#blueprint

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faint pasture
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Store the start position before the timeline

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Or have the timeline ouput a local position.

random pulsar
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yeah solved it thx

final berry
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One tiny bug, when clicking in the hidden area the default cursor pops up again (for as long as you hold either the left or right click ๐Ÿค” )

random pulsar
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how is it called the component that has a visual representation?
scene has no visual representation,there is something like a dragon image and you can change it as well and add it as component in any blueprint

faint pasture
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doesn't mean visual but it means it has some sort of geometry

random pulsar
faint pasture
random pulsar
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i mean the one like a reference point

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so i cant add one yeah?

faint pasture
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What are you trying to add?

random pulsar
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see the green one?
its the root component,i can see it,and when i add a reference point like the one circled red ,i dont see it of i deselect

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in this points i will spawn objects,i would like to see where i will spawn them in game mode
so i want to add some sort of point but visual

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bruh,its billboard

spare sorrel
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I'm trying to set up a system in Unreal Engine where every time the player dies, they respawn, and a block spawns at their death location. I want to limit it to 5 blocks, so when a 6th block is created, the oldest one should be removed (FIFO system). Right now i'm a bit lost, if anyone could help me a bit here, at least to know where to continue it would be great, im starting in Unreal and i can't find anything useful online

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This first part works well(at the end it goes attach to a destroy actor)

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so every time the player dies i creates the cube, but after the spawnActor idk how to continue

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I have this but it obviously didn't work, cause i tried using 2 different sources to make it work XD

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any help would be well recieved ๐Ÿ˜„

maiden wadi
faint pasture
wicked surge
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Hello, I'm working on a Blueprints project, and I'm trying to get GameMode to call the GameHasEnded() function on the PlayerController. I was going to override this function to add in behvior for when the game ends. However, I can't seem to call GameHasEnded() anywhere in the Blueprint, and I can't override it. Is there something else I should do instead?

faint pasture
drowsy anvil
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how can I make a camera that is stationary and separated from the 3rd person character? and that camera can be animated with sequencer?

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when I removed camera from 3rd person character, it added one for him anyways when I pressed play

spare sorrel
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Thank you for your speed

meager spade
# spare sorrel When I get home I'll try this

Also for future reference, be mindful about order of using for example get and add/remove. In your screenshot you remove the first element from the array so you are destroying what was the second element prior to using remove index

fast compass
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Is there a way to have Widget Blueprints still be tickable when paused? I want to revert options after x amount of seconds if the player does not confirm them, but the timer doest count down since the game is paused.

maiden wadi
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UserWidgets do tick when paused. Their timers do not due to being tied to the world that is paused. You can either use a literal tick timer or maybe an animation track.

fast compass
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Oh i see, good to know! Thanks! ๐Ÿ™‚

spare sorrel
storm solar
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Any idea on this issue?

dusky cobalt
# storm solar Any idea on this issue?

You could always just create buttons from array and add them as a child to the vertical box that you put in the main UI on the edges of screen. You could create enum or something that can help you differentiate what the buttons does so then you can pass that thing that identifies button when you click on it.

dusky cobalt
# storm solar Any idea on this issue?

you would either have Initialize Button and pass that vegetable from array, or just expose Vegetable on spawn of the widget button.

When you click on button it Do Something and passes that Vegetable it's holding.

shut lantern
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I'm trying to make my health bar represent the max value of my constitution stat and starting base health. Everything seems to be working fine but would like to know if there is a better way to go about it. (ignore the shape of the blueprint)

storm solar
# storm solar

For Add an Entry to the List View section. Of the guide on the picture.

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my build machine is offline atm

dusky cobalt
# shut lantern I'm trying to make my health bar represent the max value of my constitution stat...

If this is built in binding, then it's getting called on t ick even when the health number is not changing, which may have impact on performance, because you don't need it to call/tick when it's not changing. What you need is to create Event Dispatcher inside your Health Component, or in a place where you have your Health and Stat. In case of these different stats you probably need 2 event dispatchers. On Health Change and On Const Stat Change. Inside your Widget, you get that actor/component reference and you bind to these events. Inside widget you implement what is supposed to happen when these events get called, so in case of On Health Change, you just set the widge t to the new health amount.

topaz goblet
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Running into an issue.
I have a Parent Object (NPCTemplate). It has various actor components. One being a Health Component. In this component, I have 'currentHealth', 'maxHealth'.
I create a child from that parent object (NPCTemplate) called NPC1. In NPC1, for the Event BeginPlay, I do a SET for the health variables inside the component.
I run the game and am seeing the values of the parent class's component, not the childs.
Verified that it is the child actor that is selected. But, the components don't appear to have their own instance inside the child?

dusky cobalt
topaz goblet
dusky cobalt
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Any screenshots of the setup?

next kite
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Hey guys, i need a major bit of help with my checkpoint blueprint

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right now it takes the speed of the car as it goes through it, but i want to expand it to be three checkpoints (entry, apex, exit) for a corner. Thing is ,when i do this and place multiple instances. issues occur

barren tangle
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what is the difference between Spawn new actor from class and Construct ?

runic terrace
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Construct is for objects

barren tangle
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like that?

runic terrace
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Is your item an object or an actor?

barren tangle
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it's an actor

runic terrace
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Then you need to use spawn actor

barren tangle
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what is an object then?

topaz goblet
runic terrace
barren tangle
runic terrace
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Yes game instance also inherits from object, but has extra functionality

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Basically almost everything inherits from object, but they differ in functionality

barren tangle
runic terrace
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Yeah you can use it for stuff that don't need a transform

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But they are limited as they can't use delays, tick events and some other stuff actors can use

barren tangle
runic terrace
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Yeah for example if you don't need a lot of functionality inside your item actors, those can just be objects

barren tangle
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so i guess it gives better performance to use an object ?

runic terrace
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Yes objects are pretty much the bare bones of stuff

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You can also use structs for items, but that can be very limiting

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Though keep in mind you can't replicate objects unlike actors

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Just something to keep in mind if you need multiplayer

dusky cobalt
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I would say neglible and it's not more about object vs rather but what you do with these and how you handle them. Objects are limited, if you need something to happen in the level you need actor most of the time. Imagine objects can be dead things that are literally dead and won't do anything. They might have some functions like calculations, but they will never come alive in the level. Actors use most performance when you spawn and destroy them, so if you use Pooling Pattern, you overcome the most expensive thing and then difference between actor and object is not so big. Then it all really comes what you can do with object and what you cant.

runic terrace
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Also take a look at Data Assets, those are the best of two worlds imo

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They are like structs with functions

dusky cobalt
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This is abstract but imagine you put 100 functions to object and 1 function to actor. Does it matter that one thing is actor and 2nd is object for performance? It's what is inside these things that make it up for performance issues. Not them itself. If it was like this, no one would be using Characters because they are ''the heaviest''.

topaz goblet
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If making an NPC, should I be using the Character blueprint?

runic terrace
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if it's a character, yes

barren tangle
dusky cobalt
barren tangle
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ok

barren tangle
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here item is more like mario kart. the item that we can use

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i'm searching what is the best appraoch to do that

runic terrace
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If it needs a transform and a visual representation in the level then you can't use objects or data assets for that

dusky cobalt
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you can use Data Asset + Actor for example, then you need 1 actor and different Data Asset for different things, Actor has generic functions that uses variables from DA and works on them
so when you spawn a thing you spawn actor of class and put Primary Data Asset on spawn then Initialize

barren tangle
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so i need to create something static... hardcoded... i guess

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create an array: ListOfItems (with all existing items) and pick the one i need from there

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but it sounds like an amateur solution

dusky cobalt
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maybe you mean something else but if it's literally what you said then probably no, not liket hat

runic terrace
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You can spawn them in runtime however you like

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No need to hardcode it

barren tangle
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should we not avoid spawn item during the runtime

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here it will be spawn + destroy

runic terrace
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Don't worry about those that much

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unless youre spawning hundreds of stuff every tick the performance cost wouldnt even be noticable

dusky cobalt
# barren tangle should we not avoid spawn item during the runtime

Well, the straightforward anserw to this question is using pooling object method, then you don't worry about this. So it means you donthave to worry about it right now as you are prototyping, but later you might need to change it to use pooling system instead of spawning and destroying.Right now just spawn and destroy and dont worry.

barren tangle
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i was 30 - 40 fps... on solo

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and i was 8 fps on multiplayer local ๐Ÿ˜„

runic terrace
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It's usually not the code that kills the performance

barren tangle
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today with the new version

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i have the same but i stay at 60 fps

runic terrace
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90% of the time it's visuals

barren tangle
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but i didn't test the multiplayer local yet ๐Ÿ˜„

dusky cobalt
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did you try to package game? was it still 40fps?

barren tangle
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except for people with a Gozilla Computer

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they were able to run it at 120 fps ๐Ÿ˜„

dusky cobalt
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so what, are you literally spawning and destroying 100 actors per second?

barren tangle
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but me with my average desktop and laptop... i was at 30 - 40 fps on solo ๐Ÿ˜„

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but i have rework everything

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now i stay at 60

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but i will rework the item system... but i want to do it correctly

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that's why i'm asking those question

dusky cobalt
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how many items are you spawning ?

barren tangle
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in my head it's create a table of item: and pick on of them during the runtime

runic terrace
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Realistically, even if you optimized the hell out of your item system you may or may not gain like 1 fps
It's usually the post process and visuals that kills the fps
(Unless you're doing something very wrong)

barren tangle
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6 players that can have 2 items each

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but i guess some item will remain on the field so

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i will say for the item system : 30 items

mental trellis
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Unless your game is coded so badly that you're already getting -5 fps, I doubt an item system involving 12 items is going to do anything.

dusky cobalt
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i dont think 100 items would even cause any sort of performances issues ...its not it

barren tangle
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and will not worry to much with the items

barren tangle
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so 4 times calculate the scene

dusky cobalt
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uhh, i think you are missing some things we say to you ๐Ÿ˜„

mental trellis
barren tangle
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i have a idea, but it's good if it's the best solution for those kind of situation

dusky cobalt
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does your system not work?

runic terrace
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If you're getting 60fps in an average laptop with 4 local cameras then either your laptop is a beast or there's nothing to optimize

barren tangle
runic terrace
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Just lower the resolution of the cameras

barren tangle
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i'm afraid to test multiplayer ๐Ÿ˜„

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lol

runic terrace
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Like split screen?

barren tangle
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yes

runic terrace
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The game still has to render 4 times as much, in a 4 player splitscreen

barren tangle
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the first idea was to play with children ๐Ÿ˜„

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but i didn't expect to render the game 4 times... but it was logic in a way

runic terrace
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You have to see the world from different perspectives, so it has to render each perspective

barren tangle
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yes, that why it was logic ๐Ÿ˜„

runic terrace
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It'd work better in multiplayer since it will only be rendering a single perspective

barren tangle
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but when you start you think unreal engine will handle that for you ๐Ÿ˜„

barren tangle
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with split screen

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even minecraft... when you multiplayer, you can see lot of lag and freeze

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but i was thinking a mario kart game was something easy to do ๐Ÿ˜„

runic terrace
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I think the reason is people just play on their own pcs, no reason to play splitscreen unless it's like a console party game

barren tangle
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yes but we grown up... and sometime we search a fun game that we could play wich children

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then the library of game are almost the same...

