#blueprint

1 messages · Page 283 of 1

frosty heron
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Break*

muted halo
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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

neon bolt
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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...

▶ Play video
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rro

frosty heron
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What do you mean by "grabbing each element uniquely"

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The loop just goes over the elements

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1st round will be index 0
2nd round will be index 1

If the array contain 2 elements

dreamy mountain
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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

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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

muted halo
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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!

frosty heron
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And how does it go from 1 2 3 4 5? What is it looping over?

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But sounds like you want loop inside loop

muted halo
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this whole bit of code is a custom event

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Would it be better if I could screen share?

frosty heron
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I'm off to work

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But you want to do nested loop, look up at some examples

muted halo
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will do thanks!

dreamy sail
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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 ?

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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

dreamy mountain
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if you know which indexc it is, you could force set all others to false, then set that specific one to true

dreamy sail
dreamy mountain
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im trying to make something similar and then tell you how i did it, if someone else helps beforehand, great

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but give me a few mintues to mess about with it

ember lake
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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

dreamy mountain
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you want all but 1 of the 9 bools to be set to false, then that 1 bool set to true

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no matter what the previous value is

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right?

dreamy sail
dreamy mountain
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ok

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so what i have should work

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that video looks right, takes all values, sets them all false, then one specific value to true

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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

rough cedar
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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.

dreamy sail
hardy ice
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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! 😃

tropic kite
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does anyone know how to reference the player as an input on a function?

jovial steeple
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When you change the type to a reference, it will give you 4 options

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You would want to have an object reference type.

dusky hemlock
# hardy ice Hey there, I am currently creating a game where you can move your hands individu...

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

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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

tropic kite
jovial steeple
tropic kite
tropic kite
river herald
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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

granite frost
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Yeah, I realised that and started doing that earlier. Sorry for the late response I went to bed.

dire oyster
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how can I get the value of Is Spatially Loaded from blueprints?

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this (of course) fails

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why would it work right? ¯_(ツ)_/¯

spark steppe
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rightclick the name in the details panel and use Copy Internal Name

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may just be the wrong name, as it could also be bIsSpatiallyLoaded or something totally different

dire oyster
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ah yes, the great (cursed) hungarian notation

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thank you

quiet gust
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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_Playerbase which 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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jovial steeple
quiet gust
quiet gust
jovial steeple
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Im assuming the OnComponentBeginOverlap code exists on the BP_Wurm class?

jovial steeple
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How are you finding the players AC Skill Tree component on the BP_Wurm class.

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Where are you setting up that reference.

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Do you understand what im talking about when I say reference?

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Many beginneers struggle with that part.

quiet gust
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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:

jovial steeple
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Do you speak english? Do you want to call where I can explain eaisier?

quiet gust
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yeah sure, i only dont have a mic atm

jovial steeple
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ok sure its fine haha. I will dm you.

quiet gust
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okay thanks

unique dew
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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.

waxen ice
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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

unique dew
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okay i'll give that a go, sorry for the screenshot, and thanks for getting back to me

waxen ice
dark drum
drifting finch
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would it be possible to get someone in call to help me understand why my collision isn't consistent

rough cedar
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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?

merry mirage
merry mirage
maiden wadi
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It is a location. Think of it like a camera. Position is the camera's location. Direction is the direction it is facing.

rough cedar
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ahh ok i see

quiet gust
arctic salmon
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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

spice viper
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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.

Fab.com

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...

gentle urchin
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Guess you dont want to update it either ?

spice viper
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It's not my plugin

frosty heron
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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

maiden wadi
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Unsure how that functions on the owning selector. Can you put the EQS service on the MoveTo instead?

gentle urchin
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but I suppose you can add a decorator ?

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bIsMoving -> Fail -> do something else

frosty heron
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🤔 in my old game, I can make the A.I keep following the player

maiden wadi
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The service should tick if it's in the path I thought. But it may only work on the specific active node.

frosty heron
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gonna check old proj

maiden wadi
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There's also that checkbox on the MoveTo node that makes it check that the target has changed.

gentle urchin
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oh lol, nvm me, guess i read the issue incorrectly

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but yeah Moveto should be able to continually update target location

frosty heron
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is it observe blackboard balue?

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indeed it is

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thanks champs

wise raven
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Are chooser tables a good or decent enough replacement for data tables ?

maiden wadi
dark drum
maiden wadi
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Speaking of choosers, I need to start brushing up on them. I'm going to need them really soon.

