#blueprint

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snow halo
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it's only when I tried to import some mixamo animations, and then retarget them, and after that it asked me to do some replacements, and I pressed No on that window

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and then it gave me that error

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but Im still able to play game game in editor and run it like normal

crude helm
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I would say it would work
get hand socket weapon, call interface on "use skill", if it has it works, if it doesn't do nothing, no casting, might need a is valid though.
then on the "use skill" function it could loop trough all skill and cast all, or like cast first, and set next index for next use

surreal peak
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The warning is very vague but I would assume the skeletons the AnimBP and the ControlRig use are different

snow halo
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the error appears to take me to the ABP <-

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In the game it appears that im using the fat one

dark drum
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I believe it's the following tick. Never really checked to be honest haha.

snow halo
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ok that error is gone now

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somehow gone idk how

surreal peak
young meteor
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Any easy way of setting a "play speed" of a timeline?

I would like to change a variable based on this graf. But how long time the graph (Timeline) takes to play is something I would like to be able to set as well. How do I do this?

surreal peak
# young meteor Any easy way of setting a "play speed" of a timeline? I would like to change a ...

You can make sure the Graph is exactly 1 Second long (make sure you either set it to 1 second max length or to tick that the last key is used for it.

Then you can use the Timeline Variable (it's a component in the end, so you can find it in the variables list) and set the PlayRate to 1 / Duration. E.g. for 2 seconds it will set the PlayRate to 1/2, so play half as fast, resulting in it take 2 instead of 1 second.

young meteor
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Or any of the Timeline Window options?

surreal peak
surreal peak
snow halo
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You know how they say use interfaces to pass booleans from one place to the other right? Instead of hard casts or even regular hard object (variable) references that everyone thinks are okay?

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oh i forgot to check it?

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in the input

inland walrus
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Is there a way I can make these checkboxes unclickable and trigger through blueprints?

snow halo
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"Create Widget"

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actually at this moment since this is coming from my character my guess is that this will not really be that bad

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because character will always be loaded

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or i should make it nested in the widget

thin panther
frozen ledge
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Is there any difference in the way blueprints and C++ class objects serialize variables for SaveGame? I added the SaveGame property to one of my booleans in my Blueprint but it doesn't serialize. I have a subsystem which iterates through every actor in the world, checks to see if it implements that interface and loads the serialized data. This works for 99% of all my objects in the game, aside from this one blueprint I'm creating

severe pollen
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I can get the Complex Collision Mesh setting to work, does anyone know what I am doing wrong? The mesh on the left is a simplified version of the mesh on the right. The right mesh has set Complex Collision Mesh to the left mesh. It actually is shown properly in the mesh editor but not in the world. What could be the reason?

maiden wadi
maiden wadi
# snow halo You know how they say use interfaces to pass booleans from one place to the othe...

I'm on the very opposite end of that "they" spectrum. I personally think that interfaces are trash for the reasons that people usually use them. It creates really shitty, indirect, hard to follow code. People started abusing interfaces because a few derps got lucky with using them to break linkers and went out and told the world how dumb they are for not actually understanding how linkers work. When in reality, you simply need to understand how to manage linkers correctly and to create correct code only classes and to manage your asset linkers. You use tools like asset bundling, softrefs, etc and you can keep simple code setups using casting and composition and not have to care about weird interface hackery.

frozen ledge
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I'm using ChatGPT and it's telling me to use a different made-up class that doesn't exist lol

maiden wadi
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No, that's correct. Are you marking it as SaveGame?

struct FTarrionSaveGameArchive : public FObjectAndNameAsStringProxyArchive
{
    FTarrionSaveGameArchive(FArchive& InInnerArchive) : FObjectAndNameAsStringProxyArchive(InInnerArchive, true)
    {
        ArIsSaveGame = true;
        ArNoDelta = true;
    }
};```
frozen ledge
maiden wadi
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That sounds right. Mine works just fine on both BPs and C++ classes. ๐Ÿค”

frozen ledge
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It's really weird, I have 2 booleans, both of which have the SaveGame property enabled on them. To do a smoke and mirrors test I have a boolean which default value is true, then on BeginPlay it's immediately set to false. Looking at my SaveGame file I can see it properly gets serialized (but ONLY if I set it on BeginPlay) but the other one, which I'm updating upon breaking my actor (it's a breakable wall) never gets serialized and always resets to its default value. I have an interface used to determine which actors opt into SaveGame and I don't have this issue anywhere else

maiden wadi
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The two booleans are on the same class?

frozen ledge
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yup they're both part of the same Blueprint class

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I'm doing saving / loading purely out of Blueprint

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It might just be my somewhat unconventional setup, I see other ppl online make USaveGame objects and pass variables into there, I have a subsystem which checks to see which actors opt into an interface

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but if you're saying it works with the savegame archives I'm really unsure

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    // Manually handle Blueprint variables marked as SaveGame
    for (TFieldIterator<FProperty> PropIt(Source->GetClass()); PropIt; ++PropIt)
    {
        FProperty* Property = *PropIt;

        // Check if the property is marked as SaveGame
        if (Property->HasAnyPropertyFlags(CPF_SaveGame))
        {
            // Get the property's value from the source object
            void* ValuePtr = Property->ContainerPtrToValuePtr<void>(Source);

            // Serialize the property
            Property->SerializeItem(ArInv, ValuePtr);

            // Debug log (optional)
            UE_LOG(LogTemp, Log, TEXT("Serialized Blueprint property: %s"), *Property->GetName());
        }```

ChatGPT suggested I use this but I'm not doing it this way lol
maiden wadi
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I use USaveGame. I just generically save any UObject by passing it into my savegame. Which writes it's byte array and some extra data to a struct and that struct gets written into a giant array in the savegame.

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Yeah you don't need to property iterate.

frozen ledge
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Yeah definitely not lol

frozen ledge
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Thanks for the help, I'll figure something else out

maiden wadi
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Where are you saving the byte array?

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Cause SaveGame is the general way to make it platform agnostic. You'll have issues on some platforms if you're using odd file types sometimes.

frozen ledge
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Definitely not the most optimal way of doing it lol

maiden wadi
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That's mostly what mine does too, but how are you saving the data on disk?

olive yarrow
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I've a combobox string im using to change the names into images. However, regardless of option # is is only showing the Goblin Token. Any help on where i went wrong?

frozen ledge
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I'll look more into this on my own, thanks for the help

maiden wadi
olive yarrow
maiden wadi
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You need to switch on string and select a local variable then. The String to Int expects a numerical string like 0 or 32 or 9999. Without a numerical string, it'll just return zero.

olive yarrow
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FAM

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ugh ive been using switch on string everywhere else what the fuck am i doing here

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thanks facepalm

shadow flame
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Hello! I'm doing a basic on-screen keyboard however when on touch-screen everything inputs twice. I'm using the OnPressed function, tried putting a do once with a 0.15 second delay on call back.

I'm thinking it has to do with replication. It's a multiplayer game and the keyboard is on the host.

inland walrus
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Is there a node to unload/remove level instance?

faint pasture
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from touch to the thing that happens twice

untold fossil
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Hello! Got a bit of a brainbreaker / paradox issue. So I need to trace complex collisions for a sticky bomb throwable that needs to attach at the exact mesh face it touches, herefor I need complex collision tracing as I can't go around and make all the objects in my world use vertex perfect collisions. But, here's the issue. With trace complex collisions enabled sticky bombs also detect tree leaves, which are just planes. How can I still use trace complex, but not have it detect the leaves of my trees? Seems like quite the challange, doesn't it? Been breaking my head over this for several days. Let's see if anyone here can solve this puzzle. pepoglass

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Ok wait, I may just have found the answer to my own question.

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Let's see if this is the solution I'm looking for

faint pasture
dark drum
faint pasture
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are the leaves and tree same mesh?

untold fossil
faint pasture
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I'm assuming you want to stick to tree trunks?

inland walrus
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Using this node, how can I unload the current level instance and load a new one?

untold fossil
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yes, but only the trunks, not the leaves

faint pasture
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you'll have to have a custom collision mesh

untold fossil
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Yeah, gonna try that tomorrow, I have a feeling it's exactly what I've been looking for

faint pasture
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I don't see how you NEED to trace complex if your simples are done right

untold fossil
faint pasture
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embed a little bit into the simple collider and it'll look great

untold fossil
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If I don't use complex tracing, a sticky bomb can be attached through / inside a detail part which makes it impossible to see the sticky bomb, which is a big gameplay issue

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A sticky bomb is quite small compared to the size of a vehicle (tank)

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I also don't want the sticky bombs to float a short distance from the surface they land on, neither do I want them to be clipping halfway inside the surface. It's vital, for both visual and gameplay reasons to have them stick perfectly on each surface.

gentle urchin
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Cant you fake the glue part with some thickness,

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Thatll give you some leeway for such minor details

untold fossil
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Well, it honestly works perfectly well the way it's implemented atm, the only issue was the tree leaves. I think if I can simply fix that, all will be good. ๐Ÿ™‚

gentle urchin
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Fair enough ๐Ÿ˜…

shadow flame
# faint pasture show code

was putting together the image for it (multiple points) I found a solution though. I applied a do-once -> delay -> reset on my key class when it gets called.

full fjord
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is there no way to see an event graph for a destruction blueprint?

inland walrus
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Anyone know why these levels are stacking and not unloading the current?

vapid crest
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Hey! I working with UE for 6 years now, and I always struggle to finish projects, mostly because I want to use non-animated characters for my game (like tanks, cars, etc), and at one point or other I stuck. I working on (yet another) Blueprint project, and I need to make my Pawns to move to the player and avoid each other. I think with avoidence I am on a good path by creating custom NavModifier and add as a component (and turn up the cost), but honestly pathfinding is a nightmare for me. As I use pawn, my only way to use Floating Pawn Movement component, but i got many problems, as I want the Pawns to follow my player:

  • Simple move to worked, but now not working with Spawned AI Pawn
  • Move To stops every time I move with my character to a new way and starts after a few seconds. I used the default settings for the Node
  • AI Move To makes the AI Pawn's movement choppy and strange

