#blueprint

1 messages · Page 277 of 1

autumn pulsar
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or just housekeeping

faint pasture
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is it 1 ignore set per hitbox or 1 ignore set per animation?

autumn pulsar
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per hitbox

faint pasture
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What I'm getting at is, is there any way at all for an actor to get hit more than once by an animation, and is that what you intend?

autumn pulsar
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so you don't get hit by the same motion twice, but you can get hit by a subsequent motion

faint pasture
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motion being some section within an animation i guess

autumn pulsar
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yeah

faint pasture
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as long as the hitbox lifetime matches what you want then that'll work

radiant talon
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Hey I have a issue with sliding down a slope. Im trying to have it realistic when going down it curves. Let me know if this is possible with this thanks!

autumn pulsar
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like if you swing left then swing right, in an animation, the swing left is one motion, and the swing right is another

autumn pulsar
faint pasture
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like a 3 spin move would be 3 hitboxes over time, and you can get hit by all 3 times the hitbox spins through you right?

faint pasture
autumn pulsar
radiant talon
faint pasture
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You shouldn't have to be adding force at all, I think you can get your sliding movement just by tuning control and friction. Depends on what you're after.

autumn pulsar
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You could probably set the walkable slope angle really low

radiant talon
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Just a smooth sliding

autumn pulsar
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then let physics drive it lol

faint pasture
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it looks to me like you have high sliding force and high friction. Try no sliding force and very low friction

radiant talon
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Ive tried it but it does not look smooth

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Okay ill try tuning the control but i want it when pressing ctrl you slide down

faint pasture
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first try to set friction to 0 when you press ctrl

radiant talon
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How could i do that what function should I use?

faint pasture
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thats it, no clamping, none of that

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it's a property of the CMC

radiant talon
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Okay thanks ill try that

faint pasture
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see if that even slides at all, if it does then you can tune from there. I'm not 100% sure if the cmc behaves like that, I pretty much only use physics for my projects.

radiant talon
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Okay ill try thanks

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Did it but nothing happened @faint pasture

faint pasture
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try change the walkable floor angle to 0 too

radiant talon
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Yes does not look good

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very chopppy

dusky cobalt
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Does it make sense to add all ''functionalities'' to the parent and then create childrens and switch the functionality with true/false? Would help me to make things not reduntand, but at the same time, putting everything in 1 place. Alternative is components but take a bit more time to setup than just switching booleans and actually providing variables for that functionality. Any red flags with this approach?

faint pasture
dusky cobalt
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so context is a building that:
produce units (recruiting)
another my produce resources
another may have ''upgrades''
another may attack (tower)

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and because I need to kind of first create children of building as ''faction'' specific and then on top of it build if its tower,barracks or farm

dusky cobalt
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mostly it is, im just talking about base functions of faction kind of, like all buildings of one faction will be able to self construct for example

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and that is why i want to have child of building faction specific first

faint pasture
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I would probably do it all as 1 base building class, and a bunch of data only subclasses with components

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The self-building attack tower would be a Building with a different mesh and stats and a SelfBuildingComponent and RangedAttackComponent

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you'd still end up with 1 class per building but it'd be data only pretty much

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as a bonus, the rangedattackcomponent can literally be the same thing that's on your ranged units

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assuming your units are actors, dunno your setup

dusky cobalt
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yeah so far they are characters but i will probably switch them to actors, that is why im changing a bit architecture and i think if go as childrens or components

faint pasture
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I'd do components

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if you do it right you can literally just put a bunch of components on a thing and it'll do the things

dusky cobalt
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the only thing is that if i have 5 buildings of same faction and they all self construct, then i have to create child for each building anyway, and then add 5 times this component

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but i might change my mind

faint pasture
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its not hard

dusky cobalt
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yeah true

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just need to set myself up in one direction and im considering all the ways

warm hare
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Any idea why my door blueprint stops working in new level. But was working in my "debug" level just fine? Did several tests, and it seems to only work in my debug level but not when I place it in a new level.

wraith loom
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If I call this for loop, will it do all of the async calls in one tick, or will every loop wait for "Completed" before the next loop?

faint pasture
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now what it'll do on completed I'm not sure

wraith loom
faint pasture
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I'm guessing you'll only get the 1st or last slot you call it with but give it a whirl

warm hare
faint pasture
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that'll trigger it to stop if ANYTHING AT ALL overlaps it. Not sure if that's your probem but it certainly looks sus

warm hare
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Basically you need a key to open the door, but for whatever reason when I place the BP in a new level it simply doesn't work when I have the key

faint pasture
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I'd pass InteractingCharacter as a parameter in your Interact interface then the recieving thing (the door in this case) can check stuff on it

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This stuff in general is sus, why would HasKey be a bool on the door? The character has the key or doesn't, not the door. Also why is there a door interface, that doesn't make any sense.

gentle urchin
faint pasture
warm hare
# faint pasture

This is literally code I used while following a tutorial with how to use a key for a door

faint pasture
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that tutorial sucks. All of them do, until they prove otherwise.

Anyway, first check that it works without the key check. If it does, then implement the key mechanic in a sane way.

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bHasKey on YourCharacter can work for now

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just add an InteractingCharacter parameter to your Interact interface call and pass self over when you interact with something. Then, the reciever can look if the character has a key, or whatever else it'd want to do.

warm hare
wraith loom
faint pasture
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Now somebody explain why delay doesn't do that

warm hare
warm hare
faint pasture
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what a door should do on interact is check InteractingCharacter.bHasKey

zealous moth
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I need a clue or keyword. I see tons of showcases where folks will click on a skeletal mesh and interact with the bones. Any ideas?

stark patio
frigid iris
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i'm losing lurkin , Key3 gives me random number around 1-3 but string type as (( [1][2][3] )) number prints string okay but , Key3 always print fail with [1].. is this about using numbers with string?

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url number generator

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key2 always true , so i don't think string numbers problem

gentle parcel
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Hello Sourcers. Any tip or suggested video on how to use this node for a toggle system? Thanks in advance!

dawn gazelle
# gentle parcel Hello Sourcers. Any tip or suggested video on how to use this node for a toggle ...

What that node does is choose one of the values based on the input of the select.
In this case, because you're using a bool to control it, then if the input is true, the return value will = 1. If the input is false, then it'll return will = 0.0.

So if you were toggling a bool true and false and using that bool as the input of the select, then the return value would change between the true and false value depending on what the bool is.

gentle parcel
dawn gazelle
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Here's an example.
When the "IsPC bool" is false then it is returning the value in the "Initiative" variable, otherwise, it's rolling a dice and returning that value, and then this value is fed into the return value of this function.

The output of the select has to be connected into something that executes - in my example here, it's plugged into the "Return Node" which has an execution input and thus it'll calculate the select and then feed it into the "Initiative" output.

deep geode
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anyone know how i can predict how long it'll take an actor to go from a given origin to reach a given destination if i'm using this each tick? i cannot make out what Interp Speed actually means here

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VInterp To Constant is simple enough, just not this one

crude tartan
# deep geode anyone know how i can predict how long it'll take an actor to go from a given or...

I’ve not used that node but I expect Interp Speed is how fast you want to go from your current vector to your target vector. Delta time you prob just want to plug in your delta time output from tick and this will mean the speed of the interp will be the same even if frame rate changes. Test different interp speed variables and see what happens. If a float variable of 3 moves from current to target in 3 seconds then you’d have your answer of time to take to destination. Of course this assumes you dictate the speed and time which may not be what you want.

grave apex
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Anyone know why Get Overlapping Actors doesnt detect anything? Ive made sure overlap events are enabled for the waypoint actor

thin panther
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does the waypoint actually have any collision primitives for it to overlap though?

grave apex
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yeah, it has a cylinder component, and it has these settings enabled on it

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(plus the cylinder itself's OnComponentBeginOverlap() function works for detecting when the player walks into it)

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I dont get why it wouldnt be able to be detected by another actor

hushed fox
# deep geode VInterp To Constant is simple enough, just not this one

That one used a spring style animation where it starts fast and slows down the closer it gets to the final value. You would just have to make the interp value a float and track it, ChatGPT could probably make a math formula for how to extract the remaining time based on the delta time and its interp value

thin panther
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Is the cylinder marked static?

