#blueprint

1 messages · Page 289 of 1

dry sleet
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I should really get around to doing some of those myself, I've been too lazy haha

sour smelt
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I want to make like an automation , where the media capture starts when I hit play but then it's not working and showing capture failed , The error in terminal is : cannot start the the capture . The media output is invalid , do any of ya guys know how to solve it , this is my current blueprints

vital cargo
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Hey all, I'm having a little issue and I can't find a fix right now. When I change a skeletal mesh blueprint animation via BP "Set Anim Instance Class", it crashes UE5. Does anyone know how to change animation blueprint without UE crashing?

tropic token
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Guys, is tehre DisplayPriority=30 thingy for BP properties? Couldn't find it :/

dusky cobalt
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If I make variable private, but before I make it private, I actually use it in blueprint, will it make this not work?

Like I dragged Details Widget, then I set it in the component to private, it didn't dissapear but if I wanted to take it again it wouldn't work. Is this just for visibility purposes or this variable won't actually work?

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Nevermind, plugging it actually shows error 😄
SKEL_AC_WidgetsComponent_C.Details Widget is private and not accessible in this context. Please fix mark up or cease accessing as this will be an error in a future release. Get Details Widget

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Any way to make this thing not visible in the Details but still possible to access ? Only in C++?

frosty heron
dusky cobalt
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to set and get in blueprints

frosty heron
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okay? so where do you want it to be hidden? Just the detail panel?

dusky cobalt
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yes

frosty heron
dusky cobalt
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thanks

olive yarrow
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How would I go about making sure my players forward speed does not diminish if they are moving forward while pushing against a wall?

olive yarrow
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Here"s what i got right now. CharacterMovement remains generally unchanged - when i jam left and right quickly the player slows. When i hit the invisible barriers on the side, the player slows.
How can i stop that?

mental rampart
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is there a way to interp from one value to another without needing to constantly re-set the "current" value?

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the way it works now, it gets stuck at a certain number because it always thinks it's setting 1.0 to 2.0

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But I just want it to go from 1.0 to 2.0 at the set interp speed

surreal stratus
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Hello. I am new here I wanted to know I have a problem in the blueprint code can I ask questions?

junior juniper
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Hey guys, short question:

Can the "new" modular control rig even be used for game character foot placement in the anim blueprint? It seems like it can´t be used with the IK Rig node in the AnimGraph WhatDid ToMyDrink

wraith knot
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To my knowledge you can blend poses from the control rig in your anim BP
I've seen it done for procedural animations and specifically IK handling

surreal stratus
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I created: St_anomaly for the structure and DT_anomaly for the data
my two monsters BP_Monster1 and BP_Monster2

then the class blueprint in actor.

in the graph
begin play -> Get data table row name +DT anomaly
-> for each loop connected to get data table row name
-> loop body -> get data table row name
-> array element -> get data row
-> get data row -> ADD array
-Function created

but when I launch, it doesn't spawn any monsters

wraith knot
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In the code you provided you're looping through and adding a bunch of classes to an array.
If these are actor classes you still need to spawn them with Spawn Actor From Class

junior juniper
wraith knot
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Here's the general documentation for that function

true valve
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I am trying to use Cull Distance Volume on my static mesh actors. But it's not working. Anybody knows what could be the reasons.

visual ember
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Found a strange behaviour. I make a BP class inheriting from Actor. No components added. I add one float variable named "Lifespan". I set its default value to e.g. 5. I compile and save the BP.
Then I close and open the project again. In result, the value of my Lifespan variable somehow gets transferred to Actor's in-built variable "InitialLifeSpan" (this is the internal name, checked the header to be extra sure it's not simply "Lifespan" in C++ that could lead to some weird name collision). I am doing nothing else beyond what I wrote
I am on 5.5.3.
Can anyone reproduce this?

mild pine
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Hey guys. This is giving me some strange results:

I have a first person camera and a third person camera. It looks like the third person camera is rendering the mesh even though it's Deactivated when Im in first person camera view. Do you have any idea what could be causing this? Using this for a Weeping Angel mechanic, where the AI moves up on me when it's not rendered.
If I view it's shadow that counts as rendering the mesh, I guess, but the issue occures even when I'm not looking at its shadow. It seems to go false when the third person camera unrenders the mesh.

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It seems that disabling all of it's shadows solved the problem, it was not related to the camera settings at all. I wonder if there's a workaround to that 🤔

coral gate
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How to add Dynamic Material Instance of post process material (Outline offect) to object?

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I need to able change color and OutlineThickness for each object

dark drum
dark drum
barren tangle
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hey, i see there is a Math Expression node. Is there a way to put some conditional? to write some modfier to a value?

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i see into the doc that there some logical expression

mild pine
dark drum
glad prairie
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Hey i got a pretty big question. I made an online leaderboard using Dreamlo for my speedrunner Game. Problem with dreamlo it saves player name and Score from Highest to lowest witch dosnt make sense if you scoreboard goes for who is faster. So i tried to reverse the array before sending it to my For each loop so it gets sortet Low to high BUT somehow nothing gets displayed. what is more bizzare it works completly fine when i dont reverse it. Can someone please help me?

dawn gazelle
glad prairie
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Thanks i try it

mental rampart
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can someone confirm... is this the correct blueprint node to handle the parameters on the right (both of which seem to originate from the niagara emitter)

dusky cobalt
mental rampart
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is this user exposted variables here?

dusky cobalt
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yes

mental rampart
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ah ok thanks

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this works then aha

dusky cobalt
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yes this is the way

humble sleet
mental rampart
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is there a correct way to use them?

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I do feel like i'm always using them the wrong way, even if they kind of get what i want

humble sleet
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basically, the node will take whatever you put into Current and move it closer to Target based on Interp Speed

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if you were to run this on tick, Camera Zoom would get interpolated towards zero

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you need to store the output of your interp node somewhere and feed that stored value back into the interp, that way the interp will change the stored value every frame

cerulean sonnet
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help !
in the Game Animation Sample, it uses a Gameplay Camera (UE 5.5.2) and I was wondering if anyone knew how I can transform this into a normal Camera. Deleting it and creating a normal camera doesnt work, there are apparently many many other files referenced by the Gameplay Camera, and for some reason it'll never want to use a normal camera. The whole reason why i want a normal camera is because i cant use it in nodes like you see in the second pic.

Anyone know about this? Ive been stuck for days lol.

dreamy mountain
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is there a way to get the actual name of a variable, not the contents, but the actual name?

humble sleet
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or rather, what do you need the name of the variable for?

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I'm not sure there is a way, it's not like an actor where you can get the display name

dreamy mountain
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im making it so each machine i have, i can set the textures by machine as a variable, but i was thinking if i could use the variable name for the MID parameter name

dreamy yacht
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Guys - got a simple question. I am working on a simple powerup logic ( those who played classic Death Rally will know ) - where there is a pickable powerup ( let's use a repair wrench for purpose of this case ). The powerup icon shows up for 21 seconds, when it's fully opaque, then it is hidden and replaced with scalar vector billboard material, that represents flickering behaviour for next 7 seconds and then it dissapears for next 10 seconds, which is cooldown time before restart ( the actor doesn't get destroyed from the level, but get's hidden 4 some short time instead and the overlap behaviour get's deactivated for the cooldown time ) . What i've done so far is a "set timer by invent" + "clear and invalidate timer", because i want the display / flicker / hide logic to happen in a loop, but i also want to be able to stop the loop when I overlap the powerup actor with my car. When my actor overlaps - the display / flicker / show logic should stop immediately or almost immediately and resume back after 10seconds. >>>>> The current node logic doesn't work because when i pick the powerup, the loop is still running and goes on till it finishes. I am looking for a solution, that would check the "isCurrentlyPicked?" variable state - let's say each second, but at the same time I want to keep it as light as possible, because there might be like 20 actors on the level at the same time...

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Or maybe should i count the duration of each state / per each second and do the boolean check ? If the isCurrentlyPicked? var is true -> stop and fire cooldown ?

dreamy yacht
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And if not -> check time lenght and proceed to next state ?

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*duration

crisp geode
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One question for the more experienced guys out there. Let's think of pokemon, you walk into grass and a turn based pixel fight start. How would you go about it? I would like to not transition to a different level only for the fight, at the same time I cannot add flip books to a widget. I was thinking of adding the flip books directly onto the camera. What are your ideas?

vale monolith
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Any reason why I keep getting this error? It still works and Teleports me just fine...

dusky cobalt
vale monolith
dusky cobalt
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Also both these events are running at begin play ? And is the error when you start level or when you stop playing?

vale monolith
vale monolith
dusky cobalt
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Yea Player State can be used for it to save spawn/base location of the player. Also your player start should be handled in the GameMode

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and make sure you use correct Gamemode and Gamestate

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Also if you want for example to get all player spawns, you can do it in the construction script, and then use that array to give player different spawn points.

vale monolith
dusky cobalt
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They may, not always necessary, and you probably want to get familiar with Level Travel and Seamless Travel if you want to use lobbies and need some player choices to persist. If there is not much that player can change then you don't need this, just go straight to the level and Game Mode will handle ''fresh'' start.

vale monolith
dusky cobalt
vale monolith
# dusky cobalt also there is <#221799385611239424> and this is a must-read https://cedric-neuki...

I actually have that bookmarked as well☺️ I am focusing on the Main Game mechanics first and will start to worry more about the multiplayer stuffs later on. It won't have too much in terms of PVP at the start, so i am not to worried about making things super smooth right off the bat. I do network communications as a full time job so I am fairly confident in my ability to figure out the replication and server stuffs. My current real fear is the GAS.....

dusky cobalt
# vale monolith I actually have that bookmarked as well☺️ I am focusing on the Main Game mechan...