What I want to know:

  • Did any of you know any way to implement pathfinding with Pawns while they avoid each other and not suffering from the aformentioned problems
  • If not what other way I can finish my goal. roughly 5 out of 6 of my project depends on this mechanism at a given degree.
worthy tendon
# inland walrus

print value of CurrentMap see if its actually what you think it is.

inland walrus
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how do I load a stream level load game function?

dusky cobalt
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If I have character as base class, but I need 1 child to not use skeletal mesh, I mostly only need for that thing to ''move''. Is it better to use floating pawn movement component or just somehow delete skeletal mesh (disable maybe?) from character

inland walrus
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Can some please help, I can't figure out why it's not unloading a level stream upon load game

woeful pilot
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does anyone have a workflow for un instancing an instanced mesh, i need to remove some floating geo

faint pasture
dusky cobalt
wild pumice
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I have a Parent player class that creates a UI. I really need it to instantiate on the character class. Is there a way to prevent all the child actors I can switch to from creating duplicate UI interfaces? They are currently all creating duplicate UIs.

wild pumice
# faint pasture show the code

It's not much, in the EventBeginPlay I am creating the widget. My question is, can I prevent Child Classes from running code in the Eventbeginplay? I don't think that'll be possible.
My guess is the proper way would be to have a custom event and have another Blueprint call the "create widget" event and have the child classes reference that once instance of the widget.

faint pasture
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base class spawns widget MyWidgetClass

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child classes change what MyWidgetClass is

wild pumice
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wouldn't each child class also have the variable and create their own widgets? I'm looking to only have one widget that can be shared between parent and child. If its not possible, I might have to move all my widget code to another blueprint the Player characters can access.

faint pasture
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wait, why does WB_Inventory_Widget need to be different for child classes?

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what should be different about the UI for subclasses?

wild pumice
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oh, not different.

faint pasture
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then do nothing

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and it'll work

wild pumice
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I meant I only want one instance of it

faint pasture
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just make sure your begin play calls Parent:BeginPlay

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why would you have more than 1 instance?

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don't duplicate the begin play code

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the child classes begin play code would have ADDITIONAL stuff if wanted

wild pumice
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when each child runs their "EventBeginPlay" when they spawn, they all "Create WB Inventory Widget"

faint pasture
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what are these things?

wild pumice
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Ok, so I think it would get fixed with Parent:BeginPlay

faint pasture
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I don't see how there's a problem, are you spawning MULTIPLE pawns at once?

wild pumice
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yes

faint pasture
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how are you "changing" your pawn?

wild pumice
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I have posses pawn logic to switch characters

faint pasture
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the computer is doing exactly what you tell it to do

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if you tell it to add a widget to the local players screen on begin play, it'l do that, whether possessed or not

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this is why UI handling in pawn is pretty bad

wild pumice
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Yeah, im noticing that.

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I'll rethink my approach. Thanks. I think in the end it'll be better to separate the inventory UI from the player bp.

faint pasture
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you want to show/hide on possession, not on begin/end play

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it's better in the PlayerController thoguh

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you still need to update when possession changes

wild pumice
worn tartan
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I want to tilt my plane left and right when I turn. This isn't doing the trick. I am super new to blueprints. Any thoughts or direction?

faint pasture
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why is your airplane a character?

autumn pulsar
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If I want just a blueprint with a function I can add onto a model, what exactly would I use? I was trying to make a "cast spell" system where you'd pass it a blueprint object and it'd run the logic in that when called

autumn pulsar
faint pasture
autumn pulsar
faint pasture
autumn pulsar
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Ideally they're both a "spell"

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but they do different things

faint pasture
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which is a __________ in the engine?

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yeah this is an ability system

autumn pulsar
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That's what I'm trying to figure out

faint pasture
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Fireball could be a struct

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Name = Fireball
OnActivate = Projectile (fireballprojectile)
CostResource = mana
Cost = 100

autumn pulsar
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oh cool, I corrupted an asset fun

faint pasture
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but for your first draft, I'd make abilities as actors probably

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BP_Ability_Base

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where BP_Ability_FIreball overrides some stuff

autumn pulsar
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I was going to make the spell effect, and the skills seperate

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spell effect would say be spawned by the animation, and the skill would define which one

faint pasture
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well yes, you'd have BP_Effect

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of which BP_Effect_OnFire is a subclass

autumn pulsar
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would that be an actor component?

faint pasture
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I'd do actor itself

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then you can add visuals and such trivially

autumn pulsar
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I see

faint pasture
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actor isn't ideal, but then none of this is. The ideal setup looks like GAS, but for your first time doing this, and especially for single player, abilities and effects as actors is totally fine

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You probably want 3 core classes, the stats container, the base ability, and the base effect

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I'd make them as ActorComponent / Actor / Actor respectively

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Actor lets you have timelines and a transform, which is useful.

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WAAAAAY down the road you might want to look at GAS

proud salmon
autumn pulsar
proud salmon
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Anything can be a structure

autumn pulsar
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but I might be scope creeping for what is essentially just a learning project with no goal

autumn pulsar
proud salmon
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Why?

autumn pulsar
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because you can't implement functions

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*on a per struct basis

proud salmon
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Well ya, they arenโ€™t code they are data.

Either you put the functions on your weapon (ie a staff loads the structure and sets up its spells) or you put the functions on an actor that is spawned (ie your staff shoots a fireball) and load the data from the structure there

autumn pulsar
faint pasture
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you have a spectrum from everything being a subclass to everything being data

proud salmon
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If you want one piece of data, sure. If you want multiple, group them all into a structure and load it.

faint pasture
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subclasses and objects is most flexible but most messy and can get gross
Fully data driven and data oriented is best performing and probably best scaling, but it can take a lot of work.
I'd prototype it with objects first if you've never done this.

autumn pulsar
faint pasture
autumn pulsar
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I'll eventually figure it out I guess

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I might just simplify this

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I doubt I'll really be doing anything beyond damage

faint pasture
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I mean it's just a base ability class with stuff like
Activate
Deactivate

Then fireball ability just does:
Activate override -> spawn projectile

proud salmon
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If you want an example with solid commenting to try and learn from, grab my inventory system, it's free.

https://www.fab.com/listings/57e429e3-3a31-4950-ab18-37cc3bea4de1

It's not abilities but it uses structures, actors and data tables together to create items, vendors, containers, etc.

Fab.com

Survival Craft: Inventory is a comprehensive inventory framework for single player, multiplayer or Co-op Games. Designed for performance and adaptability it is extremely easy to use and optimized for all your needs.Our comprehensive game-ready feature set and fully integrated component setup enables you to dive right into your project. Integrate...

faint pasture
proud salmon
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This uses GUIDs.

autumn pulsar
faint pasture
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If every item has a GUID you can have all sorts of interesting implications, like trivially nested containers as deep as you want, or gameplay mechanics like poisoning a single apple or associating items with other mechanics

proud salmon
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Sure it is, your goal is to learn

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it's free blueprints that have comments to learn from ๐Ÿ™‚

autumn pulsar
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I'll check it out when I have time, I just don't think it's quite related to what I was trying to do

proud salmon
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๐Ÿ‘

autumn pulsar
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I have a year experience with C++ so I'm not totally lost

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Just sort of figuring out the nuances of designing systems

proud salmon
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For sure, it can get complex quickly haha

autumn pulsar
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Oh yeah, and there's a bunch of different ways to do the same thing

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I made a sort of Dark Souls Hitbox system lol

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I can use animation notifies to spawn hitboxes that deal damage

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I'm currently just trying to figure out a good way to do weapons and animation sets

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but also make it semi generic so both monsters and players have sort of the same structure, just different drivers

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Though I'm not sure of the performance of constantly checking tables for shape traces every frame

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could probably store it in a variable

proud salmon
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Ya my system stores the montage soft reference in the data table for the weapon and passes it to the character to play when it's equipped. The animation notifies then enable/disable the traces, combo timing, etc.

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Can do either in front of you (i.e. hit a tree easily) or detailed trace (follow trace points on the mesh)

autumn pulsar
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I was thinking of using a structure to store soft references in the weapon, then it just loads them all when the weapon is equipped

autumn pulsar
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I plan to add a "use weapon hurtbox" if you want to use the weapon

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Weapon has a base damage that the hurtboxes can multiply against, for example a third strike doing 1.5x damage

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It also adds actors to an ignore list so a hurtbox can only hit an actor once

proud salmon
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Yep

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I do unique target per swing, etc. Combos that can have different damage values, crit chances, etc

autumn pulsar
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I should probably upgrade it so it works off Hurtbox sets rather than individuals

proud salmon
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then you add in replication and it gets even spicier ๐Ÿ˜„

dapper escarp
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Hey, I've run into a slight problem. Idk if this is how it works but I'm using animation sharing for multiple npcs in a shooting game. But when I shoot them, I want to unregister the npc from the anim sharing manager so it can ragdoll. Is there a way to unregister the actor? I've been looking for hours. Any help would be appreciated, thx (:

quiet remnant
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Does anyone know if find returns a value copy or ref ik in c++ it returns a ptr

fiery swallow
maiden wadi
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Circular pins are always copies.

quiet remnant
maiden wadi
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That's not a ref though. It's a ref that you've turned into a copy.

quiet remnant
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nope its a ref heres a test

jade inlet
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I'm facing a problem right now and hope to get some help to solve it. I'm also an absolute beginner in UE and may not know or use all the correct terms and possibilities, so please forgive me if I've used some of them incorrectly and/or if my query and information is not specific enough to assist me with unerring solutions.
In this case, I would be grateful if you could let me know exactly what information you need in order to help me further.

In my current project I work with PCG and I use a rectangular spline component (BP-Actor) as a spawn actor for the PCG system. My knowledge is based on several videos I've watched about using and working with PCG, and as far as I can tell, they all work with the Actor BP construction script. At the moment I'm only using the construction script to define the area size of the spline component by variable(s), but I have noticed that every time I save and compile the Actor BP, this also causes the spline to change size and shape.

