#blueprint

1 messages ยท Page 287 of 1

surreal peak
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Objects are bit overkill for this.

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The code should work in 5.3 too, but I assume you have no clue how to add that and compile the plugin with it or?

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Could also try grabbing the 5.4 version of the plugin and copying it into your 5.3 project :D

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But might throw errors cause of binaries

prime stump
surreal peak
split salmon
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what is this digital?

surreal peak
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Analog would be 0.0 to 1.0.

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In other words, that Trigger, that you can usually partially press, would only react if you fully press it, similar to a keyboard key or other gamepad buttons.

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If you use the non Digital Version you get a float for how far you press it.

dreamy mountain
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for some reason, the raw input plugin, whenever i use it, anytime i go to set a key, axis 1 always has input, how do i fix it?

split salmon
prime stump
spring magnet
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Looking for some confirmation from someone experienced here: is the GameplayTag system a good choice for handling a requirement my project has, where there are many different types of actors that must be labelled with potentially 5-20 "descriptors", like the actor's color, size, type, subtype, rarity, general weight, etc.? The descriptors would be shared among many assets, and there will be quests such as "find X [COLOR] things" or "interact with X unique [RARITY] things", etc.

dark drum
tropic peak
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When i'm possessing a pawn, do I need to somehow unset my previous player pawn to avoid double input triggers?

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ok nvm it's not what's causing the double input issue (don't know what is).

crisp hawk
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I have a very weird thing happening with timeline event tracks.
I setup an event track to trigger a few times along a timeline, and it triggers fine but only when my character (2.5D game) goes in one direction, but not the other?
I'm not even sure what to think about this.

dusky cobalt
crisp hawk
snow halo
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Whats this?

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Whats the blueprint team?

pulsar osprey
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It means you fucked up

hazy ether
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Why isn't this colliding, the train is set to collide with tracks and the tracks are set to collide with the invis guide objects

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All the guide objects are Identical

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Same with the tracks, there all identical! Yet there is no collision!

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Pls help! Ive been stuck on this for like an hour and a half now!

high iris
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Is there a strong reason to prefer a function or a macro inside of blueprints, assuming I don't actually expect the function to be called from the outside of the class, but I just want to de-duplicate some logic?

dusky cobalt
hazy ether
hazy ether
dusky cobalt
# high iris Is there a strong reason to prefer a function or a macro inside of blueprints, a...

Functions are easier to debug and can have input and output parameters, can also be converted to ''pure'' without execution nodes. I personally feel bad about macros. I once thought I'm clever and collapsed a lot of things into macros and boy I was struggling with debbuging shit. Everything was hidden, needed to click something 6 times just to find what is executed right now ๐Ÿ˜„

dusky cobalt
hazy ether
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It should all be set.

dusky cobalt
high iris
dusky cobalt
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and they don't collide just ''collapse'' ?

hazy ether
dusky cobalt
hazy ether
dusky cobalt
hazy ether
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When they where all static meshes

dusky cobalt
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I dont mean in Default Settings of blueprint, but actually inside mesh of track and static mesh of the locomotive

hazy ether
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it should do, I havent changed anything

dusky cobalt
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Show the static mesh of the tracks and settings

hazy ether
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In a bit, I'm in a damn court room in minecraft*

dusky cobalt
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btw this is not adding collision, just showing

hazy ether
# dusky cobalt

Yeah, It was working fine before, but when I tried adding a "track" collision type so that the guide wheels don't mess with the flood when it derails

waxen dust
final berry
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So I have a widget that contains information about towers that can be build (gets it from a Data table) No class is present in that data table. That widget creates buttons based on that data (so a brush, name, costs etc.) Then when one of those buttons is clicked it should make a tower of the clicked button type (for example a gattling tower button will create a gattling tower to be placed on the map). What is best practice when it comes to "linking" the button to the creation of that gattling tower without creating too many dependencies

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I read something about a Data Asset (based on PrimaryDataAsset) but that doesnt ring a bell, can someone confirm that that is the way to go? Or shouold it be something else?

dusky cobalt
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In your case just add Class variable to Data Table

final berry
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Yea I have a tower management blueprint, but not sure how to reduce dependencies. last time I added the class to the Datatable the sizemap went crazy

dawn gazelle
dusky cobalt
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You gonna have this tower in every level or it's a tower that is gonna be only in the last 50th level? ๐Ÿ˜„ If you are gonna spawn it anyway sooner or later it doesn't matter.

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Unless you have 173 different towers

hazy ether
tired hollow
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So I'm confused. Let's say I want to pick up an actor, and throw it at another actor, and that other actor do something. Would I check for overlap, kill the actor, set the static mesh into my hand to that of the actor, and then whenever I throw it, destroy the static mesh and spawn in the actor at the throw location?

dusky cobalt
hazy ether
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They are just the default parts with unreal

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Infact, the wheel parts arent coliding with anything for some reason

mortal coral
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Does anybody know of a good relatively pre-configured service for CI/CD packaging of UE5 games?

I understand I can manually configure a box on AWS or something, but I'm ideally looking for something a little more pre-configured

hazy ether
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Even though all the tracks are set to track

dusky cobalt
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you are probably looking at wrong static mesh or something

hazy ether
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Im looking at my track blueprints

dusky cobalt
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and the one you need to change is actually world static and not tracks

hazy ether
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Odd, its only the stright tracks that arent working.

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Looks like it was entierly a glitch... Damn it unreal!

final berry
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If I have a tower or enemy that dies and it should explode. Where should the explosion "live"? Just on the tower or enemy that died and soft reference it there and spawn when its dead. Or should something else handle that?

mortal coral
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Unless you require some high level orchestration of many explosions, pulling the logic out into some sort of "ExplosionManager" is only going to make things harder

leaden raven
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does anyone have any tips on restarting a game from a certain point? my game is a local multiplayer couch game like gang beasts or party animals. It's from 2 to 4 players, and when 1 player is left or none are left, I want it to restart from the point when all characters are spawned and the camera has zoomed in. The only way I can restart the game currently is by using the restart executable command and restarting everything, making it impossible to track scores. If there's any documentation or even just a place I can try to learn from, anything would be great

dusky cobalt
final berry
maiden wadi
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Lol. Gameplay ability system. It would allow you to literally "give your thing the ability to die'. You create an ability, you give it to the tower, the ability handles setting it's collisions or whatever else you need, spawning cues that are explosions or fire, sounds, etc. And then when the thing dies you simply activate the ability.

final berry
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I'll look into it, thanks!

queen vault
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Making a 2.5D game. How do I make it so the player can go around this circle?

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By just moving left and right

maiden wadi
# final berry I'll look into it, thanks!

It's specially useful in cases like this. Because you can give individual things each their own special abilities to die. Characters can have special ones, towers can have special ones, etc. And they can all have the same tag which your health system can simply play an ability by tag and whatever death ability you've granted said thing simply runs.

hazy ether
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My train phases through my tracks above about 35kmph, anyone know how I could stop that happening?

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I have CCD on alreay, Soo

surreal peak
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Horde maybe, but probably still needs the same setup and you gotta host it

ornate laurel
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does anyone know how i can set my exact center of mass for my rigidbody? i know theres an autocalculation that happens under the hood that precomputes it but i need full control over where it is placed. heres what i've came up with so far but i am unsure whether its reliablely/accurately
setting the center of mass. Thanks in advance!

jovial dirge
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How could I cull actors specifically for clients that are closer/further from them, and what would be the best way to do this
Right now I have a sphere trace that is on the ThirdPersonCharacter which checks every .1 seconds but its 30000 radius so it takes a pretty big hit on the clients performance

hazy ether
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Is there any way to allow my train to Pitch and Yaw but not roll?

vague moth
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yo does anyone have any recommendations for getting to grips with scaling and formatting UI stuff, like tutorials and such?
It's a bit odd with how a lot of things auto scale to fit their content, and things like the buttons scaling to the text look ununiform because of it.
I feel it gets a lot better once you get to grips with it, but currently it feels overcomplicated

maiden wadi
# vague moth yo does anyone have any recommendations for getting to grips with scaling and fo...

My best advice on this is to basically never use scaleboxes for a start. Not that you are, but generally never resort to them except for rare stuff like resizing a background. Absolutely NEVER scale text.

And always allow children to dictate the size of their parents. Like your BT_Control. It should be about 30% bigger because the text in it should be making it's container larger.

Most UI layouts get a lot easier when you learn the second part.

vague moth
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Also is it possible to make something like the text smaller, the more letters it has so it always stays the same relative size?
I feel that be nicer then having a bunch of differently sized buttons

hazy ether
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Why does it feel like my "free" physics constraint is acting like a spring!

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it wasnt, My forces where acting on the wrong place XD

crystal hinge
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Hey! Trying to assist my team with answers ... we're trying to add a diy solution via BP where we can load in a webshop as url embed (already made), take payment, confirm payment to player account and add to inventory ... the confirm and add portions are proving to be confusing to lock down on how to ... is there an easy to follow solution to do this?

frosty heron
frosty heron
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I don't think there's a bp only solution for something custom like that. You will need to program in some language, one way or another.

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Like how the purchase even made in the first place? If steam then you will need the steam sdk/api.

Of course there's no bp solution for this, if you want to do something involved like that you need a programmer.

Also is the game multiplayer? If it's single player, the players can just hack the game and obtain the asset.

high iris
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What's the consensus on using spaces in naming events in Blueprints? OK? Frowned upon? Doesn't matter? Just be consistent about it?

E.g. Event DoStuffForMe vs Event Do Stuff For Me

frosty heron
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I personally use underscore to replace space

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Or just camel case it

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Both are valid, just stay consistent.

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And just avoid space altogether imo

pulsar osprey
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doesn't it place spaces in the name anyway?

frosty heron
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If you work with other programmers they might not be accustomed to space, even if it doesn't break stuff

fiery swallow
tight pollen
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hi, how to load "DetailsView" immediately so that it doesn't lag while scrolling?

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anyone can help?

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(Utility Widget)

frosty heron
dusky cobalt
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if you work alone it all on you to decide, if in team then there is probably rules or standard how to name things

leaden raven
# frosty heron Go to your game mode. There should be restart game function.