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Making AI Players for a strategy game. 😬

frosty heron
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MoveTo in blackboard, is it different with AIMoveTo?

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i want to apply breaking

dark drum
wise raven
wise raven
lament crown
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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

▶ Play video
pulsar axle
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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

inland walrus
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Is there a way to make the pause game node exclude tick?

dark drum
pulsar axle
merry mirage
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It will create those categories you see in your variables list

pulsar axle
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man I don't get it xD

dark drum
inland walrus
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is there a way to change the '.' into a ':'?

frosty heron
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format text

inland walrus
frosty heron
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use the Date data type provided in the engine

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Can't for the life of me get deceleration working 😦

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another day crying my self to bed

inland walrus
spark steppe
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you can create DateTime from seconds

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which you could feed with earthtime, then you could break it to get it's components

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or... you do the math

pulsar axle
lofty rapids
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what is it divided by

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1.25 <-- is the 25 a quarter of an hour ?

pulsar axle
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does anyone else know how to do this? he tried to explain it but that did not help-
I just want folders for variables

inland walrus
inland walrus
dark drum
pulsar axle
lofty rapids
# inland walrus but yes it looks like that

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

dark drum
lost obsidian
# pulsar axle

Maybe the details panel is an easier approach?

Press the variable you want to categorize, then enter you folder name in the Category field.

pulsar axle
lost obsidian
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Just press on the "Default" text and then type in your own name

pulsar axle
lost obsidian
pulsar axle
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ahhhh finally it makes sense

lost obsidian
lofty rapids
inland walrus
inland walrus
lost obsidian
inland walrus
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I'm not sure how difficult that one is, math is where I fail miserably

lost obsidian
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Feel free to pick whichever you are more comfortable using 😊

gentle parcel
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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?

gentle parcel
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at least not yet.

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I mean... things are not connected yet

lofty rapids
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thats weird its not blueprint writable

gentle parcel
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never used function libraries before

lofty rapids
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it looks like something that was made in c++, a read onnly value

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unless you can do that in blueprints also

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where is this variable located ? one of them

gentle parcel
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are local variables

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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

waxen ice
gentle parcel
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Dunno if these options can effect that

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Yes

waxen ice
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Change the name of Output for CurrentMaxWalkSpeedCrouchedOUT for example

gentle parcel
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Basically if I sprint and stop sprinting the character keeps moving in the way he was moving before sprinting

waxen ice
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Ok it won't work. Show me screen of inputs and local variables

gentle parcel
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doesn't give the error anymore at least

waxen ice
# gentle parcel it worked!

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

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Anyway you can show the screenshot of whole function with inputs outputs and local variables so we will be 100% sure

gentle parcel
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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

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And this is the other function I was adding to that same library

waxen ice
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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

gentle parcel
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it's turning out kinda messy

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but probably I've figure it out, I'm gonna try some test with it

gentle parcel
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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.

inland walrus
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Any idea on how to set in game visability to a actor from a level

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I'm hoping I don't have to do this lol

sonic ibex
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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.

final heath
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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

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and i need to fix this asap as we are literally about to present this for midterms

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this issue only happens in the built version of the game, not in-engine

marble badger
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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.

faint pasture
faint pasture
marble badger
left jay
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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???

maiden wadi
marble badger
left jay
marble badger
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Just change the forward vector to get the character's location instead of the camera, for the trace start.

final heath
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how would i cook an individual map?

maiden wadi
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As in a non shipping cook.

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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.

wide condor
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how would i get rid of this and make it complty dark

pastel garnet
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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?

waxen ice
waxen ice
pure jolt
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hello guys how can I have my player falling down slowly while on flying mode

blissful grail
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Change the gravity scale

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That is a quick n' simple way

pure jolt
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I did that but still doesnt fall

blissful grail
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Oh - flying mode.

pure jolt
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it doesnt work when you are on flying movement mode

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yep

blissful grail
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Flying turns off gravity

pure jolt
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yep I want to have it enabled

blissful grail
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Then don't use flying

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Or use flying and then add your own gravity in tick

pure jolt
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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

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so I have to be in flying mode so I can still fly up and down

blissful grail
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My answer remains unchanged, even with this additional info

pure jolt
faint pasture
blissful grail
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You are just adding a downward change to your location

pure jolt
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ohh my bad, yep my mind is just you know. Didnt even think of that

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thank you a lot!

median shale
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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.

pale flame
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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.

faint pasture
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There's the pixel inspector

pale flame
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I'm feeding it two different colors via a dynamic material instance and I just need the mixed color that comes out

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Pixel inspector isn't really going to work there, I need the hex code to do stuff with it in the blueprints

wide condor
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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

wide condor
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its just to check if the ball has enough speed so i dont create unnesesery noise

blissful grail
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That doesn't answer the question

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The sound isn't playing because MakeSound? is false

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When are you updating it to be true?

