#blueprint

1 messages Β· Page 288 of 1

trim matrix
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how can i change the shadow from the dynamic one the player mesh casts to a simple circle like how player shadows were done in sm64?

thin panther
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disable the shadow and use a fake one.

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Those sorts of shadows in old games aren't shadows at all

trim matrix
surreal peak
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I decal I guess.

dreamy yacht
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Hey pls help me because I can't figure it out on my own. I need some old / classic Death Rally based powerup behaviour, where powerup shows up for 21 seconds, then the powerup image ( billboard ) starts to flicker for 7 seconds and then dissapears if not collected by actor within that time. When an actor picks the power up, the powerup doesn;t get destroyed and removed from level, but gets hidden for 10 seconds

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And then respawns ( it's still there but the overlap behaviour is disabled for the cooldown duration )

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I can't freakin figure it out

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Because I guess the respawn logic has to be driven by the code "set timer by function name or so "

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This is working respawn logic, but it's old and doesn't take flickering effect into account.
21 seconds pass - main billboard gets hidden
7 seconds pass - flickering material based billboard shows up and gets hidden after 7 seconds
everything is hidden until next 10 seconds pass ( respawn cooldown ), the overlap reaction is turned off
until cooldown is finished
not collected - everything is
visible

crystal ridge
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Slowing down the character gradually over time. The character slows down significantly over a period of 0.05 seconds. This is for initial wall running contact. It roughly mimics euler formula. It is very smooth. Roast me, I got time learn how to not be stupid.

  • Custom Event fire when player touches wall
  • Player is slowed over time.
hollow prawn
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cant you just use a curve?

crystal ridge
shy matrix
scarlet root
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Can someone explain me, how to prevent wrong rotation when a SplineMesh has a looping?

crystal ridge
shy matrix
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As said: over tick or timeline you want to reduce velocity

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You can do that directly subtracting velocity during the ticking time or accumulating a negative force

crystal ridge
shy matrix
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Oh you want it framerate independent

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You can set a timer

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Maybe there's better way for that though but not sure why you need it like that?

crystal ridge
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I did try to use a timer but I couldn't get it to work.

shy matrix
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There is a way to use substepping but I have never used it myself. Maybe worth looking into that

crystal ridge
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Sub stepping doesn't working in UE5... Oh well.

barren tangle
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Hey is it correct if i say :
Triggered = Started + OnGoing + Completed?

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what do they mean by :

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how can you cancel without completed the trigger?

shy matrix
crystal ridge
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Do you have an example? I would love try a few more things with a timer if I had a bit of guidance on it utlization.

dusky cobalt
crystal ridge
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I remember struggling to use that node, I guess it is worth more struggle. I will struggle for a bit longer today. Thank you both.

dusky cobalt
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Just imagine it's tick on demand.

kind estuary
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Whats the difference between these 2 bad boys 🐈 . They seem to accomplish the same thing.

minor mortar
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If I'm storing a DateTimeStruct in my level blueprint, should I make an interface for the level blueprint in order to modify those values, or is there a more straightforward way of accessing that variable?

dusky cobalt
marsh sonnet
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Trying to make a sprite flash red when they're in the death state--I feel like all the videos I've found are making it too complex. Isn't there some way to just do this with sprite color, maybe a flip flop? Any help appreciated

shut lantern
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Hello, I'm Having issues with my player menu blueprint where pressing tab should bring up an equipment screen and Q and E are used to navigate to other pages. Currently when pressing tab the menu doesn't show. I am very new to this, and could not find tutorials based on the exact feature I wanted and have been piecing it together slowly from what I've learned so far, so any help would be great.

wanton sedge
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Not rly Blueprint, more like UI, but someone got a quick solution for this? I selected "Size to content" for the container, which is a scrollbox (the text right in picture) which works good up until the point where I have 2 different lengths of texts for my options. How can I make the button with less text scale not as much as the button with more text?

wanton sedge
shut lantern
unreal island
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Does anyone know why this wouldn't be working?

I have my AI set to move to the player when they are not "within combat range" (determined by a sphere collider outside the enemy). If the player is outside this sphere, the enemy shoudl find the players location and move to it

Is there something wrong with my code here?

mystic blade
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trying to launch a character like a pogostick. short distance forward. long distance up

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no matter the values i put in the multiply node, going up doest work

civic oar
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Can anyone tell me why my character is almost like elastically attached to the socket on the vehicle pawn, bouncing up and down when going over bumps?

civic oar
mystic blade
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i got the solution from some random unreal engine forum post

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im dog ass at math

civic oar
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XD

mystic blade
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kinda

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theres also the problem of pressing space again in the air to get a double jump which is not intended. double jump disables jumping altogether

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ok kinda fixed that

ancient siren
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why is this widget offset? ive researched and tried everything, just not sure what the problem is

granite frost
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Thats a plugin called "flat nodes"

next hollow
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All I do

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Convert, and project do the same exact thing BTW, so no reason to switch nodes.
But, there is no reason for that viewport scale stuff.

scarlet root
hard sinew
lime tide
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Hello, i have a quite difficult question.
im relatively new and idk how to approach this:
tldr; monte carlo neutron simulation

I want to "Simulate" neutrons in a reactor by distributing points in the reactor, moving the "neutrons" to a random position and get which component its on: e.g. if its on a fuel rod, it adds 3 new neutrons, for control rods it deletes the neutron

Does anyone know how to approach this?

gleaming island
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Goodmorning all ... anyone happen to know how the heck I am supposed to get the world object reference into a widget blueprint ?
I am trying to get the current state of a data layer (unloaded, loaded, activated) and it's getting the better of me.
From Data Layer Subsystem, I can only SET states. There is a Data Layer Manager node from which I can Get Data Layer Instance Runtime State , but it needs a World Object reference.

frosty heron
gleaming island
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sure, give me a second as Unreal just crashed

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Some more context in the meanwhile, I have a Data Layer called Truck, and I want to toggle it's Loaded/Activated state with a button from my Widget Blueprint UI

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but any other way to get / set the state of a Data Layer (as long as it's in Blueprint) is fine (if I am doing it wrong, currently)

frosty heron
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@gleaming island world ref is not exposed to bp out of the box.

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I would check for example on how to implement w.e you are trying to do. What does epic doc has to say about it?

dark drum
frosty heron
dark drum
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I might be thinking of get level. πŸ˜…

frosty heron
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World is level

solemn shale
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My ping value returns 0 all the time. How can i fix that? Score and player name is correctly working

frosty heron
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I don't know about getting a hard ref to a level too. Sounds cursed as f.

dark drum
solemn shale
frosty heron
solemn shale
frosty heron
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You might be running it once and too early.

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Why are you storing them in a struct?

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Just get the ping when you want to access it.

solemn shale
frosty heron
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Have your scoreboard attempt to update ping every X seconds.

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You might be getting the ping way too early, I dunno.

solemn shale
frosty heron
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Why do you have to wait that long

solemn shale
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and im setting in widget bp

frosty heron
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But you are just updating that struct once?

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Wouldn't update for anything

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Every X seconds, get player state , get ping in ms. That's the value you want to use to update.

solemn shale
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oh i think you ask the right question

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im updating everytime player joins

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i think i should more often

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update*

frosty heron
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Yeah and you might be calling that get ping in ms when it's too early and still 0

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Perhaps you can just pass a reference to your user display widget. The ref to the player state.

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And from there get the corresponding player state every X seconds and get the ping

solemn shale
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im also updating scoreboard everytime i get score. it update the ping value when i get score

frosty heron
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I wouldn't wait to update ping only when the player scored.

frosty heron
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it should be contained to it's own logic.

keen robin
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why I do not have async load asset?

dark drum
keen robin
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ah ok, now it explains everything

livid flare
dusky cobalt
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If you need it to slow down in time, then you need to activate another timer by event that will lower the speed over time(10movement speed every 0.1s for example)

livid flare
dark drum
frosty heron
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no experience here but suprised if Enhanced input doesn't come with something that you can use on Triggered

dark drum
frosty heron
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oh

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is this like the old GTA πŸ˜„

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I don't remember having such mechanic in GTA V

dark drum
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@livid flare Needed to store the timers so this is a revised version. (Tested)

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I wonder if I can do a GAS version. πŸ€”

dark drum
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A GAS version if that's something you're into.

All the functions used are the same as the events in previous image. This is just the setup for triggering them when the ability is first activated and if it's then triggered again (via a gameplay event) if it's already active. It'll probally need some tweaks if you want it to consume stamina but might be a helpful starting point.

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Oh, one minor tweak would be to check if the character is falling. This way we can avoid changing the max walk speed mid air. (I think it looks weird)

oak juniper
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whats the best way to make object 3 invisible in an area that is created by object 1 and 2 overlap in screenspace? (object 1 and 2 are in random position, not nesesseraly in front or behind of object 3)
ive seen one solution based on the target that you calculate an angle to from the camera, but i want my overlap to be more intuitively adjustable, and have a custom shape.

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i want to basically make a mw2019 scope but with more scifi shapes.

scarlet root
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When doing SplineMeshes for a rollercoaster like track, Unreal does support ALL staticMeshes, but only Non-Nanite meshes can actually bend along the spline.
Does one know when this is possible or how to workaround that?

livid flare
frosty heron
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Anyone work with wind before? is the force always global?

languid pendant
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Hello I have an issue with attaching an actor to a component on the player character. The first time it works perfectly but once I drop it and pick it up again instead of going to the position of the component it goes to the same place just like idk -50 underneath it. Does anybody know what could be causing this?

livid flare
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@dark drum I'm in stage two checking why isn't working, I used 100 as Speed increment and not sure about the alpha value, currently when it reach max speed it won't decelerate when I release the key

frosty heron
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if you simulate physic to a component, it will detach from it;'s root.

languid pendant
dark drum
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How can I get the pitch value from the controller to go from -90 to 90 instead of 270 to 90. Having a blank moment. o.O

livid flare
dark drum
balmy trail
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Anyone know what could be causing this error? I've been stuck on this for a few days now, maybe there's something basic I'm not understanding? catWut
It's related to a wolf enemy, pretty sure I've narrowed it down to the AnimBP?

