlock
#

oh and by the way i found a way to fix that empty character reference in some of my functions xD

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I just moved those functions away from character and transfered them directly into the widget blueprint itself locally

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But I still have this problem where some of these references need to stay there

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so I still need to reference properly in a valid way to character

normal raft
#

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

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after switching from 3rd person

hoary hedge
undone sequoia
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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

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i dont have it here

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like in default

normal raft
# hoary hedge it might be a wrong camera rotation ?

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

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so i was thinking just make a seperate FPS key mapping unless you can spot some obvious mistake i am making

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the reason I use the MGT_rotate is its part of gravity template and his rotation will apply gravity for us

hoary hedge
dark drum
frosty heron
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@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

maiden wadi
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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.

frosty heron
#

Fair

dark drum
maiden wadi
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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.

undone sequoia
dark drum
frosty heron
storm solar
#

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?

fossil crystal
#

Anyone using AI or know of one that works with blueprints?

frosty heron
#

If you are talking about chat gpt and the like for blueprint then it's absolute a** so save your self the time.

fossil crystal
#

thats what ive been telling my coworkers but they have a hard time believing it

dark drum
frosty heron
fossil crystal
#

artists

frosty heron
#

That and mixture of bad answers from the web

little helm
#

Anyone know how to disable Montage Interruption ?

gentle urchin
#

By code ypu can chevk if any is running

golden shale
#

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?

little helm
#

I've tried to disable collisions but its not working

river wigeon
#

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.

granite pewter
#

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!!

https://www.youtube.com/watch?v=vXl2VDfdSyM

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

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▶ Play video
pulsar osprey
#

do bp breakpoints not work in editor when they are triggered by an animation?

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having an issue where this node always returns 0

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guh, just going to have to do a source build

faint pasture
autumn lagoon
#

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)

ruby badge
#

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?

ionic saffron
#

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.

past hull
#

hello, any idea why my montage is not playing ? The animation is working as intended on the preview. The print string is also working

dusky maple
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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

https://www.youtube.com/watch?v=sl0U-3RCJZs

▶ Play video
lilac storm
#

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++ ?

broken wadi
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But c++ runs "faster" so most devs spend time building and adjusting with blueprints and move the heavier logic over to c++ later on.

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You can make your entire game using blueprints without touching c++ or vice versa

lilac storm
pulsar osprey
#

blueprint isnt compiled into c++. its compiled into an internal language that unreal understands

broken wadi
pulsar osprey
#

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

broken wadi
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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++.

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But you can always still make changes to it in c++ but ya, that's just my workflow.

tropic kite
#

hey! I've been cranking away at unreal and blueprints for a month now. Is there some master documentation that explains everything?

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even for elements like the details panel for built in components

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that have a ton of baked in options

pulsar osprey
broken wadi
tropic kite
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yeah this is decent. But stuff like a more detailed breakdown of prebuilt components

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like you have so many powerful options in the character movement component

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and there are tooltips

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but more granular description of whats goign on under the hood

broken wadi
tropic kite
#

ah that's a good point

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thanks!

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I'm an artist vet - been grinding hard at learning unreal / blueprints

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getting over the hump where I feel like I can really implement ideas is a huge undertaking

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the initial fundamental stuff was great tho - really loving unreal so far

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coming from over a decade of unity

broken wadi
pulsar osprey
#

there are actually some reference docs made by some very nice people

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you'll probably never find a handbook that describes everything, unfortunately

tropic kite
#

thank you so much!

pulsar osprey
#

the actual unreal website is pretty awful for browsing docs

tropic kite
#

ha

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yeah its a little clunky

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are there any good math fundamentals when it comes to platforming?

pulsar osprey
#

i'd look into easing curves

tropic kite
#

cool - in which context?

pulsar osprey
#

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

tepid turtle
#

(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?

tropic kite
#

haha

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is there a specific way to search for it?

pseudo cradle
#

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

pulsar osprey
#

i thought all clients traveled at the same time

proud salmon
#

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.

fervent heart
#

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?

mellow pike
#

how do I delete unloaded assets ?

tropic kite
tropic kite
#

okay I'm trying to set 2 animations based on speed

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it technically works

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but when it hits that max speed it sort of glitches out - I konw I'm missing something

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I can't tell exactly what's happening but it's like it's trying to either return to idle or reset the pose

brittle oxide
#

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?

frosty heron
#

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.

wild pumice
#

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.

frosty heron
hallow compass
#

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

astral ravine
#

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

odd kiln
faint pasture
#

how do you INTEND the actor location -> render target thing to work?

odd kiln
#

I know it's math but I'm kinda lost

faint pasture
#

What world location corresponds to the center of the render target?

odd kiln
faint pasture
#

So what should happen as you move?