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IE - what Adriel asked

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When does that "speed" (terrible name btw) event get called?

wide condor
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nah i just need to make it event tick idk why i didnt thought of it

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now it workd

blissful grail
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What

faint pasture
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that's how hard the hit is

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you'll have to just trial and error to choose how big

wide condor
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i have no idea for how to do that but i try

faint pasture
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the vector length of Normal Impulse is how hard the hit was

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play a sound if that number is > than SomeLargeNumber

wide condor
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ahhhhhhhhhhhh

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tnx

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would this be how i would decreese the sound after every hit?

faint pasture
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when would New Volume ever change

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what are you after? Do you want it to be quieter with less hard hits?

wide condor
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just after every hit i want so the sound decreese

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for litle bit

faint pasture
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it'll be a lot simpler to achieve what I think you're after by just using a map range

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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

left jay
pastel garnet
frosty heron
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@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

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Using cmc for context and for A.I

icy jacinth
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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?

maiden wadi
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To be fair. It would be easy to insert a new parent class between the would be grandparent and the child.

blissful grail
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Data assets imo

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Unless each type has like, wildly different things.

maiden wadi
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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.

icy jacinth
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Yeah, I'm probably overthinking adding in classes between the current parent/child. I'll look into data assets too - thanks both!

blissful grail
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Have their functionality tied to a component, not the class itself.

icy jacinth
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Not 100% sure if I'll need more, but rn I have 6. (Hitscan, Projectile, AOE, Beam, Deployable, Melee)

faint pasture
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I'd have one weapon BP class with all that being components or functions from base

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Then I'd have almost data only subclasses per concrete weapon

icy jacinth
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Forgive my beginner understanding here -- would that use a switch on enum to call the proper function/component?

faint pasture
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A hitscan can just be a really really fast projectile

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If your projectile system is set up good enough to play nice with that kinda thing.

icy jacinth
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Thanks - I'll play around with these ideas!

faint pasture
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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.

trim matrix
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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 😭 )

faint pasture
trim matrix
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not yet, im not sure how to go ab it, all ive gotten are animations and the triggers

blissful grail
faint pasture
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Assuming you have the swimming movement system, it's fairly trivial to have an actor which knocks all characters that enter into swimming mode.

faint pasture
faint pasture
# trim matrix wdym

Begin overlap -> cast OtherActor to YourCharacter -> set movement mode to swimming

blissful grail
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Should cast to Character and not yours specifically

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Wait - isn't swimming just flying though?

trim matrix
faint pasture
trim matrix
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nothing rly

faint pasture
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What does being in swimming mode do on its own?

trim matrix
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if i change it to flying it works a little better but then i have no vertical movement

faint pasture
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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.

trim matrix
#

ok

median shale
# median shale I'm having a strange issue where my actor has a material change that seemingly w...

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?

hidden cedar
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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?

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Like for example: if I turn around quickly, my character takes their sweet time turning towards where my screen (mouse) is now facing

formal narwhal
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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?

formal narwhal
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It's on the Movement component

unkempt valley
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is it possible for someone to take some time out to help me add a mouse sensitivity setting to my settings menu if possible?

drowsy kestrel
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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

autumn pulsar
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too small

dreamy yacht
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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

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?

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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 )

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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

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Mayble should I use the "Get all actors of class" instead of get actor of class?

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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

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I'll show you the code

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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

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So i need to access a "position" variable of each AI Car actor somehow differently now

dreamy yacht
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?

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Please help

remote meteor
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After you get all the cars, maybe sort them based on their position first before showing up on hud?

dreamy yacht
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how would you approach it?

frosty heron
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You should have a manager that tracks which car is the one ahead.