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Try setting it to moveable if so

gentle parcel
grave apex
hushed fox
thin panther
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no

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not by getting overlapping on tick

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well, shortly after begin play sorry

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it should work

grave apex
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yea, I thought to put a delay after begin play just to make sure

thin panther
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try move the logic to tick, does it work?

grave apex
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let's see...

thin panther
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I've recreated the setup 1:1 but am printing a string on tick and it works. I doubt it will be specifically with begin play

grave apex
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nah, still not detecting

thin panther
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yeah it was a long shot

grave apex
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I think it might be something with waypoint, i tried looking for any actors at all, and put a cube in there, and it detected earlier

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lemme try again though...

thin panther
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what if you remove the class filter?

grave apex
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I dont think it lets you

thin panther
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it could, I guess, be technically two similarly named classes that you forgot about

grave apex
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oh wait

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it lets you

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lemme try

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nope, still nothing with the waypoints

thin panther
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so the cylinder component is using the default engine cylinder mesh?

grave apex
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oooh

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no

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it's not

thin panther
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quick sanity check, open up the cylinder mesh and screenshot this

grave apex
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does it have to have no holes?

thin panther
grave apex
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it uses this

thin panther
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no, please do what I asked

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open the cylinder mesh and screenshot that panel

grave apex
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oh ok

thin panther
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ok, now zoom out, click Show, tick simple collision and take a screenshot of the full window

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As an example, this is what my cylinder looks like

grave apex
thin panther
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ok, collision is slightly wonky, but definitely there

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Is the actor set to moveable as well as the cylinder component?

grave apex
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yep

thin panther
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I'm running out of ideas, not going to lie

grave apex
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check this out

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I added this sphere collider to the actor and tried again

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and it worked

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:P

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guh

thin panther
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Ok, show the collision panel for Cylinder again, and show what the Static Mesh is set to

grave apex
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oh, sorry

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the collision panel

thin panther
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well that's one half :P
everything good there, it's definitely using the right mesh

grave apex
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here?

thin panther
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No, in the blueprint

grave apex
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this one?

thin panther
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And could you show the same for the box that has the getoverlapping actors on please?

grave apex
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I wonder if the entire collision mesh has to be inside of it in order for it to detect an overlap 🤔

thin panther
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No, it doesn't, at least not on my end 😆

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I'm out of ideas though unfortunately

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I have it recreated exactly unless I'm glossing over something glaringly obvious

grave apex
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np thanks for all your help! I'm stumped as well lol

thin panther
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an odd one indeed

grave apex
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at least I know a quick and dirty way to make it work via sticking a collision mesh on

thin panther
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hope you can solve it soon!

tiny steppe
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Would anyone be willing to point in the direction or try to explain using Perlin noise for terrain and biome generation? I'm struggling to put together in my head how I can use Perkin noise and tweak it to make large continents and islands. Along with using it for marking biomes and such.

I've currently got my terrain and everything set up using one Perkin noise that generates mountains and valleys. But I'm unsure of how to tweak it so I can get large land masses with islands. Along with using another noise to make biomes.

maiden wadi
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Mostly the ones I outlined to Squize. UObjects are lighter in general. They're a bit smaller. They work well for small things that don't have a ton of direct functionality like inventory items or such. They're not really meant to be something like a modular character class. If someone is a professional and recommending them for characters I'd want a sanity check on them honestly because it's just a very round-about way of doing it. If you need the numbers, you go to a real ECS system like Mass or Flecs to save the costs. If you don't, there's no point in complicating your systems unnecessarily because most of the engine, even AI code, assumes it'll he controlling some sort of Pawn, which is an Actor.

maiden wadi
# tiny steppe Would anyone be willing to point in the direction or try to explain using Perlin...

I'm not sure if I would use it for biomes, not entirely anyway. Using it for landscape is good to get some randomness to it. And like for mountains since perlin generates a nice smooth gradient over an area. For Biomes I'd be more inclined to rely on something like voronoi. Maybe you could warp the voronoi with perlin same as the landscape but either voronoi or something like a floodfill algorithm would be better as the initial biome finder.

past compass
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Is there any reliable way to know if a character is inside something vs outside? This would be to ideally change camera and audio related things but mainly camera as audio can be dealt with many ways.

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Trying to get better interior camera essentially

grave apex
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is this the right way to search for all actors containing gameplay tags?

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(District.MidTown is a tag I created that Im trying to search for)

dull crest
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hey, so what I'm trying to achieve is to get a number of equally spaced points along a specific edge of a given mesh as it is animated during runtime.

To do this thus far, I've been using a spline along side the get location at distance along spline blueprint.

However, given that a spline is, well, sploinky, for lack of a better term, the returned points are not physically equidistant despite being fed equally spaced distance values.

Does anyone have any better ideas for how to approach this? The less setup required when authoring the assets that would use this point-calculation stuff the better.

Thank you!

kind estuary
# maiden wadi Mostly the ones I outlined to Squize. UObjects are lighter in general. They're a...

I was thinking. Why not instead of a GAS system. Just make an array of AttackTypes in each Unit.
Then have the CurrentAttackType.
So like Spearmen have SpearSlash and SpearThrust.
Archer has KnifeSlash, and ShootingArrows.
Knight has SwordSlash, SwordThrust, LanceCharge, and Unmount.
So each unit when it attacks , you just call the function Attack(CurrentAttackType).
And then have a switch statement that handles the attacks. Or spawns AttackComponents.
Then if you need to change attack, call ChangeAttack(AttackType) {CurrentAttackType = AttackType}
Something like this.

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Sound way more simple 💪

maiden wadi
# kind estuary Sound way more simple 💪

It is simpler. Initially. Now. Do that for every other type of unit. Now finish the next year or two of your game and do not touch this system for any reason so that it stays simple.

gentle urchin
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Hmmm

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turns out i swapped back to AActor at some point

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which i obv can't recall right now

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probably something stupid like just being able to get transforms etc

maiden wadi
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That's the issue with "Simpler" ability systems though. People treat GAS like it's some giant monster and it's really not. It really can be easily broken down into the four basic things I usually mention. And like I said you're going to end up making those four things in any good ability system. Some might be more monolithic than others. But you still need the actions, data, definitions, and displays. If you find GAS too complex, it's because you're following some derpy tutorial that is making it harder than it needs to be. Like the people who read through Tranek's github thing thinking you need to retain every facet of information there just to start using GAS. You make attributes to define gameplay state, you make effects to affect them. You make abilities to apply effects, and you make cues to display things. Then you simply grant the attribute sets and abilities to the actors that need them and activate them when needed. GGEZ

kind estuary
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sounds quite easy actually

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then the CurrentAttackType just selects and sends it to the function Attack

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you are done 🎯

gentle urchin
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Thats how any complex system starts out

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"its just A"

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"ohh, right, I need to have some B in here aswell, well thats easy! "

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"hmm, how's C gonna fit in here?"

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"oh derp, i forgot E and G, need those too! "

kind estuary
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im looking at C++ tuts of GAS, what a mess

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so much stuff to keep track of

maiden wadi
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I don't even use C++ that much with GAS personally. Not initially. I do Attributes there. And I did some targeting subsystem things that aren't directly related to GAS but are used in some abilities. But like 95% of my abilities are blueprinted.

pulsar osprey
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traneks docs are really nice, but I really only consult them when needed

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and you don't really have to use c++ at all unless you want to define attributes and target data afaik

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if you know what the ability component, ability, effect, and attributes are, that's most of gas

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beyond that it's just ensuring replicated code works right but that's beyond the scope of most tutorials

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gas is honestly why I committed to using unreal longer term. the way it encapsulates logic really resonated with me

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i wish every engine had it

untold sparrow
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Pretty sick of having to put IsValid/Bool checks after so many of my blueprint functions.

e.g. make a custom GetTargetable function - have to validate that the target it returns is valid.

Would love to combine it so that there are just separate output pins for the valid/invalid case to tidy things up. I guess you can build nodes like that in C++ but not in blueprint? (looking for a proper solution rather than something like wrapping those two nodes in a macro)

dark drum
dusky cobalt
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When using components, how do you guys choose if you add the component manually on ''main'' actor or you add it with Add Component node? Is there any good practice to only do it with nodes?

If I understand I have two ways:
Add Component in the editor, drag it and Get. Then inside component I need to have event Initialize, which I would call from the main actor (owner), this event can also have some variables that I provide from the ''owner'' to the component.

The 2nd thing is I can just Add Component with node, and because my variables were exposed I just set them here.

So both of these have same outcoms after a bit of tweaks, but what is the good practice?

For context it's a building class, which will get component Recruitment (which takes care of recruting units after providing list of units etc.) If any building will need to recruit units I'm just gonna add this component.

dry sleet
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I always add them in the blueprint editor (unless it's some sort of construction script affair).

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Lets you override properties in the details panel on placed actors.

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And generally just lets you view the details better.

dusky cobalt
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wait, what, you can click on the component that is added to main actor and edit this on the right

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i also guess if this is a component that you add ''forever'' on actor it's just better to add it in the blueprint editor, makes sense

dusky cobalt
gentle urchin
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Think that requires it being a variable tho

untold sparrow
dusky cobalt
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Any idea why it doesn't show the Building References? (left is building with component, right is component variables).
Nvm I guess it's just set it on initialization

remote meteor
weary wave
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Hi, my material instance is not showing parameters, can anyone advise?
Parent:
Instance:

Thanks

weary wave
untold sparrow
# remote meteor

EDIT: Missed your other mesage that its C++ only yeah. Was looking for a way to do it for blueprint defined stuff, but it's looking like it doesn't exist.

stark patio
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Does anyone know if ue5 has a decent built in spatial partitioning system?

dry sleet
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I know SmartObjects use some form of spatial part.

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So the answer is definitely "yes" -- in fact I wouldn't be surprised if there are multiple systems that have been developed for separate modules lol

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But I can't tell you an exact name or API, but maybe check the SmartObjects module

kind willow
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Unreal doesn't have a select node for text variables?

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All I wanted to do is change "grenade" to "grenades" when you pick up more than 1 at a time

stark patio
marble tusk
kind willow
kind willow
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I guess this setup works...

dusky cobalt
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Okay I tried a lot of things and I need confirmation to not waste time. I cannot really create unique Timers with Set Timer bby Event because each time I want to ''add'' new timer, it actually resets the old one?

