#blueprint

1 messages Β· Page 284 of 1

autumn shell
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Yeah, I have never used it before, just hoped I could for this one case

frosty heron
harsh crow
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ah thank you, that fixed

frosty heron
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Multiply to the float not add

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Nvm u got answered already

harsh crow
frosty heron
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You will have intuition your self for the next problem

jovial steeple
harsh crow
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heck im 3d artist, not actually coder background crying

faint pasture
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those characters LMAO

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where'd you get them or did you make them?

harsh crow
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currently im using it for study unreal

frosty heron
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I hope you don't pay for it

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Gorka is a shit place to learn unreal ngl

faint pasture
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those characters are awesome tho

frosty heron
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Cuz brain doesn't work for this stuff

harsh crow
frosty heron
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And bad practices

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I recommend Matthew wadstein to learn most used blueprint nodes

harsh crow
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oh?

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i mite look into it

calm orchid
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Hey I have a general question about root motion. I have a dashing attack animation I am using as a montage to play. When the dash is occuring, the pawn should be able to pass through other pawns. So before playing the animation I set its collision object type to a custom created one that ignores pawns. What I've found is that as long as im not playing an animation, I can move through that pawn using that channel. If I play the dash animation using root motion, it seems to get caught on my player character. I only need root motion to give me the physical location of the pawn, I dont want it doing any physics checks but I cant figure out how to disable that.

faint pasture
frosty heron
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His implementation

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Press q to dodge left

harsh crow
frosty heron
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Press e to dodge right

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I nearly puch the monitor

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Let me just check if it's him

faint pasture
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I mean that's not that bad

frosty heron
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Don't wanns falsely accuse someone

faint pasture
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HOW did he do the dodge

frosty heron
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Well that's not directional lol

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Directional = use input vector

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Not press input cuz u can't figure out the math

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No one gonna dodge side ways by pressing f

jovial steeple
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xD that would be cursedf

frosty heron
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K sorry that was Matt aspald but gorka also did a tutorial on directional dodge

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That's from Matt aspald

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Holy shit it's worse than I remembered

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I feel very sorry for anyone that follow through with this

jovial steeple
frosty heron
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No time to look at gorka implementation, I gotta go back to work

harsh crow
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well, im gonna follow anyone by the book anyway πŸ˜‚

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i need to see and grasp the understanding of each nodes and how it works

faint pasture
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Something small, like a bounce pad for the character template, or turn the template gun into a shotgun

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then go from there

harsh crow
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mite broke few thing on the way....

frosty heron
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@harsh crow setup trello, write down your goal.

Break them down to the tiniest task possible.
It helps you to understand which part you need to address.

sour island
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The player when i interact with paper the widget show its good so far and u cant move and when u close the paper u can move so the problem is when i was moving and interact with paper the player will keep moving how to fix this?

hoary forge
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I want to add NPCs to my game in a random way, like:

Some chatting while walking
Some running
Some standing still
Some in groups of 2-3 talking
Some using their phones
But in the tutorials I watched, all NPCs behave the same way (e.g., chatting in a single scripted manner). I want them to act dynamically as I described above. Can someone guide me properly?

dawn gazelle
dawn gazelle
# hoary forge I want to add NPCs to my game in a random way, like: Some chatting while walkin...

These could all be considered "states" that an NPC could be in. When you change their state, you then have to change how they display and behave. You could use an enumerator or a gameplay tag to manage the state.

How you control that state is more complicated - you may want to use behavior trees or other methods of controlling AI. You'd have to decide what causes the NPCs to be in any particular state and what conditions they need to be in to enter that state, and then also code out what you want them to do when they are in that state.

hoary forge
dawn gazelle
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Sorry, I don't know enough about mass.

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Ultimately it boils down to if <this> then <that>, so then you just need something that controls the <this> part of it, and decide the <that> which happens.

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If I recall correctly, mass is basically just simulating based on the values stored for each entity... So then you'd just need some value that is responsible for the control, and your code would then need to check that value and display the results based on it.

hoary forge
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yes i know but i dont know how to set this ..

zenith pasture
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Hello, I was wondering if anyone here could help with an issue I am running into project wide. At some point while working on a game project, all of the collision volumes in game would be bigger than the blueprint has it set up to be. I am not sure if I am doing something wrong with the collision volumes or if it is a general bug in unreal, but it has broken nearly every actor with a collision component in the game.

In the example I am uploading, there is a collision cube around the mesh so that when the player steps on the yellow conveyor belt, they move. However, the effective bounds extend past the collision volume.

dark drum
maiden wadi
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Yeah. It's unlikely that this is the object you've shown. More likely this is something from the character that is triggering this.

plucky locust
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Hi, I’ve created a simple combat system with various hit animations. I would like to know how I can ensure that each combo animation plays the corresponding hit animation result.

plucky locust
dark drum
# plucky locust No, I made the combo system my self with animations montages and a switch on int

So I would set it up so that when you play an animation, it assigns a gameplay tag. You can then use this tag to determine what hit reaction animation should be played. You can then setup a map of gameplay tags/anims. This would also allow you to have some characters play slightly different anims if required. (like a big beefy character absorbing the hit more than a little character)

plucky locust
dark drum
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So you could assign each attack something like this.
Hit.Sword.Attack.Quick1
Hit.Sword.Attack.Quick2
Hit.Sword.Attack.Power1
Hit.Sword.Attack.TakeDown1

dark drum
# plucky locust How can I use gameplay tags ?

You would use a gameplay tag container to store the gameply tags. (It allows multiple tags to be assigned)

You can then check this container to see if tags it has. You can also do a switch on gameplay tag.

plucky locust
dark drum
plucky locust
frosty heron
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it all comes down to how you manage your damage

plucky locust
frosty heron
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then you can just map it to action

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e.g Mapping attack montage to a hit react montage

plucky locust
dark drum
solemn shale
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Guys, this defaultsceneroot causes pickup and drop problem on the map. When i delete it. It is completely works fine. But what might be the reason to this sceneroot causes pickup and drop problem?

plucky locust
faint pasture
iron mortar
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how to stop movement guys ?
i am running and when i press e input i wanna stop all the movement on character in blueprints unreal engine, i am currently using StopActiveMovement and Stop MovementImmediately when i am not holding W and press E after that i cannot interact but if i run or hold W when i am pressing E key character keeps going forward they should STOP

solemn shale
faint pasture
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which component are you setting simulate physics on

solemn shale
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actually my weaponmaster

faint pasture
dark drum
faint pasture
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a scene component can't simulate physics

solemn shale
faint pasture
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so what's the problem?

solemn shale
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it works as i expected after i remove scenecomponent to my weaponmaster

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like this

frosty heron
solemn shale
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I asked chatgpt and he told scenecomponent cannot simulate physics

dark drum
# solemn shale I asked chatgpt and he told scenecomponent cannot simulate physics

Yea, that's because they don't have collision. It's the primitive components (and any child of it) that have collision. If you add a static mesh component to a scene component (as a child) the component will still have physics but will move around updating its relative location. Visually it'll look ok as long as you don't attempt to move the actor as a whole.

dark drum
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I find it interesting that global dilation doesn't effect sounds. πŸ€”

solemn shale
native ferry
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is there a way to snap an angle to a grid like the snap float to grid function?

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for example i want the angle to only increase or decrease by 45 degrees

dark drum
native ferry
dark drum
frosty heron
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if you are using latest rider it probably has co-pilot

cobalt lynx
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Hey,

I have a working Helicopter Blueprint (Pawn). When I add a child blueprint (different pawn) with a static mesh including collision as a child, the movement does no longer work.

Any idea why?

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Collisions do not overlapp

restive radish
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hey everyone,
im trying to select a data table's row, and based on it's type, expose the correlated struct on the details panel.
can it be done?

jaunty dew
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Hi guys, we are currently working on a game and we want to recreate a "minigame" from Shrek 2.
Here it is a video to explain it at 41.50 https://youtu.be/G-iTC-s_GOA?si=U1Yb6P7zbaP4HkXU
The main problem is that we want that the camera avoids obstacles like in the video while the drake is controlled by the player.
I did a few test with a spline for the drake and setting an offset on right and up vector to move the drake and it's working. But I dont know how should I make the camera work.
Any tip? If I make another spline it will have different speed and the distance from the drake would change.

Thanks in advance

I am back to beat EVERY PS2 game ever made! This lets play series i will be beating the Shrek 2 which will be game #29. Come follow along my journey while i try to complete this challenge while getting some platinum trophies on PS3 / PS4 / PS5 as well!

If you enjoyed the video please feel free to Like, Comment, And Subscribe!
πŸ’° Donate to suppor...

β–Ά Play video
dreamy kindle
#

Hello.. I am trying to make it so that I can attach various static meshes such as ceilings or walls to dissapear and fade out when the player pawn enters a custom volume. I made it BP_FadeVolume. Im new to BP does this look correct?

I need to make sure im able to assign certain static meshes to specific arrays using static mesh variable and array? I also need to have various materials get switched to translucent when players are inside the volume so that it can fade out, and go back to opaque when leaving volume for performance. How do I set up the material side of this to work, am i on right track? Thanks!

narrow pendant
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allo everyone, I want to check if a point is within an arbitrary closed shape (spline component) or not (https://en.wikipedia.org/wiki/Point_in_polygon) and would like to use the ray cast method (count how many times the ray crosses the boundary, if it's even the point is outside)

however I'm not sure how I'd do that with line traces and splines?

In computational geometry, the point-in-polygon (PIP) problem asks whether a given point in the plane lies inside, outside, or on the boundary of a polygon. It is a special case of point location problems and finds applications in areas that deal with processing geometrical data, such as computer graphics, computer vision, geographic information...

maiden wadi
narrow pendant
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yep

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I did some very poor googling, just found this gonna try that out https://forums.unrealengine.com/t/a-way-to-test-if-a-point-is-inside-a-closed-spline-loop/1937790

maiden wadi
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If you're using hard corners this is relatively simple. But it can be costly depending on the number of spline points. Also Blueprint loops.