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mario party, mario kart...

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and even mario kart it's really hard for children

storm solar
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when trying to "add item" with preset parameters I keep getting the default text instead. Any idea why?

mental trellis
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Network delay in kart "physics" can make them really jumpy.

topaz goblet
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If I accidently deleted 'Parent: Begin Play" how do I re-add it?

mental trellis
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Right click teh begin play node and choose 'add call to parent'.

runic terrace
barren tangle
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and the worst...

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i hate race game ๐Ÿ˜ข

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i never play race game... even mario kart i don't play to it...

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but i don't do a game for me but for others

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if they can enjoy it, i will be happy

odd kiln
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Anyone knows how can I use a Set Actor Location node to make my Actor orbit around another Actor ?

olive yarrow
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So aaah, i made this for my AI to progress... but i forgot i'ma need them to fall back and my brain has decided it's done working....
Could someone help please?

faint pasture
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Progress -> CurrentIndex++ -> get position at CurrentIndex -> Walk to it
FallBack -> CurrentIndex-- -> get position at CurrentIndex -> Walk to it

tired hollow
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Is it the BEST way to create events in BP and then execute them via C++? I wanted to make virtual voids in c++ and override them and call them from the interface in C++ but idk if thats possible

runic terrace
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You can't call blueprint functions from C++

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it only works one way

tired hollow
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Okay, that's what I thought

dusky cobalt
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C++ doesn't see blueprints, but blueprints see C ++

tired hollow
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Okay so I have to call functions with a UFUNCTION macro and do for example IExample::Execute_OnEvent(Actor)

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Okay, thanks

runic terrace
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You could create the function in C++ and override it in bps

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then you can call that function in C++

olive yarrow
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oo, i got it, thanks Adriel

wicked surge
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Hello, I'm trying to create some in-game settings that remain no matter how many times the player dies - things like NumberOfPlayerAttempts, PlayerScore, etc. Is this something I should do in GameInstance? I was trying to do it in GameMode, but this gets reset when the level re-loads.

Alternatively, in my GameMode version, I'm currently avoiding re-loading the entire level by calling ResetLevel in Gamemode, and then from EventOnReset in my NPC event graph, trying to spawn a new NPC, before deleting the old one. However, it seems like nothing is spawned when I call SpawnActorOfClass from this event. Is there a reason why that would be expected?

Alternatively (again), is there a different process I should be using, e.g. would it be easier to stream the level in, with all the NPCs, and then delete and re-stream it in when the player dies?

Finally, I'm stuck on this because I was following a C++ tutorial that used "GameHasEnded" on the playerController, but I'm in a blueprint only project and can't seem to access this function in any way - is that as expected?

dusky cobalt
maiden wadi
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Resets need to be overridden if I recall. All it'll do is call reset on a bunch of actors and it's up to you to implement game specific reset.

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I'm also not sure I would keep game specific stats in the game instance. They should be put in a SaveGame, and reloaded with the level.

autumn parrot
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hey i have a question so i noticed when my character is running passed the trigger box and the buildings spawn. it causes the game to freeze a little or stutter, why does this happen?

topaz goblet
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Ah, okay... I think I figured out my issue. Looks like it was an issue with me hoping to update a single value in a struct, but the whole struct being overwritten.
In a struct SET, is there a way to update only a single value, without overwriting the whole thing?

dawn gazelle
autumn parrot
olive yarrow
dry summit
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Im trying to make physics based movement for my character. I have a sphere collision that uses physics to move around and jump but I cant figure out how to add my character mesh without it sticking to the sphere and spinning like crazy with it.

I don't want my character mesh to have physics, just its movement, if that makes sense. I was kinda able to make it work with a collision capsule but it isnt as smooth as a sphere. Does anyone have some insight on how to do this? or is this just the wrong approach?

faint pasture
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You can constrain it to not be able to rotate in component settings

dry summit
# faint pasture Don't have the sphere spin

I'll try that, thank you. So basically locking the X and Y rotation? Also, Would you recommend this approach if im trying to make a rollerblade character? the main issue im dealing with in the CMC are ramps and sticking to the floor, so I figured physics based would be better.

faint pasture
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Frictionless sphere:
Tick -> math -> add force

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That's a great way to do all sorts of movement

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Just make sure to keep thinking in fundamentals. Fundamentally, how does a rollerblade or ski or skateboard behave? It opposes movement in its lateral direction.

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That's kinda it. Everything else just falls out as emergent effects

chrome sphinx
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Hi everyone! I have a message written already, I am not sure where I should post it since its not exactly a job offer, its a hybrid of "looking for a teacher and a developer at the same time who helps me building what I am interested in" sort of message. Since this is the chat I see ppl being currently active, can you help me in which room should I post this message? Thank you : ) Ps.: I will delete it from here if neccessary.

Hi there everyone! I am fairly new to UE, and I am few seconds newborn to this discord channel. I'd like to know if its possible (and not against the rules) to pay someone for mentorship? I know there are a lot of tutorials out there. I have watched some videos and been using GPT as a help, but since time is very valueable, I'd rather have someone help me with the EXACT thing I have in mind to develop, while still having the option to ask during the process. I'd like to learn while building the thing, both aspects are important. I dont just want someone to develop my game, I am eager to learn, but I also want to reduce the learning curve (and creation TIME ) by having someone experienced by my side showing the way and guiding the process. I hope I am not breaking any rules with this proposal (I have read the etiquette and couldn't find anything against this). I am well aware everyone has their own thing to do, but a guided hour of creation / tutoring might be something some people are up for. I'd pay for an hour of time to a mentor to build things segment by segment while answering my questions. This also gives enough freedom for both parties, since neither of us is commited fully, only for that hour of tutoring so to speak. Is that possible? Thank you for your answers in advance

dry summit
# faint pasture Yes, I'm a physics shill

Great, thanks. Yeah im really liking how the sphere interacts with the world and ramps with physics but im just stuck on getting the character mesh not to follow the spheres rotation even if it is funny to watch.

So you're suggesting to just lock the rotation of the sphere? Is that what you mean by constraining it to not rotate in the component settings? Also, should I make the sphere small and in between the characters feet?and should I have an additional collision capsule for the mesh itself?

river cairn
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could someone tell me why this is giving an error? i made a boolean variable in my firstperson movement BP and it all works, however if i want to enable or disable it in specific levels, then this BP i made in the level blueprint is giving an error

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heres the flashlight blueprint

frosty heron
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So the target has to be your flashlightBlueprint

river cairn
frosty heron
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casting is just a type check

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at the end of the day you need to provide the object reference to your flashlight

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are you using child actor component for your flashlight?

river cairn
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should i make it seperate?

frosty heron
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well depends on how modular the game is

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if for learning then you really don't need to.

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but if your game can pick up different kinds of equipment or tools then you want to seperate the code.

river cairn
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i want a lot of levels, and just want the option to either have the flashlight disabled or enabled in that specific level

frosty heron
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assuming FlashlightEnabled is declared in that blueprint class, this should work.

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Changing the boolean doesn't do anything visually though.

river cairn
# frosty heron

that worked!!! thank you so much, it was as simple as that โค๏ธ

frosty heron
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might want to create a function to TurnOn and TurnOff the light

river cairn
river cairn
frosty heron
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what you can do is create a function that you can call to turn off and turn on the flashlight

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so if you want to jump scare the player, you have control over that.

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and while early in development, I discoruage the use of flip flop

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as you can't set the internal state of the macro.

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use boolean instead.

river cairn
frosty heron
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it's all about translating the action you want into codes / bp.

river cairn
frosty heron
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simply containing the action of toggling your lights on and off in a function means you can call it where ever.

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e.g. Via input or via events.

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OpenDoor -> SpawnGhost-> GetCharacter -> TurnOffFlashlight

river cairn
river cairn
frosty heron
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the event can be anything you want.

random pulsar
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hey i try to make this idea i would appreciate any help
so i have an actor Arena and i have there 20 reference billboard points in which i want spawn all enemies that derive from base enemy ,and one more class which is BP_HandsFromGround
I want to spawn them by time,so each 3 seconds lets say ,and i don't want to spawn actors at the same point so i need to check if that point is taken already
i also want to spawn multiple actors at random points,lets say from 2 to 5 enemies ,randomly
how can i do so?
a already have some logic but they spawn in the taken point,and they don't spawn from 2 to 5 enemies

frosty heron
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@random pulsar instead manually populating the array.
Use GetChildren instead and cast to billboard points. Add it to array if the cast succseed and there you go, you have all the points.

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Next, to pick lets say 5 random points from all the points.

Simply shuffle the array.

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Then just go from index 0 to 4.

river cairn
frosty heron
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also there are a lot of things that you have to unlearn from youtube. but it is what it is.

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You kinda just have to fall sometime and correct / imrpove through trials and errors.

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Something I can recommend that deffinitly helps with encapsulation is to learn a programming language. Pick any language you want as long it's Object Oriented Programming.

