#blueprint
1 messages · Page 283 of 1
yeah I just did that and Im just 99% sure its because there is 2 elements in the array it takes the count from 0 -> 1 -> 2 for each loop. Just trying to see how i can grab each element uniquely and add +1 to each
Im looking for some help on this pretty basic issue. I have a vehicle that I am trying to make a interactive out of. I followed this tutorial to get me started. https://www.youtube.com/watch?v=O95-wUx_laY&t=327s I made a bunch of small cinematics for some parts. IE back doors opening, walls disappearing, etc. Small 40-60 frame animations. I can not get things to work correctly at all. The enclosed BP is an example of the back doors. I mapped this to number 1 on the keyboard but when I go to play this and hit 1 on the keyboard nothing happens. I also do not get any e
In this Unreal Tips & Tricks video, we show you how to use Sequencer and Blueprints to create simple interactions such as opening a car door.
We use Sequencer to set up the animation with a simple keyframe animation, and later use that animation to trigger the sequence via a Blueprint.
This workflow can be easily used to build out a UI syste...
rro
The loop goes to each element. I'm not sure what you mean
What do you mean by "grabbing each element uniquely"
The loop just goes over the elements
1st round will be index 0
2nd round will be index 1
If the array contain 2 elements
hey,im trying to make a regrowable ammo supply by shooting a collision sphere, but it doesnt seem to work after a second time, so it works fine the firrst time, poerfectly as intended, but when itry again, it doesnt do anything
also ignoring all the copious amounts of errors, i know what they are, its to do with the weapon swapping stuff, completely unrelated to this
Apologies if im not explaining right. Basically the logic I have is suppose to detect actors that are within a sphere. Objects that are in that sphere get added to the array and if they can stay within the radius for 5 seconds (this is ran in a custom event triggering every 1 second). The problem Im having is if there are more than 1 actor in the array (in this case 2) it adds essentially 2 seconds to the count. I need both actors to have their own count so they only get that Over 5! message if they are in the sphere for 5 seconds so for example if both actors go in the sphere at the same time I want:
Actor 1: 1 -> 2 -> 3 -> 4 -> 5 -> Over 5!
Actor 2: 1 -> 2 -> 3 -> 4 -> 5 -> Over 5!
but it currently does the following when both actors go within the sphere at the same time:
Actor 1: 1 -> 3 -> 5 -> Over 5!
Actor 2: 1 -> 3 -> 5 -> Over 5!
If there were 5 actors (5 elements in the array) each actor would just have this
Actor 1: 1 -> 5 -> Over 5!
And how does it go from 1 2 3 4 5? What is it looping over?
But sounds like you want loop inside loop
will do thanks!
when working with an array of booleans, is there a way to set all the other items to false when I set one of them to true ?
for example, I have an array with 9 items, and I will have logic for each of them to be set to true, but at the same time all the other ones need to be set to false when that happens
if you know which indexc it is, you could force set all others to false, then set that specific one to true
so how would it look, sorry Im really a noob when it comes to this, would I use For Loop?
im trying to make something similar and then tell you how i did it, if someone else helps beforehand, great
but give me a few mintues to mess about with it
nice, thanks a lot
Hi all - I've been learning Blueprints the past couple days trying to set up a basic melee combat system. Decided to venture off on my own and attempt to create a dodging system that activates (and plays different animations) based on the key press - I have part of it set up, but it only activates once while the W key is pressed, and if I release and press W again it doesn't work. I also added something to check if I am currently performing an action such as attacking, dodging, etc. and getting rid of it seems to solve the issue - but I can't understand why it would cause the issue in the first place. What's wrong with my code? I figured it out
ok, so if im getting it right, this is what youre after
you want all but 1 of the 9 bools to be set to false, then that 1 bool set to true
no matter what the previous value is
right?
yes
ok
so what i have should work
that video looks right, takes all values, sets them all false, then one specific value to true
if you have any questions with implementing it into what youve got, ping me, im trying to fix something else but i can give you a hand if need be
What’s the best way to broadcast a variable on tick to certain actors? I assume blueprint interface but I’ve never tried it for something like that. Usually just firing single events to a specific actor.
thanks a lot much appreciated, I'll try it now
Hey there, I am currently creating a game where you can move your hands individually with mouse, keyboard, etc. (kinda like in VR) and have stumbled across a problem:
I want the hands to be able to brush away physics objects while moving, but collide with solid objects. When I enable sweeping, my hands collide just fine, but get stuck on even the smallest of physics objects, which feels horrible. When I disable sweeping, my hands don't get stuck, but go right through solid surfaces. I have tried simulating physics on the hands, but it feels really finicky and other solutions like adding force to objects caught by the sweep hit result feels overly complicated and cumbersome.
I refuse to believe that I'm the first person in the world with this kinda problem, but Google and ChatGPT haven't given me any good leads (how am I even supposed to google something like that?). Does anything here know anything that could help me? That would be much appreciated! 😃
does anyone know how to reference the player as an input on a function?
Add an input variable to your function. Change the type to from Boolean (or whatever it is by default) to My_CustomPlayer.
When you change the type to a reference, it will give you 4 options
You would want to have an object reference type.
Sweeping has nothing to do with smooth motions. Sweeping checks before changing the location if there is an obstacle from the original location towards the goal location and will place you right in front of the object. You shouldn't use "Set Location" because it ignores all physics.
You could use the character movement component and it's "Add Movement Input" to simulate physics, you'd also want to disable gravity probably
Or, if you don't want to use the component, simply add force to your hand and let the physics engine do the rest for you
hey - thanks! Do you mind sending a screenshot, I am not seeing it
If you wanna call rq ill show you
ah man that's so nice - I have to put kiddos to bed 😄
I'll be around all day tomorrow if you can!
Sure ill dm you.
thanks!
im trying to switch to a new camera after loading a stream level, but i dont think the camera on my new level is going into the array, am i doing something wrong
Yeah, I realised that and started doing that earlier. Sorry for the late response I went to bed.
how can I get the value of Is Spatially Loaded from blueprints?
this (of course) fails
why would it work right? ¯_(ツ)_/¯
rightclick the name in the details panel and use Copy Internal Name
may just be the wrong name, as it could also be bIsSpatiallyLoaded or something totally different
Question
I have followed this tutorial and everything works as in the video. I can press a key and the points go up, then I can click on a skill and unlock that skill.
Problem
Instead of pressing a keyboard button to get points, I want to use an Item you can pick up in the world. The code for that is on the Item itself.
I've tried to put the Add Point node to the BP of the item, but it does not write to the points. (like the keyboard button did)
Any suggestions?
Tutorial
https://youtu.be/iHur3VQlllo?si=s9HlB8LkHKc_rxSI&t=1791
-
BP_Wurm= Item/collectible -
The keypress code does work, but that is in the
BP_Playerbasewhich is my own version of Thirdperson_BP -
The Add Point Node is in a Actor Component called
AC_SkillTree
I want to replace the Keyboard button with an Overlap Event from the BP_Wurm
I hope this makes sense, i'm new to unreal and trying to understand it all, any tips very welcome.
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Are there any errors when you play the game and overlap with the item? Is AC_SkillTree equal to none?
No errors and it all works , they are jsut not linked.
Not sure what AC_skillTRee is equal to none mean?
Im assuming the OnComponentBeginOverlap code exists on the BP_Wurm class?
yes
How are you finding the players AC Skill Tree component on the BP_Wurm class.
Where are you setting up that reference.
Do you understand what im talking about when I say reference?
Many beginneers struggle with that part.
Yeah i think that is my problem, i dont know how to do that.
But what I have now is I added the AC_SkillTree to the Wurm BP, and then copied the Add Point Node after the collectible gets picked up and before it gets destroyed liek so:
I understand the issue.
Do you speak english? Do you want to call where I can explain eaisier?
yeah sure, i only dont have a mic atm
ok sure its fine haha. I will dm you.
okay thanks
Hey guys, im trying to make a simple system where you have to step on 3 pressure plates within a certain amount of time to then open a door. I just cannot figure out how to check if all the instances in the level with a tag are all "Active" within the time limit. I'm not very good at blueprints so any help would be great.
Unfortunetaly screenshot is unreadable, but maybe its because im on my phone.
Anyway to do that i think the simple and best approach is to create array of those instances in door blueprint and just iterate through to check if boolean "active" in those are true. You can check that in Tick() but it can be kinda expensive to check it every frame so Event Dispatcher in pressure plate would work better. Name it for example "OnPressurePlateActive" and call it when you step on it. Then bind in door blueprint inside loop to all of those instances function/event which would check if all of those 3 have "active" boolean set to true
okay i'll give that a go, sorry for the screenshot, and thanks for getting back to me
No worries. Like I said I'm on the phone so maybe that's why I can't read that
In essence you've added a skill tree component to the item you pick. This is a new (unique) instances to the one on the player character.
Instead you need to get the one from the character and call the function on that instance. You could probably just use the get component by class on the other actor that's returned on the overlap event.
would it be possible to get someone in call to help me understand why my collision isn't consistent
is world position here the same as world location? or do i have to do some math with the position and direction it gives me to get a world location?
Should be the same as world location iirc
May I ask what you're trying to do? I'm curious
It is a location. Think of it like a camera. Position is the camera's location. Direction is the direction it is facing.
ahh ok i see
Yep, you are right! @jovial steeple explained how references work in relation to the RAM and it makes a lot more sense now.
Thanks for the help guys!
I'm also gonna tweak the Dialogue System you taught today, time to get Mouse some Cheese! 🧀
Hey, is there a way to have a switch to know which input button is being used when detecting if is pressed in the OnMouseButtonDown function inside the UMG editor?