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There's a function in Unreal.. uh.. Sec, need to open the editor.

narrow pendant
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I was aiming for round shapes in the end

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thx!

maiden wadi
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It'd be something like this I think. In a function. On the true part of the branch you would increment an integer. At the end of the loop on Completed you would return true or false based on if the integer you increment is odd or even.

narrow pendant
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ah interesting I've not seen the ray from points and ray segment nodes that is cool!

maiden wadi
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Note, you have to check every line along the spline. This is going to be a bit expensive in BP. If you have even the slightest C++ knowledge and can put this in a C++ library it'll be immensely faster.

For curves, it's simply a matter of changing this to instead of doing each spline point, you figure lines along the spline by distance. More precision means more cost of course because more lines to check.

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There are also better functions in C++ for this if I recall. If memory serves there is a literally line intersects line function somewhere.

narrow pendant
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it's a proof of concept for now that's fine, I might try to make it c++ later (not quite there yet with the c++ skills atm)

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appreciate the help I think I can get sth working with this πŸ™‚

maiden wadi
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I may have also wrote that in my own library. I don't remember. πŸ˜‚ I've been doing a lot of spline and world gen stuff lately.

narrow pendant
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oh yeah PCG must have some functions for this

chilly sundial
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Any ideas why Get Attached Actors would not return all actors?
I am printing the Parent of every actor (Every actor has the same parent as you can see).
Then in the loop of Get Attached Actors, I get only two of them. One is missing. I don't get it.
All of them are valid, the third one still exists after the destroy loop and prints None as parent (of course).

placid jetty
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Hey guys I need help I was working on my FPS Game, the problem is when I attach my Ak47 and press play my character moves in the wrong direction. But it works well when I disconnect the Ak47.

marble tusk
# chilly sundial Any ideas why Get Attached Actors would not return all actors? I am printing the...

The issue here is the for each loop doesn't cache the array, and your input is a pure function (no execution pins) which is ran every time it's needed. After you delete an actor the loop tries to move on to the next index, but now the new array is one shorter than the previous loop leading it to skip entries.

Store the array of actors as a variable before the loop, or if you're on 5.5 right click get attached actors and there should be an option, I think at the bottom, to add execution pins which will make it work like an impure function and store the output.

lofty rapids
narrow pendant
dusky cobalt
#

Anyone ever had a situation where something in PIE was working correctly, but in packaged version is not showing up? 😦 I have a widget that works like Marquee Selection tool, and it gets spawned (I set visibility to be visible on spawn), that it get's spawned in the Lobby Level, but then when I Server Travel it's not anymore in the level. It works in PIE, but is not working in the Standalone or Packaged version.

Wow so i wrote this like 1h ago, but was still testing things and it turns out that if I have component that spawns the User Widget on let's say Game_PlayerController and I use this Game_PlayerController in the ''Lobby'' level, something is not triggering again the ''creation'' of the things after the Server Travel?

I created empty PlayerController as Lobby_PlayerController, and now because the Game_PlayerController is different than the one before the Server Travel it started to work and show up. Insane. I at least hope, that it was it.
Like they should fix some things that are different in PIE or Standalone because if you see everything is working in PIE, then you can't really see the flow in the Standalone or Packaged version anymore so it's so hard to debug.

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this was not spawning crying but was working correctly eh πŸ˜„

wild crater
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If you want any controller plugged in to control the same character, what should you do?

faint pasture
narrow pendant
faint pasture
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Yeah that should work, assuming the find point closest to location is reliable

granite frost
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How do I destroy a UObject?

narrow pendant
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cool, yeah seems to be!

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thx

granite frost
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I know about setting reference to null but I want a way to destroy it at once instead of setting it null from everywhere so every other reference of it becomes invalid?

faint pasture
granite frost
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But another problem. WHAT THE HELL IS WRONG WITH FUNCTION LIBRARY!πŸ™πŸ˜­ It shows the function only when it wants!!!😭

blissful grail
granite frost
granite frost
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Need to solve this to make some progress

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I just wanted some utility functions😭

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Why does Function library hate me too much😭

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There are not even static functions in here to call from class 😭

merry mirage
merry mirage
granite frost
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Why doesn't it work there?

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How do I create universal utility functions then?

merry mirage
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Some "GameGlobals" UObject maybe?

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That's what I did anyway, don't know if it's ideal but it works

granite frost
merry mirage
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Yes. But for your functions.

granite frost
granite frost
faint pasture
granite frost
merry mirage
granite frost
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There is nothing to show because its not showing

tropic kite
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hey guys - I'm working on a crouch feature, the half height and animation play together but the collision doesn't fall to the floor until I move.

granite frost
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Is there no way to create a global utility function?

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I just want something static

merry mirage
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Does it need to be truly global? or can it be within your class?

granite frost
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So I think global is necessary?

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Its just some function that doing math calculations

blissful grail
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Just make a BPFL

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Accept the object as the param

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If you're trying to call it inside of said uobject, you need a world context object

granite frost
granite frost
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Are there really no static class or something in here?

dusky cobalt
#

just copy paste function where u need it?

granite frost
merry mirage
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That does work for sure πŸ’€

granite frost
#

Creating copys of the same function

dusky cobalt
#

copy paste is maybe 14 seconds and u can keep doing progress πŸ™‚

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and dont look back

granite frost
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😭

dusky cobalt
#

it works? be happy

granite frost
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Damn it.

blissful grail
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Get the owner of the uobject, cast to actor, if it fails, cast to a base component, then pull off that to call the function

granite frost
blissful grail
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You do you

granite frost
#

😭

merry mirage
past condor
#

hello everyone, i'm having a weird bug with paperZD animations while trying to implement a tile-based movement system. can anyone here help me out? sry if this is the wrong channel

blissful grail
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Or join Cobra Code's discord.

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They pretty much do 2D in UE entirely.

past condor
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im only making the sprites 2D, the rest is 3D. Thanks for the server rec tho I'll check it out. Thankks a lot!

blissful grail
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Well Cobra Code would still be good for that.

#

They're big fans of the HD2D look

icy jacinth
#

I'm looking to create a non-projectile beam weapon. (Should just be a continuous beam with a maximum length that shortens on collision). I'm trying to think through the process, and it seems like construction would be similar to a hitscan weapon, though there are a couple of differences; let me know if I'm correct in my thinking of how to address these differences:

  1. The beam should fire continuously vs firing/damaging per bullet or per trigger pull. Is this just a matter of adjusting the input action and making the weapon fire on tick?
  2. The beam should have a specified diameter, like a cylinder (or even a cone) rather than being a pinpoint line trace. Am I right in thinking this would involve toggling collision volumes?
faint pasture
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or a capsule collider, either/or

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they're basically logically identical

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cone is tougher

trim matrix
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Im only able to set cable width once at runtime and then it doesnt respond, any idea?

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This is via a blueprint and umg slider to control the width

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I have a print string confirming value constantly changing

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To clarify, this is referring to a cable component in a BP

granite frost
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Because making changes in C++ can be quite a hassle

narrow sentinel
#

Anyone have a good way to where I can have the player camera toggle between either rotating character like you'd do in a simple First Person game and allow player to look around but not full rotate controller wise if that makes sense

maiden wadi
narrow sentinel
#

when I've done something like this in the past I've normally struggled to get it looking okay and instead things snap to and from rotations when I do toggle it on and off

drowsy rivet
#

Hi everyone! I am trying to make a up and down ratotions for character, but when I rotate the character, it rotates left and right.

wide smelt
#

what is the best practice for dealing with characters who need to generate physics event?
i.e. i have a character walking around but for example when they get hit by a car i want them to move and enter a ragdoll state.
enabling physics after collision results in a blocking hit and stops the car, but having physics on before blocks character movement component

river seal
#

I am getting a really strange behavior with triggering functions via HTTP Request

If I call this function via json/http request, the print node fires and it generally works.
Same If I hook it up to a numpad for debugging...

when I try to call other functions in the flow or getting game mode, it just draws blanc when getting executed via http request.
at the same time, the debugging key still works and returns the game mode...

any ideas what that could be?

chilly sundial
wide smelt
lunar sleet
river seal
river seal
jaunty dew
#

Hi guys, we are currently working on a game and we want to recreate a "minigame" from Shrek 2.
Here it is a video to explain it at 41.50 https://youtu.be/G-iTC-s_GOA?si=U1Yb6P7zbaP4HkXU
The main problem is that we want that the camera avoids obstacles like in the video while the drake is controlled by the player.
I did a few test with a spline for the drake and setting an offset on right and up vector to move the drake and it's working. But I dont know how should I make the camera work.
Any tip? If I make another spline it will have different speed and the distance from the drake would change.

Thanks in advance

I am back to beat EVERY PS2 game ever made! This lets play series i will be beating the Shrek 2 which will be game #29. Come follow along my journey while i try to complete this challenge while getting some platinum trophies on PS3 / PS4 / PS5 as well!

If you enjoyed the video please feel free to Like, Comment, And Subscribe!
πŸ’° Donate to suppor...

β–Ά Play video
river seal
#

I

narrow sentinel
lament tide
#

Hi, I am very tarded when we talk about references, I have random Blueprint class which is for example sword laying on the map, how to get reference of this BP in another completly unrealted widget?

wide smelt
river seal
faint pasture
#

what determines WHICH sword the widget cares about?

lament tide
#

the literal only in the world

river seal
#

both working, but different results

wide smelt
#
  1. is gamemode valid?
  2. is this a standalone build?
  3. are you sure your http request is calling this specific function, i.e. if you add a breakpoint is it braking there?
lament tide
# faint pasture what determines WHICH sword the widget cares about?

in fact it's not sword, it's BP called wifi which has lot of functions and own static mesh and I want to create function of swapping the router (static mesh and some parameters, I've created interface that when I press E hovering it it shows listview widget and listview widget has listview entry widget which has router name and "SWAP" button) now I want from this listview entry widget call function of BP_Wifi passing router_name/mesh

river seal
#

game mode is valid, its also printed in the first image.
it seems to work with packaged projects but not with play in editor.

but its strange, since I would expect both executions would return the same result

river seal
lament tide
faint pasture
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explain in plain english how something would know WHICH sword you care about

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is it the only sword on the map?

