#blueprint

1 messages · Page 279 of 1

dusky cobalt
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You can create blueprint actor ''Location'', put these locations at the world in different places. Then in ''SpawnManager'' you can get all these locations (you can get them either with placing spawn manager in to the world and then droping each location to created array Locations (adding it in the editor) or from blueprint inside by get all actors of class node), after u get all locations, For Each Loop Location, get again Array Of 4Actors (fill it up manually or figure out how you want to decide what actors to spawn) and then in the same loop you For Each 4Actors > Get 1 > Spawn Actor. It's very raw idea though not sure what kind of system you really need. But s imple anserw is Locations Array, Actors to Spawn Array, and for each loop x2

past compass
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Once I find something that I understand and it works I will use that typically always but I just actually used event delegates for the first time for real and I feel like I have done many things where this would have been lightyears simpler. I like event delegates now. Ty for listening

inland walrus
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Does anybody have any experience with the DaySequence plugin? I'd like to figure out how to get these as variables

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I'm wondering if the only way to do it is by using the level blueprint

neat stream
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Do you know how can I make my pawn behave like my Character class. When I drag and drop it does not align with floor the Character class any idea?

pulsar osprey
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does it have collision? how are you moving it if not using the character movement component?

neat stream
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Coding my own

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Just looking in the CMC the drag and drop in editor event

dark drum
eager thicket
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is there a way to capture the camera view of a BP actor with explicitly possessing it?

dark drum
copper chasm
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I don’t know if I’m wording this correctly or if it should go here or cpp, but are there any thoughts about using cpp to enhance common blueprint functionality? Google is unhelpful and I don’t really know how to articulate my meaning

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Instances where you’ve been like “man this default functionality sucks” and made some boilerplate thing in cpp that you use in blueprint over the default

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But like, SPECIFICALLY for that purpose

dark drum
copper chasm
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Oh yeah I’ve got no intention of compiling from source any time soon, I’m miles away from needing that amount of control

dark drum
copper chasm
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Like I said, maybe I just don’t know how to properly explain myself, because what I’m describing is kind of just how using cpp works most of the time, but I’m bored at work and my brain was wandering

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I’ve been frustrated with timers lately, maybe I’ll try tinkering in there 🤷‍♂️

eager thicket
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how do i fix this?

maiden wadi
# copper chasm Instances where you’ve been like “man this default functionality sucks” and made...

I'm unsure if there's anything I do that overrides a default behavior. 🤔 I'm pretty lazy about stuff like that. If it exists I'll usually use it. I use C++ a lot to extend BP functionality. The closest I could even come to is like... Spawning meshes along a spline? I have functions written in C++ for that with like spacing or randomization settings. Cause setting that up in BP over and over is really annoying. But I'm not sure if I'd even classify that as overriding default behavior so much as condensing an idea into a single bp function.

normal epoch
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Hey everyone! I’m new here, so if I’ve posted this in the wrong channel, please let me know.

I’m running into an issue with line tracing and could use some help. For some reason, the trace goes straight through the static mesh components in a blueprint I’m working on. The components have "Generate Overlap Events" enabled, collision set to "BlockAllDynamic," and active collision as far as I can tell.

Interestingly, if I create a standard blueprint with a static mesh component, the line trace works fine. The only differences in my blueprint are that it includes a state tree component and implements an interface. That said, I’ve tested a normal blueprint with the same interface, and it works perfectly. However, my blueprint with a different static mesh doesn’t work.

I’ve tried everything I can think of to fix it, but I’m stuck. Any help would be greatly appreciated 🙂

trim fable
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Can anyone please help me in creating dynamic overlay setup for player based on teams

maiden wadi
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Under Show, you'll find Simple Collision. Enable this and you should see some form of this green wire mesh here.

normal epoch
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allow query is on

maiden wadi
normal epoch
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yep, just red lines no green

maiden wadi
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Have you disabled collision on the actor itself somehow?

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If the actor has no collision, it won't register it's components either.

normal epoch
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how can I check if that is the case?

pastel salmon
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Hi! sorry if I'm interrupting..? edited can anyone explain why i can't create an Actor Component with a parent class of Scene Capture 2D?

maiden wadi
# normal epoch how can I check if that is the case?

I don't think it is exposed to editor except for it's setter, SetActorEnableCollision. I don't know of anything else that causes that behavior. If collision channels and settings are correct, trace channel is blocked, actor has collision enabled, and the mesh actually has collision.

normal epoch
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yeah its a weird one

maiden wadi
pastel salmon
heavy lion
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Currently I have a map/level which loads on game startup which displays the menu.

This level uses a front end game mode and front end player controller, separate to that of the main gameplay game mode and player controller.

When I click new game or load game, it loads the player into the main world level which has a different game mode and controller etc.

I'm wondering how best to have the main menu level exist in the game world.

Would it be best to switch the game mode and whatever on new game, or reload the level?

Just trying to think of the best way to achieve having the front end background be the world itself.

pastel salmon
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what's the background? an image, or a 3d scene?

maiden wadi
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You don't make the main menu exist in the game world usually. If you need it in the game world, it should just be a widget you can push to screen regardless of the level it's in.

pastel salmon
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I think maybe they are loading their widget over a scene and they want the scene to persist into the new game mode?

copper chasm
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Although I’ll have to build a “turn based” timer anyway, so maybe I’ll just add that to that

neat cosmos
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can anyone help? the textures do not get imported

weary wave
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A materials question please, I need to create a 20x30m artificial turf:
I had color, normal, roughness and displacement maps, I need to tile to make the resolution match grass blade sizes. I wanted to use texture bomb, but I am getting strange artifacts, I'm not sure what could be the cause:
I also have a non-bomb tiled texture, scaled as needed, but here the tiling pattern is noticeable:
Does anyone know what the artifacts from the bomb version are? I have tried various values for Tiling/ Offset, but all seem to come with a similar grid pattern.

eager thicket
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do delays pause when the game pauses?!?

maiden wadi
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I think they normally do. I believe there are some contextual reasons why some things they're ran on don't do it, but normal actors, components, and such should if I recall correctly.

lost thorn
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hi! does anyone know how to change the camera transition time in GASP? I wanna reduce the transition time (speed the transition up) when changing from balanced to aiming

tawny kestrel
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Any android developers about?

I can't figure out why this simple keyboard button press won't work on Android, but does on windows

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here i'm trying a custom inputAction, as well as my first try with the A press

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i've tried 3 android devices, all the same

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on each, i've confimed the bluetooth keyboard i'm using is working on AndroidOS, by typing in search bars etc

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the presses just aren't getting through to UE

haughty crown
normal epoch
karmic bone
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Anyone know why these won't connect?

dawn gazelle
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"Weighted Blendables" is just a structure that contains an aray of "Weighted Blendable"

dawn gazelle
snow halo
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Im trying to implement mode-based logic in this visual programming interface

Each number in index will correspond to a mode inside of an enum
I made a dictionary but I was out of ideas

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All the ways I think of will not be very programmically optimized

dusky cobalt
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what is mode? is it if i'm in offensive E key does attack, if I'm in food E key does eat?

snow halo
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Action event will probably happen on left mouse click

dusky cobalt
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im asking about the concept and how u want this thing to ''work''

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is it based on the ''mode'' you want the same key E for example, do different things?

dusky cobalt
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so just use input context mappings, create modes, and for each mode create input actions

snow halo
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all on same button?

dusky cobalt
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then when you want to ''enter'' mode you just add context mapping as priority to consume input

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so you have something like that:

IMC_FarmMode
IA_GetCrop

IMC_AttackMode
IA_Attack

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when FarmMode is added to as context, E will GetGrop

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if it's AttackMode, E will Attack

snow halo
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and i gotta pass them then I need to use event interfaces, and IMC_Defaults are also gonna be events

dusky cobalt
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thats architecture question 🙂 input actions should be probably on player controller

snow halo
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and you cant connect event to event

dusky cobalt
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there you call event and you can call to this widget after u get reference to it

dusky cobalt
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your widgets should be more or less passing HUD so there you should have access to them

snow halo
dusky cobalt
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controller accepts inputs, there you will have input actions and also you need input actions for switching modes

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so you need 1 more
IMC_Modes which holds
IA_FarmMode
IA_AttackMode
IA_AnythingElse

these input acttions add context mapping, which then works with your QWERT making different things based on what you click

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you might also put these probably in 3rd person character if you use it

snow halo
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so mode int should set consume input priority

dusky cobalt
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but what you were trying to do.. and do it in the widget it's not the way to do it

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more or less, you can also remove input action context

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add, give it high priority, when not needed remove

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but this you need to figure out how to ''toogle'' them between

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like you when u set one, u can set variable as Current Mode, then whenever you activate new one, first you remove current one

snow halo
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I have this ActionControlUI, and inside of it I spawn this 4 slot WB_radialMenu

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on 'Q' key

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set render scale tho makes some of these text characters render blurry when you select them tho

dusky cobalt
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create this in hud, set as ref and u can access it easily from player controller or anywhere u want

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u can call getpc from anywhere mostly and from getpc u can always get hud

snow halo
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I dont have a main parent HUD widget canvas

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Everything is parent actor

dusky cobalt
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but where you create ActionControlUi?