Assertion failed: !Pose[ParentIndex].ContainsNaN() [File:C:\me426\Engine\Source\Runtime\Engine\Public\BonePose.h] [Line: 633]
barren tangle
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I have create a macro for a component...

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but component can't use macro...

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😒

merry mirage
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Hoi! Does anyone have any good resources on how to apply custom gravity onto non-Character actors? Is there such a thing, or would we have to apply force each tick to "simulate" additional gravity?

dusky cobalt
merry mirage
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I was specifically asking if anybody knew of another solution though, but I appreciate it :b

pale obsidian
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Is there a way to prevent my bloated struct from displaying variables so literally?

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Struct = (bool + struct(3 floats) x 4)

dry sleet
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It seems like you'll sum up to quite a few 'neutrons' and actual UE collision checking adds quite a bit over overhead.

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Although... I guess it's fine as long as you just treat the neurons as points.

solemn helm
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Im gonna throw this back out here. Looking for help with this issue, getting desperate haha. Not getting any responses on forums post is making me sweat: Unreal Post

surreal peak
surreal peak
copper chasm
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I know this is more design related, but I like the answers I get here the best and it’s tangential re: actor components

I’m building the character for my Pathfinder based RPG, and I want to make sure the structure makes sense. I started with one big component for everything (the entire character sheet), but slowly realized there were certain things I needed to reference more often than others and it got spaghetti’d, so I’m refactoring.

What are the downsides to using different actor components for slightly related things on the same actor? Like, stats will not change nearly as often as hp or inventory, but hp max is reliant on a stat and the inventory may impact stats, etc

(sorry for wall of text)

solemn helm
surreal peak
solemn helm
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An assumption, based on the title that says SetAllBodiesBelowSimulatePhysics.

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which I dont think is misplaced

surreal peak
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Hm, I know that the SkeletalMeshComponent itself overrides SetSimulatePhysics.

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And that that call already does what you are doing there. + a bit more.

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So I would suggest you call that too or only that.

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Specifically his only calls for Bodies

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While SetSimulatePhysics also does things to the main BodyInstance

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Not sure they contain oneanother.

tired hollow
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Hey guys, I'm trying to replicate smooth but yet slow flashlight movement, but I thought this would work but it doesn't. How can I do this?

maiden wadi
# copper chasm I know this is more design related, but I like the answers I get here the best a...

I personally always think it's best to simplify this down into systems. GAS is a good example here maybe. It has an AbilitySystemComponent. The Component itself manages like your applied buffs, granted abilities and such and gives you a window to affect those things like activating abilities, or applying buffs. It also maintains AttributeSet subobjects that hold stats the buffs can affect.

If you weren't using GAS, I could see maybe making special components for related attributes if they make sense to group. EG Health, MaxHealth, HealthCap. Or MovementSpeed, MovementSpeedMultiplier. Etc. But I'm not sure I would advise putting the handling for those things there.

GAS does this kind of nicely where everything is picked based on the buffs applied and it tells the attribute set what value it wants to set. And the attribute set can allow or overwrite it. An example with Health. You're at 450 health. Your max is 500. You get healed for 200. The AbilitySystem simply tells the attribute set that it wants to set health to 650 now. That's all it cares about. But the attribute set gets to set the rules that health cannot exceed max health. So it takes in that 650, clamps it to 500, and only allows it to be set to 500.

You could mimic this with components I think. Where you have a primary component that accepts buffs, either instant or with duration, and tries to set values on your attribute components. And then your attribute components are more or less free to be bound in UI or elsewhere for gameplay effects. EG a healthbar can just listen to an actor's HealthAttributeComponent's delegate for OnHealthChanged, etc.

dreamy mountain
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hey, trying to make a panel for arcade machine, when you press a certain button, the corresponding button on the machine presses
it currently doesnt do that, im using tags on a child actor to do that, but it isnt working

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it prints nothing for the tags

maiden wadi
tired hollow
maiden wadi
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No. Interpolation.

faint pasture
maiden wadi
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FInterpTo

tired hollow
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Doesn't work

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It just rotates off screen

maiden wadi
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For starts, ControlRotation is in world space, not relative. And you don't have the Target for Pitch hooked up.

sudden briar
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I am using a root motion animation for climbing a ladder, my problem is the character slowly goes towards the left, adding keys is being a bit of a pain so is there a way to disable root motion in the x axis?

oak juniper
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btw, check this out

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hehehe

solemn helm
surreal peak
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If the skeletal mesh has physics enabled it shouldn't print the warning. I would suggest you check where the warning is printed in c++ and potentially breakpoint that to see what's going on

livid flare
dark drum
livid flare
trim matrix
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hey, not sure if this should be in here or in #enhanced-input-system but, how can i make my character's walk speed change depending on how far they have the stick titled? like have it be if a player uses a controller they tilt the stick the whole way to run and just a little to walk. but then keep the shift input for keyboard controls for running

digital glacier
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how do i know whether im approaching/making blueprints the best way there, such as making it less cluttered or more optimized

livid flare
dark drum
dark drum
dusky cobalt
# digital glacier how do i know whether im approaching/making blueprints the best way there, such ...

If they look nice, it's probably already good :D. Use comments. Separate logic for each step with comments. Use colors. Use functions for repeated code. Don't cross connect variables. Just make sure your code is easy to understand, keep the naming convention and just be consistent with standards that you set for yourself. There are general good practices for unreal, each team can have their own practices as well. But the questions is very general and would require probably listing like 50 things andsome of these can be personal (everyone does something on their own and it's not wrong if they are consistent etc.).
Avoid loop into loop in blueprints, these can get heavy (not saying you cannot use loop AFTER loop (on completed) but rather to not For Each into For Each etc.

digital glacier
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really helpful

dusky cobalt
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Also you can always post your code and let us judge it mindblown

faint python
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In my animation blueprint off the event BeginPlay() node I was grabbing my custom character movement component but if I don't delay it a couple seconds it's invalid. Where would be a better place to get this?
Edit: Dumb fix my bad: #blueprint message

dark drum
livid flare
faint python
faint python
faint python
# faint python So I threw it on there but still have the same problem where its not valid, but ...

Figured out problem. I created a custom character movement component and set it as the default character move comp on character class. Then I also added a UBBMoveComp* property which I set to the character's move component in its BeginPlay(). This was causing it to not be set before the anim BP ran it. Removed property and just casted character movement component to my class and it works now. Dumb mistake my bad.

storm solar
nova grotto
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Im having an issue where im trying to fire an event and the first time the event just doesnt happen for some reason but the second time onwards it works everytime how should i try to figure out whats going wrong

balmy trail
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Anyone know what could be causing this error? I've been stuck on this for a few days now, maybe there's something basic I'm not understanding? catWut
It's related to a wolf enemy, pretty sure I've narrowed it down to the AnimBP?

Assertion failed: !Pose[ParentIndex].ContainsNaN() [File:C:\me426\Engine\Source\Runtime\Engine\Public\BonePose.h] [Line: 633]
dark drum
balmy trail
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Do you think maybe it could be the LegIK node or one of the Transform Bone nodes?

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Hopefully I'm not doing something terribly wrong there? catWut

celest trench
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In BP data assets is it possible to expose parameters only when a condition is met? For example make it so that I need to enable a toggle on a bool before seeing an option to select an enum? Or like a new dropdown list appears if the bool is enabled?

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Or does it just have to always show every available option no matter what? It just feels messy

worthy tendon
celest trench
dry socket
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Hey all. I'm modifying the 3rd person template character into a dolphin, and struggling with the Character Movement component. The screenshotted script works as expected, but when I jump out of the water and switch my Movement Mode to "Falling", my player controller pitch (Y rotation, nose up/down) snaps to horizontal. When I fall back into the water, it snaps back to previous orientation.

It seems like both Falling and Walking states lock pitch at 0, but I can't find anywhere to change that.

worthy tendon
celest trench
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Awesome thank you so much!

worthy tendon
mystic blade
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cant figure out how i can prevent the player from pressing space again while in mid air. my current solution of using a boolean to check doesnt seem to be doing anything

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unless im using isFalling wrong

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unless theres a better way to disable a single key input

dusky cobalt
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i mean this event doesnt last long after you click it, and also you are checking if its failing and it might work at 3rd click of the input key if you are lucky, because 2nd jump will launch character, then set it to cant launch and 3rd jump wont actually work

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just check if its falling at the start

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if its not = let jump

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if its failing dont do anything

mystic blade
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that did it alright

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thanks homie

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i figured my solution was absolutely dumb as hell

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theres always an easier fix

solemn helm
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I got a pretty general question maybe someone here can give me a solid example of how to fix. So I have a melee fighting game, and its online multiplayer, im running collision calculations from the server, and multicasting the hits to the client, its all working fine. EXCEPT one issue, the client very visibly slightly lags behind(Which is something I expect is common just due to the nature of networking), my question is, is how to fix it?

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Im running my windup and followthrough attack animations directly on the client and server at the same time, so that the client has a more seamless feeling for when they interact with a character(rather than having to wait on RepNotifies/multicasts).

frosty heron
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Multicasting the hit?

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Multicast only have a place for the special effect for damage.

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Everything else don't need RPC

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And aside from that. Get familiar with latency and round trip time.

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Damage is server only so for client the attack came from the future.

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So server have to allow some windows for client to respond.

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How long is the Windows is up to you and your game feel.