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is it a random sword on the map?

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is it the sword the player's character is holding?

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There can be many swords, or none, or 1

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casting is not getting

lament tide
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I don't know in js I would simply use for example id like sword[0] if there are many of them, or I would add a function to sword on mouse hover that returns self or sth like that

wide smelt
#

@river seal and you are definately running a standalone build?

faint pasture
#

that'll get you the first sword actor it finds on the map, if there is one

river seal
#

just added a break point.
strange! its breaking with numpad, but its not breaking with http request. walks straight through the graph and printing my debug nodes

river seal
lament tide
#

@faint pasture what would be the most professional, cororate way of doing it, when case looks like the BP_Wifi I've described 3 messages ago

wide smelt
#

reason i am asking is because in a networked scenario, get game mode would be returning null on client.

#

so you might have your editor set up to run in one way but then your packaging a different type of build

lament tide
wide smelt
#

just thinking out loud πŸ€·β€β™‚οΈ

river seal
#

hm yeah you maybe right, but the http request definitely arrives in the editor... (I also can query actor properties in node red... )
I would have thought that this more in regards to network/multiplayer but I will look into that!

wide smelt
#

if you have added a seperate http request then that's it's own thing πŸ™‚

dark drum
#

Has the way sockets are handled changed in 5.5? have they always been a socket object? o.O

wide smelt
#

is what you have provided just an example of a function not working like you expected, or do you have something more concrete?

maiden wadi
#

It doesn't really matter if it's in editor or not. It matters which instance the request goes to. If you're simulating clients and it arrives on the client, game mode will be null. If you're in singleplayer, or it arrives on server, game mode will not be null. If you're in singleplayer, but seeing a null game mode and you're testing in editor, chances are you ran it on the CDO on accident somehow.

river seal
#

its just an example. its a huge graph which does not get executed. put I noticed that a print node at the end of the graph (same blueprint) still fires

maiden wadi
#

Just because you don't get breaks doesn't mean the graph isn't executed. It's still executed. It just isn't able to break. Usually this means you're not simulating, or you ran it on an object that can't break.

river seal
#

just tried all the net modes, alle the same result

dusky cobalt
#

did you choose object to debug in the editor?

keen robin
#

is there an equivalent of this for blueprint? This is in FActorSpawnParams. I checked the code and this is not exposed to BP but maybe there is something similar?

dusky cobalt
#

Guys, anyone of you could show example / idea how do you usually initialize your components? Like if I need Player Controller ref on it or Player State or any other variable that is on the Owner, do you just cast, create interface to Get X, or you do it in the begin play of component? Any good practices?

fierce scaffold
#

hi all
so i got this twin stick space shooter.
as usual, left stick for translation right for rotation
as its in space, i want it to translate with physics to get cool inertia. and it works fine.
but it stops when i move the right stick for rotation, and translates again when i release it.
that does not occur when i use a non physics world offset to move.
what did i miss ?

river seal
#

looks like the function only get triggered in a "light" way via HTTP Request

#

{
"objectPath": "/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.Trigger_2",
"functionName": "MyFunction",
"generateTransaction": true
}

maybe my Request is wrong...

cobalt bramble
#

ive followed about 4 tutorials about splines, and i can never seem to tget this gap in my wall to close

#

any tips on what i can do to make it seamless

fierce scaffold
#

smells like a displace issue

cobalt bramble
#

even with nanite turned off i still have this gap

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its ok with my nanite wall plane mesh, so i guess its a mesh issue im just not sure why lol

#

probably this

fierce scaffold
#

sure if your mesh isnt straight, it wont be seamless

#

now you can go the easy route and hide it with a stone column or something

cobalt bramble
#

im not the most experienced with blueprints, is there a node or something to tell the BP to push the asset back like an offset so it can touch the previous and connect

fierce scaffold
#

dont know. i'm not that far into BPs

fierce scaffold
past hull
#

hello, does someone know why the code above is not working while the code on the bottom ( with the print DEAD 2 ) works ?

#

bottom is override of BPC_DamageSystem component event OnDeath and above is just a bind to a custom event. I dont understand why it wouldnt work

olive yarrow
#

where did i go wrong, my missile wont home

#

gif relevant

past hull
faint pasture
frosty heron
dusky cobalt
frosty heron
#

Good practice when it comes to component is probably to make it as generic as possible

#

Like tying the component to only work with specific controller means, another project that uses different controller can't use it / require refactoring.

#

Think about inventory component, you do want that to work with a character, or a chest. Where one is a pawn and the other an actor. But the inven comp should work regardless

#

@dusky cobalt wait wait, why do the owner -> tell the component to init

#

Can't the component init it self

#

Component begin -> get owner -> get controller, cache if valid

dusky cobalt
#

I mean it can, but I'm looking for good practice and just choose 1 way of doing it to be consistent across the project and wanted to see how do you guys usually do it

frosty heron
#

I don't think Having owner to do logic on comp is good practice

#

You want to plug and unplug the actor comp without the owner needing to do anything (clean up or change something on its end)

dusky cobalt
#

is initializing variables logic?

frosty heron
#

Keep the coms one way

frosty heron
dusky cobalt
#

just with that you risk having something not ready and component would try to fetch variables, that is the only downside, or you need to use delay to make sure it's gonna fetch it

olive yarrow
# faint pasture what is that ease supposed to be doing?

https://www.youtube.com/watch?v=gIxRDMHJ4n8
Homing missile, i erased what i sent a pic of and set it up the normal way - but how do i set the actor to hit inside the blueprint? I have a few classes i need these things to target on spaw

Here's a crash course on how to use Blueprints to create bullet projectiles in Unreal5-!! If you missed the previous video on creating bullet projectiles, you can find that here: https://www.youtube.com/watch?v=Wagn7bGjAGQ
If you enjoyed this video, please consider becoming a Member :)
https://www.youtube.com/@TheRoyalSkies/join
Or joining the P...

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frosty heron
olive yarrow
#

oh wait, got it i think

#

nvm, they all hone in on one target aaaagh

maiden wadi
# river seal

Where is your code binding this request? Because to me this looks a lot like the phone press might be running on the CDO or something, which may not have a GameMode due to not being in the actual world.

surreal peak
clever roost
#

does this mean "don't use this node"?

#

some googling revealed it's more of a "don't use in CPP"?

slim lark
#

That's likely what it means yes, using the node in blueprint should be absolutely fine

clever roost
#

yea I'm not running into any issues as of yet. I'm guessing if you're not supposed to BP it it wouldn't be exposed to BP

errant raft
#

How are people adding description tooltip that appears when you hover over blueprint in content browser?

surreal peak
#

There are these big buttons at the top, ne is Class Defaults or so, and the other Class Settings? One of those things where I can't actually tell you what they are called even though I look at them daily.

#

The one that allows reparenting and adding interfaces etc.

#

That should potentially also have a field for a description.

maiden wadi
clever roost
#

it's on the add static mesh component node

#

I've used it before but never noticed this message on it

fierce scaffold
#

sorry to post again but...
i got this twin stick space shooter.
translation uses physics and rotation not. add force, and add rotation.
the rocket moves straight, then stops for rotation, and translates again when rotation is complete...

what did i miss ?

#

and the moving blueprints

storm solar
#

(been busy)
So i dont have sprite facing but do have sprite facing and alignment.
The other issue Is that my material is just a 2d material / circle. Rotating it to be paralell with the ground would cause it to not be visible. Is there a way I can give it depth?

willow atlas
#

Can anyone tell me what I'm doing wrong here, I have a accurate to time zone day 24hour day night cycle but I can't get my level blueprint trigger box to change the time to what I want it:

#

Level Blueprint

#

Day night cycle

#

My Print string prints

dawn gazelle
willow atlas
#

I am using a timeline yes, I'll try that thanks

trim matrix
#

anyone know how i can get this teleport to work with a paper2d character? works fine with my normal bp characters

willow atlas
gentle parcel
#

Hello Sourcers. I really hope somebody can help me with this. I'm creating a bunch of tools' {hatchet, torch pickaxe and so on} blueprints where there is the whole logic, from visibility by default, toggle visibility and activation, so to be able to attach them to the CharacterBP and have it ready-to- go so I don't have to create everything over and over for every character. Unfortunately I'm struggling big time trying to make them work. Any hint? I've been trying with an Actor Component that communicates to a whole bunch of tools mentioned above but I just can't figure out what I'm doing wrong. Thanks in advance!

atomic walrus
#

Quick question, what's the best way to let the user change the volume of my entire game at runtime? I have an options widget with a slider just need to hook it up to something relevant.

frail onyx
#

Is it normal for there to be a slight like half a second delay before the node menu pops up when right clicking in the empty space in a blueprint event graph?

gentle parcel
#

Please, can somebody tell me why I'm having this issue? I have this default setup at BeginPlay, which makes the hatchet hidden and the chopping mode inactive by default and everything works fine in both the Activate and Deactivate functions. But when I try to launch the same functions to toggle I get the message that both properties cannot be read. Doesn't make any sense to me. What am I doing wrong!????

digital glacier
#

tryna make an http system, where bps can run a custom event with link and http verb provided, but issue is when multiple bp's call at the same time, their requests may interfere with each other

#

so just wondering, after i make a queue system for it, how can i ensure that the bp who ran the custom event is the only one who gets their requested info back

#

any ideas?

#

also how would i communicate back? any ideas? event dispatchers possibly?

frosty heron
#

You can instantiated a component per call and have the callback in the corresponding component

pulsar osprey
#

when does level blueprint run?

amber marlin
#

I'm trying to change the Max Walk Speed value but when I compile to set the changes, the value just gets alters, sometimes ups the value and others it would lower the value <_>
I'm not sure if I'm being dumb and missing something or is it just bugging?

