#blueprint

1 messages Β· Page 297 of 1

runic terrace
#

Not sure why it wouldn't damage buildings but here are some things to check

#

Make sure the array is also not empty, maybe the code works but if the array never gets populated there's nothing to damage

proud salmon
#

You do nothing if either of these are false

#

ha sorry, didn't mean to grab your image Spynora πŸ™‚

worldly sparrow
#

have added a bunch of print string and print text and nothing is coming up.

proud salmon
#

Then your array is empty

worldly sparrow
runic terrace
#

This is also a ticking time bomb, might result in a null pointer later

#

Unless the Get Player Component does any internal checks

worldly sparrow
proud salmon
#

oh those won't do anything. You need to pull off the green pins from the math checks to see what they are doing.

Use "Format Text" and then put pieces in {} to make them a variable. Like: "Get Distance Is: {x} against a check of {y}" Then plug the values in and connect it to the print string

runic terrace
#

Might crash the game

thick crest
#

Anyone able to help me with AnimInstance?

runic terrace
#

You're pure casting to the character and passing it to a function directly. If that object is not a character and that function is not doing any validity checks it will crash the game

#

Because when you pure cast, if the cast fails the object reference will be returned as Null

#

Here as well

#

It may look like you're checking validity but the Select node will try to access both options before performing the condition check

#

So it may also cause a null pointer

#

Sometimes these pure functions don't cause any problems in the editor but they can cause a crash in a packaged game

wispy kayak
#

Hi guys, I almost solve the problem.

So my question is: How to remove the last previous click stored Array and only store the last click?

runic terrace
#

If you only need the last click why do you need an array?

#

maybe clear the array when you apply the changes?

zealous moth
#

has mobile inputs been solved at some point in unreal engine 5+?
In the past you needed convoluted setups where it would take on the first touch, then over tick check the delta to make a swipe or scroll action.
In the widget BPs, there seems to be functional overrides but I cannot find any documentation or videos that explains this. Even the latest message on this channel is from one of those convoluted videos, so am I missing something?

runic terrace
#

What's convoluted about checking the delta?

#

Not sure if they added anything for swipe controls with Enhanced Input

zealous moth
#

and in the past, there is a LOT of tweaking to be done on simple commands

wispy kayak
#

right now my other than clicked actor, will keep reset.

runic terrace
#

Do you mean when you reload the level?

wispy kayak
#

yes

runic terrace
#

When you reload the level everything in it gets deleted

#

It won't keep any changes

#

So yes you need a savegame

#

Save before the level change and load after

wispy kayak
#

Alright, I'll take a look on that. Thanks

worldly sparrow
worldly sparrow
#

its printing decimal values so am assumign that makes it the first print sting thats pulled off the ABS green maths check. is that what you meant?

worldly sparrow
runic terrace
#

dont use a pure function if it's not 100% guarantee that thing exists

worldly sparrow
runic terrace
#

you can use an impure cast instead, that handles validity

#

For the select, don't use the select node unless both options guaranteed to be valid

#

you can use a regular isValid switch to check which option is valid, and assign that to a local variable

#

then use that variable when you need it

worldly sparrow
worldly sparrow
#

added print string to both of the branch true and false and the brahc comes back false, as thats connected to nothing it dies

tired hollow
#

How can I set up whether I need to press to interact, or hold to interact? I tried making a variable in my interface but it wont let me

mild wharf
#

Editor crashing and throwing this weird error. Can someone explain this what does this stands for ?

worldly sparrow
#

@proud salmon is the problem that the built item is not being put in the array, therefore it is failing at that branch

thin panther
coarse marten
#

Its annoying to do, if you want an easier way of doing it you can pass through the values into the Animation Blueprint, i think if you have a Posable Mesh Component you can also do it that way.

wicked cairn
#

https://youtu.be/B0RiuWI3jek?si=YEUlFnEpr-Rfcwy_ anyone know if this still works for 5.5 and or if there’s any tutorials on this system? I’m trying to make something similar where the player can interact with a book to navigate the book locally and other players cannot interact until it’s free to be interacted with

The Widget Interaction System Asset Pack for Unreal Engine is a universal interaction system for 3D user interfaces placed in the game world. It allows a smooth and automatic camera focus on widgets, transitioning from default player movement to direct mouse input on the focused user widget.

Included blueprint classes cover computer terminals, ...

β–Ά Play video
young meteor
#

Hey folks

I'm just getting a black screen when I try to load a level like this from my main menu.
If I use the "Open Level (by Object Reference)" node instead it works fine, but freeze the screen while loading it.