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or you just add it to the viewport on begin play inside widget?

snow halo
dusky cobalt
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then whats the problem>? you can access it from character.. but widgets place is in hud class

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character should not care about it

dusky cobalt
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its up to you how you will set them

native bison
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Hello guys. I trying to connect this node. But i get this error. Can anyone please help me? (I'm watching a tutorial and i do everything correct. But at this point, this is happening.) *Tutorial is at the UE4, not 5

karmic bone
dusky cobalt
dusky cobalt
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Guys, when you create Primary Data Assets, first you create them in C++ and then you create child of it in blueprint so you can edit things in the editor? or not really? my guess is not but just wanted to make sure

flat coral
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I've got this pawn that's CLEARLY bouncing off a surface in physics-enabled mode, but yet I'm not getting any hit event? This breakpoint never breaks, nothing ever prints.

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The actor is a little complicated, for arguably good reasons (EG my hitbox is not the same as the collision mesh, and because this actor jumps at you, I need two different hitboxes)

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But I swear all this has "collision sends hit events" enabled. The code above is meant to be a fallback to debug what the hell is wrong with my impacts and even that isn't working

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^ This was a weird one. I 'fixed' it by deleting the pawn in level and just making a new instance of the BP and that WORKED but I have no idea why and I suppose I've destroyed the evidence now. Ah well

hardy merlin
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In level blueprint, how can I detect when an additional player character is spawned? I need to grab them and put them in a specific spot, and they dont exist on Beginplay.

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(this is for debugging I know I shouldnt use level blueprint)

dawn gazelle
# hardy merlin In level blueprint, how can I detect when an additional player character is spaw...

Create an event dispatcher in GameState called soemthing like OnPlayerCharacter spawned, include a character input on it.
On Begin Play of your character class, call to your gamestate and execute the OnPlayerCharracter event dispatcher feeding in a reference to "self" (which would be the character)
Within Begin Play of the level blueprint, bind to the event dispatcher in the gamestate and then you can execute what you need from there and it would give you a reference to the character that was spawned.

Generally using the level blueprint isn't the best idea as you're creating code that is specific to that one level and that logic can't be used anywhere else meaning you may be duplicating code if it's logic that could exist in multiple levels. You're usually better off creating a separate actor that can manage the logic your level bluepint may have and then just have that actor placed into any levels that require the logic.

hardy merlin
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See my second message where I say this is for debugging and I shouldn't normally do this. 😛

dawn gazelle
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Sorry... Force of habit... My mind just ran with what I usually say XD

hexed oasis
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Just making sure.. if I want a component to notify it's owner actor when something happened I need to implement an interface on the actor?

dawn gazelle
hexed oasis
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ohhhhhhhhh right right forgot about that, thanks

cold moat
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First off I'm like 1 day into using unreal engine so any tips are welcome but basically I'm creating a 2d side scroller to learn and I'm running into an issue where the arrows I'm shooting aren't colliding with the tilemap.

Things I've checked:
the Tilemap's collision is set to "BlockAll" as well as the layer that has the platforms is set to "Layer collides".
The arrow blueprint's capsule(collision) is set to block on the world static section.

I'm attaching screenshots of the arrow BP event graph as well as the components, let me know if any other info is needed to get assistance.

I'm also happy to jump in a call and stream it really quick.

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I also made sure they were in the same "play area" by checking their Y coords and the collision thickness.

dusky cobalt
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Can you show collision settings on tile and on arrow?

cold moat
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Tile Map:

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Arrow:

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@dusky cobalt

dusky cobalt
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try to set on tile:World Dynamic overlap
and arrow: world static overlap

cold moat
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for the tile would that be: OverlapAllDynamic?

dusky cobalt
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just choose Custom

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so you can set as you wish

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but wait actually leave it like this

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in Tile settings search for ''hit''

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and set Simulation Generate Hits

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and see if it helped

cold moat
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still passes through

heavy lion
dusky cobalt
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how does your tile bp look like?

cold moat
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I don't have a BP for the tile map

dusky cobalt
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oh so its like landscape or something?

cold moat
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yeah it's like: right-click > paper 2D > Tile Map

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and then that can just be placed into the world and acts as the world map

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(probably a bad description) i'm new to this swapping over from Unity.

dusky cobalt
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is the arrow collision settings you showed the Capsule settings?

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or just the default root

cold moat
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yes those are when I click on the capsule (collision) component.

dusky cobalt
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is it possible to set coliision settings for root or bp_projectile ? or these dont have ? also is it printing anything or not firing at all?

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also both objectsshould have generate hit events on

cold moat
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Okay so I realized the way I set up my player blue print, the capsule collider was the root

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so i made my capsule collider on my arrow bp the root and now collision is working but for some reason my arrow got rotated to point straight up, and is flying diagonally up/right instead of straight haha but I should be able to trouble shoot that.

Do you know why the root needs to be the collider for it to work properly?

dusky cobalt
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it probalby doesn't need but it might have its own collision properties

cold moat
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hmm interesting

eager thicket
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when i try to extract seconds from a time, it removes the minutes (i.e, 1:30 becomes 30 seconds)

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how do i get 90 seconds from 1m30s?

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and put that to text

little helm
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Is there any way to use navmesh in vertical planes ?

lunar sleet
lunar sleet
cold moat
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I'm making a 2d sidescroller and I'm trying to create a custom event that rotates the shootpoint (or the point that i'm instantiating an arrow from) dynamically in the event tick. Initially i was just using 1 Get hit result under cursor by channel and then grabbing the rotation to set the shootpoints new rotation based on the cursor location. but then I ran into the issue that it was only detecting hits on objects that had collision (so when i was hovering my background it didn't track) so I added a plane for it to detect hits on but it's not working for me.

I'm super new so I'm probably just doing this horribly wrong but if anyone has some tips of:

  1. Should i do this completely differently
  2. If not, how can i make the shootpoint pivot around the archer properly based on mouse location.

Let me know what you need to see, I'll go ahead and attach the section of this blueprint relating to the RotateShootPoint event i created.

granite nacelle
pastel apex
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question, if a character is not actively being possessed, can their velocity still be set?

dawn gazelle
granite nacelle
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could that cause the problem? and how should i go about it

dawn gazelle
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With your current code yes - because you're using "Set Relative Rotation" the first instant the timeline executes, you're setting the relative rotation back to 0.
I think what you need to do is have a secondary float called "Rotation Offset" which you use in the Construction Script to adjust the base rotation of the gate.
Within your timeline, you'd add "Rotation Offset" to the Lerp'd float value and set that as the relative rotation of the gates.

granite nacelle
dawn gazelle
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Well, I suppose on begin play you could get the current relative rotation and store it in "Rotation Offset".

faint pasture
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open is initial + SomeOtherRotation

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use combine rotators

frosty heron
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I need a pair of eye... the map already define a value...

Why do I still get 0 🤔

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it's weird, I also print the bool, the key is found, but the value extracted is always 0

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ok nvm... ofc it's the instance

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had to re-place them on the level

pastel apex
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the answer is yes

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but it won't run physics if they have no controller

versed solar
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Hi, I have a ball and 2 players both aiming at the same goal, i think i've made it so that a player gains ownership of the ball on hitting it, but how do i get the goal to detect who the owner of the ball is on ball/goal overlap?

frosty heron
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Get A ref to the ball -> Get Owner

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altough giving ownership is a very questionable to begin with

versed solar
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i wasn't sure how else to differentiate the goal knowing who the ball was coming from

frosty heron
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Ownership as in granting ownership in multiplayer context.

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you can instead just have a variable in the ball blueprint which points to the owner of the ball.

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and on overlap, check the value of owner from the variable.

versed solar
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ok thankyou

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i'm very new to ue5 though so not actually sure how to do that :)

frosty heron
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are you doing local multiplayer?

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like split screen

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in multiplayer ownership grants authority (with the set owner node)
You don't want the player to have authority over the ball, just the server

versed solar
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ok

frosty heron
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multiplayer is a can of worm though

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won't advice to do it for someone new to programming

versed solar
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i can't say i was thinking that far ahead

frosty heron
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you should consider limitation too. If your game have physich and they have to be networked... well then... that's a mammoth task even for veteran dev

versed solar
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i followed a pong tutorial and it succeeded, so tried to make it again but without walls, characters mounted on a spline that circumevents the play area

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but ran into a road block with having only one effective goal encompasing the arena

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i thoguht i could solve it by the ownership thing, but i didnt realise that had other ramifications :)

frosty heron
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doing pong in multiplayer might be tricky too. If you haven't test with emulation then you should

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the easiest multiplayer to tackle is turn based game

versed solar
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i will google how to do that

frosty heron
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anything that depend on lag, you will have to address

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open console NetEmulation.PktLag x

replace x with the numbner of ms

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and play as client

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since server don't have delay

versed solar
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ok thankyou

mortal coral
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I am noticing that enabling Nanite on some meshes results in collision that is ~5-10x the size of the actual mesh. Disabling nanite fixes this (these meshes are from Brushify, for whatever it's worth).

lament crown
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Hello all, I am new to UE and I am trying to make BP for open/close doors.
I did chcek some tutorials on youtube and I could make it work, but the problem is it works only for one original door.
Lets say I want to have hallway with multiple doors which can be open/close independently of each other. When I duplicate the BP it always works only with the first door, which makes sense because that's what is mentioned in BP.
Does it mean I have to create new BP and Sequence for each door? Or is there a simpler way how to make it work?

maiden wadi
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Generally speaking, you shouldn't need sequencer for this. You should just have a BP_Door or similar and on interaction it should get it's current Open/Closed state, toggle it and then trigger the visual update change.

surreal shore
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Does anyone know why this "loop" is running only for 0.1 seconds instead of updating every 0.1 seconds?

ashen brook
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i want help with my game ,i am having a problem. Its only a two player game which i run as a listen server, I want that the character who wins the game will spawn a widget component above his head (just like a health bar) but i want to spawn widget having his name on top of his head . But the problem i am having that when the client wins and i spawn the widget over his head the server is not able to see the widget but the client can, but when the server wins and then i spawn the widget over his name both the client and server can see the widget . I just cant figure out why on spawning the widget over the client the server is not able to see . Also what i am doing is when i game ends i check in the game mode which character wins i call its player controller and from that player controller i call the events which spawns the widget over the character that is in the characters blueprint

ashen brook
frosty heron
ashen brook
# frosty heron You will need an event that is fired both on the server and the client that sets...

what i do is from the player controller of character who wins i call a run on server event in the character blueprint and from that i call a multicast event which is also in the characters blueprint and in that multicast event i am creating the widget and setting it to the widget component in the character, i already tried the visibility method but it is the same i am getting the same result

frosty heron
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so the event should be initiated by the server where clients call a function too

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OnServer : RoundOver->Get All players -> Run client RPC (Spawn your widget)

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for easy mode you can just have the widget created already but invisible by default.