If you understand networking then GAS won't be a problem. It's just a big plugin that does a lot of usefull things that you would have to create yourself. If it's a multiplayer game then it's really usefull because of replication. If it would be smaller scale and not multiplayer then probably it's better to build something yourself (if you are not familiar with it), but GAS itself is not hard.

vale monolith
# dusky cobalt If you understand networking then GAS won't be a problem. It's just a big plugin...

I figured I was mostly overthinking it. I started this project about 6 months ago with a story board, lots of excel sheets, google drawings.. ETC. Just started actually developing it about a month ago, figured it was time and now that I am doing it I am having a blast! I laugh at myself cause I am just learning all the bluprints and buttons as I need them.... Example being I didn't realise there was an "Expose Variable on spawn" check box..... You don't want to know what I went through to spawn in some actors with modified variables without using that button. I still give a good chuckle each time I check that box.

desert juniper
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An initialize method is standard practice

dusky cobalt
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Yup, and sometimes more reliable than trusting that variable will get set before Begin Play 😄

desert juniper
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of course in BP you have convenience of using that checkbox, but it's not a silver bullet. a lot of time you have more initialization to do than just setting variables

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I believe that checkbox is basically spawning the object deferred, setting those variables, and then finalizes the spawning. though i haven't looked at the SC to verify

vale monolith
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Ill be sure to remember that.... Right now I don't think i have anything to complicated going on, but later down the line Ill prolly find more effective ways to go about things. I am still learning the difference betweem the player pawn, character and controller... Know of a simple blueprint combo ot get this damn follow camera to move with the actor rotation when teleports? The actor follows my arrow component, but camera doesn't even when i add a "Set Control Rotation"

vale monolith
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I have solved my rotation issue....

mystic blade
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how can i smoothly increase the amount the progress bar is being filled? currently it only goes up to the fill amount based on how many seconds a button is held down. 3 seconds fills it up all the way which is what i want

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however many seconds the button is held, it fills up immediately and not gradually

lost hemlock
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Why is this cast failing.?

wraith loom
faint pasture
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show more of the code

wraith loom
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Is there really no way to rotate billboards? I never even tested whether it was possible because I just assumed all actors could be rotated

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hours of work down the drain

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Actually wait

frosty heron
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Isn't billboard screen space

wraith loom
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Anyways I need to figure out how to rotate materials

frosty heron
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Means it is using the screen coordinate

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So it always face toward you

lost hemlock
wraith loom
# lost hemlock why not?

Because you can just select a value from the drop down. But maybe you have an unconventional usecase, you'll need to show the rest of the code. What are you passing into the cast?

wraith loom
mystic blade
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i want the bar to fill up within 3 seconds

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at one speed

wraith loom
mystic blade
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yeah

mystic blade
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bottom right image

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i have the function for it too

wraith loom
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okay, so just increase the percent

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make sure to check "is variable" at the top of the details panel

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and then go to the widget's graph

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get a reference to the bar

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and increase the percent

mystic blade
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its increasing with the button press but i dont see it until i let go of the button

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i think this is 2 seconds hold time

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3 is full

wraith loom
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You'll have to make a timer that increases the percent every fraction of a second. or just use tick.

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When the player starts holding down the button, you start the timer

mystic blade
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so set timer by function name?

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in the binded function for the progress bar

wraith loom
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no I wasn't thinking of binding

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here let me do something real quick to show you what I mean

mystic blade
lost hemlock
wraith loom
lost hemlock
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it basically looks like this

wraith loom
lost hemlock
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I never thought of that lol

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and I was also getting this error

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and ever since then I was always using this purple cast

wraith loom
lost hemlock
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because you cant plug class of this node called "Async Load Class"

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yes

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now im not even using that node either

wraith loom
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oh so then you need you cast to be more specific

lost hemlock
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the problem now is that inside of each of these blueprints

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I wanna add a "left mouse button" click event but it doesn't activate

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basically a rock, you wanna throw it

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so the throw ejection event calls itself from its own blueprint

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its like this rock will know when to turn on it's internal rocket booster system to fly away

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and will listen to my click event

wraith loom
lost hemlock
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but since they dont what I decided to do is to put this left click on my Central_UI widget since thats where I got some other input keyboard events

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so I told myself that I should use an interface function event

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and so I did but it doesnt send anything either

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on the other end

lost hemlock
wraith loom
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I'm confused. does this have anything to do with the classes or is this another problem?

lost hemlock
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yes, and yes

lost hemlock
wraith loom
# lost hemlock

I've been looking at this thing again, why not make it so that the async function's output is an actor instead of an object?

lost hemlock
stuck sparrow
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Hey all. Feel like im struggling to do something very simple. Im trying to give my character a speed boost. I understand I can increase the max walk speed, but since my character by default has low acceleration, he takes a while to actually get to that speed. I need a sort of "Instant speed boost"... think hitting a boost pad in mario kart. Is there a parameter akin to the "add force" function I can use to just... increase my characters current speed? Do i directly edit the velocity vector? That approach seems a bit backwards

wraith loom
lost hemlock
wraith loom
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I'm just wondering if you have input actions/input mapping contexts set up

lost hemlock
wraith loom
lost hemlock
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sometimes im using just simple key event, sometimes im using mapping, sometimes im using IA.

lost hemlock
wraith loom
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Okay. So do you know how to create a new IA and add it to the mapping context?

wraith loom
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so just do that then

lost hemlock
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im using IA

final heath
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hey so im having an issue with the built version of my project, for some reason whenever i deal damage to an enemy the screen goes completely black for a bit. I've done some testing and it isn't related to niagra particles since I disabled them and it isn't related to camera shaking since other instances of camera shake work fine. Anybody have an issue like this before, where the screen goes black in the built version of a project but not in the editor?

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i know it could obviously be any number of things with this game's specific setup, but just any ideas as to what might be causing this kind of bug would be really appreciated

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we're doing a playtest for this game tomorrow, so i really would like to get this fixed ASAP

dim halo
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Does anyone know why my data asset that im changing at runtime is saving after i quit out and even close the editor

bright peak
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Hi guys, not too sure which channel to post this into so I thought I would put it here as my project is solely a blueprint project.

I am receiving this error message when I try to package my game up:

UATHelper: Packaging (Windows): Running: C:\Program Files\Epic Games\UE_5.4\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "C:\Program Files\Epic Games\UE_5.4\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" CharacterControl Win64 Development -Project="C:\Users\***\Documents\Unreal Projects\CharacterControl\CharacterControl.uproject" -Clean -NoHotReload "C:\Users\***\Documents\Unreal Projects\CharacterControl\CharacterControl.uproject" -NoUBTMakefiles  -remoteini="C:\Users\***\Documents\Unreal Projects\CharacterControl"  -skipdeploy  -log="C:\Users\***\AppData\
Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4\UBA-CharacterControl-Win64-Development.txt"
UATHelper: Packaging (Windows): Log file: C:\Users\***\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4\UBA-CharacterControl-Win64-Development.txt
UATHelper: Packaging (Windows): Cleaning CharacterControl binaries...
UATHelper: Packaging (Windows): Visual Studio 2022 x64 must be installed in order to build this target.
UATHelper: Packaging (Windows): Took 0.50s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\***\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4\UBA-CharacterControl-Win64-Development.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 2s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error```


Even with VScode installed, I get the same error
dark drum
dark drum
dim halo
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by saving it do you mean just setting a value in the data asset

dark drum
dim halo
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i see thank you

dark drum
# dim halo i see thank you

As an FYI, this doesn't happen in a build. The changes can only be saved because you're playing in the editor.

zealous fog
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I do my best to keep my blueprints nice and tidy and then every time I accidentally open a blueprint from Epic thats already in the engine it looks like this lmao

tropic token
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Looks nice and tidy 🙂

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People don't waste time on blueprints beautification kek

dark drum
dim halo
dark drum
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What BP is it? I'm curious as to how old it is. Lol

median kiln
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I am having trouble with the error Accessed None, when trying to get my widget reference (Health Bar). I am having the same error with the ABP reference, but I moved it up in the timeline of initializing things, and added a small delay to referencing it somewhere else in my character. (Still having the same issue).

Not sure what I should do here for the W Hud Reference!

dark drum
dim halo
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ok ill keep that in mind

tropic token
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Moving nodes in blueprints is the worst part of making stuff work using blueprints. It's so annoying. I would be so happy if they would be somehow arranged automatically 😦

granite frost
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There is no cone collision shape in unreal. Is there a way I can import one and use? I could probably use a box or sphere collision too but cone collision would just still well

dark drum
tropic token
dark drum
barren tangle
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@surreal peak I'm starting to try to add some kind of multiplier to my speed.
But before starting to make some complexe logic.

Is there another secret node that will be help me to achieve that easily?

bright peak
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still giving me the issue tho

crisp depot
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Hello! 🙂 BP beginner here
super simple question: i trigger an event in sequencer to get all point lights in my level to set visibility to true, but my event isn't fully firing and stops at the for each loop

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my goal here is that i have a street lamp blueprint with point light components scattered in my scene and this blueprint which should look for all point lights in the scene an set them to visible

oak juniper
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ok guys id like to hear if you have any ideas on other ways to execute the screenspace light trail from the reddot
so far i tried to update already created particles of the ribbon niagara system, but it always works like shit,

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i fee like since its a single very simple thing i might do a skeletal mesh sausage that is dragging behind the dot in camera space

barren tangle
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is there a node that return the values according to the boolean?

barren kestrel
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hi guys, anyone know why this is returning false even though both variables are equal

maiden wadi
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Are they equal though?

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What if one is 1.0000000001, and one is 1.00000000000000?

barren kestrel
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oh

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let me check

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@maiden wadi that was it😅 thanks

maiden wadi
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I usually prefer a nearly equals or < Can cover your floaty edge cases. 😄

dreamy yacht
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*Help with this powerUp logic

barren tangle
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hi, i cant do that?

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modifier the value of Speed Up, inside the function?

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i try that

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not possible to do that?