What am I doing wrong?

thin panther
young meteor
#

Hmm okay. So my only options are to accept the screen freezing, or to make a persistent and empty top level, and then have the various levels be subLevels and then use "Load Stream Level"?

drowsy steppe
#

Hey guys, I hope this is the right section to ask
I'm doing a walking simulator game which is very narrative based and with dialogue choices that can affect the gameplay. What would be in your opinion the best workflow to achieve something like this? Also I'm working with a writer, is there a way where he could work outside of unreal and then import the dialogues with choices in unreal? Thanks

dark drum
# young meteor Hmm okay. So my only options are to accept the screen freezing, or to make a per...

The issue with levels is they can take up a lot of memory. It's why you can't cast to a level object in BP. (Just imagine being able to force load you're entire game. πŸ˜… ) Adding to this, in a lot of cases, you might need to unload the current level to free up enough memory to load the new level. Level streaming is a little different as there's an assumption its only part of a level, not the whole thing and subsequently has to be streaming into the persistent level.

If it's a level transition, just popup a widget with the words loading in the bottom right before you call the load the new level.

random vine
broken gazelle
#

hey guys i want to create an in editor widget for my lightsets, i have 6 of em. in my widget blueprint, i have succesfully turned the lights off when i click the button, but the problem is the correct lights wont turn on (or any lights for that matter) after i click the button. my lights are children inside an actor bcus i dont want to use blueprints to put my lights in. the image is my widget blueprint. i added a tag for each of the actors that are parents to the lights. i think my blueprint doesnt understand that that i want to turn visibility on for the lights according to the actor parents. please help me im stuck. thank you!!

drowsy steppe
young meteor
random vine
#

there is a for loop that's empty, and the events run a function that uses a parameter from another event

broken gazelle
dark drum
random vine
broken gazelle
#

im trying it now πŸ™‚

dark drum
drowsy steppe
random vine
dark drum
random vine
#

Narrative got one, but not as you need it

broken gazelle
random vine
broken gazelle
barren tangle
#

hello i have an issue that i don't understand. i spawn an actor.
I can see the shape of the actor but not the static mesh. The size change with the Static Mesh input. But the static mesh is not visible.
But when i run the test directly by playing the level: they are there.
but when i load the level... they are not there but i see the size of the box...

#

when i load the level everything is there exept the static mesh... when i load the level, the cube is there but the static mesh is not there...

dusky cobalt
#

how are you setting that static mesh?

prisma forum
#

Any idea why this sometimes throws an infinite loop error? I have the player possess a BP_TapeCamera and a BP_TapeSelector (basically just a sphere collider) is set to update to their mouse position on screen on Event Tick.

barren tangle
dusky cobalt
# barren tangle yes directly

yes but how do you use it then in the code? it's a variable created by you, you set it on begin play? on custom event?

barren tangle
#

yes it's from another BP, where i select the static mesh. and inside of it is defined into the constructor, I set the Static Mesh byt the Input Static Mesh

dusky cobalt
#

show code and show where this code is

barren tangle
#

i put a i for input

dusky cobalt
#

move this to custom event and call that event after you spawn object

dusky cobalt
#

i think construction scrip is getting called way before you set static mesh variable on the ''spawn actor of class' node, that is why it's basically null

prisma forum
barren tangle
#

it's still empty

dusky cobalt
dusky cobalt
barren tangle
#

i put the code into a Init

dusky cobalt
#

ok and you call it after spawning actor?

#

can you also change the name of the static mesh variable that is beeing set so these are easier to recognize?

barren tangle
barren tangle
#

and it's called just after the spawn

#

that's weird because i can see the box lol πŸ˜„

dark drum
dark drum
# barren tangle

Also, do you use the static mesh component anywhere else. You might be clearing it somewhere else.

barren tangle
barren tangle
#

no i just spanw them and that's all

#

ans set if they are blocking or not

dusky cobalt
#

isnt that scale 0.1 making it so small that you cannot see it ?

dark drum
barren tangle
#

and the with box get the mesh size to be able to draw... so i guess he found the size of the mesh

dusky cobalt
#

change the static mesh to cube for example instead of sm bush

barren tangle
#

but ok don't worry i will reach all code

#

at least it's not something related to the spawn

#

i will search πŸ™‚

dusky cobalt
#

if its child maybe you modify something in the aprent

barren tangle
#

for a strange reason the overlap function is triggered when i spawn them

#

and on overlap, i hide them

#

in fact i should add a boolean out of the Interface saying the function is ok or not

#

like that i know i i call the good actor and continue if yes

tropic token
prisma forum
tropic token
dark drum
dark drum
dark drum
tulip palm
#

hi, im working on a script to make sliding surfaces like in mario 64, its working but i would like the player to have much more control of their left and right movements as they slide down, im not sure how to do this

dark drum
drowsy steppe
dark drum
tulip palm
random vine
tulip palm
prisma forum
tulip palm
#

i think because the slide uses the flying movement mode

tropic token
dark drum
# tropic token it doesn't always work. Sometimes breakpoints are missed. Sometimes variables ar...