I want to know which mouse button is used between the left, right or middle mouse button, because each of them will have different functionalities
Is there a pure BP way to have read access to the GConfig aka the .ini files like DefaultGame.ini, DefaultEngine.ini? I know it can be done in C++ and I know this plugin can do it https://www.fab.com/listings/c76a97a2-a6c2-4f94-86ba-41028dc0e574 but it's not been updated since UE 4.27.
What is this?This plugin provides access from blueprints to the data that lives in the Unreal Engine 4 .ini files.Why would you need this?Whilst I was an engineer at Epic Games, I worked a lot on the Config Cache (The ini system). The Config Cache is a core part of the engine and is used by almost every module in one way or another. E.g. To enab...
Guess you dont want to update it either ?
It's not my plugin
it's waiting for the Move to finish 😦 . How can I make it so the node keeps getting updated without waiting The move to, to finish
normally you wouldnt
Unsure how that functions on the owning selector. Can you put the EQS service on the MoveTo instead?
🤔 in my old game, I can make the A.I keep following the player
The service should tick if it's in the path I thought. But it may only work on the specific active node.
gonna check old proj
There's also that checkbox on the MoveTo node that makes it check that the target has changed.
oh lol, nvm me, guess i read the issue incorrectly
but yeah Moveto should be able to continually update target location
Are chooser tables a good or decent enough replacement for data tables ?
You'll need to expand on that. They're two different tools used for different things.
chooser tables and data tables are for different things.
A chooser table allows you to get an output based on various inputs. As the name suggests it chooses what the output should be.
Speaking of choosers, I need to start brushing up on them. I'm going to need them really soon.
Making AI Players for a strategy game. 😬
The only issue I've found with choosers is that you can't dynamically set them. Not always a problem of course but just something to be aware of. Other than that, there pretty easy to work with. Probably took my 5-10 minutes to set something up with them.
Good idea I was thinking the same, I need it for NPCs behavior depending what type of them were spawned
The choosers that come with GASP got me confused
hi could someone advise how can I do such system in BP? https://www.youtube.com/watch?v=fCkofmzC9Q4
basically press the right button at right time when prompted. I have tried to look for tutorial video but could not find any...
thank you!
A bit disappointed the speed in the second heartbeat got a bit nerfed after Olson hits the wall with the hammer, but the constant switches make it fun nonetheless. Some changes left me completely surprised
basic question, anyone know of a way or a plugin that lets you put your variables into easy to read folders? its very annoying to sift through all of them sometimes ;3
Is there a way to make the pause game node exclude tick?
Use the | key to denote stepping into a folder.
Folder1|Folder2|Folder3|YourVar
Is that like, faking folders? or is that a real thing?
It will create those categories you see in your variables list
man I don't get it xD
For the category. Sorry i didn't state that lol.
is there a way to change the '.' into a ':'?
format text
So shift + back bracket?
Thanks, but how do I get the last 2 digits for minutes?
If you need Hours and Minute, don't use a float like that
use the Date data type provided in the engine
Can't for the life of me get deceleration working 😦
another day crying my self to bed
I'm not sure how, I'm using the DaySequence plugin
you can create DateTime from seconds
which you could feed with earthtime, then you could break it to get it's components
or... you do the math
so your time is something like 1.32 ?
what is it divided by
1.25 <-- is the 25 a quarter of an hour ?
does anyone else know how to do this? he tried to explain it but that did not help-
I just want folders for variables
I'm not sure what it is dividing by, it's a prebuilt actor
but yes it looks like that
On var 1 and 3, in the cats enter 'Folder1|Folder3' and for var 2 and 4 enter 'Folder1|Folder2'
bro ima be real this is gibberish
perhaps you can make it a string, split it by the . to get the end, (or try to do some maths with the number to get digits after decimal), then if it's like .25 is a quarter then it's the 60 * 0.digits
Select your var, scroll down inside the details panel to categories and enter what I mentioned above.
Maybe the details panel is an easier approach?
Press the variable you want to categorize, then enter you folder name in the Category field.
beat me to it xD
okay-
but now how do I add a folder to the options ?
How would I split a string?
BEAUTIFUL.
GOD DAMIT HOW HARD IS IT TO GET ENGLISH XDDD
thank christ I was having an aneurysm trying to understand this lmao
Example of gibberish in action:
ahhhh finally it makes sense
Maybe this is an approach for you?
In my case it wrote out 1,5 by default, so i cast it into a string and then replaced the , with :
Parse Into Array
Perfect, a replace node just what I needed
I'll try this too
This might be what he refered to as split
Is there much difference in that? My next step is to make it so that the max seconds before changing the hour is from 100 to 60
I'm not sure how difficult that one is, math is where I fail miserably
Result is the same, it's just a different approach incase you want to separate the hours and minutes before constructing the new string.
It's a bit more flexible but can be unnessesary depending on what you want to do
Feel free to pick whichever you are more comfortable using 😊
Hello Sourcers. Can somebody give me some hints on how to solve this issue I've got with my Functions Library like seen in my screenshot down below?
are you using cpp ?
Nope.
at least not yet.
I mean... things are not connected yet
thats weird its not blueprint writable
Alright thanks
I guess there's some passage I'm missing
never used function libraries before
it looks like something that was made in c++, a read onnly value
unless you can do that in blueprints also
where is this variable located ? one of them
are local variables
but there are those variables in my character blueprint. What I'm trying to do is to make new nodes like this, which I call from the character BP
These are local variables u created by yourself?
Nah, it shouldn't be related
Change the name of Output for CurrentMaxWalkSpeedCrouchedOUT for example
Basically if I sprint and stop sprinting the character keeps moving in the way he was moving before sprinting
Ok it won't work. Show me screen of inputs and local variables
it worked!
doesn't give the error anymore at least
Hmm, it could wrongly read that you want to set output variable, because probably oyu have the same name for it as local or input
Anyway you can show the screenshot of whole function with inputs outputs and local variables so we will be 100% sure
What I'm trying to do is to avoid to have all those variables and functions inside the CharacterBP but rather call them from a components' funtions folder
And this is the other function I was adding to that same library
I see. So naming local variable and output with the same name was to issue. If you try to name output and than variable, editor wont allow you to accept the same names
it's turning out kinda messy
but probably I've figure it out, I'm gonna try some test with it
It worked! I was having some issue at the beginning but I could put all the pieces of the puzzle together to fix that too.
Any idea on how to set in game visability to a actor from a level
I'm hoping I don't have to do this lol
Hi everyone,
I’m currently developing a skateboarding simulation game and need help implementing a specific movement functionality. The goal is to allow the player to move along like in the picture (marked in red), when movement input is triggered at the green arrow location. The distance or number of rounds the player travels should dynamically adjust based on their velocity. I need to implement the curve movement mechanic (left or right) when the player reaches an uphill section, but only if the slope angle is below a certain threshold. The rotation angle for the curve should be determined by the player’s velocity and the downhill slope.
If anyone has experience with similar mechanics or can provide guidance on how to approach this, I would greatly appreciate your help.
HiddenInGame
Hey i am having an urgent issue, so when I build my game one of the level transitions doesn't work right, it just takes the player back to the main menu. I have the level it's trying to go to included in the list of maps to include so I have no idea as to why this is happening
and i need to fix this asap as we are literally about to present this for midterms
this issue only happens in the built version of the game, not in-engine
How do I force "Ignore Self" to be disabled by the "Line Trace For Objects" node??? I have everything configured, collisions and draw debug, the line crosses the actor's mesh but does not call, but if I call it from another actor, it works.
To start with, are you trying to use Character movement or physics here?
is it maybe starting INSIDE the collider?
I checked this, it starts with a space of 100cm before crossing the collision.
UE5.5 using the "Make Predict Projectile Path Params" BP in 3d Pers... Trace projection is accurate when looking between Manny's legs, but as the Camera moves up to view from behind or above, the predictive path swings right. Any ideas why???
I don't know why it's not cooking with your settings, but this sounds exactly like the map isn't cooked.
Try switching to get the vector and location from the camera manager component, instead of the actor camera manager.
That did it! Thanks! Just need to adjust the trace because the angle is off when turned at all.
The problem is in the Impact Point, you are multiplying the vector by the 3 axes and are using the trace end location. If you want to get where the camera is pointing and draw a line for a length of for example 500cm, do as I did in the image:
The red circle is the length of the line.
Just change the forward vector to get the character's location instead of the camera, for the trace start.
I'm loading the levels by level name, and the name Im using is the exact same both in the include list and the level transtion bp so i have no idea why it isnt working
how would i cook an individual map?
Does your cooked game allow console?
As in a non shipping cook.
If so, what you could try is to open the console and start typing
open YourMapName
The map should show up in the autocomplete. Finish it and hit enter. If it loads the map correctly, then something may be wrong with the code that is opening it.
how would i get rid of this and make it complty dark
I'm handling code from button. however the game is paused (pause menu) this code uses a timer but it isn't running, is there a way to run this when game is paused?
Try Unpause Timer by Handle from return Value
I think you have to lower metallic/roughness or specular in material of this
hello guys how can I have my player falling down slowly while on flying mode
I did that but still doesnt fall
Oh - flying mode.
Flying turns off gravity
yep I want to have it enabled
Let me explain the project to get a better understanding. So I have a dragon game so when holding shift you increase speed and and when not holding it dragon goes to glide mode and it should very slowly just fall so thats what Im trying to do
so I have to be in flying mode so I can still fly up and down
My answer remains unchanged, even with this additional info
How does this work, like having my own gravity
What you really want is a custom movement mode, dragonflying
You are just adding a downward change to your location
I'm having a strange issue where my actor has a material change that seemingly won't work anywhere EXCEPT when I'm looking at the viewport of the actor and I run the change in the Construction Script. Whats weirder is the change also doesn't show up when I place the actor on the map.
Is there a way to get the rgb hex code from the base color of a blueprint material? I don't see any output nodes that seem as if they would do that.
get for what purpose?