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i didn't know but i had to check

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Pass By Reference

wraith loom
quiet stag
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where would you put a pure function without having to hook up an execution pin/output value, to add the integer? 🤣 🤣 🤣

final heath
dreamy yacht
gusty shuttle
# dreamy yacht ????????

I think it's because you're using delays through your timer. Delays don't care and they'll still function unless the actor is destroyed

dreamy yacht
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Yeah, i got till this point, but how could i replace them with ?

quiet stag
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whats your fav way to add an integer?

gusty shuttle
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More timers. Use timers over delays

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Delays cause all kinds of problems. Use them only if you know something won't be called again or for one-off things. Other than that, use timers because you can have more control over it. You can stop timers, but can't stop delays. It does clog things up but the extra control is worth it @dreamy yacht

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@quiet stag Red, if it's just one, then ++

quiet stag
gusty shuttle
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Still red, but that could be because I didn't really know about blue or white

quiet stag
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the white is the ultimate

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the white is a troll 🙂

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i made a meme

gusty shuttle
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Did you ask a rhetorical question?

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Ohhh gotcha

quiet stag
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i really like the blue i think its pretty clean and easy to read

dreamy yacht
gusty shuttle
dreamy yacht
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when each value comes to zero, I am gonna switch to next billboard

gusty shuttle
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Also, if it's just minus 1, instead of a float, that could be an integer

gusty shuttle
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I have a question about efficiency
Is there a better way to sort through different arrays housing data than this?

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I'd have to make a struct, nesting structs. I don't think that's efficent unless you guys have a better idea?

dreamy yacht
sturdy cove
gusty shuttle
gusty shuttle
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@sturdy cove Seems like the struct(s) within a container struct isn't viable?

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In this example, I'd like to add more structs inside index 0. Is this possible?

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More members*

sturdy cove
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Yeah there’s a node called “add array element by ref” or something that allows you to tick whether to expand the array if the index is outside of its bounds

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Or the Add node

gusty shuttle
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humm, I'll give it a go

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Man, what I'd need is the Index 0 to have a plus button so I can add members to the index. I looked for "Add Array Element by Ref" and didn't find anything. There' SET array element, but that's different.

past compass
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is there a simple way to remove numbers from a string ? im attemtping to get a object name and it returns with "_3" or any number and i'd like to be able to remove this when i get the object name

dark drum
gusty shuttle
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Container struct
Index 0
Member 0
Member 1
Member 2
Index 1
Member 0
Member 1
Member 2
Member 3
Index 2 yadda yadda is what I'm trying to do

dark drum
gusty shuttle
dark drum
gusty shuttle
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Humm. I'll have to study this technique more.

dark drum
gusty shuttle
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They sound useful, do you have any keywords I can use to search and study this technique more

dark drum
gusty shuttle
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I was thinking of data assets too haha. I'm watching a youtube vid now on a dude setting up uobjects to pass data. @dark drum

livid flare
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Hey guys I'm facing an issue on the main map of a project where things works fine in the viewport but not in packaged game. Moving things in the default TP map, make the packaged game working again

gusty shuttle
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@livid flare In your preferences > maps and modes > game default map...is it the right map to start with?

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Perfect

livid flare
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So I'm trying to debug why the main map isn't working, I also tried to migrate on a new project without success, the issue persist

gusty shuttle
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Are you falling through the map? Is it just a black screen?

livid flare
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basically I have implemented a quest system and only works in viewport, in the packaged game the quests aren't working but the game running fine

gusty shuttle
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What does your output log say? You'd have to find it in your project folder

livid flare
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no errors

gusty shuttle
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Perhaps you have to fix your redirectors? Right Click on your content folder, Fix redirectors then try in viewport again

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If it then fails in viewport, then you have to dig deeper

livid flare
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it works in the viewport

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I just modified the package settings including only one map to be included but I guess that doesn't matter

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I'm wondering if there's a way to debug what happens in the packaged game, I don't see any errors so I would like to avoid massive deletion of actors just to find out the issue... in one of my test I ended deleting even the landscape 😄

agile moss
#

I have some basic code to make the actor look in a certain direction, how do I make the pawn move in that direction

livid flare
#

you also need a navmesh I guess

agile moss
#

yeah, it didnt work, (my pawns are always in the air btw if that can cause issues)

#

how to use nav mesh?

livid flare
crisp geode
agile moss
#

nope didnt work

livid flare
agile moss
#

ok

livid flare
#

@agile moss Have you tried with Move to location or Actor

agile moss
#

yep, now i asked chat gpt, im trying to figure it out im almost there

livid flare
#

or move component to, selecting character capsule as component

#

ah I guess hence is flying you need to add force or impulse

livid flare
# agile moss yep, now i asked chat gpt, im trying to figure it out im almost there

Project Files : https://www.patreon.com/posts/50072920
In this tutorial, I am going to implement a bladerunner/cyberpunk style flying car in unreal engine. We can use this car to fly around the game world. In the first episode, I will implement the car using pawn class as the parent class and add the car mesh and work on movement and turning inp...

▶ Play video
#

have a look, sure the guy show how to make it move 🙂

agile moss
#

that is only for the character bp, im using pawn, lol idk it refuses to work might use character

#

lol, it works with character, pawns r useless XD

pulsar osprey
#

pawns are great. they just don't move unless you set them up to do so

dark drum
agile moss
#

Yeah
I used an actor instead
I just find the roation I need
Then to move it
I add "self location" with "self forward vector"
I can ulso multiply the forward vector with a float for speed

surreal wagon
#

I have two variables squintingFOV and CrouchingFOV affecting the camera's FOV. I have tried doing a WorkingFOV where each fov ''contributes'' to, i have also tried doing a select float, where the different booleans change how the other variable works. Nothing works. I'm stuck

inland walrus
#

Any methods on adding seconds over a minute

example:
Player has 52 seconds left on the countdown timer (Seconds Variable and Minutes Variable) > They pick up a +10 seconds (setting their timer to say 00:62.. How do I make it check if over 60 and how much by, converting that over to 01:02?

remote meteor
inland walrus
spark steppe
#

use a timespan instead of a float variable...

sweet jetty
#

helllo

#

can someone help me please

sweet jetty
faint pasture
sweet jetty
#

oh lol

#

fair enough

faint pasture
#

Like this, at a glance you can't be sure which float is going where

dusky cobalt
#

because he positioned it poorly 😄

sweet jetty
#

i see but u can change it it says

faint pasture
dusky cobalt
#

this plugin above is different than electronic nodes I think, unless they have other mode for this ''color''

faint pasture
#

What a nightmare

sweet jetty
sweet jetty
quiet stag
sweet jetty
#

yes i am beginner

quiet stag
#

how long you been trying to figure it out for?

sweet jetty
#

like 10-15 mins

quiet stag
#

welcome to game dev 🙂

#

you are better off figuring it out yourself would you like a good tutorial by epic games that teaches basics of blueprints?

sweet jetty
#

sur

#

sure

quiet stag
#

you gotta learn how to figure out stuff on your own in this industry..its a part of the job..

#

okay ill get you the link 🙂

#

**its an old video so some basic things might not match up with unreal 5+ if you are having trouble matching it up with the tutorial feel free to send a message here and we can help you match it up or you can download the same engine version in the video…which is prob what you should do so it wont be as frustrating

#

for example..math operations work a little differently in unreal 5 compared to 4..

quiet stag
# sweet jetty sure

either find out what engine version is in this tutorial or use 4.27..you should be fine with 4.27 but you will encounter issues using 5..

#

the knowledge you learn in this video will transfer to 5+

#

good luck!! ^^

sweet jetty
#

arigght

quiet stag
#

please take my advice and use unreal 4 not 5

#

when u are learning following that video..its a really good one

thin panther
#

there's literally no reason to use 4 over 5

#

all the new materials are made in 5 for a start

quiet stag
#

read my comments please

thin panther
#

still

quiet stag
#

whatever its a good tutorial lesson he should follow

#

it will transfer to 5

sweet jetty
#

oh god wat have i caused lurkin

thin panther
#

it is, but if we're at the stage where the wildcard math operators are confusing there's probably a couple to hit first, like the First Hour In Unreal :P

#

it's an amazing tutorial for learning about references

quiet stag
#

5 is deff better than 4 i was just saying use 4 so he can smoothly follow the tutorial that is all

hoary junco
#

so, this is a bit more of a maths question but if you know any blueprint nodes that will shorten this process I'd like to know

I'm trying to have a character using click to move stop in the middle of a square, I can get them to stop on a waypoint using ai move but I want them to stop at x=150 y=150 or x=250 y=150 or something like that

the way I've done this before is I made them stop every 100 by getting the location the mouse clicked, dividing the X and Y by 100, rounding, then multiplying by 100 to form the final location but, idk if this is exactly efficient and also I want to be able to adapt it to other grid sizes

Any help?

#

like I want to be able to click, it correct the value, then send the character to the corrected location

quiet stag
thin panther
#

My personal order of reccomendation is to go for First Hour in Unreal first, it covers the absolute basics
Then follow that amazing resource linked

quiet stag
#

is that it?

hoary junco
#

a lot of these tutorials will need to be rebuilt now given the while changes to importing assets thing

#

anyone who's new to this won't have been able to get the free quixel assets

quiet stag
#

yeah..in my opinion he should stick with learning blueprint logic first instead of worrying about assets

hoary junco
#

speaking of blueprint logic, any help to the question I asked earlier?

quiet stag
#

tag it

quiet stag
#

kk reading..

hoary junco
#

in summary I'm making the click to move adhere to a pseudo-grid system and say the player clicks at x=105 y=90 it would correct to x=150 y=50 because I want it to round to every 50

#

I've had it rounding to every 100 before but I've been mathing it out and idk if there's perhaps a node or set of nodes I could have done to make this more efficient

quiet stag
#

ah too complicated of a question rn for me been up for 24+hrs..i could barely read through it hehe

#

sorry 😦

hoary junco
#

ah...

quiet stag
#

ya sorry 😦

#

maybe turn the rounding into a function or macro?