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Learning OOP through blueprints kinda sucks imo because I don't know who cover it well exrtensively.

frosty heron
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but any programming language will guide you through the concept. Spend like 2 weeks and you don't really have to learn blueprint through sheer will or lots of errors.

frosty heron
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If the cast succseed add it to the array of SpawnPoints

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this way you can have any number of spawn points and you don't need to hard coded it

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Imagine plugging each spawnPoint 40 times, that is not the way.

random pulsar
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like so?

frosty heron
frosty heron
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do the cast after the loop

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Plug the array element to the cast node

random pulsar
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yeah it will add also this right?

frosty heron
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For Each Children -> Check if they are BillBoardComponent Type -> If true then Add to spawn point

frosty heron
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You should go over each of the children. Then check if it's of type BillboardComponent

river cairn
frosty heron
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the idea is to extend functionality so you can turn on/off the flashlight not exclusivly by input.

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the point of creating function is so you don't repeat your self.

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now imagine if you want to turn off the flashlight when a certain type of ghost is near the player

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what will you do? Copy and paste the flip flop node?

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If you contain them into a function, you can just call the function instead of copy paste.

random pulsar
frosty heron
random pulsar
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yeah its a llot better than this ๐Ÿ˜‚

frosty heron
random pulsar
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what about further implementation,can you guide me through?
i need to check if the point is taken already ,and spawn a few enemies at random points that are not taken

frosty heron
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this way, you will not spawn at the same location.

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You need to Shuffle the array BEFORE running the timer / spawning.

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For every Spawn just increment the index.

bold phoenix
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Hey ! I'm wroking on the possess system for my game. I bascially have a main player and a bunch of actor that can be possessed and the unpossessed. I'm therefore wondering if there is a way to unposses the secondary actor and go back to the main actor whitout having a secondary actor aware of the main actor (to prevent overreferencing).
I could do that with a BP interface or passing by the gamemode. However I'm trying to find an easier way that would not require extra code

frosty heron
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plug the integer variable you used as the index.

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or just Index = Index + 1

random pulsar
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i dont have any integer here

frosty heron
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make one

random pulsar
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default value 0?

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ok ,but it also need to change somewhere?

frosty heron
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I think this is the part where you should try to solve it.

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ask again if you are stuck.

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understanding is more important than getting it to work

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write in paper if you are not sure about the flow.

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You should increment after spawning too

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otherwise it won't pick index 0

frosty heron
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also the shuffle is in the wrong place too.

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  1. Get AllChildren -> Add To Spawn Points
  2. Shuffle the spawn points so we get a random order.
  3. Start a timer to spawn enemy.
  4. OnSpawnEnemy -> if (index < numberOfEnemyToSpawn -> SpawnEnemy) -> Increment index.
final berry
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Is there a better way to select one of the 3 clickable objects? It works, but it feels a bit hacky. Any suggestions?

frosty heron
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the function can be overriden in the child class

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but essentialy in the code you provide you can just CastToBaseClass -> Selected

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nested cast is anti pattern imo, make a common function in the base class instead.

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override it as you wish if that fit your purpose.

unkempt valley
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Hey! So i just need help fixing why if i do not have a default value entered in for the selected map variable, it wont pick a map. and If something is entered, it only picks what the default map is. Can someone help me remedy this pls ๐Ÿ˜„

frosty heron
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debug

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print string when it's selected, and ensure that MainmenuRef ->SelectedMap is updated before the switch is called.

distant elk
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Noob question: How do I do something whenever a variable changes?

unkempt valley
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@frosty heron sorry im not understanding..im a little slow

frosty heron
frosty heron
distant elk
frosty heron
distant elk
final berry
frosty heron
#

Then just cast to your base class -> CommonFunction

young meteor
#

Hey folks

Any way of checking if a timer has been invalidated like this?

Asking because I don't want to call the "EnableRegen" function if the timer is already looping. My understanding is this would restart timer, and if I call it often it would never fire the "StartRegen" function.

frosty heron
#

if the object reference is the child then the common function of the chidren will get called.

gentle urchin
#

isvalid

gentle urchin
frosty heron
gentle urchin
#

it's clearly defined behavior

dusky cobalt
# frosty heron Don't?

he has 3 different base classes, like one is character and one is actor, how is he supposed to make base class for it?

frosty heron
#

you want to do something on class that derived from the same base class, you don't use interface you use inheritance.

gentle urchin
#

OR a single interaction component

#

component > interface

final berry
gentle urchin
#

as it holds states aswell

frosty heron
#

I'm not sure if they are derived from different class or not, can't tell from here.

frosty heron
gentle urchin
#

and if they're not from the same base, they probably should be (or the interaction logic moved out to a component ๐Ÿ˜„ )

#

interface works , but lacks the state management, and implementation that a component can bring along

#

meaning you'd need to implement the same common logic on all 3 classes if you use an interface

#

while if you use a component, the common logic can be done in the component, and reused easily

frosty heron
#

Squize, I went to Final fantasy concert ๐Ÿ˜ญ

#

what a great day

#

but they don;'t play any number 9!! blashpemy

gentle urchin
#

๐Ÿ˜ฎ ๐Ÿ˜ฎ

frosty heron
#

I still leave a happy man but they played soo much 8 and 16

gentle urchin
#

7 aswell?

final berry
#

Alright so basically all have them have the same parent BP_SelectableUnit for example and then have that one have the select logic in it?

frosty heron
#

only a couple from 7 ๐Ÿ˜ข

#

areith's theme and the intro

gentle urchin
#

ai ai

#

while i'd be blessed to go, i'd be a tad disappointed with the left-outs

#

probably still amazing tho

gentle urchin
#

whoever interacts with these, doesnt ever need to know exactly which child class it interacts with

dusky cobalt
gentle urchin
#

whenever you find yourself doing that, rethink your approach

#

Im in favor of components , personally

#

makes it much easier to just slap it on some fourth class later on if you have a change of heart

#

instead of reparenting, fixing illogical blunders, and whahtever else that crashes (variables for example)

#

Add Component -> Add additional logic

frosty heron
#

PostEditChangeProperty

distant elk
gentle urchin
#

I'd nudge you to go the cpp route ๐Ÿ˜„

#

it's "pretty easy", and gives you lots of power-ups ๐Ÿ˜„

final berry
dusky cobalt
# final berry I'll look into this one, cheers!

So just so you can picture it, instead of doing 3 branches and cast there, you would get Hit Actor > Get COmponent By Class ( Selectable Component) and call Select This inside it. Inside component you provide what is supposed to happen (set highlight visible) for example or add Actor to Selected Actors array in your pc.

final berry
#

That looks much cleaner yea ๐Ÿ˜„ Appreciated

maiden wadi
# final berry Is there a better way to select one of the 3 clickable objects? It works, but it...

You should consider abstracting this out to make it more game agnostic. Make a manager related to the player decide what is or is not selected. This is state you need in a LOT of places. On gameplay actors, on UI, etc. It needs to be somewhere cohesive, not on 3 different classes. Then you get a collective place where you know what the player is selecting.

You can effectively do this with an array of actors in a generic selection component. Select one to a hundred thousand things, put it in the array of actors.

When selecting new things, you have to first compare what is being unselected from the current array and run a function on them.

Then you need to determine what is newly selected and run a function on those.

How you run the deselect and select function is up to you. Interfaces work, but they require a lot more code in multiple classes. A more generic and easier to manage method is to generically set selection state on the actor through generic means like adding it to a particle emitter that shows selection or setting CPD or custom parameters on materials. Which has the benefit of being able to be made data driven instead of having to code everything manually by hand you can just set some values in a data asset somewhere.

We do this at work with a component on the PlayerState which also has the ability to set hover states. It works on anything from a first person shooter to an RTS game. We have a generic class that handles all of the normal stuff and we subclass it per game to give it specific handling.

frosty heron
#

Soon the time will come when I have to make damage text.

#

say if I have 400 of them, can I use widget? or slate still the answer here.

#

and should I do object pooling? or 400 userWidget ain't worth the sweat?

gentle urchin
#

I do widget pooling and without to much effort can show quite a few of them without much hit

#

pretty sure i limited mine to ~100 widgets, but thats mostly for screen space reasons

waxen ice
#

What gives me calling parent to Tick function in BP? As far I noticed Tick from C++ is called anyway

thin panther
#

If you call tick in a child object, same as any other one.

waxen ice
maiden wadi
# frosty heron say if I have 400 of them, can I use widget? or slate still the answer here.

I don't do either. I use a canvas that lets gameplay register a struct of data in a subsystem. Text, TimeToDisplay, GameTimeRegistered, Velocity, etc. In C++ it iterates the list to remove old ones, then in paint it just draws the text to frame each screen. You get good cache miss avoidance and no prepass costs. It's insanely quick even for hundreds of damage number, or any other text based sort of displays like resource expenditures and acquisitions, etc.

dark drum
waxen ice
storm vigil
#

Hi is it normal that whenever i destroy and spawn child actors there naming number in this print increases? would this be a concern especially in my case which keep switching weapons or holstering them. Like would that affect performance and up to what point does the numbering even end.

dark drum
maiden wadi
storm vigil
waxen ice
# dark drum It works the same way. Whats the actual issue you're having?

Ok, my bad. Recently, I did a lot of work with interface connections between C++ and BP, and there you have to explicitly call the parent function in BP for the C++ implementation to work as well. I assumed that every function works like that, but I forgot that interfaces are an exception, and other functions works like you said. ๐Ÿ˜…

dark drum
# waxen ice Ok, my bad. Recently, I did a lot of work with interface connections between C++...

Yea you always have to call the parent function in a child for the parent logic to run. However, to safe guard important logic that should always run, some functions get wrapped.

For example,

void SomeFunctionInternal()
void SomeFunction()

SomeFunctionInternal()
{
  SomeFunction()
}```
Some function is exposed to BP to be overridden but will never affect the internal version.

Event Dispatchers can be a little different as a child can have its own implementation of the event dispatcher without affecting the parent version. You would need to explicitely override them in these cases. (Of which you'd get an awefully long node due to the name)
maiden wadi
dark drum
maiden wadi
#

It may. Sec.

dark drum
#

I can't say i pay much attention to the actual numbers though lol.

gray lantern
#

For Editor Utility Widgets is there a way to save/iterate a variable like an int that saves when I close the tool so I can reopen the tool later and keep that variable?