There's the pixel inspector
I'm feeding it two different colors via a dynamic material instance and I just need the mixed color that comes out
Pixel inspector isn't really going to work there, I need the hex code to do stuff with it in the blueprints
so i have trigger box that add impulss to the ball that roll downs stairs but i want it to make a sound but it isnt
When does speed get called?
its just to check if the ball has enough speed so i dont create unnesesery noise
That doesn't answer the question
The sound isn't playing because MakeSound? is false
When are you updating it to be true?
IE - what Adriel asked
When does that "speed" (terrible name btw) event get called?
WHEN?
What
A better approach is to play sound based on the size of Normal Impulse
that's how hard the hit is
you'll have to just trial and error to choose how big
i have no idea for how to do that but i try
the vector length of Normal Impulse is how hard the hit was
play a sound if that number is > than SomeLargeNumber
no
when would New Volume ever change
what are you after? Do you want it to be quieter with less hard hits?
it'll be a lot simpler to achieve what I think you're after by just using a map range
map range clamped the length of the impulse so a big length = loud and a short length = quiet, it'll naturally lower as the hits get less hard
That's how I did this.
https://www.youtube.com/watch?v=1O05fOBfUGM
I am attempting to trace / project by character direction...I've locked the camera to only go up down with no yaw (disabled). Your solution still should have worked, but I ended up with the same problem. I'll debug my trace versus the predictive projectile and see what's going on.
tnx
it workd
i tried it but diddnt work, dont know what im doing wrong
@faint pasture sorry for the ping, how can I apply braking on character? Tuning the walking declaration and overriding braking distance path doesn't do anything
Using cmc for context and for A.I
I'm making a weapon system with different weapon types (e.g. hitscan, projectile, beam, etc.). I already have the logic for picking up and equipping weapons; it uses a master weapon BP and all children are the different weapons. I'd prefer not to restructure things to make the weapon types children and then make the different weapons grandchildren. However, most weapon types have different variables that are needed to make them work properly, and adding all these variables into the parent BP will get cumbersome and confusing.
I'm thinking about using BP structs to organize the variables for the different weapon types then adding the structs to the parent BP. Is this a decent solution? Any concerns (or better options) I should consider before starting with this?
To be fair. It would be easy to insert a new parent class between the would be grandparent and the child.
Yeah, I mean even if you go into like beam, hold to charge, semi auto, etc. It's fairly composition territory for the programming. Data assets for defining properties. Then you really only need one weapon class.
Yeah, I'm probably overthinking adding in classes between the current parent/child. I'll look into data assets too - thanks both!
Have their functionality tied to a component, not the class itself.
How many weapon types total?
Not 100% sure if I'll need more, but rn I have 6. (Hitscan, Projectile, AOE, Beam, Deployable, Melee)
I'd have one weapon BP class with all that being components or functions from base
Then I'd have almost data only subclasses per concrete weapon
Forgive my beginner understanding here -- would that use a switch on enum to call the proper function/component?
Sure, or just do it in child classes. Depends on how you want to do it
A hitscan can just be a really really fast projectile
If your projectile system is set up good enough to play nice with that kinda thing.
Thanks - I'll play around with these ideas!
I like data only bps because they're kinda data assets but you have the flexibility to add some special one-off mechanics if needed.
what would be an easy way to make this, i wanna make water zones that are just a blueprint actor of a box collision, that when the player enters it they begin a swimming movement instead of normal controls w animation, but when leaving the water, return to normal controls and animations. ig a swimming system, but not using fluids/the water plugin, i wanna be able to just be able to place these as water collisions, and then add a visual mesh for water once i model the levels. (hopefully that made sense 😭 )
Have you made the swimming movement mode?
not yet, im not sure how to go ab it, all ive gotten are animations and the triggers
Yeah, like super duper fast. (This is how Halo 1 did it for the assault rifle)
Assuming you have the swimming movement system, it's fairly trivial to have an actor which knocks all characters that enter into swimming mode.
I think it's kinda sad that the default projectile implementation in Unreal uses a swept collider.
wdym
Begin overlap -> cast OtherActor to YourCharacter -> set movement mode to swimming
Should cast to Character and not yours specifically
Wait - isn't swimming just flying though?
What's that do
nothing rly
What does being in swimming mode do on its own?
if i change it to flying it works a little better but then i have no vertical movement
All right, well at least you know where the problem is. The problem isn't in detecting that you're in water and changing the mode, the problem is in getting the mode to do what you want.
ok
To further explain. Here is a pic of the cube with me updating the scalar param for material to be about halfway.
The function you see is being fired from the Construction Script. If I do a get scalar param on the MID after I've changed it, it shows the new value.
The other cube is what I see when I place the actor in-game. How could it be working in the viewport but not as a placed actor in the map?
Might be a dumb question but for some reason my brain decided to forget how to properly use google: with a third person character, how can I make the speed at which my character model moves towards the location I am facing faster?
Like for example: if I turn around quickly, my character takes their sweet time turning towards where my screen (mouse) is now facing
I have a platform ( a square with some depth ) that needs to fall down the moment the player steps on it. I have a problem where if you line the platforms next to each other their hit event is not triggered when you slide/walk over them rather than jumping on them which does work. Does anyone have a solution to this?
There is a rotation property, the higher you set it the faster it turns.
It's on the Movement component
is it possible for someone to take some time out to help me add a mouse sensitivity setting to my settings menu if possible?
Hey guys first time making a ads system in a while i just did what i knew off the top my head but when ever i ads my camera goes to the corner of the map could anyone explain why or how to fix it. First pic is calc ads function
Video of what happens
too small
Hey, please help me out. I am trying to create some sort of a leaderboard. I am trying p figure out the for loop logic, but i am too dumb for it. I am making a combat racer, and I want to repeatdily get a name of a car ( from an ai cars array ), but not any car, the car that holds certain position in race ( position 1 for the purpose of this question ). Currently the engine scans for the actors in the level and prints out the name of the first actor of that type + displays it's current position. This is not my intention. I want to get a name of a car with 1st position, then rescan and do the check again
?
The engine scans through available actors in level, but it turns out that its constantly trying to print me out the name of the first car of that class ( AI_Car )
and what i want is to get the name of the first car, that fullfils the two conditions: 1 ( it's valid and exisiting on the level ) 2 has 1st position in race
Mayble should I use the "Get all actors of class" instead of get actor of class?
Okay, I have changed first node to "Get all actors of class" and now engine manages to show me a name of a car holding that position, but only as long as it's at that position. I mean once it advances or losses its position by 1, the name goes off
I'll show you the code
I also had to remove a "racing component" from the parent AI Car class, because it used to mess up the position counter in HUD
So i need to access a "position" variable of each AI Car actor somehow differently now
After you get all the cars, maybe sort them based on their position first before showing up on hud?
how would you approach it?
You should have a manager that tracks which car is the one ahead.
Your widget in turn just read the data from the manager
And by manager it can just be an actor class that is spawned on the level
On tick check positions of the car
If it's a track that loop then I would have a spline that goes along the track
Then for each car, check the closest point to the spline then check the distance to the goal
Then sort the array based on the closest to the furthest
hello, im new to unreal and tried to following tutorial video. But i can't find pin conversion into Float (single-precision), note: sorry my background not from coder
Double is fine
UE floats in bp are generally doubles anyways
yes, because i followed tutorial it should like this
while mine end-up like this 😂
I'm trying to spawn a box component in real time then use the event " on component being overlap" but that event just don't get called at all and if I add a component in details panel the evnt seems to be working how can I make the event work even if I am spawning the component for the actor within game
any reason to spawn it at all? If you just need to check for a collision at a specific time you can just use BoxOverlapActor
Hi guys, Can anyone help me how to use game mode in nDisplay
what is nDisplay?
nvm, I have no idea.
So there's these cool ghost nodes when you create certain blueprints right.. do y'all know if there is a way to replace them with custom events, and/or replace them on a per-class basis?
replace them? no
They're there for you to either impliment or ignore. If you want to call a function on begin play connect it. The same goes for the others.
Yeah no I know what their purpose is, just wanted to see if there was a way of having custom ones! Would make it easier trying to show others the intended workflow for classes I've built
ghost meants its empty
anything you add its yours, you can always right click and "call parent"
Those nodes are specific events that are setup (and called) in the actor class (c++). The closest thing to having a custom one that can be used in a child BP would to create your own events that can be overridden/implemented. You'd have to handle when they would get called.
But no knowledge on how to "auto-spawn" event nodes whenever I create a new blueprint? I am not really asking about custom events as a whole, just custom events that are visible within my new blueprint asset.
Oh as in the ghost nodes? To indicate they can be implemented?
I don't believe it's possible in BP only. I would imagine there's a way in C++ but I wouldn't event know where to look.
Yeah no I could get into c++, but I am in the same boat, have no idea where to start looking. To my knowledge the BeginPlay() function in the Actor class does not have any special macros attached to it related to ghost nodes. But maybe I am better off asking in the #cpp channel
I bet its in some obscure editor class that handles creating new classes. If it's an actor it pre places them. (Just a guess)
hm, that'd make sense. My googlefu is not really strong enough to find it, I only end up with millions of articles about custom nodes, which really isn't what I am looking for 🤓
In case anyone else is interested in how to prepare default events a fellow dev found a small article here:
https://medium.com/trunk-of-code/how-to-easily-change-default-events-to-fit-your-needs-38e87cec16f0
@dark drum I also advise reading through this. It has a ton of great links and tips. Ari has some really amazing QoL notes in here.
https://flassari.notion.site/UE-Tips-Best-Practices-3ff4c3297b414a66886c969ff741c5ba#d53c5952d17a4a22815f36e85ca67e66
Oo this looks like a pretty sick resource, I'll be sure to check it out :D
One of my personal favorites is the | with console commands. You can single line multiple commands.