Imagine each time I click something, I start new timer by event, which should get new input from variables. In reality what happens I feel like this timer by event works only with the latests provided variables. So there is not really Event 1 (x,x,x), Event 2(z,z,z), Event 3(y,y,y). Its only the last event with (y,y,y) variables and by clicking again to Set Timer by Event, it starts Event 4 with (s,s,s) variables, and also cancels the previous ones? Or I'm tripping and it actually simultaneously works with 4 timers?

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so the solution to this would be creating ''new actor'' instead of ''new timer'' and there run timer by event or w/e with that logic so each of them has its own timer...?

dawn gazelle
# dusky cobalt Okay I tried a lot of things and I need confirmation to not waste time. I cannot...

Set Timer By Event nodes link the delegated event to the world TimerManager within the engine and the TimerManager can only have a single binding to a delegate, so any futher calls requesting to bind to the same delegate within the same actor will override the previous binding.

You can use another actor to handle additional timers, but I think you could pobably construct something lighter weight like an object too.

eager thicket
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how do i get these overlap boxes to be more colored in? The problem is, if I make them really big, they are much harder to see because they're outlines

dusky cobalt
narrow pendant
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I remember seeing something about setting blueprint variable values via a console command, does anyone know that command?

gentle urchin
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Where you can parse the count value and give it a plural option

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Inline with the text

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Syntax is a bit weird tho

sterile quest
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I am trying to use a input key to lock the rotation of a socket that is spawned at BeginPlay. I think I am partway there but I am having trouble with what I am missing from the graph.
Help is appreciated, thank you.

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I.e. This actor has 5 sockets, so I'd need to be able to lock each of them individually using the number keys 1-5.

wicked thorn
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Hi, is there someone who is willing to help me with my musicplayer blueprint ? I have a problem updating the text for each song in the widget.

dusky cobalt
sterile quest
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Are you talking about the old system Input Action? Or the new Enhanced Input system?

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I am using the new Enhanced Input system for this.

dusky cobalt
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new Enchanced Input System

ruby cobalt
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I'M trying to do different things based on which class an actor is but I want to avoid checking for classes all the time. So here I intend to check only once at begin play and then use an Enum and a switch on enum as a tag.

I need advice on this.. and also I'm not sure how to properly convert class to enum without making a big chain of branches and a bunch of "Make F OSCActors" with the correct enum

sterile quest
dusky cobalt
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like create more input actions events instead of trying to switch on that value

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each event can do something else or set variable to different value

sterile quest
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Each key (1-5) uses a Scalar Modifier.

dusky cobalt
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Is there any reason why it must be like this?

sterile quest
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Which is shown for 5 there.

wicked thorn
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Is there someone who is willing to help me with my musicplayer blueprint ? I have a problem updating the text for each song in the widget.

sterile quest
sterile quest
dusky cobalt
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So you have a bit wrong approach. TurretControll should be name of Input Context Mapping, which hold then Input Actions.
You should call your input actions like:

IA_TowerAction_01
IA_TowerAction_02
IA_TowerAction_03
IA_TowerAction_04

and then Input Mapping Context is -IMC_TowerControls

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and then add all the IA_TowerAction_XX to the IMC_TowerControlls

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assign 1 key only to each Input Action

sterile quest
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Except you don't assign the keys to Input Actions. You assign them in the IMC

dusky cobalt
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that way player can rebind from 1-5 to qwerty or any other keys in the future

sterile quest
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Okay

sterile quest
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And the rest of the function? I still need help figuring out how to do what I mentioned in my initial post. Thanks.

dusky cobalt
wicked thorn
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where i can find help for my blueprint ?

dusky cobalt
sterile quest
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Okay. 👍

dusky cobalt
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do you get my idea about function though?

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or need more detailed help

sterile quest
# dusky cobalt

While I appreciate the drawing, it doesn't answer how I lock the rotation of the sockets.

dusky cobalt
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need more context with this, are they rotating on their own?

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or what

sterile quest
# dusky cobalt

Also when you drew "Set 1, Set 2, etc etc" what am I setting?

sterile quest
dusky cobalt
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you se variable that then is contected to index of array

sterile quest
dusky cobalt
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yes, and then get it again when you trying to access index of array

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this fixes the thing with accessing different sockets based on what you clicked

dusky cobalt
sterile quest
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It's a naval combat game. So the Turrets are attached to a naval ship at BeginPlay. Then the turrets take rotation input from the Actors Camera that is attached via a Spring Arm

dusky cobalt
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Do you have set Use Controller Rotation Yaw?

sterile quest
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Actually take that back. Apologies.

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It uses the ship camera which does use Pitch and Yaw.

wicked thorn
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Is there someone who is willing to help me with my musicplayer blueprint ? I have a problem updating the text for each song in the widget. Thanks!

sterile quest
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My experience with this Discord server is you often have to ask your question multiple times before someone who can help can see it. Telling others to basically shut-up and go else where is quite rude.

wicked thorn
sterile quest
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You didn't say those words, but your message came across in such a way that that's how it read.

sterile quest
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Not sure if that's what you mean or not.

atomic salmon
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Folks, can you please respect each other? @wicked thorn it is normal for technical channels to go into lengthy discussion, so be patient and re-ask your question after a bit. I am sure someone will help.

sterile quest
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Thank you Marco and I will try and do better.

dusky meadow
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Hi how do i reopen the options menu on a component like text in a widget because i accidently closed it and now it doesnt show up ?

kind willow
wicked thorn
ruby cobalt
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Hello! I'm trying to do different things based on which class an actor is but I want to avoid checking for classes all the time. So here I intend to check only once at begin play and then use an Enum and a switch on enum as a tag.

I need advice on this.. and also I'm not sure how to properly convert class to enum without making a big chain of branches and a bunch of "Make F OSCActors" with the correct enum

surreal peak
surreal peak
#

Either way, you do the "different stuff" in the child classes via an overridden method.

wicked thorn
ruby cobalt
#

this works.. but I agree.. I know it's not how i should be using unreal but i'm trying to figure it out!

#

This is for an OSC server where messages are received. So I use BPI to do most of the work within each of my actors.. but I still need to reroute the received data to the correct actor

ruby cobalt
#

the messages have to be received somewhere.. i can't just create one receiver per actor

atomic salmon
surreal peak
narrow pendant
dark drum
surreal peak
#

Also, one should usually post a lot of info about one's problem and not just a general "i got a problem and need help" message.

surreal peak
#

What do you need that for?

narrow pendant
#

I remember seeing something about a console command being able to do that

#

debug utility stuff

ruby cobalt
surreal peak
ruby cobalt
#

it looks like this. the OSC Get Float is my macro to parse the message and reroute it to the BP camera

surreal peak
ruby cobalt
#

I agree that the parsing for each msg could be done within BP camera.. but I still need a receiver/router somewhere

#

that's true

surreal peak
ruby cobalt
#

i also have a parent for functions that are shared between let's say a camera and light.. because both have a transform.

surreal peak
#

And then Actors can register themselves to messages

#

e.g. focal

#

And then focal comes in, you can tell all actors in that array

ruby cobalt
#

i've never done C++ unfortunately..

surreal peak
#

There are tons of ways in the ned

#

That's also possible in Blueprints I guess

ruby cobalt
#

I can move some of my logic in the actors BP.. but the problem remains, I need a way to associate a string (my osc msg address) with the correct actor..

surreal peak
#

Map<String, Actor>

#

Have actor register with where that map is stored

ruby cobalt
#

i guess that actor is where I'm doing my parsing already.. it's my osc server to send receive msg

autumn pulsar
#

When using the "play montage" node, what defines an "interrupt" ?

warped juniper
autumn pulsar
#

if you play another montage from the same slot, does that cause an interrupt?

warped juniper
#

That also counts as interrupt yes

#

Only the newest can play

#

Playing multiple montages at once requires multiple slots / groups

#

You can try to make a small test prints to see for yourself

mental trellis
#

If a node uses a world context input and that input is hidden, is there a way to it to show up so you can provide one?

#

E.g. Play sound at location

dark drum
warped juniper
#

Iirc, the actor being destroyed also counts as an interrupt

mental trellis
warped juniper
#

Tbf 50% of unreal bp is tucked behind a single line of cpp

dark drum
mental trellis
#

I'm now considering if I should advise the guy to add a world pointer and make getworld return that instead of null or create a wrapper function.

#

The first one horrifies me, but at least it would allow the use of any world context function.

dark drum
mental trellis
#

He's using a cdo.

jolly cipher
#

Hello newbie here, using the lush environement asset to setup my Mesa style world.
Noticing the cliff material is stretching in bigger cliffs but does anyone know how to fix this?

autumn pulsar
rocky ravine
#

Hey all, a long time ago I saw a blueprint with an exposed value, that acted as a drop down list, auto populated with a data table rows, and I could pick which data table row to use in the blueprint, does anyone know how to do that? I can't get google to understand what am I even asking 😄 I want a user editable property in a BP that lets me chose which data table row is used in the BP

#

I know I can do it with an index, but typing 1 , 2 and so on is lame, and I remember seeing this work once somewhere, where the drop down list, automatically got the data table row names

mental trellis
#

You can use get options meta property in c++ to do it

#

In pure bp, not sure.

rocky ravine
#

Guess I'll dig for that ancient project see how it was done heh, thx

maiden wadi
# mental trellis He's using a cdo.