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then when it's time to display the widget, you can just OnRep_WidgetVissibility

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and your widget simply display a replicated variable

ashen brook
frosty heron
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Actually when I think about it, this is extremly simple

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you don't want multicast

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or client Rpc

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simply just have the widget spawned in every machine

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then toggle their vissibility via OnRep

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where Server the one that sets the vissibility.

ashen brook
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but how will toggle the visiblity of the widget that is on the client

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should i send you a screenshot

frosty heron
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I think vissibility is also replicated actually , you dont need to make your own variable

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just tick, Component replicates to true

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then from there, just set the vissibility

ashen brook
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and all this from the game mode

frosty heron
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can be from anywhere, doesn't matter

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so long the server the one that sets it

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Since replication work from server to client

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changing a value as client will only apply to it self

ashen brook
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so how will i spawn the widgets over the player at the first place

frosty heron
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arn't you using widget component?

ashen brook
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yeah

frosty heron
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just set that to your NameTag

ashen brook
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ok

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ok i will try if it doesnt work i will dm you

frosty heron
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i'm going for dinner

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also other people may benefit from the issue

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  • more people can chip in
ashen brook
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ok

gray lantern
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Im just learning an playing around, I building kind of a simple JRPG mechanic, I have these 3 enemies objects I want to put into my level and access there health to damage them an such with my character, where would I put the array, in the level or the game mode or somewhere else? then how might I access it from the player character? or would I put both enemie and player objects into another bp?

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kinda making a turn based mechanic for context

quartz tusk
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I have blueprints which functions like whenever ever I kill an enemy ai , it will destroy that enemy ai , and then will respawn it after a delay of 5 sec. But when I kill a enemy ai and kill another enemy ai before it respawns then it will only spawns the last enemy ai that I killed

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It won't spawn the first bot I killed

dusky cobalt
# gray lantern Im just learning an playing around, I building kind of a simple JRPG mechanic, I...

The better question here is what is going to be next, because how and where from you can access enemy is key to making the system usefull for you. Just for prototyping purposes, you can create BP_Enemies with event Add Enemy To Array (Array Enemies), put it into the world. If you have your BP_Enemy, you can on begin play Get Actor Of Class (BP_Enemies)(it's kinda like manager) and call function on there Add Enemy (with reference to self). This will add all the BP_Enemy units that are spawning to this array.

Then inside BP_PlayerController/Character you can Get Actor Of Class (BP_Enemies) (the manager one), and access that array of enemies. But then it still depends what is next that you want to build, how you want to choose ''which'' enemy is hit.. which enemy to dmg.. this ''system'' and manager is not solution to that probably. Still good to see how bp comunicates between each other. Also mostly you don't really use Get Actor Of Class, but sometimes when you have managers where you know it's only 1 in the game, it can be really usefull.

gray lantern
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I seeeee

dusky cobalt
gray lantern
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I'm just learning atm an building random stuff

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I'm gunna do that JRPG tutorial next jsut wanna try build this first with out tut

dusky cobalt
dusky cobalt
quartz tusk
#

me

dusky cobalt
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show the code

quartz tusk
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its in my friends device, give me a min

dusky cobalt
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but overall, you should have BP_EnemySpawnManager that takes care of it, hold info who is alive, when enemy is dead it communicates there that it died and initiate respawn of that enemy

maiden wadi
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Just need an AI manager or something that binds it's spawned AI's destroyed event. On destroy, drop it's class into an array and start a timer. At the end of the timer spawn one and remove it from the array. If there are still array entries, start the timer again.

quartz tusk
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yeah, I think I understand it now thank u @maiden wadi , @dusky cobalt

gray lantern
jade inlet
#

Is there a way to run code inside the construction script via a button?

dusky cobalt
gray lantern
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🙏

dusky cobalt
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looks good

jade inlet
#

Another thing I would like to know is if there's a way to set the units of a variable to square meters?

maiden wadi
jade inlet
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Okay, I know have a button, which is really nice so thank you for the tip! 😍
But is there also a way to arrange its position? I want it to be positioned between two variables

maiden wadi
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I can't say for certain but initially I want to say no. I think you would need a custom proeprty thing for that.

stone field
jade inlet
maiden wadi
#

I don't believe so.

jade inlet
#

Okay thanks

tawny kestrel
oblique smelt
#

Hi guys, super new to this but building my first game.

I'm attempting to make a Blacksmithing minigame where the player refines metal on an Anvil. Currently part way through, but I've setup the item check and minigame trigger.. or atleast I thought I had.

When i'm triggering my hasitem function, it seems like its not reaching the True/False branch as the strings don't print, however all the other strings come back and I can't for the life of me understand why it can't check? Anyone have any ideas?

snow halo
#

Hi

snow halo
#

so what im trying to do is pass off this data

#

select says it all

#

i have 4 images/buttons into my widget

#

and also 5 categories

past hull
#

hey, I am having an issue with my NPC blueprint, I last time i closed my project everything was fine but today I launch my project and the mesh has just disapeared. I dont understand why, and I cant delete anything in the BP

past hull
# frosty heron full screen shoots

I think I fixed it by changing parent class and changing it again to character but I still need to put all my parameters back by hand on the components... Really strange idk what caused this

frosty heron
#

Reparenting sometimes "fixed" it but I was told bp corruption is terminal. Something may gone wrong in the future again.

#

also re-parenting pretty much wipe the work you done in that bp class

#

I also had bp corruption recently, in my case I was simply deleting a component

#

but I was also told that bp corruption can happend anytime

#

sometime you can fix it with Durroxigar's plugin, worth a try for future reference

past hull
#

so you think it would be better for me to redo my whole blueprint ? I dont have too much to do but its scary

past hull
dusky cobalt
#

and get used to redo blueprints and system haha 😄 one day system fits your needs, other day you need to rebuild it, unless you do components then these are very universal 😄

#

but this is not from technical point or bp corruption side of things

maiden wadi
#

Source control is free as well if you use something like Azure DevOps and GitDesktop.

frosty heron
#

Yeah I also have source control but the issue with bp corruption, it occurs silently

#

so you don't know how far back you have to revert

past hull
solemn shale
#

have anyone tried to implement csgo like bunny system in ue?

proud solstice
#

Hey there
I would like to know if there's a way to detect the navlink connected to the nav area of where the player click ?

For example, for this zone, I got two navlinks connected to it. I would like to restrict these navlinks to specific units. But, how can I "get" the navlinks connected to that green area when I click in it ?
I couldn't find a lot about navlinks online...
thanks

maiden wadi
# proud solstice Hey there I would like to know if there's a way to detect the navlink connected ...

Why do you need to get the navlinks? You shouldn't care so much about the navlinks. Navlinks use an enabled area class to determine their type. This is NavArea_Default by default. If you want only a certain type of AI to use them then those AI should have a special nav area enabled by their AI controller and things that should not use them should not have this nav area enabled. At which point the basic pathfinding would simply ignore said links for the not allowed ones. They would never find a path there and would never attempt to use the links.

karmic bone
#

When I load up a new Behaviour Tree, it 'remembers' choices I've made in a previous BT and jumps forward to that event. Does anyone know how I can "Flush" the choices I've made when a BT is finished? The choices are stored as Integers in the assigned Blackboard.

proud solstice
dusky cobalt
#

or you could probably also create new blackboard for this behavior tree so it's clean when it launches

final heath
#

I am having an absolutely baffling problem right now, I'm trying to get one of my animations to play via animation montage and it just refuses to work. If I switch this montage out for a different one I've made some time ago it works perfectly fine??

#

The two montages are practically the same, too, they're both in the DefaultSlot and everything

#

And I can get the base animation sequence to play just fine by using play animation on it

maiden wadi
#

If one works and one doesn't, then it'll be the montage asset broken. Ignore the animbp and the playing code here and focus on anything different in the two montages starting from if they're even allowed to play on the same skeleton.

marble badger
#

Hello

#

About the "call in editor" function, how do I keep it saved when adding hierarchical instance meshes?