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I'm planning to have my limit set for 75 ms - 100 ms

solemn helm
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Im calculating the damage on the server, and then multicasting an impulse for the hit, if I was unclear

frosty heron
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That sounds like the wrong way to do it

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Like 99% sure

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Don't multicast anything stateful

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You apply the impulse on server, it will replicate to client if you are using CMC

solemn helm
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oh

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now that I didnt know

frosty heron
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I can't get that to work for pawn controlled by AI controller though

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Still trying to work it out.

solemn helm
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I do use a CMC

spare tinsel
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Hi, I wonder if anyone knows what is happening.
This shows both my approaches. the thing is that I want to setup a delay before the stamina regen GE

What's happening is:

First time:

Sprint ends
2 second delay works
Stamina recharges

Subsequent times:

Sprint ends
Delay is skipped/ignored
Stamina immediately starts recharging

I don't know why this happens. any idea?

languid hemlock
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Should I worry about not clearing an actor reference from the arrays after destroying it? My actor exists in many different actor arrays. When it is destroyed, do I have to remove from all of them one by one, or will the garbage collector take care of it by itself?

trim matrix
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how could i recreate a camera system like this in my game? https://youtu.be/-linPnvpX3U?si=zLqA5OTZ2HvnfDVL

In this video I talk about all the improvements I've made to the camera in Nectar.

Referenced in this video
50 Game Camera Mistakes: https://www.youtube.com/watch?v=C7307qRmlMI

Music by Madison James Smith
madisonjamessmithcomposer@gmail.com
https://www.youtube.com/@madisonjamessmithmusic3641

Steam Page: https://store.steampowered.com/app/259...

β–Ά Play video
manic vessel
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In an attempt to get away from child actors I created a scene component that I want to be able to add components to the owning actor on a button press. But its not working in the actor BP when I press the button. what Am i not understanding.

lime tide
manic vessel
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Anyone see the issue with my editor events not adding components

surreal peak
surreal peak
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After spawning you simply attach the Actor to the one you are in.

manic vessel
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I just got it spawning in the Scene , but cant seem to destroy them

surreal peak
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Hm the DestroyComponent call in BPs checks that only the owner can destroy their components.

manic vessel
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How does spawning an actor over using a child component actor differ

surreal peak
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Your ActorComponent isn't the owner of the SkeletalMeshComponent

surreal peak
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That's kinda all

manic vessel
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k thanks for the feedback

surreal peak
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Like they both spawn an actor but ChildActorComponents are known to be buggy and thus should be avoided

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There is nothing wrong with spawning an actor in general though

manic vessel
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I have been using them without issue, this was just an experiment to find if I could switch it to a sc

surreal peak
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If you want to destroy the SkeletalMeshComponent you might need to move the DestroyComponent call into the owner

manic vessel
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ok

surreal peak
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Or change the owner to be the ActorComponent. But not sure that works.

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It's a strange limitation of the DestroyComponent function they specifically coded for blueprints

manic vessel
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think Is My goal is to turn these on \off in the owners BP scene for setting up hand positions and such

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problem with actor component is I cant have many

surreal peak
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You could simply set the visibility or HiddenInGame property instead of fully destroying them

surreal peak
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SceneComponents get expensive, sure, but ActorComponents are fine

manic vessel
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they are more arkwars to position on the owner

surreal peak
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Hm

manic vessel
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I will give that another shot

frozen wren
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something about math...how do you balance odd numbers
example 3 by 2 is 1.5
i want to save this value so that one variable will set 2 and the other 1 instead of getting 1.5...if u understand what i mean
in more details i have 3 bots i want them to team up divided by 2....so A team will be 2 bots and B team will be one bot

dawn gazelle
frozen wren
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i do 3/2 i get 1

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its an int

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found a way

dawn gazelle
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An exact number for what? Right now based on your example, you're diving the number of bots by the number of teams - which as you're finding you can't really use to try and equally distribute them. You'd have to convert to a float and then use either floor or ceiling then convert back to an integer again which is just kind of messy and not what you actually need to do.

The way to approach it is that if you have a bot that you want to fill in a team, you just check how many players are on each team and choose the one with the lowest amount of players, otherwise, just choose one of the two teams at random.

frozen wren
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convert to float

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so 5/2 equal 2.5

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team a is 2.5 - .5 + 1 which equals 3

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team b is 2.5 - .5 which equals 2

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makes sence?

dawn gazelle
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Again messy way to figure it out rather than just relying on the counts of the players in the team itself.

dry socket
dawn gazelle
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0 players in the game... First bot joins, sees that both teams are equal... Joins team A.
1 player in the game (the bot on Team A)... Determines that Team B has less players, Joins team B.
2 players in the game (the two bots, one on Team A, one on Team B)... Determines that the teams are equal... Joins Team A.
You now have 3 bots "evenly" distributed between two teams without worrying about how many bots need to be divided by the number of teams there are. This can also scale in case you ever want to have more than 2 teams... It might be hard to figure out how 8/3 can equate to which team the bot should join.

dawn gazelle
sturdy cove
#

Quick question for those well versed in widgets and performance... I want HUD indicators of some set of actors. I can use Project World to Screen and dynamically add image widgets to the canvas and destroy them on the next frame, or update their position somehow, but this sounds very heavy on performance. Is there a better way?

dry socket
dawn gazelle
sturdy cove
#

Do you think using render targets would be a good idea? I have almost no experience using them

dawn gazelle
#

My gut says no, though I could be thinking that specifically because of SceneRenderComponents that are usually used along with them which are definitely taxing.

dawn gazelle
ruby cobalt
#

hmm an BP with compile error will absolute not run at all, correct?

I got errors atm related to a missing class but that shouldn't affect what i'm doing and I want to bring back the missing class later..I don't want to delete the errors... what can i do??

dry socket
ruby cobalt
#

i don't use keybind very much but i believe they won't work in any BP.. I think what works best is having this stuff in your pawn or in the game mode?

#

i use midi and osc the most so i don't really ahve to tackle this stuff

dry socket
carmine scaffold
#

hey im using common ui and enhanced inputs to handle my input remapping, i want to know if its possible to use icons using an image to show the input instead of using a text block?

ruby cobalt
ruby cobalt
dry socket
#

ah, I see - not like that. You need to go to Edit > Editor Settings and search for the keybind, like in my screenshot. (searching for "able node" will find both Disable Node and Enable Node)

ruby cobalt
#

yeah sorry about that!! haha

#

both discussion refered to key binding so i got confused

#

so disabling the node and unpluging execution are two really good solutions! thanks

dawn gazelle
#

Instead of destroying the actor, use the "Apply Damage" node and be sure to give it a damage value (it can't be 0 or it won't trigger). On the actor that would be receiving the damage implement the "Any Damage" event and then manage whatever you want to with the damage value you've passed through.

obtuse violet
#

Hiya! I'm trying to do some UI blueprint stuff to make an options screen that'll let you access a PNG that shows the controls and credits,

The controls work fine! But for some reason the game won't let me see the credits? Even though their setup is the exact same as the controls!

Could I get some advice please?

#

Wait a damn minute

#

That's embarrassing

tiny tundra
#

Hi! I want to do what is shown here, BUT keep collision/etc. Only want to control the visibility (so that nothing is being drawn) but I don't want that geo/etc to no longer be interactive.. make sense?

frosty heron
#

@tiny tundra iirc toggling visibility doesn't modify the collision. If that doesn't work, tick hidden in game instead.

tiny tundra
unkempt valley
#

hi! i need help making it so when my character's health reaches zero, it spawns a new character and becomes that one. I have a health system and the new character made. πŸ˜„

sharp sable
#

hi everyone, can someone tell me how cooked i am with this code ?

#

its supposed to : make sure i loose stamina while sprinting, verifie if im sprinting to not add stamina, make sure i cant sprint if i dont have stamina anymore...annnnnd idk , forgot

#

just made the code, idk if it works x) it look fun cause there is so much line xdd

frosty heron
#

Using delay to do something over time is horrendous in the first place. A timer would be a better alternative.

sharp sable
#

'timer' ? wdym

#

and actually it work, and i learn something interesting : if it works, dont touch it.

so i will not touch it again. never.

#

here is the 'final' code for this. it works, pls dont tell me to change anythinglurkin

pulsar osprey
#

why post it if you dont want to listen to what people have to say?

sharp sable
#

bcs i posted it just to show it cause it looks hilarious how dumb i made my thing

#

can't i ?

tough badge
# sharp sable 'timer' ? wdym

The "Set Timer By..." nodes can do something every X amount of time you specify. So if you have an event "Subtract stamina" and set the timer to 2s, it will Subtract stam from your character every 2s until you tell the timer to stop

sharp sable
#

yeah i know but to be honest, im scared of this cause if it does not work im more then cooked

tough badge
#

You can just disconnect the pins on this implementation, move it to the side, and try out the timer thing

sharp sable
#

but lat's take a look , ill try

tough badge
#

if it doesn't work how you like delete it and reconnect the old way of doing things

sharp sable
#

yeah why not, you right

#

so you said, timer by event right ? but idk what exactly to do..

tough badge
#

lemme show a example give me a sec

sharp sable
#

okay thks

tough badge
#

I didn't copy all your variables but this is basically how they work

sharp sable
#

okay this looks pretty nice but what is the clear and unvalidate timer.. ?

tough badge
#

just stops the timer from firing

#

when you do the "Set timer by..." n odes they fire until you clear them

#

if you set them to looping

sharp sable
#

okay okay but with this node how does the game knows when to clear and invalidate ?

tough badge
#

Depends on how you have the sprint set up

#

if it's held down then when they release you tell it to clear the first timer

sharp sable
#

oh okay, im watching your screen, taking the time to understand all that

tough badge
#

when stam reaches max stam then clear the add stam timer

#

So I guess for you using the regular input system on released is when you invalidate the subtract stam timer

sharp sable
#

okay i see

#

thks sir

tough badge
#

np

sharp sable
#

the only thing is i use the input i made on 'projet settings' you know, could it work the same ?

tough badge
#

Ye it should

sharp sable
#

okay.. thks

frosty heron
sharp sable
#

As you say β€œanyone serious about their project” but I’m a beginner in blueprint, even in just β€œprogramming” that why I do… dumb things, just cause I’m learning, also… idk what you talking about β€œlegacy input”

frosty heron
#

Legacy input is what you are using. Beginner or not is irrelevant. It's just what anyone would advice when they see an ancient deprecates system being used.