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Your widget in turn just read the data from the manager

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And by manager it can just be an actor class that is spawned on the level

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On tick check positions of the car

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If it's a track that loop then I would have a spline that goes along the track

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Then for each car, check the closest point to the spline then check the distance to the goal

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Then sort the array based on the closest to the furthest

harsh crow
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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

lunar sleet
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UE floats in bp are generally doubles anyways

harsh crow
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while mine end-up like this 😂

keen sun
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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

frosty heron
primal anchor
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Hi guys, Can anyone help me how to use game mode in nDisplay

frosty heron
primal anchor
frosty heron
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nvm, I have no idea.

merry mirage
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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?

dark drum
merry mirage
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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

violet spoke
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anything you add its yours, you can always right click and "call parent"

dark drum
merry mirage
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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.

dark drum
merry mirage
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Yes :b

#

Probably phrased my question weirdly

dark drum
# merry mirage Yes :b

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.

merry mirage
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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

dark drum
merry mirage
#

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 🤓

merry mirage
maiden wadi
# merry mirage In case anyone else is interested in how to prepare default events a fellow dev ...

@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

Ari's Notes on Notion

#0 Pre-tip! Make your own document like this one (txt file, google doc, whatever!) for things that you learn. Unreal Engine is vast with a lot of features, options, knobs, buttons and checkboxes, and it's impossible to keep them all in your head.

merry mirage
maiden wadi
#

One of my personal favorites is the | with console commands. You can single line multiple commands.
ConsoleCommand1|ConsoleCommand2|ConsoleCommand3

dark drum
maiden wadi
#

Yeah. 😄

inland walrus
maiden wadi
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O.o That's odd. It's definitely a blueprinted function on actors.

inland walrus
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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

inland walrus
dark drum
granite frost
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How do I create a getter and setter?

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I think the definition might be wrong, basically I want a function that is called when a variable is updated

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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?

frosty heron
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RepNotify if you want a function to run on variable value changed

granite frost
frosty heron
granite frost
frosty heron
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RepNotify

dark drum
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UObjects don't replicate out the box though so I'm not sure if rep notify would work.

frosty heron
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RepNotify in blueprint is more like a notifier and not much to do with networking as far as i know

granite frost
frosty heron
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why dont you do the check when you are running the function?

granite frost
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Since it has not contructor, it's become quite hard

granite frost
frosty heron
#

So when do you want the check to happend? during run time right?

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or you want to check and validate in editor time?

granite frost
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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

granite frost
frosty heron
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pick up at run time or checking data asset in editor?

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the later requries C++ and the function is PostEditPropertyChanged

granite frost
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It will be picked up at runtime but the quantity will be set in the editor

frosty heron
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just have a print string or log that says, hey this object is not giving correct data

granite frost
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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

frosty heron
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then u do set the correct asset

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Your Editor will not be packaged together in packaged

granite frost
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Its a convenience thing and not exactly a logic flaw

frosty heron
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it is not

granite frost
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Wait a min.

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Let me ask this first

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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?

frosty heron
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How does one create UObject in editor time?

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i never attempted to do that

granite frost
frosty heron
granite frost
granite frost
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I tried it and restarted the Engine and it seems the Uobject retained the values set in it

frosty heron
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not sure, I don't use construction script like that

granite frost
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It working for me for the time being

frosty heron
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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

granite frost
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when spawned

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does the construction script runs even if I create an instance using Spawn actor from class node?

frosty heron
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that sounds cursed as f, I never tread in that territory

dark drum
granite frost
granite frost
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Well then I guess its time to change some logics

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Thanks guys!

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See you around!

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Bye!

#

Alright a weird problem. I created a variable in Uobject and its not instance editable then why is it editable in the instance?

dark drum
granite frost
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Thank you for your response.

gentle urchin
granite frost
gentle urchin
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To save as an asset?

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Or just hold during that editor session?

granite frost
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no, to use it when storing in inventory because the basic appraoch is to destroy the item in question

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So a means to store its data

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when respawning it

gentle urchin
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Thats not at editor time tho

granite frost
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before running

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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

gentle urchin
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That doesnt make much sense to me tbh

granite frost
gentle urchin
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Youd usually have items as definitions stored in data assets

granite frost
gentle urchin
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And instances at runtime

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Instances are runtime only, and serialized to savefile if needed

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(Which for an inventory ofc needs to be if its to be retained for that player)

granite frost
frosty heron
granite frost
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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

granite frost
# frosty heron For the wrong purpose I guess, I am trying to understand what RiOnE is doing.