That didn't do anything, even plugging it into my pause menu's restart button thats ran through the level blueprint, it did nothing. The UE WTF series on youtube just shows that function to restart the game, similar to using the command "restartlevel"

But that's not what I'm trying to do. I basically want to save at a point where all players playing the game are spawned, then once they have all died, or 1 is remaining, a score point will be added and it will "restart" in a sense back to when all players had been spawned in, with the addition of that point to which ever player won

surreal peak
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That's why the majority of peeps would ServerTravel with ?Restart, which re-opens the same level

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Not sure why you can't track scores with that though. Especially in couch coop you could move the score to the GameInstance. And fwiw you can still try to use Seamless ServerTravel, even in couch coop. Never tried it but if that works then you can use CopyProperties in the PlayerState to move the score from old to new PlayerState

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If that all fails then you will have to code the restart system yourself for your specific use case.

frosty heron
trim pollen
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How can I get a string of the blueprint executing ? E.g. i have blueprint, Content/Assets/ThisShouldBeEasy.uasset. on an event, I want to print that path.

leaden raven
# frosty heron Sounds like you want to start a new round as opposed to restarting.

Uh yeah, sorry my wording is really weird with things lately. I just thought the easiest way to put it was to just restart in a sense, but I was wrong. I'm not much of a coder if I'm honest, I can get by with what knowledge I have and youtube tutorials out there, but I struggle. I've got 3 people relying on me to get this game coded ๐Ÿ˜…

trim pollen
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Ref to self -> get path and similar gives you either blank or the path to the transient.

faint pasture
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Player pawns of course, but what else

leaden raven
faint pasture
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calls restartplayer on all players then tells that actor to reset

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probably gamemode or gamestate

faint pasture
dusky cobalt
faint pasture
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but IDK, never done it

trim pollen
leaden raven
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the thing is, I followed dev enabled's local multiplayer tutorial, so each input (player 1 to 4) has to manually spawn their instance of the character bp in before all the players can actually start, so because of that i think each player would have to manually spawn their character in again rather than just using restartplayer or restart game. maybe im overthinking it

trim pollen
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Any way I can also retrive what function in my blueprint im in? This is to help organize debugging print statements

faint pasture
trim pollen
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Oki

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Ty

leaden raven
faint pasture
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you said you're doing some weird way of manually spawning characters etc

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just do that

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It's like starting, but again

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restarting

leaden raven
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when the game begins

faint pasture
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also do it when you want to

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when the game should "restart"

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Start -> do your setup -> play

Restart -> do your setup -> play

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make DoYourSetup do the cleanup like destroying old pawns if they exist etc

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unless you want to leave a zombie wherever you restarted from

sand spoke
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Is it possible to add an item in front of the array?

faint pasture
sand spoke
dark drum
trim matrix
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hey. im trying to make a game similar to mario party/wii party. and im trying to make the base game flow. trying to start with a minigame system. but im not really sure where to start. ive identified what i think i need for it, being a base system that other game modes can then call on later to have a minigame in a round if the game needs it, a minigame explanation screen, the minigame itself, and the results/ placement. something like this https://youtube.com/clip/UgkxICCenFwKinDomLmIrsh_mioYQI2ZzMWH?si=2x0DMMhoHFk_OIn0 im just not sure where to beginn

YouTube

31 seconds ยท Clipped by KIRA ยท Original video "Wii Party - Board Game Island" by Typhlosion4President

โ–ถ Play video
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not the actual minigame just the flow from explanation screen, to minigame, to results

olive yarrow
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Y'all i've got a widget physically in my Level - in the past i've been able to interact with it by clicking it with my input mode set to UI... but suddenly i can't. Any help>?

obtuse oriole
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anyone know why my line trace literally ignore everything? I also did try toggle "trace complex", put other object in the way like a cube but to no avail

frosty heron
wraith loom
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What's a way to store information when changing levels? I know with code you can transfer information from old levels to the level you're changing to, but is there some way of doing that with blueprints?

dire oyster
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shouldn't the white lines of the tick be "pumping" out when the game is executing? its not executing the code neither on BeginPlay nor on Tick =(

wooden iron
mental rampart
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Bit of a question.

Lets say I have a static mesh with some forces acting on it. How would I add another force that basically pushes it from behind? What nodes would I use?

Thanks for any answers

dire oyster
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its not hitting the breakpoints

wooden iron
mental rampart
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I'll look into it, thanks

dire oyster
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made a new project and the BPs execute, in main project this doesnt happen ๐Ÿ’€

wooden iron
frosty heron
wraith loom
patent pewter
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Hey I'm looking for a way to detect continuous touching of two blocking objects, I actually use overlaps to detect continuous overlap, to create a small buffer of touching before killing my pawn, but this sometimes may allow the pawn to penetrate the object and when activating physics it will create a wonky effect when blocking is activated

dire oyster
buoyant moat
tired hollow
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Guys, what the fuck? My character won't look up. I have my camera set to bUsePawnControlRotation and I have AddControllerYawInput set to it. IT was working before, and now it suddenly stopped working

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I found the problem facepalm sometimes I think my code is haunted

waxen dust
snow halo
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wtf guys i make changes to my blueprint code and for the last days no change is actually getting saved and I keep going back at the same place everyday. It looks saved but by the time i restart my computer Im back at level 0 in terms of the recnet changes.

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I did try to implement some kind of version control program a while ago but if I click restore selected, it will say "failed to restore"

snow halo
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oh never mind, somehow it got fixed

fluid nacelle
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keep getting this error
LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\MallocBinned2.cpp] [Line: 1438]
FMallocBinned2 Attempt to realloc an unrecognized block 000002A6159E0000 canary == 0x0 != 0xe3

Only happens in packaged builds and the logs dont show anything. already tried disabling all volumetric fog but the issue still persists

young meteor
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Hey folks

I'm trying to create a system in which I can control camera shakes (When to do a shake, but also amplitude of said shake, etc.)
Currently trying to do this from the Game Instance so other blueprints just sends a "request" to do a shake, and a function decides if it should be done.

I've created a "DefaultCameraShakeBase", and I would like to control the variables in it on the fly.

How do I set up the reference to it and change values before I play it?

steep oyster
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Hello, I am trying to implement a destruction in my game that works like in the game "Deep Rock Galactic". It is like mesh booleans but way more advanced. The meshes itself can also be subdivided into different substances. Any help on how to achieve this is appreciated

sacred spoke
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How do i get the first one with all 3 seperate scales to chose from so it doesnt error my Multiply node? They are the same node with the same name but i cant get the option to have 3 seperate scales anymore?

frosty heron
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BTW even the yellow one shouldn't give you an error

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It will just multiply every single member

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Probably doing something wrong.

sacred spoke
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thats what i thought it would do as well but its giving me the error anyways

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thanks for the help though

frosty heron
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Post the error code

sacred spoke
frosty heron
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So you don't want to have the output as float but vector

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If you want to scale all axis, drag from the yellow pin and multiply with vector

Then convert the vector at the bottom to float.

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Should give you out vector

jovial steeple
# young meteor Hey folks I'm trying to create a system in which I can control camera shakes (W...

In blueprints, the way you wish to update the camera shake is not supported by the camera shake system. The properties of the camera shake must be pre-defined.

After taking a look at the source code, it looks pretty doable to achieve this behavior in cpp. Although not like its actually supported, the system is still designed to be fire and forget.

The best you can do in blueprints is use the ShakeScale variable on the camera shake base in order to affect the camera shake during runtime. Most of the system is not exposed to bp. Even simple things like the function that returns if the camera shake is finished are not exposed.

granite frost
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I don't remember how many times I have ask this question but I am here again to ask the same dumb question ๐Ÿ˜…. So if I remove an element while the for each loop is running, could it cause problem? Like skipping element because of index?

wraith loom
granite frost
jovial steeple
lost sierra
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hey all, making a tower in Unreal Engine that should shoot any enemies that walk past it. For some reason, it doesn't seem to be firing out the projectile when shooting enemy ai, however if I replace the cast to bp_enemy with cast to bp_thirdpersoncharacter, it will shoot them just fine. I have no idea why it will shoot the playable character, but not the enemy ai.

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for some extra information, it does follow their movements, and I've used print strings to make sure all parts are working, and it triggers each time. It just doesn't spawn the projectile

surreal peak
river arch
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Is there a way to retrieve the names of all active variants from within an editor utility widget? I am trying to build a screenshot tool that adds the names of any active variants to the file name of a screenshot image

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Looking for like a "get active variant" node but doesnt seem to exist

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i do not wnat to control the variant manager from the blueprint, i just want the blueprint to see which variants are currently active

lost sierra
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i have turned off colission to see if that was the issue, but that didn't change anything, and with it being able to shoot the player character when replacing the bp_enemy with the player character bp, i didn't think it would.

tropic token
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guys, can you have blueprint classes as plugin?

warped saddle
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is there a way to change the tooltip that was changed in 5.5?

stone field
surreal peak
lost sierra
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it's not spawning when targetting the bp_enemy, but if I replace the target to be the bp_thirdpersoncharacter, it does

surreal peak
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Is your code maybe calling a lot of times, constantly retriggering the Delay?

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Can you try it without the delay?

lost sierra
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that could be it, I will try that

surreal peak
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Or block the whole thing with a boolean until the delay is over

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Or just a Timer to beginw ith and use the TImerHandle to block the execution :D

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In theory, you want to do this differently anyway. If some other enemy is sensed in the meantime it will stop the exeuction.

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You probably want to add every sensed enemy to an array (unique).

lost sierra
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even without the delay it doesn't seem to be spawning, but thank you for pointing this out. I can only imagine it would cause me more chaos later on

surreal peak
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And when you add to that array you check if the array was empty before, and if it was, you start a looping timer with 0.2 seconds that loops over the enemies in the array and figures out the best one to shoot at (or picks the first one in the array, whatever your condition is).

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There should also be something for like when the Sensing stuff stops sensing an enemy

surreal peak
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Or did you put a print int oBeginPlay of the Projectile?

lost sierra
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I have just done a print string on the begin play of the projectile, it turns out it is spawning. Sorry about this, I was confirming it visually, as when it targets the player, it spawns just fine and I can see it.