You can follow epic doc to set up enhanced input. It's not hard to set up.

#

Even comes with example when you create a template project.

nova grotto
#

im trying to do a sphere trace on begin play and for some reason its not getting a hit but if i do it manually it works no problem is there something im missing abouit begin play

frosty heron
#

Show code

nova grotto
frosty heron
#

Are you doing multiplayer?

nova grotto
nova grotto
frosty heron
#

Wdym by manually btw? Perhaps the hit actor wasn't spawned yet at the time of the trace. It's hard to tell.

#

Try adding artificial delay just for sanity sake and see if it's hit anything.

frosty heron
#

By "doesn't work" do you mean you actually don't get any hit trace or your lock on simply doesn't work?

#

Because game mode only exists on server.

#

So you are trying to do lock on on the server copies. This is probably a mistake.

frosty heron
#

Locking should be done locally imo. Not server initiated

#

Well no more idea at this point. It's too hard to debug without having the project at hand.

#

I can only advise to debug and perhaps try to do it outside game mode and do a test on single player. Purely with just actor and another actor and trace on begin play of the test actor.

nova grotto
#

ya im super confused on why this is acting the way it is

nova grotto
frosty heron
#

I will check after work

nova grotto
tawdry osprey
#

Someone possible help me with enabling and disabling the physical constrains node. I’m trying to achieve a wobble effect on weapons that are holstered. I have functions I can call inside my weapon blueprint, where the physical constraint blueprint is located, for equipping and un-equipping. I figured it would be as simple as activate and deactivate but it’s not seeming like that. I’ve tried setting the values to 0 and locked off the event for equipping and un-equipping. And still won’t work out how’d I like it. I’d like to have where when I have the weapon equipped the constraint isn’t active and opposite when it is holstered.

TLDR: how can I enable and disable my physical constraint inside my weapons blueprint.

Thank you

autumn parrot
#

hey anyone ever ran into this issue, my meshes are like scattered in the viewport, how do i put them together, its a building that i am adding to my game?

#

need like a shortcut or something

true valve
#

I added a cull distance volume. And I placed a static mesh barn actor in my map. I tried various setting but not effectin my actor. Any idea>

uncut shale
#

why does vinterpr just teleport? I have messed with both values for the past 2 hours, but nothing works

#

I want to move an enemy towards a stationary object, but no tutorial has helped me out thus far

maiden wadi
#

You didn't give it a correct delta time.

uncut shale
#

i have conneccted it before with event tick, but it still teleports

maiden wadi
#

DeltaSeconds from the Tick node. To interpolate correctly, the math needs to know the time from last frame to this frame, which will be your delta seconds.

maiden wadi
#

Lower the interp speed.

uncut shale
#

if not, ive literally just been messing with the Z value, its ok if that was the solution

maiden wadi
#

Hmm. You can do some stuff with breaking and remaking the vector with the original Z. Like after the Interp, breakVector and then MakeVector. Use the X/Y from the Interp's Break. Then break the GetActorLocation and it's Z value.

uncut shale
#

right now its just an arrow, and every time i want the enemy to come into range, i want the turret to look at that enemy and fire a bullet

scarlet root
frosty heron
#

starting from your first task, you can look up online ways on how to rotate an actor to another actor.

#

another countless tutorials but I would advise to just understand vector math.

uncut shale
frosty heron
#

Hold your horses on firing when your turret hasn't face the target yet

uncut shale
#

i know how to fire it, its the rotation that will kill me

frosty heron
#

the rotation isn't that difficult

#

there is even a helper function already

#

FindLookAt node

uncut shale
carmine prawn
uncut shale
#

@frosty heron gonna test tomorrow, but this is the blueprints I have. Every time the enemy enters the enemy array, and the turret is constantly "looking" at the enemies. After I make sure this works, I will have firing happen on a cooldown

dark drum
scarlet root
dark drum
tight pollen
#

can someone help me?

#

what exactly is up with AssetThgumbnailPool? I've never had this happen before while playing

scarlet root
# dark drum Rotate it in the opposite direction?

Nope - result remains.. it always twists at the point where the verctial-roll meets the up vector..
And it seems like this value cannot be changed that easily..

hmm...
Maybe i will go for predefined pieces, done in Blender.. Possibly easier to handle that in curves..

kind willow
#

I want to have a weapon that deals more damage the longer you hold the trigger, the issue is that you can let go of it just as the firing animation starts and the start holding it immediately again, allowing the player to charge the weapon while the gun is in the firing animation. Is there a way to reset this value or should I make a custom variable instead and zero that?

dark drum
dreamy mountain
dark drum
dreamy mountain
#

i dont set it?

#

just a camera already there

dusky cobalt
#

i mean you are possesing camera that is somewhere in the level and your viewport just goes there.. not the other way

dreamy mountain
#

so how would i fix it? i cant figure out why being close to it and possessing it doesnt set it to the camera

dark drum
woeful pilot
#

does anyone know if you can create level instances from a blueprint? Get all Level Actors Convert to Level Instance kind of thing

dreamy mountain
narrow sentinel
#

anyone know if theres a way to get from the string a specific string

#

well part of it to pass through to the switch

#

I bassically want to strip out the found bit

#

leaving say if it says AudioSlider_Main it would leave Main to continue on

dry sleet
#

sadly it doesn't seem to be exposed to Blueprint at all

#

It would probably be fairly straightforward to make a simple wrapper to call this function from Blueprint, but you'll need to ask in #cpp .

narrow sentinel
#

nevermind sorted it

ruby cobalt
#

I get this crash error when trying to open one of my BP:

Assertion failed: BoundProperty [File:D:\build++UE5\Sync\Engine\Source\Editor\GraphEditor\Private\KismetNodes\SGraphNodeMakeStruct.cpp] [Line: 398]

problem is.. D: drive is actually a midi controller lmaooooo

#

i tried getting rid of the D drive completely.. no luck.. what is this

granite frost
#

my line trace is working weirdly. For this specific item. Its hitting an object at mid here and showing that it has hit the item it was supposed to reach but the fun fact is that actor is set in actors to ignore. So it should not be hitting it. I want using it to detect if the interactable item is not behind another item.

#

its working with other actor

#

line trace channel is visibility

vapid ledge
#

How do I check if a parameter exists and use it in an if else statement in a material layer?

#

Is this even possible?

#

I'm trying to make a master material for my landscape but there are several different formats textures come in with depths rgb orm ordp etc..

#

Is this REALLY the meta for materials??...

#

No way to do this in C++ or something? this feeels so bad

vapid ledge
#

See how these are enabled with checkboxes? How do I get that variable "is enabled" from within the material graph?

thin panther
#

You don't, it just falls back to its default in the parent iirc.

vapid ledge
#

What is it ?

thin panther
#

Blueprints are another language entirely

dim agate
#

Tilt your object and then add relative rotation.

narrow sentinel
#

Anyone know whats wrong here ?

#

I have set the Prompt text table thing to something valid but when I compile and save it moans that I need to connect something ot the get data table row which I have

#

my data table also has valid entries so

#

wait nevermind

#

I think I sorted it, on the get data table row I need to select the asset rather then using the variable

high iris
#

Say you're not planning to reuse your actor components on your ACharacter busclass, but you mostly use them to split up the main player class into smaller chunk that you can check out and work on separately. Do most people eventually get to the point where they have so many ACs on their player that it actually becomes hard to reason about what component does what?

surreal peak
#

Possibly? Dividing it too much isn't helpful either.

dusky cobalt
desert juniper
#

It may be coming from the extreme composition that some unity devs who watched the SO GDC talk like to push
a health component, a sprint component, a stamina component, etc

dusky cobalt
#

Once you start using components there is no coming back πŸ˜„ everything is a component xD

languid hemlock
frosty heron
#

But you don't want null unless intended ( maybe like a slot bars where the slot can be null )

dusky cobalt
#

There might be situation like when you have actor in array, it's destroyed and you might try to access it and it may fail. It can actually happen.

#

but just checking if it's valid should be ok

surreal peak
#

If an Actor gets destroyed, it will get cleared out of the Array.

#

Or rather the pointer will be nulld.

#

It's pretty normal actually that you might have an Array somewhere that you don't actively manage, that could potentially have a nullptr in it then.

#

An AI could have a List of Actors that it has AggroValues for. If an Actor dies it would have a nullptr entry.
So in those cases you just check if the entry is valid before accessing it.

#

If you really want to you can always bind to Destroyed methods of actors you keep track of and clear their entries when that calls.

narrow sentinel
#

Anyone know what could be going on here ? I'm trying to open a level but have it where it blocks any further exection until it's loaded the level to then set the player location etc

#

at the moment it doesn't seem to be loading me into the level

#

i've checked and I'm giving it the correct level name

bronze mirage
#

hey dudes, anybody here using world partition w/ BP actors? how do you prevent world partition streaming from constantly firing off the construction scripts on actors in the editor? on my project pretty much every time somebody works on a world partition level they're getting revision control "unsaved assets" for actors that have re-generated and are now "changed" as far as perforce is concerned

snow halo
#

how do you do this ?