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

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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

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The problem being do I create a new Uobject for each variation of the data asset?

frosty heron
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I would only instantiate a UObject at run time

granite frost
frosty heron
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a data asset is an asset

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you can just reference that in where ever you like

granite frost
granite frost
frosty heron
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I use data assets to load default values and Run time to modify (e.g. loading, etc)

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if I need different info, I will just create another DA

granite frost
frosty heron
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well, if that's what you want to do

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feels like trouble for me imo

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not trying to bash

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I mean right now you are trying to validate your UObject values

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because the default values could be anything (since you are grabbing from your mutable UObject)

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for me, I would just assign Data asset as the default values

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if different component need different value, then point to different DA

granite frost
granite frost
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except the part where I needed to call a function to a function to call the constructor

frosty heron
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yea I don't even like the part construction script is involved

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it is run everytime you hit compile

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may produce some oppsie moment

granite frost
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😅

frosty heron
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if you are asking my work flow, I would probably just assign DA to that item

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and using some C++ with post edit property change

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I can assign the skeletal mesh and other internal values

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same result with 0 UObject to assign an item in the world

granite frost
#

I can skip this part by just creating a new varaible and if I face a problem. I'll use that way

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for now its working fine

dusky cobalt
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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?

dark drum
granite frost
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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

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just the appraoch with pooling

dusky cobalt
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meanwhile me just having 300 actors of one type of resource which is tree 😄

granite frost
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its taxing on cpu to keep on destroying and spawning and stuff

granite frost
dusky cobalt
granite frost
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I forgot what it was but something like limited variations with same info replicated in different places

dusky cobalt
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for now it's fine

granite frost
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👍

#

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?

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What is this bullshit!

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I need the original one not a copy

dark drum
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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.)

dark drum
granite frost
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Thank you!

maiden wadi
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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.

granite frost
maiden wadi
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How do you mean?

granite frost
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I was otherwise using data tables and structures and some weird shit

maiden wadi
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You should use data assets. Even with a struct based inventory.

granite frost
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Until I was faced with the problem of having specific inheritance level extra data storing problem

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In any case. Its working and I'll only change it if I find any thing more efficient

maiden wadi
#

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.

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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.

granite frost
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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.😆

lofty rapids
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one of my favorite things of coding even in bp is that you have freedom do do what you want

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some things are "technically" better in one way or another but you have several solutions to a problem

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although some sort of standard is nice to have consistency

icy jacinth
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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?

maiden wadi
dark drum
blissful grail
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I use effects for my items as well.

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Pretty straightforward

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You just get the Effect from the item and then apply the effect.

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No rule says it has to be applied via a gameplay ability

maiden wadi
# dark drum I've not yet looked at Gameplay Effects beyond adding a tag. How would you use i...

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.

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Thus, the only thing you really need to define the gameplay of an item, is an array of GEs.

dark drum
maiden wadi
#

Right. But GEs aren't just attribute effectors.

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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.

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Using a potion item simply runs an instant GE to grant immediate health, or applies a duration GE to grant health over n seconds.

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Simpler GEs like equipping armor of course would just be infinite stat affectors and such.

pulsar osprey
#

gas is great

dark drum
blissful grail
dark drum
#

I guess a equiping a weapon might be a better example, how would the weapon mesh get updated?

blissful grail
#

So the equipping animation and what not is outside of the realm of GAS in my stuff.

pulsar osprey
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can definitely still use gas for it

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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

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all the better when you realize you need to sync what you're equipping with the server, maybe through target data

dark drum
pulsar osprey
#

have your equip ability change the mesh

maiden wadi
#

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.

dark drum
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Ahh so it's GA -> update mesh, play anim, add GE's -> GE's add more GA's if needed.

maiden wadi
#

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.

blissful grail
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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)

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But again - I don't use GA for equipping anything.

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Main reason I highlight this is because you don't have to use every part of GAS

maiden wadi
#

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.

dark drum
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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.

blissful grail
#

I would do it the opposite personally

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Easier to understand the effects/attributes

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You can convert your stuff in like an hour and be off to the races

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Even if you never use an ability, just the effects/attributes is pretty handy for all kinds of things.

maiden wadi
#

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.

dark drum
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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.

maiden wadi
#

I think that would mostly just come down to tagging?

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Like while that grab is going on, apply a tag, remove it after. Then you can trigger one thing if tag, else the other.

dark drum
maiden wadi
#

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.

willow scaffold
dark drum
#

I've pretty much redone it all in a single ability. o.O Seems to work better lol.

dark drum
maiden wadi
#

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

zealous comet
#

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?

maiden wadi
# zealous comet I have a simple system where I add a capsule Collision, attach it to a sword, an...