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I have fixed it, sorry about all this, but thank you for the help anyway, the information on the array and delay will be incredibly useful

sacred spoke
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can someone explain why my spline points arent showing up to actually draw the spline? i wrote out the blueprint exactly like a tutorial yet the points arent showing up, just the actor (a basic cylinder - which im hoping to draw in an ellipse shape since spline seems to be the only way. a taurus distorts to a smaller dimention on the short side of the elipse.

pearl burrow
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Does anyone know how to create a UI material that would warp the size of widgets on screen in a small radius? Think like a magnifying glass moving across a map

pastel tulip
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Quick question regarding the enhanced input system. I'm trying to create a golf club swinging mechanic and I want to use the y-position of the mouse to control the backswing and downward swing, and I'm trying to use an input action with an axis1D value type. But when debugging the corresponding action event to trigger the swing, the action value stays a 0, and I'm sure it should be a positive value when moving forward with the mouse and vice versa with a negative value moving the mouse back but thats not happening. Any ideas?

surreal peak
surreal peak
pearl burrow
dusky cobalt
pastel tulip
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No, ongoing. It seems to only register a value of zero from the action value when I try to debug it.

dusky cobalt
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I think they changed it in 5.5 update and now it doesn't get value on Started or Ongoing pin, you have to drag it from Triggered to get value -1 or 1

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Try it

pastel tulip
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Yep, that did it! ๐Ÿ˜ . It's so strange. I've been debugging this for like 2 hours and it didn't work with any modifiers or triggers or anything. And ultimately it the execution pin.

dusky cobalt
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Yeah I had similiar input action in 5.4, everything was working. I updated to 5.5 and suddenly shit stopped working, took me over 1h to finally try using Triggered and it worked.

narrow swift
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Well i want to create a slicing animation. I have a knife mesh in my character BP and i want that knife to smoothly move to downwards then do that upwards to come to its first position. But as u can see it doesnt move because of the set location node. Is there any way to make it look smoother?

hoary junco
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is there a way I can use both an AI controller and a player controller on the player character at the same time?

I want to do a point and click movement system but moveto and simplemovetolocation don't actually move to the place you click, it stops short

so I tried using ai moveto because that actually goes where you want it to which is important for the project I'm doing, but in order for that to work the ai controller has to possess the player character which kicks out the player controller which then stops you being able to do stuff like get hit result from cursor and also it breaks the camera

how can I have the AI moveto system handle the movement while still being in control of the player character? As I said it stopping short is not good enough for what I need.

dusky cobalt
# narrow swift Well i want to create a slicing animation. I have a knife mesh in my character B...

When you click the button, set a looping Timer By Event at about 0.03 seconds (or whatever tick time you need). On each tick of the timer, add a small amount (e.g., +1, +2, +3โ€”adjust as necessary) to the knifeโ€™s Z location.

You have a few ways to โ€œstopโ€ the timer. One option is to use variables like FullDuration and CurrentDuration. Each tick, add the tick time to CurrentDuration until it reaches FullDuration. At that point, cancel the timer and reset the knife to its base state. You can apply the same logic if you want the knife to move back slowlyโ€”just reverse the direction and reset accordingly.

Alternatively, you can handle it via the click event: if you click and hold, the knife moves forward; when you release the button, cancel the โ€œstabbingโ€ and have the knife return to its original position.

Lastly, note that using a delay here may not be ideal. Generally, itโ€™s better to use timers for smooth, controlled movement rather than relying on delays.

maiden wadi
hoary junco
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like the camera reset to a default position and was no longer following the player

maiden wadi
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You can set view target to the character manually. Possession does this for you. But you can do it yourself with SetViewTargetWithBlend and a zero blend value.

hoary junco
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so I tried doing set view target with blend to the player character after being possessed by the AI controller and it still breaks the camera

narrow swift
dusky cobalt
maiden wadi
# hoary junco which blueprint do I put the "setviewtargetwithblend" on?

You'll have to find somewhere that works for you. I don't know your logical setup to know when you can make the call after the default ones run. Your PlayerController's Possess function could work. But it's just a guess. It'd set view target to the other pawn whenever your controller possesses anything. May be worth also putting it on beginplay. But it just depends on the other logic at play.

hoary junco
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because as I said the whole reason I'm having to do this is because simple move to location always stops short

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and I can't find a way to get it to stand exactly on top of where I told it to go

maiden wadi
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Dunno. Not familiar with the simple move to stuff. But if you need a lot of navigation with AI anyhow, it's good to use it.

lunar sleet
#

Set acceptance radius to 5 or something and Bobโ€™s your uncle

hoary junco
lunar sleet
hoary junco
lunar sleet
#

What is it supposed to do while itโ€™s being possessed by AI?

hoary junco
honest knot
#

Hello, I am new to UE5 and I ran into a problem I couldn't solve. I am trying to adjust character rotation according to mouse hit location in the world. I am trying to do this whenever the mouse moves. Using Enhanced Input I created Input Action and bound it to Mouse XY Axis in Input Mapping Context. I also set Show Mouse Cursor to true. When I play in PIE, the mouse movement is only detected when the left button is held down. I tried setting Input Mode to Game and UI and lock the mouse to viewport but it did not work. I tried setting the mouse cursor to hidden and it worked. Also when I use the Event Mouse XY 2D-Axis directly in the Player Controller BP It works, but not with Enhanced Input implementation. Am I missing something here? Thanks in advance

upper cairn
#

I have a savegame problem, When I save Money It works perfectly and I'm doing the same thing, when I cast to BP_SaveCharacter the cast comes out as Unknown, Is there anybody who can help me with this?

snow halo
#

Why isn't it possible to call a function/event like this from a library function?

mystic blade
#

how can subtract from the launch velocity when the player is in the air? launch velocity on the ground is 1000 but when in the air, the player is seemingly going further when launched. i want to subtract 500 from the launch velocity so both ground and air movement are somewhat similar in distance

maiden wadi
mystic blade
faint pasture
#

I mean it, just do it

#

subtract if falling

mystic blade
#

im trying to

faint pasture
#

your best bet will be a select node, select a vector to subtract based on falling

#

if not falling, it's 0,0,0

#

if falling, it's whatever you want

faint pasture
#

you can if you pass the object in as a parameter

snow halo
#

or pass it as a local variable?

faint pasture
#

What are you actually trying to do?

snow halo
#

call an event at the end

#

but inside the library function

faint pasture
#

call an event on what?

snow halo
#

on a widget blueprint graph

faint pasture
#

you need to pass in whatever you want to modify, a function library function can't get anything from the world

vital dome
#

I'm starting work on a feature that allows players to delete placed objects in the scene. These objects are created as Instanced Static Meshes.

My current approach is:

  1. Identify the hovered ISM component (via hit result).

  2. Map instance IDs to world locations to allow iteration.

  3. Find the nearest instance by checking which mapped instance is within a distance threshold of the hit location.

Since each ISM component can hold up to 200 instances, I'm concerned about performance especially if the player rapidly drags their cursor across objects in deletion mode. My idea to mitigate this is resetting the iteration process if the hit result changes location more than a desired threshold.

Would this be an effective approach, or is there a better way to efficiently identify and remove the correct instance? Any insights would be greatly appreciated!

(Attached: Current solution for hit detection โ€“ not yet implemented, still refining the approach.)

mystic blade
#

what does "Pick A" mean?

maiden wadi
#

If true, use A. If false, use B

mystic blade
#

so do i have it connected properly?

maiden wadi
#

I guess so? It'll pick the same thing at the moment cause they're all zeros.

maiden wadi
snow halo
# faint pasture you need to pass in whatever you want to modify, a function library function can...

I get it from outside right?
Central UI passes a (self) reference to an event in some other widgets. Then inside of those widgets we activate โšก those events through keyboard and mouse events๐Ÿ–ฑ๏ธ โŒจ๏ธ , and then inside of those events we call our library functions.
So Im passing through these inputs/outputs pipelines my (self) reference of the first master "Central UI" ๐Ÿ‘‘ but finally when it lands on my library function, I put it in through a "UserWidget" input platform, is that correct? Because it fails to find me my function through that.

#

Il say this though, there is something weird going on, as I can see 2 central UIs on the same name, thats why i avoided catching it through a "Central-UI" reference

#

but i wonder how is it possible that im able to open simutaneously both of these widgets at the same time and it is going to be the same blueprint

vital dome
snow halo
#

open on 2 tabs at the same time on my Unreal Engine editor
and if i make a change through there, it will be applied to both, but sometimes only one of those will work for some reason, its very weird. So I have to be careful on which one to use

mystic blade
blazing rain
#

hi can anyone help me and tell me how to make the user upload an audio file and the program read it and play it ?

frosty heron
#

you probably don't mean an actual upload

#

upload to where?

#

if you just want to play a song from your computer, you can simply just link the path to the file.

#

and use media source to read

blazing rain
frosty heron
#

like where?

#

you are making a music player app with unreal engine?

blazing rain
#

is it even possible

frosty heron
#

assets are not cooked to the application once the project is packaged

#

if you want to play custom musics, you simply ask the user to link the path

#

you don't "upload" or cook them into the application

frosty heron
#

the best you can do is just store the paths

#

and have media player plays the file from the given path

blazing rain
#

I mean, is it possible for example to install a plugin . so that it takes the file name as a variable and then runs it normally?

dawn gazelle
blazing rain
#

thanks pro i really appreciate it i will see it and if i have another question i will text you โค๏ธ

flat summit
#

I have a strange one I can't seem to crack - IA event to pickup an item on the ground, it traces to find item, picks up the item, then destroys actor.
I drop the item from my inventory, and pickup again - the same event/s trace and find item, add it to inventory, but then can't destroy because "accessed none trying to read hit actor". But the pickup part reads the exact same hit actor fine, and it all reads the hit actor fine the first time around?

sacred spoke
#

not sure if there is a better place to ask this question.... but my ue5 keeps "freezing" when i try to convert a blueprint spline into a static mesh with the actor tab. and its essentially stuck at 0%. i cant click on anything in the ue5 program but the rest of my computer is still usable and functioning. ive tried it 3 seperate times now because i need the static mesh of the spline i created yet it just keeps happening. I have to force close ue5 with task manager even though it doesnt show unresponsive it is 100% frozen at 0% while converting to a static mesh. is there any way to fix this or alternatives that get me the static mesh created from my blueprint spline and the spline i created?

frosty heron
#

make sure that you hitting something or do nothing when you are not hitting any actor with an if check

flat summit
#

It is hitting an actor though, as it passes this actor through to be picked up, but the destroy actor then can't access the same hit actor, even though both can access the hit actor the first time

frosty heron
flat summit
#

You mean set it as a var or?

frosty heron
#

sure but it's hard to see the intention with 0 code

flat summit
#

Also has the same problem - When it spawns the object (Dropped from invo), it spawns from class, and i'm now wondering if it has something to do with that.

frosty heron
#

ok that is not gonna work

#

don't cross pin

#

especially in multiplayer

#

in client it will always be null

#

you need to pass the actual hit data to client machine

#

your RPC need param

#

and even then it still wouldn't work

#

I don't understand the code here. YOu are doing input, which is local only, then you are doing client RPC?