#

without casting

dim agate
#

Didn't work in what sense? Post your BP if you can.

faint pasture
#

you don't KNOW it's an actor yet

#

just that it's an Object

snow halo
#

I guess its something different if you use purple cast

faint pasture
snow halo
#

and cast generically to actor

#

wait

snow halo
faint pasture
#

yes you do

snow halo
#

but this is async

faint pasture
#

you're saying there's zero actors in your entire game at this time?

snow halo
#

and its soft ref

faint pasture
#

Actor as in the class Actor which is the base class for damn near everything

#

you need to be sure it's at least an Actor, you don't need to know the specifics beyond that, because you can't spawn a Texture or a Connection or an Animation into the world, you can only spawn Actors

snow halo
#

oh i see

#

This is what a friend of mine told me earlier

Dude if u cast your foing thr opposite of a async load lol
...
...
Anytime you cast your making a hard ref to that. If you spawn actor, that is also naming a hard ref. Spawning from a soft class avoids the hard ref if you do it right but loads during the async load
...

faint pasture
#

A hard ref to Actor is fine, you're trying to avoid a hard ref to Actor -> ??? -> ??? -> YourSpecificActorClass

snow halo
dim agate
#

Which part doesn't work? The angle or is it not spinning/rotating?

trim matrix
#

i have this signpost bp made, and an interact interface added to it that displays a widget with an array of text assigned to it, but im having some issues im not too sure how to fix, when the player does interact with it, the text dosnt display properly, instead inserts a blank page after the final array, and then i cant reactivate the signpost after ive interacted once

surreal peak
#

And you probably want to reset the index back to -1 at the end

#

Also based on your video your index seems to start at 0 and you instantly increment it

#

That means you are skipping index 0

#

Array indices are from 0 to Length-1

#

So you want to set its default value to -1 too

errant violet
#

Unsure if this needs a really long complex answer but I am unsure how to effectively google this so I have come up with 0 helpfull results thusfar. I am mainly looking for a global/fundamental answer rather than super specific

For a gamejam my project will contain the same house except for different events happening, different item locations, and some stuff like that (Think 2016 Tattletail or P.T.). Initial idea was to create a level with the house, and then duplicate that level and make changes there to what I need it to be. Problem with this is that if I make changes to 1 level (let's say I change an entire room after testing) I would have to repeat this same change over multiple levels rather than just changing it in one place. How could I create this to where I only have to change 1 thing, but it updates everywhere?

trim matrix
surreal peak
#

And its default value too

#

And change the <= to <

trim matrix
#

now the widget isnt displaying at all 😭

trim matrix
surreal peak
trim matrix
#

i see that now 😭

surreal peak
#

TalkIndex < Length

surreal peak
trim matrix
#

the pages are now working, but i still cant reactivate the sign after i have read it once

errant violet
surreal peak
#

The pointer is still valid so it calls set text on it instead of creating a new one. And since the IsValid checks skips the Add to viewport it will also not re-add.

#

So simply set the widget variable to null/none after removing it from parent should help

trim matrix
#

how do i set it to null?

surreal peak
#

Just set it without connecting anything to it

trim matrix
#

so just another set ui variable?

surreal peak
#

Yes

#

After the Set TalkIndex -1 or before it. But generally after the Remove From Parent call.

sturdy cove
#

Is there any reason a widget would invalidate a reference coming into it? I'm sending a BP_PlayerState to a widget and TeamID defaults to 0, and player name is empty. The player state is valid coming from the player pawn, where the event is called

For context, this is so players see the IDs of players on their team

trim matrix
#

oki ty that is now working, where in my setup would i add some logic to lock the players input to only the sign until they finish reading it that way they cant walk away with the sign ui

surreal peak
#

In theory you'd need to wait for this stuff to replicate before doing anything with it

#

Which would be for with a RepNotify variable

next kite
#

hey guys, is it possible to use a cine camera during gameplay? (its for a pause screen)

mystic blade
#

so what im trying to do is increase the forward and vertical launch distance while the key is being held. default for forward is 100 and default for vertical is 300. i think its working the way im wanting it to but not entirely sure

#

instead of adding i changed it to multiply and it seems to be exactly what i wanted it to do

#

if anyone has a better solution, ill take what i can get

trim matrix
# trim matrix

any idea why when i duplicated the blueprint for my sign the duplicate dosnt display the ui but all i changed was the mesh in the duplicated blueprint

civic oar
#

Having issues with getting into and out of a vehicle.
https://blueprintue.com/blueprint/qhnz4du1/
Above is the code in the Character Controller/Blueprint (edited)

https://blueprintue.com/blueprint/jevpoomd/
Above is the code in the Civet Pawn blueprint. Below is what is happening. The character will not abandon its collision with the vehicle and so instead of being placed on the vehicle on the "Seat" socket, the character is placed above it. Finally, exiting the vehicle leads to the camera no longer centering around the character.

mystic blade
trim matrix
#

bc i just made it.. πŸ’€ i havent had time to clean it up yet, my focus is getting it working lmfao

mystic blade
#

oh

vapid sedge
#

Hello, why is my Widget Object reference not visible in my data table?

dusky cobalt
trim matrix
#

but its working just fine in the other blueprint

dusky cobalt
#

how does your sign knows which widget belongs to it?

#

how do you call event talk?

trim matrix
trim matrix
#

in my player bp

dusky cobalt
#

add break points and debug it, add print strings

trim matrix
#

the only thing its erroring is the remove from parent node, but the other blueprint has no errors

dusky cobalt
vapid sedge
#

already did

#

think i found a bug 😭

prime fulcrum
#

I am trying to get an object to float up and down but it is moving to the end position instantly

unkempt valley
#

sooo im def dumb but this works perfectly for the host however not the other players, how can i fix this πŸ˜„

#

when you shoot the item that has the tag you take 5 damage. works for host, not anyone else

#

sorry here is full thing

frosty heron
#

Any idea how navmesh stops working in package?

#

For the creation type, i need it to be static.

sturdy cove
#

How can the array of structs be empty if I just added to it? (the custom struct is an array of BP_PlayerStates, and the code is being run on server in BP_GameState). The same behavior occurs whether Teams is replicated or not.

frosty heron
#

Why is client telling a server if "a player joins"?

#

Oh by join you mean in the context of team.

#

Nothing is plugged on the add node btw

sturdy cove
#

Oh what the absolute

sturdy cove
#

Oh no I unplugged that intentionally earlier. still doesn't work

frosty heron
#

You probably need to cache the index out of the random node.

#

It might be running per execution

#

So what you add and when you access may be different jndex

sturdy cove
#

"array is empty"

And playerJoins is being called from GameMode onPostLogin

#

Seems like this should work right?

frosty heron
#

Don't know but it's weird that you are calling server rpc

#

I don't know how player join is called

#

Game mode is server only already

#

If you want to handle it on server side then don't need any rpc.

#

You use server rpc when the client needs to tell the server something.

sturdy cove
#

Yeah, GameMode is calling that to the GameState. and the same behavior occurs with no replication

frosty heron
#

Print string the player state and the content of the struct after adding.

sturdy cove
#

I did a "get player name" which returned OK

whole anchor
#

hi all, i've been messing around trying to make a physics based floating capsule character in blueprints, but im having some trouble creating a good feeling spring-iness to the floating capsule at the moment. I'm basically trying to do the math described at the timestamp in this video here: https://youtu.be/qdskE8PJy6Q?si=Cbjdub5SrPTn6ckr&t=115, and I thought that the vector Spring Interp node would be what I'm looking for, but I'm honestly just not sure how this thing works. Does anyone have any info on this node?

A detailed look at how we built our physics-based character controller in Unity for our game Very Very Valet - available for Nintendo Switch, PS5, and Steam
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β–Ά Play video
sturdy cove
tough badge
sturdy cove
tough badge
#

The cache doesn't matter if the random node is called twice before it gets to the branch

sturdy cove
tough badge
#

Yea that makes me think the array it's checking is empty, but your function prints an array that's full of info

#

makes me think you have two different arrays here, not the same one in a super position of empty and full

#

Print the index of the array when it's cached and print the index when it gets to the branch to make sure it's the same array

sturdy cove
#

Maybe it’s adding to a copied array?

digital glacier
#

is this the best way to do this

frosty heron
#

Even with prototype you can just use a bool

digital glacier
frosty heron
#

I mean what I write, don't use flip flop node

#

Just use boolean

digital glacier
#

is that not what it does behind the scenes

#

what difference does it make

frosty heron
#

Sure but you can't access the internal bool

#

The difference is the state is locked

#

Let's say you crouch with flip flop

#

How can you save the state of crouching?

#

If you still gonna use it at least know its limitation

#

If you don't know how to flip boolean, just set it to its own value but flip it with not boolean node.

uncut shale
#

for some reason, whenever an enemy enters the collission sphere, it adds 2 to the array, any reason why this would be the case?

frosty heron
#

Add unique won't add the same reference anyway.

#

You should check the content of your array

uncut shale
#

i have 0 clue why its adding each enemy twice

#

@frosty heron would it add twice because its a sphere?