#

you want to leave steps behind you right?

odd kiln
faint pasture
#

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

odd kiln
#

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

faint pasture
#

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?

odd kiln
#

Yes

faint pasture
#

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

odd kiln
#

So I need to do the math into the material to convert world location to UV space and not in my Character Blueprint ?

faint pasture
#

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

inland walrus
#

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?

faint pasture
#

I thought you couldn't

inland walrus
#

Oh

faint pasture
#

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

inland walrus
#

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?

faint pasture
inland walrus
#

Store quest information

#

and call on it without having to rewrite it

inland walrus
faint pasture
#

ok so what's the problem here

odd kiln
# faint pasture either or

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

inland walrus
odd kiln
#

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

inland walrus
#

if they are on quest 2 show quest 2 row info

#

etc

odd kiln
#

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?

faint pasture
#

why are you modifying row names?

inland walrus
faint pasture
#

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

inland walrus
#

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

faint pasture
#

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

inland walrus
# inland walrus

Can you explain a little more in basic terms, how would I use this?

faint pasture
#

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

inland walrus
#

So I wouldn't be able to set text, I'd have to have X amount of widgets for each quest?

faint pasture
#

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

inland walrus
#

I already have those widgets/variables for text no?

faint pasture
#

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

inland walrus
#

Where would I call a different row?

faint pasture
#

what do you mean by "call" a row?

#

that doesn't mean anything

inland walrus
#

Right now it's calling Row 1

#

What if I want it to call row 2 data

faint pasture
#

Right now it's reading every row

#

you just only have 1 row

#

and it's doing it on tick for some reason

inland walrus
#

So if I had another row it'd show duplicate? & It's only on tick temporarily whilst I test

faint pasture
inland walrus
#

Widget blueprint for the terminal that the player will be able to select their bounties

faint pasture
#

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

inland walrus
faint pasture
#

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

inland walrus
#

I know to add to parent etc but my issue is with figuring out how the data tables call per row etc

faint pasture
#

and randomly pick from the data table or whatever

#

This will run 1 time per row

#

do with that what you will

inland walrus
odd kiln
#

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

faint pasture
#

I see a MissingTiles parameter, oncorporate some UV into that and it'd probably work.

faint pasture
odd kiln
#

In my old code I was using "Add Actor Local Offset" to my "Capture Actor"

#

But now the code is on my Character itself

rotund barn
#

am i missing something? my variable called "text" somehow gets set to index 1 of that array instead of 0 and im going crazy.

odd kiln
rotund barn
maiden wadi
#

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.

faint pasture
#

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

rotund barn
# maiden wadi Through a binding?

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.

faint pasture
#

or is it static

rotund barn
odd kiln
faint pasture
odd kiln
#

But I need to multiply this "Move Offset" variable to something to make it move

#

So I need to find the "HowMuchIMovedThisStep" you said

faint pasture
autumn parrot
#

i want to package my ue5 game and export it but i keep getting this error

odd kiln
faint pasture
odd kiln
#

"256" is my RT size and "2048" is my Capture Size

#

I guess I don't need this "Move Offset" into my Draw Persistant

frosty heron
maiden wadi
#

I'm not sure that is the actual error

frosty heron
#

Can't package without installing vs and it's cpp components

maiden wadi
#

Ah, that. I normally scroll up to find the walls of red text. 😄

faint pasture
faint pasture
#

I'd send in world coords

#

then your shader can auto-adjust for different texture sizes

odd kiln
#

And then in my Shader I need to convert this to a UV space ?

faint pasture
#

yeah that's just a multiply

maiden wadi
odd kiln
#

The "Texture Sample" node is my "RT_Capture" not my "RT_Persistant"

faint pasture
#

1 cm = moved off the texture

odd kiln
#

Yes

faint pasture
#

the multiplier should be like 0.0001 or something

odd kiln
#

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

faint pasture
#

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?

odd kiln
#

The "radius"

faint pasture
#

thats probably your resolution

#

how big is this RT?