CPP debugging suffers from the same thing, its all about scope. Things like local vars can't be shown unless they've been set already along the execution path.

As for missing breakpoints, this is very rare of which an editor restart resolves. If it happens a lot you might be selecting a specific object for the debugging. This means, break points in different objects wont be triggered. Pretty useful when you want to debug a specific object, just got to remember to clear the selection.

dark drum
dark drum
tulip palm
#

the slide isnt very good when its on walking

#

do u think theres an alternative

dark drum
prisma forum
#

Another question unrelated to this other one. I have a project I was working on back in October. When I try to come back to it, I'm getting a ton of compiler errors because many of the plugin functions I was using have been updated as the plugins were updated. Is there some easy way to rollback the plugin version on those plugins to the version they were in back in October? Ideally just rolling back the plugin version for this project.

dark drum
prisma forum
dark drum
tulip palm
dark drum
dark drum
tulip palm
#

about the same with 0 friction

dark drum
tulip palm
#

definitely

#

i use the physics material to activate the slide function

dark drum
# tulip palm definitely

Check the character movement component, I believe there's some settings on there as well that are used when handling the physics material.

alpine hinge
#

i made it No Owner See, and i can still see it ingame, what am i doing wrong?

#

got it

#

needed to add is locally controlled

#

with a branch and set vis

restive rose
#

Hello everyone! Here's the problem. There's a plane that moves along a spline, a character can enter it and move around freely. Time is calculated on the server, the position and rotation are set, and then, using variables, it's replicated to the client, where positions are interpolated so that everything is smooth. The problem is this. When jumping, the character simply starts teleporting to different places inside the plane, or being thrown out of it altogether. I suspect that the problem is either that when jumping, the character is not affected by the impulse from the plane and therefore it seems to stand still while the plane is moving, or perhaps it's because of some desyncs between the client and the server, but I doubt it. Has anyone here encountered a similar problem? How did you solve it? Maybe you have something to suggest. I would be very grateful.

cunning vapor
#

Heya; Bit confused; is the find node -> break node not what i should be using ?

The variables all seem to be there but not getting an output:

dusky cobalt
cunning vapor
dusky cobalt
#

because for every key you set Array, so the Array quanity will be always the last thing from the map

#

instead of making array

#

use For Loop and plug last index to the Quanity

cunning vapor
dusky cobalt
#

because your 2nd loop will only loop 1 time right now not the quanity amount of times

#

its For Looping X indexes of the array which is 1

#

use For Loop, not For Each Loop

tawny hedge
#

what's the node called like reroute nodes with multiple lines but to execute multiple functions so i don't have them in a single row?

tawny hedge
#

a yes, thank you, didn't come to my mind

ruby apex
#

Hi, is there any snippets/plugins/tools to force Save All on entering play mode (just before staring play mode)? Im tired of randomly losing progress cuz unreal decided to crash and I forgot to press save. Why isnt that a default behaviour of pressing enter playmode?

dry forum
#

I created a flying drone out of a character blueprint in a 5.3 project, worked great. When i import it into new 5.5 projects the movement is really choppy/laggy. Tried it in a new 5.3 project and it worked fine there. Can anyone point me in the direction of a reason/solution? Please and thank you

left wolf
#

❓ Is anyone aware of a convention on making private functions stand out from public in the My Blueprint sidebar? For example using an _ prefix?

left wolf
dry forum
left wolf
left wolf
left wolf
# dusky cobalt

That's nice. Now if only it would be more concise. No need to display public imho, just assume that as the default. But thanks a lot! It should be an icon instead of long text. Onto my list of PR ideas.

ruby ivy
#

Which node can I use to get a class's master class (parent class) in Unreal Engine 5?

dusky cobalt
olive yarrow
#

My current system to apply an AI controller to characters on Unposses is messy. Very messy., I don't use BT's and honestly assumed getting the ai controller to possess my pawn on unpossess woulda done the trick but no dice.