Now I would like to know if there is a way to prevent this?

quiet remnant
# jade inlet I'm facing a problem right now and hope to get some help to solve it. I'm also a...

yea that's because the construction script runs on compile as for a fix you could try many things like
Use the get player pawn node if valid run the code on the construction script.
Make a blueprint function lib in c++ and make a func exposed to BP that returns the result of GIsPlayInEditorWorld call this function in bp is true run the code on the construction script.
Make a blueprint function library in C++ and make a func exposed to BP that takes in a world context object to get the world, and returns whether the world is a game world using World->IsGameWorld(). Call this function in BP, and if true, run the code on the construction script.

    static bool IsGameWorld(const UObject* WorldContextObject);```
```bool UWorldCheckerLibrary::IsGameWorld(const UObject* WorldContextObject)
{
    if (!WorldContextObject)
    {
        return false;
    }

    // Use GEngine to retrieve the world from the context object
    UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
    if (!World) return false;
    return World && World->IsGameWorld();
}```
maiden wadi
# quiet remnant nope its a ref heres a test

Ah. That's neat. But I'd probably still change that to a diamond pin. Macros act a bit different than normal functions. Usually if it's a circle, assume it's a copy. But yeah, Find from map is 100% a copy. It causes you to pull the entire struct out, modify it as a copy, and then readd it to the map.

dusky cobalt
quiet remnant
maiden wadi
dusky cobalt
# jade inlet I'm facing a problem right now and hope to get some help to solve it. I'm also a...

Also I think you should be able to have instances of this actor without it changing the size everytime you compile. Like place Actor in the World, and then go to it's details and set some variables (that the scrip uses) to be 100/200/300 whatever. These should not change when you compile. Which means you could have the same BP_Actor but with different, let's say sizes. Compiling the new logic will only affect the actors IF *you change they way you use variable *)

tropic token
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UFUNCTION(BlueprintCallable, BlueprintPure)
ECOR_AffiliationType GetAffiliationToCharacter(ACOR_CharacterBase* Character) const;

Is there any way to make blueprint compilation fail if nothing is connected to Character pin?

maiden wadi
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Semi sure you'd need a custom k2 node for that?

tropic token
maiden wadi
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I wonder if const ref would work? That throws errors for some things like arrays and structs I think.

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Oh, you can't even compile a const ref pointer.

tropic token
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it's nice, maybe I should use that then

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oh, you mean in cpp?

maiden wadi
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Wait, no I derped. Sec.

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Nope. Doesn't work. You 'could' use a UPARAM(ref) UObject*& SomeRequiredObject... But it not being const just feels bad to me. :/

tropic token
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Sometimes it just crashes the editor, because you simply forgot to connect pin :/ but it would be so bad to make additional checks in CPP code

jade inlet
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@quiet remnant , @dusky cobalt & @maiden wadi
First of all, thanks for your replies and for your help!

Okay, I indeed forgot to mention additional things... sorry for that ๐Ÿ˜… ๐Ÿ™ˆ

a) please provide me with solutions that only contain using BP nodes as I'm also not very skilled in or familiar with traditional coding.
b) I haven't set up anything in Event Graph yet, so my project doesn't (have to) do anything when I hit play at the moment.
c) I considered to use the spline as spawn actor for the PCG system to be able to set a boundary for the PCG points to spawn and to define the size but also the shape of this boundary either manually or automatically "on the fly" by changing variables via the details panel of the BP.

I guess there are a lot of possible and probably even better solutions to accomplish what I'm trying to do, but I'm very overwhelmed right now. I feel like a little kid who has access to a garage with tons of tools and materials to build a vehicle, but doesn't know how to connect everything together ๐Ÿ˜…

maiden wadi
jade inlet
maiden wadi
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Then start at what is affecting the spline. How is it being created in the construction script?

jade inlet
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That's how I set it up

maiden wadi
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Like what are you doing with the spline in the construction script that would cause it to change and not be the same just because it's ran again?

jade inlet
# maiden wadi Like what are you doing with the spline in the construction script that would ca...

Okay, so my plan was to only have to define the area size for the spline and the calculation in the construction script then automatically defines the sizes for side a and side b. This also ensures that I get more variety in the shape of the rectangle and is probably also the source of the problem, although I don't want to do without it. Preferably I want to be able to randomize the shape by another variable or a button later on, but it shouldn't change whenever I compile the BP.

maiden wadi
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You need some form of seed and or other driving variables then.

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Compilation should be able to run the function and still get the same outcome in this case. So if you drive your randomizations off of a seed and stream or other variables you could change per instance, then it'll generate the same identical thing again.

jade inlet
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But the changing shape issue is not the only problem I'm facing right now when using say the construction script workflow, so I'm wondering if there might be a better solution that I can use to get rid of all these issues.

tame moat
#

Hello Friends, I feel mad dumb right now because I know I've gotten around this in the past. but I've been working for the last 12 hours and just want to finish this feature before I go to bed. What I am trying to do is change the location of an actor that simulates physics. The actual implementation uses a short lerp via a timeline. On this test actor I replicated the issue even with disabling physics simulation I can't get the object to move. Is there some checkbox I am missing or is it a much more involved workaround? many thanks in advance!

dusky cobalt
#

Physics should not matter since you are teleporting the target, it might fall down or not depending on what you chose at the destination, but I think teleportation is not affected by the physics.

tame moat
dusky cobalt
#

What does it mean it doesn't work?

#

Can you show where you put this actor in the world?

tame moat
#

sure 1 sec

dusky cobalt
#

also did you check ''teleport'' and don't plug default screne root to the target

#

leave it as self or plug self

tame moat
#

Pretty much what happens is it doesn't like the blueprint version of disabling simulate physics, but if I do it in the details editor it works...

limpid knoll
#

Stupid beginner question. How do/Can I remove those nodes or disable their creation?

maiden wadi
limpid knoll
#

Okay, thanks ๐Ÿ˜„

dusky cobalt
#

also delete old bp from world compile and drag neww one

snow halo
#

Changing render scales fucks up the quality and it really blurs things out

#

how can I change font using SlateFontInfo if it doesn't have target?

#

without target it's as useful as nothing

#

might as well use it for decoration

tame moat
little prism
#

Hi,
I exposed a component object reference variable at spawn on my UserWidget but when I try to use it in "On Initialized" it's not available "Null value"... Is this correct behaviour?

quiet remnant
#

talking about c++ btw

craggy ferry
#

Good afternoon everyone, hope I wrote in the right category, I'm new here.
I have a problem with a task to which I can not think of a solution: I need to somehow in Blueprint to create a logic in which I can send through UDP stream from the main camera of the character in my game.
As I understood - for this purpose I can use Render Target and somehow convert the data. I found plugins on GitHub that allow me to add UDP components and sockets to the character's BP. In the future I need to transmit telemetry and control input in addition to the video stream. But for now I want to understand if it is possible to set up such a stream?

trim matrix
#

Hello, hopefully right channel for this - need to fix this script to go through compil, any ideas?

LogValkyrieValidation: Error: Found disallowed object type /Script/NiagaraEditor.NiagaraHierarchyScriptCategory, Referenced by:Content/_ZZ_Imported_Packs/__AoeVFX/_GenericSource/NE/NMS_VortexVelocity.uasset (NiagaraScript), Plugin mount point:/DragonBattlegrounds.
UEFNValidation: Error: Found disallowed object type /Script/NiagaraEditor.NiagaraHierarchyScriptCategory, Referenced by:See below for asset list, Plugin mount point:/DragonBattlegrounds.
UEFNValidation: Error: /DragonBattlegrounds/_ZZ_Imported_Packs/__AoeVFX/_GenericSource/NE/NMS_VortexVelocity

jade inlet
# maiden wadi Compilation should be able to run the function and still get the same outcome in...

I found a video where the creator shows something similar to what I'm trying to achieve, and there he says that adding the code to a custom event within the event graph instead of initialising it via the construction script would fix the issue. Well, it actually fixed that issue, but now I have another one and I don't know why ๐Ÿ˜… ๐Ÿ™ˆ
Are you familiar with PCG and could you help me?

plucky yacht
#

Is there a problem with the event dispatcher binding its own event?

tropic kite
#

does anyone have recommendations on keeping a character grounded while walking?

pulsar osprey
#

gravity

dawn gazelle
# plucky yacht Is there a problem with the event dispatcher binding its own event?

No, but why would you do this? Event dispatchers are usually meant to facilitate communication from a source object to other objects that want to listen to the event being called so they can perform an action when the event is dispatched on the source object. You may as well just call the event directly if you're wanting something to happen within the same object.

restive rose
#

Hello everyone! If there is anyone who has worked with the Anim Dynamics node in ABP, can you tell me how to limit the movement of a bone? I tried Linear Axes, Angular Limits, Spring Constant. It began to dangle less, but if the character gains huge speed, the constraint still starts to bug and move away over large distances.

Thanks in advance

tropic kite
inland walrus
#

Any idea why my button goes large in width when I add an image to it?

quiet forge
#

I have a gamemode with Event BeginPlay and added a Print string to it, why am I not seeing this? The game mode is definitely being used + I am in "New Editor Window (PIE)"

#

Prints on tick do work

#

Begin Play does not even fire Breakpoints, why is that

#

Is it because my GameMode inherits from GameModeBase?

#

fixed it

#

I made a gamemodebase in c++ which didn't use super

inland walrus
#

I want to put this part of my widget in here, but when I do, it loses the top and bottom of the button, Any ideas?

quiet forge
quiet forge
tropic kite
# pulsar osprey gravity

even at a very high number it still happens. The only solution I can think of immediately is making sure the edges are more rounded.

agile loom
#

Hey all.