#

Could anyone explain this to me?

gentle parcel
#

I still couldn't fix the issue I explained with screenshots right above, and I'm exhausted. I'd better sleep a while. I really hope somebody has an explanation about the cause of that issue and a possible hint or solution I can read when I'll be back {Because... I'll-be-back! πŸ˜… }.

solemn shale
#

i have niagara rain but there is a floating dots on location where i put on the map. how can i fix that?

ornate tide
thin panther
river seal
#

@wide smelt @maiden wadi
I found the problem. HTTP-Requests only work in Editor and packaged Games. To get the full execution during "Play in Editor" they need a prefix "UEDPIE_X" in the objectPath:

#

thx for your help though, really appreciated!

snow halo
#

How is this possible that my code says it's not find an actor interface even tho it's always right there??

ornate tide
# pulsar osprey when does level blueprint run?

It run when player entered that level. Imagine player entering boss level and the level bp will set up stuffs and level specific logic in there. Level blueprint is level specific and can easily reference actors in that level (Click the actor in level, open level blueprint and select the top as the reference)

snow halo
#

also target looks to be staticmesh actor? Wtf is static mesh actor? Is it static mesh? Or is it an actor? And I never named anything "StaticMeshActor", I can't remember making a file like that, unless I have alzheimers, last I checked I never made such thing

#

This is a target im just setting an actor, not a static mesh and should be named "Hoe_Item_Inv"

#

Prior to that I spent a lot of time trying to figure out why it wasn't interacting with my thing at all

#

and I have a custom collision channel called interactives

#

which should always be on block by default, that's the same way it works on every other item of my inventory πŸŽ’

ornate tide
ornate tide
snow halo
#

it does exist but why isn't it interacting with my actor?

#

I had to set the static mesh collisions to these collision settings

#

otherwise it wouldn't work to begin with.

#

and for a while i thought

#

that its enough if you change your static mesh collisions via the blueprint

#

but it wasn't enough

#

i mean it was already on block all

#

like this

#

but I set it to this

ornate tide
#

okay what’s the thing it is not right

snow halo
#

and now at least im able to interact with the static mesh, which is something

snow halo
#

matter of fact I've had this problem every time I tried to add a new item to my game, and every time I forget how I fixed it

wide smelt
frosty heron
#

Static mesh on other hand is a static mesh asset. E.g. your table.

#

While static mesh actor is an actor with static mesh component.

snow halo
#

the problem is, how can i fix it?

#

for example here is the collision profile of my new item

solemn shale
# snow halo

can u send screenshot of your interaction trace

snow halo
#

it's red

#

which means its not interacting properly

#

the capsule is big enough

#

to cover the static mesh

#

if it was hitting it properly it would be green

solemn shale
snow halo
#

no it doenst simulate

solemn shale
#

is it simulates physics?

snow halo
#

nope

#

the problem is here

#

i cant hit actor

solemn shale
#

is it return true if you implement this interface to the spesific object

snow halo
#

not blueprint

icy forge
#

Hello, I've been trying to use tween plugins like iTween and FC Tween for some animations and other movements, everything works great until i try to pack the project or restart editor from the ide, all the blueprints with plugin used throw out errors, i added the plugin in Build.cs too, any leads on how to fix this?

frosty heron
#

could be module loaded too late

#

my guess is the module loading rule

icy forge
#

thanks for the response, ill post the question in cpp channel

solemn shale
jade inlet
#

Can construction script code be triggered again during runtime?

frosty heron
#

why not just encapsulate what ever you want to run in a function?

jade inlet
frosty heron
#

I don't know if it's possible, but it sounded cursed to me

#

personally dont have anything in construction script, other than to set leader pose component and references

#

ConstructionScript -> Run X Function
RunTime-> RunXFunction
Would be the same anyway

jade inlet
frosty heron
#

im saying you can encapsulate what ever you have in the construction script as a function

#

call it function X

jade inlet
#

It was more a preemptive question. Maybe there are better solutions

frosty heron
#

so your construction script is just ConstructionScript -> FunctionX

#

and whenever you want to call the same codes that the construction script run, just call FunctionX at run time

jade inlet
# frosty heron and whenever you want to call the same codes that the construction script run, j...

Okay, I'll give it a try, but this leads me to another question.
I probably will have to work with multiple actor BPs, each with its own variables and calculations, but some actors might need to be related to another actor. In this case I’m trying to figure out a way so that all exposed variables are displayed/accessible in one place without having to constantly switch back and forth between the BPs to be able to do changes - this should also work while in editor.
Is this possible and if so, which is the best way?

frosty heron
#

you might want to look the concept of inheritance before diving deep to your system

storm solar
#

Does anybody know how to rotate a sprite so it can be rotated 90 degrees on the z axis(parallel to ground) and still be visible?
Im trying to have a shockwave effect play. The first niagara node is a 2d sprite that animates correctly, the second one is a mesh renderer where there is no animation of the shockwave expanding.
The red circle (the first node) expands like a shockwave but cant be rotated. The green circle(the second node.) the mesh can be rotated but does not expand.

olive yarrow
#

Folks, i copied the third person blueprints movement and camera stuff and while my player moves all freely and such - while running if i turn the camera the player will turn too. Only an issue while actively moving, what box have i forgotten to uncheck?

merry mirage
olive yarrow
merry mirage
#

show code sunglasso

olive yarrow
#

yessuh

wanton sedge
#

Hey people, I'm not sure if this is the proper place for this?
I'm trying to get metahumans working in UE5.5 and it's driving me insane. Retargeting is not working as expected (metahuman skeleton was smaller than manny, I did everything as in tutorial but the arms/legs for some reason don't move) and for what I know I can't simply switch metahumans just like I previously simply switched the skeletal mesh to have the effect of different NPCs coming in.
Is anyone experienced with metahumans in UE5.5 and can maybe give me a hint what I'm overlooking? Or if metahumans are a bad idea in general for my case?
I'm trying to create a game similar to "Papers, Please". I need a variety of realistic looking humans, swappable by a single variable (like previously my skeletal mesh). (Currently) The NPC gets a random skeletal mesh from a list, I would love to replace this logic with metahumans.
I can provide screenshots or clips if it helps

olive yarrow
merry mirage
#

or use control rotation maybe is the name

wanton sedge
olive yarrow
olive yarrow
merry mirage
#

Oh, but your look input changes control rotation, you would just want to rotate the camera boom ig?

olive yarrow
wanton sedge
# olive yarrow the skelly being smaller shouldn't be an issue... how familiar are you with sett...

Not at all, I just followed this tutorial: https://www.youtube.com/watch?v=NrNO0fq72js
He did it with manny though, I did it with a different NPC skeleton that was already working with the animation blueprint I already setup. I guess that might be a source for errors. And also didn't do it just like him at the end, cause I can't simply copy paste a shit ton of code like hundreds of times for each NPC...

In this Unreal Engine 5 blueprints tutorial, MizzoFrizzo will show you how to easily replace the Mannequin with a metahuman using live retarget in Unreal Engine 5.5.

Pitchfork is releasing their first game, Skyblocker, on April 16th, 2025. You can support what we do here at Pitchfork Academy by wishlisting it on Steam today!

https://store.stea...

β–Ά Play video
olive yarrow
wanton sedge
#

This is how my retargeting thing looks like

wanton sedge
olive yarrow
#

yeaaaah boi, it ain't even finding the root. Which is a right click away from being set (more or less).

olive yarrow
wanton sedge
#

The dude in the tutorial deleted the root lmao. At least in the "BP_[Metahuman]" I'm not sure if it then has effects on this retargeter?

wanton sedge
olive yarrow
# wanton sedge I hope so πŸ˜„ thank you for the kind words

Hey guys, in today's video I'm going to be showing you how to use the new animation retargeting system in Unreal Engine 5. This is using the IK rigs and retargeting. The example in this video is using a Mixamo character and animation, however this will work for any character, skeleton, and animation you want to use.

Mixamo To UE5: https://youtu...

β–Ά Play video
wanton sedge
heavy lion
#

Ok. So I am trying to implement controller/gamepad detection for updating the UI. Menus etc.

I can use the Input Device System which seems to provide some information and actively reflects what the last device used is. But I am not sure how I can use that information to set any kind of variable somewhere to read from in the UI

olive yarrow
heavy lion
#

Yeah. Maybe Im being dumb. I essentially want to create a trigger. To unhide UI elements such as the controller keys for the menus when the controller is used

olive yarrow
heavy lion
#

Yeah. On my options menu for example. There are options tab buttons along the top, from left to right, then the options themselves below.
If a controller is being used, I want to add images on the left and right of these buttons showing a picture of the LB and RB controller images on the left and right respectively.

#

So I essentially need an event that fires when the input device changes. And a bool which says, is gamepad?

olive yarrow
#

Pretty much! you could have some small timer/delay going on the side to keep checking whether or not a gamepad is being used, then just flip flop the visibility

#

if we're on the same page*
I was silly and decided to toke and play helldivers... i'm not getting any work done today

wanton sedge
#

Could be called pretty often then though, maybe have something that restricts calling the event dispatcher

olive yarrow
#

ayyyyee teamwork

heavy lion
#

Getting the event is fine. I can do this.

#

So I know when to update it. But not the outcome of the update

#

I dont know how to make use of the outcome of this node

#

The hardware device identifier seems like the most logical.

wanton sedge
heavy lion
#

😁 I dont know sh!t!

#

Bash stuff together till it works.

wanton sedge
#

ooh what about a switch on enum from your "Return Value Primary Device Type"? Don't you get "Gamepad", "Keyboard" and stuff from there?

heavy lion
#

I think I got it

#

So, event happens when the device changes.
That event sets a variable in the game instance of type "EHardwareDevicePrimaryType"

#

I can then listen to the WAGH dispatch in other classes.
When the event is called in FrontEnd Widget for example, set visibility of controller icons.