#

I could put it into a data table but that seems like overly complicated

dark drum
maiden wadi
maiden wadi
# gray lantern I could put it into a data table but that seems like overly complicated

@dark drum If you need it to be saved with the entire project(including source control for other devs), then it has to go in some sort of package like a data asset.

On the other hand if it is only for you locally then you can put it in a SaveGame which will save locally to the project in your Saved folder. Normally studios don't source control this folder so it doesn't usually get sent to other people.

gray lantern
#

I'll try a data asset ๐Ÿ™

storm solar
#

https://forums.unrealengine.com/t/quick-start-guide-to-list-view-widget/738161
Trying to make an item list using this guide and I'm running into issues.
I can get the item list to spawn but the text an item amount is set to default. How is it being update? Note that I had to change construct object example to spawn actor item example due to UE updating and changing how that functionality works.
-For get text name function (pure) when is that called?
-How are the items supposed to be updated?
-What is the object array example doing? I tried to call it to change quantity and it didn't do anything.
-I cant see how the name and quantity(especially) is ever called if the text is never referenced.

trim matrix
#

how would i edit an actor or get its components that i spawned in using a blueprint?

dark drum
trim matrix
#

im trying to get a second turret to shoot from an arrow that is in the first one, but i dont know how to get it to shoot from the second turret not the first

random pulsar
#

when i pickup a knife first time,it adds to the viewport,but the i pick it up the second time,the variable increases but it does not add to UI why?

#

the issue is in the add knife function from mainWB?

#

how can i fix that?

#

for better understanding

maiden wadi
#

What is KnifeSlotWBRef?

random pulsar
#

a widget blueprint with an image

maiden wadi
#

Right. But look at your game mode. You're creating 10 of them. You're setting each of them in turn to the same variable.

#

Wait, that's not even the same variable. Where are you setting that in the attack component?

autumn parrot
maiden wadi
#

Right. So you created 10 widgets, and only saved the 10th one into a variable.

#

You have no control over 1-9.

random pulsar
#

yeah i see,and how to fix that?

dark drum
random pulsar
#

will it fix smth?

dark drum
random pulsar
dusky cobalt
#

it won't help because there is a lot of wrong things in your system, you should focus on more basic things and understanding how blueprints communicate and learning where things should be, before you try to force them

dark drum
dusky cobalt
#

like GameMode is for sure not place to create widget of knifes

#

just placing variable of something (class of something / object ref of something), doesn't mean this variable is filled with the thing you want

dusky cobalt
#

your KnifeSlotWbRef is always ''one'' thing, it's actualy the last one you create in gamemode, you dont have access to the rest of 8

#

so it doesn't get added to UI because it might be already there
and you removed some random one

random pulsar
#

like the maximum that they tought us is how to rotate a cube with code

#

im cooked

dusky cobalt
#

well, there is a lot of information on the internet that lets you learn yourself

random pulsar
#

and my personality loves fast results
like for example i prefer to watch a movie rather than a serial
i cant concentrate for a long time
choose to ask here quescions rather than watch a course and learn more

blissful grail
#

Need to walk before you can run

#

Remember, slow is smooth, smooth is fast.

flat jetty
#

Hey everyone, for a survival game like Forest with many lootable items etc. What kind of type I should follow for my items?
Struct & Data Tables
or
Data Assets only. Which one is more useful?

autumn pulsar
#

If I bind an event, is it possible to get a reference to the actor that called the event?

#

Or do I need to make it pass an actor argument

dusky cobalt
autumn pulsar
#

gotcha

dusky cobalt
violet bison
#

when I play in editor, the client that is unfocused had its fps drop a lot
and seldom functios that are reliable aren't called sometimes
do I need to worry about this in shipping build?

charred berry
#

unfocused client , and functions not reliable not sure what you mean, but then im not working on mp atm..?

mental trellis
#

If the rpc queue fills up due to low fps, reliable functions can just get dropped without notification.

#

Or some similar mechanic.

#

Had a similar issue with a dev who just had a terrible computer and got shit fps, not even unfocused window, some reliable functions just ended up not being sent.

olive yarrow
#

I've got a component/actor that triggers a widget popping up. When i add this component to another actor - it no longer reacts to overlaps properly (instantly runs OverlapEnd for instance), what in the lords name is goin' on here?

olive yarrow
#

eh, switch to a timer instead and it works. not the end of the world i guess

faint pasture
livid flare
#

Hi there, I'm looking for a way to add NPC's to a quest system, make them participate to the quests (can be faked, just need to generate few stats at the end) any idea?

dark drum
livid flare
#

With actual quests, I only have two stats, exp and gold, but I guess I need to add some others stats or edit the experience one, like how fast a player or a NPC complete a task

#

I'm thinking in create some AI behavior during tasks, like NPC trying to sabotage the player someway ๐Ÿ˜„

dark drum
# livid flare Hey I saw a series about quests in your channel! Very cool!! Yes that would be p...

It can depend on the systems you intend the quest to listen too. If the NPC has an inventory for example, you can just have the quest (when it's initializes) check for any valid NPC's and if there is, have them bind to the relevant event dispatchers on the inventory. This can be done in addition to the player and be handled differently.

So the quest could have a function that's called when the player picks up an item and then a seperate one for NPC's. They could of course call the same function if needed.

livid flare
#

not sure if that can help

dark drum
livid flare
#

I currently have 3 basics quests: talk to a NPC to start the quest, collect and deliver some items, go to final destination

dark drum
livid flare
dark drum
livid flare
dark drum
# livid flare Ok so I have to go all in on AI behavior?

Yea, a quest shouldn't be telling the NPC what to do. That's not the job of a quest system. AI might check if a quest is active to change it's behavior but beyond that, it shouldn't need to even know theres a quest system.

livid flare
#

I'll give a try.. I'll let you know If I succeed, thanks a lot for the help @dark drum

livid flare
#

limited skills here ๐Ÿ˜ฆ

dark drum
# livid flare to do as you said, AI checking for active quests

Assuming you have a quest manager, it'll just be a case of getting it and seeing what active quests it has.

Of course other options can be to use the same triggers for giving/activating a quest to also update the NPCs at the same time. Possibly through some global event system.

livid flare
#

thanks

crystal flax
#

hey there i want to know is there any plugin or procedular generation technique which can help me build platformer for my game like i am not getting ideas for diffrent level where should be obsticles and coins is there any plugin which can help me out to build a base platfrom

storm solar
gray lantern
#

@storm solar just using a data table it's not a huge deal ๐Ÿ™

#

ohh lol

#

you meant to ping your self?

storm solar
#

yeah my bad

mild jacinth
#

im using aiperception component. for some reason the sight config only triggers once at the start of the game. i was wondering am i doing something wrong here

#

the tick interval is by default 0 and max age is also 0

#

radius is 180

dark drum
# storm solar any idea on this issue?

This is the bit you want to look at. When you add an object to the list, it'll create the widget and call this event and pass the object through it. It's up to you to then do something with it.

You'll most likely need to cast to the expected object type so you can access it's data.

storm solar
#

@dark drum So this is how I have it set up like this.(1st pic) but the later two picture dont name or number it nor change the data when ran. I had to create a function that renames it on creation. And changing the value of object array example dosen't do anything

dusky cobalt
#

Any ideas how to achieve something like that? I want to spawn a thing in the air, and make it go to the green location like a fallen meteorite to the ground. Kind of fast and with a big boom. It should stay there. Should I just make it Projectile ? Or move this action on event tick/timer by event from X to X with accelerating speed. Just looking for ideas.

storm solar
#

This is how I have it setup atm so itโ€™ll display the initial item. But updating the object example array wonโ€™t change anything.

dark drum
# storm solar This is how I have it setup atm so itโ€™ll display the initial item. But updating ...

They setup a binding on the text block that gets the text from the object. Using this type of binding isn't advised though as it'll update every tick.

Instead, create an event dispatcher on the object called 'OnTextUpdated' with a text input. Then create a getter and setter function for the text variable. (Make sure you set the text var to private). Then in the setter function, have it update the text and call the event dispatcher when done.

In the List Entry, when its sets the object, you can bind to this instead where it calls a function in the widget to update the text block.

faint pasture
dusky cobalt
faint pasture
#

then you can "animate" it directly in the timeline

dusky cobalt
#

im actually trying the timeline approach so hope im on good track ๐Ÿ˜„

faint pasture
#

DoThing -> calculate Start -> calculate End -> play timeline -> timeline update -> position = vinterp(Start, End)
timeline finished -> do whatever you do on landing

storm solar
# dark drum They setup a binding on the text block that gets the text from the object. Using...

Thanks for the response.
A little confused on what I need to do.
So I made an event dispatcher from the item example BP (it just contains the item struct).
When you say getter and setter functions you just mean the get and set nodes? Not creating an actual function for all of this? Although Iโ€™ve already set and get the created item with setting the item example?
Event dispatchers are still a little weird to me.

lunar sleet
storm solar
lunar sleet
#

Basically using functions that call a dispatcher in order to avoid binding, since thereโ€™s no reason to update every single tick

manic vessel
#

Im used to using gameplay tags for actors , but is there any method like this for adding\removing tags for components

storm solar
lunar sleet
#

Iโ€™ve used list views without issues, tho not extensively, in fairness

storm solar
#

ah ok. I figured out how to bind the text from the tutorial and now im able to update it like in the guide.
Does it really check every tick? Is there a way to avoid that? (Im know its the answer from pattym but I dont really understand what he wants me to do.
Ill keep rereading it and checking it out.

lunar sleet
#

For instance, when A happens, call a function that updates the text

storm solar
#

right. So to pull back. How do I access a specific widget from list view?

#

I created the widget and have it set as a variable.