I do this with some throwaway scripter code. There's a class of object that does small scripter things that can't easily be hooked into normal systems without it being at a scripter level. So I just set a UWorld pointer on the CDO and run the execute function on it. Works just fine.

mental trellis
#

Yeah, that's what I told him to do. It's a stupid hack, though. Stupid that it's required by epic.

dusky cobalt
#

What are the alternatives to ''characters'', if I plan on making units mostly stylized/fantasy like (but also some of them would be ''humanoid'' like. Can I just use simple Actor with Floating Pawn Movement? I don't really ''care'' about perfromance yet, but generally I have a nice parent for most of my objects in game, and would like to change my Character (units) to preferably Actor (so I can make Unit as child and avoid some redundancy

rocky ravine
#

Actually I was wrong, there's an enumerator that they write the row names into xD

mental trellis
#

Make your own pawn movement component?

dusky cobalt
dusky cobalt
mental trellis
#

Never do that. Mp is a completely different paradigm. You will rewrite 99% of your code because it won't work.

maiden wadi
#

Generally speaking if you need jump or walking style movement, most games use Character for it because it already exists and also because character movement is replicated.

dusky cobalt
#

yeah so we are talking if it makes 5m then I might consider doing multiplayer version of it haha which would mean rebuilding it, but so far need to keep scope small, means I would love to add mutliplayer if the game is succesfull, but at this moment I treat it as single, just for the sake of ever finishing it

dusky cobalt
#

so would Actor + Floating Pawn Movement be mostly enough?

maiden wadi
#

Floating pawn movement can kinda work for that. But realistically you can just make everything a character in the end too.

dusky cobalt
#

like the first class make as character but with some elements missing, and then add them back to the unit?

maiden wadi
#

What do you mean by some elements missing? Or better question. What are the units that are not characters and why are you considering not making them one?

#

Also in general not AActor for anything aI related. If you're going to have AI, their base should probably be at least Pawn since it's the class that defines possession.

dusky cobalt
#

So for more context. First class is Actor then it's BP_Selectable (handles all combinations of objects getting clicked on, selected, hovered), based on that are Resources and Buildings, and also want to change my Characters (BP_Units) to use it as Parent

#

WORST case I don't mind making some redundancy for units in case of ''selecting'' functionality but having this as base class makes things so much easier

dusky cobalt
maiden wadi
#

Eh, you should use composition or an interface for selection/hover stuff. Not a base class. Case, every actor class regardless of hierarchy can contain components and house identical features because of it. You need characters and other actors to be clickable, selected, etc. (though actor already does clicked and hovered I believe)

dusky cobalt
#

so my idea would be to start with ACharacter, delete most of the things from the child of it, make it BP_Selectable and then create Resources, Buildings and Units on top of it. In case of Units just add back Skeletal Mesh component and Character Movement?

dusky cobalt
# maiden wadi Eh, you should use composition or an interface for selection/hover stuff. Not a ...

I agree, just there are certain things that are identical for all of these things which are literal base of these objects, and it's nice* to have 1 main class of everything,* (makes adding changes to everything that derives from it crazy good) but I guess I could make it into components... just a bit harder to override some things in case one of the class does something different when these functionalities are in components, and not everything you can make in components, and but but but.. yeah

maiden wadi
#

Why is that harder?

#

Give me an example of something that would be harder to do with a component than inheritance as far as say overriding behavior for a specific class.

dusky cobalt
#

For example I cannot add Static Mesh or Event On Clicked (on that static mesh) inside component.

maiden wadi
#

Consider a different method though. You usually trace to find an interactable thing, yeah? This is regardless of whether you're in first or third person in a shooter or some RTS moving a mouse around. Usually you're tracing to find the things that are interactable.

So the things in the actor that dictate what are used for interaction can simply block a special interaction trace channel.

In the actor you can have a component that has delegates for Hovered, Selected, etc. And when you look at or hover a thing it hovers it. If you click it it selects it. What is selected or hovered should not belong to anything but the player though so you should have like an interaction manager component that belongs to your player that determines what is hovered and selected. And then put a component on things that can be hovered and selected and make their components block that channel.

Now you can program your interaction stuff in the interaction manager thing to determine how you should pick things. And then each actor class with that component can override the delegates for their own interaction component and do whatever they need to do when they're hovered or selected.

ocean gate
#

Hi! I want to make bullets in my game to activate a "On Hit" event whenever they hit an object (They simulate physics) but I don't want them to actually apply any physics interaction with whatever they're colliding with. How can I do this?

warped juniper
dusky cobalt
# maiden wadi Consider a different method though. You usually trace to find an interactable th...

Is it actually usual for the games like rts to check what is under the cursor 24/7 and shooting line trace? I'm using tracing but it's mostly only on clicks. This functionality which is On Mouse Over was really helpfull and made things directional without me needing to think when to stop trace (on click hold?). I think I don't really get the concept of ''delegates'', i guess it's missing part of puzzle for me. Like is this concept any different than fire line trace 24/7, and Selectable Component just has interface event Hover This which then calls to Get Owner Hover This? Pretty sure I don't get it right, because in this case is still makes me put Hover This logic on every object.

#

Oh, it's more like I Add Component, and then in the actor I bind to event dispatchers that are inside Component?

pulsar axle
#

hey question, assuming the arrays carry the same component types, is is possible to subtract one array from another?

dusky cobalt
#

with for each loop yeah

pulsar axle
#

sweet

dusky cobalt
#

Would it be crazy bad practice if I create first parent class as ACharacter even for the static objects that would inherit from it?

lunar sleet
#

If you just want them to share logic you can always use a shared actor component

autumn pulsar
#

For something like a weapon, is it better to use a blueprint or a data asset?

#

specifically something like a sword where for the most part it's just a stat table and visual model

pulsar osprey
#

you can put stats and other things that are the same for all weapons in a DA if you really want. but you dont really get any advantage doing that over just using a BP imo. all you're doing is changing where the data points to

autumn pulsar
#

I suppose a blueprint would allow for some individual flair to something

#

like making a sword that's on fire lol

dusky cobalt
#

you can still use inheritance and create BP_Weapon_Sword_01 which will have some extra functionality with firing shit and Data Asset will just fill his 'base'' data stats

#

it lets you have data for that specific thing in one place

#

instead of wondering, hmm did I actually set attack damage for THIS sword ? let me check in blueprint...

tight pollen
#

why I can't destroy component, I attached this to Character and after 5 sek I wand delete it

#

someone can help? 🙂

dusky cobalt
autumn pulsar
#

this for example works for me

digital glacier
#

how do i get good at blueprints 😢

autumn pulsar
#

and knowing Object Oriented Programming helps

pallid dagger
digital glacier
#

as in be able to do what i think of

pallid dagger
# digital glacier as in be able to do what i think of

too abstract..

some examples:

  1. BP gets too bloated so I struggle to understand my own code
  2. I poorly know Engine's API so I'm relying on hints(RMB suggestions dropdown) too much.
  3. I'm bad at syntax (how to make variables/functions/macro/event dispatchers etc)
autumn pulsar
#

as an abstract example, say you need to go to the store, it sounds simple, but then you need to realize all the steps you need to get there. You might need to grab your keys first. Then your wallet, then put on your shoes, then open up the door. But how do you open the door? you might need to turn the deadbolt and twist the knob

#

basically just breaking things down

#

Something that kind of helped me along, was to just see what other games do

#

and how they appreached things

#

Unreal Engine has a lot of good talks and breakdowns

#

Does Unreal have a "calculate projectile path to point?"

#

I have a desired start and end point, wondering if I can calculate a path to it

dawn gazelle
autumn pulsar
#

oh neat, there's a suggest Projectile Velocity

pallid dagger
autumn pulsar
#

Basically trying to calculate that from a start and end position

crude helm
#

Have anyone messed with orienting the character along with the spring arm and the camera, when changing graviry direction?
No, not rotating like left right, actually spinning the pawn sideways, or upsidown, like set the character gravity direction -1 on Z will flip it upsidown, and make it "falls up".

But that sticks with the spring arm and camera not rotated with it, which leads to the controlls to be inverted. At first, I made a variable to check which direction gravit is, and invert all the inputs from movement when this variable is set, which works, feels like just like when playing in normal axys, the character stands up and the world is upsidown, but if you go and chance to a different axys, like Y or X, then you have to remap all directions again.

I was expecting when the physics orient the character to the right gravity direction, it would also do it to the controls, but it doesn't. I could make the camera actually rotate with the character without any code, by uncheking the "Use pawn control rotation", but unchecking that make you also lose total control over the camera, checking or unchecking below overrides on x, y and z, did nothing

autumn pulsar
#

then using the mouse to directly add rotation to the camera arm component

crude helm
autumn pulsar
#

and instead of "add controller input" you move the camera every event

#

Though, with 6dof, you might need to have fun with Quaternion rotation

#

Any ideas why my camera boom is colliding with my projectile?