How in the lord do i assign an AI controller to my characters when they are unpossessed?

#

I forgot i can cast.

#

lets pretend this never happened

rigid bay
#

I have a problem. I have a character with a spring arm, and a lock on mechanism started, but I can't figure out how to limit the rotation of the spring arm. I basically want the spring arm to only rotate within a range so that the target and the player are in view while the player is "locked on". I have attempted this by using the camera manager's "set view yaw min/max", but I run into an issue, so I don't think I can use it. I have attached a picture of what I'm trying to achieve, even though it isn't the best. The red is the target, the blue is the player, orange is the spring arm, and green is the camera. Any help would be appreciated!

olive yarrow
#

Oh buddy i gotchu

#

lemme get you the tutorial i followed

rigid bay
#

Please do, I've been tearing my hair out trying to figure this out all morning

olive yarrow
#

I thought finding it would be quicker... hold tight

#

Okay good new sand bad news. One, pretty sure i remember the tutorials i used. Bad news, the tutorials are only kinda related.

https://www.youtube.com/watch?v=c65W1AxMkZg&t=1861s Here's the target locxk vid

https://www.youtube.com/watch?v=3trRGScjFVg&t=20s Dudes aim offset vid

I'm NOT good at helping get more technical like most here - but yer basically gonna mash those two together and clamp your axis

πŸ‘‰Get Access To All My Unreal Engine Courses At : https://www.unreal-university.com/pages/learnunreal
πŸ‘‰Get My Free Unreal Engine Beginner Course : https://bit.ly/46mUWMr

#combat #UnrealEngine5 #Uisco
πŸ“š Chapters
Intro 0:16
Replacing The Third Person Character 5:07
Making A Lock On System 12:26
Breaking Lock On 27:49
Camera Lag 30:52
Locomotion...

β–Ά Play video

πŸ‘‰Get Access To All My Unreal Engine Courses At : https://www.unreal-university.com/pages/learnunreal
πŸ‘‰Get My Free Unreal Engine Beginner Course : https://bit.ly/46mUWMr
πŸ‘‰Project Files : https://bit.ly/3UrrP6O
πŸ‘‰Animations : https://bit.ly/3JtC843

β–Ά Play video
#

My code is UNASHAMEDLY messy. Like... no one would hire me BUT here it is if it helps

rigid bay
#

And thanks, I'll use these

olive yarrow
#

I really hope they're the same ones i followed... They look it but it was ages ago

rigid bay
#

The code should help at least. I appreciate it

olive yarrow
#

of course!

surreal peak
left wolf
# olive yarrow My code is UNASHAMEDLY messy. Like... no one would hire me BUT here it is if it ...

Three tips if I may:

  1. I like the Blueprint Assist plugin, where if you press F it formats it in a standardized compact way.

  2. I embrace creating smaller additional functions and call those in the larger function (divide and conquer).

  3. Instead of drawing from the same variable over and over, I sometimes create intermediate local variables and then draw those into the graph repeatedly as inputs to nodes that need it. And you get that for free for any input variables to the current function (another argument to create new functions instead of hooking up all the code directly to the event). These are automatically available via "get <variable name>".

Best of luck with your long term maintenance!

olive yarrow
#

#3 alone would get rid of SO MANY LINES

spark steppe
#

and would create so many unnecessary copies...

glass blade
#

uhm. Why can't i access " Is Locally Controlled " in one of my blueprints?

#

it doesnt show up

brisk gull
#

Hi PEOPLE!! im implementing a dash ability, I want to press D+SPACE in this case SPACE is IA_Jump, and it works! But I realice that i dont like that even if Im pressing other key the dadsh is still working, so for example, if im moving foward (W), and presss D+SPACE the dash still happening, its doing W+D+SPACE to do the dash, I dont want that to happen. How can I make it work just with those keys, so the player have to releace all the keys to execute the dash. ❀️

frosty heron
glass blade
frosty heron
#

An actor? A pawn?

glass blade
#

actor i think let me check

#

yeah

#

skeletal mesh actor

frosty heron
#

Yeah no,

#

It's a method of controller or pawn afaik, don't have editor to check.

#

If the owner is the pawn then you can do get Owner-> IsLocallyControlled

#

Cast to the type ofc

glass blade
#

but yeah onwer is pawn

magic crown
#

Can you Set View Target with Blend just before calling Possess to another pawn?