#

im braindead rn

hoary junco
# quiet stag maybe turn the rounding into a function or macro?

I have done but I can't for the life of me figure out how to math it so it only goes to numbers ending in 50, because if I just divide by 50, round, then multiply by 50 it won't get the desired effect, then it will have 50, 100, 150, 200 etc as acceptable values, I want it to just be 50, 150, 250, 350 etc

quiet stag
#

ahhhh haha ask chat gpt?!

hoary junco
#

chat gpt is shit at math

quiet stag
#

it gives you good ideas if you ask it for a formula or something

hoary junco
#

also I had thought of adding or subtracting 50 from the value but that wouldn't be rounding so would cause some weird movement

quiet stag
#

im sure chat gpt if u ask it right would help u with that

#

im like 99.9pct sure

hoary junco
#

wait I'm fucking stupid I think I figured it out

quiet stag
#

cool!

hoary junco
#

((ROUND((X-50)/100))*100)+50

quiet stag
#

nice congrats

hoary junco
#

it means the function I made is going to look even more messy but oh well

#

if you can't see the literal spaghetti code inside the function it can't hurt you

zinc swift
#

there you can type your expression and can connect the variable with your stuff

hoary junco
#

or would I need a second node for that?

zinc swift
#

Right, I didn't quite think about it, rounding values doesn't work with it

hoary junco
#

this setup returned the correct values

zinc swift
#

nice

#

🙏

hoary junco
#

I wish I had known the math expression node existed a hell of a lot sooner XD

zinc swift
#

haha

hoary junco
#

thanks for the help

zinc swift
#

with pleasure

hoary junco
#

so, question about inputs

I want to make a system where if I right click and then move the mouse the camera rotates around the character

thing is I know the third person template already has this system so I was just going to borrow how they did it, except thge way the third person template does it, is the act of moving the mouse is what triggers the camera movement via enhanced inputs, I don't want that, I want it to be locked so that way when you hold down the right mouse button and then move the mouse, that's when the camera moves.

I was thinking of having a system where it tracks mouse movement but doesn't move the camera until right mouse is held but that feels inefficient because you have the game constantly reading the mouse movement which is resources wasted

is there a way I can make it so it doesn't start tracking the mouse movement for camera rotation until the right click is held?

dusky cobalt
#

Set Timer By Event can work like tick and can be turned on and turned off on demand (cleartimer by event), so you would start timer by event on click, and when you let go it invalidates it and stops the ''tick''

#

and if you want something to happen really really smooth then just enable/disable tick of that actor

#

don't be afraid of enhanced input system, it's a must and you need to understand how it works

hoary junco
#

I know.. that's why I asked

#

like what I'm wondering is, is there a way of setting in enhanced input a way to where you require 2 different inputs at once to make something work.. surely that's a thing right?

#

like if a game has an input of ctrl+1 it does a thing

#

in this case if the game has an input of right mouse button held + mouse xy 2d-axis move it does a thing

maiden wadi
#

It's always worth reminding people that every Unreal game, even singleplayer who will literally never have more than one player, tick, every frame, to check if it should split the display for a second player.

#

I'm semi curious if chorded inputs work with that.

#

Never tried it with mouse movements. Only with two pressable keys. 🤔

hoary junco
#

well if you tell me how to do it I could give it a go

#

wouldn't mind experimenting

maiden wadi
#

Yep. Seems to work just fine.

#

So I have this normal look function here. Was set up for first person looking.

#

I added a Chorded Action modifier to it. Made a new IA and applied it as well, and set that new action as the chorded action. The new action is set to middle mosue button. I can now no longer look unless I'm holding middle mouse.

hoary junco
#

it does work

#

yet another feature that I would have probably never found without help 😛 learning a lot today

maiden wadi
#

Yeah. Always nice to learn something new. But for real, don't be afraid to just piece stuff together. You can always modify stuff later. A lot of people get bogged down in making things perfect. And as we all know, there's no such thing. Would have been mostly the same to make a second IA set a bool you could check. Internal code is essentially doing the same thing.

hoary junco
#

well the thing is, the reason I ask so many questions here, is because I want to know all the tools I have available to me, there's so many nodes that I don't know shit about or that I don't know exist and asking google or chatgpt never takes me to the right place

#

it's not necessarily making it perfect but more knowing everything I can do in this engine so that way I have the ability to mess around with it more.

Like imagine having a box that was held together with screws.. you can throw the box around, you can look at it, you could maybe draw on it, but until someone hands you a screwdriver, you can never really take it apart to find out what's inside.

maiden wadi
#

For sure. 😄 I mostly meant that in regards to your inefficiency point. A lot of people get bogged down by the tiny details that don't matter as much. Which is a lot more inefficient than a tick check.

hoary junco
#

well sure but, returning to my point, in trying to make things more efficient, you tend to discover new tools

#

like that math expression node, if I wasn't trying to make my rounding function more efficient I would have never found out about it, now I shortened down a really messy function into something really neat thanks to it and I know a new node exists now

wind sandal
#

Hey folks! Wasn't sure if this would be best in the 'Animation' or the 'Blueprint' tab, but hopefully I picked the right place. I am primarily an environment artist, so, my knowledge on topics like blueprinting/coding isn't as up to par as it ought to be.

I'm looking to use the Game Animation Sample as the foundation for locomotion in my project. I'd like the camera to be first person, however. Two main goals are to have the camera positioned (roughly) at the character's head and have the character turn in place as the camera rotates, similar to how the character does while 'aiming' with the default BP in the sample.

I've found many tutorials and resources to do this in 5.4 that seem to work well, but the backend has changed a bit in 5.5 that seems to have made the 5.4 method obsolete. Even when moving the camera in position where I'd like it and parenting the Spring Arm to the head joint, the camera returns to the default position as soon as I hit play. I've broken and restarted the BP about a dozen times going through the event graph and assets such as the Camera Rig Prefabs but haven't found a solution.

It's clear to me that something in the script is overriding the manual camera position but I haven't been able to narrow down the culprit. Haven't had much luck with enforcing the character rotation with camera a la the 'aimed' mode either. Any ideas as to what I am missing or resources I could be directed to? Thanks in advance for any and all help!

#

Example of camera position differences between compiled BP and the view when playtesting

lost hemlock
#

I can't see the shovel actor static mesh on my player's hand socket, even though I can see every other item. I tried to play around with scale, location, and rotation, nothing shows up. All other items work except shovel item.

#

For example, you order an Amazon package, get tracking updates, and the delivery guy says it’s at your door...but when you check, there's nothing there. Whats the cause behind this mystery?

#

this is closer zoom in if the text isnt visible

kind estuary
#

cant set Parameter in MPC in a UObject

#

Function ' Set Scalar Parameter Value ' is unsafe to call from blueprints of class ' UCamera Base Obj '.
[0254.61] Compile of UCamera3DIsometric successful, but with 1 Warning(s) [in 41 ms] (/Game/Landscape/Grid/BattleCamera/UCamera3DIsometric.UCamera3DIsometric)

#

Unsafe?

#

can i just ignore this warning?

steady badger
#

Hello, in my ue5 project, the lights are normal before the build, but after the build is received, it darkens, is there a solution for this?

faint pasture
#

just tick -> branch -> move camera or don't

hoary junco
faint pasture
hoary junco
misty coyote
#

Guys, when I destroy and respawn my actor. There's a lot of broken references. It seems casting to BP_ThirdPersonCharacter fails after the respawn

#

Any ideas

faint pasture
#

what reference are you casting to BP_ThirdPersonCharacter

misty coyote
#

BP_Character death:

After respawn and possess, this cast is failing

#

It's an XP component, from another class that is failing. That's a component in the HUD. which I have under event beginplay

dusky cobalt
#

Get HUD and call to it manually AFTER you respawn. Don't use OnInitialize. Create your own event ''Initialize XP Component'' and in the On Posses > Get Hud > Get Component By Class XP > Initialize XP Component

misty coyote
#

can I call a widget?

frosty heron
hoary junco
frosty heron
#

absolutely doesn't sound like that at all

#

you are falling into the state of pre-optimizing.
The answer is to profile if you really think it cost anything.

hoary junco
frosty heron
#

This is the same like how people are worried about line tracing on ticks

#

which cost nothing even tens thousands of them in a frame

#

and ofc these kinds of idea will be met with disagreement

#

because some people already know the actual cost of such operation

#

which bogged down to, you are not really being more efficient

#

I even heard of funny ideas like, instead tracing on tick, use timer at period of time to trace for hit item 🤷‍♂️

hoary junco
#

I mean it's not like it matters considering I have it figured out with chorded inputs and I now have a new thing I can use to make combo button inputs easier to implement and potentially rebindable

#

that said there's an unconnected issue I'm running into, with the right click and move camera system the mouse cursor is still moving across the screen, I want it to stop moving while I'm moving the camera, how would I do that?

faint pasture
#

@misty coyote you're better off having your game state not care about UI

#

Have your HUD handle all the transitions. You can bind events to dispatchers in the pawn to detect death etc

misty coyote
#

Move all XP components to Third person character maybe?

faint pasture
misty coyote
#

Just calculates XP, shows progress bar and adds levels

faint pasture
#

And should it survive death/respawn?

misty coyote
#

yeah

faint pasture
#

Throw it in player state then

misty coyote
#

but it seems to be resetting when I initialize the widget

faint pasture
#

Either that or have it on the pond and have a mechanism to carry over when you get a new pawn

#

The widget should just be a display of XP, it shouldn't be where XP lives

misty coyote
#

okay, will look into that

#

thank you

faint pasture
#

Also, you do not need to destroy the pawn on death, death can just be a state. Then you can just have a reset /respond event that resets stuff

misty coyote
#

Any chance you do screenshare help?