#

4k?

odd kiln
#

The RT is 256x256

faint pasture
#

ok so that's 1 pixel = 16cm or so

#

the RT can be a bit bigger tho

odd kiln
#

I set the RT to 256x256 to save performance

faint pasture
#

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

autumn parrot
frosty heron
odd kiln
#

Where my "Offset" parameter Vector is

faint pasture
#

make those numbers really small

autumn parrot
faint pasture
#

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

odd kiln
little helm
faint pasture
#

doesn't matter

odd kiln
faint pasture
#

one should be a straight copy

faint pasture
#

copy with offset old to new
draw the next step at center
copy new to old

autumn parrot
autumn pulsar
#

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?

odd kiln
#

This is when you say "Copy" that I don't get it. I should do this in my Blueprint code I guess?

normal furnace
#

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!

frosty heron
#

Modify vs from vs installer and check the msvc version according to the doc

autumn parrot
#

Detected compiler newer than Visual Studio 2022, please update min version checking in WindowsPlatformCompilerSetup.h @frosty heron

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

inland walrus
#

Anyone know how to call an "On Clicked" Event from a child button?

frosty heron
#

You can then bind it from anywhere

inland walrus
#

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

maiden wadi
#

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.

normal furnace
maiden wadi
#

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.

normal furnace
lost hemlock
#

Why is this for each loop empty? I also feel like the cast is unnecessary there

lost hemlock
unique harness
#

Show HorizontalBox0 in the Design view

unique harness
#

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

unique harness
#

GetChildAt is what you want

tropic kite
lost hemlock
unique harness
#

What exactly are you trying to do?

lost hemlock
#

scroll selection

unique harness
#

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

bronze mirage
#

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?

lost hemlock
#

This was supposed to work

maiden wadi
lost hemlock
#

I guess Ill use +1, -1 instead of increment or decrement

autumn parrot
lost hemlock
maiden wadi
#

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. :/

lost hemlock
#

Oh I found something

#

Array now is 2, and variable is also 2

#

So maybe im comparing the wrong thing

lost hemlock
#

its just a hor. box

maiden wadi
#

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.

unique harness
lost hemlock
#

its a slot indication, my plan is to use an Opacity, color and Scale node later

#

to indicate which button is selected

unique harness
#

You're adding something to the array

#

it's being added to slot 0

#

which is why it returns 0

lost hemlock
#

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

lost hemlock
#

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

odd kiln
#

I don't understand how to copy old RT to new RT with offset without a depth persistent buffer on a post process material :/

maiden wadi
#

What do you mean by with offset? Not quite envisioning what you're after.

odd kiln
#

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

normal raft
#

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

daring bison
#

if ur using a character actor class then thats your problem

normal raft
#

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

daring bison
#

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

odd kiln
#

I wonder if I need a camera below my Character to save his location into a Render Target hmmm..

lost eagle
lost hemlock
lost hemlock
#

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

normal raft
normal raft
#

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

daring bison
daring bison
normal raft
#

hmm ok yeah let me look at that as a option

dusky cobalt
#

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?

dusky cobalt
# daring bison 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.

daring bison
dusky cobalt
#

Nothing

daring bison
#

is this a 100%bp project?

dusky cobalt
#

Not 100%

#

i use rider when I need to add something

daring bison
#

hmm thats a hard one, ive never had a packaging bug that was purely logic related, more like engine settings

dusky cobalt
#

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?

daring bison
#

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?

dusky cobalt
dusky cobalt
astral ravine
dusky cobalt
# daring bison Also is the bug present on standalone mode?

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

astral ravine
daring bison
outer brook
#

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"

outer brook
little prism
#

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

surreal peak
#

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.

lost hemlock
#

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

lofty rapids
#

compile, run editor, package

lost hemlock
#

no no error

lofty rapids
lofty rapids
gentle urchin
#

Thats a big X

lost hemlock
#

@lofty rapids but its not

#

its not coming from a previous cast

#

and even if it does

#

then whats the problem with that?

lofty rapids
#

because it may not have even ran, and your using a value that doesn't exist yet

lofty rapids
odd kiln
#

Anyone (maybe) knows how to paint a Render Target with full intensity ?

normal raft
#

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?

odd kiln
#

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 :/

normal raft
#

initially prints stupid but then just stops after a few seconds

#

input mode isnt overridden

frank olive
#

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.

trim matrix
#

or a mouse cursor, then use it if it is royalty free

#

or draw yourself, or maybe draw to GBT or gemini

trim matrix
#

what do you mean by that? any simplification?

frank olive
normal raft
#

ah i was just looking at something that does a line trace from underneath the cursor

trim matrix
#

draw line trace from above

hard sinew
#

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?

trim matrix
#

to buttom

frank olive
trim matrix
#

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

normal raft
#

Get Hit Result under Cursor for Objects is the nodes that might help you

trim matrix
#

there is several options

frank olive
#

Thanks a lot guys, that wasn't that hard, just gotta configure it correctly now

trim matrix
#

for variables that you want to differentiate from other instances

trim matrix
#

for that location break hit result, there is impact point vector

hard sinew
lofty rapids
#

should be in defaults

hard sinew
#

I found out it's how I reference the actor

#

I used getactorofclass but that only gets a reference of the first instance only

leaden raven
#

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

frank olive
#

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

normal raft
#

man these cosntant issues jesssusss christ!