#

because i have 0 clue why it is adding it twice, when its only one enemy

frosty heron
#

Maybe you overlap something that has matching tag. Enemy or not.

uncut shale
#

the only thing with the enemy tag is the enemy

#

its printing the same enemy twice

sturdy cove
uncut shale
#

ah yep thats what it was, the object inside the actor was generating overlap

frosty heron
# uncut shale

It's most likely you have 2 actors that check for the overlap

#

Append the string with a reference to self.

uncut shale
frosty heron
uncut shale
#

anyway, im struggling with the logic of my firing event

#

I want every 10 seconds for the turret to fire, but idk how

#

loops only do it for a set # of things, but i want the turret to constantly be firing

frosty heron
#

You will have issues too if you don't know how many actors you expecting to check.

frosty heron
#

I will strongly advice you to print a reference to self on top of the print string

uncut shale
#

the issue is fixed bro

frosty heron
#

Add unique does not add the same element

uncut shale
#

DUDE

#

THE ISSUE

#

IS

#

FIXED

#

the issue was that the object inside of the enemy was creating collision events

frosty heron
#

And I'm showing you a way you can easily check this

#

But what ever

#

I don't want to argue

uncut shale
#

i want this to constantly be looping, but every single time i try, unreal freaks out and says it creates an infinite loop

#

how can i go about making this repeat constantly

frosty heron
#

By knowing how to use timer

#

Look on any video online

#

You got nothing hooked to the event

#

Also you are calling it self every frame

#

Hence infinite loop

#

A function that call it self is generally no no for this exact reason

uncut shale
#

oh ok

#

@frosty heron what does delegate do exactly?

frosty heron
#

Connect the red event delegate to a function.

#

When the timer reached 0, it will fire the event you connect.

uncut shale
teal tendon
#

So guys could you help me out with this one? I wanted to implement a mechanic where a player would have a telescope that could look into the sky, stars and constellations. If he looks below the horizon he would see the zoomed land perspective from where he is looking and while looking up in the sky he would see stars and constellations. The thing is I was thinking of implementing it not on the sky dome but rather locally inside the telescope to save performance and effort. So first of all I want to ask which option which would be better projecting inside sky dome or the telescope for the current scenario and second how could I implement them logically in Unreal 5. And if there is better method than both of them , please help me out here

wicked violet
#

Does anyone have any resources for creating a turn circle/fixed turn radius for an animal character in UE5? Preferably in such a way where the movement is oriented to the where the camera is pointing if that makes sense

wicked violet
dark drum
leaden peak
#

im getting a there can be no null modifer but i havent gotten any null modifiers here so im confused

leaden peak
frosty heron
leaden peak
frosty heron
#

So you don't have anymore binding? Just IA_Move?

leaden peak
#

yep thats it

frosty heron
#

can you collapse it and take a picture of the whole assets

#

the only way I can reproduce your error is if I add a mapping with null Input action

dusky cobalt
#

either this error is already outdated (happened when you deleted it) or just try to restart editor and see if it still is there

frosty heron
#

collapse this and show more

leaden peak
#

so its saved when i pressed save all

#

like in editor hang on im restarting editor

#

its fine after editor restart bit of a strange error hope they fix this soon

dusky cobalt
#

it showed probably for a second when you didn't have modifier yet, after you click save all it doesn't refresh the errors or make them go away, they will persit in the error log until you clear it, even if they are not existing anymore

granite frost
#

Hello guys. I am facing a problem with combing blueprints I learned about child actor component and I can use it to add blueprint as child of another blueprint but Now I am facing a problem with it. First I can't seem to edit the components of the child actor. Its becoming hard to do so since I was gonna edit those components for each different blueprint so then I thought of using vairables and making them instance editable but I can't even see those properties in the editor, even for stuff like actor references that I am supposed to refer in variables of those child actors. I can't see the variable and thus can't fill them too, they're visible in the blueprint viewport and not on the editor but I need to fill them on the editor

#

Is there a way to tackle these or the only way ia to make a setup function of sort and get all those values by making another variables in the main blueprint and then pass them on?

frosty heron
#

I would advice to not use child actor component at all. They are broken in nature and never been fixed for a decade.

Even Epic employee says to not use child actor component. It was used as far as to spawn special effects in fort night but it will never have place for important gameplay.

dreamy mountain
#

like what settings do i need enabled for the material, and the blueprints to replicate

#

the joystick and buttons are all their own bp

torn kettleBOT
#
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dreamy mountain
#

seperate from the machine, but are child actors on it, and the screen is just a material over a plane

dusky cobalt
# granite frost Hello guys. I am facing a problem with combing blueprints I learned about `child...

Don't use child actor component. Also if you want to even access the variables from the class of childactor you would have to Get Child Actor Class and then cast to the class you need (after you assign it in the details panel). You can also Set Child Actor Class, and then access that class. Generaly from what you are writing it doesn't make sense and 100% you can make what you need with components or with something else.

granite frost
#

Is there no option to merge 2 blueprint's?

#

Is inner heirarchy really not possible?

dusky cobalt
#

If you are forcing some things it means you are probably using wrong tools for the job that needs to be done

#

Find the right tools for what you are trying to achieve

granite frost
#

I don't understand. What do you mean by tools?

dusky cobalt
#

Why do you need to merge 2 blueprints?

granite frost
#

Redundancy.

dusky cobalt
#

Find other way / workaround for what you are trying to achieve

#

You are trying to fight redundancy with trying to merge 2 blueprints?

#

Sounds like job for Actor + Components with functionality that needs to be ''merged''

granite frost
#

Basically. I created an actor. And I have a special case where I need to use more than one. To be specific. I am creating a table and its drawers.

#

It has 5 drawers all of them interactable to be opened. I created a class for items that can opend and make all 5 drawers as that blueprint and now I want them as part of table. As single unit

#

I don't want to define same like for kitchen drawers, table, cabinet, almirah as so on which has varying number of door and orientation to open.

#

So I created an opening blueprint and want them as doors and be part of the whole furniture blueprint.

dusky cobalt
#

Sounds like you want 1 Static Mesh for a frame of the table with 1-5 static meshes for the Drawers. When you click each Static Mesh, it opens (Add Offset with Interpolation). If you need additional things to happen you need to somehow make each drawer have ID or just use Drawer as Key for TMap and then for example access TMap [Drawer][Struct with Data (items)]. Probably other ways to do it as well but would need to know what you really need, because if it's just for click - open and show widget with items inside then something like above would work with a bit of adjustment to what you already have (where you store info about items in that drawer etc).

#

If you want to literally just put things into the drawers, just need proper collision so these things will move together with you opening the drawer.

dreamy mountain
#

most look like this

dusky cobalt
#

Good luck πŸ˜„ and also #multiplayer for these questions is right place

dreamy mountain
#

didnt know that existed

#

discord hides channels

granite frost
dusky cobalt
#

I recommend doing your own research, its easy to find info about it in unreal forums and examples how people wanted to use it and were told to use something else.

livid flare
#

Hey @dark drum about the run input code you posted, can you please check if you had something on tick?

#

I'm still trying to figure it out why isn't working πŸ™‚

maiden wadi
# granite frost In any case, I have made it work. Just what exactly is broken about child actor?...

In short, map serialization. You won't get a clear answer on this because not a lot of people use them, and even fewer people deal with file saving. But they have problems with being saved into maps. EG you put a child actor component on an actor, place tha actor in the map, and then save the map. Known bugs are that occasionally the actor doesn't spawn anymore. Other times it spawns multiple of the same actor in the same place.

I use ChildActorComponents at the moment, but I'm only using them as a temporary measure until I finish writing my actor customizer. And I only ever spawn them at runtime, they are 100% never, ever, for any reason serialized into maps or savegames.

silk cosmos
# granite frost Basically. I created an actor. And I have a special case where I need to use mor...

This is where you would fine use in something like an actor component as an alternative to an actor. I would create an actor component called OpenAndClose and move this logic to exist in there. You can assign tags to your drawer meshes and fetch a reference to those meshes and cache it on begin play inside of the actor component. Add a component for each drawer and you don't need the head ache of child actors

granite frost
#

I see so in short the answer is to create a component. I see thats a good solution. I am idiot for not realising it sooner. Thank you guys, actor component would fit my need perfectly!

ruby cobalt
#

I need a system that can receive either a static mesh or a skeletal mesh. I'll use something at construction or at beingplay to cast it and handle it properly. I'm thinking of doing this instead of making two very similar child classes.. the same class can handle both.

What kind of component i can use as a variable to set the asset i want

dark drum
solemn shale
#

Guys, after my respawn event my Healthbar and ammo UI not updating correctly what might be the reason for that. I created my UI in character BP beginplay and im handling the deathevent in Event Anydamage

trim matrix
#

hi i have made a ui health widget that appears when the player takes a hit or gains a health point, but i want it to then go back to being hidden again until the player gets hit or ups their health again, but im not sure how to make it go back to being hidden after a few seconds since i cant use a delay in my function (first bp is in my player, second is in the widget)

#

ignore the audio fully forgot obs is capturing it too lmao

surreal peak
#

Just use SetTimerByEvent.

#

That works inside functions just fine

trim matrix
#

how do i use that? just like where i would put the delay normally?

surreal peak
#

Yes

#

But you connect an event to it that gets called instead of the exec pin being the delayd call

#

Make a function or an event that has no parameters and no return value, e.g. "OnHideHealthBar" and then drag the red square pin of the set timer node out and search for "Create event". That should give you a little node with a drop down that lets you select the function/event you wish to call when the time finishes.

#

The returned TimerHandle can be used to cancel the timer in case it's running and you get healed/damaged again

#

So it's usually useful to save that to a variable so you can reuse it

#

Fwiw setting the timer again will simply reset it. So the timerhandle isn't always necessary

trim matrix
trim matrix
surreal peak
#

Yeah, now you need to set the time to something other than 0.0 and you need to click on SelectFunction to select a function that you made that then hides the UI

trim matrix
#

oki i got that working now trying to make it if the players health is only 1 the ui for the meter will not dissapear and will flash instead until they heal, i made a bool for it and have it being set to true when the players health is equal to 1, and then set to false when they heal or respawn/die. but im not sure what to do for the rest of it

#

ok whatever i was trying broke it πŸ’€

trim matrix
dusky cobalt
#

If Health > 1 -> Hide Health

trim matrix
dusky cobalt
#

Your logic reads right now if the hp is higher than 1, hide health bar.

trim matrix
#

i want it to be hidden and only show when a health point goes up or down

#

but, when the players health is only at one, i want it to stay on screen and play the flashing animation, but then go back to how it was when they increase health

dusky cobalt
# trim matrix i want it to be hidden and only show when a health point goes up or down

First of all, if you post a screenshot, you can also show your tabs so we know exactly which class the code is in (so we don’t have to guess).