ConsoleCommand1|ConsoleCommand2|ConsoleCommand3
Well I've just learnt about the 'Quick Definition' feature in rider and my world has been flipped lol. The number of times I'd create logic in BP and then convert sections to its own function. Knowing you can do it in Rider is nice.
Yeah. 😄
That didn't work either I tried that
O.o That's odd. It's definitely a blueprinted function on actors.
Does anyone know why when I shake my camera whilst playing, it goes dark? I know it's got to be something to do with my lighting in the map but I don't know where to pin point it
It's all good, I'll just do it like this to save the trouble xD
It's not because you're shaking the camera, just that you're looking down. It's down to the auto exposure settings. It can often take a bit of time to find the right settings for you're scenes.
Ah okay, thanks 🙂
How do I create a getter and setter?
I think the definition might be wrong, basically I want a function that is called when a variable is updated
Basically, I have a Uobject, that has a variable called data asset in that it has a variable called stack_size and in the Uobject another variable called current_in_stack. I want to make it so that the current_in_stack isn't editable and set to 1 by default but when the data asset is set, it uses the stack size to adjust itself and make itself a slider ranging from 0 to stack_size. is that possible? I am using in my inventory system so that I can keep note of out of the total quantity it can have, what is the current occupied. is it possible? if not what is a better way to approach this?
RepNotify if you want a function to run on variable value changed
That thing did seem suspicious but I don't know how to use it.
its just a function that is run when the value is changed
I see a Replication condition with a bunch of options. I literally don't know how to use it😅
RepNotify
UObjects don't replicate out the box though so I'm not sure if rep notify would work.
RepNotify in blueprint is more like a notifier and not much to do with networking as far as i know
I mean, I want it to run and check if the data asset variable is valid, if it is then create a max clamp claue which will be used to clamp whenever the current_stack_size is updated
why dont you do the check when you are running the function?
Since it has not contructor, it's become quite hard
I need it to set the variable in the editor which will be used at runtime.
So when do you want the check to happend? during run time right?
or you want to check and validate in editor time?
Like if the ammo can hold maximum of 30 but the one that I pick up has like 10 in the box. I want to create variations like that
I want to set it in the editor
pick up at run time or checking data asset in editor?
the later requries C++ and the function is PostEditPropertyChanged
It will be picked up at runtime but the quantity will be set in the editor
that's a very strange workflow
just have a print string or log that says, hey this object is not giving correct data
I could simply just set it but I want to define a range so I don't have to check everytime whats the maximum value I can put in it
then u do set the correct asset
Your Editor will not be packaged together in packaged
Its a convenience thing and not exactly a logic flaw
it is not
Wait a min.
Let me ask this first
If I create a UObject property and create an instance of it in the editor and set it up to something will it get removed when I restart?
Constructor
run from?
Wait lemme share the code, I am using
I tried it and restarted the Engine and it seems the Uobject retained the values set in it
not sure, I don't use construction script like that
It working for me for the time being
but I doubt you have anything in bp that can run some editor utilities to get an asset and change it's value
as in executing it at game time
I guess I'll have to give up on it then. I'll make them all have the max value as the current size
when spawned
does the construction script runs even if I create an instance using Spawn actor from class node?
that sounds cursed as f, I never tread in that territory
Yes, the construction script will run on all actors that are spawned at runtime. This is called before begin play.
I just want to make sure whether I need to also call the adjusting code in the beginplay that is in construction script?
That great.
Well then I guess its time to change some logics
Thanks guys!
See you around!
Bye!
Alright a weird problem. I created a variable in Uobject and its not instance editable then why is it editable in the instance?
I've only ever assumed that instance editable just means you can change it via the editor when placed in the world. Generally, if you can access a var in code, you can change it. Thats why you should set a var as private and make a getter function if you don't want it to be set from outside the instance.
Accessing it is fine. but I don't want to see this variable in the instance in the editor but in any case. I justed the code to make it work
Thank you for your response.
Uobject for what purpose?
To store unique data
no, to use it when storing in inventory because the basic appraoch is to destroy the item in question
So a means to store its data
when respawning it
Thats not at editor time tho
no but the thing is, to create an editor instance for it so it can be edited
before running
since I create file system instances for it. To to decide the data for different instance and intermediate step is needed to decide what will be the data of its UObject
That doesnt make much sense to me tbh
wait lemme try to share it in recording
Youd usually have items as definitions stored in data assets
that data is not unique for each instance for example if I want to store how much ammos does this gun as loaded in or how much this torch has battery left
And instances at runtime
Instances are runtime only, and serialized to savefile if needed
(Which for an inventory ofc needs to be if its to be retained for that player)
For the wrong purpose I guess, I am trying to understand what RiOnE is doing.
Now like here current stack size is a data that should be unique to each instance. But the data asset should be shared among all instances of such an item
Alright so think of it like this. i have an item that has a feature like a small storage system. where you can store more items in it. Now the item it holds is unique to it and can't be stored in the data asset definitely. But if I store it in the Actor. Then when that item is in the inventory basic aproach is to destroy the item, right? Then where do I store the item that it was holding? I need to keep it in inventory When I equip it again. This uobject is the data that can't be kept in the actor and sould be stored in the inventory even when the actor is destroyed
As far as I checked using a combination of Uobject and Data asset for a combination of instance unique data and common data is a solid approach
The problem being do I create a new Uobject for each variation of the data asset?
I would only instantiate a UObject at run time
That probably work and you then assign the data asset from the node in the begin play to Uobject, right?
The only difference being I created it in the editor so I can edit it before running the project
yeah but which one. That info needs to be stored somewhere that which one are you gonna use
I use data assets to load default values and Run time to modify (e.g. loading, etc)
if I need different info, I will just create another DA
yes but my Uobject also stores the data asset itself. You would store it at runtime. I did it in the editor
well, if that's what you want to do
feels like trouble for me imo
not trying to bash
I mean right now you are trying to validate your UObject values
because the default values could be anything (since you are grabbing from your mutable UObject)
for me, I would just assign Data asset as the default values
if different component need different value, then point to different DA
its fine
This is what I wanted
except the part where I needed to call a function to a function to call the constructor
yea I don't even like the part construction script is involved
it is run everytime you hit compile
may produce some oppsie moment
😅
if you are asking my work flow, I would probably just assign DA to that item
and using some C++ with post edit property change
I can assign the skeletal mesh and other internal values
same result with 0 UObject to assign an item in the world
Yes thats what I have been saying the only difference here is that you'd have done it different. and i did it differently
I can skip this part by just creating a new varaible and if I face a problem. I'll use that way
for now its working fine
It feels like you are adding extra steps to something that could be done directly? Inventory is actor, there can be array of items (actors). Items hold Data Assets. You can delete 1 item by deleting actor, without deleting the inventory?
Inventories are best done as actor components. (or possibly a uobject) Items stored in inventories shouldn't normally be actors as they wouldn't normally need to be displayed. Item data is normally saved/stored separate from the actor that would be used to represent it in the world. This means the item doesn't need to be physically in the world.
The approach I've been thus far is to destroy and remove actor whenever not needed. Thats why I need to store relevent information about them to pass them when I spawn them again
I heard all that stuff about how actors can be too heavy and taxing on memory if kept in the world all the time. So I should delete them whenever I can
just the appraoch with pooling
meanwhile me just having 300 actors of one type of resource which is tree 😄
its taxing on cpu to keep on destroying and spawning and stuff
Aint that foliage. I think I heard they're handled differently
No 😄 just actors but probably will need to come up with some better idea for it
I forgot what it was but something like limited variations with same info replicated in different places
for now it's fine
👍
AAAAYOOOOO! Something is off. All this time I was getting an option to get a ref and a copy from an array but It was a structure but now I changed the data type to a UObject now the only option is to get a copy? Why can't I get the reference?
What is this bullshit!
I need the original one not a copy
The thing about items is that sometimes you can amass a lot of them. Even just from building a level. Something like fallout can have 20+ containers with at least 1 items in a single room. That's in addition to items actually in the world. If you have an entire reseach facility, the number of items can ballon pretty quick so being able to not render some of them (because they're not actor) can be very helpful.
(Yes I know fallout doesn't use unreal but using as a gameplay example.)
A copy is fine. It's an object type ref so it's getting a copy of the pointer, not a copy the object itself.
That's much better otherwise I was gonna get full monkey on Unreal!
Thank you!
I would love to have a non uobject base inventory. I just can't bring myself to do it. And I'm not sure I'm going to care that much with incremental garbage collection.
I wish I could say the same to the team lead.
How do you mean?
He told me to use data assets which lead me to use UObjects and now I am here.
I was otherwise using data tables and structures and some weird shit
You should use data assets. Even with a struct based inventory.
I was
Until I was faced with the problem of having specific inheritance level extra data storing problem
In any case. Its working and I'll only change it if I find any thing more efficient
I was going to use inheritance for my items. I eventually decided against it. I have pretty much zero good reasons for it. Any item can hold it's runtime float data dynamically. Anything else really belongs in the data asset associated with it.
But there lies the issue. Those things shouldn't be a gun or health potion. They're just items representing those things.
An item that represents a gun can be equipped, spawn a gun, set up stuff necessary to use it etc.
A health potion can use an ability to consume it and grant the effects.
And all of the data surrounding this can go in the data asset.
This becomes even clearer when you use stuff like GAS. You literally need nothing but some GEs to drive the whole thing. Using an item? Apply a GE. Equipping a weapon? Apply a GE. Equipping armor? Apply a GE.
GE's can affect attributes like health, grant even more abilities like the one to shoot or use the wapon. They can play cues that allow you to play montages for like guzzling a potion, etc.