It seems that I need to delay after the Set View Target with Blend with the Blend Time and then possess? Unsure.. I didn't think I had to do that.

maiden wadi
magic crown
#

How do some games make a smooth interp when riding something upon possession though?

maiden wadi
#

Depends. There's a few different ways. One way is that there is a boolean somewhere for setting the viewtarget. I don't remember if it's in the CameraManager class, or Controller. But it should stop the possession view target calls so that you can manage it yourself. But this also literally means you need to manage it yourself.

magic crown
#

Good to know. Thanks πŸ™‚

#

I think easiest route is just delaying the possessed function until the blend is done. honestly.

glass blade
frosty heron
glass blade
#

cast to what?

frosty heron
#

Owner return an actor type by default

#

To w.e the owner is

#

You best print string first to find out what the owner is

#

Then cast to the owner type afterward

glass blade
#

ok the owner is my charachter but what do i connect to the cast

frosty heron
#

Casting is just a type check.

glass blade
#

it needs an object

frosty heron
#

The owner

glass blade
#

oh

elfin jasper
#

Hi guys, I've got a problem recently. Suddenly the character in my game stopped moving, I tried everything to solve this, but nothing seems to work. I can't move my character, I can only rotate the camera. Also the EventBeginPlay doesn't work for some reason. It would be great if someone could help me, because I have no clue what could I do next.

frosty heron
elfin jasper
dusky cobalt
elfin jasper
frosty heron
#

Depend on how you move the pawn.

#

For A.I or move To command you do

#

To move a character with input and velocity, you dont.

elfin jasper
#

it is about player's pawn, not ai's

frosty heron
#

Same deal, it depends on how you move them.

#

What sort of camera mode is your game? And do you use the default template? Have to make guesses without seeing any code.

#

Also why simulate? Just play in editor

devout coral
#

"MainMenu" variable always resets after editor restart and even in shipping build . Any ideas how to fix it?

frosty heron
#

Technically they don't even exist yet. You need to point to the widget main menu you created at runtime.

elfin jasper
frosty heron
elfin jasper
#

maybe it will be useful

frosty heron
#

Oof legacy input

frosty heron
# elfin jasper

Print string here. If they don't print, check your input binding in project setting.

I suggest to just not use legacy input and use enhanced input for your gameplay codes.

#

@elfin jasper also the input may be consumed somewhere else too if you have the same input declared else where with the bool ConsumeInput ticked.

elfin jasper
elfin jasper
frosty heron
#

Print string the axis value. Other than that, i have no idea.

elfin jasper
#

no movement though

frosty heron
#

Well, no more idea. I mean you can check if nothing is blocking your character, if walk speed is not 0, and if you are not playing in simulation.

#

Check if you didn't change the movement mode too.

#

Other than that no more idea.

elfin jasper
#

unfortunetly for me everything seems being alright

#

i have no idea what is wrong

frosty heron
#

Try using source control next time.

#

So you cam rewind

elfin jasper
#

whats that?

frosty heron
#

A version control software.

#

Every dev used it today unless they are physco

elfin jasper
#

is it a ue plugin?

frosty heron
#

No, use GitHub desktop for easy mode.

#

Not gonna fix what's done.

#

But will help in the future.

elfin jasper
#

You mentioned this enhanced input

#

whats that?

#

i know is is a plugin

#

but is there a documentation on how to use it?

frosty heron
#

It's what unreal comes up with that preceeded the legacy system

#

There is doc in epic website

#

With instruction on how to set it up

elfin jasper
#

Okay thanks ❀️

frosty heron
#

Gl, if you are still early. Just set-up new project, use enhanced input and source control.

elfin jasper
dusky cobalt
#

Did you enable the context?

elfin jasper
dusky cobalt
#

on begin play?

#

you need to Add Mapping Context, can you show how did you set it up?

elfin jasper
#

like that

dusky cobalt
#

you dont need to cast, just plug it to enhanced directly from get player controller

elfin jasper
#

same thing is shown in ue5 documentation

dusky cobalt
#

maybe the cast fails or something

#

also you can increase priorty just to make sure that there isn't another input context withthe same buttons so making it higher priority will override the other one

elfin jasper
#

it doesnt help

#

event begin play isnt working

#

i tried to print string from ti and it doesnt

frosty heron
#

Where is this code

elfin jasper
#

Pawn

frosty heron
#

Check the parent actor on the top right

#

Full screen shoot, no cropping

elfin jasper
frosty heron
#

Full screen shoot no cropping

elfin jasper
#

i suppose these are things you want to see

elfin jasper
dusky cobalt
#

looks like you are not possesing the pawn so there is nothing to controll? maybe ColdSummer can confirm

frosty heron
#

Wat about the setting in the level you are at?