Second, try to arrange your Blueprint nodes more neatly so it’s easier to read. I know you’re prototyping, but it’s a bad habit to just connect things randomly (look at your True/False pins crossingβ€”it makes it harder to follow at first glance).

Third, get familiar with breakpoints and the editor debugger. You can see live what’s happening on the graph as you move your character, so you’ll notice things like:

β€œWait, it’s already 0 HP but this got executed?”
β€œWhy did this trigger if I’m at 2 HP?”
β€œWhy did this execute so late when I’m already at 3 HP?”
Fourth, in the situation you have now, the event is set to execute in 2 seconds. So something might have happened at 0.5 or 1 second, but because the event already fired, it still gets executed with a delay. That’s why you’re getting the output you see.

Lastly, it’s really good to sit down and write a β€œrecipe” in plain words, then go step by step, checking if each part is in your code or missing. Make sure your recipe isn’t just β€œBake cake”; instead, it should be more like β€œAdd flour, then mix; if mixed, add salt,” etc.

trim matrix
#

i have been going through my code tho, thats how ive gotten it to this point lol

dusky cobalt
#

It's funny you didn't even fully read what I wrote

#

xD

trim matrix
#

i did, but ok

civic quartz
#

Am I correct, that there's still no Blueprint only solution to read parameters from Project Settings like "Use Hardware Ray Tracing If Available", so I still need to make a C++ function?

tough badge
#

So I saw a tutorial on a guy who uses a procedural mesh to to make a grid for a grid-based game. I was wondering how a non-actor based grid even works? Does anyone know of any resources on the topic because I'm struggling to come up with ways of doing, for example, pathfinding on a grid like that

dusky cobalt
# tough badge So I saw a tutorial on a guy who uses a procedural mesh to to make a grid for a ...

Non-actor grid is just lines, rows and columns, vectors, and a bit of math. There are 2 OK videos about it, although they’re very basic and you’ll have to build on top of them and adjust them to your needs:
https://www.youtube.com/watch?v=DwPHsLJv5Gw
https://www.youtube.com/watch?v=Q4AOmT9aOEM&t

The first video is part of a bigger tutorial about building placement. The second video is focused just on making a grid.

The concept of programming for a grid doesn’t stop at Unreal, and is probably well documented in other non-gamedev areas, so it’s also good to look at it from a math point of view. Good to see both sides (implementation in Unreal, and documents in other areas).

In this video I make a grid system in our world that will be used for snapping objects, roads and buildings to each other!

00:00 - Intro
01:00 - Creating the Grid Manager
09:00 - Creating a Grid Cell
11:30 - Snap Buildings to Grid


Leave a comment below for...

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tough badge
languid hemlock
#

I’m trying to understand how Data Table Row Handlers work. I want to create an array variable to store my initial inventory items. To do this, I need to enter a Data Table Object Reference for each item. Does this mean that multiple Data Tables will be held in memory, or will only a single Data Table be referenced regardless of how many items I add? Shortly, i wonder if that affects optimization.
Sorry if this is a dumb question 😬

dusky cobalt
tough badge
#

I appreciate your help!

dusky cobalt
barren tangle
#

hi, do you know if the Lerp is a function that to be executed inside a loop?

#

i need help i guess

#

when i press UP or Down i want to make a smoth rotation of my character

#

i try with a Timeline

#

but the issue that i have is if i put 3 timelines

#

the fact that they can be triggered at the same time (meaning before one complete) it's an issue

#

also i don't know how i can recenter my character, when i stop pressing the button

#

so for me it should go forward when it's pressed and backward when it's released but should act same with both direction

surreal peak
#

That's what the TimerHandle is for that the SetTimerByEvent node give you.

#

Save it to a varaible and then Clear the timer when you start the Animation.

trim matrix
#

i fixed it a differnt way already

surreal peak
#

Oki

trim matrix
#

i made it so if the player has only one health, a bool is set, and it makes the ui always visible so even if the player hits a hitbox in the time the timer is going the ui will stay on screen, since the player wasnt getting damaged twice only the uiwas fucked

surreal peak
barren tangle
surreal peak
#

You can do it with a Timeline too, but as you mentioned you'd need to ensure it stays one Timeline.

#

Otherwise it can play multiple different transitions.

dusky cobalt
barren tangle
#

and that's not good

surreal peak
#

Yeah, but it should be fine using one Timeline, or?

#

Timeline just needs to spit out an Alpha Value that goes from 0 to 1.0

#

And the 3 different options you have then set a Start and a Target Value.

#

And then you lerp in the Timeline from Start to Target with Alpha coming from the Timeline.

barren tangle
#

ChatGPT told me that using the tick of actor it's not dangerous for those kind of calculation. is it correct? because it's to rotate the character, if i have 6 character doing the same? I'm not yet a profiler guy (when i try i don't understand anything)

#

so i try to limite to overload all tick even

surreal peak
#

Things that have to update every frame are totally fine to be placed on Tick.

#

Especially something as simple as the updating of some rotation.

#

The Timeline is also driven by Tick anyway.

barren tangle
#

ok i will try again just with the alpha and lerp inside the tick

surreal peak
#

Again, you can do it with the Timeline too if that works better for you

#

I don't see the problem with the Timeline atm.

#

You shouldn't need 3 Timelines.

barren tangle
#

i don't find the logic with the timeline πŸ˜„

#

how many timeline should i have, how should i act with them

#

that simple process is difficult to handle πŸ˜„

#

because if i have 1 timeline for the 3

#

i will jump from up rotation to bottom rotation

surreal peak
#

Depends on what you want to do tbh. You have 3 direction, Up, Center and Down.
I assume you can go from Up to Center or Down directly, right?
And I assume you can change direction while the value is going from one to another?

barren tangle
#

yes, i just want to rotate smothly between the 3

surreal peak
#

Should the transition from Up to Center take the same time as Up to Down?
Should it take the same time if you go from Up to Center and in the Middle of that transition change it to Down?

barren tangle
#

if i rotate up and press down i want to go from the up rotation to the bottom roation

surreal peak
#

Right, then the Timeline is actually not the right thing I guess.

#

Then on Tick makes more sense.

#

It's pretty simple, I can show you how in a minute.

barren tangle
barren tangle
kind estuary
#

My collision when colliding with an enemy sometimes makes the unit go below the floor (physics)
Even though the floor has collision...

#

Is this a typical bug, or im doing something wrong?
It doesnt happen always only sometimes

surreal peak
#

@barren tangle

#

That should more or less do the trick.

#

Idk what values you want to set the Direction float to, so I left them 0.0 in all 3 cases.

#

But this should ensure that it interpolates from Current to Target, so if you change Target at any point it will start interpolating the current value to it.

#

And you then use the Current value to do whatever you need to do.

barren tangle
#

hooo

#

i try that πŸ˜„

#

i will try yours because it seems to be more easy to understand

surreal peak
kind estuary
#

it only happens sometimes

#

but when it happens the unit goes forever down

barren tangle
solar badger
#

Hi all,

Orient rotation to movement appears to be set to true, use controller yaw is unchecked, yet in some cases my character does not Orient their rotation to movement.

Any thoughts?

barren tangle
solar badger
#

The code that updates the rotation (to orient rotation to movement) prints true

#

But the character does not orient their rotation to movement

barren tangle
#

and even today i have change my approach

#

but i saw that it was updated

#

don't think 360 was the default value

solar badger
#

Mine is set above 360. It doesn’t appear to be a rate of change problem.

dreamy mountain
#

it was working fine until it wasnt

trim matrix
#

why does duplicating a blueprint break it? when the nodes are the exact same in each 😭 didnt change anything. and the original blueprint is working just fine with the setup there

dreamy mountain
#

im using it as a child actor component on the arcade machine base blueprint, i didnt touch shit and it just broke

#

all of that code was working beautifully like an hour ago

dry hatch
#

Hey I'm having this problem with a knock back system for my 2d pixel art game. I want the enemy to be launched backwards, but the way I set it up it will only launch them to the right side of the screen, is there a way i can get the direction of the enemy character to launch them the opposite direction? Any help would be greatly appreciated

dreamy mountain
#

i think i know whats broke mine, nevermind

barren tangle
#

that help to create a dash system with C++ for blueprint to launch character

#

very usefull

cobalt plover
#

Not sure of the best channel to ask this -- when using Gameplay Cameras, is there a way to get the current blend weights between a transitioning camera?

I'm looking to get them into the character BP if possible.

dry hatch
dusky cobalt
# trim matrix why does duplicating a blueprint break it? when the nodes are the exact same in ...

It's the same thing as before. In your logic if your widget is already created, you don't add it to viewport. So there is nothing to remove. If it's valid you skip Add to Viewport. Also because you are cross using the variable UI from ''Set'' node, which in case of valid UI is not executed, means it's probably nullptr. Stop cross using variables. Copy and paste it. Rules is simple: new node, new variable node (even if it's next to it and it's the same).
So to fix your problem just grab Get UI and plug it to Remove from Parent.

#

Also you still didn't get familiar with editor debugger which would make things much easier for you to find ''Why''.

trim matrix
dry hatch
trim matrix
#

the original sign is working, but copying it, even using new variables, dosnt change anything

dusky cobalt
trim matrix
#

i added them on the nodes after setting is busy to true

dusky cobalt
#

and its getting executed but gives error? and the widget doesn't dissapear or itdoesnt even appear inthe first place?