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.

maiden wadi
#

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?

zealous comet
#

how

maiden wadi
#

Location from here may have data you can use.

zealous comet
inland walrus
#

How to change level gravity via blueprint? currently using this but I need each level to be a different gravity

dark drum
dark drum
inland walrus
dark drum
inland walrus
#

🥲

dark drum
# inland walrus 🥲

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.

inland walrus
#

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

odd zephyr
#

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

inland walrus
dark drum
inland walrus
silk rampart
#

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"

blissful grail
#

GetAllActorsOfClass -> Check if the result is self -> If not, do the distance checks and all that.

silk rampart
#

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

atomic walrus
#

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.

inland walrus
#

How do I make it display zeroes too?

lofty rapids
lofty rapids
inland walrus
#

Its basically displaying like:

6:07, 6:08, 6:09, 6:1, 6:11, 6:12....

inland walrus
lofty rapids
#

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

inland walrus
#

Can you dumb it down some for me please

dark drum
inland walrus
#

I nearly let chatgpt have it's way with the blueprint toocrying

atomic walrus
lofty rapids
faint pasture
atomic walrus
faint pasture
#

or have the healthbar NOT be screen space

faint pasture
blissful grail
#

Haven't heard any good thing about WasRecentlyRendered 😅

#

Mostly that it isn't accurate in the slightest

atomic walrus
#

well in this case accuracy isn't paramount I think, just good enough to hide it when occluded

atomic walrus
faint pasture
#

timeline -> it's ticking

#

timer -> timer manager is ticking

#

animnotify -> animation is ticking

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Event Hit -> physics engine is ticking

atomic walrus
#

With the worldspace option, is there a workaround to have it both ways, where it faces the camera but gets occluded

faint pasture
blissful grail
dry sleet
#

(it's pretty sporadic)

queen vault
#

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.

lofty rapids
queen vault
#

nvm I figured it out

atomic walrus
#

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

digital glacier
#

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

dark drum
livid flare
#

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

pure jolt
untold ether
dry sleet
#

or whatever pose the dynamic mesh has going on, I guess -- I didn't even know GS could work with skeletal meshes!

livid flare
mild jacinth
#

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

#
dusky cobalt
plain lichen
#

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!

plain lichen
frosty heron
#

It's probably the same idea as those dissolve material

#

Where you can use a collision to show/unshow parts of material

plain lichen
#

I thought the same thing but getting a collision to be conical like a flashlight beam is the issue I'm facing

frosty heron
#

Probably need something to do with normals and distance to camera

#

But not my field yet so 🤷‍♂️

faint pasture
#

Light channels maybe?

#

do you have access to lighting channels in shader at all?

copper chasm
#

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

gentle urchin
#

Scalebox?

maiden wadi
ruby flare
#

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...)

maiden wadi
#

Right up there with PCG spline caching in 5.4 and 5.5's fucky Navigation code.

ruby flare
#

Ouch indeed! Wait, this is when you set a breakpoint via your C++ IDE?

broken roost
#

@frosty heron So, what is the point of class soft ref then? If i can just do the same with regular class?

maiden wadi
#

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.

ruby flare
#

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!

maiden wadi
frosty heron
#

though I never use class soft ref

broken roost
#

I mean. It is called "soft ref", but it creates hard ref

maiden wadi
frosty heron
#

im no where that far in my development

ruby flare
#

"non commercial" tho...

frosty heron
broken roost
maiden wadi
#

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.

manic vessel
#

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.

broken roost
#

I dont get it. So the soft ref takes the class that i put in it and store its parent?

frosty heron
#

you can think soft ref as path/string

#

it's only real if you load it

#

otherwise it's fugazi

broken roost
#

I understand how to work with soft ref, i just don't get why it increases my size map

maiden wadi
#

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.

manic vessel
broken roost
maiden wadi
#

No. Because a Class Ref will imediately load whatever you pick and thus you'll be hard reffing that class.

broken roost
maiden wadi
#

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.

ruby flare
#

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.

frosty heron
#

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?

maiden wadi
#

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.

frosty heron
#

how does that play out, I wonder... I am more used to "loading what I need on the go" pattern

maiden wadi
# frosty heron how does that play out, I wonder... I am more used to "loading what I need on th...

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. 😄

harsh crow
#

hi, this mite dumb question. Do blueprint can reuse for other games? such like enemy AI

frosty heron
#

if you make it modular enough.