#

-function 1 and 2 on top and bottom respectively.

lunar sleet
#

it's high time to use discord for desktop and Win+Shift+S ๐Ÿ˜„

gusty shuttle
#

Quick question: Is there a way to rig something up so my Cine Camera component can be used as a actor target? Some way to get around component vs actor?

lunar sleet
#

sec, I'll check how I pull list view items in my project

gusty shuttle
#

I know it's the wrong ref, but I'm looking for a hacky way to do it haha

storm solar
#

its my build machine which is offline atm.
*found get item at. I swear i typed that in before.
I should be able to manipulate the values from there right?

lunar sleet
#

In my case I grab the list view and iterate over it, then grab the display name and search for a specific substring

#

but for me, it's specifically named objects so idk if that'll work for you.

lunar sleet
gusty shuttle
#

It's one of those cases were you made a bridges and by the time you got to the middle, it's off center haha

lunar sleet
#

Not sure but that specific function only looks for an actor, you canโ€™t bypass it per se

gusty shuttle
gusty shuttle
#

For the record, I found a work around. I just added a cine camera component inside my third person character, boom done

#

Thanks for rubber ducking @lunar sleet

autumn pulsar
#

Is there a way to get defaults from a class of an object?

#

I'm making a spawner, and I'm trying to check the bounds using the actor hull to determine if I can spawn it or not

#

oh

#

there's literally "get class defaults"

#

hmm

#

doesn't seem like it gets the root defaults

dusky cobalt
#

i guess

autumn pulsar
#

tried a character class, but it didn't offer the components to grab

#

what a cursed node

#

lmao

leaden raven
#

I've got a tough one I cant figure out on my own. I recreated all my UI using CommonUI, as it was the only reliable thing my google searches resulted in that allowed me to easily enable controller input on UI stuff. So I'm getting issues with my pause menu

When I use Set Input Mode UI Only, I can't unpause the game by pressing the pause button again, but can use my controller through the menu
If I use Input Mode Game and UI, I can't use a controller to navigate the UI, but I can unpause using the keyboard pause button.
My Input action for Pause has Trigger when Paused enabled, and it's the exact same code that worked through normal UMG, So I don't understand what's going wrong. Would an ActivateableWidgetSwitcher cause any issues? It doesn't on any of my other UI, but all of that UI uses Input Mode UI Only

I also use bools rather than a flip flop because it's more reliable and doesn't require me to press pause twice to re-open the pause menu, I've seen people use multigates but I dont understand them

olive yarrow
#

I have two characters with this exact collision set up on one of their overlaps. When the characters touch, the camera shifts off center, same vice versa for the other character. I had to disable collision to stop that from happening, but this is how i must have my collisions to chat with other stuff on the map... What gives?

#

I could set a event tick keeping the camera boom at its start location, but that'd interfere with some other stuff other spots

#

eeeehhhhh, i got it. Kinda. I mean, i got it good enough.

gritty palm
#

Hi

Ive been looking for a clean instruction/tutorial for a match 3 game. But I have not found one.

Does anyone know a tutorial?

Or can anyone briefly explain to me how the core structure and logic of this type of game should be coded using only blueprints?

#

I know that I have to have a grid manager blueprint and a master tile blueprint and some childten for eqch type of tiles.

But how to search the grid, how to determin a match has happened etc etc, I dont know

Ive heard array of arrays but dont know how exactly it works

quartz bough
#

Hi guys im looking for a way to connect an editor utility to blueprint function library
For example, i want to have a checkbox in my editor utility, and access that boolean within my function library functions.

#

Anyone know of a way to do this?

frosty heron
vernal dune
#

guys i need help, i follow this tutorial "https://www.youtube.com/watch?v=9r1FRotG2kY&t=693s" and I set things all up, the blueprint interface, the montage, the animation blueprint, followed until 12:12 I start playing and the gun skeleton mesh just lift up like this, please point out the mistake, don't know where i did wrongcrying

frosty heron
#

Isn't there only one cdo?

#

One class gets one cdo at the start of the application

young meteor
#

Hey folks

If I want to add a setting for brightness the player can use from the menu. Is it as simple as this? (sorry for low res picture from Youtube)

I know how to make a slider etc. and control the value from a Widget.
My question is more about what to actually change. Is it simply the Gamma value like shown in the screenshot, or are there more things I should make sure to change?

dark drum
frosty heron
#

Post process

young meteor
#

Thank you. So are there common/default PP settings people use?
Or is it highly dependent on the project meaning there arent any good general guidelines here?

dark drum
young meteor
#

was afraid that was the main one. I know I have Exposure volume in my level.

#

Guess I could play around a bit with the lighting to maybe not need it. Would also ensure some consistency across different levels I guess.

dark drum
young meteor
dark drum
young meteor
#

Okay. I see.

dark drum
#

The PP system is actually pretty impressive, the fact it handles overlapping PP volumes is nice. Even cameras have a PP on them. That makes me think actually, you might he able to affect the PP of the current active view camera. Could probally get it easily from the camera manager. Just another option.

young meteor
#

Nice. Good point.

dark drum
# young meteor Nice. Good point.

Just checked, you can put camera modifiers on the camera manager. You can make a custom camera modifier to control the PP as well. Could be another option, not used it myself so not sure how easy it is to use. You can add multiple modifers so it might allow you to create a modifier per setting.

young meteor
#

Hmm, worth considering.

#

Where are you finding these BP nodes?

#

"Add New Camera Modifier" for example

dark drum
young meteor
#

I might be confused but I don't even know what that is.

dark drum
# young meteor I might be confused but I don't even know what that is.

It's the thing that actually managers the camera. One always gets created when you start the game. So when you go to set the view target, the request gets funnelled back to the camera manager that actually handle it. You can create an entire game without explicitly using a camera component and set the camera manager handle it all.

young meteor
#

Okay. I obviously need to read up a bit on that front.

dark drum
#

I believe camera shakes are handled through the camera manager as well. Using the modifiers.

dark drum
young meteor
#

Yeah. Camera shake is an issue of mine as well. Trying to find a way to scale them, so if I'm lucky it might help with both things.

dusk solstice
#

Hello! I have a question in the code. Can I ask a question about the code here?

surreal peak
dusk solstice
surreal peak
#

Might be an older tutorial that still uses the old input system and not EnhancedInput

dusk solstice
#

well... even if a new one was used, then itโ€™s all the same. what value should the key have?

storm vigil
#

Dont we have a set gameplay tag by boolean? As i dont want to use a branch to add or remove gameplay tags

dark drum
# dusk solstice well... even if a new one was used, then itโ€™s all the same. what value should th...

The circled node is a legacy input action, this system is depreciated and has been replaced by the enhanced input system. As a quick overview, you would create a new input action (like you would a bp), then add the input action to an input context mapping class and specify the key that would trigger it. If you're using a template, there's normally one already setup for the movement and look, you can add it to that. ICM do need to be added the the enhanced input subsystem.

It would be worth you spending 5 - 10 minutes to get the basic down for how enhanced inputs work. There's plenty of tutorials about for it.

inland walrus
#

Anyone know how to reduce the z axis size of a capsule? or the scale in general?

#

or even change it to a box

dark drum
dusky cobalt
#

There should be height and lenght for the capsule component to set.

mental trellis
inland walrus
#

So is there no way to adjust the height? as it's already at the lowest settings in details

#

oh wait

mental trellis
#

If your model is just longer than it is high, then you're a bit screwed.

inland walrus
#

I've solved it

mental trellis
#

You can scale the capsule and then scale the model the opposite way?

inland walrus
#

Solution: You have to lower your capsule radius before lowering the height

olive yarrow
#

Currently i have my AIs capsule component rotating to face the targets it has locked onto... buuuuut... i need it to just be from the spine up.

For my player character, easy - aim offsets and all that hubbub.... but i'm at a loss for the AI. What do i put in place of the capsule component?

#

Both characters share the same ABP, if that helps

cunning vapor
#

Hey There!
Is anyone knowledgable in "moving a ui widget" Ive followed a few different tutorials but none seem to be working for my setup.

My UI is self contained (custom size) and then is dragged into a new canvas panel to create different menu's

what is the best way to move the Ui ? ANy help would be much appreciated

cunning vapor
olive yarrow
#

ah fuck i misread.. sorry Cat :/

cunning vapor
olive yarrow
#

Fingers crossed we both get the help we need

#

poseable mesh may be my answer WoahThink
But i think i'll have to go back and seperate my characters torso from its lower body as the poseable mesh doesn't seem to use ABP

olive yarrow
#

Yeesh, tried messing with the ABP and it was... not successful

swift jay
#

UE 5.4.4 trying to change the state of an AnimBP by setting the bool for it to True. (Aiming)

However, I'm not sure why but it seems like if I were to manually set Aiming to true in the Anim Preview Editor, it doesn't want to go to true. So when play testing, nothing happens. Not sure why it will not just set itself to true.

olive yarrow
dusky cobalt
olive yarrow
dusky cobalt
olive yarrow
#

oh hell yeah i can work with that

fading sentinel
#

Hey everyone, I'm working on a train animation in Unreal where 10 static mesh cabins are moving along a closed-loop spline. I'm using an array to store each cabinโ€™s default distance along the spline and then updating their positions every frame with a formula like:

The idea is to keep them evenly spaced and loop smoothly when they hit the end of the spline. It works fine with a single mesh, but with 10 cabins, I'm running into an issue: when the first cabin loops from the end (like 8000) back to 0, the transition can get messy. The modular math might end up causing some segments to stack on each other or snap abruptly as they wrap around.

Has anyone dealt with a similar situation or have suggestions on how to make that loop seamless without overlapping or visible snapping? Any help or insights would be much appreciated!

olive yarrow
fading sentinel
# olive yarrow I've used a spline before that would spawn an actor who would then smoothly go a...

hmm you mean I should use the timer to delay each cabin ??

what am doing is I have a train with a single cabin in a blueprint

and in another blueprint, i have another train with 10 cabins so the idea is that the single cabin train will push the 10-cabin train (both Spline will be placed close to each other, But the single cabin train Spline has a different path since, it will stop pushing the train with 10 cabins that's why they exist in a separate Spline Blueprint)

this is not an animation, but for logic that can be repeated, that's why I must get the 10 cabins to the start of the spline by the end of the animation without snapping or overlapping each other

fading sentinel
olive yarrow
granite nacelle
olive yarrow
fading sentinel
#

@olive yarrow

thats it works perfectly and am using the value from the single train to drive it

olive yarrow
#

CHOO CHOOOOO

#

So iiiii'm back where i started, just trying to get the head to look where the enemies are (some enemies fly) but with this configuration the character simply stares straight forward.
I've tried messin' around with variables but the head just refuses to look where the target is,
plz help D:

somber thunder
#

hi i would like to make selectable ammo belts for my aircrafts using a mix of the two bullets i made (each belt having more or less of ap or he), and i can't really find information on how to do it, i am still new to game dev so if someone can help it will be appreciated

olive yarrow
#

ag shit i just realised my cast failed that's... probably where i should start... wasn't failing earlier ๐Ÿค”

olive yarrow
#

i'm missing something... but that's a start!

grizzled goblet
#

Hey gang!