#

am quite lost on this one

maiden wadi
solemn helm
#

If anyone cares to take a look Link

ruby glade
#

I'm trying to make a steering wheel animation and I have two problems, please help.
Is it possible to somehow make it rotate along its X axis because in the photo the steering wheel is tilted and there is no axis and because of this it looks strange
The steering wheel hardly turns and does it very abruptly
I would be very grateful for help

river arch
#

Is there no way to access and change variable on a child actor component from within the parent blueprint IN THE EDITOR? I see that i can do it and the changes are reflected on event begin play, but not in the editor. Is this possible?

harsh nebula
river arch
river arch
harsh nebula
# river arch also isn’t editor tick essentially running the code every tick? or am i misunder...

If you use tick then yes. For example the begin play node only fires once, so unless you add event triggers or similar then anything in begin play will run and then stop.

Say you had an array of colors for the exterior paint and you want a random color. If you code this in the normal graph you won't see any changes until you play the level. But if you add it to the construction script then every car you add to the level will show with different colors, and in some cases the color would change even when you move the Blueprint. I hope this gives you an avenue to research.

harsh nebula
autumn pulsar
#

for example here, I spawn a healthbar, then set a reference to it

#

then when I want to change it later, I can use that reference and either call a function to update the value, or just directly access it

tough atlas
#

Using the physics handle for my Left click and right click functionality which works fine, Just trying to add the ability to press middle mouse button while right clicking, to allow me to rotate the object to my desired position with the mouse input
The rotations are fighting and im a little confused as to my next steps
Anyone got any ideas?

autumn pulsar
#

then inputs just add or subtract from it

#

also you're using "set target rotation"

#

your input is going from 0-1

#

you need to add it to the current rotation

#

You may need to do some fucky stuff as well depending on how you want it to rotate

mystic blade
#

what object do i need to pass when casting to a widget blueprint?

eager mantle
#

Yo, which one of these two is better for performance? Does it even make a difference? Is there an even better way?

tired hollow
#

Should I use Gameplay Tags to control game logic?
Like different sections of a game?

autumn pulsar
#

Tags are useful due to their abstract nature and not really requiring too much of an object to implement

waxen ice
bleak fog
#

This is really weird, DelayUntilNextTick did not delay until next frame to execute. Do anyone know the reason?

#

I tried a small example where I print 3 logs for each frame and use unreal insight to check if it's played correctly. But print string 1 and 2 happen inside a tick.

#

I figured it out, the print happens BEFORE the tick so it will eventually run again when a tick ends (in 1 frame)

jagged carbon
#

Is it safe to call a Blueprintimplementable event from a non-game thread?

frosty heron
frosty heron
#

The cast is type checking while the 2nd picture is comparing a reference.

eager mantle
waxen ice
frosty heron
#

Don't use interface for this.

#

I don't see the point

#

to do what exactly?

#

checking if the actor overlap is the player pawn?

#

then just get player pawn 0

#

if you want to check if the overlap actor is of type Player character then just cast

waxen ice
#

It depends on what he wants to do after

frosty heron
#

again, if you want to check the type then use cast

#

if you want to check if the actor == the player pawn then do the obejct ref comparsion

#

interface have nothing to do with anything above

#

your itention may be good but the advice is not on point

#

also interface is used for the wrong reason many many times.

You use interface when you need to communicate between classes that doesn't share the same base class.

#

and for what he requested

#

Interface doesn't come to mind

waxen ice
#

Ok my assumption about using interface may be too far into the future

#

But @eager mantle what exactly u want to do after checking if overlapping actor is player?

dapper wraith
#

Hi folks, does assignment of object reference in blueprints with another object reference considered to be a full copy assignment of the data structure or just an assignment of a pointer?

frosty heron
#

95% of the times pretty sure everything in bp is by values / copies.

#

there are pass by ref but that's like edge case

#

if you got a snippet of your blueprint, it will be clearer

#

Anyway in the case of obejct reference to another object reference it doesn't matter at all.

#

a size of pointer is soo small, it would be the same as copying an int values

dapper wraith
#

Yes, that's what I'm trying to understand. Does object reference assignment (blue pin) is equivalent to:
SomeClass* A = B // in cpp
or
SomeClass A = B

By your comment I understand its the first

frosty heron
#

object reference = a pointer to an instance

#

nothing to do with Class or types

dapper wraith
#

Cool, thanks!

maiden wadi
# mystic blade what object do i need to pass when casting to a widget blueprint?

I recommend sitting through this.
https://www.youtube.com/watch?v=EM_HYqQdToE

Casting is taking the reference you save and attempting to turn it into something else. You probably did a CreateWidget somewhere when you created the widget, the blue pin on the right of that is the reference, or pointer returned. You can save that into your own variables. Your own variable is what you'll either use directly or cast. Usually easier to read the Cast To as Treat As. You're taking a pointer and trying to treat it as a different class.

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

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

▶ Play video
outer brook
#

Hello fellas. I have a question regarding CharacterMovements in UE 5.4.

Currently, when I walk forward with my character and suddenly switch into let's say the right-direction, the character turns "instantly" to the right. I would like to have a smooth transition in which the character e.g. lerps/interps to the new direction instead of instantly turn there.

Is there any way to accomplish that in UE with the internal mechanics?

P.S.: Currently, MotionMacthing is no option unfortunately.

frosty heron
#

Tick OrientToMovement

#

and specify the TurnRate speed

outer brook
#

OrientToMovement ist already ticked.
TurnRate is currently 360.

This somehow works fine with the Animation, but not for the physical movement itself which still turns instantly to the direction. Did I do something wrong maybe?

frosty heron
#

do you have a video?

#

actually my rotation rate is even higher, it's set to 500

outer brook
#

Well, my question is related to another game I am currently analyzing.

Right as I was ready to prepare an example video of the movements in that game I realized that what I thought was happening is in fact not what it does.

The only thing worth mentioning of what I see in that game is that when I want to move in a "<=90 degree" direction relative to the forward of the actor, the character smoothly rotates towards that direction, no matter how fast/short/long/slow I move the left-stick. As soon as the movement is finished, the character is facing that direction.

I attached a video as a reference to what I mean.

I am wondering how that is done...

frosty heron
#

Yeah that's the same as whutering waves

#

what do you struggle with atm?

#

I attempt to do the above btw, but don't have a good animation so I kinda just drop it.

#

Gonna work on 180 degree turn though for sure

#

So detecting the direction is as simple as getting the last movement input vector

#

for me, since I am just using keyboard. I will just detect if the last direction input is north and the current input direction is south. Then do the turn animation

#

perhaps some turn in place videos may help but I never personally look at any of those tutorials.

outer brook
#

Well that's a coincidence. 180 degree is another topic that would came next for me.

Do you trigger montages for the 180° turns or do you do that completly in AnimBP?

frosty heron
#

"Gonna work on =)"

#

got other priorities atm.

#

So I was gonna use montage

#

but that means the direction is locked....

outer brook
#

ah sure, more like "do you plan to use montages" haha.

#

i see

frosty heron
#

I examined wuthering waves

#

which is made with unreal engine

#

and they can rotate the character while in the 180 degree turn

#

well movement is locked for some micro seconds but rotation is always facing the input direction

#

So maybe I will use Anim asset but honestly no idea what I end up using until it's time.

#

kinda have to make mine multiplayer, so if playing montage cause correction and locking the rotation, then I would have to use animation in the anim bp

outer brook
#

wuoah I get the goosebumps hearing multiplayer hahaha. well thank you for your help so far!

frosty heron
#

doesn't feel great when locked

#

I want to be able to rotate

#

so yeah I think gonna use animation

outer brook
#

but it looks great for sure so far

frosty heron
#

not great yet =(, but gonna work on the movement a lot

#

need vaulting , climbing, etc.

#

I think that's what make a game feels good

outer brook
#

Don't be too hard to yourself, everything could get better with enough time and effort but it realy looked great so far.

blazing rain
#

Hi dude it has been a while
but the video used a paid plugin and I don't want to use paid plugins so do you know a solution?
and thank you

primal smelt
#

Good afternoon. Could somebody clarify something for me please. For a while I assumed that within an actor bp (Pre-Physics tick group) has a box collider with component tick group set to 'During Physics', any code within the actor bp that sets a new location for the collider wouldn't update until said tick group is executed. I've done some tests and this is clearly not the case as immediately after the set world node I can print a correct result (in this case using an overlapping actor node). I double checked by having a scene component bp that also prints a correct result in the 'Pre-Physics' tick group.

So am I correct in saying that the component tick group is only relevant when it's a component that has a bp and can run code (eg. actor/scene component) and any primitives will just move at whatever tick group is set for the bp that attempts to move it?

surreal peak
hoary junco
#

hey so I have a question about controlling a camera attached to a character that isn't the player character

so I have a system set up with a dummy pawn that spawns in as the game starts, it spawns in the actual player character, the AI controller that controls it, and then sets the view target to the character's camera, and now I want to be able to control that camera but various methods I've tried like the one posted below don't seem to work. Any help?