I have an actor placed in the world. Within this actor I have an overlap trigger. When it's overlapped, I want a sequence to play. The sequence basically moves actor's camera around to show something off in the level.

Within this actor I create a level sequence, and then attempt to set the binding - but I can't bind my actor's CineCamera (component) to the AddBinding. Clearly it's asking for an actor, but really I want to bind my actor's cinecamera component to it. How is this done?

maiden wadi
inland walrus
#

how to reference widget in blueprint?

agile loom
# maiden wadi You mean that you want to use the cinecamera off of a pawn, or?

Hey thanks for the response.

No the pawn has its own camera - I essentially want this actor (placed in the world) to move its own camera around itself. The camera should temporarily replace the player's camera (or at least viewpoint). This actor is placed multiple times throughout the map, so obviously this cinematic needs to occur at each one independently

agile loom
deft copper
#

Supposedly the new Enhanced Input System allows for using input events in your Game Instance BP class, but I can only get it to work from my Player Controller BP class. Any thoughts on what I may be missing to get it to work?

maiden wadi
maiden wadi
faint creek
#

Hi everybody, are there alternative methods to program character's jump?
Somebody knows, please?

deft copper
#

My goal is to have a hotkey to switch my custom TextBP's DynamicMaterialInstance to flip a parameter in said material to switch from the color texture over to a debug checker pattern. The TextBP is listening for a specific event, which I had setup in the GameInstance. I guess I could do it in the player controller.

dusky cobalt
#

If there is a plugin that says supported engine version 5.1 - 5.4 it means that it's not guaranted it will work on 5.5 and I can still try to ''migrate'' it myself somehow into project?

dusky cobalt
deft copper
#

Anyone here using Dynamic Material Instances modify a scalar value and have the change take place over time, rather than instantly? I have included a tiny video file of what I am seeing. The scalar value change is from 0 to 1 which controls a Switch node in the underlying material, to switch from the texture to a checker board pattern.

timber oar
#

Hi gang I'm trying to make it so my player can walk on the inner walls of a tube, like a loop de loop, and I got it mostly working fine but the walkable angle of 90 is making them stop on the wall. Does anyone know a work around for this?

inland walrus
#

This should print every item in the players inventory right?

final heath
#

Hello! This is kind of both a programming and animation related question, and I'm probably not describing it particularly well, so I'll be happy to elaborate if need be.

Basically, I'm trying to make an attack for my sidescroller game functionally like a combination of something like Bayonetta's Afterburner Kick from Smash Bros and the 8-way dash from celeste. Basically, an advancing attack that can be angled in the 8 sidescroller directions that travels a fixed distance, aka it doesn't really carry momentum or factor in pre-existing momentum when starting the attack. As such I want to avoid something like Launch Character. I figured one way to do this would be through animation, using root motion and such, but I'd prefer to not have to create 8 different animations that each move in different directions, so I figured i could make one animation then rotate the mesh to allow the root motion to do its thing and move the character in the direction the mesh is facing, though that approach unfortunately only works on the left/right directions.

I guess I'm basically just looking for ideas/suggestions on how to accomplish something like this, I'm rather inexperienced with tying gameplay mechanics to animation so I'd really appreciate the help.

timber oar
deft copper
#

Turns out my Dynamic Material Instance scalar change was fine, it was TSR that was having the change look like it was happening over time.

inland walrus
faint pasture
inland walrus
faint pasture
#

ChatGPT doesn't know shit

#

what do you want your inventory to be able to represent?

#

What should it look like to have 2 apples?

#

Because right now how that looks is that the array is: "Apple", "Apple"

inland walrus
#

I want it to count how many apples they've collected

faint pasture
#

Do you want 2 entries of "Apple" or do you want something like "Apple" : 2

inland walrus
#

"Apple" : 2

faint pasture
#

K so that can be a map of string to int

#

string is the thing, int is how many

inland walrus
faint pasture
#

you'll need to get the value and modify it

#

start with find, it'll give you the int if found, and let you handle not found

#

if not found, add with int 1

#

if found, increment the int for the key

inland walrus
#

Ah okay, so like this?

#

Then we don't need a branch right?

faint pasture
#

I don't know if the int would default to 0 and I certainly wouldn't rely on it

#

if not found, what do

inland walrus
#

I'm going to link up all the variables etc once I know how/it works

inland walrus
winter plume
#

is it normal/expected to have uproperty getters/setters of members of a c++ class so children are readily manipulable via BP or do yall prefer a more encapsulated approach and things that function as blueprints elements should remain black boxes

celest oar
#

im trying to use a tile view in a widget, but the values are not passing for some reason, i inherited from whatever it was that was need and passed the values like so

#

but when i make binds for those values in umg its like they dont exist

lost hemlock
#

Does anyone know why this says it wasn't successful?

#

it's nothing out of the ordinary

#

or anything to worry about

#

just wondering why do I have to see this shit every time

#

lol

stone field
final heath
#

8 direction movement attack

icy jacinth
#

I'm trying to create a simple BP to allow a character to pick up a weapon -- instead of attaching to a socket, I just want the weapon to float next to the character. I'm trying to spawn it at the location of a scene component. On pickup, the weapon disappears from the ground but does not appear next to the character. Any thoughts on why?

wild pumice
#

I also have an inventory ui question. I have pickup items and a ui notification that comes up when an item is picked up. I have a render target to show the 3D model of the item that I attached to the Master item Parent Blueprint. In my scene now theres a ton of scene2d cameras for each item and my framerate got DESTROYED.
What would be the proper way to display the 3D model of an item in a ui notification? It also cant just be one Blueprint that updates it's static mesh(I have this currently and when you update the static mesh all notifications update the 3D model to the latest for all notifications on screen).

dusky cobalt
#

Guys, if I want to upgrade project to 5.5, should I install plugins to that version before I do or this project will have these plugins on it's own and then I can update them on top of it? Like do I install plugins(that the previous project was using) to the version 5.5 before upgrading any project?

icy jacinth
# autumn pulsar Is your socket name valid?

Hmm, I do have a named socket, but it's different from the scene component, so come to think of it, the socket shouldn't be necessary, right? Removing that input doesn't fix the issue though ๐Ÿค”

dusky cobalt
# icy jacinth Hmm, I do have a named socket, but it's different from the scene component, so c...

Try to break these things in a small tasks. Write a recipe in words what needs to happen first, then try to program what needs to happen. You are first spawning actor with class Spawn Actor (doesn't tell much). Then you are d estroying actor (Current Weapon) where did we ''set'' what is current weapon? Pickup Location I guess it's plugged when event is triggered by overlap or line trace? Btw Adding +10 to Z vector will spawn weapon above your head not in front of u. Then you spawn new weapon at 0.0.0 location of the world. And then you attach actor to the socket. So hmm I would check first if it's even possible to attach whole actor to the component (yeah even if the node exists sometimes its... xd )

celest oar
#

Does removing an item from an array in BP auto resized that array?

#

or is it gonna have empty indexes?

faint pasture
#

If you have an array with 3 elements and remove one you have an array with 2 elements.

mild pine
#

Hey guys, I'm trying to improve my Hurricane spell, and I was thinking it would look better if I had the enemies entering it be sucked in and follow the direction of the wind, flying higher until they reach the top. What do you think would be the best way to do this, without simulating physics? Multiple scene components spread through the tornado and timelines lerping the actor's location to each individual component?

faint pasture
mild pine
#

BT-driven MoveTo's. The Hurricane spell is doing SphereOverlapActor in order to begin sucking up enemies. I'm steering away from ragdoll physics in this aspect as it's a coop game and I believe it could get more complicated, although it would've probably looked the greatest in that fashion. I'll try doing the timeline setup with components with various rotations and locations, and I'll see if it looks anything close to decent unless you have any better suggestions ๐Ÿ™‚ @faint pasture

faint pasture
#

using character movement component

mild pine
#

Oh yeah, it is

faint pasture
#

it depends on how rigidly they should be stuck in there etc

#

can a character get knocked OUT of a hurricane? Or in?

mild pine
#

The characters cannot get knocked out of it, but they can get knocked in

eager thicket
#

how do i access a widget's custom fuctions/events from a widget component?

#

is it even possible?

dusky cobalt
tribal gazelle
#

Is it not possible to convert a UE4 skeletal mesh to UE5? I can only seem to find "animation retargeting" not "skeletal mesh retargeting"

winter plume
#

'bAutomaticallyRegisterInputOnConstruction' must be true in order to use Enhanced Input in the widget

getting this when trying to make a widget reactive to input events. anyone know what i might be doing wrong?

#

this is the blueprint in question

warm idol
#

My pickup system is not working when i try to pickup the item after i dropped it.

autumn pulsar
#

Are you flipflopping between pick up and drop?

#

or are they seperate keys

warm idol
#

Ohm they are different keys, i do the pickup with E and the drop with G

#

Its working if i not use the simulate physics, but i want to use it bc of the drop function

#

I tried setting off the physics before the attach component but that not worked

autumn pulsar
#

try using trace for objects instead of channel

warm idol
#

I will try, thanks

winter plume
#

anyone have any input on my question mayhap? I can't get the events to trigger with this setup which doesn't make sense to me. do i need to relay the events from an actor or? idk

fiery swallow
dawn gazelle
winter plume
#

i don't understand how you make UI if you can't have it react to input actions

#

i want the user to be able to click and drag a box to select units

winter plume
fiery swallow
#

but you can always just do what you just described yeah

winter plume
#

how can the widget listen to actions from the game. i thought you were just trying to persuade me not to do that

fiery swallow
#

event dispatchers

#

alternatively, if you really want to override button presses in widgets, there are a number of functions you can override inside of the UMG

winter plume
#

can you elaborate please

winter plume
#

oh ok

fiery swallow
#

if you click the override button next to functions in the UMG, you'll find these

winter plume
#

so enhanced input is just explicitly not for widgets?

fiery swallow
#

Inputs in general aren't really "meant" to be used in widgets directly

winter plume
#

why is that? seems redundant to have like what, three input systems

fiery swallow
#

It's more of, there's an intended way to use stuff, and an unintended way