#

also show your current code and breakpoints

trim matrix
#

the widget dosnt appear in the duplicated one, but it works perfectly fine in the original,

autumn pulsar
#

Is there a way to make a widget invisible to the player that's possessing the pawn?

faint pasture
#

or do you mean widget component which shows a widget in the world

dusky cobalt
trim matrix
#

u can see what is there?

subtle ocean
#

Hi guys ! Is it possible to add notification to a niagara system ? (quite like there is in animation montages) ?

dusky cobalt
past hull
#

hello, can someone help me understand why my NPCs are falling trough the floor please ? I was playing around with the collision channels but I have broken them 😦

autumn pulsar
#

so it should be owned by the actor

#

and I meant a world widget not a HUD one

dusky cobalt
autumn pulsar
#

err

#

you shouldn't be able to see yours, but others should be able to see it

dusky cobalt
#

oh its multiplayer?

autumn pulsar
#

no, but you can swap possession

#

so I need to check if it's owned by the local player I guess?

dusky cobalt
#

so who is othersif its not multiplayer? πŸ˜„

autumn pulsar
#

Just kind of fumbling through the logic

#

I guess I'm not sure how to get the local player controller to see if the pawn is possesed by the current player

dusky cobalt
#

if you posses next things that doesnt change which player you are

autumn pulsar
#

yeah I get that

faint pasture
autumn pulsar
#

get owner doesn't seem to have the "is locally controlled" function

#

I guess I have to cast to pawn?

faint pasture
#

ARPG_Character is a pawn

autumn pulsar
#

I was going to do it in the health component I was adding, so I wanted it to be more generic

#

oh hmm, AI controllers also register under "locally controlled"

dusky cobalt
#

just so you know, if AiController controlls pawn, it's owner is not Player Controller that you plugged when you spawned it, i learnt hard way myself πŸ˜„

#

it overrides the owner and AiController is owner of that pawn

sweet jetty
#

hello can anyone help me i am making a multiplayer game i have multiple different character blueprints and want to spawn a random one when the player connects

subtle ocean
# dusky cobalt All I know that yes it's possible but cannot tell you how.

Okay I found a workaround ! thanks for helping, hopefully this knowledge might help you in the future (?) https://www.youtube.com/watch?v=aA_8NLzbUTA

In this video we'll talk about Exporting Particle Data from our particles systems to use in our blueprints for Niagara in UE4.

UE4 Playlist: https://www.youtube.com/playlist?list=PLomQNLPOWtzbpKLbhlyYYneuoPfMgfE9f

Unreal Website: https://www.unrealengine.com

Chapters:
0:00 Intro
0:31 Setup
1:38 Niagara System Collision Test
2:00 Niagara Syste...

β–Ά Play video
autumn pulsar
subtle ocean
# dusky cobalt All I know that yes it's possible but cannot tell you how.

The idea for me was to set up an "Export Particle Data to Blueprint" on particle spawn (my explosion). I then link it to my blueprint thanks to user parameters, then, when I receive the data package, I don't do anything with it but I just call the function I implemented.

This is is probably shady information but let me know if you want deeper explanation

autumn pulsar
#

maybe not use the spawn actor mode

dark drum
dusky cobalt
subtle ocean
# dusky cobalt Thank you! That is interesting approach. You didn't find anything built in the p...

Actually there is a cleaner way to do it with "Niagara System Data Channels" but it is also way more complicated, and is mainly meant to spawn new NS in case something happens for the first one (collision with environement for example). NSDC is a VERY huge performance gain (compared to spawn at location), but is also very low level to use, and require high knowledge of the engine and niagara data package (which I don't have after 2 months using the engine u_u)

#

NSDC is for communication between niagara system to an other Niagara System, but could also be used to blueprint and from blueprint to trigger specific event in the Niagara System implementing the NSDC

#

I don't know much about its utilisation though. It look super powerfull but also very specific and complex to use, which is why I prefer my workaround (my issue was only about my NS send a notification to his parent, not building a whole factory for a NS)

dusky cobalt
faint pasture
misty coyote
#

Guys! need some help with ragdoll. Once my ragdoll is finished, I set the actor location/teleport to a new point.. It seems that during the ragtime the camera keeps moving. So when the actor respawns, there is a disconnect between camera and player

#

I tried to disable input on death, but this doesn't seem to fix it

opaque mauve
#

hello, anyone have any experiences with the mirror control function blueprint?

#

for some reason when i use the mirror control, my IK hand twisted in a weird way

#

althought it behaves like a mirror(the translation/rotation), but the starting position always inverted like in the picture

#

seems to be twisting other bone too

autumn pulsar
#

but it didn't seem to work

sweet jetty
#

im unable to move due to enchanced input mapping when spawned how do i fix this ?

solid needle
#

really confused

bold sluice
#

Trying to make a health bar progress bar (Or, rather, fix the one I've had for a month that randomly broke).

Using this code, for some reason, it keeps outputting the progress bar result at 1.0, instead of any other value, no matter how much damage the character takes, would anyone know any sort of fix?

solid needle
#

the values print as normal

#

when i set it as a value, it completely breaks

#

just sets to 0

#

prints numbers correctly

#

when i combine it into a data time struct it goes to 0

#

i dont get it

bold sluice
#

It was working perfectly a month ago, it just randomly broke when I converted the health variables on the BP_ThirdPersonCharacter to that of a component's health variables from the BP_ThirdPersonCharacter

dawn gazelle
# solid needle

A Date Time is a specific date. You may be wanting to use a timespan which is just an amount of time.

solid needle
#

right

#

so replace my "date time" with "timespan"

dawn gazelle
#

You may need to change your "Average Time" variable to a TimeSpan and you can also use a "Make TimeSpan" node to populate it.

solid needle
autumn pulsar
#

If you clear and invalidate a timer, does the event it's supposed to execute not get executed?

frosty heron
#

Well you clear and invalidate it so it won't hit the event

subtle granite
#

So Ive been fooling around a bit with unreal, blueprints and such and getting familiar with the engine itself, I recently watched a tutorial and Ive edited the BP from the tutorial a bit but the only issue I have ran into is that the camera occasionally will go into a mesh, Ive tried changing a line trace to a sphere trace to see if that corrected the issue but it doesn't.I used breakpoints but everything seems to be firing correctly So I assumed it may be on the logic. I'm pretty knew to this and am really trying to get a grasp for how to go about fixing this. Any help would be awesome!

frosty heron
#

@subtle granite it seems you uncrouched when there is a roof on top of the character

#

go to your crouch function and do a trace to determine if you can crouch or not

median plaza
#

Hi All,

I am trying to record gameplay in LyraStarterProject using take recorder… I have added Player as a Source and recorded some footage. While the recording is being done, its failing to save the recorded sequence with the warning:

Warning: Can’t save β€˜β€¦/Takes/2025-02-18/Scene_1_25.uasset’: Illegal reference to private object: β€˜StaticMeshComponent /ShooterMaps/Maps/UEDPIE_0_L_Expanse.L_Expanse:PersistentLevel.BakedStaticMeshActor_C_UAID_E04F43E623D4FEF700_1435396366.StaticMeshComponent0’ referenced because it is an archetype object (private object belongs to an external map).

Can anyone please help me fix this…

Thanks!

subtle granite
#

I originally had used a line trace by channel instead of the sphere trace by channel.

boreal saddle
#

I want to create blueprint system for summoning a flying mount from a third person character, does anybody know of any good resources for such a task?

topaz condor
#

can someone here help with something, i followed this guys tutorial https://www.youtube.com/watch?v=5nMKEKV0acI&t=203sstep by step on adding steam listen servers to my game and it works perfectly in PIE but when i go to stand alone and click create session it goes from main menu to thirdpersonmap back to main menu

This video covers how to set up Steam Multiplayer in Unreal Engine 5.5 using Blueprints.
It covers all of the setup steps, how to create and join sessions, as well as testing the game works over steam (even when you only have access to one computer through the use of Sandboxie).

If you enjoyed this compact tutorial, please comment below what yo...

β–Ά Play video
tropic token
#

how do you add custom category for BP type here?

#

And maybe it's possible to hide some standard ones I don't need for particular type?

surreal peak
#

I had code for that once.

#

Needs to be done through C++ iirc.

#

@tropic token

tropic token
#

strange that it's not standard thingy πŸ™‚

#

should be very usable by artist folk

burnt rose
#

Hi guys, in UE5.5 there is no target arm length under spring arm details. May I know how to change target arm length now?

#

Oh I found it, my eye is blind πŸ™‚

#

Never mind.

dry sleet
#

The plugin does not allow you to add those section buttons, AFAIK -- but it allows you to sort the details panel so that your categories end up at the top.

#

As much as I like that plugin I don't think any option is ideal -- hopefully Epic will make it easier in the future because the amount of clutter in the details panel can get ridiculous.

tropic token
dry sleet
#

yup yup -- I find myself using the Favourite property option more and more

#

but that, too, is a pain

barren tangle
#

all of that just replaced by

#

lol

#

that's the issue with blueprint there are to much usefull blueprint that we don't know 😒

cobalt lynx
#

Any idea why I get empty texts on the random bot names? The Array has 100 entries...

maiden wadi
surreal peak
# tropic token is it some kind meta information parsing extension?

Sort of yeah. It's an Editor Module on our project that calls FindOrCreateSection on the FPropertyEditorModule when it starts up.
And to make that configurable we added a DevSettings class where one can configure the Sections and set them up.
Works most of the time.

tropic token
surreal peak
#

I would need to copy paste this all in here, as it's part of the project. You should be able to find similar stuff on the net.

tropic token
#

okay, thanks

surreal peak
#

It's really not much, you should already be 80% there with just the two things I listed.

true valve
#

I tried cull distance volume on my actors. How come it's not working?

#

I have actors with some static meshes.

cobalt lynx
tropic token
dry sleet
#

Nice! Thank zomg :D