#

For example, I have a "call in editor" function that creates houses using instantiated static mesh, but if I call it in the editor and save, it doesn't hold if I play the game, I need to call it in the begin play event or in the construction script.

final heath
marble badger
final heath
#

And copying those over to the animation that doesnt work doesnt help

broken roost
#

Hello, im using ue 5.4.4 and got weird issue. I use soft class ref in my actor but when i check its references in the reference viewer - it marks it as a hard reference. Is it a bug or i do smth wrong?

proud solstice
maiden wadi
vernal snow
#

Hi everyone, so i was messing around with Blueprint function libaries to learn how to use them more.
Went ahead, made a basic "Turn Torch Light on / Off" on the player.

Found out that in the Function Library it does it twice
But in the player Class it does it once.
I was just wondering if anyone had any idea why - or is this something that all function libs do?
The Get Player in Func Lib is a Cast To the spefific player class that has the torch.

glass blade
#

Guys, how do i connect these 2 bp's? I want spawn actor node to happen in my modular rifle bp instead

tropic kite
#

is there a node or setup that allows me to define separate x, y values?

#

like a graph point w/o a graph

lunar sleet
glass blade
#

thats a regular bp actor class

lunar sleet
#

Oh ok. So what are you trying to do then, just move the code over?

glass blade
#

is to have them connected, so when you execute the code on the main fire arm class, it would go into bp_rifle

lunar sleet
#

Oh just inherit then

#

Make the rifle a child actor of main fire arm

glass blade
#

it already is

#

how do i tell bp rifle to execute the code though

lunar sleet
#

You can make a call to the parent

glass blade
lunar sleet
#

If it’s begin play you just right click call to parent

#

If it’s a custom event you can call it from the context menu

glass blade
#

mind showing a quick example if you are at your pc rn?

#

just a print string or anything

lethal coral
#

Been following a tutorial from this video https://youtu.be/hz3L1k0qi5k?si=WDN9AlftrolID__1
And I'm having trouble trying to figure out what I'm doing wrong here. Any help is appreciated

In this series we are making a turn based JRPG such as Final Fantasy.

In Part 6 we build and animate the target list menu to appear after you select to attack a target.

You can follow along and download the starter project files from the following link (8.22GB): https://1drv.ms/u/s!AvfMAVHw1KCiwNUC7xXoGpm73Iw4DQ?e=zWgPjw

Gold and higher Patr...

▶ Play video
frosty heron
lethal coral
#

@frosty heron So I need to change the object type, ok I'll give a try thanks

frosty heron
lunar sleet
lethal coral
#

@frosty heron Ok thanks again

warped juniper
#

How do you check throughly the overall cost to run a function / event? It's an area I feel I haven't properly learned enough or seen many sources on it

pulsar osprey
warped juniper
#

Would it be worth it checking both running in editor and a build or is it enough to just check in editor

pulsar osprey
#

a packaged build would probably give more meaningful results

#

you really only need to do this if something is noticably slow though

#

obviously be aware of performance pitfalls but don't worry about optimization

tropic kite
#

I have this angle logic that orients the player to the ground, this works great. I want to use the same logic to generate more / less speed based on the angle of the slope.

warm elm
#

Bonjour people

#

I come in peace

#

I'd like to lerp between post process settings

#

I have a workaround, would it be possible to improve it?

mortal coral
#

I am noticing that enabling Nanite on some meshes results in collision that is ~5-10x the size of the actual mesh. Disabling nanite fixes this (these meshes are from Brushify, for whatever it's worth).

Any idea why this might be happening? They seem like pretty normal meshes

pliant totem
#

if anyone needs i can make a good kicking system for like 5$

warped juniper
# warm elm

I have no idea what any of this is, could you explain how anything of the nodes is supposed to work?

faint pasture
blazing yarrow
#

If I want to move characters without possessing them, am I going to have to use an AIController?

gentle parcel
#

Any suggestion about how to reference a SpringArm/CameraBoom into a component like in the snapshot down below without getting that error? It's meant to connect to a character's head turn towards a target.

dusky cobalt
#

This is component that is on the camera pawn?

gentle parcel
#

Inside the character BP, but I think I've found the solution right now and it seems easier that I thought

dusky cobalt
#

try to Get Character then

gentle parcel
#

That one was the function that sets up / initialize the camera, I had to simply connect the CameraBoom from the character calling the function inside the component I created

dusky cobalt
#

yeah thats proper

velvet pendant
#

Widget dosen't update on Client [only on server] any ideas?

pliant totem
#

if anyone needs i can make a good kicking system for like 5$

gentle parcel
#

Is there any tutorial about how to create a timeline that works directly within a component? Currently timelines cannot be added within components, which is pretty annoying.

thin panther
#

if you just need simple easing, use an interpto, or sample a float curve on tick

#

or, execute the timeline in the main actor, and call a function on the component

fiery swallow
velvet pendant
#

Found the problem

#

the problem was that i didin't replicate the component

#

at all

#

just the variable in it

#

ofc could not work

#

:)))

sonic vine
#

anyone have any suggestions on a better method to alter a map to increment one of the values vs breaking and making?

glass blade
#

anyone know how to rename this montage notify? I need it to be a specific name

#

regular notifies i can name when creating but montage notify i cant

fiery swallow
#

there's nothing special about those type of notifiers

glass blade
#

What do you mean?

fiery swallow
#

oh

#

right click on it

#

you don't see the rename option at all?

glass blade
digital glacier
#

how do i get this weapon to spin indefinetly

thin panther
#

rotating movement component or you can do it in materials

cold moat
#

anyone here amiliar with working with 2D games in unreal?

oblique smelt
cold moat
#

I'm trying to set up a system in mine where my Archer (player) aims at the cursor location and fires in that direction.

#

And I can not get the logic working at all

oblique smelt
#

Wait are you working in 2.5d? I'm trying to visualize your idea

thin panther
#

you can project the mouse cursor to world, giving you a hit location in world, then get the unit vector pointing towards it

#

should work with 2d afaik

dawn gazelle
#

What you're comparing to there is the blueprint assets, what you probably mean to be comparing to is if hit actor is of a specific class.

cold moat
#

nah so it's a 2D side scroller. And the issue I ran into going the hit route (but i couldn't set it up wrong) is that when i'm hovering my background tiles as they aren't collision tiles they don't give a "hit" and in turn don't project a location.

#

So the method i'm attempting right now is:

Add a spring arm called ShootPointArm with a child scene component called ShootPoint (so i can spawn the arrows here instead of the center of my character).

Then I was attempting to convert the mouse location to world space, and then use find look at rotation with the archers location to get the rotation i would need to fire the arrow at the cursor. then update my ShootPointArm to march that rotation.

#

that's where I'm at right now ignore how ugly it is i'm like 4 hrs deep of different methods lmao

#

@oblique smelt

#

& @thin panther

oblique smelt
#

I'd setup your mouse position as its own variable

#

and then create a function for firing at it

cold moat
#

I'm happy to jump in a call or provide any screenshots you may need lol I'm really new to Unreal just made the swap from Unity.

#

okay I'll try setting that up first

devout crown
thin panther
#

can you show us the output? It's quite hard to visualise the output without knowing what it's doing

thin panther
devout crown
#

and download and import any of them that he wants to the game environment

cold moat
#

and it's printing the result from the Find Look at Rotation right now.

thin panther
#

your shooting direction should be as simple as normalize(world space mouse location - player shooting location) off the top of my head

cold moat
#

Alright I'll give it a try, and then I would just set the world location of my shootpoint using the result of that right?

thin panther
#

no, a normalized vector is around world origin. You'd multiply it by the distance you want and add it to the starting location.

#

if it doesn't work, you'll have to excuse me, it's 2am and I'm running on fumes 😆

cold moat
#

np at all i appreciate the tips i'll keep at it. Have a good night

thin panther
#

let me know how you get on, I might have more tricks up my sleeve :P

hollow tendon
#

Why in the loop it prints the json but in the finished exeuction lane it prints nothing

digital glacier
#

do i need to cast here? can i just get gun type by getting a reference of the target?

#

this is where gun type is stored btw

frosty heron
#

altough having the gun Type in the widget is 🤮

#

it should be part of your weapon / combat component (an actor component in your character)

thin panther
#

since guns often have different shooting behaviour and properties and animations, is there any reason your weapon isn't separate actors that you attach?

cold moat
#

Expected output: My ShootpointArm (spring arm) and shootpoint (scene component) will rotate to point towards my mouse location. When I click an arrow will spawn from the ShootPoint and fly towards my cursor.

Result: The debugs I've drawn look like my shootpoint is actually rotating to be on the inverse point of my mouse position and also isn't aiming the arrows in the proper direction? (video attached)

Any help would be greatly appreciated I'm so lost lmao

cold moat
#

@bold plover this is where i ended up so far

wind atlas
#

Hey everyone!

I have a quick question about the Projectile Movement Component. Is there anyway I can speed up the speed of the projectile after the projectile actor had spawn?

I tried this but it is not working:

thank you in advanced!

frosty heron
#

@wind atlas what if you change the velocity?