#

This is the collision I have set up

lusty birch
autumn pulsar
cold laurel
#

hey guys, im having trouble understanding why I have to do "Set Input Mode to Game and UI" (I want to use UI Only). Previously i was running into a bug where I clicked my inventory display and I couldn't close it with my InputAction (the "I" key) so I had to switch it from "UI Only" to "Game and UI". im reading that another widget could be consuming the input? I am clicking on the Inventory Widget and the Inventory Display widget ( the parent). I set a print string where I press I (the onKeyDown function defined for Inventory Display widget) that executes until I click on the UI . The inventory display widget then would still close if I press "I "again but there is no print string as if onKeyDown wasn't called (the inputaction i defined in my player controller handles the closing im assuming)

mental trellis
midnight kiln
#

Does Epic still not have a way to properly organize bound events?

#

you know, like binding to a custom event by name

autumn pulsar
midnight kiln
#

sadly also doesn't work when you need to use exec pins because Epic hasn't bothered to build a proper blueprint flow for async work & macros suck

autumn pulsar
#

I’ve never messed with event binding

#

Seems kind of neat

#

What’s the primary use of it even?

midnight kiln
#

I'm sure you've used events before like on input & on hit / overlap. There are always things you need to execute based on happenings of the game. You could do it in reverse, like have the inputmanager go and call functions on every class in your game that needs to run code when a key is pressed, but that means the inputmanager has to take a dependency on all of those game objects. That's not possible for Epic code (Unreal can't know in advance every class that everyone will make/use in their game), and in firstparty code in your own game events help you with dependency management (improve load/build times, prevent people on your team from doing dumb stuff, easier to work on smaller pieces instead of having mega classes that need to update everything)

#

and in Unreal specifically it helps with Unreal-isms like certain functionality only being available in the event graph (anything with an exec pin) or macros (which are dogshit and can't be called by external objects anyway)

dawn gazelle
midnight kiln
autumn pulsar
#

For projectiles, if I want a projectile to die on contact with the world, would I have it generate an overlap event with World Static?

pastel apex
#

is there a function in blueprints that will let me change the order of these?

inland walrus
#

How do I make a reference to a widget?

pastel apex
inland walrus
pastel apex
#

this is the basic boilerplate widget ref

#

when you instantiate a widget via the create widget

inland walrus
#

Ah got you, I was doing it this way but wasn't 100% sure if it was working properly

#

thanks

pastel apex
#

np

#

if you get null references even when you do that, check the execution order of the function

inland walrus
#

Sweet

midnight kiln
#

Is there a reason Epic put the player controls in the character rather than the charactercontroller? They set up the input mapping in BeginPlay as well, rather than OnPossess. It seems like it would work better in the controller for if you swap out the controller (e.g. player for AI controller to let AI control it)

dawn gazelle
unique harness
granite nacelle
muted halo
#

Hi everyone, Im currently working on building a flying drone in ue5. I currently have it setup to fly around using various mapped controls on my keyboard but moving left /right or forward /back there isnt any momentum. I was wondering if anyone knew how I can add some tilt to the drone so say when they move left, the drone tilts a bit to the left and then gradually back to the default position when the user lifts off the key. Thanks!

warped juniper
warped juniper
#

Since it's cosmetic it should be safe to do that every frame for something this simple

granite nacelle
warped juniper
#

Alright. So you're using a Render target to show the item on screen yes?

granite nacelle
warped juniper
#

Can you find how exactly it appears on screen then?

#

I wanna assume render target

#

You can also just share what part exactly gets the item to display

granite nacelle
warped juniper
#

Okay, so for starters... You are using the EIS system?

#

I have not seen the events for them here

granite nacelle
warped juniper
#

Okay, do you have an Input Action set up for the right? stick

granite nacelle
warped juniper
#

So plugging in the Input Action event does not work?

granite nacelle
granite nacelle
warped juniper
#

You have to plug the pins one after another for that to work

granite nacelle
warped juniper
#

Create an Event for the Input Action you have assigned the Right Stick movement to

#

And plug it into it

#

If you had used Enhanced Input Action this could have been done automatically though

granite nacelle
#

yeah I'm really messing up now I used the ia_move that I have and now the the left analog have to be push up before it can rotate and the keyboard or mouse wont work on it

warped juniper
#

So if one works, the other does

granite nacelle
warped juniper
dull crest
#

I'd really much prefer to use the mesh edge directly if anyone has any idea how to accomplish this

#

(BIG bump)

granite nacelle
warped juniper
#

This would break if the player were to touch their mouse and gamepad at the same time

#

It "works" but is capable of bugs

granite nacelle
warped juniper
#

You have an IA_Move on the same graph. Have you not set up Enhanced Inputs? Or a Mapping Context?

warped juniper
#

Yeah as in you have, or yeah as in affirmation you haven't?

granite nacelle
#

yes i have enhanced inputs

warped juniper
#

Then why not use an Input Action with both the gamepad right stick and the mouse axis

granite nacelle
warped juniper
#

That way a single event gets both inputs and you only need to fire it once

granite nacelle
warped juniper
#

What is the setup for ia_look

granite nacelle
granite nacelle
warped juniper
#

The issue is that you are getting the XY values of the mouse together

#

Yo uare supposed to do it ike the controller, the X and Y as separate inputs

#

Getting the XY 2D axis all in one go only works in few and specific scenarios

granite nacelle
#

dang, ill try it out

warped juniper
#

Did you remember to add the swizzle?

granite nacelle
warped juniper
#

Hmm that's odd

primal hare
#

Is there an "Event" which corresponds to an object being "on screen" "off screen"?
Would like a BP animation to stop playing when it is not on screen.

granite nacelle
gentle urchin
#

especially the starting part

#

is straight as an arrow (assuming its still this weapon)

#

an alternative is two sockets

#

and just treating every blade as if they were straight

dull crest
gentle urchin
#

im just saying the start part of the spline is straight (not squigly)

#

and thus getting the distance along spline should be fairly accurate

dull crest
dull crest
#

i.e. to capture the curve of the sword, I'd need at least 3

gentle urchin
#

does the curve actually matter is a question

dull crest
#

I'd like it to, better hit fidelity

gentle urchin
#

hits gonna be slow ?

dull crest
#

Also, some weapons will have "dull" parts that should do less damage

gentle urchin
#

otherwise im not sure it matters

dull crest
gentle urchin
#

dull parts can be calculated

#

looks pretty accurate to me

#

only skewed part is the curve itiself

#

but its not because of the distance

#

its more because distance is no longer straight in one direction

#

I think your math really just is wrong

#

distance / index would return you;
0 = 0
1 = 1/1 distance
2 = 1/2 distance
3 = 1/3 distance
and so on

#

and as you can see distance between 2 and 3 is < distance between 1 and 2

#

I used a fixed distance to figure out amount of points

dull crest
#

hahahahah

#

you're totally right

#

im glad I posted that screenshot

#

nice catch man!!!

#

i gotta go atm so i cant test the fix ( distance = ((index/total) * total distance) ) but im 100% sure you're right and this is the issue

#

you're a legend, thanks again! big derp moment

gentle urchin
#

alternatively you can divide the length by the amount of points you want, and use that in the multiplier

#

distPerPoint = length / Points

pointLocation = Point * distPerPoint

dull crest
#

That's a way better idea, multiplying instead of dividing

#

(does the old "multi is faster than division" thing hold with blueprints/UE?)

maiden wadi
#

It's not really an unreal thing, it's a computing thing. Any processor will be able to solve multiplication faster than division. How much it matters probably varies. You'd probably end up with a lot more overhead from blueprints overall than that will ever solve performance wise. But good habits are still good habits.

gentle urchin
#

cpu cycles are cpu cycles 😄

#

save 10 here so you can afford the 21000 from bp existence alone /jk

maiden wadi
#

Lol, some days not a joke.

gentle urchin
#

whats also not a joke is turn based for some reason

#

sounds so simple in my head

#

but it has some weird details to it

#

well.. to make it more player friendly, anyways

#

taking player out of it ofcourse keeps it easy

maiden wadi
#

I don't know if it's changed these days, but when I was learning, I was really shocked by how little tutorials utilized renderthread/gpu stuff. Like I feel like half of my job is pushing stuff off of the gamethread onto those two things.

gentle urchin
#

there's tons of room for better utilization for sure

#

material animations ftw 😄

maiden wadi
#

Making an inventory slot widget with quality displays, hover effects, animations, destroyed effects, cooldown timers, etc etc. All with two textblocks and a single image for the win. 😄

#

I should find a nice way to remove the textblocks too. Haven't quite gotten to numbers in shaders yet, mostly a flipbook I guess. Textblocks are so expensive. 😬

gentle urchin
#

🥲

#

adding support for toasters or what 😄

maiden wadi
#

In a way. 😂 That originally came about from supporting old consoles.

vernal igloo
#

Sorry for interrupting, does anyone know how to add a repeating texture to a cable? I'm using a cable as a grappling hook, because of how it stretches the material also stretches. Any help/ideas?

leaden cave
#

hello guys iam using metahuman face and iam attaching an hijab around it using skeleton mesh, but its not working fine can any one help me?
its stretching out and i used set leader pose component in construction

gentle urchin
#

guess it depends, you might need to mask it too for a nice visual

primal hare
#

Using a "event dispatch" coming from movement input key instead of Tick. Is it cheaper?

gentle urchin
#

not if its called on tick anyways

#

as in, movement is ticking, so depending on your trigger and input setup, it might be less calls

#

but generally movement related stuff should be tick based anyways

primal hare
#

So at least it's not expensive. Then when the player's not moving game logic can have a nice glass of water?

gentle urchin
#

the dispatcher overhead isnt expensive in isolation , no

#

you can give the game logic a glass of water anyways

#

EventTick -> Branch(InputVector.Lenght() <= 0) -> DrinkWater()

primal hare
#

Drink water given = thrown back on my face = I needed a bath anyways

violet bison
#

I have a ladder that makes the player using fly mode on begin overlap
but sometimes the momentum get carried over and the player started drifting after using the ladder
is there a way to brake X/Y axis movement after begin overlap?

dark drum
bright peak
#

Hi guys, currently creating a jetpack for class using blueprints, i just wanted to know how i could add some more left and right movement to my setup, Ive never used blueprints before so any help would be really appreciated :)

violet bison
#

have you visit the template's pawn controls?