#

only server can do client RPC, so what the actual intention here?

#

whole thing is scrambled with incorrect codes

flat summit
#

It works the first time, which is what's confusing me, just not on dropped items

frosty heron
#

Input Pressed -> Hit actor? yes?
Server RPC (passing the hit actor)

flat summit
#

Yup

frosty heron
#

but the whole code is obvious mistake to me

flat summit
frosty heron
flat summit
#

Isn't that what it's doing?

frosty heron
#

do you know what client RPC does?

#

it's server telling owning client to execute function

#

i don't understand the intention here

flat summit
#

I've just replaced the additem event with a non rpc custom event and it still works fine, so that was pointless of me

frosty heron
#

oh well, I give up

surreal peak
#

RPCs cause execution of events on different instances (server/clients). You can't just connect the HitResult stuff like this. If you RPC you need to send the data along via Inputs of the RPC event.

#

Computer 1 will have the HitResult in its memory, Computer 2 won't. Sending an RPC from 1 to 2 and using 1's HitResult doesn't work without sending the HitResult too

flat summit
#

So the hit actor gets passed through to the RPC event here via input(?), what's the difference between what you describe and what I have?

frosty heron
#

RPC is the instruction that get send over the network

#

so you need to wrap your hit result along with the "letter"

#

with what you have right now, the side that receive the RPC, only execute the function. The hit result is not valid on their machine

surreal peak
#

It's just that the EventGraph allows you to connect the pins/wires like this that makes it wrong and confusing

flat summit
#

So would I need player to trigger the IA, then the server to trace to hit the object, additem and then destroy?

frosty heron
#

that's entirely up to the design choice but be aware that the client location and the server location are not necessarily the same. There is latency so you may interact and have your cursor lined up with an item but when
the rpc arrived at the server, the start and end line trace gets offsetted and misses the item you are interacting (think of if the start trace is the character's location and remember the server's and client's version is not neccesarily the same).

#

@flat summit the easiest route would be to just trace locally and pass the hit actor to server.
But this would be "trust me bro approach" and can allow players to easily cheat.

#

if you are new to mp though, don't worry too much about cheating and understand basic RPC first.

#

you can try to do some server validation when you are comfortable enough.

flat summit
#

Yeah I'm happy with trust me bro for now, just trying to wrap my head around it all ๐Ÿ™‚

livid flare
#

Hi I have a WBP with an event on tick to calculate distance from the player to an object in the scene, it works but when the character possess a vehicle adding a new mapping context, it breaks the tick of the WBP causing errors, any tips to overcome this situation? The WBP is a quest component, I tried messing around with the code without any luck, I hope there's an easier solution ๐Ÿ™‚

drowsy rivet
#

Hi everyone! I need a help, my character stopped using animations while walking, running or crouching

livid flare
#

check blend space inside locomotion

drowsy rivet
#

I don't know from where the problem came from

frosty heron
#

having widget blueprint to do any gameplay logic like that is pretty concerning

#

why is it placed in widget blueprint?
Widget job is to just read values from it's source and display it in a form of UI

#

and you have distance check for gameplay, makes no sense to store that logic in the U.I. What if you have to remove the U.I? your distance check will break.

frosty heron
#

everything that you can think of, from the character blueprint, to the anim blueprint, etc

drowsy rivet
#

there is a change in speed, but no change in animations

livid flare
drowsy rivet
uneven lotus
frosty heron
surreal peak
uneven lotus
surreal peak
#

They weren't asking you :P

drowsy rivet
surreal peak
#

Unless you are the same person somehow :D

livid flare
drowsy rivet
drowsy rivet
frosty heron
#

I am not sure

drowsy rivet
#

I am going to try it now

frosty heron
#

wouldn't use crouch as montage...

surreal peak
#

Montages are one-shot animations that get layered on top of normal animation flow.

drowsy rivet
#

cause there is an animation while turning left to right and crouching and other are not working

drowsy rivet
frosty heron
#

it's part of the locomotion

#

not a one off thing like Attack animations

surreal peak
#

Like a Punch or a Sword Swing or so. Locomotion is usually not done via AnimMontages.

surreal peak
#

GetPlayerPawn could resolve that fwiw.

drowsy rivet
#

the transition of standing and crouching is done by montage and turning also, and they work while animation sequences in locomotion does not work

surreal peak
#

Or so I think.

#

Transitions from standing to crouching etc. is usually not done via Montages either

#

That's usually a setup of 3 states in the AnimBP.

#

Standing -A> StandingToCrouching -B> Crouching

#

With Transition A being bIsCrouching == true

#

And Transition B being RemainingTime of StandingToCrouching Anim < 0.1 or something along those lines.

#

Similar to how Jumping is setup in the Third Person Examples

#

Fwiw, you could try and handle that via a Montage, but I don't think I've seen that setup before.

drowsy rivet
#

I am going to change some stuff then and see if thy work or not

uneven lotus
drowsy rivet
#

thank you everyone for support!

uneven lotus
livid flare
drowsy rivet
#

in animbp, it says bone manipulation is disabled, maybe this is a problem? how to turn it on?

uneven lotus
#

I set it to the weapon aim point transform

#

Do you think it's a frame issue ?

livid flare
uneven lotus
#

I used replace

#

World space also

livid flare
#

My best guess is to play with those settings and see what happens, or you could try to do all the logic again..

uneven lotus
#

Seems like before the copy occurs, the location of the aimpoint relative to the hand is not same as initially read

uneven lotus
livid flare
#

did you set those variable somewhere

uneven lotus
#

Yes.

livid flare
#

try disabling them to test

uneven lotus
#

It won't work at all. They are the key variables. I have also calculated a relative transform to aim_hand from the aimsocket. But it give an offset i have no idea why

livid flare
#

what happens if you set the alpha to 0

uneven lotus
#

The bone goes to the rootbone

drowsy rivet
#

in animbp, it says bone manipulation is disabled, maybe this is a problem? how to turn it on?

livid flare
#

are you following a tutorial? You can try to redo this part of the logic, remove all the variables, and recreate them later when you're satisfied with results, at least you can see what is causing the issue

livid flare
drowsy rivet
livid flare
#

@frosty heron the tick is inside the WBP cause it have an animation running too in the UI so I guess I can't move the code outside the WBP? If you have any tips please let me know, thanks

drowsy rivet
#

later in the tutorial series, the als v4 will be implemented by using its content, so there is no need to think about problems from current movement system?

dark drum
surreal peak
#

I already told them that fwiw

#

There should also be GetPlayerPawn0

drowsy rivet
#

???

mild jacinth
#

can client builds and server builds only exist with source engine?

#

i saw ": Server targets are not currently supported from this engine distribution." and same for Client when running binary version and trying to package client and server, I know server is supposed to be for source only but didnt realize Client had the same thing
typical <projectname> builds without issues

#

and that was for 5.5

dark drum
dark drum
mild jacinth
#

yea but what about client. looks like client has same thing

#

received similar issue but server was exchanged against client in the error message and resulted in unknown failure (exit code 6)

livid flare
#

@dark drum @surreal peak GetPlayerPawn doesn't work, I'm trying a few "Get's" the thing is the code seems to point to the "Actor" variable,I hope I don't need to change all the references ๐Ÿ™‚

dark drum
mild jacinth
#

using binary

#

projectGame builds work tho

dark drum
surreal peak
#

Is the Actor variable Accessed None?

dark drum
maiden wadi
# mild jacinth client fails to build

Generally if you need a server only build, or a client build, you need source. Both are essentially the same thing, just one strips out server code, the other strips out client only code. You should be building them both from the same engine anyhow, so if the server one requires source, you should build the client one off of the same identical game and engine files.

livid flare
dark drum
livid flare
surreal peak
#

What is "Actor" here?

maiden wadi
#

Well that's stupid. If you move an attribute from one set to another. Then go back into the GEs after loading the engine to go set the attributes to the right set, it crashes.

livid flare
surreal peak
#

Welp, that text got cut off.

#

But the message is the same.

surreal peak
#

Shouldn't crash of course.

livid flare
#

yea I'm aware of that, I'm trying to fix it

surreal peak
#

Yeah but what does the Actor have to do with that? Where are you setting that Actor variable to a value?

livid flare
#

I did nothing. it's the easy quests plugin

surreal peak
#

In theory, the Actor variable, if set to something, should stay the same, no matter if you get into the vehicle or not.

#

The point is that you need to replace the GetPlayerCharacter node.

#

What is the Vehicle inheriting from that you are possessing?

#

It must be Pawn ultimately.

#

That's the only thing that can be possessed in UE.

#

Which means if you use this, you should be fine, cause that will continue to return the new Pawn (the vehicle).

livid flare
#

ah it works now!

surreal peak
#

And unless you show a setup with that and Actor connected not working while you are in the Vehicle, and you give us some logs and print strings, I don't believe you that it doens't work.

#

Welp, there we go.

livid flare
#

I guess I need a break lol

surreal peak
#

Maybe. But you also need to read what is suggested.

#

Cause this was already said half an hour ago or so.

#

And in the future provide more information in form of debugging attempts.

#

Put print strings up and what not.

#

We can't pull that info out of thin air.

#

I can only so much rely on previous knowledge to guess what could be your problem :P

livid flare
maiden wadi
surreal peak
surreal peak
#

I could swear you are part of this madness for a longer time.