#

not velocity in local space

#

just change the velocity variable in the projectile movement component

wind atlas
#

i did change in velocity too

#

it didint work still

frosty heron
#

well did you change it exceeding your max speed?

wind atlas
#

ooh

#

!!!

frosty heron
#

I mean, I didn't check. just making guesses atm

wind atlas
#

am testing rn will lyk if it work

wind atlas
frosty heron
wind atlas
frosty heron
#

slowed it down after 0.2 sec

wind atlas
#

i see

frosty heron
#

Yeah, look at the video

wind atlas
# frosty heron

omg ur game look so cool!

still doesnt wokr for mine tho (test slow down like ur code too). what am i doing is that the projectile will overlap with a power up and then it will speed up mid fly

Idk if that affect anything or if changing some of the details setting affect it

frosty heron
#

do a print string

#

also you can change the max speed to 0 if you don't want a limit.

wind atlas
#

message was printed. but bullet did not slow down/speed up. set max speed to 0 too when tested speed up

frosty heron
#

sorry I am out of ideas, the only difference I can spot soo far is that I don't have gravity enabled (sets to 0) and also no bounce.

#

which I don't think is related but sometime shooting in the dark can hit a mark

#

if you can take a video, that might give some picture too

wind atlas
#

yeee i will try to figure it out! Thank you for the help! Will send a video if i am super super stuck!

devout oak
#

How would i get a on component begin overlap to constantly check for a players state? ex. if the player is crouched or not

#

i currently have it going through a event tick for this instead of an overlap

jovial steeple
# devout oak i currently have it going through a event tick for this instead of an overlap

A OnComponentBeginOverlap node cannot "constantly run" anything. The OnComponentBeginOverlap node simply fires once when something overlaps with the component. If you want to "constantly run" logic (run logic each frame of the game) you will need to use the EventTick like you have done. Event tick is called every frame of the game.

This is an example of how begin overlap and event tick are used together.

jovial steeple
devout oak
#

the only thing i dont get is earlier it was working fine no errors and now all of a sudden im getting them

#

there is my crouching in my character bp

jovial steeple
#

I see your AsCTopDown is actually a variable on that blueprint. It must not be getting set properly.

devout oak
#

its an object ref to my character bp

jovial steeple
#

It is invalid at some point, whenever that code is called.

#

Invalid meaning, its equal to "None" and doesnt reference your character.

fiery swallow
jovial steeple
#

Do you understand how reference variables work in the first place? Many beginners struggle with this.

devout oak
#

I mean i thought I did

#

the error node is the set crouched on the event tick

jovial steeple
#

If you wanna call, I will help you fix it.

maiden wadi
#

Too much complication and tick for a simple event driven two variable state machine.

digital glacier
#

anyone know how i can get like a youtube video for example to load in unreal engine? ive seen it done before with google drive mp3 links, thats fine as well, i just have no idea where to even start with that

fiery swallow
#

you just need the browser to link to the Embed youtube video

spiral ridge
#

Hello! Need your help. How can I add new one tag to existing list, and delete another one?

solemn shale
#

im creating widget on beginplay, but it creates 2 times when i try listen server with 2 player

wind atlas
humble wigeon
spiral ridge
warped juniper
spiral ridge
humble wigeon
#

You might wanna check if the retuned index from the Find function is -1 to check if the tag was actually found

humble wigeon
spiral ridge
#

My solution (not elegant, but it works). First I check what the beam hit (by tags).
Then I send a signal to a specific blueprint via the interface.

dusky cobalt
#

Why are you just not remmoving the tag name from the Array?

dusky cobalt
#

Interface is the way to go

humble wigeon
spiral ridge
dusky cobalt
#

You Hit Actor, and send event Yo, you just call it to everything you hit, BUT if it doesn't implement interface, it's not gonna get the event trough(it's like you didn't connect cables to that villiage yet, so they cannot watch the tv). It means you can implement that interface only on things you actually want to HEAR you. Even better, all these things can do different things! Lava might say Hi, Block may say Hello, Button might Run.

#

you can also tell these things you hit, Hey bro, give me your ID! and if it implements that interface and event, it will have to give his ID (so you can use Get Tag).

humble wigeon
frosty heron
wind atlas
frosty heron
dusky cobalt
#

Is it common practice to for example use different class of Playe State in Main Menu and different one in the ''game'' or ''level''?
Or mostly PlayerState doesn't matter in the main menu, so it can be used the same as the one already in the level? I ask mostly about singleplayer. Multiplayer probably has it's own nuances... or would be easier to say different Player State for different ''GameModes'' (even if they are exact the same, maybe would be good to create children of each Player State for different GameModes). I'm looking for examples how you guys do it or what are the practices.

dapper fern
frosty heron
#

Check if you hit anything to begin with.

maiden wadi
# dusky cobalt Is it common practice to for example use different class of Playe State in Main ...

In single player you won't really need a special class of PlayerState more than the original APlayerState in the main menu. The most you'll use it for is to get PlayerName from it for like someone's Steam name or console specific GamerTag. In a main menu you will rarely need much more than a special playercontroller and HUD, and with that a GameMode to specify both of them. HUD you can also kind of get away not using too since it'll mostly just be pushing the main menu widget to viewport. The PlayerController is a bit necessary for initializations as far as console go. Less important for PC.

#

And to add to that, even in multiplater, the basic PlayerState is fine in main menu. Cause you're still singleplayer at that point anyhow.

dusky cobalt
#

Thanks, that helps!

dapper fern
primal hare
#

How can I fire up multiple, separate chains inside a BP, when one thing happens (ie a custom event) ? I can connect them all and end up with spaghetti, How to avoid it? Something like "named node" in the Material Editor .

dusky cobalt
#

s + left mouse click

primal hare
#

yes but that does the same spaghetti thing

dusky cobalt
#

you can probably then create custom events for each of the separate chain and then just call these events

primal hare
#

hmm yes, line them up in a chain

#

I don't know why I feel there was amore elegant way, but I'm forgetting or mistaken.

snow halo
#

Hi I wanna ask a question

#

why is this able to change test_image

#

but doesnt work on this image inside of that thing

#

Test_image is that big white thing top left

#

I guess it's because its transparent right?

autumn pulsar
#

Does UE have a sort of "Noclip" movement mode?

#

Where you ignore collisions

maiden wadi
# autumn pulsar Does UE have a sort of "Noclip" movement mode?

Depends on the collisions you want to ignore. If you just want to fly and ghost, easy. If you want to walk on landscape, but walk through walls, your walls need to not share the same type as your landscape and the capsule needs to block landscape and not the other for example.

autumn pulsar
#

I guess I'll be more specific, I'm trying to do a ledgegrabbing system, and I'm trying to come up with a way to actually handle movement on the ledges themselves

#

As well as transitioning to the spot

humble wigeon
# snow halo

is this like a radial menu Widget? And are the nodes in the first picture inside this Radial Menu Wdiget graph?

#

Might be a stupid suggestion but maybe you have to connect the TestImage node to the Set Brush from Texture node?

humble wigeon
autumn pulsar
#

I don't actually care too much about my pawn collision since I'll be driving a lot of the movement via trace validation

humble wigeon
# autumn pulsar I have to get pretty close to the wall

Not very knowledgeble about this to be honest 😅 but you could try having a look at Collision Presets and Collision channels inside the Pawn class you're trying to implement this into and uncheck the check mark under "pawn"

#

See what that does maybe?

languid hemlock
#

Is there a way to read .sav (SaveGame Object save file extension) in packaged game?

I have a house architecture project and i want to export the houses i made and import the other houses with .sav files. I can achieve this by pasting the file into the Saved folder, but it needs to be done in an easy way from within the game, not manually. I guess its not possible with blueprints. Is there a plugin for that?

dusky cobalt
#

Can I send player choice to the GameInstance to be read by Player Controller when setting things up?
Like I open level by gameinstance and at the same time I could set variable like weapon that player chose, and then read it in Player Controller, by Get GameInstance > Interface Get Weapon > and inside Player Controller, spawn that weapon in Player hands or something like that. Is this valid approach? For context, player can chose ''weapon'' before starting mission.

autumn pulsar
maiden wadi
autumn pulsar
#

try checking your compression settings and make sure it's set to UI

#

wasn't sure if it was a texture or not

#

What does the font look outside of game?

#

oh weird

maiden wadi
# dusky cobalt Can I send player choice to the GameInstance to be read by Player Controller whe...

I'd recommend some sort of savegame in the game instance that can house the state of player chosen things. If you keep their progress in a savegame, you can also write their choices there. Since the savegame is held in the GameInstance it won't need to be loaded every map change and you can just pull whatever data you need out of it for initialization in the map. This is how I do pretty much any singleplayer stuff that transitions to another map. Like in my mech project I have to set up a player's company and other data in a widget in the main menu. This just writes data into a new USaveGame which is set as the ActiveGameSave in a subsystem of the game instance. When loading into the "world" map, it can choose to initialize the game based on the fact that data is missing from the savegame which then sets said data. And the same savegame is used through the game to save general and specific map data.

dusky cobalt
# maiden wadi I'd recommend some sort of savegame in the game instance that can house the stat...

Hmm, so that's more or less good direction I wanted to chose. For more context, before every mission you can choose different faction you start as. When player starts, it get's teleported to starting location, and in player controller I spawn starting buildings and other things. Now I need to change what is beeing spawned based on what player choose. So would be saving this choice be okay in the Game Instance (since this is first player ''contact'' with any blue print trough Start Game button which is calling to GameInstance where is event Open Level. So with the same event that opens the game (by Start Game button) I could also send variables player chose (let's say faction, difficulty level, and maybe something else..), then when player is getting spawn by Game Mode (pawn possesing), at the end Game Mode calls to Player Controller and Player Controller can grab info from Game Instance? Would that be correct flow? If it would be multiplayer does it get much more complicated?

maiden wadi
#

Maybe. I'm reluctant to say put it in the gameinstance directly. The thing is that you need this information in the game anyhow and it needs saved if you choose to allow them to save their progress. So it makes sense to turn it into a savegame with the data instead of putting it directly in the game instance.