#

this one?

bright peak
violet bison
#

multiple left and right movement?

bright peak
violet bison
#

if I'm guessing correctly you want the movement to have the same vector length if the player goes straight up, strafe left/right
I'd use unit vector after combining left and up vector in that case (although it might have guessed wrong)

bright peak
violet bison
#

oh you're meaning that
just multiply the float connecting to the scale value until you get your desired speed

bright peak
#

inside the movement input section?

#

or is it in the screenshot that i sent where i adjust that

violet bison
#

sth like this

bright peak
violet bison
#

I think so
if you don't want it to affect walk speed then add a branch
branch is connected to jet packing or not

bright peak
#

here’s the setup that I have

gentle urchin
#

Unless I'm mistaken lol

#

tried looking at source, was sure scale was normaliized

bright peak
gentle urchin
#

I could just be mistaken tbh

#

i'd probably make it physics based but that's very different ofc 😄

bright peak
#

yeh all i need is a simple mechanic for class so i think ill stick with how it is right now, it works great as it is atm for forwards and backwards movement, but the left and right movement is just hardly moving me at all

gentle urchin
#

isnt that air control ?

#

in the CMC ?

bright peak
gentle urchin
#

character movement component

bright peak
#

oh yeh that’s what i’m working in, there is also a bunch of air control nodes

#

so it would be a setter, but how would i apply this to work?

gentle urchin
#

I would play with the boost

#

and see if that affects anything

gloomy hare
#

guys, i need some help with Dungeon Architect, im using flow grid, and want to use the city of brass template as well.

#

im confused on how to edit and work on them, like i created flow grid blueprint, but when using the assets of CoB it does get along correctly...

#

any tutorial out there for UE5 ?

narrow pendant
#

for plugin specific questions it's usually best to contact the dev directly

narrow pendant
gentle urchin
#

there's quite a few from Ali on youtube covering different aspects

#

beyond that it's just some trial and error to get the gist of it

#

complex things are still complex, and can be hard to figure out. There's samples for many of the things that exist

young meteor
#

Anyone have a good idea or a "standard" setup for how to handle camera shakes?

I can make the camera shake, but I'm thinking more in terms of controlling WHEN to actually do it and how much.
That could be based on when a camera shake was last done. How many was recently done. Scale the shake amount based on damage relative to highest damage done or average damage done.
Things like that.
I'm making a tower defense and don't want to shake the screen every time any tower fires. Thinking there might be some template/standard approach to handle this kind of stuff?

split wasp
#

however, it is an effect that should be used sparingly as it may cause motion sickness for some people

#

as of where to do the code for it, camera manager would probably be the best place for it

young meteor
split wasp
#

it's just specified behavior for that (type of) camera, and depending how the levels are set there might be several viewpoints player sees over the course of gameplay loop, like pre-game and post-game views

young meteor
#

Right okay. Thank you.

sterile quest
devout oak
#

Im trying to setup an Array of lights for my BP_lightswitch, I am able to toggle the intensity with it being a Point Light Object Reference Single but when i change it to an Array im no longer able to connect it to the Set Intensity any ideas on how to fix this issue?

lofty rapids
#

are you saying wjhen you get 0, it won't plug in ?

devout oak
#

the whole array of lights that i have selected per lightswitch

#

so like if i flip the lightswitch up x lights turn on

#

down x lights turn off

lofty rapids
#

loop through and turn each on/off

#

i'm not surprised you can't plug the array into it

#

do a foreach and toggle each one

devout oak
#

thank you

#

idk what i did wrong earlier but i know i tried with a for each loop

lofty rapids
#

if it doesn't work post it and maybe someone can help

#

but thats probably what you want to do

#

loop through and toggle each one

devout oak
#

that did work

lofty rapids
#

and now you just want to lock a socket in place ? and this code is what your missing ?

#

i see you did a get

hushed topaz
#

How to End Task or Stop Listening on the Gameplay Message System? Can't find a 'stop' function anywhere in the Async Action

open furnace
#

Do you know if this is going be called only once or do I have to pass result of break to local variables?

gray lantern
#

Is there a list somewhere of what these icons mean?

#

found one no worries!

#

Still don't fully understand blueprint interfaces 😭 even after a couple videos,

#

it's a set of function signatures I can add to any other blueprint?

buoyant moat
#

An interface is a contract (whatever implements it "must" define a set of functions)

lofty rapids
buoyant moat
#

Blueprint interface kinda sucks compared to how they would be used in code cuz the node is essentially : check if the object passed in implements said interface and call a given function. If it doesn't then bust

lofty rapids
#

it's good to have a common call on different bps

buoyant moat
#

Interfaces are useful, I am saying the node Unreal provide is sus because it acts as a "Try"

#

It's a recipe for things to silently fail

dark drum
#

I rarely ever use interfaces. There's normally better options.

gray lantern
#

Forgive me im still not quite getting it, I add this interface to my blueprint, if I double click the function it takes me to the inface that just has a greyed out graph, what logic am I actually calling

lofty rapids
#

you want to override the function in the bp your calling it on

#

so each one has it's own custom version of the function in the interface

dark drum
gray lantern
#

yeah I understand OOP but, you say it needs to be overridden, theres no function overriding it here on the left? shouldn't there be something in functions?

#

this is a project i've brought *

buoyant moat
#

Open class settings and add the interface there

dark drum
buoyant moat
#

In the image you are "calling" the interface function

#

Open the Game Instance BP

#

This is where the interface should be implemented

#

At least judging from the image since the target pin has the game instance connected to it

#

Once you open a blueprint that implements an interface you will see a section for interfaces on the left side where you see functions and variables

gray lantern
#

ohhh I see now

#

thank you abit clearer

buoyant moat
#

Cheers

gray lantern
#

so this is calling the attempt save on my game instance object?

buoyant moat
#

Correct

gray lantern
#

💯 got it ty

buoyant moat
#

Note that it will silently do nothing if you pass on an object that doesn't implement the interface

#

If you want to try plug in some random input like your character and it will do nothing and return the default values (if the function returns anything)

sterile quest
buoyant moat
dark drum
wild pumice
#

Hi all, I'm pretty lost on this. I have an Input Mapping Context that is being resitered and removed via blueprint. One of the context works initially but when I remove it and add it again it stops working. I have a different IMC that is removed and added with the same function and works properly.

Is there a way to check if an IMC is registered/active?

forest spade
#

How do you guys handle delays between firing a weapon and the impact logic (enemy reactions, decals, niagara etc) when the weapon is hit-scan. I don't have physical bullets with travel time, so firing the weapon and getting a reaction is instantaneous. Throwing a delay node in there with a distance calculation somehow seems wrong.

gentle urchin
#

Sounds about right to me 😆

#

Depends if it can be fast firing

#

Its gonna be less good

#

Also if you have damage numbers

faint pasture
#

you want instant hits, but for it to seem like they're not instant?

#

That just results in a bad feel IMO

dry sleet
#

well I assume the question is how to use hitscan but still emulate bullet travel time?

forest spade
#

Right, exactly. It feels bad having the weapon animation, particle effects, sounds and hit reaction all start in the exact same frame

#

For example, when you fire a weapon there's some recoil. Without any delay, the impact decal and blood niagara system starts playing at frame 1 of the recoil which is way too early

#

AKA before the player even feels the recoil of the weapon there's already a hit and a reaction from the enemy. Just looks odd. It works OK with a delay node, but I'm wondering if there's a better solution

faint pasture
#

delay is easily calculated

faint pasture
#

your impact particles shouldn't be at full bloom in 1 frame

forest spade
#

I appreciate your input, but I don't think building the delay into the particles and sounds and animations is the right way to go. Those assets need to be re-used elsewhere and the delay might need to ve variable based on weapon type. All of those assets obviously have start, middle and end sections, they're not full blast right from frame 1. Its the fact that they start right away that's the issue. I'll stick with the standard delay I have that's calculated based on the distance between the player and the impact point, but might need to figure something else out in the long run.

faint pasture
#

If it's singleplayer just have actual time of flight IMO

#

it's simple and a better experience

#

depends on the project though, idk if you're doing something super arcadey or more of a sim or what

forest spade
#

There's no time of flight, these are not spawned projectiles. It's hitscan with a line trace.

autumn pulsar
#

Does Unreal have a sort of "Soft Collision?" Like with friendly characters in TF2, you can walk through them, but if you try to occupy the same spot you get pushed out gently

forest spade
faint pasture
#

where does the timing of things come from? Are you basing anything off an anim notify or does it all kick off at one time?

autumn pulsar
autumn pulsar
#

I will say I don't think the delay will feel good as players expect immediate impact

faint pasture
#

I would fire the trace at the same exact time as the muzzle flash, however that's done

blissful grail
# autumn pulsar Does Unreal have a sort of "Soft Collision?" Like with friendly characters in TF...