#

you can most likely find a way to get input actions to work in widgets in some way, but it'd be far from common

winter plume
#

ok so i'm trying to internalize this. so i can wire these events and basically have the widget "emit" the current selection window. would the player controller subscribe to an event emitted from the widget, or have the widget as a dependency and read from it on tick or what's the convention?

fiery swallow
#

you lost me there. when programming in unreal engine atleast, All your logic ideally happens outside of the widget, the widgets have one job, which is to display the information that is happening in the game, not dictate it

#

you can use a timer to get information, and then display it, or you can use event dispatchers or something else

#

but actual gameplay logic should happen outside widgets. if you follow that logic, there'd never be a need for a widget to receive input directly

winter plume
#

so for context my default hud is a viewport with a canvas panel with my widget in it, and a child of my widget is a border, which will basically be moved according to mouse down location, and stretched according to where the mouse currently is while down, and when the select completes, the player controller should be able to take that selection, find out all the selectable units in that rect and add their references to a group

#

i'm making a selection box. so something needs to drive the size of the border

fiery swallow
#

if there's gameplay logic specifically related to the UI, like selecting a button, then that's understandable.

#

once the button is selected or whatever then yeah it'd make sense to cast to the controller, or wherever the logic needs to be and etc

winter plume
#

i know you're not trying to but you're kind of talking in riddles to me. i'm trying to solve a problem ok?

#

i want to box select stuff in the world. and i want a visual representation of that selection happening

#

what should i be doing? because you've said in so many words that everything about my approach is wrong

fiery swallow
#

I thought we were on the topic about using input inside of a widget, what I'm saying is you don't directly drop input actions into widgets, you can override key events in the functions if you really need to.

winter plume
#

this is what i'm referring to

fiery swallow
#

I wasn't referring to anything else

winter plume
#

click + drag, and box is made

#

input drives it, but that input shouldn't be wired into the widget itself, so i would presume then i would put it on the playercontroller and reference the widget somehow but it seemed like you were saying that was wrong as well so i'm lost

fiery swallow
#

if input is required, then yes, you could put the input in the playercontroller, and when it's pressed you could call an event dispatcher to let the widget know it's time to do what you need it to do, or you can get a direct reference to the widget and tell it that way

#

are you familiar with the concepts I'm talking about?

winter plume
#

i'm familiar with event dispatchers in a general sense. i've written my own event dispatchers. i'm not familiar with navigating ue5

#

so i don't understand event dispatchers as a complete answer

fiery swallow
#

it's just one option of multiple

#

the easiest way is to just override the "On key down" event. I can show you an example

winter plume
#

i see

#

lemme try a thing i appreciate it

tribal gazelle
#

I have a character with a body armour skeletal mesh and when I go up stairs the vest goes haywire moving heaps down then up, anyone know what could be the issue or how to fix it? Thanks.

#

Ok so taking the body armour out of the player mesh and then checking Use Bounds From Leader Pose fixed it up

worn tartan
#

Good evening. I am very new to blueprints. I have a basic UFO that I got to move around with the keyboard and a controller. I would like to tilt the UFO the appropriate direction when I turn or go forward and back. Ultimately it would be nice to have it tilt when I move the left thumbstick of the controller in any direction. It would also be nice to have the tilt directly correlated to how much you are pressing on the thumbstick. Right now I am using the Third Person Template and simply replaced the default character with my UFO skeletal mesh. I've attached my blueprint where I am failing miserably at getting the tilt to work. Any help or pointing to a tutorial would be amazing.

warm idol
# autumn pulsar try using trace for objects instead of channel

โ€œItโ€™s not working, I tried with a delay, I just canโ€™t figure out what the problem is. I think this should work like this, but never mind, Iโ€™ll either stick with Unity or create a completely different system, but since I just started, I have no idea how it should be done. This seemed like the best/easiest solution. Anyway, thanks for the help.

maiden wadi
#

@warm idol When you make a component simulate physics, it'll detach from it's parent component. If you have a default scene root for example and then a static mesh attached to it. You first called Detach from actor which will detach the scene root from the held position. Then you tell the static mesh to detach from it's scene root.

Now when you pick the item back up, you are picking it up. You're picking up the scene root. The static mesh just isn't attached to it anymore so visually you're not seeing the same thing.

vocal dust
#

Hey guys -- new to unreal engine here! (On day 3). Question -- is it normal to hit a problem that makes you wanna kill yourself?

autumn pulsar
#

If you're completely new, you'll struggle a lot with seemingly simple stuff

vocal dust
#

Mind talking me through a problem I have spent like 10.5 hours on

autumn pulsar
#

I'd personally recommend starting out by learning Object Oriented Programming

autumn pulsar
#

but the important thing is to just realize it's going to take time to learn. It's a marathon not a sprint, and you may be punching above your current weight. I'll see if I can help though

hoary forge
#

I want to use the Lyra Starter Game Template in Unreal Engine. I have added a drone, and I want it to shoot at Lyra's enemies using AI any one help me ?

pulsar osprey
#

that's a very vague thing to get help on

untold fossil
#

Hello. I encountered a super weird engine bug/problem. Yesterday everything was perfectly fine. And this morning I launch my project and in one of my blueprints, the timeline curves are all gone. pepopanick What the hell could have happened? Is this a known issue? This is extremely concerning tbh

dark drum
# fiery swallow Inputs in general aren't really "meant" to be used in widgets directly

That's not entirely true. The input system has two modes, UI and Game. This has been how it's been handled for years and hasn't been updated since before the introduction of enhanced inputs. Simply put enhanced inputs only fire in game input mode and not UI. The reason why is because they haven't been setup to use the focus path. This of course could change in the future.

In commonUI, epic has added some simple support for using enhanced inputs in widgets but this is limited to specific scenarios but ultimately requires the input mode to be on game.

UI has always been intended to receive and handle inputs from the player but can be tricky when you have multiple different widgets all wanting to do something. Hence why they haven't moved from using the focus path system and returning if something is handled or unhandled to capture inputs and stop them going further down the focus path.

fiery swallow
#

no hostility intended if it comes off that way

dark drum
dark drum
# fiery swallow no hostility intended if it comes off that way

No worries. ๐Ÿ™‚ Sorry if I sound hostile. Pretty early for me haha.

Fun fact, it is still possible to half use enhanced inputs (simple press events) as you can check if there are any keys assigned to any input actions on an Input context mapping on the player. This can be nice if you want to be able to have the flexibility of changing the desired key from an ICM instead of hard coding in a widget.

quiet field
#

Hey, I have few questions and need help with my project. I created a turn in place system for manny. For the most part it works but I have few problems with it. Is anyone kind enough to help me understand my issue? I can record a small video as well for better understanding

#

It seems like most of the time it works but sometimes when rotating fast or more then 1 whole turn, it glitches out

dark drum
quiet field
#

@dark drum the video attached to my question has the issue

#

When I do a turn it works as it should for the most part. But it glitches out with enough speed and enough rotation

fiery swallow
# dark drum No worries. ๐Ÿ™‚ Sorry if I sound hostile. Pretty early for me haha. Fun fact, it...

I get what you're saying, and I see where you're coming from. I did mention that there are ways to use the input system directly with widgets. But I don't believe it was intended, which is why is difficult enough as it is, and there's multiple methods to do it. I think it's something that is supported, with limits. I mean this in the way that you could code your entire game in level blueprints, but it's definitely not common, nor was it intended to be used that way. Or replacing all of our casts with interfaces, you can do it, but not intended nor should it be done. Hope that makes sense

quiet field
#

@dark drum I can attach pics of my blueprints

dark drum
# fiery swallow I get what you're saying, and I see where you're coming from. I did mention that...

They want it too but lots of issues they need to work out and does require using commonUI. (Still experimental stuff)

https://dev.epicgames.com/documentation/en-us/unreal-engine/using-commonui-with-enhnaced-input-in-unreal-engine?application_version=5.2

Epic Games Developer

Learn how to incorporate Enhanced Input with CommonUI's input system.

devout oak
#

So im trying to create a bp for a trap that in order to disarm it they need to be crouched rn im just working on the hud and im running into an issue with it removing one of the huds when they leave the collision box

maiden wadi
#

The kind of question that always makes me thoroughly enjoy GAS.

dusky cobalt
# winter plume i see

something that might help you is Get Actors in Selection Rectangle node, read about it and maybe find some tutorials

winter plume
dusky cobalt
winter plume
#

Lol that would be hilariously simple. Bases thank you

#

And if its the game modes default hud is ghere a way to access it easily from the playercontroller

dusky cobalt
#

yes, Get HUD inside player controller

winter plume
#

Sweet ill try this in the morning thanks so much

dusky cobalt
#

should be a lot of videos using these to make rectangle selection

foggy spire
#

how do i multiply something with pi in blueprints?

lusty birch
#

PI node..

dusky cobalt
#

What did t hey change to Enchanced Input System that in 5.5 I'm getting 0 as Action Value and in 5.4.2 I was getting -1 or 1 ?

#

wow.. they moved it t o triggered xD

eager thicket
#

does "get render target" auto-update the material? for instance, say a UI has a countdown, will that countdown project onto the material by itself?

inland walrus
#

Can anyone see anything wrong with this?

frosty heron
inland walrus
#

My issue is for some reason itemID is only printing as Apple in the third person character, even though on item pick up, when you pick up the item, it adds Apple or Cherry etc depending on the instance editable

frosty heron
#

@inland walrus hard to debug without having the project at hand but you should be worried about having hard reference in a data table.

#

You will end up loading every mesh of the item in the game. Even when you don't need them all.

#

Imagine having 300 items in the game and loading all 300 items on them when you just need to display the one that you own.

#

Your players will run out of memory for no reason.

inland walrus
#

Where do I hard reference the datatable?

frosty heron
#

Your item mesh is a hard ref