#

You shouldn't be surprised anymore :D

maiden wadi
#

Yeah. C++ channel made me ragequit.

surreal peak
maiden wadi
#

It occurred to me that I have a source build. Easier to put an if statement.

dusky cobalt
#

Do you guys actually use often Function Libraries in your projects? Like to not repeat function like: Get Closests Actor, Get Actor with lowest health etc. ?

fiery swallow
#

if you ever find yourself making a function and you're like "huh, I could see myself using this anywhere" then you might consider putting it in a FL

dusky cobalt
#

Yeah, I mean the function is kind of complicated enough and because it's loop I want to put it in C++ and I got recommendation to put it in Library which I guess would make sense.

fiery swallow
#

you could always make a better version of a loop in blueprints if you know what you're doing

dusky cobalt
#

Oh, yeah got it, but this one needs to use ''delay'' after each iterration and it's not that easy in blueprint and probably not good for performance either ๐Ÿ˜„

fiery swallow
#

if it's complicated and you only plan to use it in one place for something very specific though then Idk if I'd bother with a FL, but you know it doesn't hurt

fiery swallow
dusky cobalt
#

probably setting timer by event for each iteration or something like that

meager spade
#

You could use a timer as a loop at that point

fiery swallow
#

๐Ÿค” by iteration do you mean after each element in the array? because if so can't do that in a function in cpp the same way you can't do it in bp

meager spade
#

Because loops are executed start to finish within a single tick

dusky cobalt
#
{
    if (!WorldContextObject || Actors.Num() == 0)
    {
        return;
    }
    
    UWorld* World = WorldContextObject->GetWorld();
    if (!World)
    {
        return;
    }
    
    // Determine how many targets to process.
    int32 EffectiveCount = FMath::Min(Actors.Num(), MaxTargets);

    // Use shared pointers to keep state across timer callbacks.
    TSharedRef<int32> CurrentIndex = MakeShareable(new int32(0));
    TSharedRef<float> CurrentDamage = MakeShareable(new float(BaseDamage));
    
    FTimerHandle TimerHandle;
    
    FTimerDelegate TimerDelegate;
    TimerDelegate.BindLambda([=, &TimerHandle]()
    {
        if (*CurrentIndex < EffectiveCount)
        {
            AActor* TargetActor = Actors[*CurrentIndex];
            if (TargetActor)
            {
                UHealthComponent* HealthComp = TargetActor->FindComponentByClass<UHealthComponent>();
                if (HealthComp)
                {
                    HealthComp->ApplyDamage(*CurrentDamage);
                }
            }
            *CurrentDamage *= ReductionFactor;
            (*CurrentIndex)++;
        }
        else
        {
            World->GetTimerManager().ClearTimer(TimerHandle);
        }
    });
    
    World->GetTimerManager().SetTimer(TimerHandle, TimerDelegate, Delay, true);
}
#

Will test if it works

fiery swallow
#

there's no loop in this function, you could do this same thing in blueprints and I don't think it's gonna cause you any optimization issues

#

actually I'm positive it wouldn't

meager spade
#

A looping timer like this would be far better for DoT than a loop with delay either way

fiery swallow
#

agree

#

I just don't see why someone told you, you should do it in c++

#

unless they are just cpp enthusiast who will tell you to do anything in c++. Those people exist and they're everywhere

meager spade
#

That I don't care about but it doesn't really matter

fiery swallow
#

that was towards AmberleafCotton but alright lol

meager spade
#

Ik, but it doesn't hurt to have it in cpp either way

fiery swallow
#

nothing hurts to have in c++

meager spade
#

I do almost all my "gameplay" function library functions in cpp. Most of my BP function library stuff is just UI related or small QoL I already have in cpp

frosty heron
#

@fiery swallow is it possible to add impulse to a character that is playing root motion montage?

dusky cobalt
#

I mean it works and it's better than this prototype I was starting with ๐Ÿ˜„ but thanks for help guys

#

now its much clearer and easier

fiery swallow
frosty heron
#

Don't be sorry, thanks a lot

#

I can try launch character. But I think the root motion is fighting it

#

The add impulse works if the character is not playing a montage with root motion.

#

I actually don't want to use root motion but somehow, montage froze if it's not turned on ๐Ÿค”

fiery swallow
#

@frosty heron have you tried turning root motion off with force root lock on?

#

if you need the montage to behave like root motion, without strong-arming the characters location, force root lock usually helps

maiden wadi
uneven lotus
#

Hi guys, any idea on how i can get the hand_r bone to look at a target correctly?

uneven lotus
ionic talon
#

hello! i am having this issue within my base projectile class where if a projectile doesn't hit dead on with a target, it decides to avoid it. as this is a bullet like projectile, that is not what i need at all. here is the code i have for calculating velocity, this also happened with "suggest projectile velocity" and adjacent nodes as well. i am using unreal's built in ProjectileMovement component

dusky cobalt
#

Did you check true Is Homing Projectile?

ionic talon
ionic talon
#

is homing projectile is not checked by the way

dusky cobalt
#

well, not sure what do you mean that it projectile doesn't hit dead it decides to avoid it? like if you miss it is supposed to still hit?

frosty heron
#

He probably talks about the alignment with the crosshair

ionic talon
#

it's on the video you can hopefully see it

dusky cobalt
#

I mean on video all I can see if you hit it deals damage, if you don't it doesn't ๐Ÿ˜„

#

Do you want it to be auto targeted missile basically?

#

if you hit in the air it should still find the target?

ionic talon
#

the bullets going that far away is not possible

#

with my line traces

dusky cobalt
#

oh you want these collision boxes to detect the collision sphere ?

ionic talon
dusky cobalt
#

and what is the rest of code?

ionic talon
dusky cobalt
#

well from what I see it's not the problem with that it avoids it

#

it looks like each time you ''launch it'' it's coming from other place

#

like something is blocking it so when it spawns it adjust its starting location

#

and then it looks like it's going with offset

ionic talon
dusky cobalt
#

like why it goes from the right suddenly

#

shouldnt it come from the center of you

#

maybe from ''over your head''

ionic talon
#

just a scene component on my player controller i can adjust

dusky cobalt
#

so i think it doesn't rotate with your main mesh btw

#

u need to attach it

#

on my screen it looks like its from right of you not from in front of you?

ionic talon
#

it's parented to my camera, should it not be?

dusky cobalt
#

idk but if it was spawning in front of you you would see every bullet meanwhile we see bullet coming from behind us randomly

#

the problem you have with how its launched not with how it ''avoids'' the target

#

probably better to parrent it to capsule component or to mesh that is moving and orotating

#

set hidden in game false and add to this scene component something so you can see it

#

and see how it behaves

#

you can even add box collision or sphere with lines so you can see it

ionic talon
#

the spawning breaks when it's not attached to the camera

#

let me record a video example

#

this is with it attached to the capsule component, cube is attached to the spawn location scene component with no collision

#

and it still has the same issue

dusky cobalt
#

disable physics collision on the sphere or something maybe?

ionic talon
#

or, did you mean something else?

#

i just switched the collision preset to NoCollision

dusky cobalt
#

this sphere on the ball what it is for?

#

disable simulate physics

ionic talon
dusky cobalt
#

ye

ionic talon
#

that's just it's collider

ionic talon
dusky cobalt
#

so what it should collide with this actually?

ionic talon
#

here is the one for the projectile

#

wait, i have an idea

dusky cobalt
ionic talon
ionic talon
# dusky cobalt this?

this just makes it so that it doesn't collide with whoever is spawning the projectile, for example an enemy or the player

dusky cobalt
#

how do you detect hit? On Hit or On overlpa?

ionic talon
#

Event Hit

dusky cobalt
#

๐Ÿ˜„

mild jacinth
#

if my project says that lighting needs to be rebuilt (roughly 13k items) and when i build ligting, noting changes besides just some error messages about instanced foliage actor, how can i build this lighting so it actually cooks something?

ionic talon
dusky cobalt
#

check all meshes, all collisions

ionic talon
#

it does generate hit events on both

#

should it block all on both?

dusky cobalt
#

simulation generates hit event shouldb e true on everything

#

also check if you have something set as Root in the Target

#

sometimes it doesnt work if its empty scene

#

like set this mesh or collision sphere as root

ionic talon
dusky cobalt
#

on projectile disable generates hit events, and make it query only (np physics collision), also set it as world dynamic

#

also you might want to use on component begin overlap instead of hit

granite frost
#

how do I add two transform? I am using it for lerp

#

Add functon is not taking input for transform

tight pollen
#

how can i convert to name

#

for font

frosty heron
dark drum
snow halo
#

Hi, Im trying to have this bind play at the end of my widget shut down

#

aka when the Pressed Amount becomes level 3.

#

The "Shut Down Cetral" is this

#

it's basically an impressive shut down animation for the central display

#

at the center is where the selections are being displayed

dusky cobalt
#

right now you are binding it when it reaches 3, not calling the event, but just binding

snow halo
#

for example

dusky cobalt
#

you need to call the delegate

snow halo
#

if I go into scroll wheel

#

it will trigger the animation way too early

dusky cobalt
#

and bind on begin play for example

snow halo
#

thank you, but bind on begin play would be very wrong

#

I need to bind it to an event right?

#

or call that event via the bind?

#

its kind of confusing

dusky cobalt
#

if you bind with event, then that event will get called when you Call

snow halo
#

so this would be "calling" it?

dusky cobalt
#

like if you bind like this:

and call On Selected Item Hide, this even in blue will get called always

#

you need to make binding in begin play, and then just Call that event dispatcher

#

and everyhere that it binded will get executed

#

each place can have it's own logic it

#

like if this is the thing you need to happen only inside this place, just call straight to that event and dont bother with binding

#

but if you need other places also to react to this event, then you bind and Call

#

Binding =/ Calling

#

you bind in 5 different places on Begin Play so they start to listen, then you Call in one place, all 5 places react to it and execute it's own logic

snow halo
#

so it should be something like this?

dusky cobalt
#

yes

#

and the binding happens on begin play or on initialization

snow halo
#

aka this boolean will be true

#

if it found an item to display

#

thats where I wanna take this boolean, only if this boolean is true do I wanna play this entire animation logic thing

#

otherwise business should continue as usual

snow halo
#

@dusky cobalt so perhaps I need a triple binding

#

three binds maybe?

hoary junco
#

So, I want to create a button that controls multiple things within a level

Each of those things it controls have actions they perform based on timelines, when the button is activated it sets a boolean to false meaning it can no longer be operated, when the timeline is finished it, through the interface, updates the button boolean back to true again

the thing is I want multiple things potentially connected to the button that would all have different time scales

how can I make the button inoperable until all connected objects have finished their actions?