Not that I know of, but you can fairly easily script this.

Overlap the pawns and then when the overlap begins, start checking periodically if they are still overlapping and don't have a velocity. This means they stopped. Then just give them a slight nudge. If you decide to do the nudge with velocity, then you need an additional check at the start to handle being nudged and having velocity.

For the teams, have a collision channel set up for pawns on Team A and pawns on Team B. When they pick a team, assign the correct collision team settings. Can even make a profile for this.

slender harness
#

@dusky cobalt i wanted to give you a huge shoutout, i went with the 3d model instead of the 2d interface. I like it a lot better. Here is the result of what i got, 🙂

forest spade
# faint pasture I would fire the trace at the same exact time as the muzzle flash, however that'...

Unfortunately that's not possible either. Because of the recoil moving the player's aim, firing the line trace any time after they actually fired will have the impact be in a different place than where they were aiming. The trace has to happen at the same time as the input to fire. @autumn pulsar I'm doing exactly what you're saying, my initial question was if the standard Delay node was the right way to go, or if there was a better way to delay hit effects

maiden wadi
#

Generally speaking if you want travel time, you should program that in by making traces over multiple frames instead of one trace in one frame. If you only care about the particle, I'd do as Adriel mentioned and just fake it with some form of startup delay in the particle.

wraith loom
#

I remember there being a setting for components that allow the components to inherit a lot of their settings from the parent. What was that setting called? I can't find it anywhere.

#

Like I think the child component's collision settings could be the same as the parent's

autumn pulsar
#

You could use a timer so you can clear and invalidate if needed

gentle urchin
#

Timer/delay need instanced object to have several running timers etc tho

#

Or c++ access

wild pumice
#

I was doing a tutorial for a highlight outline around pickup items and they had this code run off the Event Begin Play with a looping Set Timer by Event to continuously line trace.
Any reason why this wouldn't just be on the Event Tick? I haven't seen this method before and am geniuly curious why they did it this way.

inland walrus
#

Does anyone how I'd do this? I need it so that the last clicked button is highlighted/different colour. The issue is, this button is created as it's own widget into another widget

gentle urchin
#

Usually it's some bogus reason like "Event tick is bad, use timer on tick instead! Saves performance!:heat:"

wild pumice
meager spade
dusky cobalt
# inland walrus Does anyone how I'd do this? I need it so that the last clicked button is highli...

My idea:

  1. Create Event in HUD:
    Set Current Selected Widget (Widget Reference)> Set this widget as Currently Selected Widget (variable)
    Clear Widget Selection > Get Current Selected Widget and Disable Higlight (event on Widget).

In all the widgets you can add Disable Highlight -> Set Color / Set Visibility of this thing.
And when user clicks on button you Get Hud > Set Current Selected Widget

You can also use interface so you can pass User Widget a s reference instead of ThisExactWidgetClass

#

also the one above idea is really good and scalable

inland walrus
#

Thanks guys I'll have a pop

ionic palm
#

https://blueprintue.com/blueprint/lz8gs5fy/

Hi Guys, I am struggling to work out how to save my basic farming system

My saving system works, as simple as it is, but it just seems to respawn the first item in the array, although it is remembering it's state upon saving (Plant at half growth loads at half growth not the full plant it was before reloading after the save point)

I am unsure where I would find a releveant tutorial for this would love any tips or a point in the right direction for how to learn saving a basic farming system

PS: I am certainly missing something obvious I haven't worked with arrays in awhile

solid needle
#

hey all

#

this happens when the rotator goes over 180, gets changed tot -180, then back to 180 and then back to -180 etc

#

any way to fix it

autumn pulsar
#

Give this a try

#

though in your case, use the pitch axis

solid needle
#

this seemed to fix it

autumn pulsar
#

there you go

solid needle
autumn pulsar
#

Gimbal lock is the loss of one degree of freedom in a multi-dimensional mechanism at certain alignments of the axes. In a three-dimensional three-gimbal mechanism, gimbal lock occurs when the axes of two of the gimbals are driven into a parallel configuration, "locking" the system into rotation in a degenerate two-dimensional space.
The term gim...

#

it's complicated lol

#

Usually rotator is supposed to accommodate for that

#

but I guess add relative rotation doesn't

#

Hey, so I'm kind of working on a sort of skill/weapon system for characters, and I was thinking of having a Weapon, and then on that weapon would be an array containing skills. Skills being small blueprints with a "Use Skill" function that runs whatever logic it's going to do. Is this a good kind of design structure for this sort of thing?

#

(Yes I know about GAS but I want to program this just for learning)

inland walrus
#

Does anyone know how to add a line break from a datatable text?

autumn pulsar
#

\n ?

gusty shuttle
#

Quick question guys: I'm brainfarting on pushing my character to the left or right (y axis) but I seem to beam to 0,0,0 or so. Any tips?

inland walrus
gusty shuttle
faint pasture
# forest spade Unfortunately that's not possible either. Because of the recoil moving the playe...

recoil and hit should not happen before the muzzle flash, just make the recoil start + muzzle flash happen on frame 1
https://youtu.be/sINLJA60r08?si=xJyt_epuhC9_ktzz&t=21

Shooting Guns with the Phantom v2512 the World's Slowest Slow Motion Camera.
We have the pleasure of using the World's Fastest High Speed Camera, capable of up to 1,000,000 Frames Per Second.
Today we were shooting at 70,000 FPS.
Feel free to subscribe and see the world's slowest color slow motion videos on Warped Perception !

When he was walki...

▶ Play video
autumn pulsar
#

So it's expecting a delta time of 0.0167

#

and to be pulsed every frame

#

if the timer is accumulating every frame until 1

#

then that's just making the number bigger and bigger

#

and eventually just yeeting you

gusty shuttle
#

That would expalin some things haha

inland walrus
#

Does anyone know how to add a line break from a datatable text?

faint pasture
#

just have timeline output a 0-1 axis and vinterp, not vinterp to

#

although you don't really need a timeline, what are you actually trying to do here?

#

what you have there is trying to interpolate from current location to 50,0,0 with a time constant of 1 second and with an apparent delta time of that float output. Wrong in about 3 different ways.

gusty shuttle
#

Agreed. I removed the timeline

faint pasture
#

What's the general mechanic you're trying to accomplish?

gusty shuttle
#

Balancing beam, if player is to far on the left or right, it pushes the player off gently on either side they're on the extreme of

#

I got it working but it's locked on the world Y location, I need to somehow use forward vector and push on the local y from there?

faint pasture
#

using Character or your own movement system?

gusty shuttle
#

Character

faint pasture
#

Yeah just Tick -> calculate force as some function of position -> add force

#

branch by balance mode if this is rare

#

Tick -> is balancing? -> yes -> map range float YOffset into ForceStrength -> add the force

gentle urchin
gusty shuttle
#

I have the balancing part good, what I don't have is the force. I tried adding it but maybe I needed to jack the numbers up?

faint pasture
#

or rather aren't necessarily visible

#

sometimes the flash starts before the bullet leaves but the flash never happens 100ms after bullet left that's for sure

gentle urchin
#

exactly

#

it can start pre bullet exit, due to forces, inertia, design etc i suppose

faint pasture
#

thats why the video above looks goofy, the hit happens long before the flash/recoil

gentle urchin
#

normally there wont be much deviance between them tho

#

yeah

#

you might be able to design a gun that way, but it sure ain't common from what we normally see

gusty shuttle
#

@faint pasture The solution was far more simpler than it needed to be haha. This works as intended. Thanks for a second pair of eyes. I still have a very bad habit of using timelines and plugging them into delta time

faint pasture
gusty shuttle
#

I didn't want to run branches and stuff to a tick

#

This is a free tick for x seconds

faint pasture
#

so are you only ever balancing for x seconds?

#

and it's an EXTRA tick for that amount of time, if perf is your concern it's a non issue

gusty shuttle
#

I'm falling off if I get to a threshhold, if the bar goes into the red, this triggers and "pushes" the character either left or right based on where they're looking

#

Or falling as well

fiery swallow
#

I wouldn't put that logic on a timeline that's forsure

#

definitely a tick thing

gusty shuttle
#

Interesting, I'll consider it indeed! Any particular reason why the timeline isn't the best for a few seconds of tick action?

gloomy hare
#

any tutorial on making a space (room or cave for example) that locks you in and it only opens up after you clear the enemies that spawn (on locking)

faint pasture
#

when you spawn an enemy, add it to some array

#

when they're killed, remove them (however you want, either with a dispatcher or by polling)

#

when they're all gone, open door

dusky cobalt
# meager spade The way I've implemented this where needed, I have the parent widget know of all...