I can certainly see how you can use it easily. But I just like doing stuff like this. It just makes me feel like I have more control. But thats for me, just because I like it doesn't make it better. So anyone can do it the way they want.😆
one of my favorite things of coding even in bp is that you have freedom do do what you want
some things are "technically" better in one way or another but you have several solutions to a problem
although some sort of standard is nice to have consistency
How can I combine static meshes to act as a single static mesh? I have a weapon BP that has a few different static meshes arranged in a specific way. I want it to fire projectiles that looks identical to the weapon. Is there an easier way to ensure the projectile BP matches the look of the weapon BP, or is there some way to combine meshes into a single mesh within UE5?
Yeah. I can get that to some degree. I on the other hand want less control. Being a programmer in a team means trying to do thing in any way possible that people don't ask you to code just one more thing in later. Put your shit in the array, it's not my problem. 😄
I've not yet looked at Gameplay Effects beyond adding a tag. How would you use it to use an item? By use do you mean the item has the GE and when you use it, it applied the GE which in turns adds and activates an ability?
I use effects for my items as well.
Pretty straightforward
You just get the Effect from the item and then apply the effect.
No rule says it has to be applied via a gameplay ability
There are three types of GEs that greatly determine how they're used. Instant, Duration, Infinite.
As it would imply, an instant GE will not actually apply to the thing. It can only affect it instantly. You would use an instant to change health instantly.
Duration and Infinite are more closely aligned in that they are actually applied and persist over a duration. You can use these to apply attributes as well, but infnite is usually more for like equipment or persistent effects from a skill tree. Duration is more like HoTs, DoTs, food buff, potions, etc. With these two settings also comes the ability to add literal gameplay abilities to the actor the GE is applied to.
And on top of this. A GE can also apply another GE or a set of GEs.
Thus, the only thing you really need to define the gameplay of an item, is an array of GEs.
Yea I get that form a purely attribute perspective but things like using an item or equipping an item often requires more than changing an attribute. Are you able to give an example of how you've got an item setup?
Right. But GEs aren't just attribute effectors.
You equip a ring that has an effect that damages enemies around you ever N seconds. So you put in the infinite GE that is applied when the ring is equipped that it grants GA_RingOfFlame. This ability is granted and auto activated. And it just sits there doing it's own timer thing. It's deactivated when the GE is removed from unequipping the ring.
Using a potion item simply runs an instant GE to grant immediate health, or applies a duration GE to grant health over n seconds.
Simpler GEs like equipping armor of course would just be infinite stat affectors and such.
gas is great
Yea but equipping a ring might also need a mesh updating on the finger. Or would this be handled outside of the effect?
The way I handle this (I don't use the abilities part of GAS all that much) is that I just get the inventory item, check its item type and do something based on that. While doing that, I also grab the item effect and then apply it.
I guess a equiping a weapon might be a better example, how would the weapon mesh get updated?
So the equipping animation and what not is outside of the realm of GAS in my stuff.
can definitely still use gas for it
GA_Equip or something that handles changing equipping the item and applying the GE. then the GE determines if it's simple or grants an ability or something
all the better when you realize you need to sync what you're equipping with the server, maybe through target data
Yea but how would the GE change the mesh? That's the bit I'm struggling with as the GE doesn't have any overridable/implementable events.
have your equip ability change the mesh
Equipping a weapon grants an equipping ability and plays the equip weapon ability that plays montage, spawns weapon actor, and eventually grants the ability to use said weapon. So you can't just pick it and start swinging. Unless you want to do that, then you can skip the whole equipping ability and just kapoof it in hand.
Ahh so it's GA -> update mesh, play anim, add GE's -> GE's add more GA's if needed.
Another example, if you want the weapons sheathable. Is to grant the equipping ability, and allow the player's hotkeys to run the ability for instance. So they equip a mesh from their back/hip.
I would do GE -> GA. For my inventories, the item has a GE, not a GA. Having the GA, in my games/opinion, to just kick off the GE is extra work for the sake of extra work. The GE can do the stat modifications and the ability. So that's all I do (if it is applicable)
But again - I don't use GA for equipping anything.
Main reason I highlight this is because you don't have to use every part of GAS
Yeah. Just depends on what you need. I was going to make subclasses of my items and do it there. But then I ended up getting more into GAS. Just made sense to make it all abilities.
I've been looking at GAS for about 3 days so still trying to pieces all the different elements together. I've not even looked at the attributes stuff yet. Just abilities and handling inputs to trigger them.
I would do it the opposite personally
Easier to understand the effects/attributes
You can convert your stuff in like an hour and be off to the races
Even if you never use an ability, just the effects/attributes is pretty handy for all kinds of things.
For sure. Still wish they would come up with some sort of generic way to define attributes without the boilerplate, but small price to pay.
This is what I have at the moment but little things like retriggering the Attack ability if the grab ability fails (attack 2) is alluding me. I'll probably end up scrapping it and starting again as I learn more bits and find better ways to handle stuff.
I think that would mostly just come down to tagging?
Like while that grab is going on, apply a tag, remove it after. Then you can trigger one thing if tag, else the other.
Most likely. I'll probably end up having another play with it. If I cancel an ability, does the completed pins still fire on the play montage and wait node? (assuming its not set to end when the ability does)
If memory serves, there are some conditions where it will simply stop. Like ability cancellations from forced overrides. Maybe from player cancellation I can't remember. But normally I think it'll still play those pin only if you uncheck the StopWhenAbilityEnds.
Wow! For me as a beginner this seems impossible!
It turns out the onCompleted does fire. I assume cancelling the ability ends all timers/events.
I've pretty much redone it all in a single ability. o.O Seems to work better lol.
Believe it or not but it was easier than I thought it would be. The fact it's all replicated is amazing. That's a testament to GAS.
Game design is such a wonderful rollercoaster...
You start off not knowing shit, but eager to learn.
You hit a wall and get demoralized.
You finally find out how to get past it and feel invincible only to move on to the next thing.
Repeat
I have a simple system where I add a capsule Collision, attach it to a sword, and then bind an event to on component hit. but its not generating hit events with my character. The hitbox is a custom object type and the character is a different custom object type, both are set to block each other, both are set to simulation generates hit events, both have both Query and Physics collision enabled, and both use CCD. But its not generating a hit event. Overlap events work just fine but dont give me the hit location. Does anyone know whats going wrong? I read somewhere online that hit events dont work when the capsule is being moved by an animation, is that true?
You don't need simulation generates hit events, but it won't harm anything to have it enabled. That is explicitly for components that are Simulating Physics. Not to be confused with kinematic animations. It's just enabled by default to avoid mass event spam from physics driven models.
If overlaps don't work then either the primitive is missing collision geometry(not likely with a capsule component), your channels are not set up correctly one one object or the other, or your collision enabled is not set up correctly on one or the other.
The overlaps do work
Oh, I read that backwards. This makes sense though. Your capsule is being moved with the sword, it's not moving on it's own. The overlap events should be giving you a location it overlapped though?
Location from here may have data you can use.
the sweep returns false
How to change level gravity via blueprint? currently using this but I need each level to be a different gravity
You can't in BP. The closest you can get is changing the Gravity Scale on the movement component but of course, that's not going to affect everything.
I'm pretty sure world settings are unique per level though so as a one time set, you should be ok. Although i thinks it would be the persistant level so might not be helpful for level streaming type situaition.
Yeah that's the issue I am facing
You'd need to jump into c++ land.
🥲
If it's small(ish) scale, you could make your own system for handling gravity. It's doable but not recommended on a large scale.
I'm trying to think of what would need gravity altering, for this level, it'll just be pure open space, maybe some floating props that can be pushed around on collision with low gravity, playing can jump and float a little and same with npc's
How can spawn in a trigger box and make it trigger, example I have a trigger box that makes it night, I call it NightTriggerBox, it works but not if spawned inside, makes me also what is I make a save in the NightTriggerBox, it would spawn me day time and not day, my setup is open world and trigger box in level bluueprints like on begin overlap - cast to character - set time of day
Apart from that I don't know if anything else needs to have gravity modifiers
You might be able to get away with manually applying your own gravity then. For physics objects just disable gravity and add a force. For the character, you can change the gravity scale on the movement component.
Oh yeah, I should've thought of that
Hey is there any simple way to simply get the nearest actor of the same class but NOT itself? Just trying to have two actors look at each other and one does great but the other just tries to look at "itself"
GetAllActorsOfClass -> Check if the result is self -> If not, do the distance checks and all that.
hmmm how do I check if the result is self?
nevermind think I got it
Sometimes I forget I can use more then math variables inside == nodes and such
Does anyone know of a solution to hide a widget component attached to an actor if the player character does not have line of sight? I have a health system with a screenspace healthbar but it shows through walls.
How do I make it display zeroes too?
perhaps you can shoot a line trace and if you hit a wall make it disappear ?
you want zeros before or after ?
Its basically displaying like:
6:07, 6:08, 6:09, 6:1, 6:11, 6:12....
It should display 6:10
you can do this by checking the len of the string, i would split it and measure the length of the right part, so if it's 1 then the amount of zeros you need is 1, or 2 - 1, so that 11 doesn't add a zero
Can you dumb it down some for me please
Set the minimum fraction digits to 2. 😉
legend xD
I nearly let chatgpt have it's way with the blueprint too
like shoot it from the npc to the character?
or from the character to the npc, see if it hits a wall yes one way or the other
You can use WasRecentlyRendered or something of the sort
trying to think of a way to do that without tying it to event tick 🤔
or have the healthbar NOT be screen space
something somewhere is ticking to do this
Haven't heard any good thing about WasRecentlyRendered 😅
Mostly that it isn't accurate in the slightest
well in this case accuracy isn't paramount I think, just good enough to hide it when occluded
sounds like a creed "Something somewhere is ticking my son"
it always is
timeline -> it's ticking
timer -> timer manager is ticking
animnotify -> animation is ticking
Event Hit -> physics engine is ticking
With the worldspace option, is there a workaround to have it both ways, where it faces the camera but gets occluded
yes just have it face camera and it'll occlude. Depends on what youre after tho
The problem is that it may be awhile before it is considered "occluded" using that flag.