#

Simply having the dt there will load every item mesh in the game

inland walrus
#

Alright I've removed it and done it a different way

frosty heron
#

Well the only other way is using soft reference

frosty heron
#

And loading them at will

#

Don't know what I'm looking at there

#

Hard to tell what's wrong without debugging and knowing the system

#

I suggest adding breakpoint and print string

#

See if you didn't get the result that you expected

#

And work your way from tbete

inland walrus
#

Yeah I already did the print strings for debug, it's setting the item ID's perfectly for the inventory system, but not for the change text

frosty heron
#

I mean you can see why it doesn't change your text if you check with the print string and break point

#

Literary you can see why the branch goes to true or false

inland walrus
#

yeah I realise the branch isn't plugged in, but it still doesn't work without the branch

frosty heron
#

And you can find out why something don't work simply by break point

#

Like what don't work?

#

The text doesn't change?

inland walrus
#

The text only changes to Apple for some reason

frosty heron
#

Print string

#

Break point

inland walrus
#

In this video you can see that it is setting the item id correctly when the item is picked up and added to the inventory

My theory on why it's not working is that they are set as instance editable on which item the player will pick up

dusky cobalt
inland walrus
dusky cobalt
#

but on video you are interacting and it's not printing it? or you are not interacting?

frosty heron
#

You got something printing on tick, go there and figure out what you are printing and why it produce apple instead the text you expect.

inland walrus
dusky cobalt
#

In which part of code you are trying to set name/variable in the Widget ?

#

oh i see it's here?

inland walrus
#

yeah

#

Oh wait not there

dusky cobalt
#

go to Widget, create variable Interactable Item

#

expose it on spawn and connect it here

inland walrus
#

Alright I'll try that

dusky cobalt
#

then on Begin Play, just Set Text to that variable (in the widget)

inland walrus
#

smart

#

I'll try that

dusky cobalt
#

then we can debug later things, but my guess is you should also add break point to where you are Setting Interactable Item and check maybe it's only always giving Pick Up Item Reference 1 even if the item was 2 3 or 4

#

also for ''later'' this part should be probably event on Player Controller or Player State (but looks like u have inventory in player controller so there) , and there you have function/event Add Item/Remove Item, which you can call in future from anywhere and just tell it ''what'' it should add (self) instead of each thing having this lines of code.

inland walrus
#

It still thinks everything is an apple

dusky cobalt
#

okay, when are we setting up pick up item r eference?

inland walrus
dusky cobalt
#

wait what

#

but u need to have reference of the current item that we interacted with

#

not with empty (default) class

inland walrus
#

That's here on interact

dusky cobalt
#

like when you interact, you need to get reference to tobject we interacted yes?

inland walrus
#

yeah it's in that image above ^

dusky cobalt
#

like: Click something > Get What we Clicked and send it further

#

are you using line trace or something like that?

inland walrus
#

The interact line trace is on tick, once it hits something that's interactable

dusky cobalt
#

okay here we go.. Interactable Actor set

#

where is it the Interactable Actor set? and how are you sending this reference (Interactable Actor) to this place:

inland walrus
#

Here is how we're getting the actor reference

dusky cobalt
#

but do you realize it's empty default class reference and NOT EXACT object you are looking at?

#

begin play runs once

#

line trace runs 24/7

inland walrus
#

I have a do once function

#

inside it

#

that checks if it's interactable, do once

#

if not interactable reset

#

So it should reset every time the player looks away from the interactable object

dusky cobalt
#

this is why it's not working

#

you set Interacted Actor, but don't set which item was picked up ever, the item that was picked up was set on start of game once and it's apple

inland walrus
#

We don't want to pick up the item

dusky cobalt
#

and whatever you will click on, it doesn't matter because the Pick Up Item Reference is always the same

inland walrus
#

We want to just change the text on which item the player is hovering over

#

The pick up works perfectly when adding items to inventory

dusky cobalt
#

but you are trying to set the widget name to the Picked Up Item

#

which is never changing ๐Ÿ™‚

inland walrus
#

Ah I see, so should I create a new variable?

#

that sets item id

dusky cobalt
#

just try to swap Picked Up Item Reference with Interactable Actor

inland walrus
#

so confused ๐Ÿ˜…

#

I can't do that as I need the interacting actor to determine non items too, such as doors etc

#

Which it already does

frosty heron
#

At simple form, it can just be.

Hit actor -> implement interface? -> set interacted item name -> if widget exist, update the text to interacted item name variable.

dusky cobalt
#

i don't know how to say it clearier. You set Picked Up Item Reference ONCE at the start of t he game, and then anytime you** look at something **, it creates Widget, taking all the informations from Picked Up Item Reference and feeds it.

inland walrus
#

It's already setting picked up item reference once at the start of the game (begin play on third person character)

dusky cobalt
#

... ๐Ÿ˜„

#

which is why it's always apple, go figure it out

inland walrus
#

I feel like it's always apple because it only changes item id when you interact with it? Or am I wrong?

#

The item ID is instance editable

#

That has to be why it isn't working

dusky cobalt
#

you never change the Picked Up ITem reference

frosty heron
#

Not sure how it is relevant to instance editable

inland walrus
frosty heron
#

You setting a reference to null and trying to change a property of null object

inland walrus
frosty heron
#

You need to understand reference first

#

What you are doing is obvious mistake

#

That validate get will always be invalid

#

Because you already null the ref

dusky cobalt
#

Don't get me wrong, but start listening to what we are saying instead of trying to .. convice us it's ok

#

just take time and read what we said is wrong

inland walrus
#

I really do appreciate the help and I'm not trying to convince you you're wrong but I don't know where you referring to with this reference I need to set, I thought it's already done

inland walrus
dusky cobalt
#

my advice: read 15 times what I said and try to really understand it, no point in me typing it again, its the same thing all time

frosty heron
inland walrus
frosty heron
#

You are nulling the reference then trying to set a text of a null object.
Your validate get will never be valid.

frosty heron
#

Or you will just stumble on another bug

#

You should understand reference at the concept level first.

inland walrus
#

What does setting a reference do? I thought it just creates it as a variable reference

frosty heron
#

Look up on material regarding object reference

inland walrus
#

Alright

dusky cobalt
# inland walrus What does setting a reference do? I thought it just creates it as a variable ref...

Okay in other words. Delete where you set picked up item reference on begin play. It doesn't do anything really, in this context I think that you think that by doing this you create ''slot'' for the variable, meanwhile the slot is created when you add variable to blueprint. Then just by creating the same ''variable'' in other blueprint, doesn't automaticaly makes it 1:1 in other blueprint.

Variable is just a empty slot that can be filled with pointer reference (to exact thing). Now you when you hover over something you need to somehow pass that reference to this variable. It's basic things so if you are begginer just watch more videos how to set variables and how to access get/set references.

inland walrus
frosty heron
#

You really should see some material regarding references

#

Your last sentence still demonstarte that you have yet to understand what reference actually is

#

Look up some reference videos, and naturally you will know what instances are too.

#

Learning is better than shooting in the dark

#

And it's not that people don't want to help you, but there are already material out there regarding what you are missing.

#

And it's something that takes hand holding in discord so better to just watch established material covering the topic

icy jacinth
dark drum
# inland walrus Ah okay, knowing that is very helpful so thank you for the fleshed out message, ...

Think of an object based var as an empty envelope. When you set the reference to an object, you're putting a set of instructions (a map) inside the envelope for how to find the actual object in question. You can copy these instructions from one envelope to another or remove the instructions entirely.

When you use the ref, it gets out those instructions and follows them to the object. Once there it can get the relevant data or call the function specified.

If the envelope is empty or the object is being destoryed (if it's an actor) you'll get an access none message because there's no instructions that take it to the object.

autumn pulsar
inland walrus
#

@dusky cobalt @frosty heron Hey guys, just an update, I managed to do it

inland walrus
muted vigil
#

I am using GASP, I want to turn my character to actor. I tried to use SetActorRotation and Add or Update Warp Target from Location and Rotation. but they didnt work

#

how can I turn my character

dark drum
#

This might not be the best place but does anyone have any idea what would cause all the meshes to not be visible in any map? Even creating a new map is empty. I've noticed that the sprites also arent visible but it does show one if select it from the outliner.

Edit: Fixed, I had set the near clip distance to a negative number. ๐Ÿ˜…

floral carbon
#

Yo. I have a sequence playing when the player character overlaps a hitbox. The sequence is just another character running from point A to B. I want that character to disappear at the end of the sequence. Currently it resets to its original position after the sequence. Easiest fix?

frosty heron
#

You can get rid of the actor there but that aside, don't use level blueprint.

frosty heron
#

some people sets it to 0 and that also produce bugs because well, diving by 0

#

I think mine is set to 0.001 but you can always just run the console command to test the value in real time. When you find the sweet spot, sets the one in the project settings.

surreal peak
hoary summit
#

Can anyone advise me on my inventory system? I currently have a save game plugin from the marketplace that saves items into an 'inventory' by key. I need to also load item data but this is unsupported by my save system. The developer of the plugin told me I wouldn't have to save that data as it can be done another way but I'm struggling to find a solution as to how to do that. I have an item data structure but not sure what to do with it.

#

When i pick up an item

frosty heron
floral carbon
frosty heron
#

and I encourage to actually learn how to save / load without using pluggin first

frosty heron
hoary summit
snow halo
#

Im trying to pass the data to my selection widget

#

should i use interface here?

#

or cast it ?

#

note : the quick selection ui widget will almost always be on the screen

#

or if not on the screen then hidden

frosty heron
#

are they so different that the user widget can't share the same base class?

#

also if you don't want to load your entire item's thumbnaill don't use hard reference in data table

snow halo
#

so i can use it?

#

not real difference i think

frosty heron
#

use what? I don't know the context

#

casting is free btw, it's the hard ref that gives you the memory foot print

snow halo
frosty heron
#

you just need to declare the class in cpp since blueprint class is an asset