#

an idea I had is having a boolean on each interactable object that says "acting = true" then having something on the button's tick function that checks for each object connected to the button, if acting = true in which case operable = false else operable = true

#

but I'm worried that might impact performance

lusty birch
#

Can anybody test on 5.5.3 widget navigation rules keeps reseting to default after engine restart, randomly..

hoary junco
# hoary junco an idea I had is having a boolean on each interactable object that says "acting ...

actually, another idea, instead of putting it on the tick function have a second function on the interface called "FinishedActing" so every time one of the connected objects finishes their interaction animation they send a message back to the button and that triggers the "for each" loop which checks if all of them are done, and if they are the button becomes operable again, is this viable?

dark drum
hoary junco
# dark drum This sounds like job for event dispatchers. Are all objects in question interact...

so what I want is a single button that can close and open multiple doors and also activate certain things in the rooms that you go into, the way I was going to do it is have an interface built around it and have the message part sit on the button with the target linked to a for each loop linked to an array of actors variable, I could then in the level editor window place the button down, link whatever actors I needed to the button via the variable which would be visible in editor, and that then means whenever I press the button it triggers the event side of the interface in whatever actors are linked to the button.

#

the tricky part I'm trying to get around is I want the button to be inoperable whenever the linked actors are doing their animations and when the animations are finished, they then update the button telling it they are finished, then once every animation is finished, the button becomes operable again

hoary junco
dark drum
hoary junco
#

like the objects can't be interacted with directly they all need the button to do anything with them

#

the button is the only thing the player directly interacts with, the other objects themselves are all triggered by the button

dark drum
# hoary junco the button is the only thing the player directly interacts with, the other objec...

I would use an actor component that you can add to actors that require this behavior. You could call it 'InteractionRelay'. It would then have 2 event dispatchers, 'OnInteractStarted' and 'OnInteractEnded'.

When you place this on an actor, you can then bind an event to the on interact started. This is what you would use to trigger your animations and what not. When completed, you'd then have it call/trigger the 'OnInteractEnded' event dispatcher.

When you go to start the relayed interact, you can bind to the on interact end and specify what function should be called when called. Then trigger the on interact started event dispatcher.

That way the button will get notified when the interact has ended when its starts ones. It can just keep track of what's left to finish. No need for tick, no need for an interface.

pastel tulip
#

Hey all, I'm trying to create a golf club swinging mechanic (kinda similar to Wii Sports' golf mode) and I'm trying to think of the most appropriate way to implement it that uses a mouse's y-position, the club transform data and then translating the speed into shot power that wacks a golf ball with an appropriate force. I've got the the input system registered for the mouse's y-position and now I'm starting with just the swing movement for the club. I'm thinking of using a lerp vector and rotator to smoothly move between the clubs minimum and maximum angles but I'm just wondering if there's a better place to start or if I'm using the wrong approach.

hoary junco
dark drum
hoary junco
austere orchid
#

Hey all,

The finished output has a delay, it's visually completed and there's a noticeable delay of about 1 - 2 seconds.
Any help would be good! Thanks

dark drum
dusky cobalt
# hoary junco actually, another idea, instead of putting it on the tick function have a second...

Simplier.
Each button binds to Event Dispatcher. In every instance you have Update Current Status (boolean), which sends it's status back to the Widget.
You Call that Event Dispatcher. Everything that listens calls back and send it's status to the Boolean Array in the Widget.

Each button has it's own ID to it sets Status ID to true in the Array. After all these 3 call back, you check if all 3 boleans in array are True, if yes, True, if at least one is false, Then it's false. etc.

#

Or just have some sort of Manager that holds references to all these 3 things in the level, each time anything updates it goes trough the manager, and manager then decides what to do based on what is on the buttons.

#

like manager can have either full reference to these things or just interface event to the 3 things in the array he holds, he checks Get Boolean, and if any of them is true/false it switches.

#

Probably manager is the way to go

austere orchid
wicked cairn
#

Hi hi!! Anyone here got knowledge on replication in blueprints can tell me why my player's spawned item isn't getting attached correctly?

The item i'm trying to attach to the first person mesh of the local player keeps getting attached to the third person mesh instead, and i think it has something to do with the server overriding the attachment but I'm unsure.

Any help on this appreciated! I've spent days trying to figure this out ๐Ÿ˜ญ

hoary junco
dark drum
hoary junco
odd kiln
#

Anyone knows how to assign a physical material to a decal ?

pastel tulip
spice viper
#

On a float range I get the inclusive and exclusive but what does open mean? Is that the same as saying the side has no limit?

ruby cobalt
#

Trying to create scripts that randomly break some joints to glitch out a model.. that's a lot of variables.. but I organised them well by name.. why can't i build my target variable by name instead of building a giant switch tree?

#

i'd pick the finger, then the phalanx.. i can put together a string and convert that to my variable name.. that's like 2 lines of code or something

#

but i'm about to click about 500 times++ to set that up with BP ๐Ÿ˜ฆ

wild pumice
#

I am trying to get an actor to move forward by a distance using a timeline. I want this to behave normally when I use the node "Set Global Time Dilation". The Timeline seems to be dilating as it takes longer to complete, but my player continues to move forward at normal speed for longer now. Does anyone know how to fix this?

#

Where would I add Delta time to account for the dilation perhaps?

ruby cobalt
#

Also trying to make a urn selection system. Does this make any sense?

surreal peak
wild pumice
wild pumice
spice viper
spark steppe
#

it's wrong

#

open bound is like no bound in that direction

spice viper
#

Thank you, that makes sense. So both open would be the same as no range

crystal ridge
#

Hi people, I am trying to implement a wall run. It is so janky... When the player is touching a wall, I turn gravity very low and attempt to negate their current velocity. I negate it so they can kinda fall/rise into the wall and get predictable result. I would you smoothly negate the characters movement?

spring hare
#

hey, today is the last day of my uni deadline to finish this and i've ran into a problem at the last stage of my level, i want to do something like that - player needs to reach 4 different areas in the map - if he succeeds then a block appears which allows the player to advance deeper into the map (i created an appearing block and 4 tiggers - each in the area the player need to reach)

#

idk if its the right channel but i guess yeah

#

if someone is willing to help me please tag me or dm me

frosty heron
#

@spring hare break down your problem into smaller task and pick one to start with.

crystal ridge
# spring hare hey, today is the last day of my uni deadline to finish this and i've ran into a...

https://www.udemy.com/course/unreal-engine-5-the-complete-beginners-course/learn/lecture/6739956?start=300#overview
Learn Video Game Development & How To Design a Game From Scratch Using UE5

Section 6 - Collisions Lecture 52 and 53.

Nobody will likely save you today because it is Saturday. I know I won't, but I can try.

  • Create 4 collision blocks and place them in the areas you want.
  • Fire a "on hit event" that increment a variable value by 1.
  • Constantly check if that variable is 4, If variable value is 4 make block appear.
spring hare
fallen pier
#

when I duplicate Event BlueprintUpdateAnimation is gives me a substitute custom node. Will this still work the same or what do I do to get another one of these?

spark steppe
#

you don't get a second

#

use a sequence if you want to do multiple things when it executes

crude sedge
#

Where do I put the object node

frosty heron
crude sedge
#

i dont think that helps me

frosty heron
#

@crude sedge try to understand what the node does

#

it's just checking what type of an object you input to the pin

#

so your question is incomplete or not on point

crude sedge
#

ok, how do I tell it I want an actor?

frosty heron
#

I helped you in #cpp I kinda expect you to know what casting is.
Is your code chatGPT all along or something?

#

Cast is a type check, you will need to provide an Object for the cast to check againts.

#

E.g. get Player Character returns a generic player character class.
If you want to check if it's your custom player character you will go
GetPlayerCharacter -> Cast to MyPlayerCharacter

#

if you are trying to cast into a player controller derived class (Assuming BP_MasterPC is a player controller)
Then you need to provide the PlayerController object reference for the cast

#

if you are doing single player, then you will only have one Player controller
So you can do . GetPlayerController -> Cast to BP_MasterPC

crude sedge
frosty heron
#

it's just a type check. Look into polymorphism and inheritance

#

Animal -> Person | Cat | Dog

So you have an array of Animal, each element can be a person, cat or dog.
You can check if the element is a Person by doing a type check (Casting)

#

in another word, you can think of it as IsA

#

Is this Object of Type X? if it is, let me access the properties and members of X

surreal peak
livid flare
#

Hey! @surreal peak I'm having same issue on another widget, as you can see I have already tried previous suggestions ๐Ÿ™‚

#

when possessing a vehicle it lost track of the points but when I stop possessing vehicle, it works fine, but when driving, it reset the values of the points, not a big deal so I tried hiding the widget when driving but without any luck (I tried to set a bool isDriving and with a cast inside the widget if it's driving to hide the widget)

#

It's ok if I can simply hide it, I wasn't able to implement it yet.. any help appreciated

surreal peak
#

@livid flare Do you not understand why that happens?

#

Cause it would be good for you to understand this tbh.

#

The Function Nodes with the Envelope โœ‰๏ธ on them are Interface Messages/Calls.
In this case it's some Quest Interface.

#

Do you understand Interfaces?

#

Interfaces basically allow you to "blindly" call said Function on any Object (that's why you can plug Pawn/Character/etc. just into the Target pin without compile error), but they will only do something if the Class behind that Target pointer actually implements the Interface and the Function itself.

#

Otherwise some default value (for float I guess 0.0) gets returned.

#

Your PlayerCharacter BP probably implements the Interface. You can see that here:

  • Open your Character BP
  • Click on "Class Settings" at the top
  • Check the right side of your Blueprint for "Implemented Interfaces"

It should be listed there.

And you can check for the Function(s) GetExperience and GetNeededExperience on the left side of your Blueprint, also under "Interfaces".

So when you have the Player Character possessed, the functions that it implements are called.
When you possess the Vehicle, it tries to call the same Interfaces Functions on your Vehicle Pawn Blueprint.
But chances are very high you didn't add the Interfaces and implement the functions there.