For the multiplayer aspect, that depends. Stuff like this is more like a lobby. And a lot of people do this by seamless travel and passing data through the playerstate's copyproperties. But you can also do it by the same savegame/globalobject method by mapping a player's picked choices to their unique net ID which is infinitely safer due to connectivity frailty issues.

slender harness
#

any one use enhanced input mapping yet?

digital glacier
#

can i use 2d meshes on this? or would i just scale one of the params to 0? this is a widget pointer, its a ball but i want it to be a 2d icon or sum beause this is a bit ugly

fading raptor
#

Hello everybody ! I'm trying to make a platformer 2.5D & I'm on the part in which I'm trying to get the player to move in the depth with the help of splines (and it works pretty well) so I can make visually appealing things later on. The problem now is that I can enter the spline on one side only and same for the exit. I was thinking of making a check in which if the player has the boolean isIsSpline activated it gets him off the spline & inversely. But it does an instant on off, I was then wondering if there was a way to check on which side the player enters the collision boxor if there's another way of doing that. Thanks in advance !

dawn gazelle
#

You do have the right idea I think... Just have a bool that checks whether or not they are "in the spline" and if so, exit, otherwise enter, and you can adjust the direction of traversal along the spline based on which collider they entered with.

fading raptor
dawn gazelle
#

Plug in "Player Ref" to the target here to retrieve the bool just to ensure that you're going to have a valid reference to use regardless of which side you enter the spline from --- right now it would only ever work correctly if the "In Box" was triggered first.

What you may be seeing with the instant on/off problem is that there could be multiple components on the player that can be triggering the overlap events, potentially solved by checking if the root component of the character is == to the "Other Comp" and only proceeding with the rest of your logic if so.

storm solar
#

how do i make all objects attached to an actor dissapear when using a disolve material?

faint pasture
snow halo
#

isn't this interface supposed to be passing the data?

#

Im already populating it

#

I tried print string, nothing comes out the other side

storm solar
# faint pasture Where's the part where you gather all the objects?

Realized I'm asking the wrong question.
Im trying to get an actor to fade out. I'm using a disolve material and it's okay, but I have to apply each material to every object attached to the actor. Also the material changes the original color of the actor. Is there...

  1. A way to fade out the actor and all objects attached to an actor without individually adding them.
  2. If i need to go the material route, have the material im adding to an actor be the same properties as the actor?
wide condor
#

can enyone join my the 1 voice channel and help with my blue print i am really stuck with my item inspection system it would really help

tropic token
#

is there any way to do regexp in blueprints? like check if text has letters only?

solemn shale
#

Where is the best place to create widget like ammo, healthbar and other stuffs in multiplayer? Playercontroller? CharacterBP? or HUD maybe

graceful gust
#

i have an issue with saving post process settings. whenever i save them, then when the game is loaded the next time the screen is black. changing fov fixes the issue for some reason. This issue does not come from loading the settings, it just appears from saving them.

graceful gust
#

the settings are chromatic aberration and film grain. doesnt matter if they are turned on or off, just saving them makes the screen black next time.

slender harness
#

anyone run into an issue in PIE where, if you use a mouse command like right click, it works, but doing again doesnt. But if you bring up your console, and then close that console the mouse event works again once.

graceful gust
#

im so confused

faint pasture
#

This is a good usage of some project-specific master material

faint pasture
#

hell even Character can work if you're carefu

drowsy rivet
#

Hi everyone! can someone help with that problem? I overrided get aiming rotation but parent node did not showed up

storm solar
mystic blade
#

Is creating cube world like terrain generation feasible with just blueprints? I don’t mean like Minecraft terrain where you can break every block. The only layer you will see is the surface, lakes, oceans, mountains and dungeons that go below the earth. No mining.

faint pasture
mystic blade
faint pasture
mystic blade
storm solar
mystic blade
#

Pure blueprints with reasonable framerate

faint pasture
#

I doubt it was full BP. I mean it could be, but that'd be a really awkward way to do it. BP just doesn't like scaling to heavy systems like that.

mystic blade
#

It’s just the top layer tho

#

Not anything below it

faint pasture
#

dungeon?

mystic blade
#

Just that and oceans

thin panther
#

That's still a considerable amount of data. One of BP's biggest weaknesses is large loops, which this is

#

Better off just buying some out of box generation system imo

#

Or learning the C++

faint pasture
#

Basically BP is almost full-featured, it's just about 100x slower than C++. Whether or not that matters depends on how much work you're doing. With stuff like this, it's a good bit of work.

dusky cobalt
# snow halo isn't this interface supposed to be passing the data?

you need to implement interface on something, go to that event, plug data, and then call it from anywhere when you ''hit'' or interact with that item that has this interface, you call to it Pass Info (better would be Get Info) from that thing you just hit. ANd that thing you just hit, had that interface, with plugged data inside.

faint pasture
dusky cobalt
# drowsy rivet can someone help?

You are calling function, where you plugged again this function. So if you call it first time from somewhere, it will be calling first the event, and then 2nd node (which is again itself), so it's infinite loop.

faint pasture
marble badger
#

How can I remove extra spaces in a string?

#

"like this"

#

to "like this"

drowsy rivet
drowsy rivet
dusky cobalt
#

when you can Get Aiming Rotation just provide rotation from outside

mystic blade
#

You guys act like blueprints run like dog ass compared to c++

#

Compile time is for sure slower

cursive cosmos
mystic blade
#

But actual game performance is probably not very noticeable

cursive cosmos
faint pasture
#

and BP does run like dog ass, but whether or not that matters depends on what you're doing.

mystic blade
#

:(

faint pasture
#

it won't matter for some input routing and simple logic, even a bit of physics on tick is fine.

#

if you need to do a LOT of something REALLY FAST then it's not the place for it.

mystic blade
#

I’ve seen really performant games made with BP. Punch a Bunch is an example

faint pasture
#

and I'd know, I've implemented some pretty crazy stuff in BP while prototyping. Moving them to C++ made them about 100x faster

#

Punch a Bunch is doing nothing in BP, pretty much

#

the actual number crunching is in the physics scene and all handled C++ side

drowsy rivet
dusky cobalt
#

call to parent and calling the same function

faint pasture
dusky cobalt
#

if you want call to parent right click on node and call to parent

drowsy rivet
drowsy rivet
dusky cobalt
#

it's because if you have parent class that implements interface and parent class has already some code for this function, and then you have children class of the same function, **you can either override it completly **and make it ignore the parent ''logic'' or you might want the children class to actually first check if the first logic in parent class is ok, and then add new logic on top of it (like 2nd check, )

drowsy rivet
#

I have beedn trying to find that parent but just made the loop for 30 minutes

#

thank you!

dusky cobalt
#

example Parent Class checks Is this thing yellow? and Children Is This thing green? you can shape it in a way it either checks if both are ''true'' or only the more ''close'' one (only children) if you don't call to parent

snow halo
#

If not then it's called on this image

#

true?

snow halo
faint pasture
#

put a breakpoint, or a print string

snow halo
faint pasture
#

print the value of Action Control UI

#

what do you get

snow halo
#

nothing

faint pasture
#

does a print string Hello after the interface call even print?

snow halo
#

you mean this?

faint pasture
#

no

faint pasture
#

put breakpoints, put prints strings, make sure it works

snow halo
#

Ok this works

#

Ive tested it

snow halo
#

✔️

#

✔️

snow halo
#

I also got this on character

#

doesn't work 👎 📉

#

also doesn't work 👎 📉

faint pasture
#

what is it

dusky cobalt
#

ok I see Person Character and Radial Menu, who actually has info (variables on this event)?

dusky cobalt
#

ok, where is inventory?

#

go to inventory and to the interface

snow halo
dusky cobalt
#

ok, but it's not this event

#

ths is Check If Item handheld

#

you need to go to interface Pass Info 2

#

On the left in inventory you ahve category Interface

#

and there is Pass Info 2

#

click 2 times on it

#

and here you connect all the data.. when you do it ping me, well do it step by step

snow halo
dusky cobalt
#

ok, just to make sure, you want to extract data FROM inventory system in OTHER PLACES ?

#

so other places can ''read'' it

#

like they are supposed to call, hey inventory show me what u got

#

ok, go back to your Blueprint Interface

#

you have wrong outpots/inputs then

#

just create new event maybe at this point

#

for ''testing'' so you can see

#

you need to create all these variables as OUTPUTS

#

dont create any input

#

when u do it, click 2 times on the interface event in the inventory system

#

the new one you created

#

you will delete the old one later

dusky cobalt
#

nice, now here in this place you feed the data

snow halo
#

I got em here

dusky cobalt
#

go b ack to event and add 2 inputs (as in the purple node), and then connect everything again in same way, just in this new place

#

i think you have to think more about the architecture of this system, i can show you how to extract data, but i can already see some things not making sense

dusky cobalt
#

you need to feed data it now, so we can call it in other places and extract it

#

you will have to somehow Get InventorySystem > For Testing ( call ) and it will give you that data inventory system has at that time

snow halo
dusky cobalt
#

now go to wheel

#

do you have reference to inventory there?