#

Perfect

#

Or not

limber urchin
#

hey I'm working on a VR game, I migrated in my project the VR Pawn from VR Template of Unreal Engine 5.0.3, but it seems like triggers right/left are not recognized, I can't even see any logs when i press the triggers of my motion controllers in game, could you please tell me why? I need help please

heavy lion
limber urchin
#

Ops sorry, I didn't notice it, thanks for the advice

earnest crypt
#

I am a little lost and need help.
I am currently attaching a actor to my player that has physics and I know to attach it I have to set my default root to my actor as it detaches when it spawns (bc physics).
Now my question is, how do I attach it to my player and ignore the ray trace and player, but still have the actor collide with everything else. I.e., other actors and world objects, so that the carried item feels like part of my player.

scarlet obsidian
#

Hello there, I have a simple dash mechanic, which can teleport player on elevated surface. My problem is that the player sometimes doesnt stop moving after the teleport and continues dashing at an increased speed. I thought stop movement immedietly would stop him. Am I wrong?

high iris
#

What's the best way to share logic across multiple BPs that have little to do with each other? E.g. they're not part of the same inheritance tree, but they want access to the same functions. Is a blueprint function library about as good as it gets here?

mental trellis
#

Component?

pulsar osprey
#

100% a component

mental trellis
#

Or just an object if you don't care about replication.

olive yarrow
#

been workin on an inventory system similar to Dead Rising and realised... if i keep like this it's gonna get messy.

The goal is - pick item up, store in first slot, move all other slots over by one. Also gotta take into account how many inventory slots are unlocked. This whole switch on thing is gonna get sloppy though... how can i go about this cleaner?

pulsar osprey
#

Uh

olive yarrow
#

i'm goin about it hella wrong arent i

pulsar osprey
#

I would look at some examples of inventory systems and base yours off that

#

Your weapon probably shouldn't have any logic involving inventory in it

pulsar osprey
#

Probably in a component

faint pasture
#

keep your code nice and orderly, you're gaining nothing by dragging those nodes all over the place

#

it's the EXACT SAME as calling the thing again, in fact it is calling it again. Do yourself a favor and make it readable and followable

#

also you should make it more generic, there's no reason to have spawn actor Katana in there, it should be data driven. Where in your project is where you say what all the possible items are?

olive yarrow
faint pasture
#

name as key into a datatable maybe

#

but you don't want to be hard coding each item class in like this

olive yarrow
#

The names are being pulled from the actors tags, does that make any difference?

faint pasture
#

this seems like a mess

dark drum
faint pasture
#

which actors tags?

olive yarrow
pulsar osprey
#

Inventory systems are relatively complex

faint pasture
wild pumice
#

How do I get the name of the class of an object. I need to keep a reference of the class the object was. The object gets destroyed on pickup, but I need to access constant properties defined in the Class of the object.

faint pasture
#

Why is Katana not just a subclass of ItemBase

pulsar osprey
#

If you don't care about preserving the state of an item, you could store just their classes and spawn them in when needed

wild pumice
#

wait, did I walk into a conversation, similar to what I need?

#

what are the odds

dark drum
# olive yarrow that's actually perfect!

But yea as others have said, you should look at how to actually structure the logic for an inventory system. I have a tutorial on my channel that can go over how to create one using uobjects. There are plenty of other ones that use structures if you want to go down that route.

olive yarrow
faint pasture
#

OK back up, do items need to exist stored?

#

they probably do

#

so make some data structure to represent a stored item. Either a structure or a data asset or just a class ref

olive yarrow
#

I haven't learned the first two yet, could be the reason to

south merlin
#

I have a Text Array variables with 2 test values. I am never setting this variable in code. When I pause in the debugger I have totally different entreis in the array. Has anyone seen this? It's like the editor is keeping old stale data around.

faint pasture
#

put in hand = spawn actor from class

#

store = get class and shove that class in array, then destroy actor

#

that's the simplest

olive yarrow
faint pasture
#

That's how I'd do a My First Inventoryℒ️

olive yarrow
#

preciate it!

wild pumice
#

I've been treating casts as valid checks in some areas. If the cast works, continue, if it doesn't use cast failed. Are there any issues with having it that way(performance, etc.)? Should I do a check before casting to make sure the object is of the type I want?
For example here I cast to my MasterArmor class to get the item Data Struct and extract the Spell ability to use with GAS. Should I check if that the item is a child of "MasterArmor" before casting?

south merlin
#

OK, I feel like I'm taking crazy pills now. I created a brand new variable of type Text and it's an array. I then manually added "Test 1" and "Test 2" to the array. Then on Event Tick, I am doing a "For Each" loop on the array and printing it to a print string. When I do this, I get "Test 1" and a blank space after it where "Test 2" should go. Then, if I go and change "Test 1" to "ANYTHING ELSE" when I run, I still see Test 1 and a blank. Like where the hell is Unreal Getting this data from?

dark drum
pulsar osprey
south merlin
#

Does anyone see something wrong with this?

pulsar osprey
#

Casting also isn't going to cause a performance issue apart from it having to load the classes assets

#

Casting is perfectly fine but it can be a sign that you should rethink your design somewhere if you're doing it everywhere

south merlin
#

I switched type form text to "name" and it works. what the hell?

ruby ivy
broken wadi
maiden wadi
charred shuttle
#

I would like to erase those white lasers only in the 2nd level but not in the main menu level

novel dune
#

hello every one I have a question when I press jump the jump sound keep playing . I need the sound will play once even if I am still pressing the keyboard πŸ™‚

novel dune
#

I was trying different ways for nothing lol as I am pressing the keyboard sound will keep playing

frosty heron
# novel dune

Triggered runs every frame (so as long you are holding the input)

#

also print screen instead.

#

if you have Jump start anim, it would be simpler to play the sound there.

novel dune
#

So how to fix it πŸ˜… I am new with blueprints

#

I hope it’s not difficult to fix

frosty heron
#

I will re-iterate, if you have the jump start animation.
Open that asset and play a sound there instead.

#

so the sound only plays when you start jumping as it's tied to the animation asset.

novel dune
#

I think I got you, I will have to try
I am so appreciate your help 😊

dim agate
#

Then you add your sound file.

#

Cold Summer is right, you want the sound tied to a point in the animation rather than the input for jump itself otherwise you can end up spamming the noise and it be out of sync with the actual jump animation.

novel dune
#

Thank you so much it’s fixed , today I learned something new I am so appreciate you and Cold Summer for helping me 😊

dim agate
novel dune
#

I was doing step by step from YouTube lesson so I was doing without understanding lol

dim agate
#

A lot YT tutorials teach bad practices. Try to check if Epic put out a tutorial on a topic first.

faint pasture
#

How do I want to tackle 2d platformer navigation?

#

Just treat the level as a long skinny 3d area?

faint pasture
#

the WTF is... series on youtube is great

novel dune
faint pasture
dim agate
#

Yes Wadstein

#

Wadstein's "Your First Hour in Unreal" is a good start if you haven't done it yet.

#

If I got the title right.

#

Also don't forget to check the pinned messages in the channels here, they often have really good tutorials listed.

novel dune
dim agate
novel dune
#

its for beginner this course ?

autumn pulsar
#

When using "SphereOverlapActors" How is the list determined? Is it ordered by distance, Actor Index, or whatever thread found the object first?

dim agate
tired hollow
#

Hey, whenever I use "Attach Actor to Component" the actor im carrying makes my character slide, why?

faint pasture
#

you're prop surfing on your held actor

tired hollow
dim agate
tired hollow
#

Would there be a way to make the player drop ANYTHING that is attached to their hand?

faint pasture
#

you can get attached components and do logic on them

#

it'd be easier to just keep track of CurrentlyHeldItem though

novel dune
gritty palm
#

Hi

I am using first peraon template. I want to pause the game but I want my player to be able to move around.

I tried global time dialation but it causes my player not be able to move.

One suggestion is that I use actor custom time dilation on other actors in game. But it doeant work.

Any other suggestion?

jovial steeple
#

You can also do the reverse, and set the custom time dialation on the player and its related actors.

gritty palm
gritty palm
jovial steeple
#

How are you calculatin the rotation for the player/towers. Id imagine thats the issue

violet bison
#

how to rotate a rotator according to a vector as the axis for a certain degree?

jovial steeple
glass magnet
#

Hey yall I found this demo called Into the Dead: Our Darkest Days, and they are doing a 2.5d sidescroller, they have this system with their stairs and im curious on how they mightve achieved it.

jovial steeple
#

Im not sure what system you are refering to.

glass magnet
#

sorry I shoulda explained more

#

When accessing the stairs you go up near them and press W, then you can go up and down with a and d like normal, im just curious on how they achieved something smooth and with that automatic exit at the end

#

my grammar is bad today im sorry yall

fiery anvil
#

I created this pause menu code, in theory it should close the pause menu when i tap Escape again, however that dosnt happen. also my breakpoints dont go off even though i can clearly tell those parts are going off. what is going on? whats the fix? thanks.

jovial steeple
# glass magnet When accessing the stairs you go up near them and press W, then you can go up an...

It sounds like theres just a trigger box at the bottom of the stairs. When entering this trigger box, the players controls get switched. The movement direction probably also gets locked to the direction of the stairs. Id assume that part is just limiting the world direction of their addMovementInput node. Could be many other things to. There just using foot ik to position the feet/hip bone at a smooth distance as you walk up the stairs. Unreal has support for that in control rig.

glass magnet
#

I noticed those foot iks

fiery anvil
glass magnet
#

im just like

#

how do they move the player back into the 3d space to utilize these stairs before automatically spitting them on the end they walk to

#

the automatically leaving the end they walk through is probably trigger boxes actually

jovial steeple
#

Oh, the w key moves them to the background of the game? you are not normally able to freely walk into the background?

glass magnet
#

The w moves them onto the stairs which are in the background of the normal game

jovial steeple
#

If thats the case, theres just a trigger volume on the bottom of the stairs, in the foreground layer. When you press W, the game just uses some AI move to logic to have the player automatically walk into the background.