That is also my experience with it.
(it's pretty sporadic)
How to moving a little bit after letting go of the move button? Basically I want how it does is classic sonic where when you stop pressing the button, the character moves still but slowly slows down speed until reset. This is my movement code. Currently when I let go of the button, it instantly stops the movement.
you maybe can do this with "breaking friction" in your character movement
How would I input that in my existing blueprint?
nvm I figured it out
Kinda what I was going for but is this a good idea if there's going to be a lot of actors running this tick in the level
nevermind this is how it looks from above
when actor gets spawned, it should have / get a variable to set mats/meshes/etc based on that material
but what im trying to figure out is how i can pass this variable from one actor to another
basically, you buy from menu and it should spawn a gun crate with the right variable (which gun you bought)
the only way i can think of it is by setting a var on the player proxy which then the gun crate can access
Assuming the crate has a var for the type of gun, you can mark it as exposed on spawn which will allow you to specify it on the spawn actor of class node.
Hi how can I get the location of a bone in Anim BP?
I can reach the skeletal mesh with casting, after that I can't find how to get the location for a specific bone
Not really sure, just quickly searched it but this might work for you.
yep, function have other name)) "Get Socket Location" - just write bone name in socket name pin
That looks like geometry script, it would probably give you the bone location in the default pose -- not during any kind of runtime.
or whatever pose the dynamic mesh has going on, I guess -- I didn't even know GS could work with skeletal meshes!
Ha that's funny thanks!
Thanks, I wasn't able to use the target mesh, but using Get Socket Location as suggested may be working
how can i fit all info from "showdebug enhancedinput"
console command
i tried the general settings -> font -> legacy font size but it didnt change anything tbh
https://forums.unrealengine.com/t/gameplay-debug-command-showdebug-enhancedinput-has-font-size-issue-on-osx-ventura/1201425 i have this issue
Hi Folks, I’m experiencing font size issue when enabling “showdebug enhancedinput” gameplay debug command. The debugging info is rendered with very big font and cannot fit into the entire screen, therefore unable to read the debugging information. Does anyone know how to fix this? Really appreciate some advice from Unreal Engine expert. Tha...
just use output log inside editor in the left corner and check the log
Hello! I am trying to make a mechanic similar to a UV light or the Code Scanner from Mouthwashing, where a flashlight reveals text. If anyone could give me any tips or guidance that'd be awesome. Thanks in advance!
Might have luck in #materials
Thanks I'll repost there!
It's probably the same idea as those dissolve material
Where you can use a collision to show/unshow parts of material
I thought the same thing but getting a collision to be conical like a flashlight beam is the issue I'm facing
Probably need something to do with normals and distance to camera
But not my field yet so 🤷♂️
Anyone got any links on resizing UI elements in game? I’m trying to make a drag-to-resize button for my game log system and I think I might be making it harder than it needs to be
Scalebox?
I don't remember how I handled the drag function before. But it's mostly just a sizebox wrapping the log that you set it's desired sizes for.
Is there a known workaround to the Blueprint Debugger not working for widget BP breakpoints?
For reference, the breakpoint in question does fire when I click on the relevant button ("WholeCardButton" in this case) & execution pauses at that point, but I get the "Debugging Mode Fail" message popping up & don't see the normal controls for stepping forward to the next node or into the current one etc...
Am on MacOS if that makes a difference
(Just realised that I'm only on 5.5.0 not the latest so gonna see if that helps...)
I don't have time atm, but I might try to check it out later. This specific thing also throws a check if you BP breakpoint in the widget's tick, which effectively soft locks your editor because you can't unset the breakpoint since your editor is frozen from the C++ IDE. It's wildly infuriating since you have to lose any work and hard reset the editor.
Right up there with PCG spline caching in 5.4 and 5.5's fucky Navigation code.
Ouch indeed! Wait, this is when you set a breakpoint via your C++ IDE?
@frosty heron So, what is the point of class soft ref then? If i can just do the same with regular class?
No. If you set a BP breakpoint on a Widget's EventTick execution line. It ticks, breaks in the IDE because of an assert. You skip it.. And it immediately breaks again because of another tick.
For my sins I'm using XCode & never quite worked out how to use that as an actual "IDE" rather than mainly a text editor with a "build project" keyboard shortcut... so maybe I get to dodge that particular issue at least!
Just what I said there. You want to use the parent class. You can point to any class that inherits from Actor, if you have a SoftRef of Actor type. You would always keep Actor loaded which is fine because Actor is a small class. But you wouldn't always load the class you pick in that softref until you want to.
why are you tagging me 0o?
You use soft ref when you need to load them at will.
though I never use class soft ref
I mean. It is called "soft ref", but it creates hard ref
😄 Maybe. Also if you're interested, Rider has a free non commercial version now.
im no where that far in my development
"non commercial" tho...
just pay when you finished your game.
Idn xD. I replied and somehow tagged you)
It's not a hard ref except to the parent type.
Which should be fine. your base classes shouldn't reference heavy stuff. Should be fine that they're always loaded. The entire point of softrefs is to lower your sizemaps.
WHAT am I doing wrong here. Trying toi set the parent actor of this component to a hand mesh with the relative transform to it.
I dont get it. So the soft ref takes the class that i put in it and store its parent?
you can think soft ref as path/string
it's only real if you load it
otherwise it's fugazi
I understand how to work with soft ref, i just don't get why it increases my size map
Make a softclassref of AActor type. Compile, and click it's dropdown. You'll see that you can pick any class that inherits directly or indirectly from actor.
You're now hard reffing Actor, you're not hardreffing whatever you pick.
Becaue every ref you load has other refs and so on in a huge chain and all of that will be loaded in to memory
But cant i do the same with regular class ref?
I know that
No. Because a Class Ref will imediately load whatever you pick and thus you'll be hard reffing that class.
Now i get it) its weird. Thank you)
You get used to them after a bit. 😄
Gets better if you can use C++ and bundling. Then you kind of ignore the whole having to load them part too if you set up your stuff well.
Jumping in on the soft refs conversation, a good use case is if you want to have a datatable where each row has a reference to a class type (maybe all your game's enemies are specified in that DT). If you use hard refs, then every time that datatable is loaded into memory, it'll also load all those classes (& whatever their hard dependencies are as well) & you can end up accidentally loading your whole game into memory without realising it. If you use soft refs, then you can have thousands of rows in the data table but get to actually load the relevant classes as & when you need them.
I think I will regret not diving into asset manager...
still don't get the idea behind it though
Do I just tag every Data by overriding the GetPrimaryAssetId ?
Then load them by passing a tag in a function?
You don't so much need to care about the asset manager itself. It just handles it's own stuff. You only need to care how to mark your data assets and their properties and to set up the asset manager's project settings for your primary data assets.
how does that play out, I wonder... I am more used to "loading what I need on the go" pattern
It did not help... Oh well!
I think the easiest way to view it is... You might have dozens of meshes for certain game states on a data asset. Reasons for why vary greatly. But lets say you want some pretty seamless gameplay with a lot less loading bars, waiting on stuff to load in. Specially for your non SSD players.
What asset bundling does, is allows you to softref everything in the data asset. This means you can load this data asset up insanely fast, and keep it in memory probably because the asset itself is stupid small. It's all basic data. Integers and floats and strings, and tags, right?
But you're in some game mode, and you have 23 data assets of some type, and you want their meshes immediately to set stuff up. So what you do is tag those mesh's properies with an asset bundle tag. You can then take all 23 data assets and request their bundling to change to that tag. Which async loads ALL of it and gets you a callback when it done. These softrefs now stay loaded regardless of anything hard reffing them until you explicitly unload the bundle for them. Effectively allowing you to treat them like hard refs and not have to wait on them past the initial load of everything. And you get a bit of cleaner code with this by not having to write as much wait code.
It's nice. Again something to get used to. 😄
hi, this mite dumb question. Do blueprint can reuse for other games? such like enemy AI
ah ok, thank you that would be makes easier making other games for me
Does anyone have any recommendations for the best place to handle weapon (melee) traces for what to apply damage too? I was thinking of using an anim notify event but the events are const so you can't modify vars to keep track of enemies damage has been applied too across ticks.
Edit: also it seems you can't actually do traces in anim notify effects. 😅
Should be able to handle that in your ability through it montage anim notifications I think?
im not sure what you mean.
Swinging the weapon should be an ability that you trigger to play the swing montage. Which can also track the state of what has been hit. And can also be what handles animnotifies to do your along the swing traces.
I am doing my traces using anim notify states.
Using a map of <FGuid, HitActor> to ensure that the same actor not hit twice within a single anim notify state
this might be dumb question but I want to know what's the BIG topics (more than 10-20 nodes in one topic) in actor blueprints that are sometime used or usually used? for example the only I knew it's Transformation and those common math and data structure stuffs. I really wanted to know and I skimmed through the entire 300+ surface level-topics but did not understand even 2% of the topic name
better to just think about what you want to do
then look at what you can use from there
My swing attack is already an ability that triggers the montage. How would I get access to data from the montage from the ability?
My Attack Ability just plays the montage
the damage part is handled by damage component
The point is, me knowing only transformation limit how i would design i make the game. Simmiliar to like human can't imagine 4d. (idk but it felt like this for me)
multiplayer read-ish ( haven't test with real players, only emulate lag) also work with multiple enemies.
@dark drum
@dark drum
mostly down to google, reading docs and asking questions
So you use an anim notify to communicate with you're damage comp which then handles it? So the notify state is just like, 'Hey, you should do a check!' the comp then gets what it needs from the character regarding the weapon to perform the relevant traces?