I'm loading a level instance like so:

I want to move it after it has spawned as well. But SetLevelTransform seems to do nothing:

I'm waiting till it's loaded.

any ideas?

olive yarrow
cunning vapor
olive yarrow
grizzled goblet
#

ok, let me try

#

@olive yarrow no luck, I'll keep trying! Thanks ๐Ÿ™‚

olive yarrow
grizzled goblet
#

no, I tried both ways. as soon as the level is loaded I can only move the actors inside

#

not the level as a whole

dusky cobalt
olive yarrow
grizzled goblet
olive yarrow
#

ooooh, a level controller plug in?

#

that looks fancy...

grizzled goblet
#

i'm loading a level instance VS loading stream level. I thought that one was worldcomposition VS I'm using WP

somber thunder
cunning vapor
olive yarrow
crude birch
#

Hey there, not sure if this question belongs here or in some other category.

we have monsters that we want to spawn from under the ground level, basically crawling out.

we created a spawn montage that we start on their begin play, and the animation in that montage begins with the skeletal mesh being below the ground. oh we also set movement mode to none and deactivate collision with worldstatics for as long as the montage is playing.
So in theory this is working well, but when the actors spawn, you can see them in their bind pose for a fraction of a second... is there any way to prevent this? like preloading a montage before we spawn the actor, or spawn the actor with a running montage... or doing something in the anim blueprint maybe?

dusky cobalt
snow halo
#

Has anyone here had any problem of your game crashing after you press play? like every time.

#

This happened to me after I just imported some animation

cunning vapor
dusky cobalt
maiden wadi
dusky cobalt
olive yarrow
cunning vapor
dusky cobalt
# cunning vapor Thanks btw ! ๐Ÿ˜›

I think it's not as easy as it sounds. I also might be completly wrong but. When you click on the widget, you need to Remove from Parent first, then **fake **this widget ''look'' at the location of your mouse position (on ''tick''), then when you drop it, you need to somehow probably check if your cursor is over some other widget parent and if yes, then you add it to that widget. If there was nothing under your cursor, you simply readd this widget that was held back to the previous parent.

#

Or do you ahve something working as prototype already and you just looking to fix some 1 thing?

cunning vapor
somber thunder
dusky cobalt
dusky cobalt
olive yarrow
crude birch
dusky cobalt
olive yarrow
#

I FUGGIN GOT IT YEAAAAAAAH SUCK MYU BUTT ABP'S!

cunning vapor
crude birch
olive yarrow
#

well... i got the head... my arm insists on shooting like a caricature of 90s rappers. BRACE YOSELF FOOL

#

yeah nvm... if they get too close to the character the head just looks down.

cunning vapor
dusky cobalt
cunning vapor
brittle oxide
#

How do you create an array of timers that activate the same looped function without overwriting each timer over itself?

#

Every time I activate the Creat Timer By Event and add it's timer handle to an array, it overwrites the previous timer which stops it

#

The timers exist, they are just inactive, only the latest created timer is active.

brittle oxide
#

not right now unfortunately

dusky cobalt
#

i think its not possible in blueprints

maiden wadi
#

The main issue is that the function gates you from this on purpose to protect you from registering multiple timers to the same function in the same instance. It's a safeguard for most scripters.

cunning vapor
dusky cobalt
# brittle oxide not right now unfortunately

one workaround is to move starting the timer to the objects that are using it, so like manager just calls there, hey start the timer, and then object handles the ''waiting'' + what it is suposed to do

junior oracle
#

Can we not use arrays in event dispatchers?

dusky cobalt
#

you can but you will have note

junior oracle
#

i keep getting "no value will be retunmred by reference"

#

yes

#

how to kill event dipatcher?

#

destroy it

dusky cobalt
#

unbind?

junior oracle
#

no im joking

#

srry

#

but actually how do i pass arrays?

#

do i just do a sad for loop?

cunning vapor
dusky cobalt
# junior oracle but actually how do i pass arrays?

I think the data will be passed correctly, but you just cannot ''work'' on this array I believe. Like these things will be copies and not references.
You can try to switch it from Array to Single and back again, maybe it will get fixed.

brittle oxide
dusky cobalt
maiden wadi
#

@dark drum You'll probably want to just create your own UENUM wrapper for it.

lilac storm
#

Hey there , when i start the game my character becomes i don't even know what, (video) and if i hit something it again become normal , any ideas what is it?

dusky cobalt
signal bane
#

Is there a node that prints out the type of an object?

lilac storm
brittle oxide
autumn pulsar
brittle oxide
#

but when i spawn a new actor component the old actor component stops looping and the new actor copmonent gets twice as much loop speed seesm like it the old timer gets added to the new actor component

dusky cobalt
#

so spawn component and on Initialize call to start the timer?

brittle oxide
#

I'm doing that kind of yeah

dusky cobalt
#

show code of manager and component

#

the manager is a component? or the owner ?

brittle oxide
#

I got it, it's all good thanks so much for your help you rock bro

dusky cobalt
#

what was the solution?

#

Get Owner to Add Ac Stream?

brittle oxide
#

I needed to make a copy of the stamp - i was running all these on the same stamp

dusky cobalt
#

oh okay, good it works ๐Ÿ˜„

brittle oxide
#

haha i spent all day on this

pure walrus
brittle oxide
pure walrus
#

ok got it, for those wondering u gotta unplug this shit

cunning vapor
#

Hey guys; tinsy bit stuck again ๐Ÿ˜› I think ive found the correct mouse positioning but my ui is not moving correctly;

in screenshots: with:
New POS my UI wont move
But with mouse cursor it moves correctly but from the top left (screenshot)

Ive followed this tutorial to try and fix it but joy; am i getting the correct cursor data? how comes its not moving now ?

dusky cobalt
#

Try printing some values

dusky cobalt
#

like Get Position is probably 0

dreamy sail
#

Im building this steering wheel logic and it works perfectly when I move it left to right, but I dont know how to make it smoothly go back in its place. this is what I tried, but I dont think I udnerstand how the "current" pin works in the Finterpto node or what Im doing wrong, but any value that I have in "current" it will go to it, instead of going to the "target" value.

also, if I have 0 in "current" , it will snap into place, but I want it to go smoothly.

#

I tried several approaches but for some reason "current" doesn't act like "current", but more like "target". even if I make the angle a variable , it still won't work. basically it needs to work exactly like the logic that comes out of " triggered" but in reverse , to smoothly go back to center when I let go of the button

faint pasture
#

finterpto will output a new steer angle for this tick based on the current steer angle, the target steer angle, speed, and delta time

dreamy sail
#

so then what should go into "current" and "target"? I was thinking current will get the current value and it will make it go smoothly to 0 if target is 0

cunning vapor
dusky cobalt
#

but what is the problem?

cunning vapor
#

im sure im overlooking something here; in my head it seems correctbecause the mouse will be moving changing the "New Pos"

dusky cobalt
#

why are you trying to substract anything?

#

you need to set widget position to position of your cursor, no?

faint pasture
cunning vapor
dusky cobalt
faint pasture
#

you need it to tick for a while after the input is released to interpolate back to neutral

#

Just do:
Tick -> TargetAngle = InputAxis * SomeNumber -> Finterpto CurrentAngle towards TargetAngle -> ??? -> profit

mild pine
#

Hey guys. I'm using a saving system (EMS) which is integrated into an inventory pack. To not dive any further into that, the save functions needs the game to be run in Standalone mode. However, when simulating in Standalone it returns false, as if I'm not playing in Standalone. Does IsStandalone actually mean that it has to be packaged? Im using 5.4

winter plume
#

maybe this is a dumb as hell question, but i'm trying to make a blueprint that composes a group of mineral nodes, and i want to assign those to a protected array of mineral nodes defined in the parent C++ class. but literally no matter what i do i can't get the freaking references to go into the array. i click "select from viewport" and i click on the node, and it just selects the node. i try to drag and drop and the details window changes. i can't for the life of me figure out how to lock the details tab context

faint pasture
#

It's a component which instantiates an Actor

#

You can fill that array at runtime by iterating over your ChildActorComponents, casting each ones Actor to MineralNode, and adding to array

#

assuming MineralNode is an actor, dunno what it is

winter plume
#

yeah

faint pasture
#

This is my one biggest problem with Unreal, you can't just arbitrarily nest actors at design time

winter plume
#

there's no like templated version of GetChildActors either?

faint pasture
#

you can get components by class UChildActorComponent

#

Although if you are gonna have some randomization of positions anyway just design how many nodes you want and let it spawn the node actors at runtime

#

ChildActorComponent has some real problems especially with networking or anything decently complex

#

or MineralNode can be a custom subclass of StaticMeshComponent, dunno if that's best practice but I've done that before to add stats to a mesh

winter plume
#

oh ive already got logic to lay them out, i was generating them straight from C++ prior, adding on a bp to it now. doesn't matter if they get reordered i guess, since its for an RTS I want it to have some semblance of what it's going to look like before the game runs, don't mind if it's not 100%

cunning vapor
faint pasture
winter plume
#

i'm clustering them so i can have it sort of like a priority queue where it will deflect a worker from a resource that's already being harvested onto an empty one

faint pasture
#

Is a mineral cluster meant to be a "thing" at run time or is it just a way to add a bunch of nodes to the map at once?