It is registering the inputs btw it's just not moving the camera

surreal peak
#

If you would update the location on tick then it probably would change what you see

surreal peak
hoary junco
surreal peak
#

Why are you even splitting everything up like that?

hoary junco
# surreal peak Why are you even splitting everything up like that?

because the game I'm working on sorta replicates runescape or MOBAs in its movement, it's point and click movement, but in order to make that work properly simple move to isn't good enough because the character will stop short, if I want to use proper pathfinding and also have the character stop on top of the waypoint set I need to use AI move to so I can edit tolerances, so I need the player character to be controlled by an AI controller

surreal peak
#

Singleplayer?

hoary junco
#

multiplayer

#

but I'm testing a single player version first

surreal peak
#

That will be some really juicy input lag

hoary junco
#

just so I can learn how this all works

surreal peak
#

The Character won't be able to predict movement like this and the ai controller is server only. So you will have to RPC everything and wait for the movement to replicate back. Just fyi

hoary junco
#

ok well this is the only method I know of to have a character that actually stops on top of the waypopint instead of stopping short which is very much what I need for this to work I can't have it stopping short so if you know another method of achieving this without the input lag then I'd like to hear it

surreal peak
#

If you want to control the camera like that I would advice using the PlayerCameraManager

#

There you are free to return the transform of the camera based on whatever logic you want

#

Then you can add rotation pitch and yaw in your own pawn or as a second variable or so and pull that into the update camera function

#

It has access to the viewtarget

surreal peak
hoary junco
#

and every other move to node that I know of is ai controller only

surreal peak
hoary junco
surreal peak
#

Multiplayer without C++?...

#

Welll

hoary junco
surreal peak
#

Not sure then. Try the camera manager

hoary junco
#

like I'll finish a project from a set of tutorials, go back through and have no idea what any of it means

surreal peak
#

To fix your camera issue

surreal peak
dusky cobalt
#

Multiplayer as a first game will be pretty shitty experience as well 😄

primal smelt
hoary junco
surreal peak
hoary junco
#

I have 2 projects going right now, one is a runescape-esque RPG and the other is a narrative driven comedy game in a similar vein to the stanley parable or the corridor

surreal peak
#

You can try it all, use the Camera Manager as I told you

hoary junco
surreal peak
#

I meant more that the project isn't getting anywhere

#

Blueprints aren't meant for this

hoary junco
#

gotta start somewhere though right? I've been trying the C++ tutorials from stephen ulibarri while working on this to see if I can get a grasp of it, this is like my 4th runthrough of his C++ series to try and get it to stick.. it should at some point right with enough repetition?

dusky cobalt
#

Everyone learns other way so it's hard to say if something that worked for me will work for you for example. It depends. For me I was afraid of C++ first months, then I slowly started looking here and there and now I'm able to understand where things are, where I can edit things etc. Never did it as a must, it just came naturally after I started getting comfortable with blueprints. Also it came with a examples of me trying to ''add'' and do stuff like. Hmm, how would it look if I made this but in C++? What would I need.. and step by step you got it right.

hoary junco
#

I don't get why code is so difficult for me, like I know the logic, I know what I want it to do, but I forget so easily the syntax or, in blueprints, the nodes and what they do, like I filled a big notebook full of notes about what the C++ syntax does and I still don't fully understand it. It's like having subject specific amnesia.

#

I know blueprints will never be as good as C++ but it's so much easier to grasp. Reading a flow chart of nodes no matter how complex is more graspable than even a simple function in text format

frosty heron
#

It's like learning a language.

#

More than memorising you keep practising and learning to build intuition.

#

Ofc your ide helps too, if i were using vanila studio i would have the editor keep screaming syntax error

#

And it is what it is. A lot of stuff just not possible to do in bp.

storm solar
#

Is there a way to get it to play the "airbornnotify" event if I start the animation at "air" in the montage group?
Or, how do I call a notify event when one is already running?
The issue is I want to check it in the air when canceling this move into itself. But It only hits the notify trigger once.

thin panther
# hoary junco I don't get why code is so difficult for me, like I know the logic, I know what ...

It's also worth pointing out you might just be trying the wrong things for you.

If it's your fourth time using the same resources and it isn't clicking, it's probable that it just isn't the best resource for you. Try other ones.

Most importantly, try to learn c++ at a basic level outside of unreal. Jumping straight into learning a new thing by using it in something that assumes you already know it is not a good move.
You wouldn't learn to swim by going on deep sea expeditions, and you wouldn't learn to walk by entering a marathon :P

maiden wadi
# hoary junco I know blueprints will never be as good as C++ but it's so much easier to grasp....

Style helps with this a lot I feel. C++ examples in engine are usually easier to read than vanilla C++ examples online, which is one reason I cringe when people in the C++ channel tell people to learn C++ outside of Unreal first. And like Cold said, it's a lot of intuition. It's like learning a spoken language, you do need to memorize some stuff of course, but you still have to immerse in it and keep trying to use it to get more and more comfortable with it or it never gets easier.

Also if you want to learn easier, consider picking up Rider. You still need VS and it's toolchains installed to compile, but you never need to open them. And you can use Rider instead to edit your code. Which will help considerably since it doesn't have a lot of the same errors and such and has better code completion.

But also just style. Bracket placements, naming, indentations, etc. It's no different than BPs. No one wants to read a graph written by dragging lines everywhere and no order, and chaotic placements. Brackets, simplifying logic into nicely named functions, and being verbose are good things so that you are basically reading a book.

lofty rapids
#

basically instead of following the bp lines in c++ so just go top to bottom

wicked surge
#

Hello, I'm trying to work out what "Unrotate Vector" and "Inverse Transform Direction" are actually doing...i.e. what is the "formula" they use under the hood? In the above image, "RotationDeltaVersion" is what I'm assuming the UnrotateVector node is doing...is that near the mark? However, I can't work out what it would mean to apply the "location" component of the transform in an "inverse" way.

wicked surge
solemn helm
#

Please help anyone that knows anything about the physical animation component: Link

hoary junco
dawn gazelle
surreal peak
#

There should be free plugins too

#

I know I originally made the one that allows importing .ogg files. To get around the one in UE that only works in the editor.

#

It's not available anymore but others should have taken over

#

If all that exists is a paid one now that would be sad

#

Someone forked the repo at some point I guess

#

But it's pretty outdated

#

There should be free alternatives

inland walrus
#

it's almost as if it's reversed

#

like minus coords

barren tangle
#

I have an issue with my data table.
i'm on the path : Found
But all data are empty...

#

any idea why? I have my record into my table

random pulsar
#

wassup
i try to make this feature
I overlap with a potion actor ,it attaches to my players scene component
then i have to choose who do i heal ,myself or another character by overlapping with him
the attach works but the heal no,i might have made a mistake somewhere

random pulsar
#

yeah ,i agree made a mess,do you know how can i fix this?

barren tangle
random pulsar
#

no ,only when you press the ctrl you can heal the player

inland walrus
random pulsar
#

and that error just shows that potion holder variables is empty maybe?

barren tangle
#

but it's confusing

barren tangle
#

ok in your Player : Potion Holder = Healing Potion..

#

lol

#

so in summary... you don't use the potion... you just heal the character 😄

#

Ok i got it 😄

#

you set Potion Holder of your Healing Potion, instead of the Potion of your Player !!

#

So you use the wrong set Potion Holder!!

#

you need to use the one from the Player to and use the self reference for the potion itself

barren tangle
#

Same name for 2 different concept... of course you will fail 😄

#

So in summary: In BP_Healing : Use Set Potion Holder (from the Player and not from the Healing Potion)

random pulsar
#

Wow,thanks for help.I will try it tomorrow,cuz the lights went out.

autumn pulsar
#

How would I get an actor component to listen for an event on the main actor?

barren tangle
#

you get the owner, you cast it to the type of your BP and then you bind it (inside the component)
and where you need, you call the dispatch even

autumn pulsar
#

ah so you need to cast

#

hmm

dark drum
autumn pulsar
#

I'm making a health component and was trying to make it a bit generic

#

I guess I can just let the cast fail if the owner doesn't have what I'm looking for

maiden wadi
#

It's been a long while since I've used datatables, but they were always pretty reliable.

barren tangle
#

it's by name... so if it doesn't find the row... that means it goes on Row Not Found???

warm hare
#

I have a countdown timer set to a specific area, but I am lost on how to stop the timer when I hit the pause button, and when I am out of the time limit area that the timer just goes away.

maiden wadi
barren tangle
barren tangle
maiden wadi
# warm hare I have a countdown timer set to a specific area, but I am lost on how to stop th...

Timers would be better. But even in cases where you don't want a timer, don't literally count down. When you star the "countdown", you should simply set two floats. GameTimeStarted, and TimeNeeded. GameTimeStarted can be gotten from GameState, GetTimeSeconds. Then your tick function just updates the display by mathing out how much time goes from the saved GameTimeStarted and time needed with the GetTimeSeconds.

warm hare
barren tangle
warm hare
hoary junco
#

so I'm running into an issue when it comes to clicking and holding the right mouse button while rotating the camera, and that is even if I set show mouse cursor to false while right click is being held, it still moves in the background so runs into the side of the screen and stops movement. The only way I've found so far to fix it is in gamemode on beginplay setting a node of "set input mode to game and ui" and then enabling "hide mouse cursor during capture" but I don't really want that for all situations, I only want it for when I'm rotating the camera, I want the mouse to stay on screen whenever I'm doing left click and drag

barren tangle
visual ember
barren tangle
#

So game State launch the timer of 1 sec

#

each second i decrease the timer count

visual ember
#

use a timer like Reitoken showed

barren tangle
#

and then each tick of the timer, i reduce the countdown until i don't need it anymore

#

the widget only display the timer on the screen, and it's not aware about the timer

visual ember
#

also, why STATE has logic? put that in game manager or maybe a level bp

barren tangle
#

my widget function is just that :

#

And if you put the game to pause, the timer should also be pause

warm hare
barren tangle
maiden wadi
#

Or more correctly put. Don't try. Do not.

visual ember
#

^ widget should work as "you want me to display this? ok"

barren tangle
#

so why do i have an empty data table when it said it found something?? 😄 that's the question

maiden wadi
#

Essentially the maze is your gameplay thing. You could make it an actor with the box component that sits around some obscure idea of a maze, so that the logic doesn't even have to be tied to the maze design, so that you can reuse the timer and death logic over and over and a level designer can just plop the BP in and size it around their maze.