Soooo with my approach, I baked the montage data to the anim notify state X_X
and by montage data, I mean just location of the weapon socket
I slice the anim notify state editor time, then inject Trace location as an array
if I don't do the baking approach, even with high FPS, my arch will not be sufficient
This is literary what happend with 100 fps
with 25 fps, I can't even get an arch
but by baking the data to the anim notify state, I can just simulate any traces that is not done yet
and you can see what happend in the video, even with 5 fps, I can do a full arch
Yea this is what mine looks like but just gets the current and prev socket locations lol.
try with 30 fps
do you get the same result?
Yea.
my approach work with any fps
but comes with other baggage
like montage is tied to weapon type, since it's baked
so if I have spear or long sword, I will need different montage
The idea for me is just, loop through the array, play every element with TimeStamp > ProcessedTimeStamp && TimeStamp < Current Time
And how do you back the data into the montage?
Made an actor helper, attach the weapon.
Run scripts then profit
first time doing validation too, cuz I need to know if I am missing neccessary component (e.g. the weapon)
I can dump the scripts if you like
or maybe look at how others do it (a lot of trace hit plugin)
but I prefer to not use plugins unless I must
Ahh ok. I'll have a think about. If i get stuck, i'll give you a shout. 🙂
sure, DM is always open on the weekend :P.
can someone explain to me why BP_LavaGolem doesnt spawn in the SpawningPoint on the right? It always spawns at 0,0,0 in my level.
Do you get Accesses none error?
Good morning. I have trouble coding a movement system for VR using thumbsticks. The code that I attached only works for forward movement. I want to be able to move backward and strafe. Any Help is appreciated :)
you are only adding movement input in the direction the camera is facing, you would need to use the x and y values from the input node
Gotcha like this?
I was watching a tutorial online, and it told me to input the values from a forward vector
might need to rotate them to be in a world space direction
how do i do that?
multiply y by a forward vector and x by a right vector of either the pawn or the camera
Sorry for asking questions many times, but where I plug the multiply to?
Yes I am getting it for the Barracks Structure Ref
then that's the issue
you need to set your barrack structure ref
try like this
I have it as a variable with BP_Barracks as my thing
Does that not set it?
I have no idea what you mean by that. I gotta go to bed, post the pic on how you set it for others to see
just creating a variable does not set it, if it is in a level you can make it instance editable and use the eye dropper to set a reference to it
Trying it out now.
I will upload a couple more pictures so you get a better idea but I'm so new so I apologise for any ridiculous questions
It worked! Thank you so much for helping me out 🙌
Seriously, any help is very much appreciated. Im not sure if im a million miles away or 1 funtion from making it work.
I am trying to get the LavaGolem to spawn in the SpawningPoint (the blue pad on the right)
you made the ref, but where do you set it ?
Hello there, looking for some help. As 3D artist I dont really understand much about blueprints, but I want to create something in UE for fun. So I have a basic dash set up, but I want this - If the player dashes toward object in certain height, I want him to appear on top of the object. Right now he stops when he hits the object. the AND node isnt printing, so it looks like it doesnt hit? but when Im testing it line trace appear, both red and green like its hitting. I have a top down view, dont know If that changes anything
you need to set the BarracksStructureRef somehow, since you are spawning from a widget and idk the rest of your setup, one way would be to use GetAllActorsOfClass, that is not a great solution but would work if you only have one in the level
i see you have two branches, but no power after the trace, the white lines are execution lines, you execute to the line trace, but nothing comes out of it
hi guys can someone help with why when i set and play the sound with the audio component it doesn't apply the concurrency?
why it only works when i spawn an audio component with a concurrency but not when the audio component is already attached?
it is a weird process with this audio component: set sound then play sound
i think the issue is that it replaces the sound and i can't use one audio component for sound concurrency
I did what I think is the code in cpp, essentially I track currentsize and am trying to add a vector2d to it based on how far the mouse moves between clicking down on the resize button and releasing - but I think there’s probably an easier way in the widget blueprint, I don’t know how to bind the size box to those numbers so I probably need to manually add the vector2d on an event or something 😭
I really only need to scale it all horizontally, I don’t want everything bigger, just more room for the content if needed
I have a vague memory that I did it through a DragDrop operation.
That was a couple years ago though. I don't think I have that project anymore. 😬 Haven't had to do any sort of dynamic sizing stuff. Too busy supporting gamepads to care about mouse sizable widgets.
It’s dumb because I definitely don’t need it right now but it’s the last piece of this widget and I know in my soul if I put it off it won’t get done and then I’ll get a user story about how they wish they could do it in two months and I’ll have totally forgotten what I was doing with it 🤡
Tbh I don’t even know if I have the widget structured correctly for resizing I’ll probably end up breaking more than I fix 😂
I always wanted to make a fully user customizable, mod-able UI API for Unreal. Someday.
I saw a write up about data driven UI stuff I really wanna play with, but I have too much stuff to do
It’s dice system time, babyyyyyy
We're making a single player game and a second controller doesn't work. I assume it gets its own Player Controller? And that doesn't work because we directly reference PC 0. Is it possible to just assign PC 0 to whichever input device was used last?
That sounds terrible
Most things (or everything) should have a "Get Controller" or some variant. It'll get you the correct controller.
At least things that have a controller that is.
Hello! Does anyone have a suggestion on how to store potentially hundreds of values in a variable that are then searchable within another actor/blueprint, similar to how the searchable dropdown works when selecting assets for an object type variable?
hey ya'll - in ue5 where is the emovement state variable?
is it called enum state now?
I make my unit icons (those that sit on top of a unit), as an HISM instead of a Widget Component. Is this a good practice?
Seems a bit like a part of my premature optimization OCD, though it works great.
I turn it to the camera in the material.
The Widget Component needs a render target and is not instanced
Then there is also the Billboard component that is quite nice too but its not instanced either (from what i can tell, correct me if im wrong, it inherits from UPrimitive)
What is your actual need? Because HISMs work best when you don't invalidate them from movement.
Sounds like a sizebox and some d&d operation then^^
Hello , i've made a simple tooltip for my inventory and when i try to access the text components of the tooltip for some reason it fails to retrive the reference to them the first time but then it works , what could be the issue?
invalidate them from movement?
wdym?
they need to move though
but they are basically icons
Does each thing have it's own HISM?
no. they are instances. so each unit icon is 1 instance
and they rotate towards the camera so it gives that extra cool effect that a Widget Component wouldnt be able to do
What houses your HISM? What Moves them?
My initial thought is that this sounds a lot like niagara territory.
A unit manager that also houses other things like sprite effects and unit movement
yeah though niagara is a PITA 🔥🍑
Lol. It can be. You get used to it though. I certainly enjoy it infinitely more than Cascade.
yep though cascade is outdated right? its not used anymore?
It's considered entirely deprecated.
Hey there 
I need some help with a navmesh/position thingy.
I added some billboards to my BP to avoid some small annoying moving issues when I was giving the order to my units.
So, when I give the order, it will pick the closest billboard and move to it's position.
The issue is, sometimes, the closest is one of the yellow. So the unit will try to go there but it can't because the navmesh/area is closed, so it end up going to the closest wall (in the black cube).
What can I do to be sure that the unit only pick a billboard that is the closest AND accessible through the navmesh ? 🤔
thanks!
I need feedback. How bad it looks that I'm making Data Asset that is couple of structs? (like the idea is probably fine alone, but look at context).
Now I realized as I'm trying to fit some things into ''plugins'' like organization that Basic Data is part of the whole project and as you can imagine it dug a hole because now it feels like plugin is not self contained. Did I actually make it worse for me trying to ''separate'' things into a nice containers meanwhile I could just put everything into in Resource Data (name, description, thumbnail = basic data) and maybe Selectable Data could go to different ''plugin'' (this I could somehow figure out) etc. I'm looking for a yes no anserw mostly 😄 lol nvm just realized something 😄
TLDR your picking code needs to run can reach check on each billboard in order of closest to the desired location.
Is there a shape of hell other than "why is this object not hitting this wall"?
Honestly though I'm at my wits end here. This wall can be hit by other types of pawn, and that pawn can hit other types of wall
like i am supposedly doing everything correct but i just get "accessed none trying to read property "
I see, how exactly would you approach that ? 🤔
I'm pretty clueless so far
You're already picking the closest one somehow. I assume an overlap or a get all and sorting?
You should first sort them by distance, and then start from the closest and for each through them. If ai can reach, use it and return.
when do you set the data in the variables ?
are you getting tooltip is none ? or what is exactly empty ?
Looks like a widget tooltip binding. Which is usually supposed to create and return a tooltip widget.
i am getting a valid tooltip
i c, so your variables just are not working
i create the tooltip at constructor
i tried setting the values in the tooltip directly and that doesnt work either and i am very confused
i'm tryna get this component to launch when it spawns based off the world transform of another object, all that works but the impulse seems to apply different depending where i'm facing.... I though the forward vector woulda fixed that but any advice?
Just found a way to make it work, thanks!
I compared the point that AI was getting and comparing it to the slot's pos
if it's not into 5units around the slot pos, then it's not accessible
now it's picking only the available slots 
quick question, my character when running up and down ramp, he starts bouncing in a glitch way. how could i solve this
How do I get component speed in real time? The "Get Component Velocity" or "Get Physics Linear Velocity" node is getting the result in the past at least 5 frames in the past.
Whenever I reopen my project one blueprints fails compiling because its trying to spawn an actor and that actor has a property that "doesn't exist". When I compile (without changing anything) that spawned actor and then recompile the original failing blueprint it works fine. It's annoying to do that every time I reboot the project
I mean I can’t tell you otherwise but I’m curious where you got the 5 frames in the past thing
Did you hot reload any cpp files ?