#

pack them as a plugin for easy transfer.

harsh crow
#

ah ok, thank you that would be makes easier making other games for me

dark drum
#

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. 😅

maiden wadi
#

Should be able to handle that in your ability through it montage anim notifications I think?

maiden wadi
# dark drum 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.

frosty heron
ornate tide
#

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

frosty heron
#

then look at what you can use from there

dark drum
frosty heron
#

My Attack Ability just plays the montage

#

the damage part is handled by damage component

ornate tide
#

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)

frosty heron
#

multiplayer read-ish ( haven't test with real players, only emulate lag) also work with multiple enemies.
@dark drum

#

@dark drum

frosty heron
dark drum
# frosty heron the damage part is handled by damage component

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?

frosty heron
#

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

dark drum
#

Yea this is what mine looks like but just gets the current and prev socket locations lol.

frosty heron
#

do you get the same result?

dark drum
frosty heron
dark drum
frosty heron
#

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

dark drum
#

And how do you back the data into the montage?

frosty heron
#

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

dark drum
#

Ahh ok. I'll have a think about. If i get stuck, i'll give you a shout. 🙂

frosty heron
glass badger
#

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.

frosty heron
tired blaze
#

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 :)

analog perch
tired blaze
#

I was watching a tutorial online, and it told me to input the values from a forward vector

analog perch
#

might need to rotate them to be in a world space direction

tired blaze
analog perch
tired blaze
glass badger
frosty heron
#

you need to set your barrack structure ref

glass badger
#

Does that not set it?

frosty heron
analog perch
tired blaze
glass badger
tired blaze
glass badger
#

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)

lofty rapids
scarlet obsidian
#

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

analog perch
lofty rapids
thin umbra
#

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?

thin umbra
#

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

copper chasm
# maiden wadi I don't remember how I handled the drag function before. But it's mostly just a ...

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 😭

copper chasm
# gentle urchin Scalebox?

I really only need to scale it all horizontally, I don’t want everything bigger, just more room for the content if needed

maiden wadi
#

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.

copper chasm
#

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 😂

maiden wadi
#

I always wanted to make a fully user customizable, mod-able UI API for Unreal. Someday.

copper chasm
#

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

wild crater
#

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?

blissful grail
#

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.

spring hollow
#

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?

tropic kite
#

hey ya'll - in ue5 where is the emovement state variable?

#

is it called enum state now?

kind estuary
#

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)

maiden wadi
#

What is your actual need? Because HISMs work best when you don't invalidate them from movement.

gentle urchin
proud wasp
#

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?

kind estuary
#

wdym?

#

they need to move though

#

but they are basically icons

maiden wadi
#

Does each thing have it's own HISM?

kind estuary
#

and they rotate towards the camera so it gives that extra cool effect that a Widget Component wouldnt be able to do

maiden wadi
#

What houses your HISM? What Moves them?

#

My initial thought is that this sounds a lot like niagara territory.

kind estuary
kind estuary
maiden wadi
#

Lol. It can be. You get used to it though. I certainly enjoy it infinitely more than Cascade.

kind estuary
maiden wadi
#

It's considered entirely deprecated.

proud solstice
#

Hey there Dyno_Hi
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!

dusky cobalt
#

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 😄

maiden wadi
flat coral
#

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

proud wasp
proud solstice
maiden wadi
#

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.

lofty rapids
#

are you getting tooltip is none ? or what is exactly empty ?

maiden wadi
#

Looks like a widget tooltip binding. Which is usually supposed to create and return a tooltip widget.

proud wasp
lofty rapids
#

i c, so your variables just are not working

proud wasp
#

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

olive yarrow
#

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?

proud solstice
sand warren
#

quick question, my character when running up and down ramp, he starts bouncing in a glitch way. how could i solve this

marble badger
#

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.

final berry
#

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

lunar sleet
lunar sleet
#

Or is it a bp only struct that’s giving you the error

marble badger
#

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

final berry
# lunar sleet Did you hot reload any cpp files ?

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

lunar sleet
#

Where’s it coming from

#

That variable

lunar sleet
proud wasp
final berry
lunar sleet
#

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

nova grotto
#

i think im having possession issues but i cant tell where the issues are would anybody be able to tell what i have wrong

blissful grail
#

For starters - you could say what we're looking at and what you're expecting

nova grotto
#

i cant control movement or camera so im pretty sure its a possesion issue

tough badge
#

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?

faint pasture
#

what data is required to represent a Runescape item

tough badge
#

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.

faint pasture
#

tag as "item ID" is fine

#

but the tag can't define it, you'll need some data somewhere that has all the info

tough badge
#

Gotcha, I appreciate the advice I'm still new to this!

storm solar
#

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.

tropic kite
#

which inputs return pressing down and the completing on key up?

maiden wadi
tropic kite
cold sable
#

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

maiden wadi
#

I know there are multiple pins if you expand the node with no types selected too.