The MazeBox BP can start a timer when the player overlaps it, and then push a widget to screen. The widget can just display the time left, but the game ending logic can stay in the mazebox BP.

maiden wadi
barren tangle
#

the engine didn't like your idea!! it crashes 😢

maiden wadi
#

Yeah, it does that when you're trying to be sensible.

warm hare
#

I assume I place the timer logic in the level blueprint, since that is whre it will be used

visual ember
#

widgets are your interaction and presentation layer. all the logic should be outside of it

warm hare
visual ember
#

it "complicates" things, but in the end is easier to maintain and debug

warm hare
#

Sounds like the only thing I may have gotten correct is the trigger box

visual ember
#

also, in a "perfect" solution, your game logic doesn't know about widgets. it's widgets that hook to the logic

warm hare
#

Okay, so break it don for someone who is still new and dumb to all of this. I build the logic you showed in level BP?

visual ember
#

(or you use some decoupling messaging system)

#

simple solution with least classes/objects would be in level bp. but you might want to have an actor with collision box and there have begin overlap event

maiden wadi
#

Make BP, add Box Component, Override it's Overlapped, check for player, start timer and add widget to screen, on timer end, remove widget and kill player. On overlap end stop timer and remove widget. Make widget take in the timer handle and tick it's text based on the time left from the timer handle.

visual ember
#

it's almost no additional work, but you already package that in something specific

maiden wadi
#

Drop BP in level, resize BP, done.

visual ember
#

so then you can place multiple of those as different triggers

hoary junco
marble badger
#

"steamns"

hoary junco
#

<@&213101288538374145>

marble badger
#

scam

pastel apex
hoary junco
#

ok this is getting really frustrating now... so I've set up my project settings to only capture the mouse on right click and then hide cursor on capture but it's still disappearing my cursor when left click is clicked or held....

#

how can I make it stop capturing left click and only capture mouse on right click

barren tangle
barren tangle
ruby apex
#

Anybody aware whats that "GuidedTutorials" thingy and how to remove/fix/hide it? Shows every launch. UE 5.5

visual ember
ruby apex
#

Not a single google entry on that :(

barren tangle
inland walrus
barren tangle
#

why on the game mode and not on the game state? why on BP_Maze instead of the Game State? technically you can do everything into 1 blueprint. Grok 3 is free for the moment so it's a good oportunity to use it to understand the basic role of each element, that will help you to make decision

maiden wadi
misty coyote
#

I have an XP system that keeps breaking everytime I destroy an actor. I need 15 minutes of someones time. Can paypal 10 euro for a screenshare and quick tutorial

dark drum
misty coyote
#

When I destroy and respawn the third person character it breaks the XP system

#

just getting null references. I've tried to save the variables but it's not working correctly

#

I feel I'm missing some fundamentals so just trying to pay for someones time to get a better understanding

dark drum
barren tangle
#

i can assume that the xp system is inside the character when i read the issue

dawn gazelle
#

If the XP system was inside the character, like as a component, then when that character gets destroyed, the component goes with it unless it gets moved to a different actor before destruction.

barren tangle
#

after it's just assumption... maybe it's not that

#

is there a way to do a For Each on a map?

remote meteor
#

on bp you have to do the "long way"

#

Keys > for each > find

barren tangle
barren tangle
remote meteor
#

as for editing the value, you have to add it back to the map

#

or if you only need to loop through the "values" you can just use Values > For Loop

#

depending if you need to know the "keys"

barren tangle
#

good to know

inland walrus
#

Does anyone know a node in which off the false branch I can make the NPC look directly forward again? Currently the NPC has a slight turned head

remote meteor
fiery swallow
#

something something GetActorLocation + GetActorFowardVector

fiery swallow
#

that's the lookatlocation

#

GetForwardVector does not return an actual usable location

inland walrus
#

Ah okay

fiery swallow
#

so you need to combine it with the location of whomever you're getting the forward vector of

inland walrus
#

This didn't work

fiery swallow
#

let me check it out give me asec

inland walrus
#

Appreciate it

fiery swallow
#

try adding a GetActorForwardVector * 100

inland walrus
#

like this?

inland walrus
fiery swallow
#

great, keep in mind the higher the float value, the "further" forward you're getting

inland walrus
#

Got you, pretty simple game and super simple AI so should be fine

autumn pulsar
#

Can you provide a variable to an event dispatcher?

runic terrace
autumn pulsar
#

are gameplay tags stored as strings? I was wanting to use it as a lookup into a datatable

remote meteor
autumn pulsar
#

coolio

frigid jasper
#

does anyone know if there is a significant performance difference between 5-10 line traces or one capsule trace?

fiery swallow
#

Small traces are cost next to nothing

frigid jasper
#

fair point
it's for an interaction system, so about 1.5m

fiery swallow
#

Nah you're chilling

#

Width also matters but you're chilling

frigid jasper
#

tyy

autumn pulsar
#

If you're only firing it when you're interacting I wouldn't worry about it

fiery swallow
#

It's really not an issue regardless, if you've ever played a game with auto vaulting/ mantling. They're doing multiple traces per frame

frosty heron
#

I'm on hundreds atm

#

With few character

#

Feeling nothing yet.

fiery swallow
#

Pretty much 🤣 really just depends on the size of the trace

#

If you're doing a ginormous box trace you're gonna have a ginormous problem tho

frosty heron
#

You kinda have to know what you are doing.

How the hit is called and how latency exist.

Right now that code is "packed" to all machines. Not sure if that's intended if only the host or server machine needs to do the check.

#

@fiery swallow i was on the edge to give up on multiplayer again.. keep getting corrected and my animation cancelled when casting spells.

Turns out it was a "fix" ini settings i got somewhere else.

#

Listen server will have player too just so you be aware

#

If you want to filter between server and remote then you can use switch has authority.

#

Client may be authority on some edge case like if the actor spawn locally

#

U gotta know what they do...

#

Key point for multiplayer is to understand communication between the server and client.

#

And understand the flow and what gets called.

#

I can't say things will work or not from a code snippet.

#

If you can't replicate a state between computers then you should read the pinned material 12 times, practice, fail then repeat.

#

Takes a while to click but once you know it, replication is easy to understand.

#

In fact they are the least of your worry in multiplayer.

pulsar osprey
#

the check will always run if you bind to that delegate on client and server. if you only ever want the check to run once, check if you have authority and then bind to the delegate

fiery swallow
frosty heron
#

Animation was jittering before, the ini kinda dissipate it but it breaks cmc at least with my settings.

polar wing
#

hi, im very new to unreal and have just been following tutorials and such to get the grasps of things. how would i go about editing the default values of this? for example on defeating an enemy setting the value of an ability to true.

frosty heron
#

That's a map type. A map consists of key and value pairs.

You use the key to do the look up for the values.

Drag from the map and type map if you want to add / modify a new key value pair.

#

Also a map can only consist of unique keys. So if you want to change the value of existing key, use the add node and plug the key for the look up.

polar wing
#

so if i wanted to change for example the curse to true would it simply be this?

fiery swallow
#

Yup

#

I can almost gaurantee at some point a map won't be enough though

#

I usually just take that extra step and make a struct

gritty sphinx
#

If I want to have a few hundred actors at the same time that are static meshes which are pressure plates that detect whether or not the player is on them, and beep when the player gets close, how can I optimize this to allow for more static meshes?

#

There are a lot of mines and the amount of actors is eating up a lot of fps

#

I have no clue what is causing this and how I can fix it

proud salmon
#

Will they always be close-ish together?

gritty sphinx
#

yes, sort of in a grid pattern

gritty sphinx
#

the current quantity causes my game to throttle to around 60fps at high settings

#

with just the actors and no level design

#

the level consists solely with those mine actors currently

proud salmon
#

So what I'd recommend doing is this:

  • Make it a single actor that uses an instance static mesh instead of a static mesh.
  • On begin play or construction, write a quick script to add instances every X/Y, etc however you want it setup.
  • Instead of detecting on the mine that the player hit it, detect on the player that it hit a mine. Fire a trace down on movement, cast to InstancedStaticMesh, if valid, do whatever you want it to do and then remove that instance (Hit Component--> Remove Instance --> uhh...it's the int off the break results, can't recall hit number maybe?).

This will let you have a single actor with instanced meshes, which is far more performant.

gritty sphinx
#

Will I still be able to recursively call functions upon the nearby mines, for example if one of them blows up, I want a 3x3 grid of them next to the one that blew up to also clear.

polar wing
#

thank you both moxie and coldsummer 🙏

proud salmon
#

You fake it.

You know the mine you hit, you know the location of that mine, so you can do stuff with it. It's just not as simple as doing it directly on the actor because you need to do it at the instance and then remove the instance. Adds a little bit of complexity but not much

#

If you want to do the "Beep when the player gets close", you can use a sphere trace in addition to the downward line one with a radius of how far out you want.

Hit sphere trace, make beep, hit line trace, go boom

gritty sphinx
#

I see

#

Ok

#

currently I have effects on the static meshes which causes them to glow as well, is it possible to replicate that glowing/blinking effect, I use a dynamic material for that

proud salmon
#

no, you can't do that directly on the instanced mesh because they are all the same thing, so if you change one you change them all.

You'd need to convert it to it's own actor to do that.

Pretty common functionality for large scale things to be instanced static mesh and then "convert" to an actor when you get close, return to ISM when you move away, etc. For example, large forests where you can chop down all of the trees.

gritty sphinx
#

OK

#

I think I understand now

#

So I can do a sphere trace from the player and turn those into the actor versions

proud salmon
#

One thing you could try is putting a sphere collision around the player that is your "Range" and then anytime it hits an instanced static mesh, convert it to an actor. On "end overlap", convert it back.

Really depends on what you want to do

gritty sphinx
#

and the rest I can keep as the instanced static meshes

proud salmon
#

As long as you're not flipping 50 of them back and forth every second when you run through it, you should be fine

gritty sphinx
#

probably not, but I will have them most likely chain together if they get cleared

#

like if one clears then if that mine is unarmed then the rest also clear with an effect

#

would I just convert the ones being cleared to actors?