Or is it a bp only struct that’s giving you the error
So, basically you have a weapon_bp, the projectile fires by first obtaining the character's speed and adding it to linear physics speed of the projectile that will be created, but it happens that if the character moves forward too fast, the projectile starts running backwards and passing through the character while running forward. @lunar sleet
Uhhh I did not understand all those words 😛 but whenever I open my project this blueprints faiuls because it thinks the towertype variable doesnt exist, but when I compile BP gem path it suddenly exists again
Did you make any c++ class from the editor for this, or did you create a struct where that variable is being pulled from
well i think i have tried pretty much everything and i am going insane
It's a variable on the bp gem path blueprint (exposed on spawn)
Ok that’s good
It could be that it’s loading before the other class loads causing it to break
But I’d try remaking the bp and see if that fixes it
i think im having possession issues but i cant tell where the issues are would anybody be able to tell what i have wrong
For starters - you could say what we're looking at and what you're expecting
that would be the camera inside the actors head
i cant control movement or camera so im pretty sure its a possesion issue
So I'm trying to recreate the Runescape item system and was thinking about the best way to go about that. Would it be a bad idea to do it using gameplay tags to define items?
Show an example of an item
what data is required to represent a Runescape item
At the moment I basically just have a data table that has the ID/quantity/3D mesh of an item. The data I'd need is both what function the item serves (Does this item restore health? Is it a key?) as well as information associated with those specific actions that I can send to the chat box (ie. You click to eat an apple, sends a message to the chatbox "You ate the apple."). This info also needs to show up in a right click context menu when I right click an item showing these sub-actions the player can do.
data table can work fine
tag as "item ID" is fine
but the tag can't define it, you'll need some data somewhere that has all the info
Gotcha, I appreciate the advice I'm still new to this!
For time dilation.
If I set global dilation to 0 to freeze everything, how do I set my actor to “normal speed” I know set actor speed is a multiple, but I’m worried about errors about setting up a multiplayer for it.
which inputs return pressing down and the completing on key up?
You mean in Enhanced Input?
yes yes
I'm trying to make it so when you left click a cable attached from your current location to the location of a hit on a linetrace, and for some reason the cable is like super far off when the camera is tilted up or down? I'm not really sure how to fix this and it's driving me mad. any help would be greatly appreciate please i'm like at a loss rn
Pressed might do that.
I know there are multiple pins if you expand the node with no types selected too.
yeah that's the one I tried
I feel like there's specific actions tied to specific events
adn it's not super clear
like canceled vs complete
The way i do it now is I make two input actions, one with the trigger "pressed" in it and one with the trigger "released" in it then use those seperately
if you want pressed/released like the old input system
okay okay so pressed / released is started / complete
not canceled
that's the difference
canceled is for the hold / release function
such nuance! 😄
Does anyone know how to add footsteps sounds to more complex blueprints? im using the Dynamic First Person pack from the marketplace, but its made adding footstep sounds increasing difficult and im not really sure how to read the blueprints
I recently saw that notifies are the way to go
How do i get this ring to be parallel to the ground? I tried messing with alignment and facing direction but cant seem to get it to work.
Set the SpriteFacing particle attribute
If you just look at the bindings for certian renderers, you can ussualy find the attribute you need to set.
I want to have a "two worlds" system where you can change from one (fairly large) world to another one that's in the same space and the two solutions I have are:
- Level streaming - each world is its own sublevel and just switch their visibility
- World partition - each world is in a different location and teleport the player when switching worlds
Anyone have any suggestions on which solution would work best? World size would be around 2 km x 2 km
anyone got a couple minutes that they could spend to help me with some coding lol. Ive been trying to learn blueprints (especially a physics based movement) but damn, it aint easy for a rookie
im pretty much clueless of how coding works, and ive only experimented a bit, but nothing too much. although im a huge fan of titanfalls movement, and i wanted to learn how to do that type of movement in ue5
Anything to do with movement systems is one of the more complicated tasks in games programming.
damn, sad. but still, im up for the challenge, since thats a core component to what i want to make you know?
Feel like your sights are set pretty high for not understanding the basics
yeah, fair enough. but where else could i start in making a movement shooter without movement lol, ive been searching tutorials, and they do achieve the movement, but they dont like showing code, which its fair too ig
Just dont
Make something else.
I couldnt just take a few minutes to help you
Its alot
sorry dude but i cant just toss in the towel like that, ill keep learning, but its alr, ty for trying tho
maybe after 20 hours of one on one instruction we can get titanfall movement 😂
Its not even a maybe
I did that with a friend
Exact same thing
Only did it for him cause hes my best friend lol
damn, welp, its alr, ill solo it then, but hey, if you can teach it in a day, ill learn it in a couple
even if its weeks lol, but worth the work
If you can find a tutorial for it, thats your best bet.
✌️ ✌️ well, any tips at least then? that'd be a good starting point
ill look at more tutorials, hopefully one of em shows code so i can start there, dont like copying, but do like learning from em. again tho, ty for trying lol, know its a difficult step, but ill grind throu it
I've spent the two weeks full time working on this exact issue
there's A LOT to understand before even remotely being able to make something like this
If you want to make one like this, you'll have to subclass the CharacterMovementComponent or the new Mover2.0 component, and do the movement yourself
If you want to have any sort of multiplayer elements here, it'll have to be done in C++.
no way around it
The best documentation is in the source code. you can look at how the CMC (CharacterMovementComponent) was created
there's 100% no way to do this in BP, and have it work properly in multiplayer
If you're actually serious,, it's time to learn C++
if you don't care about multiplayer, you'll still need to learn to read C++ to see epics implementation of the component.
interesting, well thats some info, if i gotta, i will. But just curious, why would blueprints not work compared to c++?
performance?
not everything is exposed to blueprints
especially multiplayer
lots of things you can only do in C++
kk, would c++ be difficult to learn then, and if so, whats a good approach to learning it?
it's difficult if it's your first language. but it's certainly not impossible. as long as you're serious about it, and actually put in the time & effort to learn it's super doable
There's a specific article that talks about some of the pitfalls. but that's in general. for the movement component, BP is way more limiting
cool to know. thats definetely a wrench in my plans lol, since bp was my lifesaver for understanding code. but again, cant throw in the towel like that lol. So, will give C++ a tackle then
C++ feels scary to people
think of it like BP, but with words rather than nodes
BP is programming. you're just dragging and dropping, instead of typing
Hi all, got a replication question I was hoping someone could help with!
#multiplayer may be better place to ask
Roger that, thankyou Tones!!
but I'm no police 🚨
always hated books lol, but i'll still try it. Afterall, it'll just be a new skill to learn. Got a website or video that you know what could work for me? what'd you do to learn it?
yeah i was getting some resources for you one sec
my biggest piece of advice when learning is
once you know enough, make a system in BP
then figure out how to do it in C++
When you struggle and have to find answers / solutions is when you're learning the most
plus there's always the #cpp chanel to help
General C++: https://stackoverflow.com/questions/388242/the-definitive-c-book-guide-and-list
C++ Quick ref guide: https://landelare.github.io/2023/01/07/cpp-speedrun.html#compiling
One of the best resources out there for general topics: https://benui.ca/unreal/uproperty/
Multiplayer compendium https://cedric-neukirchen.net/docs/category/multiplayer-network-compendium/
There we go. messed it up a few times
awesome, will do my guy ✌️ awesome info!
find a C++ unreal youtube tutorial series you like, and start learning
Lets see if in a couple weeks i can learn this fully, i'd assume it'll take some time, but still, ty for your time dude
gl 🙂
does anyone know how would i convert this c++ U function to bp
UFUNCTION(BlueprintPure)
static FRotator GetGravityWorldRotation(FRotator Rotation, FVector GravityDirection);
Any idea why did my array of string only print 1 of the member? meanwhile I have 3 value inside it
Not sure what you mean exactly. Since you have only given a function declaration, are you asking literally how to add a function in BP with a rotator output, a rotator input, a vector input, and marked as pure? That function also is a static function. Blueprint doesn't support static functions.
yes thats what im asking, i know static functions aren't possible through bp so i wanted to make it a regular function in my bp function library
is it possible?
Did you need the function to be pure? or it is fine if its not?
doesnt matter
Change the UFUNCTION to:
UFUNCTION(BlueprintCallable)
Yes its possible
Exactly like Memories show
im at that point but i need to know how its returning a value
You only show the function declaration but not the actual function
You should check the function .cpp not the .h
from what im seeing it converts a rotation from gravity relative space to world space.
When the ReturnNode is called, you may specify the returned value.
FRotator AGravityController::GetGravityWorldRotation(FRotator Rotation, FVector GravityDirection)
{
if (!GravityDirection.Equals(FVector::DownVector))
{
FQuat GravityRotation = FQuat::FindBetweenNormals(FVector::DownVector, GravityDirection);
return (GravityRotation * Rotation.Quaternion()).Rotator();
Static function is callable in bp if that's the question
hi, how can i fix the targeting sphere that heading upward like that? it should be straight forward to player
Hey everyone!
Using Blueprints, I'm wanting to procedurally generate a level using level instances.
After loading a level instance, is there a way to get a specific actor from that loaded level?
I'd preferably be able to store the reference of the actor somehow so that I can get it from the loaded level...
(I know I could use Get All Actors of class, but that would search the entire level - meanwhile I'd prefer to just search the spawned level instance)
Show the code that determines the start and end location
or wait is this just a capsule component?
I dont beleive this is possible in blueprints.
Dont be afraid to use get all actors of class anyways. Its ussaly isnt a big deal.
i thnk actor location kinda mess up?
Multiply the forward vector instead of adding to it.
This makes me sad.. seems like it should be so simple.
I tried adding an interface to the Level Blueprint and return the actor through an interface function call, but still no luck
Say the forward vector is (1,0,0)
(1,0,0) + (180,180,180) = (181,180,180)
(181,180,180) + ActorLocation = The issue
Stop using level blueprint for gameplay purpose
The coms is one way in blueprint