#

does any one actually have a game that actually works 😅

frank olive
normal raft
#

the only battle is with unreal editor it self

#

not doing 1 single thing ever that it claims on the tin

merry mirage
#

I feel like that's just how software behaves in general no? :b

normal raft
#

these days for sure

frank olive
#

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

shadow flame
#

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

normal raft
#

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

raw pilot
#

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

lofty rapids
#

what does call change color do, and is that even being called ?

raw pilot
#

yes it is

#

and it just changes the color of the material it has to the one selected

lofty rapids
#

but it's not changing ?

raw pilot
#

it is, but they all just change the color of the first product actor in my level

#

instead of their actual parent

lofty rapids
shadow flame
lofty rapids
# raw pilot

right i c, so it's changing only the first one

#

thats because you get actor of class, which gets the first one

raw pilot
#

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

lofty rapids
#

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

raw pilot
#

yeah the first time i did have to reference it, doing it this way worked just fine

lofty rapids
raw pilot
raw pilot
#

so the widget created by the Actor

unique harness
lofty rapids
hard sinew
lofty rapids
#

you need to get proper references

#

it depends on where and what your trying to cast to

raw pilot
#

when i tried promoting the return value to a var and using that get it always returned Null or None found

lofty rapids
#

get actor of class only gets first one

hard sinew
# raw pilot

When you duplicate actors in a level, they're instances, getactorofclass only works for the original instance

lofty rapids
#

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 ?

hard sinew
#

Gotta use interfaces

raw pilot
#

most of my ui communicates with each other through callbacks and event dispatchers

lofty rapids
#

ok right, so ya definately a global

#

or a variable

#

that is the reference to the current item your interacting with

raw pilot
#

yes

lofty rapids
#

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

lost hemlock
#

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

raw pilot
lost hemlock
#

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

lofty rapids
raw pilot
lost hemlock
#

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

lofty rapids
#

if other actor is player

raw pilot
#

but yeah i debugged and the other actor is the player

lofty rapids
#

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

lofty rapids
#

it's not good and can cause weird behaviour

lofty rapids
#

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

lofty rapids
#

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

raw pilot
#

i got somewhere with your method

#

they now all change to black if u walk in em, but changing still only changes the first

final berry
#

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 🙂

raw pilot
#

because An Actor type isn't the same as the ProductActor Type i needed to cast it kinda

lofty rapids
raw pilot
#

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

lofty rapids
raw pilot
#

aight so basically for more context

lofty rapids
#

this event construct is where ?

raw pilot
# lofty rapids 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.

lofty rapids
lofty rapids
raw pilot
lofty rapids
#

it seems like a bunch is weird about this code

raw pilot
raw pilot
lofty rapids
raw pilot
lofty rapids
#

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

raw pilot
#

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

lofty rapids
#

whatever works

raw pilot
#

but i lowkey still dont get what your saying

lofty rapids
#

but i would also check that your colliding with the player on overlap

raw pilot
#

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

lofty rapids
raw pilot
#

that way i can access it in my widget

lofty rapids
#

oh i c

#

so you pass it somehow ?

raw pilot
#

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

lofty rapids
raw pilot
#

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 😭

lofty rapids
#

i'm actually really confused at what your even trying to do

#

take a second, you want to change the color correct ?

raw pilot
#

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)

lofty rapids
#

you set the global

#

then call change color on that specific one

raw pilot
#

wdym by global though its a event dispatcher created in the actor

frank olive
#

Both of these should result in the bullet projectile going the exact same path, except the second one goes further right?

raw pilot
#

OH wait i think i get it

#

no nvm i dont

lofty rapids
#

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

raw pilot
#

OHhhh you mean something like this

#

but then for the casting of Actor to ChildActor

lofty rapids
#

you know how you have variables on bp ?

raw pilot
#

yeah, some of em exposed on spawn and instance editable

lofty rapids
#

create a variable on your blueprint that holds the current thing your interacting with

#

so you can change its color

raw pilot
#

ah

lofty rapids
#

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

raw pilot
#

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

lofty rapids
#

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

raw pilot
#

AYE i figured it out man

#

it works

#

thanks alot man

dusky cobalt
#

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?