snow halo
#

?

frosty heron
#

normally when you want to use it

#

or before

#

you are the designer, your choice

snow halo
#

yep

frosty heron
floral carbon
frosty heron
#

it's like a few nodes

snow halo
frosty heron
snow halo
#

which one is better

frosty heron
#

the question doesn't make sense

snow halo
#

interface or soft cast

frosty heron
#

what is soft cast

#

if you need to communicate between objects that don't share the same base class, you can use interface

snow halo
frosty heron
#

@floral carbon

frosty heron
#

use that as you will

tulip totem
#

I'm trying to spawn some mesh on a spline, so the spline is renderable in ue5.4.4 and im using the blueprints from https://tiedtke.gumroad.com/l/splinetools

however its remembering the old drawing of the spline and not updated to the new height of the spline. if i move the spline around the mesh does update but its like a mix of the old spline position and new spline position.

why would this be happening? why isnt it just spawning on the spline.

Gumroad

I found it really strange that there are no easy way to create spline objects directly in Unreal Engine for let's say fences, roads, power lines etc, so I decided to make three different blueprint spline tool systems for different purposes. Just drag and drop into scene and choose your mesh. Very easy to use and customize.DeformableThis one is u...

maiden wadi
broken wadi
#

Why is it that sometimes static mesh components of a level placed blueprint don't appear at all in the details panel after selecting the BP in the level? I would like to apply some specific changes to a few components but they aren't available to modify. They are rendering.

tulip totem
maiden wadi
dark drum
maiden wadi
broken wadi
maiden wadi
#

All BP placed? Nothing from C++ parents?

broken wadi
#

yea all just bp

maiden wadi
#

Can you see their details panel in the BP?

broken wadi
#

I even disabled the construction script which was modifying some material instances

#

on the blueprint its fine everything is there

#

in the level I can see all the static meshes and can select them manually to move them but can't edit their properites

#

when i select one of the missing components it mimics a root level selection in the details panel

maiden wadi
#

And this happens even with new instances of it placed?

broken wadi
#

yea

maiden wadi
#

Oof.

#

๐Ÿคทโ€โ™‚๏ธ Beyond me. Usually this is a sign of bad UPROPERTY markers, or BP serialization, but your situation doesn't fit either. :/

broken wadi
#

could be something like that, this was one of the oldest blueprints i made using 5.0early access

#

im running 5.5.1 now

#

but ive made changes to it since then on various versions...yea i dunno its odd

maiden wadi
#

Could be worth a remake of at least the components if there aren't a ton of children. Even if there are, you could probably put two new components, make an editor utility to iterate the child BPs to set properties same as the old two. Then afterwards remove it from the parent after saving all of the children.

#

Or just do it by hand if there's not a lot. ๐Ÿคทโ€โ™‚๏ธ

broken wadi
#

Just now I even tried to delete ALL blueprint nodes and functions, even the constructor, saved. Added new instance to the level and it still has the same issue. So weird.

tulip totem
maiden wadi
floral carbon
broken wadi
inland walrus
#

Does anyone know why this might not work?

#

It should open widget upon complete but it doesn't

maiden wadi
inland walrus
maiden wadi
#

My initial assumption is that that is in some other actor?

#

If yes, did you enable input on it?

inland walrus
maiden wadi
#

This code though. What actor is it in? If it's in that thing you just went up to, and you didn't enable input on it before pressing the key, it can't accept input.

inland walrus
#

oh my b

#

Found it

#

thanks mate

maiden wadi
#

Depends. Could do it on an overlap and disable on end overlap.

But realistically this isn't a good path for interaction. Bug prone, not scalable. Even your widget is making a bad assumption right now that isn't reading the real value if your interaction timing. You have no ability to affect the interaction time per object either, like making one thing take 2 seconds, and other take ten.

You'd have an easier time placing a component on things that can be interacted with and calling a simple start and stop interaction. The actor being interacted with could bind functions to the component's started/completed event dispatchers. Then your interact code simply line traces and starts interaction with an object and stops it on the same cached object when releasing. You can do it without casting by simply getting the component from the actor pointer in the trace results.

languid hemlock
#

Is this possible with blueprint?
I want one variable to follow the value of another variable. I think this is possible with pointers in C++. Is there a way to do this for Blueprint?

#

I think its doable with UObjects, but I need this variable to be replicated...

olive yarrow
#

why in the omnissiahs name does my game freeze if i let my mouse leave the screen while dragging a slider widget?
I have it set to lock the mouse, so maybe saying leave isn't correct - hits the edge of the screen?

snow halo
#

Hi, I have this function every time I add an item to the inventory, im expected to pass those on to the other side, but it's just like one of those horror movie scenes where the actor picks up the phone call and nobody is talking, nothing is being received on to the other side, and it looks like all those inputs on the other side are empty and look like they still need to be fed data

#

empty hungry variables

dusky cobalt
#

Can you show Pass Info function?

#

also what do you need to happen, in either way you always need to provide item id first almost to get ''info''

dusky cobalt
# snow halo

other way is to maybe go with interface event like Get Info, and there you plug all the variables, then you just call Get Info and you can access every variable you plugged inside of the actor with interface (you still need target though to call this interface event to that thing that is holding this data and has this interface though)

hexed oasis
#

Just a quick sanity check, if I need a custom component that generate some data then spawn some particles to visualize the data then I want an actor component right?
and the particle system should spawn dynamically then attached to the parent actor correct?

muted halo
#

Hi there, would anyone know how I can have an event triggered when a certain object becomes visible in frame? For example lets say a pylon enters the screen the player is using how can I just trigger a print string saying "Pylon is in view". Thanks everyone!

frosty heron
dusky cobalt
# snow halo

Yeah, so this needs to be on the object which you want to extract the data from, but you cannot do any input. Inside the object you just plug variables, these will get passed when you call that event from anywhere with reference to this object.

languid hemlock
frosty heron
#

Cache the random string or set a variable. Widget simply read the variable.

dusky cobalt
dusky cobalt
languid hemlock
quiet field
#

Anyone can help me with the issue I'm facing with my turn in place logic? Here's a video of the glitch. It seems to be working for the most part, but with enough speed and Yaw degrees it breaks sometimes. The first glitch happens around 25-27 seconds into the video

idle crescent
#

Can I get the instance hit by a raytrace of an instanced static mesH?

spark steppe
#

iirc the index is in the hit result?!

#

Hit Item probably?!

idle crescent
#

Is it? It just says

dark drum
idle crescent
#

Huh. I will need to test but that's great, thanks

muted halo
inland walrus
winter plume
#

am i tripping or should this work? RTSPlayercontroller is added to the default game mode and the default game mode is loaded into the sene but i'm not seeing any logs when i click. Also the input context mappin containing these actions is set

frosty heron
#

You will need to show more than this pic

#

Check your world settings as well, make sure it's not overriden unintentionally.

winter plume
#

i only have default world settings right now afaik

#

what other pics would you like to see

frosty heron
#

Also show where the imc is binded

inland walrus
winter plume
celest acorn
#

still pretty new to bp, I'm trying to make a sphere collision spawn and apply damage to any actor within its radius (like an exploding barrel would), but when there is no actor in the radius, it stays there until there is, i want it to destroy the collision so that when i pass through i dont get damaged by nothing if you understand me, I know this is due to the on begin overlap but I don't know how to fix it lol. i have never made anything like this so im very confused lol.

faint pasture
#

Also, why are you only spawning a widget if the current widget is valid?

frosty heron
#

That's a controller, input already enabled by default

inland walrus
winter plume
#

it might not be binded now that i think about it. where would i do that?

frosty heron
# winter plume

Your game mode settings. Set them correctly.
Check if everything in order when you expand selected game mode

faint pasture
#

learn how to do things

inland walrus
#

xD I do know what I'm doing roughly, but I don't why this issue occurs or what the counter is for it so I can implement it in my future code

winter plume
faint pasture
frosty heron
inland walrus
winter plume
#

i'm not sure where i'm supopsed to set the input mapping context in the game mode

frosty heron
faint pasture
# inland walrus Chatgpt๐Ÿ‘€

Just start with the earliest bit of that code that you understand and go from there. No more copying from ChatGPT, you can ask questions, but implement all code yourself.

inland walrus
faint pasture
frosty heron
winter plume
frosty heron
#

Probably at begin play

inland walrus
winter plume
inland walrus
#

but it's opening all widgets rather than the instance editable one

frosty heron
#

If you already done so just post the pic

#

For enhanced input to work you need to add imc at some point

winter plume
#

like this?

#

i was told to set it in the game mode but i still cannot see where to set it in the game mode and nobody answered that

frosty heron
# winter plume like this?

No. You have 2 options here.

See the full example in third person template and look into the character blueprint

Or read the epic documentation on how to setup enhanced input.

#

Where you set it is project dependend

#

have a read through the doc

celest acorn
winter plume
frosty heron
faint pasture
#

you want the barrel to explode...... when?

celest acorn
#

so the barrel explodes fine, the sphere collision that causes damage, spawns fine, the issue im having is, that if there is nothing overlapping the sphere, it wont activate or destroy, and i dont want there to be a random sphere that can damage an actor like a minute later because thats not very realistic, i only want damage to be caused from when the barrel explodes. So if there is nothing overlapping it should destroy, if there is, it should apply damage and then destroy once applied.

faint pasture
#

that's a bit silly, you can do it all in the barrel like:

OnExplodeEvent -> get overlapping actors -> damage them -> delete self

celest acorn
faint pasture
celest acorn
#

so this is my barrel bp

faint pasture
#

Here's your barrel:
BarrelMesh
OverlapSphere

Barrel.TakeDamage -> update hp -> if low enough -> Explode
Barrel.Explode -> get overlapping actors -> damage them -> delete self

celest acorn
faint pasture
#

you don't need to spawn a 2nd actor to do the explosion, just do it there

faint pasture
#

just have a sphere, and get its overlapping actors, and damage them

celest acorn
faint pasture
#

you don't even need a sphere collider, you can just do a sphere trace

inland walrus
#

Adriel did you have any ideas regarding my issue?

celest acorn
faint pasture
#

unless you've enabled input on like 30 things so that code is technically running on 30 different actors