At the top of the stairs in the background, there is likely another trigger volume. When entering this volume, the game runs some AI move to logic to have the player automaticly walk back into the foreground.

glass magnet
#

Interesting Ai move to

#

Ok that was the part I was held up on but I'll give that a shot

#

Also a trigger volume is just a trigger box/sphere?

jovial steeple
#

There is many different ways to implement some "Ai Move To" logic

glass magnet
#

This is a new concept to me so I welcome it

jovial steeple
#

pretty sure there is litteraly a node called AI move to, but you could also just use a timeline which does a VInterp on the players position.

jovial steeple
glass magnet
#

Interesting,

violet bison
glass magnet
#

Thank you for your wisdom I'll go give these a shot

violet bison
#

the right one is how I originally did it, but I want to rotate it by a degree

jovial steeple
#

I dont understand what your doing, or trying to do.

#

Im not sure your goal

gusty folio
#

I'm trying to learn UE5. Currently I'm messing with the FPS template. I'm tyring to attach an actor to the muzzle of the weapon. I'm not familiar with the weapon component and feeling lost.

median kiln
#

Hi! This is my first time using arrays. I just wanted to know how to spawn a "Chest_Antidote", and then 2 "Chest_50's".

The Chest_antidote needs to be the only one spawned, and then I want to be able to set how many Chest_50's are spawned. Right now I have 6 Chest spawn points in the level.

#

currently this spawns a random number of chests.. I think it is grabbing index 0 after the shuffle and spawning that many chests.

olive yarrow
#

Anybody got a good inventory tut? I'm tryna make one like Dead Rising but I can't find nothin close.

#

Wasted 12 hours building different systems and they all sucked

violet bison
glass blade
#

How do i edit this value so that its a string

#

sorry, the key

frosty heron
#

@glass blade plug a string to it

#

The wild card will be converted

jovial steeple
glass blade
#

so it would look something like this

median kiln
jovial steeple
#

I am unsure the issue you are facing.

gusty folio
jovial steeple
#

You can press F8 while the game is running, then go into the world outliner.

#

Find the spawned object

#

The plasma

gusty folio
jovial steeple
#

Your not hearing the sound?

#

Im wondering if the XYZ location of the BP_Plasma is not where it is supposed to be. The sound could be related to other things.

frosty heron
#

Why do you want a map of string, string

gusty folio
glass magnet
jovial steeple
#

Try spawning another test actor instead of BP_Plasma, make sure it spawns.

gusty folio
jovial steeple
gusty folio
glass blade
#

idk if i should need a map

#

of strings

#

i want to basically fetch data from a data table using a string

#

he does this find node so im guessing thats what its for? Im supposed to be fetching data from a data table with the string. but he didnt show me how that should look like. here you can see me experimenting with data table nodes

jovial steeple
#

While i dont understand your overall goal, in order to "fetch data from a data table using a string", you do this:

#

MakeLiteralString can be replaced with your string variable.

#

And obviously you would need to specify the data table your looking in.

glass blade
jovial steeple
#

On the GetDataTableRow node

#

As you as you select the data table, the OutRow will become a structure corrolating to the data stored inside that data table row.

glass blade
#

ah okay.

jovial steeple
#

You can then break that OutRow in order to get the data.

jovial steeple
glass magnet
#

What are some ways I could check which trigger volume im overlapping within my character controller?

#

rn im casting to the trigger volume and checking to see if its the one im overlapping

jovial steeple
#

Here is one way. This code is on the players blueprint. This is assuming the "StairEntranceTriggerVolume" is a blueprint class with a box collision inside of it. Also assuming that box collision is properly setup to generate overlap events with the player.

glass magnet
#

could you explain these parts im not quite sure, also is the blueprint class for the stair entrance just a box collision?

#

nvm on that second one

jovial steeple
glass magnet
#

understandable

jovial steeple
#

Ill dm you, is that ok?

glass magnet
#

I cant call rn but its all right

jovial steeple
#

That last bit, its just a reference to whatever StairEntranceTriggerVolume was first in that list of all overlapping StairEntranceTriggerVolume's.

#

If you dont understand what I mean by that, then you will need to learn what a reference is as its very important.

glass magnet
#

bet

#

soft and hard references?

jovial steeple
#

bassicly yes

glass magnet
#

bet

#

thank you so far I really appreciate your patience :)

jovial steeple
#

The differenece between soft and hard references isnt very imporant though.

#

Just references in general need to be understood.

#

You can watch the famous blueprint communications video. Its confusing but I don't have a better resource to explain it other than explaining in a long lecture myself.
https://www.youtube.com/watch?v=EM_HYqQdToE

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

β–Ά Play video
glass magnet
#

sure

#

2 hours stare

snow halo
#

Right now blueprint feels like too much hard work, like a pyramid scheme of decisions, and as the game gets more complex some parts of it begin to no longer feels fun at all to code all this one by one. I tried before to work with loops, arrays, maps for this but always had some problem with them and realized the code was also getting more and more complex and hard to read as well. So I ended up having to make a million collapsed graphs because you couldn't even see the whole code into one screen.

But now im using this which feels and looks a little bit more simplified and straight forward for my monkeybrain to understand or example, I made a path switch for the removals, crafting anything will cause removals. it's kinda like a train railway direction mechanical switch. It decides the category (Offensive, Tools, Food, Farming, or Building) and directs items to the proper path.

The malarkey is that it feels like a fractal genealogy project for an ancient civilization or a vast tree root network where you start with one ancestor, then each generation branches out endlessly, and you have to track every descendant down to the last leaf. And I have to navigate a labirynth/maze of doors. Every category leads to subcategories, then to sections, then to volumes etc.

any recommendations are welcomed

#

This is just the remove operation

#

And then I might have to think about how to rearange the entire slots of the UI because maybe I don't want to have any unoccupied slots.

#

It feels good though that I made all those widgets categories nested inside of central UI widget
but it's funny to try to explain to some of my friends that don't know any game coding how it all works behind the scenes πŸ˜€
and i try to use metaphors like this to help them understand what im doing, inside of thing a there's 10 things, inside of those 10 things there's 5 additional things, inside of those 5 additional things there's 10 nested conditions, inside of those there are 50 other things etc.

#

i looked at the screen of one friend of mine yesterday and he gave me some ideas & advice on how i could do this better, like he was flashing the whole UI clear and on each change he was updating and re-arranging the whole UI
but it would be refreshing too often
i'll think about it, it's a big dilemma though

jovial steeple
snow halo
#

UI updates

#

and crafting system smooth integration.

jovial steeple
#

If programing is getting harder and harder to the point where its unreasonable, its because you haven't programed scaleable code using scaleable techniques.

glass magnet
#

May I ask for clarification on the video?

jovial steeple
#

It would just be a systems design issue.

jovial steeple
snow halo
#

or any places or videos or links I can read up about it at least?

#

maybe I need to learn more about this thing you recommended

glass magnet
#

In the video they say that when using direct blueprint communication you may end up making a lot of if statements, "if its a box, open it"

Is that like checking a list of objects whenever a player overlaps anything, and if its a certain object then setting a boolean?

Edit: Checking a list by casting each individual object bp, I should prob just watch the video Yes my question was answered, as I found I could just recast over and over but thats improper

jovial steeple
snow halo
#

if I went outside of 1 hour and came back then I couldnt understand what I was doing, because it was getting too big

#

and I try to remake the whole thing and eliminate that problem

#

but now at least I solved some problems

#

but now as I go on it feels like this problem might come back

jovial steeple
#

It seems for example, in remove item graph, you are hard coding like 8 different operations, that seem to be bassicly thing? It could just be a loop, that loops over a list of slots and does the same operation on each.

#

You would make it easy for you to add more things to this list and remove things from this list. The list could just be an array variable.

#

This way, if you wanted to add a new thing in your "assemly line of inspectors", you wouldnt even need to edit the code.

#

Increasing scalability.

glass magnet
#

Thanks for your help yall, I just figured it out and feel dumb

jovial steeple
#

feeling dumb after figuring it out means your smarter now

glass magnet
#

amen

#

I was just overcomplicating it honestly

#

but still thank you

tired hollow
#

Got a question. I'm working on a game that takes place in a forest, but I want it to be a randomly generated forest with campsites and outhouses and benches. Is there a way to take like the meshes or make BPs of all the pieces of the campsite together and just randonly generate it, but do it in a way where no trees clip into the campsite?

vague moth
#

hello,
i'm using common ui and am wondering if its possible to make a widget not interactable when pushing a new widget
and make it interactable again when triggering the back handler event?
It's to create an option system on top of the main menu, and not making the main menu mess with the navigation when using a gamepad

solemn shale
#

Scanning can also be done if you find a way to spawn randomly

unique dew
#

Guys im trying to make a simple teleporter system, it does work, however I'm getting a weird result where the player character kind of jutters in place or get pushed to the side a bit after arriving at the new location. But this only happens if the two teleports are NOT facing each other. I have been racking my brain and can't seem to figure it out, Im sure the answer is simple, Thanks for any help.

dusky hemlock
hollow tendon
#

i call this every 30 seconds, only first time it spawns. any help

hollow tendon
#

i will send a pic

surreal peak
#

Hm, one thing, but unrelated, you might want to bind to the delegate instantly and not only after the Timeline finished.

#

If you are unlucky, the timeline finishes after the System ended.

#

Have you placed any breakpoints or print strings into this code to confirm that it calls more than once?

hollow tendon
#

thanks ! i will check this right now!

#

done

#

Thanks Cedric

weak relic
#

Hi, everyone
I'm working on foliage and trying to figure out how "Get Instances Overlapping Sphere" node works. It returns instances only when i add collision primitive to the static mesh. Is there a way to get instances without adding collision box to the static mesh?

weak relic
#

Nevermind. It's SphereOverlapComponents function to find Foliage components that didnt work without collision boxes

alpine pulsar
#

Hi everyone,
I am developing a VR museum experience and the client requested for each played iteration to output gathered data about the player position, amount of time spent in each room and ideally player gaze position. I am relatively new to this side of Unreal capabilities and moving my first steps.
This data would then be saved to a local directory on the computer at the end of every iteration of the game for further studies.