#

World setting game mode

elfin jasper
#

sorry im new

frosty heron
#

I don't have editor on me but try Windows-> world settings or something I dunno.

#

Or look at the right hand side of the screen in the editor. See if there is a world setting tab

elfin jasper
frosty heron
#

Ye try expanding selected game mode

elfin jasper
maiden wadi
#

Also don't add context mappings in beginplay. use the controller changed event.

frosty heron
#

Seems to be in order, I have no clue why begin play won't be called.

#

As long C_Character is spawned

maiden wadi
#

Check GameState and GameMode's parent classes.

frosty heron
#

Begin play without a doubt should be called

maiden wadi
#

GameState/GameMode, and GameStateBase/GameModeBase

elfin jasper
elfin jasper
frosty heron
#

Change to game mode as auteur says

#

Reparent it

#

But that's to do with possession
Begin play should be called either way

#

Authaer suggestion is great though, you want to bind on controlled changed

#

Your game is single player?

elfin jasper
#

Also I forgor to mention, that this part of the code in my character works, unlike other

elfin jasper
elfin jasper
formal dome
frosty heron
#

And he tried it as you can see if you scroll more

elfin jasper
formal dome
#

oh

formal dome
frosty heron
maiden wadi
#

GameMode and GameState mismatch can stop Beginplay from being called as well.

frosty heron
#

Did you print string after conditions or something

formal dome
frosty heron
formal dome
frosty heron
formal dome
#

If its working, then maybe you selected another debug object

#

and this is why it doesn't hit

maiden wadi
#

Honestly. I'm shocked that the GameModeBase class doesn't have some simple validation in it to check it's set GameState's class.

frosty heron
#

Yeah imo it's kinda a common trap a lot of people run into

maiden wadi
#

It's a few lines of code for the validator too. :/

elfin jasper
#

THANKS ❀️

elfin jasper
#

i've been struggling with this for past few days

frosty heron
maiden wadi
#

It is. But you can't mismatch them. You can't have GameMode and GameStateBase, or GameModeBase, and GameState.

formal dome
#

ohh

#

I didn't know about this

dusky cobalt
#

basically the Base can be used for simpler games that are not focused on multiplayer and GameMode(without base) has some functions already can be useful for multiplayer and these can be overridden.

mortal canopy
#

Made this system with blueprint to be able to swap characters mid game. I have the idle characters playing a random animation. Two questions: First, how do I make it so the animation keeps looping forever, right now it just stops after doing it once. Second, is there a better way to stop the animation from paying when you reposses a character mid dance, you'll see my current bp set up at the end of the vid, it works but seems redundant. Thanks!

frosty heron
#

@mortal canopy go to your montage track and take a screen shoot

#

There should be a little tickbox next to your montage section.

#

By default there is only default

#

Default -> default will loop default section forever.

mortal canopy
#

It shows it looping in the player

frosty heron
#

No

#

See montage section tab at the bottom right of the screen? Click that.

#

And just do what was said above to loop the default section.

#

Afterwards read docs about montage section for further uses.

mortal canopy
#

worked great, thanks!

#

Any feedback on this bp system to stop the animation when reposessing, seems redundant to me but works great.

frosty heron
#

Don't select anything for the value.

#

Keep it null, it will just stop what ever montage being played.

#

If you hover over the node it actually tells you that.

mortal canopy
#

Worked! thanks again

frosty heron
#

My feedback would be , if it's multiplayer (judging from the video I seen) your code shouldn't work.

As in machines are not guaranteed to see the same animation.

#

If they are playing the same random anim then it's by luck not design

mortal canopy
mortal canopy
frosty heron
#

You dont need to hardcode it but everyone have to agree on what montage to play.

#

So if you want to pick random anim, then let server pick the random anim then server can replicate the montage it selected.

#

What you are doing right now is. Hey everyone run this function that pick random anim from this array.

So each machine may end up with different animation.

mortal canopy
#

I'll keep that in mind when I implement multiplayer, right now I'm just prototyping systems for a game idea

elfin jasper
#

guys i have a problem again but this time my ai cant move anywhere because everytime i use ai move to it says it aborted even tho there is a nav mesh and this ai character has ai controller

frosty heron
#

@elfin jasper press p or open console and type show navigation.

#

Look under the A.I

#

Is everything green where it stands?