frosty heron
#

๐Ÿ™…โ€โ™‚๏ธ try to contain your inputs in your controller or character.

faint pasture
#

yeah just handle your input in the pawn probably

frosty heron
#

why does pressing a button suddenly spawn a widget on every single item in the world

inland walrus
inland walrus
#

xD I removed the chat gpt stuff

faint pasture
#

just put inputs in your pawn until you're comfy with how it works

inland walrus
#

Like this?

faint pasture
inland walrus
#

Oh

faint pasture
#

you already have this

#

that runs when the thing starts getting interacted with right?

inland walrus
faint pasture
#

your pawn tells InteractingActor that its starting to get interacted with

#

that's when you should show UI

#

what you had was that every actor that could ever care would trigger its ui when that key was pressed, NO MATTER WHAT

faint pasture
#

sure that's better

#

who's the owning player though?

inland walrus
faint pasture
#

for a quick and dirty prototype you can just get player 0 but eventually you want to pass over who's doing the interacting

#

so the thing being fiddled with knows WHO is messing with it, for reasons like checking if they have a key, or killing them

inland walrus
faint pasture
# inland walrus ?

This should technically work, it's just gross and will fail as soon as you have more than one player around

#

if it's not doing anything, you need to debug why it's not getting called

inland walrus
faint pasture
frosty heron
#

following up on our previous encounter, please just look at material on references and instance

faint pasture
#

go all the way back to the input in the pawn or controller that kicks all this off

faint pasture
#

if not, how are you setting InteractingActor?

inland walrus
#

The only thing I can think of is that it could be the interact system, the interact function works but the hold doesn't seem to

inland walrus
faint pasture
#

what part doesn't?

#

doesn't fire or doesn't get past the validated get

inland walrus
#

Could it be that I have to inputs with the same key? but one for hold and one for normal/press

faint pasture
#

get it to print Hold on hold and Press on press first

#

just directly off the input events

inland walrus
faint pasture
twilit mantle
#

hello there, does anyone know why the animation of my character does not move when using the simple move to node?

inland walrus
inland walrus
faint pasture
#

Print InteractingActor here

#

I bet that's not getting set correctly

inland walrus
#

Nothings printing

inland walrus
snow halo
#

can I set slate brush without tick bindings in Widget Blueprints? Tick bindings = ๐Ÿ‘Ž

#

I only wanna update or tick once

#

but somehow its impossible to SET slate brush w/out bind โ›” on widget buttons ๐Ÿ–ฑ๏ธ

left flint
#

hi, all! very new to Unreal. trying to wrap my head around blueprints. I followed a tutorial that covered things like applying damage to a character and making it so hit actors can ragdoll the player character. I wanted to try to apply what I learned to do a few simple things on my own. First off, i wanted to make it so when the hit actor launches the player, it also applies damage. I was able to get this to work by subtracting health when the hit happened. but the damage number doesn't pop up when i do so. makes me think subtracting health โ‰  damage are far as the code is concerned. I tried using the apply damage node but it does seem to work. any tips on what I'm doing wrong?

inland walrus
dusky cobalt
#

I have AC_UnitProductionManager, where I have panel with widgets Produce Unit, which are all units player can produce. When building is constructed or destroyed I need to call to the Manager and update all buttons (check player buildings, if any unit requires it). Question is where should be binding properly done?

Should I bind On Events inside the objects that should communicate info up or when I spawn the building (in the building placement manager)? my guess would be to do it on begin play from inside object (building, and other event in constructable component). Would it be correct?

dusky cobalt
left flint
dusky cobalt
#

Must be something wrong with Hit By Hit I guess?

#

try to print before Hit By Hit node, name of the 3rd person character

#

just swap player state to your character

#

and add it before hit by hit

left flint
dusky cobalt
#

ok, but connect in string to the player character

left flint
#

so now when he gets hit his name appears

should i maybe switch things around and try to apply damage before the hit event?

dusky cobalt
#

what does hit by hit does exactly

#

btw ur damage is set to 0 now

#

also event any damage is on your 3rd person character, correct?

left flint
#

it works now lol

#

but i gotta figure out at which step i fixed this...

dusky cobalt
#

you had wrong variable for the target and you didnt set it

left flint
#

and hit by hit makes the character get launched, takes away player movement then after a delay respawns him and restores movement

left flint
#

but im sure ill get it. this is still way easier than when i was trying to learn C#

dusky cobalt
#

variables are like empty buckets, you can put water into them (values and references to things), by setting up variable you fill it up with water (data, value), then you can drag anywhere you want that bucket and pour it up at something (doesn't mean its empty yet) when you set the variable to nothing, it gets empty

#

learn how to use break points, its huge for this editor

#

you can see step by step what is your code doing

left flint
#

thank you! that makes more sense. how do i use break points exactly?

winter plume
#

so event dispatchers are a slight misnomer i assume? like any event dispatcher is also in theory an event that you can bind to

dusky cobalt
winter plume
#

oh nvm i see when yo udrag it in there's an option to use it as an event and then it generates one in the event graph

left flint
dusky cobalt
#

exactly

left flint
#

awesome! thanks

#

so an issue i have now is the character keeps taking damage after getting knocked away. this was solved in the tutorial in the hit by hit actor event for the actual physics. im wondering if i shouldn't just put the add damage into that event instead of where i have it. but it wouldnt let me call my character as a variable inside my characters blueprint. or if so, idk how to exactly

#

i feel like the overall issue is that when the character gets launched, his collision capsule is left where he was. so it just keeps getting hit... how would i go about making the collision capsule launch with the mesh?

#

this is what the event currently looks like

old cypress
#

Is there a way to make a blueprint function not overridable by derived blueprint classes and be only implementable in parent blueprint class (not in C++)?

old cypress
fiery swallow
#

that's so true. You want to be able to call the function, but not be able to override it. I don't believe that's possible.

#

also, if you care to share, why would you ever need to do that?

tropic token
#

guys, is there any way to limit selection of the montages and animation sequences in data asset's property with particular skeleton?

ripe fiber
#

Can someone help me to a guide to "Push and Pull Objects in Topdown" tutorial ?

upper badger
#

I'm trying to implement something simple (imo) - click a cube, print a thing. I have mouse events enabled in the controller class, I have the controller class in the game mode, and I have the game mode in the world settings. I have a UI in the game but I disabled that for now. I tried both onClicked on the cube and I also tried adding a box collision but still nothing. What else should I check?

maiden wadi
#

Double check that the box collision on the cube actor blocks the same trace channel as is specified in your player controller class near the clicked settings you enabled.

upper badger
#

yep, it does. default click trace on controller is visibility and i set the cube to block all

wispy kayak
#

Hi what to change for this? 5.5 is deprecated.

dark drum
ruby ivy
#

Hello, is it possible to store the contents of array elements as an integer? For example, if index 0 is 1 and index 1 is 0, how can I get the output as 01?

frosty heron
frosty heron
#

wdym by storing content of array element as integer?

#

just have the array be the type that you need.

#

structs if you need multiple fields

ruby ivy
frosty heron
#

an array of int?

ruby ivy
frosty heron
#

Your Array
0 -> 1
1 -> 0
2 -> 1
3 -> 1
4 -> 0

#

and you want to store them as a data type that represents 10110?

ruby ivy
#

yep

frosty heron
#

loop over your array and convert them to string

#

append on each iteration

#

what's the actual application though

ruby ivy
#

If I save to a string with a loop, wouldnโ€™t it be just one result? Doesnโ€™t it overwrite the value every loop

frosty heron
#

you append the string on each iteration

#

so with the value above, your string will be 10110

ruby ivy
ruby ivy
frosty heron
#

but in any case

#

also you probably want to set RandomF to be empty before the loop

ruby ivy
frosty heron
ruby ivy
frosty heron
#

to check answers or the keys an array of ints is sufficient but if you need to display them to the user then you will need to convert them to txt or string.

ruby ivy
frosty heron
#

also, I don't know the code before what you posted

#

you might be running it more than you need

ruby ivy
#

okey i fix that

frosty heron
#

this function to convert answer to string should be self contained

ruby ivy
#

thanks thats all works

fair hatch
#

Having an issue setting up the blueprint to where my turret will despawn after a few seconds instead of just bombarding my scene with turrets.

Anyone know how to fix that?

frosty heron
#

you should check your Spawn collision rules too. Maybe you set to despawn if overlapped with an existing object in the world.

fair hatch
frosty heron
fair hatch
#

To? Still learning all of this XD so I tend to get lost at times

frosty heron
dusky cobalt
#

if it's not conectect to execution pins it's not gonna run which means it will not give any value

#

these are beyond basic things

#

look up some tutorials about unreal engine flow of things

fair hatch
#

And I am still a beginner XD

I take notes and keep trying though, even if they are beyond basic things

frosty heron
#

we are not bashing or critisizing though, just giving info why you don't get expected result

dusky cobalt
#

you need to connect this, so it actualy goes trough and give any value to the ''orange'' line

fair hatch
#

it compiled thanks. This will ensure the turret despawns after some seconds?

frosty heron
#

you destroy actor via destroy actor node

fair hatch
#

And I have to put that at the end of Spawn actor?

frosty heron
dusky cobalt
#

good thing to do is to get to know your tools before you start using them, but don't be discouraged to ask questions just be prepared to accept feedback ๐Ÿ˜„ if we give you solution you skip part of learning and getting to know things and how they ''really'' work ๐Ÿ™‚

frosty heron
#

set the duration as you wish.

#

Line trace End is very odd, that is a mistake if your intention is to draw a line between the actor and -150 below the target actor.

fair hatch
#

So I had to figure out what number was good to make sure it was on the floor

winged ember
#

try again๏ผŒagain๏ผŒagain

frosty heron
#

you shoot far enough that the line hits the floor. Then you use the impact location as the spawning point.

ruby ivy
#

How can I make spawn four actors randomly in eight different locations?

fair hatch
acoustic vine
#

Hello everyone, I have a question on Unreal Engine. The problem I encountered is as follows. I am making a note-taking mechanism, if the character's velocity is 0, it takes notes without any problems. Note interaction is taken with line traces, but there is a problem. If the player and the mouse cursor are positioned somewhere on the side of the note and the widget is opened, the note does not close again. How can I prevent this? I am open to suggestions