Ideally, the output file would be something like the linked video, but if not possible, i would like to have at least an image with the player path accross the map.
First priority is to understand how to get and print these informations to a string. Then understanding how to represent it.

Is there anyone that can help me on this? If someone want to jump on the project to handle this part, i have budget to pay the work.

Thanks!

frosty heron
#

@glass blade in general using a hardcoded string isn't a good way. Especially for lookup / queries.

#

As for the data table, data table is just a map.

Where the row name is the key, and value is what ever struct you use

glass blade
#

what do you mean by harcdoded string

frosty heron
#

So if you want to get the value of a specific row from data table, you do input the corresponding key ( row name )

frosty heron
glass blade
#

so should i use that map thing or no

#

i dont understand

frosty heron
#

It's hard to understand the intention between using a map of string and string

#

But it's alarming to me

glass blade
#

yeah thats what i dont get either

frosty heron
#

I personally will not consider that for anything

glass blade
#

whats the difference?

frosty heron
#

Difference with?

glass blade
#

using a regular string vs a map type?

frosty heron
#

The map isn't the issue, it's how you use the string

#

Or a map of string and string

#

What's the point for all of this? What are you trying ti achieve?

#

If you just want to get a row value, just input the row name

glass blade
#

i wanna pass 2 variables from a data table, using the row name to fetch the data

#

nothing special really

frosty heron
#

Ok then just get data table and click the row name drop down. Then select the row that you want the extract data from.

glass blade
#

but thats the neat part i want that to be dynamic

#

so thats why i put the string into the data table

frosty heron
#

The row name can be wild card

#

As in you can just make that a variable FName

#

And plug it into the row name

#

The result will be w.e the name value is at the time of using the get Dt row node

glass blade
#

i dont know what you are talking about tbh

#

i want specific data from the data table using the row name as an identifier

frosty heron
#

Show your code

glass blade
#

string -> data table ->

frosty heron
#

Ditch the string

#

DT takes Fname

#

It's useless conversion

glass blade
maiden wadi
# alpine pulsar Hi everyone, I am developing a VR museum experience and the client requested fo...

The final part of this pretty much looks like a render target. The data you're looking to display is largely player's position and rotation saved every n seconds that can be interpolated.

I would imagine that you could get that output in some way by finding out how to convert render target textures into some sort of video file. As in if you could, every frame, draw the correct rendertarget with the path and current player location, and then take all of those frames and compile them into a video file it would get you exactly what you want.

On the other hand. If you're only going to preview it on the machine it was played on, or could preview it on a machine with the same software, you could always just save the array of locations/rotations into something like a savegame. And then make a tool that could runtime draw the path of the player and their current place/rotation.

The second option would be much easier from a coding perspective, and achievable in BP. But it would require the client to use the game to display the info as well. The first would be more portable for the client if they have literally any device that could play movie files.

gritty palm
frosty heron
#

No interpolation?

#

That's gonna snap

jovial steeple
#

Yea. Custom time dilation is basically a multiplier to the DeltaSeconds coming out of Event Tick. If you aren’t using the delta seconds in your calculation, custom time dilation will have no affect.

#

Even if time dialatoon is 0

#

Event tick will still fire

gritty palm
# glass magnet Hey yall I found this demo called Into the Dead: Our Darkest Days, and they are ...

what part of thge stair system you are questioning about? Its a simple stairs. I have not played it, but if characters automatically go up the stairs and to the next floor, its probably using a spline to set the character position while updating the animation blueprint. But if the player has to navigate the character through the stairs, its easy, they have probably 4 buttons, back, front, left and right. with right, player goes on to the stairs and t the end, just press the front button to go to the layer where the door is (wherre stair is not)

jovial steeple
#

And the delta seconds will just be zero

gritty palm
# jovial steeple And the delta seconds will just be zero

I have it firing using "set timer by function name" and set the time to 0.5 (at the begin play). I dont want it to fire every frame. half a second seems smooth enough to me and not performance-heavy. Do you think that time is not getting affected by actor custom time dilation?

sonic raft
#

Hello friends, I just launched a stylized cartoon FPS Multiplayer, fully replicated for multiplayer on Fab.com!

πŸ”— https://www.fab.com/pt-br/listings/9475957e-752b-4ef6-93b3-246ebfa40f23

Fab.com

This project is a multiplayer first-person shooter (FPS) game with a cartoon visual style.DemoManual / tutorialTrailerIncludes:Two low poly weapons created by the talented TastyTony (check them out on Sketchfab - TastyTony).25 Blueprints.102 animations from the Lyra package for third-person characters.27 animations for first-person:Shooting.Relo...

jovial steeple
# gritty palm I have it firing using "set timer by function name" and set the time to 0.5 (at ...

If you’re using a timer call the logic, custom time dilation will not affect the timers speed. Timers are subject to global time dilation though. Also, why would running a rotation update tick be to performance heavy. Is there going to be 10000 towers ticking at once? Don’t feel the need to over optimize simple things. Using an event tick with a rInterp to calculate the rotation should be fine.

#

And will be subject to both global and custom time dilation

gritty palm
gritty palm
jovial steeple
#

Event tick isn’t a performance concern unless you are doing some insanely heavy operation on event tick. Or have thousands of small ticks.

#

If you don’t understand the performance concerns in the first place, don’t stress about trying to optimize it.

gritty palm
#

Good point. Thanks.

#

I meant this part "If you don’t understand the performance concerns in the first place, don’t stress about trying to optimize it." was a really good point

jovial steeple
#

Most people just optimize things when they become an issue.

#

Till your frames start dropping. Not worth stressing about.

gritty palm
#

how do I know my frame rate is good as it only shows on my system. I have no idea about players system. Currently it shows 50

granite frost
#

How to destroy a UObject?

jovial steeple
#

There’s a lot regarding profiling. You would need to spend some time looking into it.

jovial steeple
#

Just set all references to none

#

You need to manually keep track of where those references are though.

granite frost
gritty palm
#

Profiling. Thanks for the keyword. I will look into it. I learned whatever UE I know, by myself, playing around, watching Youtube and reading Epic forum and UE documentation, thats why some keywords are totally strange to me like "profiling" Thanks

jovial steeple
granite frost
#

Its in 2 different array only. However iterating them and then removing it is like extra iterative work

granite frost
jovial steeple
granite frost
#

I am getting annoyed with blueprint anyway

#

Using delete keyword?

jovial steeple
#

It’s not like it’s supported, at least as far as I know, forget I said that.

#

Read the actor source code

#

And implement something like how they do it.

#

The fact that actors can just be β€œdeleted” is actually not a normal programing thing at all.

granite frost
#

Hmmm

#

Ok

maiden wadi
#

You don't ever delete or destroy something immediately. You mark it as garbage. Anything trying to use it should be using IsValid.

granite frost
#

Thank you

granite frost
maiden wadi
#

I'm unsure if that is exposed to BP. In C++ it's simply MarkAsGarbage

granite frost
#

and its asking a string path

jovial steeple
#

Thank you for making me remember Authaer. It’s not exposed to BP

maiden wadi
#

That is for something else entirely.

granite frost
#

damn it

maiden wadi
#

You could make a quick BP library or something that takes an object to call it th ough.

granite frost
#

Its not available

maiden wadi
#

Literally like...

UFUNCTION(BlueprintCallable)
static void KillThisThing(UObject* SomeObject)
{
  if (IsValid(SomeOjbect))
  {
    SomeObject->MarkAsGarbage();
  }
}```
granite frost
#

this is as function library

maiden wadi
#

I meant a C++ function library. To expose it to BP.

jovial steeple
#

That just looks like it would crash your game

granite frost
jovial steeple
#

That’s an infinite loop

granite frost
maiden wadi
#

You're making the function call itself.

jovial steeple
#

The delete object calls the delete object function

maiden wadi
#

So it'll call itself.

#

Then call itself.

#

Then call itself.

granite frost
granite frost
maiden wadi
#

Then you can just call them in any BP

gritty palm
granite frost
#

damn. Creating a CPP file for just 1 function

#

I guess I'll do it anyway

#

thank you very much !

jovial steeple
granite frost
#

aah wait. I am idiot

#

of course I can

#

nvm

#

Its been like half a year since I touched CPP so its a bit clouded

gritty palm
jovial steeple
#

PlayersCustomTimeDilation = 1 / GlobalTimeDilation

gritty palm
#

yes, It did work. Thanks.

gritty palm
maiden wadi
# gritty palm Any help with this? its not urgent though. just for my knowledge

Generally you can't really know that specifically. You pick a Low/Medium/High target hardware for both CPU and GPU and you optimize what you can.

But optimization is kind of a hard topic to convey because it is better to do something correctly the first time and not need to optimize it. But it's also better to simply get an idea out. If it'll take you three days to do something nicely, but you could cobble it together in 30 minutes badly. Usually it's better while putting the project together to cobble it together. You can make better changes later.

On the other hand if we're comparing three hours to 30 minutes, may be better just to do it the good way first time around. And of course the "good" way really just depends on the project which is another reason not to spend too much time locking stuff down early on.

Then we get into how to know if something is the good way or not first time around. Which you can't really. Not without experience.

Then we'll move on to what is an acceptable framerate to begin with. And that is going to vary heavily. Someone playing a strategy game doesn't care if there are hitches, or dips to 30fps at times. Someone playing an action game is going to want a more seamless and stable fps, regardless of whether it's 30, 45, 60, or 120. A competitive shooter you're probably going to want to aim as high as you can.

In the end there are just too many variables to ever answer that question definitively. Projects are different, projects change.

frosty heron
#

@maiden wadi sorry for the ping, how would you handle these kind of widget?
A new element (notification) added to the list, it will push the current element up.

#

forgot to post link

maiden wadi
#

Dynamic Entry Box holding children of some sort of NotificationBase widget. CreateEntry for the type, initialize it. The initialization can play an animation that extends the widget's height.