Hey, if i could ask question to this. Is the parent widget like widget that is a wrapbox and there you have delegates, and when you create button and add it to the wrapbox it then communicates to that logic in the parent widget? or is the parent widget literall parent of the class(as base class) that buttons? in other words, is ''parent widget'' a base class of buttons (but you still use it as widget/panel in the PlayerUI), or it's a blueprint and you would call it BP_WidgetContainer1Manager

dusky cobalt
meager spade
gloomy hare
# faint pasture when they're all gone, open door

luckily im already using the array, have only one problem, sometimes the doors dont open or lock properly, so i thought of following exact steps then having more headache, yet i guess its something i need to learn myself alone

proper tulip
#

is there any node that can trigger an event upon just looking at a mesh.. i know its vague. basically i want to look at a static mesh, and activate a 2d widget

#

a 3d widget sorry

#

just from using a third person controller

gusty shuttle
dusky cobalt
faint pasture
proper tulip
#
dusky cobalt
#

I need to reset values in Child Class to the Parent Class values, is there any easy click? (variables, components... )?

proper tulip
#

so i followed the code from the link.. my multiply has x y z values where as his has a number input..

dusky cobalt
#

or camera

proper tulip
dusky cobalt
#

there is tons of videos, line trace is a laser that points on some things (can be at location, can be in some direction) depending on what you need, then if it hits something you can check if its that thing and if yes you can do something in that thing (call events on that thing)

proper tulip
#

ok thanks

#

do yo9u mind helping still, would i put the uh.. code in the level blueprint or in the actor?

#

sorry im on brain rot at this point lol

#

ill see some vids, appreciate it

rich birch
#

Hi everyone! I need some help with an issue.

I’ve created an inventory system in Unreal Engine 5. I’m using Drag & Drop to move items, but every time I open the project, it doesn’t work correctly unless I ‘Refresh All Nodes.’

For example, when I drag an item, it disappears from the inventory, and the slots don’t update properly.
After refreshing all nodes, everything works perfectly.
How can I fix this so I don’t have to manually refresh every time?

lunar sleet
rich birch
#

One of my end-of-year goals is to learn cpp 😦

lunar sleet
#

You don’t need to learn much cpp to do it, just do some basic setup

faint pasture
#

Honestly the important thing is to just get your feet wet

#

start with a BP Function Library

rich birch
#

This solved my problem.

gentle urchin
#

Any debug stuff you need can mostly be drawn or printed

#

Gating it with some flow control nodes is easy as pie

#

Timeline for some dynamic length action just sits wrong

maiden wadi
#

It really bothers me that the subtract node doesn't default to 1 anymore. 😦

gentle urchin
#

-- doesnt always work well either

#

They tend to reset types aswell

#

Left and right

maiden wadi
#

Yeah, I use it a ton on like splines and stuff where you have to get the spline point num, then subtract one to use it in a for loop. Just one of those small things that was really nice in 4.

#

Thinking on it more. Kind of curious why they didn't do For Loop similar to other coding languages. StartingIndex and NumberOfLoops instead of StartIndex and LastIndex.

gentle urchin
#

And optionally a 'by' variable

#
FOR i := 0 TO Max-1 BY 2 DO
maiden wadi
#

Yeah. :/ Oh well.

gentle urchin
#

Feels like (probably not true but) most of the decisions made for BP stuff is some sort of guard rail

#

ensuring that its 'easy' to understand and hard to really mess up ? idk 😄

#

kinda surprised they allowed references at all /jk

maiden wadi
#

I also just stepped in the same bullshit pile of spline code I do every time. >.<

gentle urchin
#

-2 ?

maiden wadi
#

GetSplinePointAt doesn't return world points correctly.

gentle urchin
#

huh

#

its a decimal point isnt it

maiden wadi
#

The only thing it uses the world coords for is rotation.

gentle urchin
#

oh lol

maiden wadi
gentle urchin
#

huh

#

that's weird,

#

im sure that has worked for me 😮

#

or maybe im just using one of the other nodes

#

ah yeah i do, and prob not for the same thing

#

im reversing it i guess

#

or rather, figuring out a distance based on a world location input

#

I hate how this project is shelfed xD

shy matrix
#

Hi! Im running into an issue I dont really understand: if I "Show mouse cursor" it seems to gobble up any LMB Input action after the first. You can see my setup in the picture. Im then using one of the new IMC input action mapped to LMB fire a simple Hello Print String. It prints only once. All further clicks are somehow ignored...The issue is gone as soon as i dont run the "Show Mouse cursor" node. any idea what's going on?

#

im not showing any widget on screen or anything

devout oak
#

im trying to get a wbp to be removed after a short duration after interact but what i have isnt working

shy matrix
devout oak
#

so should i destroy the actor at the end?

shy matrix
#

yep

devout oak
#

thank you

chilly crane
#

can someone help explain why the hair is clipping like this? The model on the right is in blender, and obviously a lot more detailed

#

I feel like there might be some issue with the hair binding, as the groom asset in UE looks fine as well

dark drum
# devout oak thank you

Also, have the widget handle removing itself automatically if it's like a quick popup type thing. It means it won't need to rely on another BP to do it.

mental panther
#

Can anyone try this and see if you get the same debugbreakpoint/editor crash?

  1. Make a blueprint class derived from "CameraComponent"
  2. Place out an actor in a level and add your newly created blueprint class on it
  3. Compile that blueprint class.
#

I get an error here in SceneComponent.cpp

maiden wadi
livid spade
#

I Have to find images of crockery does anyone know where I can find the dataset for it, I Have to use them as a reference for making the blueprints

shy matrix
desert moss
#

I'm trying make a simple camera swap happen for a dialogue system. I have a camera in a bp that is attached to the dialogue characters mesh. My issue is that I can not seem to attach the camera to the set view target node. Does anyone know what is happening here?

merry mirage
desert moss
#

Will it automatically find the cam in the components that way?

desert moss
#

Thank you so much

merry mirage
#

np

snow halo
#

am I doing this async load right?

merry mirage
#

Just hmu if you have any other issues

merry mirage
#

Now you're constructing an object before it has had the chance to load asynchronously

maiden wadi
#

You also do not construct widgets.

#

You cast that loaded object class to UserWidget class, and call CreateWidget.

snow halo
maiden wadi
#

It's still async.

snow halo
#

soft ref?

maiden wadi
#

On UserWidget class

#

UserWidget is a small class. It doesn't matter if it's already loaded. In fact it is already loaded because you have a CreateWidget function in your graph which already outputs a pointer to a UserWidget. Cast is not the only thing that causes linkers for things to be loaded.

#

But in this case it doesn't matter if UserWidget is loaded. We just want to avoid loading YOUR userwidget class. So we asynd load YOUR class, cast it to userwidget and then create it without ever hard referencing your class.

#

Your softpointer cannot be the class of your userwidget either. The Softpointer needs to be UserWidget level, not your class. And then you populate your class in it.

snow halo
#

Oh I see!!!

#

ok cool

#

maybe class

#

?

#

can you do this for all widgets?

dark drum
maiden wadi
#

Yeah. Need to use the completed pin. Can't do something with an unloaded object until the load completes.

dark drum
# snow halo but you use cast

As an FYI, unless you're utilizing hierarchy, (data only type base classes) using a soft ref doesn't instantly prevent it from being loaded as it will still force load the var type class. If however, you set the default value to a child of said type, it won't load the child but will load the parent.

Because of this, using a soft ref can just add unnecessary steps for no gain.

flat mortar
#

Hello, I'm trying to destroy a actor when I click it, but keep getting this error. I've been trying days to figure this out myself but I really dont understand what I'm doing wrong. Any help would be greatly apreciated

Also the actor im trying to destroy spawns multuple times, so I'm not sure if that needs some special code to get working

vague bramble
flat mortar
vague bramble
#

I would have to take a closer look at what you are trying to do so I can know what is going wrong.

#

but I think Unreal is not detecting the actor

#

try to change in this "Make Array" maybe it will not be pawn

flat mortar
#

tbh I dont know how to work the array in, I'm happy to show you what I'm trying to do though.

#

can I pm you so I dont spam this chat?

vague bramble
inland walrus
#

Looking for tips on the best way to switch levels via fast travel.

Situation:
The player will be on their spaceship (spaceship not controllable, only fast travel). They will go to the pilot seat and choose their destination via widget then loading screen.

snow halo
#

question, hows this warning removed?

long stratus
#

Hi I'm new to unreal and I want to do something really simple but can't figure out how to do it. Here I have a delay and I want to be able to skip the delay by pressing space.
Can someone please help me on how this can be done? crying

surreal peak
#

I barely do that stuff in Blueprints and the asset manager callback stuff looks a tad different in cpp

outer grail
surreal peak
#

And then call the function that the timer was supposed to call directly

#

Can also check first if the timer handle is valid and running as a built in check to ensure you only clear it and call the method if the whole logic is running

surreal peak
# snow halo

Did you try simply ensuring that the control rig and the rest of the setup are setup from the same set of files? It reads like you are mixing assets

surreal peak
surreal peak
runic portal
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I'm feeling really stupid right now...
I want the mesh to face the direction of the velocity when going forward/left/right and rotate the inverse of left/right when going backward. ( basic sterring behavior)
Is there a way to avoid the spinning when going from -0...1 to 0...1?

snow halo
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do you maybe mean that the parent of those files right now could be different?

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So far this never had any problems