Now there are two ways to solve your problem:

  1. Add the Interface to your Vehicle Pawn Blueprint, and implement the Functions, then call the functions from there on the Character Pawn. This does require you to have a pointer to the Character Pawn somehow, assuming you don't destroy it when getting into the Vehicle.
  2. In case your Character Pawn keeps existing and is only unpossessed, you might want to maybe keep a references to it while being in the Vehicle. For example in your PlayerController BP. And instead of doing "GetPlayerPawn0", you could do "GetPlayerController0", cast it to your custom PlayerController BP, and always grab the Character Pawn.
#

It's pretty important that you learn this, so if this is above your head while reading my answer, please step back and google a bit to learn Interfaces in Blueprints.

#

That will make it very clear why swapping out the GetPlayerCharacter to GetPlayerPawn doesn't actually solve the problem in this case. At least not as the only steps.

livid flare
#

Ah that make sense thanks! Ofc I need to implementing interface on the vehicle too..

surreal peak
#

fwiw, I would not do that.

#

I would either try to keep a Pointer to the Character somewhere, e.g. the PlayerController

#

Or, even better:

livid flare
#

yes I guess just hiding someway..

surreal peak
#

I would not have Experience in the PlayerCharacter at all, unless you have multiplayer Characters.

#

I would have it in the PlayerState class.

#

That one won't change if you possess a different Pawn.

#

And given the name, it keeps track of the overall STATE of the PLAYER.

#

So in theory a much better place for your Experience setup.

#

(again, unless you have more than one Character, then having it per Character makes more sense).

#

Implementing the interface on the Vehicle will only partially solve it. You'd need the pointer back to the Character still, cause you need to ultimately call the functions of that one.

#

As that one has the Experience logic.

#

And then you have this weird "Forward calling of functions" setup, which doesn't scale too well.

#

Cause now you would need to do this with literally everything while being in the Vehicle to get data from the Character.

#

So moving it to PlayerState or having a more persistent pointer to the Character Pawn that hopefully is still alive while being in the car, would be miles better.

frosty heron
#

Exi any Idea what makes AddImpulse being called but does nothing =(?

#

I have it work on one character but not the other

#

but they are derived from the same base class

#

and debugger breakpoint at the function

surreal peak
#

ColdSummer, any idea why my bedroom light flashes up once when I press the button for lowering the blinds?

#

Gimme some info please, show me the code at least :D

frosty heron
#

I'm trying to be more descriptive but not sure what other info I can think of

#

okay one sec

#

will take a video too

surreal peak
#

The light actually flashes. Help. (don't help, been like this forever, not my apartment so don't care)

hard sinew
#

trying to copy this code from a ue5 project to ue4 and im having trouble doing so even with 2 monitors ๐Ÿฅฒ

surreal peak
#

Like seriously, why do you do that to yourself? :D Clean it up.

#

Reroute Nodes are a thing. Putting some stuff into Functions to have Local Variables and Function Pins you can use as variables to remove wires.

#

Or did you shove that all there to be able to copy paste it?

frosty heron
#

sry about the fan.

#
void AAGCharacterBase::OnCapsuleHit(UPrimitiveComponent* HitComponent, AActor* OtherActor,
    UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
    // Only allow on server.
    if (!HasAuthority())
        return;
    
    // Make way for player characters if character is move-able and not enemy.
    if (Mobility == EAGMobility::NotMoveAble || Team == EAGTeam::TeamEnemy || Team == EAGTeam::TeamAscendant)
        return;

    if (Cast<AAGCharacterBase>(OtherActor))
    {    // Only push if character is pushing.

        // Other character forward vector Cross Vector from other character loc to this character loc
        FVector VectorBetween = GetActorLocation() - OtherActor->GetActorLocation();
        float CrossProduct = UKismetMathLibrary::Cross_VectorVector(OtherActor->GetActorForwardVector(), VectorBetween).Z;

        if (CrossProduct > 0.f)
        {    // Push right.
            GetCharacterMovement()->AddImpulse(OtherActor->GetActorRightVector() * 50000.f, false);
        }
        else
        {    // Push left.
            GetCharacterMovement()->AddImpulse(OtherActor->GetActorRightVector() * -1.f * 50000.f, false);
        }
    }
}
surreal peak
#

High chance that won't work.

hard sinew
hard sinew
#

and i hate ue5

frosty heron
surreal peak
# hard sinew and i hate ue5

I mean, I guess? I've worked with UE for over 10 years now. I can't say that UE5 is more or less hateable than UE4.

frosty heron
#

it just start tap dancing ๐Ÿ˜›

surreal peak
#

There have always been good and bad things about every fucking version.

surreal peak
#
void UCharacterMovementComponent::AddImpulse( FVector Impulse, bool bVelocityChange )
{
    if (!Impulse.IsZero() && (MovementMode != MOVE_None) && IsActive() && HasValidData())
    {
        // handle scaling by mass
        FVector FinalImpulse = Impulse;
        if ( !bVelocityChange )
        {
            if (Mass > UE_SMALL_NUMBER)
            {
                FinalImpulse = FinalImpulse / Mass;
            }
            else
            {
                UE_LOG(LogCharacterMovement, Warning, TEXT("Attempt to apply impulse to zero or negative Mass in CharacterMovement"));
            }
        }

        PendingImpulseToApply += FinalImpulse;
    }
}
#

void UCharacterMovementComponent::Launch(FVector const& LaunchVel)
{
    if ((MovementMode != MOVE_None) && IsActive() && HasValidData())
    {
        PendingLaunchVelocity = LaunchVel;
    }
}

bool UCharacterMovementComponent::HandlePendingLaunch()
{
    if (!PendingLaunchVelocity.IsZero() && HasValidData())
    {
        Velocity = PendingLaunchVelocity;
        SetMovementMode(MOVE_Falling);
        PendingLaunchVelocity = FVector::ZeroVector;
        bForceNextFloorCheck = true;
        return true;
    }

    return false;
}```
#
void UCharacterMovementComponent::ApplyAccumulatedForces(float DeltaSeconds)
{
    const FVector::FReal ImpulseToApplyZ = GetGravitySpaceZ(PendingImpulseToApply);
    const FVector::FReal ForceToApplyZ = GetGravitySpaceZ(PendingForceToApply);
    if (ImpulseToApplyZ != 0.0 || ForceToApplyZ != 0.0)
    {
        // check to see if applied momentum is enough to overcome gravity
        if (IsMovingOnGround() && (ImpulseToApplyZ + (ForceToApplyZ * DeltaSeconds) + (GetGravityZ() * DeltaSeconds) > UE_SMALL_NUMBER))
        {
            SetMovementMode(MOVE_Falling);
        }
    }

    Velocity += PendingImpulseToApply + (PendingForceToApply * DeltaSeconds);
    
    // Don't call ClearAccumulatedForces() because it could affect launch velocity
    PendingImpulseToApply = FVector::ZeroVector;
    PendingForceToApply = FVector::ZeroVector;
}
frosty heron
#

I see, I should go deeper into the debugger and check how far the execution is on the actual AddImpulse function

surreal peak
#

Like, it's slightyl different, I agree, but they both just apply to Velocity

#

Impulse adds on top I guess. Could swear Launch had the option too though.

#

void ACharacter::LaunchCharacter(FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
{
    UE_LOG(LogCharacter, Verbose, TEXT("ACharacter::LaunchCharacter '%s' (%f,%f,%f)"), *GetName(), LaunchVelocity.X, LaunchVelocity.Y, LaunchVelocity.Z);

    if (CharacterMovement)
    {
        FVector FinalVel = LaunchVelocity;
        const FVector Velocity = GetVelocity();

        if (!bXYOverride)
        {
            FinalVel.X += Velocity.X;
            FinalVel.Y += Velocity.Y;
        }
        if (!bZOverride)
        {
            FinalVel.Z += Velocity.Z;
        }

        CharacterMovement->Launch(FinalVel);

        OnLaunched(LaunchVelocity, bXYOverride, bZOverride);
    }
}```
#

Yeah it does

#

Applying Force I would get, but even applying force could in theory be done with LaunchCharacter.

#

But let me check what you actually wrote.

frosty heron
#

I can print string on the hit to confirm that it does get called on an actor that is moveable and the one that doesn't move X_X

livid flare
#

I wish I could code like you guys ๐Ÿ˜„ congrats!

frosty heron
surreal peak
frosty heron
#

at the basic level not much different than bp, it's not a monster thing to tackle

surreal peak
#

None of us was born programming :D

#

@frosty heron What's teh difference between the two pawns you run into?

#

One is moving, the other one is standing still.

#

Are they both possessed by AIControllers?

frosty heron
#

the one that can be moved

#

๐Ÿค” ๐Ÿค” ๐Ÿค” ๐Ÿค” ๐Ÿค”

surreal peak
#

Open that one, go to the CMC.

#

Change "Run Physics without Controller" to true

#

Try it again.

frosty heron
#

tyvm, trying now

surreal peak
#

Let's see if that then causes it to fail

frosty heron
#

No dice but this says a lot

#

will think this through, won't drag you to a spoon feeding session

#

have my undying gratitude

surreal peak
#

Can#t say that's the reason though. It would rather be the opposite though

#

If the one that is not possessed can be moved, then CMC doesn't even do things

#

Probably really better to breakpoint a bit where your Impulse ends up

barren tangle
#

Hi, is it like the tick event but for animation?

barren tangle
#

so i guess it's better to use event dispatcher to set variable instead of looping into that event?

surreal peak
barren tangle
#

i'm starting to wondering if it should be a good practice to set up "all" variable trhough event dispatcher. (I said all it's an exageration, just to get idea)

surreal peak
#

But as long as you are in the AnimBP, you are throwing away performance anyway.

barren tangle
#

i have re read ๐Ÿ˜„

surreal peak
#

Because it's Blueprints after all. And AnimBPs will tick a lot. It's a lot better to move all the "Get State of Character" logic to C++ in theory.

#

So I wouldn't worry too much. You can add some EventDispatchers for things that rarely change fwiw.

barren tangle
#

when people say put the logic to C++

#

do you mean, create node?

#

and call those node

#

or it's something different?

#

because when i create some node in C++

#

i use them in Blueprint

#

is it C++ or still blueprint?

surreal peak
#

Writing C++ code that you call from BPs is a bit more performant of course, but you still do Blueprint logic then.
When I write "move all XYZ Logic to C++", I mean that you'd not call that stuff from Blueprints anymore.

barren tangle
#

so it's possible... lol

#

sounds hard to do ๐Ÿ˜„

surreal peak
#

You would have a C++ parent for the AnimBP which has Variables exposed to Blueprints, like Speed, etc., that are used in the actual Animation Graph. But the code that gets the Character and fills those Variables would remain in C++ and called by the C++ version of that Tick node.