For the pushing up part. You just anchor the parent that has the DynamicEntryBox from the bottom of it on a canvas so that it always expands upwards.

cyan bone
#

Why cant i set up an Execution parameter

#

im in a UObject class

clever roost
#

is there a way to bypass nodes? short of just unlinking them

jovial steeple
cyan bone
jovial steeple
clever roost
#

aight. I could've sworn I've seen a way to just grey them out but maybe I'm imagining that

jovial steeple
#

Haven’t seen that myself

cyan bone
jovial steeple
#

You can however make a blueprint macro library to define macros that can be used across different blueprints

past hull
#

hey, it might seem very dumb but how do I pass a string in the keyname here ? I dont want it as a variable I just want to put "AmmoCount"

maiden wadi
maiden wadi
past hull
weak relic
#

Hi, i'm working on interactive foliage system and i need to access foliage components in range of my character. The problem is that Static Meshes of some foliage components don't have collision primitives and i cant access them using something like "Sphere Overlap Components". What would be the most optimized way of doing this? I could spawn an actor with a collision box for every foliage component at BeginPlay, but i have a whole lot of these components in one scene. Would it be better to just add collision spheres to each Static Mesh instance?

maiden wadi
#

Just add simplified sphere collision to the static mesh asset in the editor. Your only other real choice is getting EVERY foliage ISM, and iterating it's transforms to see if any are in the area. Not cheap.

weak relic
#

And i can access instanced meshes inside foliage components using "Get Instances Overlapping Sphere" even if there aren't any simplified collision spheres on them. I just need to access foliage components themselves.

#

Thought there would be a nicer way, but it's ok if there isn't

kind estuary
#

are event dispatchers bad for performance, im using them to set a different cameras at run time.
So i have an event dispatcher for MovingForward_ED, MovingLeft_ED, etc...
So each different camera i set up Binds to different functions according to the camera

#

is this ok?

#

Or im again doing something silly

glass magnet
autumn pulsar
#

When a montage is interrupted, which executes first? the montage interruption logic, or the new montage?

#

trying to figure out if I'm still in an animation or not

grand surge
#

so now i want to do it on my character

past hull
#

is it possible to add arguments to event dispatchers ? Here I would like to return to the Behavior Tree Task that calls this Attack Event, a boolean to tell if the attack was succesfull or not ( so I can run new sequence Hide & Reload for the ennemy )

autumn pulsar
#

Why not just call the event directly?

pulsar osprey
past hull
# autumn pulsar Why not just call the event directly?

I dont understand. I currently have an AI that shoots one bullet per bullet indefinitely. I want it to shoot until no ammo is left, if no ammo left then reload. I am not sure how to do this honestly, thats why i am trying to send the information that no ammo is left to the behavior tree

pulsar osprey
past hull
trim matrix
#

Hi, I am currently working on a kart racing game and I have setup checkpoint and lap systems, I am now attempting to make a race placement system, but I don't really have an idea of how to do this, I do have two variables that may help though, current lap and distance from next checkpoint. Any idea on how to do this? Maybe with a array that contains all players then sorting them into a new array by distance?

pulsar osprey
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you only need the distance to the nearest checkpoint as the distance between any two checkpoints should be constant and can be obtained ahead of time

trim matrix
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ok

wild pumice
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I need help. So I have a basic combo system and lock on system. For the initial attack, I want the player to dash to the enemey when they are far and attack them when near.
Anyone have any suggestions on how to do this? Here are my thoughts so far:

  1. Have a dash animation that goes as far as I want the max dash distance to be and enable root motion. With collision detect if the enemy is near then animation cancels into attack.
  2. No root motion on animation and have a looping dash animation, control movement by code. Collision to detect if enemy is near.

I have no clue if these are the proper methods or what nodes to use.

kind estuary
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though im curious because im creating many ED

digital glacier
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the white text below the RULES text is HTTP requested off the internet, so it could be of various size, but my question is how do i make it always fit within this black border? as in auto size, etc

mild jacinth
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what is the best way to get EnhancedInput action value XY values each tick?

#

for non-enhanced system there was 'Get [inputname]' float value but with enhanced the action value must be broken down

spark sandal
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I am trying to make a system similar to lethal company where you hold down a button on a door and it allows you to teleport to the start of the dungeon which is somewhere else in the same map. I followed a tutorial but when I complie my code I get this error

maiden wadi
pastel tulip
#

the main compile issue is on your player controller nodes. because you're inside of the BP_door actor, its trying to get the "player controller" for the door, which doesn't exist. from the cast to BP_basecharacter pins, drag them into the player controller target pin for both you're on component begin overlap and end overlap events. that'll solve the first issue. the second that i can see is your cast to the character on the object pin of "clear timer by function name. the input pin has no connection, so it's not following the flow of execution. instead, from your cast linking to the on component begin overlap event, promote the bp_basecharacter to a variable, and plug that variable into your clear timer by function name object pin instead.

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i'd also handle any interactions for this door inside of your player character blueprint instead. its best practice to create some sort of interaction event like when the character presses "f", create an event dispatcher or blueprint interface interact with the door actor in the scene, and then handle all the teleportation functionality in the door instead (this being your on component begin and end overlap events).

spark sandal
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Is this right? Its the only way I can connect them

fiery anvil
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i have a pause menu that leads into an options menu. i use escape to open the pause menu, i tried to use escape (from the options) to take u back to the pause menu when i discovered this. for some reason when i have the pause menu open, if i go to options then go back to my pause menu using a back button in the corner of the screen, i can no longer use escape to open the pause menu. and if i use escape to exit the options to go back to the pause menu, it puts me in the game unpaused with the UI on my screen but i move around normally. ive been trying to solve this for hours, does anyone know anything? thank you.

maiden wadi
pastel tulip
# spark sandal Is this right? Its the only way I can connect them

k i've had a test in a project, your disable input node (and likewise the enable input node) is looking specifically for a subset of a controller, which is the "player controller" pin. so it won't accept any generic controller reference. you'll need to setup the interaction logic inside the player character blueprint, send a event dispatcher call or blueprint interface call from the bp_door actor, and then handle the disabling and enabling of input inside of the character blueprint. this'll also require a "player controller" blueprint class, so that when you disable and enable input, you have that to plug into the disable and enable input nodes. I'll send a few images to make this more clear, just a sec

spark sandal
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okie

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I appreciate the help. Sorry for all the noob questions this is my first game and I have never attempted making a game mechanic like this before

#

I think I will have to edit my character BP like you said too

pastel tulip
# spark sandal

don't worry, we all start somewhere. every1's here to chime in and see what we can do to help out.

spark sandal
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I have been working on this for 5 hours now and I have gotten no where. There is not a tutorial online on the exact thing I am trying to do so I have been piecing together diffrent tutorals to try and get one working door but no luck

spiral ridge
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Hi!
I built a level from draft static meshes. Now I want to replace them(SM) with art ones, using randomness. I have a blueprint for this, but it only works in playmode. How can I do this in editor mode?

trim matrix
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update on my racer placement system: it isn't going well lol

pulsar osprey
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it broadcasts the event each time theres a change

pastel tulip
# spark sandal I have been working on this for 5 hours now and I have gotten no where. There is...

So to get across the idea: 1). Inside your "BP_Door" actor, create an event dispatcher and called it something like, "OnEntered", and then from the "OnComponentBeginOverlap" event, cast to the player character blueprint (like you've got) and plug all those in with a "Call" to the event dispatcher. This'll be the blue node with the envelope image in the top right (as shown in the image). 2). Inside your player character blueprint, on "EventBeginPlay", you'll want to find all the door actors in your scene first (in the bind event to door event.png) and for each one, bind all of them to a custom event (and name it whatever you want, I called it "InputDisabled"). 3). This'll add that green node you see in that image called "CreateEvent", and just use the drop down menu on it to "Create a Matching Event", that create a custom event (with the same signature, but that's a discussion for another time haha). 4). From this newly created event, now in the player character, your communication channel between the door and the character is established, so now you need to disable the input. Cast to your player controller asset (mine is called BP_PlayerController) and link the object pin to the "GetController" function, and from the output pin (shown in disable input.png) link that to the disable input node. This should be all good, so give it a go and tell me about the result πŸ‘πŸΎ

faint pasture
faint pasture
faint pasture
# spark sandal

The reason why you can't get the overlapping pawns playercontroller is that you don't know that it IS a playercontroller. You can only get their controller, which you can cast to PlayerController to check.

spark sandal
faint pasture
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It's typically better to handle inputs in your playercontroller and pawn. Instead of thinking "pressing the button opens the door when I'm near it", instead, think "pressing the button tells my character to interact with the thing"

spark sandal
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From what I understand its a check to see if the player is in the door's hit box

pastel tulip
faint pasture
pulsar osprey
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a simple "interaction system" can just be a linetrace from your pawn when you press a button. then whatever it hits has an interface message called on it

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theres probably quite a few good videos on it that are short and sweet

spark sandal
faint pasture
spark sandal
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I will have more interactable objects too

pulsar osprey
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same in concept

faint pasture
spark sandal
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I was thinking F will be the interact button

pastel tulip
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yeah, blueprint interfaces are the way to go. setting up the interaction between actors is so powerful, that's why I went about doing the event dispatcher method.

faint pasture
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F -> figure out what you're trying to interact with (line trace, get overlapping actors, etc) -> call Interact on them

Door.Interact -> teleport InteractingCharacter

spark sandal
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So I sohuld make a general Interact action within my character's BP?

faint pasture
spark sandal
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no sorry I am very new

faint pasture
spark sandal
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Ah thanks ill give it a watch

faint pasture
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Anyway, an interface is a way to talk to various different things with the same function call

pastel tulip
faint pasture
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you say "Interact", and they do their own thing. A door opens, a teleporter teleports you, an item tells you to pick itself up, a button presses, etc.

spark sandal
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So the interact function can be programmed inside of my character and then the logic for the interactions will be handled by all the actors?

faint pasture
pastel tulip