raw pilot
#

shi i broke some else but i can fix that

faint pasture
#

then you can just Actor.GetComponentByClass(detailscomponent) and read the data

tropic kite
#

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

slim fable
#

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

slim fable
#

nvm, found out.... SprinArm was not using "Use Pawn Control Rotation"

flat mortar
#

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?

peak zodiac
#

Is there some sort of event, or delegate that can be subscribed to, for a player changing grids in a world partition?

peak zodiac
flat mortar
slim fable
#

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

tropic kite
#

if I hook up the same animations in a blend space (or in the viewer) they play correctly

safe holly
#

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

strong halo
#

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

inland walrus
#

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

lofty rapids
# inland walrus

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

dark drum
dark drum
strong halo
dark drum
strong halo
austere ingot
#

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.

trim matrix
#

so does green, without a trigger input, trigger continuously?

#

ah I see, if it's const it doesn't have a trigger

#

huh, okay

normal raft
#

enhanced input is tremendiously not making sense

#

character input is a Joke

surreal peak
#

Random rant time?

normal raft
#

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

surreal peak
#

Hm. Not entirely sure what your issue is.

normal raft
#

the fact that yaw is completely screwed for every value of Z

surreal peak
surreal peak
normal raft
#

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

surreal peak
#

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

normal raft
#

as per

#

you have no idea

#

how a enhanced input of unreal works

#

of course

surreal peak
#

You are still just writing cryptic stuff.

normal raft
#

yeah if its that cryptic

surreal peak
#

But well, ping me when you actually wanna talk about whatever you struggle with with EnhancedInput

normal raft
#

then try rotate the controller and see if it behaves correctly in 5.1

surreal peak
#

You never even explained that you are trying to do that

normal raft
#

well sorry .. but yeah it just wont work

#

tried pritty much every thing

stone field
#

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.

pulsar orchid
#

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.

normal raft
#

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?

stone field
#

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.

shy matrix
surreal peak
#

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

normal raft
#

there is clearly something wrong with the controller component

normal raft
#

it refuses to orientate it self to the metahuman

pulsar orchid
normal raft
#

thank me later when some fixes that

surreal peak
#

Hm, then not sure. Multiplayer it would become unrelevant and respawn locally

pulsar orchid
#

When the player presses F the bot starts "StartHideTimer"

surreal peak
pulsar orchid
#

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.

surreal peak
#

That thing actually causes them to be destroyed if you set that to a number

pulsar orchid
surreal peak
#

Hmmm

pulsar orchid
#

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

shy matrix
#

How/where are you calling those events?

pulsar orchid
#

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.

shy matrix
#

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

tropic kite
#

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

Dropbox

Shared with Dropbox

pulsar orchid
#

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...

dark drum
strong halo
pulsar orchid
#

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.

surreal peak
#

So it basically fell and eventually hit the ZKill height?

pulsar orchid
#

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...

surreal peak
#

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.

tropic kite
#

but certain aniamtions do play properly

#

which is why it doesn't make sense

#

when I change them out

surreal peak
#

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.

tropic kite
#

I did have great functionality when I set it up in blend space. But i dont want any blending

surreal peak
#

Pretty sure you can control blending in the AnimBP

tropic kite
#

to the point of turning it off?

surreal peak
#

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

mild jacinth
#

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?

pure jolt
#

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?

inland walrus
#

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

austere matrix
# mild jacinth I used search on discord regarding the Child actor component and everyone says i...

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

odd kiln
#

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

stone field
pure jolt
#

How do I do that though. Like add the swipe so I can get the start and end points?

#

Thanks aswell for the help!

stone field
# pure jolt How do I do that though. Like add the swipe so I can get the start and end point...

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

▶ Play video
pure jolt
#

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

stone field
# pure jolt 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" )

pure jolt
#

Okay got it! Thanks a lot for everything!

stone field
#

Hard to say, I've never made a 'flicker' : )
But good luck

thin panther
stone field
thin panther
#

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

stone field
thin panther
#

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

austere matrix
# thin panther I disagree with Dr. Elliot in some regards. They are definitely buggy, and have ...

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. srgb_triangle

stone field
#

"at your own risk" : )

austere matrix
#

Exactly

inland walrus
#

Anyone know how to make these values the same? everything works correctly up until the red circle, then the data there is printed incorrectly

austere matrix
#

If you use a rusty old screwdriver in place where a wrench makes more sense, you’ll always have a bad time

thin panther
# austere matrix That’s kind of what I said though, same as the article says. “* If you do use ...

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

austere matrix
#

I suppose my definition of broken is more direct.

But yeah either way, I would recommend other choices. But whatever makes a game

stone field
thin panther