#

If you aren't comfortable with C++, stick to BPs. You can optimize it later down the line anyway.

#

But you shouldn't change the whole Tick thing to EventDispatchers, that doesn't make sense and could make performance even worse.

#

Things like checking Velocity for Speed is a per Frame thing anyway.

barren tangle
#

because tutorial on youtube, show node creation and use those node into the blueprint

#

but here if i understand i will create a BP_MyCPPAnim set that class to my character

#

and into my BP_MyCPPAnim write all the code

surreal peak
#

In a properly organized project, the majority of base logic would be in C++, with only the minimum exposed to Blueprints for Designers.

#

For things that have these extra custom Editors, like UserWidgets, you can still do 90% of it in C++ and expose pointers to the UTextBlock and what not that Designer will add so you can modify them in C++ while the Designer sets them up in Blueprints.

#

For AnimationBlueprints you could, in theory, also didge the whole AnimGraph and have a C++ based StateMachine, but there are limits to how much one should do in C++. Blueprints have their right to exist for visual setup reasons, as that's easier than coding it.

#

And allows non-C++ programmers to add/remove/alter some stuff.

barren tangle
#

are we talking about a huge performance difference between C++ and Blueprint?

surreal peak
#

Yes, Blueprints are compiled down to ByteCode and run through a ByteCode VM.

#

Small lines of code vs Blueprints won't show a difference, but there are a lot of expensive things that simply add up.

#

Even calling C++ code that calls into Blueprints (such as BlueprintImplementableEvent or BlueprintNativeEvent) have an overhead. Same as DYNAMIC Delegates in C++ that allow binding/calling from Blueprints.

#

So even there, if you don't need the Delegate or Function in Blueprints, it's better to not even expose it.

#

There are probably a lot of games that shipped with a lot of Blueprints and they are fine.

#

But if you are trying to optimize and you use UnrealInsights and see some Blueprints code being expensive, you can gain a lot by simply moving it to C++.

barren tangle
#

that sounds bad ๐Ÿ˜„

surreal peak
#

It's a thing that you can tell someone who has a small tiny project that has never been tested on lower end hardware or similar, and they will tell you that you are telling them bullshit.

#

And when they finally hit the point where the FPS break in it's too late.

#

It's also not something that counts for everything, but you'll notice that having core logic, types and classes in C++ will make the overal communication between things easier.

#

And of course the added benefit of being able to debug packaged projects, cause only C++ code can be debugged for those.

#

Aka, VS attached to the process and breakpointing.

#

If you do want to improve your game performance-wise, use Unreal Insights and locate the problematic parts first.

#

And then decide based on that what you want to move to C++ or generally improve.

#

Another benefit of using C++ in terms of Performance for both Editor and Packaged are load times.

#

If you have variables and functions in C++, you can cast to the C++ class in Blueprints and call them and you are good.

dreamy ledge
#

Hi, i dont understand how to change GASP to first person view in new version. Tutorials looking old coz they are making changes on blue camera that is not default camera. Gameplaycamera that is default now donest change it as well.

Ebglish is not my native. So, what i should clarify ?

surreal peak
#

If you have them in Blueprints, you would need to cast to the BP class and the BP cast will load the BP asset.

#

Which means you can easily end up loading the whole project at once when opening the Editor or level due to all the references.

surreal peak
#

The new Gameplay Camera stuff or is that some third party plugin?

dreamy ledge
surreal peak
#

Oh the MotionMatching one.

livid flare
#

@surreal peak Just reporting I fixed the widget ๐Ÿ™‚

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I did different, basically I just edited the widget and make it collapsed lol

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when driving, the UI isn't visible by default so it was even easier to setup, thanks a lot for trying to make me better at coding โค๏ธ

barren tangle
young meteor
silk rampart
#

Anyone have issues where collisions are not working right? I have three objects I don't want my player camera to "hit" and get pushed forward. I set the objects all to "ignore" for the camera, but while two of them have stopped blocking the camera, the last one, a primitive square, refuses to stop blocking it. Not sure what I am missing.

violet bison
#

I want to do a function that's only run on the owner
is this right? the testing indicate yes but I'm not so sure

#

the print strings worked normally, but when testing the actual functions a bunch of accessed none warnings popped up

frosty heron
dark drum
frosty heron
#

I would say what you actually want is IsLocallyControlled

#

if you want the function to only run on the character that the current machine calling it controls.

dark drum
frosty heron
#

so no it won't

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but to get things straight

#

client can't even talk to other client to begin with

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there is no direct client to client coms, everything is. Client -> Server -> OtherClients

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or Server -> Clients

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but if you by chance bind inputs to all characters in the world

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it will run on every single characters

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isntead the one you just control

violet bison
#

the function is to change the ui, and I'm trying to use repnotify to trigger it

frosty heron
#

So you will run function X on your own character, and player 2 copies in your world, player 3 copies in your world, etc.

frosty heron
frosty heron
#

@dark drum I don't get why I can push a non AI controlled character but not the one that is controlled by AI controller.

Not even sure if AI controller is the reason at this point.

dusky cobalt
frosty heron
#

I'm just doing OnHit -> calculate some vector based on the push from the OtherActor-> Add Impulse to the direction that I want (left / right)

dark drum
frosty heron
#

yeah and AddImpulse and LaunchCharacter is more or less the same, it just adds to velocity

#

as you can see, I can push one of the character

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but not my companion, which are derived from the same base class

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and the AddImpulse logic is at the base class

dark drum
# frosty heron but not my companion, which are derived from the same base class

If i was to take a guess I'd say it's something to do with the AI controller overriding the movement. Kinda like how it forces the character to be upright.

You could try temperately setting the movement mode to falling (maybe flying) before applying the impulse to see if that makes a difference.

It could also be the AI Controller overriding the movement, so you could try disabling the movement for a moment.

frosty heron
#

Will try again tomorrow, thanks.

dark drum
frosty heron
wicked cairn
dark drum
#

@wicked cairn Like this.

barren tangle
#

Hey, how can i get back the parent tick event?

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it's only for function?

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yes how can i get back the parent: tick?

thin panther
#

right click the node

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Should eb called "Add call to parent" or something like that

violet bison
maiden wadi
odd kiln
#

Hi all !

#

My Character has a Velocity (Vector Length) speed and I'm trying to copy that to move an Actor with a "Set Relative Location" but it does not work

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How can I move my Character and my Actor to the same speed please ?

maiden wadi
#

It's unclear what the end goal is. Are you trying to use a character's velocity to move another actor, or are you trying to use set relative location and have velocity also be updated for the other actor.

odd kiln
#

Also I have enabled "Physics" on the "Cube" so when I "push" it it sticks to the ground

granite frost
#

alright so get socket transform works on a mesh scene component but not a variable of type static mesh? Why?

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Its a property set on the static mesh

granite frost
#

Socket manager is section on the static mesh asset

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I just want the values

dark drum
granite frost
dark drum
granite frost
tropic kite
#

is there a way to force cancel an enhanced input?

thin umbra
#

hello how can i make the setting to show or hide the fps explicitly?

stat fps toggles the fps, but what if i press the OFF button and then i do stat fps it will show it

is there a command or a function or a way to know if stat fps is on so that i can explicitly turn it on or off?

hoary junco
thin umbra
#

i think they should have given us the stat fps 0 or stat fps 1 for explicit assignment

hoary junco
#

because tick's delta seconds is literally just 1/fps

#

then your toggle can be showing or hiding that widget

thin umbra
hoary junco
#

this isn't a widget it just prints a string of the FPS

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and as you can see in game it just gives you 1 line of it and doesn't spam the console or cover the screen

#

So, I have a question of my own:
Say I have a level that's composed of a bunch of rooms, and each of the rooms is a prefab, what would be the best way to have the rooms change to a different prefab based on choices made in earlier rooms? I've seen sublevels and making the rooms into actors and creating actor from class as options, which is the most efficient or best to use?

I do want to implement a system where the door to the next room won't open until that room is fully loaded too. Like an input from room 1 decides what room 2 would be but I don't want the door from room 1 to room 2 to open until room 2 is finished loading in

wicked cairn
# dark drum <@217587172838998016> Like this.

I tried this solution just now and It's still not attaching to the correct skeletal mesh. Its like the server is overriding the attachment back to the third person. The UpdateHeldItem function in the other pic has a HasAuthority node that only lets the server go through to then call the Multicast event but idk if thats the problem

spark field
#

Is it recommended to learn blueprints from books?

spark field
merry mirage
hoary junco
thin panther
#

Don't start with a large project though, or one you want to publish

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Start small

hoary junco
obtuse violet
#

This is a bit of an annoying one, and I was hoping for some advice?

I was following along with an UE4 tutorial in UE5, and one of the steps is to make a User Exposed Vector for this niagara system!

Annoyingly though, UE5 will only allow me to make a User Exposed Position for it.

I thought that it wouldn't make much of a difference, but now my blueprint won't work as there isn't an alternative for the Set Vector Parameter node that will work with my Position variable.

Could I get some help? I'm not sure how to go about converting a position to a vector.

dusky cobalt
obtuse violet
#

Oh my gosh thank you so much! IT WORKS!!

#

YOU'RE THE BEST

ruby cobalt
rigid sparrow
#

Hi!
I have a very frustrating problem using UE 5.2. I implemented a settings menu to allow the user to change resolution (blueprints). It worked as one would expect in a packaged build. After some further fiddling with the project (not with the blueprints related to the settings), it no longer works!
The changes I worked on was related to turning off Nanite and Lumen, and switching to SM5 and forward rendering. It now runs with higher FPS in a packaged build, but I cannot change resolution anymore... ๐Ÿ˜ฆ
I would be very grateful for some help or indications of where to look. Googling this returns nothing useful.
Thanks ๐Ÿ˜„

hollow prawn
#

ok im getting absolutely bamboozled by some basics. im trying to implement an enemy getting hit by a melee attack if they have a HitInterface i created and then apply damage to them. is this like thinking along the right track or ?

wild pumice
frosty heron