tropic kite
#

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

cold sable
#

if you want pressed/released like the old input system

tropic kite
#

okay okay so pressed / released is started / complete

#

not canceled

#

that's the difference

#

canceled is for the hold / release function

#

such nuance! 😄

twin mountain
#

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

tropic kite
#

I recently saw that notifies are the way to go

storm solar
#

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.

jovial steeple
#

If you just look at the bindings for certian renderers, you can ussualy find the attribute you need to set.

remote quarry
#

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:

  1. Level streaming - each world is its own sublevel and just switch their visibility
  2. 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
void roost
#

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

jovial steeple
#

Anything to do with movement systems is one of the more complicated tasks in games programming.

void roost
#

damn, sad. but still, im up for the challenge, since thats a core component to what i want to make you know?

jovial steeple
#

Feel like your sights are set pretty high for not understanding the basics

void roost
#

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

jovial steeple
#

Just dont

#

Make something else.

#

I couldnt just take a few minutes to help you

#

Its alot

void roost
#

sorry dude but i cant just toss in the towel like that, ill keep learning, but its alr, ty for trying tho

jovial steeple
#

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

void roost
#

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

jovial steeple
#

If you can find a tutorial for it, thats your best bet.

void roost
#

✌️ ✌️ 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

jovial steeple
#

Well the grindset will take you there

#

gl

tropic kite
#

there's A LOT to understand before even remotely being able to make something like this

void roost
#

whatever it takes 🤷‍♂️

#

ill do it

desert juniper
# void roost ✌️ ✌️ well, any tips at least then? that'd be a good starting point

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.

void roost
#

interesting, well thats some info, if i gotta, i will. But just curious, why would blueprints not work compared to c++?

#

performance?

desert juniper
#

not everything is exposed to blueprints

#

especially multiplayer

#

lots of things you can only do in C++

void roost
#

kk, would c++ be difficult to learn then, and if so, whats a good approach to learning it?

desert juniper
#

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

desert juniper
#

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

void roost
#

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

desert juniper
#

BP is programming. you're just dragging and dropping, instead of typing

flat summit
#

Hi all, got a replication question I was hoping someone could help with!

flat summit
#

Roger that, thankyou Tones!!

desert juniper
#

but I'm no police 🚨

void roost
desert juniper
#

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

#

There we go. messed it up a few times

void roost
#

awesome, will do my guy ✌️ awesome info!

desert juniper
#

find a C++ unreal youtube tutorial series you like, and start learning

void roost
#

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

desert juniper
#

gl 🙂

carmine scaffold
#

does anyone know how would i convert this c++ U function to bp

UFUNCTION(BlueprintPure)
static FRotator GetGravityWorldRotation(FRotator Rotation, FVector GravityDirection);

cedar ibex
#

Any idea why did my array of string only print 1 of the member? meanwhile I have 3 value inside it

jovial steeple
carmine scaffold
#

is it possible?

cedar ibex
carmine scaffold
#

doesnt matter

cedar ibex
#

Change the UFUNCTION to:
UFUNCTION(BlueprintCallable)

carmine scaffold
#

no im tyring to recreate this function using bp

#

basically reverse engineer it

jovial steeple
#

Yes its possible

cedar ibex
#

Exactly like Memories show

carmine scaffold
#

im at that point but i need to know how its returning a value

cedar ibex
#

You only show the function declaration but not the actual function
You should check the function .cpp not the .h

carmine scaffold
#

from what im seeing it converts a rotation from gravity relative space to world space.

jovial steeple
#

When the ReturnNode is called, you may specify the returned value.

carmine scaffold
#

FRotator AGravityController::GetGravityWorldRotation(FRotator Rotation, FVector GravityDirection)
{
if (!GravityDirection.Equals(FVector::DownVector))
{
FQuat GravityRotation = FQuat::FindBetweenNormals(FVector::DownVector, GravityDirection);
return (GravityRotation * Rotation.Quaternion()).Rotator();

frosty heron
harsh crow
#

hi, how can i fix the targeting sphere that heading upward like that? it should be straight forward to player

autumn shell
#

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)

jovial steeple
#

or wait is this just a capsule component?

jovial steeple
#

Dont be afraid to use get all actors of class anyways. Its ussaly isnt a big deal.

harsh crow
jovial steeple
autumn shell
jovial steeple
#

Say the forward vector is (1,0,0)

(1,0,0) + (180,180,180) = (181,180,180)

(181,180,180) + ActorLocation = The issue

frosty heron
#

The coms is one way in blueprint