#

If not then some component is affecting the navigation in the ai character.

elfin jasper
#

under the ai there is a blank spot

frosty heron
#

Yeah then it wouldn't be able to move

elfin jasper
frosty heron
#

Yeah it's trapped

elfin jasper
#

so what do i do?

frosty heron
#

You have to untick affect navigation on the component that have it switched on.

#

Maybe try the capsule component for a start

elfin jasper
#

whats this option name

frosty heron
#

Can ever affect navigation

#

Or something along those lines

elfin jasper
#

i mean there is this one but it is alredy unchecked

frosty heron
#

It's per component setting afaik.

#

Check your skeletal mesh and other comps.

elfin jasper
#

unchecked it in all of the components and the blank spot is still there

frosty heron
#

Might not pick up the changes

elfin jasper
#

yea but i have to rebuild the nav mesh now

#

how to do so?

frosty heron
#

Build -> navigation

#

Or just move the navigation mesh bound around i dunnoe

#

Google it πŸ™‚

#

Why do you have to rebuild the navigation mesh?

elfin jasper
#

it tells me to

dusky cobalt
#

you probably need to switch navigation mesh to dynamic so it updateds

#

this is pretty good

frosty heron
#

@dusky cobalt are you using it with success?

#

My fps got butchered 😦

dusky cobalt
#

hard to say, didnt test it so much yet

frosty heron
#

Sure we can update the frequency but it won't do much for my character to characters collision that need frequent update.

#

I end up using static navmesh still, roi for avoidance and EQS to pick best locations

dusky cobalt
#

i have dynamic modifies only though

#

im pretty close to diving into this but so far I would say its acceptable compared to games made in 2005, its better for sure haha, definitely will need to dive and make some custom avoidance or whatever, not even sure what I will need to make

maiden wadi
#

Using lazy gathering also helps a lot.

#

I also wouldn't recommend using navmesh for AI avoidance. That kind of dirtying isn't good.

frosty heron
#

Like async?

maiden wadi
#

At the bottom

storm solar
#

I am unable to access any info from the buttons in the list view. Nothing works from taking it out of array elements.

maiden wadi
storm solar
maiden wadi
#

Why not just get the selected item? What do you need it's display widget for?

storm solar
#

How do i know what item is currently selected?

maiden wadi
#

Get is a GetSelectedItem on the Listview. It'll give you the Object back that you originally put into SetItems or AddItem.

storm solar
maiden wadi
#

I'm not following. Is that not the data from the object in your first screen?

storm solar
#

it is, but I cant pull any data from it. I don't know any blueprint node that will tell me that data.

maiden wadi
#

It's an object. It's just returning as UObject type. You have to cast that back to it's actual type. Your BP_ItemListView, I believe.

storm solar
#

I think i got it. I have to cast it back

#

yeah

#

IDK why i have to if it already know what uobject it is.

#

thanks

maiden wadi
# storm solar IDK why i have to if it already know what uobject it is.

Because the person who wrote Listview cannot know your type. They're handling the object in the lowest class they can, they don't know about your BP_ListView, or my UInventoryItem, or any other item a dev can make to put into a listview. So it's up to you to just do simple casts for the handling on your end.

harsh comet
#

Is there a simple way to check what mode I have toggled in this? Trying to use the "Default Player Start" for whatever checkpoint I have selected per gameplay needs, and then the "Current Camera Location" to act as expected.

uncut lynx
#

Hello, I need your advice. I'm trying to create an interaction system similar to the one in Abiotic Factor. I want to use a single key for both press and hold actions simultaneously. However, the problem is that while holding the key, the press event keeps firing continuously. The press event should only trigger if the hold time hasn't been exceeded; otherwise, the hold event should be called.( understand code working correctly, but I need press event fire only when input key was released(I mean check)

Attempts: I tried using input start and complete but when holding the key and moving the crosshair away from the object, the hold time continues to count up, even after releasing the key."

lunar sleet
#

Assuming you’re using a hold trigger there should be no reason from you to use ongoing

uncut lynx
#

what type of input to use better for it. Currently i use on release. Hold has static threshold, but I have different threshold for each item

lunar sleet
#

I just told you

#

Hold trigger

#

Triggered pin for hold action. Cancelled pin for pressed action. Done

#

Ofc there’s other ways to do if you really want to or it has conflicts with your use case

#

Adjust the hold threshold as needed

uncut lynx
#

Yes I got it. How to set up holdTime for each interactable in Hold trigger. As I know impossible to change dynamically threshold. Its the reason i don't use hold trigger.Maybe there is different.

glass blade
waxen ice
# uncut lynx Hello, I need your advice. I'm trying to create an interaction system similar to...