#

does any gameplay care about a mineral cluster or just mineral nodes

autumn pulsar
#

What's most people's strategy for handling the state soup that is player movement?

autumn pulsar
#

same with being on the ground, or swimming

#

I guess gameplay tags?

maiden wadi
#

I think I'm mostly asking what things? Like are you generally asking about things such as how do you determine when a player is allowed to crouch, or jump, or even do non movement related tasks like firing a weapon or making sprint stop a spellcast, that sort of thing?

shy topaz
#

Hey, everybody. I'm practicing with Physics Constraint and I can't understand why a controlled character can't get within a certain distance of the Physics Constraint, it just pushes him away
At the same time, if the character is not controlled, but just an actor attached to the Physics Constraint, everything is fine, it moves freely within the restrictions

Are there any tricks in attaching a controlled character with Physics Constraint?
Because I'm doing it through the player capsule, giving it physics

Translated with DeepL.com (free version) ๐Ÿคก

autumn pulsar
#

I guess sort of managing all the states a player might have in a sane manner

#

and caveats

maiden wadi
# autumn pulsar yeah

The short answer is yes, tags. Or some form of flags. More or less updated by your movement events or some form of state machine you build around it.

For the actions, this is one reason GAS really shines. You can turn your actions like Jump, Dash, Sprint, Shoot, etc into abilities and they can simply not activate based on the tags you specify in them. And other things like interrupting spellcasting on sprint or even when being knocked over or etc. It's just the ability itself listening for certain tags added or removed and simply cancelling the ability when those events run.

autumn pulsar
#

looks like I got some major refactoring to do kek

gentle urchin
#

oooor if you're without gas for some weird reason you'd just do it the old fashioned way

#

it helps to atleast generalize it into abilities of sorts, to keep the logic separated (spaghetti - meet my fork straightener!)

#

and at that point you're nearing Gas anyways

surreal peak
#

Tbf, there are plenty of reasons not to use GAS.

gentle urchin
#

it's far from perfect ๐Ÿ˜›

surreal peak
#

Not only that. It's also not the best idea to GASify every project.

gentle urchin
#

indeed

surreal peak
#

I have used the idea behind GAS abilities and their block and cancel stuff and a made smaller and simpler version of "actions" with that

#

Or the Modifier stuff from GEs and made a simpler effect system.

#

Sometimes GAS is really overkill

gentle urchin
#

that's how i've been using several of these large generic systems tbh

#

extracting the parts i need, in some project specific way

surreal peak
#

I've seen people throw GAS at too many projects ๐Ÿ˜… there is for example one that is a party game where you jump around with cats and collect stuff. Beats me why that needed gas

gentle urchin
#

I guess you could just use it in some minimalist way ? it's not for everyone to create these systems themself

surreal peak
#

Yeah sure, that's also fine. GASify is more a term for pushing GAS onto a project and using almost all of it for barely a reason.

vague moth
#

Does anyone know if its possible to nullify Z velocity with an actor using the character movement component?
For testing I did a thing where i set the Z velocity to 0 every frame, but the character stills falls with a speed of around 0.14m a second
It sounds nitpicky but I would really like if i could nullify it completly :P

surreal peak
#

Otherwise you could use Flying as a MovementMode.

#

Or you go into C++ and change the Falling Vel Calculation.

#

But given this is #blueprint, I guess that's not an option.

vague moth
#

dang
But its good to know that in c++ i can change the way falling is calculated
ill keep that in mind for the future
thanks dude๐Ÿ‘

pallid ice
dark drum
surreal peak
#

And obviously a lot had to be placed into the CMC instead of GAS cause prediction doesn't work nicely between them.

surreal peak
tired hollow
#

Welp... Just learned about Event Dispatchers ๐Ÿ˜„

jovial steeple
#

Those are pretty cool

verbal kayak
#

Hi. I think this is a math problem more, but how do I get location of a moving object, from a trace that hitted it? I tried to add the trace hit loc + world loc of object but that is not working.

#

do i need to divide the locations of the world loc and hit loc or something?

jovial steeple
verbal kayak
#

i want the world location of that actors hit point

#

which is moving

jovial steeple
verbal kayak
#

yeah, but i need it to update all the time

jovial steeple
#

Ok I was going to ask that yes.

verbal kayak
#

is it like distance between the 2 points and minus that from the equation?

#

hmm doesnt really work as it gives me float output only

jovial steeple
# verbal kayak is it like distance between the 2 points and minus that from the equation?

This pseudo code contains the math.


Variable AActor* SavedHitActor;
Variable FVector SavedHitLocationOffset ;

OnHit(FVector InHitTraceLocation, AActor* InHitActor)
{
  SavedHitActor = InHitActor;
  SavedHitLocationOffset = InHitTraceLocation - InHitActor->GetWorldLocation();
}

OnUpdate()
{
  UpdatedHitLocation = SavedHitLocationOffset + SavedHitActor->GetWorldLocation();
}```
verbal kayak
#

doesnt work :/

#

stays on the same hit location and doesnt follow the hitted object

jovial steeple
#

Show your code, the implementation may be wrong.

verbal kayak
#

actually, it works halfway now.

#

It will follow, but it will follow in the center point of the world location of the object i hit

#

not the hit location

jovial steeple
#

I cant help any further without seeing your code.

verbal kayak
jovial steeple
#

With what I can see in that screenshot, I dont see any issues with the math.

verbal kayak
#

yeah the yellow line comes from hit location of a single trace

jovial steeple
#

The issue is probably something outside the scope of what that screenshot informs me of.

verbal kayak
#

do i need to update that trace all the time i guess?

jovial steeple
#

You should only need to do one trace.

verbal kayak
#

hmm ok

jovial steeple
#

There seems to be alot of other things going on, which may be causing the issue.

#

If youd like to hop on a voice call, and show me the rest of the blueprint, im sure its simple.

verbal kayak
#

Ok, you can try. I dont know if it is simple code though.

jovial steeple
#

I will dm you.

verbal kayak
#

ok

kind estuary
#

These 2 bad boys.
One is soft reference and the other is class reference.
If i use class reference does it mean that the uobjects stored in it are loaded already?

#

i think its better to use soft reference for the abilities my player will have in its power.
Then at begin play load async.
Then when using ability just Spawn of class, is that right?

#

this is confusing ๐Ÿ˜ตโ€๐Ÿ’ซ lurkin

jovial steeple
#

The things inside the PlayerAbilitiesSRedArray will not automaticly be loaded however.

forest basin
#

Hey gang, i'm seeing something intersting/annoying, When I update a blackboard key it doesn't "immediately update". It does update shortly thereafter so it's not that I'm mistyping the key or anything silly like that.. But it is making my control flow difficult

kind estuary
#

This should be the standard...?

jovial steeple
# kind estuary i think its better to use soft reference for the abilities my player will have i...

Maybe a better way to explain why loading a UCLASS loads in the object as well is like so.

  • A hard object reference that points to the Ability01 object needs the Ability01 object to be loaded. This is because, this hard object reference would point to an instance of a Ability01 object in memory. Thus Ability01 must be loaded in memory in order for this reference to exist.

  • A hard class reference that points to the Ability01 object needs the Ability01 object to be loaded. This is because, this hard CLASS reference would point to a special instance of a Ability01 object called the ClassDefualtObject (CDO). Thus Ability01 must be loaded in memory in order for this reference to exist.

  • A soft object reference that points to the Ability01 object DOES NOT need the Ability01 object to be loaded because its simply storing a file path behind the scene.

  • A soft class reference that points to the Ability01 object DOES NOT need the Ability01 object to be loaded because its simply storing a file path behind the scene.

jovial steeple
#

A hard reference confirms that if a player ever wants to exist, the hard referenced character movement componet must also be loaded.

#

Hard references are the default because they are simpler to use then a soft reference. It would be annoying if you had to manually load each class. Mannualy async loading each class would also be pointless on tiny classes.

#

Yea a complicated object with a high poly mesh is better off async loaded. But my tiny lightweight inventory manager object class doesn't need to be async loaded.

#

Even if i had to block the game thread in the middle of gameplay to load this class, it wouldnt even be noticeable. Also, the game basically needs the inventory manager to be loaded in at all times anyways, and it would most likely end up getting loaded when you load the level anyways, through some hard reference somewhere. It probably should be loading here to.

#

Also, the way the game knows which objects to keep loaded in memory is because of hard references.

#

The engine automatically unloads any objects from memory that do not have a hard reference to them.

#

This is how garbage collection works.

#

Even if you load in a class, from a soft reference, you need to save it to a hard reference somewhere if you want it to stay in memory.

#

Anyways, alot of times its simpler and better suited to just use a hard reference to something.

kind estuary
kind estuary
kind estuary
#

ah

#

so basically everything should be soft except stuff that will pop in every game/level

jovial steeple
#

Just depends on the game

#

In a game with a set character, if your in the gameplay map, there is no reason to make the character a soft reference.

kind estuary
#

those will come and go

jovial steeple
#

If the game is simply structed to move from level to level. The character in the battle map just needs to be loaded.

#

Yes in that case, use soft references on the weapons. The choice between hard and soft changes for each part of the design.

#

As well as the overall game design.

kind estuary
#

๐Ÿซก thanks this is much clear now

broken dune
#

Hey dudes! I have a delta rotation, that i want to aplly to ik_hand_gun bone, but here if i pass this as a parameter, bone ignore it or starts jiggling. Hovever, if i pass exact same value manually, it works.

wintry imp
#

Can anyone confirm if I'm just missing something/going crazy here?