#

nice, get it, drag from it and call For Testing

#

no

#

dont implement interface on it

#

Get Inventory System variable

#

drag from it and find For Testing (Message)

snow halo
dusky cobalt
#

here you go

dusky cobalt
#

looks a bit like you want to do 12 things at once

#

break it into small parts

#

think where you store data and how to access it

#

did you understand how this interface event was the wrong ''way''? or it didn't help you ?

winter plume
#

am rapidly starting to understand how unreal wants me to think. also am i completely neurotic about routing? lol

#

question for yall, what's the distinction and use cases for event dispatchers vs interfaces? because it seems to me i can almost use them interchangeably

high gale
#

I am trying to make a widget be visible when an AI controller sets its state as "chasing" but when I try to cast it keeps asking for a wildcare object and I dont understand what it wants

compact trail
#

just starting out, and have tried searching unreals documentation, as well as youtube videos. i need help with programming projectile for 2d top down game obviously firing in whatever direction player character is facing at moment its not 8 directional at the moment. TIA

olive yarrow
#

any ideas how i could make my spring arm bouncy? I've got a car driving along a flat surface and the cam lag helps a lot but im missing that "oomph" y'know?

Any cheap ways to go about it? I'm thinking of offsets clamped in ranges.... but... idk..

winter plume
olive yarrow
dim siren
#

Maybe a vertical cam shake with a dynamic scalar based on the vertical velocity of the car.

winter plume
#

yeah you might not be looking for a solution to the spring arm at all. you can have the lag be the sort of base and applying a game shake will give the oomph

olive yarrow
winter plume
olive yarrow
#

No worries, every bit helps! Sometimes i overlook the simple stuff and just shootin' the breeze here helps

winter plume
#

i know what you mean. i like just talking through stuff as well. i've got 10 years of experience in game dev and am like brute forcing my exposure to unreal because there's a job i would really like to get

#

and it's low key maddening being able to conceptualize whole systems and spend 4 hours dicking around with simple stuff

olive yarrow
#

i have never felt more in agreeance with something so heavily in the last few days than i do now

snow halo
#

I guess I'll just use cast, since it's not all that bad if its in memory

#

because this is about a quick action/selection or item UI in the form of a radial menu

high gale
#

I am trying to make a widget be visible when an AI controller sets its state as "chasing" but when I try to cast to the widget it keeps asking for a wildcard object and I dont understand what it wants

dawn gazelle
high gale
#

how do I get a reference to it?

dawn gazelle
#

The reference is created when you use the create widget node. The return value is the reference to the "spawned" widget.

#

So depending on where you store it, you'd have to either access it from the place you're storing it, or pass along that reference to other objects so they can access the reference.

high gale
#

I have the widget stored in my enemy base and want to pass it to my ai controller

dawn gazelle
#

So you have two options... You can pass the reference to the AI controller from the Enemy Base, or you have to get a reference to the Enemy Base from your AI Controller and then you can access the widget variable from the Enemy Base reference.

#

Assuming "Enemy Base"'s controller would be your AIController, then from your AIController you should be able to do a "Get Controlled Pawn" cast that to your Enemy Base class, then if you're storing the widget as a variable in there, you should be able to get it from there.

high gale
#

then do I cast again as the enemy base to the widget?

#

I have the widget as a variable in that enemy base but I don't understand how to get that variable out of it?

#

out of the cast node I mean

frosty heron
#

drag that and type your widget variable

#

but honestly this is bad design, why should anyone know about the widget..

#

Having an object telling the widget what to do is beginner trap.

#

Instead the widget should read from it's source or owner

#

establishing one way dependency

#

so Your character doesn't need to know about the widget

#

its' the widget job to read the character's HP

high gale
#

Well my idea was to have a widget that is set to hidden by defaut, then when the enemy spots the player the widget would be set to visible and would chase the player

#

its an exclamation mark widget

#

for a stealth game

frosty heron
#

Character -> Take Damage -> Widget -> Set Hp 🙅‍♂️


Below is better

Widget Created -> Get Owner -> Bind to Take damage event
Character -> Take Damage -> Broadcast Take damage event

Widget -> Update Visual

frosty heron
#

and update it's visual accordingly

#

same principle above

high gale
#

I can see your point but I am curious to know why this method is considered bad practice though? If it is because of casting it should be fine since its an enemy to the enemy AI so they are already going to be dependent on eachother

#

This is my graph for reference

frosty heron
#

Nothing to do with casting

#

You want to establish one way dependency

#

as stated above

#

Your character doesn't need to know about the widget

#

it doesn't need to tell the widget what to do

#

The key point here is widget just read

#

If you do that, you will have a self contained codes that is scaleable and prone to less bug

dusky cobalt
#

it's very good advice, these are just good programing practices

high gale
#

So how would I do this then, with event dispatchers you think?

dusky cobalt
#

your way works too, but you will realize very quickly the mistakes of your system

high gale
#

I have been using youtube tutorials my entire experience with Unreal and this is my first function of sorts that I am making without a video to follow

frosty heron
#

I been there too and done the same (Having bad design until I was adviced otherwise by nice people here)

dusky cobalt
#

learn the tools, not the ''tutorials''

#

not how to, but why

high gale
#

I have a small understanding of event dispatchers so I could try to do some of that here

dusky cobalt
#

dispatchers are go to 99% of time for health changes or similiar

high gale
#

So I have this "On Spoted" event called when the AI sees the player in my AIC then in my enemy base I have this. It is giving me an error though and I don't really know what to do with this now

#

This is in my AIC

frosty heron
#

and bind the event from there

high gale
#

the return value isint going into the bind event from here

#

did I put it in the wrong place?

frosty heron
#

Yes

#

create a variable in your widget, call it AI controller of your type

#

then make it instance editable and expose on spawn

#

when you create widget , pass the ai controller

#

Then Widget OnConstruct -> Get AI Controller -> Bind OnSpoted event

high gale
#

ik the widget looks like shit, I will change it later lol

frosty heron
#

Go to the graph tab

snow halo
#

Is there any better way to do this instead of making 8 seperate functions for setting the textures into these ones

#

and making 8 seperate functions for checking if they are already having a texture, and if not then have them opacity 0 etc.

#

I already have a crapton of functions from trying to set individually the visibility of each slot's selection indicator . etc.

#

which is not as bad as some other things I tried earlier

#

that would not even be possible to fit in here in one screenshot

#

or even 100 screenshots for that matter xD

#

I dont even remember why I created this one but it looks like mode changes the category of each of these visibility switches

warped juniper
#

So I have a simple but tricky issue I'm unsure how to sort...
If I want the actor's forward vector to change instantly to match up with their current movement direction, how can I set it up in such a way it actually reflects it visibly?
Currently the test mesh just isn't turning around. (I know a turn around animation will be needed but that's a later issue...)

boreal crypt
#

I mean you can SetActorRotation, but if the actor is using rotation from controller then you’ll need to set the controller rotation.

coarse tide
#

I'm trying to make a projectile (2 arrows) fire faster. Any idea on how to do that? I've tried a few things..

open dune
#

❗Hi! I'm doing a Turn-based game project and I got some error about when a player's turn, player and enemy's character will get data from a structure and database. After got data it will spawn actor for each actor's character. So what happened was It's not spawn a enemy actor and has a collision error and I try change a "Collision handling Override" , It's spawn a actor but didn't bring a data to my battle actor Component. Anyone can give me a advice? 😅

rough cedar
#

Hi! I'm trying to spawn an actor (not player character) and find out what the nearest spline point is to where they spawned. I can only seem to convert world location to distance and location along spline, but id really also like to take that data and get the the nearest spline point as well

frosty heron
coarse tide
frosty heron
#

and freely change the velocity after

coarse tide
maiden wadi
frosty heron
#

Trying to find a way to push NPCs around my character if i bump into them. Is there other way instead of using sphere collision?

runic ore
#

(I mention CMC as it also applys an impulse on dynamic objects you stand on)

frosty heron
#

hmm add force and add impulse don't seems to do anything 🤔

#

gonna keep trying

runic ore
frosty heron
#

oh wait, add impulse works

#

but i have to multiply a normalized vecrtor by 10k for a minimum force

runic ore
#

hmm I currently don't know the metrices for forces in UE, so either it's very big, or expected 😄

frosty heron
maiden wadi
balmy onyx
#

is there a way to connect both layerblends to the base colors at once?

frosty heron
balmy onyx
#

so i gotta create all the pins in one?

frosty heron
#

I don't know what your node is doing but your base color takes in 4 param. R,G,B,A

hollow bane
#

Hi I have a little math issue i need help with. I have three vectors I want to use to calculate a circumcenter of the circle they are surrounding. Is there any video or guide on how to achive this in blueprints?

#

i want to set an actors location based on that circumcenter vector i would get

frosty heron
#

@hollow bane #game-math got math nerd if no one answer you here.

hollow bane
vital adder
#

How can I get an array of all the actors curreny visible on screen?