#

or not

#

I could also just play effects to simulate them blowing up from far away

#

@proud salmon One last question, should I use hierarchal static meshes or regular instanced static meshes?

#

I appreciate your support btw

#

it helps alot

proud salmon
#

I believe Hierarchal are if you need LODs

gritty sphinx
#

oh

#

ok

#

ty

proud salmon
#

no worries, hopefully that helps!

autumn pulsar
#

Is it possible to modify how UE5 extracts root motion on an animation?

#

I have a model that the root bone is the pelvis rather than elsewhere, and it's messing up the root motion extraction

#

was wondering if I could only extract root motion on specific axis and ignore others

junior juniper
#

Hey, can somebody guide me into a rough direction how I could approach an interpolation for my foot ik node? Currently the feet instantly jump to the offset. I´d like them to interpolate there though so my IK looks less buggy and jumpy on larger offsets / steps

frosty heron
#

Just look at the third person template foot IK implementation.

#

It's working fine as it is.

visual ember
frosty heron
#

Using A.I to build blueprint kinda mean the user is new to Unreal.

#

Anyone know their way enough will know A.I speak a lot of bs

#

Just read documentation when it comes to what each component does.

civic oar
#

Why would my character bounce up and down only when going over jumps and landing?

dreamy ice
#

Releasing TAB does not always close the widget that is shown. What could be causing this? I assume it is because the widget is grabbing the input but it doesnt always refuse to close

#

It appears to be that if the game is receiving any input from the mouse at the time of releasing the key that is supposed to close the widget it doesnt call the input for the released key

frosty heron
#

Afaik tab is reserved when the widget is open.

#

It is used to toggle between active some widget elements like the grid elements.

dreamy ice
#

None of my widgets are focusable though so I don't believe that is causing this

#

This issue only occurs if LMB is down or if the mouse is moving.

frosty heron
#

Not sure if any widget being present matters as long the widget is up

#

Have you tried using other keys instead of tab?

#

Quickly change that to something else and see how that go.

dreamy ice
#

It is persisting and I changed it to T

snow halo
#

Hi, Someone told me about making my code more modular with library functions. So as to control the functions through this library function, I just write my function like a book and if i need to borrow books (functions) I just take them from the stock there and making any updates will automatically update all these functions & nested functions of nested functions or whatever, so I did that, but the code started to get reaaaaaally really ugly like this.

It's definitelly better than before because I now don't have to make changes on sooo many collapsed graphs, I just have it all in one library function and hopefully make it work that way, but I had to re-write my entire code and it's still not completelly bug free, I had to rewrite the functions from the buttom up and it fails along the way somewhere in there already

#

For example you are forced to use local variables to work with library functions, so what I decided to do is I just deliver those variables like packages to the doors of these functions

#

and pass them through the function that way

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but it ended up looking a lot like a spaggheti inside. I ended up with more work than I started.

dreamy ice
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It could be that it is due either from running the input from the character or that Game and UI Only input means that if UI is recieving any input then the game cannot recieve input from other keypresses

frosty heron
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Game input = the ones in your character etc.

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UI input = on key press down etc. In the widget.

dreamy ice
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Yeah

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Yes. The problem being that it doesn’t seem to be able to capture input for the ui and the game simultaneously

frosty heron
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I don't remember having problem with simple hide and unhide with character key press for prototype.

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I got like 0 widget in my new game but I think I will handle all UI input in UI

dreamy ice
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Yes. The problem being that I would like my character to still be able to move while interacting with the widget.

frosty heron
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Just do a print string. Are you sure your game character input stops working when the widget is added to the viewport?

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I can test when I get home

dreamy ice
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The widget closes sometimes. However if left mouse is pressed then the widget will not close if tab is released. I think I may need to disable the mouse inputs on the character when the tablist is up.

frosty heron
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It sounds like a widget is consuming that key press

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Could be your canvas panel or anything

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I suggest to turn on widget reflections

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You don't want your mouse to hover any click able widget, that would be my guess.

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Anything hit testable even an image or a canvas panel.

dreamy ice
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I appreciate you chatting this out with me. Not sure I have a solution yet but I’ll work with it tomorrow.

frosty heron
hoary junco
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would having enemies that can walk around a level block a navmesh be a bad idea?

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like if I want to navigate to a space but an enemy is standing there, have the enemy block the navmesh so the player can't stand in that location (I'm using point and click movement)

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I'm trying to think of a way to do if an enemy is in a space, stop before it and attack it, if not walk to the location and stand on it...

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the other idea I had was draw a line trace from the player to the clicked point, and if it hits an obstacle, stop in the nearest space closest to the impact point...

runic terrace
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It may be doing some ground checks to align the animation to the floor

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If you look at the capsule it doesn't move up and down, only your character mesh does

barren tangle
dapper fern
barren kestrel
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its because event tick is dependent on your characters time dialation not the worlds

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or so i think

prisma iris
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Hello, do anyone knows where can i find stuff related to Game Animation Sample?
Like a in-depth explanation of how it does work.
I am a somewhat newbie into Unreal and i was experimenting in animating some basic stuff inside Unreal and adding those animations as actions.
I made the animations and they work when i blend them with Layered blend per bone.
but i am running into the problem of how to make a function to swap between the layered blend per bone and the cache pose?

Like: when press that button use that anim blend, else use default

barren kestrel
prisma iris
maiden wadi
# barren kestrel if you slow your actors time dilation your tick will also slow down

@dapper fern This isn't true. Careful with mixing words. Tick has nothing to do with that timer. Tick does not slow down or affect that timer. It runs once a frame. You will have a lower DeltaTime from the tick, but the tick will not slow. Timers are not managed by tick.

Timers are handled from a TimerManager that belongs to World. So when you lower global time dilation, you'll also be slowing the world's rate of timers.

signal perch
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Is it more efficient to set a 50-element array continuously at 15fps, or to use a timer for each actor and set them separately at 15fps?

dapper fern
surreal peak
maiden wadi
surreal peak
maiden wadi
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Memory allocation is probably the biggest issue there. But won't be a factor if it's not really resizing the array. Curious what the need for it is though.

dusky cobalt
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If I have 1 Widget that needs to work with different actors and it requires for the Widget to Bind to events from that actor (from his component) when I ''Initialize'' it each time to display it, should I unbind first and then bind these events? Or does binding them again to different actor/component overrides these?
I'm trying some things and I'm not sure how it exactly should work.

Like Actor is Selected > Component reacts and tells HUD to Display ''component's data'' in the Widget (created in HUD), and then HUD finally adds it to the Panel.
It seems that once binded this cannot be that easily overbinded right?

runic terrace
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You can bind a single event to a dispacher only once per (event or dispacher) instance

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Binding it again to the same event would have no effect if thats what youre asking

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If it's a different event or the same event in a different instance, then it will also get binded, they both will be called

signal perch
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this is the cost of continuous variable setting with 50 separate timers 15fps

dusky cobalt
runic terrace
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Yeah pretty much, if you dont unbind it it would also get updates from the previous object as well as the new one

dusky cobalt
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Okay just tested, yeah it's good direction.

livid flare
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Hello I have an odd situation in my level, hope someone can point me out on the solution.
I have a boat with buoyancy parked in a harbor if I get on board with the character works fine, If the character possess a vehicle and try to enter the boat, the boat start sinking, but when I exit the vehicle, still inside the boat, the buoyancy starts working again, and from then if I go in and out(also entering and exiting the vehicle) into the boat with a vehicle it works properly, so it only fail the first time I enter the boat with a vehicle

runic terrace
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Im not very familiar with bouyancy stuff but try checking the physics sleep treshold settings of the boat

livid flare
runic terrace
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The game optimizes physics by basically pausing simulation for stuff that are just sitting still or moving slowly for a while, that may then be causing a spike when you awaken it again by interact with it.
Setting the sleep family to Custom and setting the Custom Sleep Treshold to 0 makes sure that object will never go to sleep.

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But not sure if that's the solution to your problem, but it might be

surreal peak
prisma iris
#

I am a somewhat newbie into Unreal and i was experimenting in animating some basic stuff inside Unreal and adding those animations as actions on Game Animation Sample.
I made the animations and they work when i blend them with Layered blend per bone.
but i am running into the problem of how to make a function to swap between the layered blend per bone and the cache pose?

prisma iris
runic terrace
surreal peak
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Right, but that's the important part or not? The rest is just generic AnimBP stuff.

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What exactly is the issue with what you coded?

prisma iris
livid flare
surreal peak
dusky cobalt
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It's obviously better to have 1 Widget that Updates current selected thing that we see on the screen than having each thing have it's own widget and updating it even when we don't see it currently on the screen. Would it be correct to say it is like that or actually when the widgets are not on screen they are not ''lowering'' the performance?

Just thinking because it's way more faster to make each thing create it's own widget and get that widget to display itself on screen,* than* setting up so we have 1 widget and it reads the data from the thing that we selected.

I wonder how big difference in performance it is. Because if it casues any performance ''usage'' when each thing has it's own widget and it takes resources in the background even when not on the screen, then I guess it's a worth a lot to make it with 1 widget and dynamically update it with binding and unbiding and all that gymnastics.

Just takes a lot of more setup because each Component that before required it's own widget (which then was added to Main Actor Widget, and we only displayed Main Actor Widget), now has to have 2nd blueprint component version sitting on HUD class so there we create widget of that class only once, and the components on the actors all communicate there''On Selected'' (like each components needs to bind to OnActorSelected.

Does it make ANY sense?

I'll post some screenshots so it's easier to picture it.

Name convention will be probably changed to be more consitent and nicer but it's just for really fast iteration and testing currently.

runic terrace
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The additional stuff and delegates you're executing probably more costly than just storing a few widget objects in memory

surreal peak