Cable Components set up in Construction Script seem to work just fine in-editor, both in the BP Viewpane and when placed in the level, but when you run the game, the "Attach End To Component" gets cleared for some reason?

wintry imp
wintry imp
dapper wave
#

Hey, sorry to pop in. I have a short question that I don't seem to find anywhere else. If I want to have an UI set to world space (i.e. rendered in the world rather than on player screen), can that UI be clickable by the player without using a widget interaction component?

forest basin
#

whats the neatest way to watch a variable on a pawn from an ai controller. In the pawn there is a timeline representing battery drain. When that gets to 0 I want the controller to doa couple things including updating blackboard keys. I want to avoid tick as there will be pottentially 100s of little battery powered ai robots in this game

maiden wadi
dapper wave
bleak moon
#

Hi sorry if this is possibly against server rules but i've written a google doc explaining an issue i'm having with unreal sockets/ blueprints (i hope this is the right place to post) as its quite a lengthy issue i'm having that has pictures and such explaining the problem im having
https://docs.google.com/document/d/16g9BuJKnW8bw_F54ojeFixs3UkQJy_nLau1c9qsnFfY/edit?usp=sharing

dapper wave
verbal girder
#

Am I crazy here? My debugger is showing one value (walking) but the breakpoint moment and mouse over shows a different value (swimming)?

forest basin
dapper wave
#

and your timeline doesn't end once it reaches 0?

pallid ice
#

i have weird experiences with construction scripts sometimes

#

I only use construction scripts if i want things to also appear in the editor when i am not playing to give me a preview.

wintry imp
# pallid ice did you try to also put it in beginplay?

Yeah, the video attached to that message is showing that it works if you reassign it on BeginPlay, it's just a pain in the ass because I'm making a procedural suspension bridge and didn't plan on tracking all the components and referencing them at runtime like that.

I've got it working now through that but I really wanted to confirm that it was actually a bug with the CS and I wasn't just missing something.

maiden wadi
civic tiger
#

Hello, I got a problem with just walking up on stairs.. I even made a big research about it and did not find a solution. My problem is that when im tryin goin upstairs and I look up from around 5 to 70, I cant go up .. Its a first person game with only the capsule and the camera on character. If there is anyone could help i would appriciate it

dapper wave
#

try to start walking from a reasonable distance towards your stairs, and while holding w, press f8 to eject, switch to collision mode and see if there is anything weird with the collisions

surreal wagon
#

Hello! I want to make a camera lag like in beyond: two souls. The thing is that most tutorials on this is using a spring arm. This is horrible on first person as it changes the "feel" of the camera and it does not rotate normally anymore. Can someone guide me on how to make a accumulative camera lag? This is the system that I currently use from a hand sway system I have implemented. It is not working like I want it to.

timid lance
#

help please i can't package my project i not pack for ios but show this i have rebuild src and reinstall vs for 10 time and reintall windows but still have this problem

timid lance
#

Running AutomationTool...
Using bundled DotNet SDK version: 8.0.300
Building AutomationTool...
E:\UnrealEngine-5.5\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64\sdk\8.0.300\Microsoft.Common.CurrentVersion.targets(3398,5): error MSB3554: Cannot write to the output file "E:\UnrealEngine-5.5\Engine\Source\Programs\AutomationTool\IOS\obj\Development\IOS.Automation.Properties.Resources.resources". Could not find a part of the path 'E:\UnrealEngine-5.5\Engine\Source\Programs\AutomationTool\IOS\Properties'. [E:\UnrealEngine-5.5\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj]

Build FAILED.

E:\UnrealEngine-5.5\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64\sdk\8.0.300\Microsoft.Common.CurrentVersion.targets(3398,5): error MSB3554: Cannot write to the output file "E:\UnrealEngine-5.5\Engine\Source\Programs\AutomationTool\IOS\obj\Development\IOS.Automation.Properties.Resources.resources". Could not find a part of the path 'E:\UnrealEngine-5.5\Engine\Source\Programs\AutomationTool\IOS\Properties'. [E:\UnrealEngine-5.5\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj]
0 Warning(s)
1 Error(s)

Time Elapsed 00:00:02.24

RunUBT ERROR: UnrealBuildTool failed to compile.

RunUAT.bat ERROR: AutomationTool failed to compile.
BUILD FAILED

timid lance
dusky cobalt
# timid lance you mean this ?

Try this:

  1. Find all the folders in the path.
  2. Right Click them and Properties.
  3. Uncheck Only to Read.

Do this for every folder on the paths you see.

timid lance
#

i already try that not work

#

and i have change to not read only for ue folder too

dusky cobalt
#

Did you try to generate files and rebuild solution after deleting intermediate and binaries?

timid lance
#

i have reinstall windows too

dusky cobalt
#

whoa

timid lance
#

and still have same error after reinstall windows lol

dusky cobalt
#

why would this be windows fault

timid lance
#

i think problem it from vs

#

but i have reinstall in def version but nope

dusky cobalt
#

Did you also change all the files to be Not To Read Only? In these folders?

#

not folder but also each file

civic tiger
civic tiger
#

nevermind found the issue FINALLY! I just had to disable my pawns use controller rotation pitch and have only the yaw

uncut lark
#

I have a sound function that is tied up to physics materials, but the footstep interval cant change until the movement key is released.

I want it to basically change this footstep interval variable on the fly so that the sound plays at a different interval rate depending on if this bool thats tied to my shift key is pressed down or not
Heres the sprint function. Just a simple on off bool

#

Heres the movement input. Its been modified from the original due to some other ladder controls

#

Then here is the sound code that plays the sound. The float value tied to the timer event node is the foot step interval. Thats what controls the time inbetween each sound

#

Any thoughts?

#

Wait I fixed it

#

I called the noise function after the sprint bool and it fixed it

sand yacht
#

does anyone know how to fix this? this is inside a function library

#

ive compiled this before and it worked just fine

#

it just broke somehow

lunar sleet
#

did you make the struct in bp or cpp

sand yacht
#

bp

lunar sleet
#

it could've broken, bp structs tend to do that alot

sand yacht
#

is there an easy fix for that? or is it a matter of recreating the struct

#

ive already tried restarting my engine and resaving all files

dusky cobalt
#

You will get errors 99% of times when you add or remove something from struct that is made in blueprints.

lunar sleet
#

ideally, define it in cpp first.

#

else you'll prly keep encountering such issues

dusky cobalt
#

Try to connect/disconnect pins, refresh node

#

but it's just a band aid really

sand yacht
sand yacht
dusky cobalt
#

imagine doing it when you have this struct in 6 blueprints..

sand yacht
lunar sleet
sand yacht
#

but i get what yorue saying

lunar sleet
#

once it's defined, you don't need to touch it again unless you want to add extra stuff

sand yacht
#

and can you edit it the same way as you would normally in bp?

#

or is it a cpp file

lunar sleet
#

you define its parameters in cpp and then expose it to bp, so you can use it (assign and read values) from inside bp

sand yacht
#

makes sense

#

will probably have to look into that soon then

dusky cobalt
sand yacht
languid furnace
#

How can i get a cast to a widget blueprint?

sand yacht
#

use this first

#

then you can cast to the blueprint

lunar sleet
languid furnace
#

let me explain a bit what im trying to do

#

so i have a options widget that i can adjust post process settings and there is a event called "update post process settings" i need to use that event whenever i enter a new level so the post process at the level works and the one in the settings

visual crest
#

can some one explain to me why this is returning not valid ?

maiden wadi
#

Did you enable it in project settings?

#

UserSettings are disabled by default.

visual crest
#

Ok thanks

visual crest
#

How do I make a bool to see if a int is odd or even?

maiden wadi
#

May also want to abs it first too if you want to support negatives, unsure how the mod will take those.

night umbra
maiden wadi
#

Eh?

olive yarrow
#

how... how is this both true but false? The index has 3 points... but is also allegedly not greater than 0...?

surreal peak
languid furnace
#

so i have a options widget that i can adjust post process settings and there is a event called "update post process settings" i need to use that event whenever i enter a new level so the post process at the level works and the one in the settings

#

how can i get a cast like this to widget bp

olive yarrow
#

I... ugh.. i forgot to uncheck a collision which was for some reason causing the issue... Though now i gotta figure out why the movement doesn't succeed or fail... THE JOYS! (also thanks for responding - really!)

surreal peak
#

No worries (:

surreal peak
olive yarrow
#

When i switch from my team lead to my secondary character, my team lead does not set its controller as AI, however my second team is always switching correctly between playercontroller and aicontroller.

These blueprints are virtually identical all over save for which squad is being referred to so i am at a loss as to why the Team lead refuses to be an aicontroller... The image on the left is the one that returns invalid

#

here's when i initiate the switch

#

nvm i found my issue... jeeeesus i think i need to take a day off devving :laugh:

remote flare
#

does anyone have advice on how to get an enum by its name in an animation blueprint? I'm trying to do some bitwise math to check if some state flags are set, but i'm currently at a loss on how to go about doing it. I could just visually reference my enum i wrote in C++ and get the raw value of the bit flags that way, but that would be tedious

Here's what i got so far:

#

and this is my enum on my player class:

olive yarrow
#

I swear there's something akin to SwitchonEnum,

remote flare
#

there's the select node:

#

but i can't find official unreal documentation on how to use it

#

and i'm not sure if this node does what i initially thought

dusky cobalt
#

you can just switch on enum

remote flare
#

switch on enum generates this, but form what i remember execution pins don't work in blueprint graph don't they?

dusky cobalt
#

they work

olive yarrow
#

Teamwork ๐Ÿ˜Ž

dusky cobalt
#

its the same switch with switch, case0,case1,case2 etc.

remote flare
#

i'll need some guidance if you don't mind holding my hand for a bit lol. When i try to connect execution pins i get this error:

dusky cobalt
#

what is pose link structure? and what valuesdo you need?

#

basically you need to manually create something after the switching

remote flare
#

here's my full blueprint graph for my swimming state, if that helps any in giving additional context:

languid furnace
#

but i still cant get the cast

dusky cobalt
#

and what values you need, like 0-5?

#

ohh I didnt notice it's animation graph, imnot sure if you can use switch there, you might beright, I'm sorry

#

unless there is something like begin play or anything that can be called

remote flare
#

yeah everything i've read online says you can't use execution pins in animation blueprints unfortunately

dusky cobalt
#

but you only need to change the value from 0-5?

remote flare
#

i need to check whether the flag for Heavy Splash, Medium Splash, or Lite Splash are set when the player is in the swimming state. These flags are set depending on how fast the player is falling when they hit the water, and it sets a timer as well as the flag. When the timer finishes, it clears the flag, allowing the player's normal swimming animation to play instead of their idle/treading water animation

dusky cobalt
#

oh, i have no experience with animations yet , maybe someone else can help or #animation

remote flare
#

i'll try there Okcario thanks