#

line traceing will not work in this scenario

#

because level can be big

hollow bane
olive ferry
#

Hello,
What is a good solution to handle "hide floors" mechanics? Are data layers good for that? I can hide layers content in runtime

#

Maybe some alternative options?

vital adder
fiery swallow
#

But there's no built in function that will automatically return every actor that is currently rendered (I'm pretty sure anyway)

#

You can make it yourself by iterating through every single actor in the world yourself, but ofcourse that can be hard on your cpu

#

Oh hey I totally forgot about that haha, what was your solution?

frosty heron
#

Baked the points X_X

fiery swallow
#

Or rather, what was wrong with the way you were doing it

#

O

#

I remember you not wanting to do that

frosty heron
#

So using anim notify state, I sliced them

#

then for current time, replay everything that hasn't been simulated yet

#

Yeah, but I can't find other solution, so this will do for now

fiery swallow
#

Glad you got it working atleast, I'm expecting elsword 2 from you in a few years 🤣

gentle urchin
#

I had various results using WasRecentlyRendered

#

maybe i just had inferior function calls

fiery swallow
#

It worked for me when I used it a few years ago 🤔 I had the tolerance set to 0.2 or something like that

#

Tbh, I used it in a very simple way, I have no idea what it's limitations are

frosty heron
#

Squize sorry to bother you, are you deep into EQC?

vital adder
fiery swallow
#

Honestly I'd be surprised, I don't think there's an efficient and easy way to return a list of actors that are actively being rendered on screen

#

Might be more helpful if you explained what you needed it for

#

There may be alternatives

civic sundial
#

Silly n00b question: I want to align a pawn's location to an actor's location, but I don't want to align the pawn to the pivot of the actor. Can I add some kind of dummy to the actor blueprint and get the location from that, or is the best solution to just add an offset to the pivot location instead?

#

I guess I could add a bone to the actor's mesh and use that 🤔

#

Ah, it will need to be a skinned mesh component in that case, and that sounds like a silly workaround

#

Awright, figured out that a SceneComponent is probably the way to go

snow halo
#

So I got this array, it takes name properly from my inventory data like for example rock, but then can't find a thumbnail for it?

#

and then how does it know which thing to set it to if I can't connect to it an array element reference?

#

although it should probably be image, not CustomShapeButton

#

oh so now it's getting the SET reference

#

but it doesn't work because it says 'Brush Image' and 'Texture' shows no debug data by the time I get to the last node, which indicates those light blue lines (texture image references) are just empty

#

although note that image is inside of a nested hierarchy like this

#

it's also using a button plugin called (CustomShapeButton) for those buttons, instead of regular buttons

#

if I drag in an image outside and use that then im 100% sure it's gonna work, a test_image outside of any of those hierarchies will actually begin to work and get populated by any set texture2d, not sure if it would work with my data table loop though

#

but something about nested images inside of this CustomShapeButton hierarchy causes them to not work for some reason

#

and its like that my data-table loop is also wrong because thumbnail and array element always says "no Debug Data"

maiden wadi
#

Drag off of the array element and do SetBrushFromTexture and plug the thumbnail into it.

snow halo
#

oh it works!

#

but it's populating every single one of those

#

I guess I'll make an find slot function similar to my inventory system

#

and use the index or find index etc.

frosty heron
#

@snow halo they should be a child of something

#

then you can just get children of that and store the result to an array

snow halo
frosty heron
#

you can make image a custom widget too

#

you get all the widgets and storing the one that is your custom type

snow halo
#

dont need to add any more visual complexity, trying to keep the code simple and readable at the moment because it will get more complicated down the line

frosty heron
#

work smart not hard

#

populating them one by one is laborous task

#

and not scaleable

snow halo
#

I'd be having to do that anyways though

frosty heron
#

not really

#

you can iterate over a parent and just get the one that you want (your custom image)

snow halo
#

So anyways, now I made a function that will check if the Item already exists and it will begin at the start of every item. I guess this function should only continue to the return node only if row is not found?

#

or do a thumbnail !== to a similar thumbnail already contained in our array

#

Something like this

#

it still fills them all up

#

but then it doesn't fill them up with anything new, because earlier without this it would actually go ahead and replace all the slots with a new thumbnail if picked different one

stone field
stone field
#

No, it just doing return. It is doing the same return for both true and false, one explicitly shown with a node, one by default. You need to add an Out variable

#

Then read the out variable with a Branch over in the EventGraph

snow halo
#

oh youre right because even if it's false it will still escape the function, this is not a macro

#

although now that i think about it in macros that also happens

stone field
#

All function nodes will continue execution once ended as far as I remember

snow halo
#

macros are not functions though, I usually use them instead of functions and they dont automatically assume you wanna continue after the macro is done

#

meaning you have to create an execute

stone field
#

Hmm, possible. I avoid macros since you can't debug them

snow halo
#

otherwise its empty on the other end

#

true, anyway

#

it looks like now I just disabled replacement

stone field
#

So, did you add the Out variable boolean

stone field
#

all righty, you should be a step closer to what you want at least now : )

snow halo
#

I tried to debug what the name of that thumbnail is

#

and all I got is empty print strings

#

literally empty

#

I wonder if its comparing the names of those Texture2D files or what

#

I also think of an other idea, which is to literally assign a name to each slot

#

or I could also make a dictionary variable that will hold a reference to everything directly

#

or make some new enums or switch-selectors for my thumbnails.

#

to avoid making too many branches & too many functions like I would do before

#

which is an improvement, im also kind of scared of using too many for each loops, as i wonder if thats gonna cause FPS slowdowns

#

but its only 8 slots, so it's not too bad

stone field
#

Using breakpoints to debug-step through your code may help figure out what is going on - hard to tell at a glance remotely

snow halo
#

I wonder what will happens if I put a do-once here.

#

It only populates one slot

stone field
# snow halo It only populates one slot

I would recommend using Print Strings and/or debug breakpoints to figure out what you are doing, rather than stick in a DoOnce without really understanding what is going on

snow halo
#

I will arrange these from the index I want them to start, because it looks like it's populating first the 6th slot. etc. Where I will make it start from top left

snow halo
#

All this time im using breakpoints

#

and before I tried print stringing the return values of those thumbnails

#

and nothing came out

#

which is why im not using any more print strings

#

they say no debug data but they actually DO indeed have data

stone field
#

I gotta move along, good luck : )
A thumbnail isn't a string, you might be able to getName or something though

snow halo
#

they just are too shy to tell me their name

snow halo
#

is automatically

#

generated as an intermidiary

#

whenever you connect that thumbnail to the print string

#

I know what my code is doing

#

I am just thinking about how to jump to the next step thats all

#

the do once is just used to test what I want the thing to look like, nothign more

#

Ok so I did something like this to only get an index of the thing

#

And it looks like this

marble badger
#

Please help me, the attenuation volume has no effect, it always has a distance of approximately 5 meters, no matter how great the distance I set.

solemn shale
#

after i open widget i can move my character with right click of mouse? how can i fix that

#

okey i fixed it with switching "Set Input Mode Game and UI Only" to "Set Input Mode UI Only"

silver pewter
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Hello. I copied all content into a new project, changed C++ class API name, but all blueprints and data assets still broken. How can I import them properly?

tropic peak
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What nodes do I want to use to spawn meshes on the spline? I want to spawn a starter mesh at position 0 of the spline, and finisher mesh at the end of it. Kinda struggling atm.

final heath
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Hello! So I've been creating a system for disabling certain actions during animations (ie making sure you cant attack out of a dodge roll) and I've gone about this by creating a struct with a series of bools, then creating an anim notify with a parameter that takes one of those structs, which then updates a struct on the player BP that disables those input flags. For example, I disable all other actions at the start of the dodge roll so the player is commited to the animation, then re-enable them once the animation is over. However, whenever I re-open the project, the parameters of the notify reset to their default values (all being enabled). I've never seen something just not save itself like this before, so any input would be very helpful.

dusky cobalt
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and making structs in c++ is pretty easy

drowsy rivet
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Hello everyone! I am trying to add an event called set aiming rotation, but when I click on that action button, it does not create a node of event but transfers me into another tab. event and tab are shown below

drowsy rivet
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Anyone?

dusky cobalt
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Your action button is like Input Action key? and you can see it fires? but i don't understand it does not create a node of event? Did you try to debug it with breakpoints? Also what do you want to happen? This looks like it's interface or function/event and it's getting called to parent first.

muted halo
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Hi everyone, I need some help with an oddly specific task. I have a drone I can fly around my project and Im wanting it to "detect" object blueprints in my scene. I have the current setup tested on a cube where if the object is frame AND within 500 units to print out a success message. However, the part Im having trouble with is what if I want multiple objects in my level and not just this cube that I have hardcoded in my blueprint? Lastly lets say if object_02 gets detected I need it to make a call to that object_02 blueprint to display a specific stat about that object. Im planning on having 20+ objects in the level so I need a decent way to reproduce this and be unique to each object bp. If anyone thinks they can help with this let me know, much appreciated!

graceful gust
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what is the issue here?

drowsy rivet
graceful gust
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when i save i get black screen next time

dusky cobalt
drowsy rivet
dusky cobalt
# muted halo Hi everyone, I need some help with an oddly specific task. I have a drone I can ...

use Interface, create event in the Interface, then implement that interface on all objects you want this event to fire, object doesn't implement interface = we don't care, implements? we send event to them.
Each object can react differently to this event because they implement it on themselves.

also you might want to just use Set Timer By Event with like 0.03/0.04 it will be a bit cheaper than Event TIck but effect should be the same and you can turn it on and off as you need or not durin the game

dark drum
# graceful gust what is the issue here?

You've not really stated what it's supposed to do but this might have something to do with it. You're attempting to get data across execution paths. This either never works or is unreliable. In essence, if the get all actors of class hasn't been called by the time the click event fires, the return value will be null. If it has fired, the cached ref could have been cleared, especially if it's been a few ticks since it was last called.

dark drum
graceful gust
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thing is, the screen isnt entirely black, it occasionaly has colour flashes. the settings save also has FOV information, and changing fov in game makes the vision normal again