I did it like this:
I created 2 input actions and added them to IMC with same key.
One input action for press i left as default.
Second input action for hold I use modifier hold and check to one shot. (Time as you wish).
Now create interact interface with 3 functions for press and 5 functions for hold.
That way you will have FULL control what can happen when and utilize full potential from enhanced input action.
Functions for press input action are started, triggered, completed.
Functions for hold input action are started, ongoing, triggered, completed, canceled.

Now When binding input actions In player class call appropriate functions from interface. And you can just override functions from interface in interactable actor to decide what should happen when its pressed and hold.
If you are worried about threshold Time you can dynamically set it but its static, what doesnt really matter if you check and change it everytime you interact with new item.

#

And you can change dynamically threshold if you get modifiers from input axtion loop with break them and cast for hold type to get this modifier properties and change threshold

waxen ice
spare pollen
#

Hey, I'm new and I'm trying to figure out how to replicate this for the player character. Any tips would be appreciated. (I'm working off someone elses project)

naive herald
#

I'm working on a blueprint that brings up a sequence list to listview and plays it. I'm not sure where to get it from in duplicate

tawny hedge
#

is there any check if a component/actor is movable? is just the simulate physics?

#

movable not if moving

terse condor
#

Quick help please: I have a "Set Timer by Event ", Event is defined by linking. What would be the best way to link to Events in the same blueprint without connecting the delegate pins directly? Or is it as with outside events: create delegate Events?

jovial steeple
#

Using this method, you can also bind functions, as long as they have the correct signature.

dusky meadow
#

Hi why does my ui distort messing with anchors hasnt fixed it

jovial steeple
#

Im not sure that the distortion is very clear from the screenshot. Are you saying that your UI is stretching along the X axis? As an exaggeration:

dusky meadow
jovial steeple
# dusky meadow yes some of the elements are moving over

Your going to have to explain in more detail then that. If elements in your UI are shifting/resizing because of differing screen sizes, then it has todo with your anchor setup, incorrect positioning, or lack of proper size box use. There really is not much I can say without seeing and debugging the setup.

tawny hedge
#

is the anchor bottom center? and if so is the position 0 at bottom?

wicked cairn
#

Basically just trying to make a system where my players can interact with a book one at a time, the book will show a widget on the book that is locally navigated

terse condor
wicked cairn
tawny hedge
#

Mostly you set up the interaction system with an extra addition, a bool stating if the system is in use or not.

wicked cairn
#

There's also the additional replication of the widget interaction component and network ownership going to the player interacting with it, the question is how to go about it

tawny hedge
#

replicate all server and clients

#

so can have also ownership list besides the bool if needed, and if owner choses to close interaction set bool off and ownership to none for example, can be an enum or an array of players

wicked cairn
#

I suppose I can try that but the player input will also have to be tracked for when they decide to leave interacting with the book, hopefully setting input up will work

solemn folio
#

hey could somebody help me with a problem im having?

#

im developing a weapons system and im now working on the ammunition part

#

i have a struct with all the values for the gun

#

i reduced the ammo amount in the struct everytime the player shoots

#

and made it print

#

but the value decreases once and then stops

#

i set current ammo as 5

#

it reduces to 4

#

then does not reduce anymore

#

any help would be appreciated

void crescent
# solemn folio

It's not visible in the screenshots where you decrease your amount. But that set weapon struct at event-tick <= 0 is not optimal (if it's not only for debugging).

solemn folio
#

one second

#

are they visible

runic terrace
#

Looks like it should work, are you setting the CurrentAmmo anywhere else?

drowsy steppe
#

Hey guys, does anybody knows why animations work in the retarget (from mannequinn to metahuman) but then if i select in "Retarget Pose From Mesh" that retarget file in the ABP i created then the animations don't work? the preview remains static? and in game they do not work

solemn folio
void crescent
#

You can add a breakpoint and check if you really pass it second time.

runic terrace
#

Make sure you're not setting the members of a copied struct

solemn folio
#

ill show the entire structure of the system

runic terrace
#

It doesn't look like this is the problem from the screenshots, but it's zoomed out so just in case

#

If it's a copy struct it won't set correctly

solemn folio
#

ok lemme check one second

#

this is how it works

#

i have a function in the gun object

#

that when picked will be ran in the player

#

if the left mouse is triggered

runic terrace
#

Make sure the struct input is set to Pass by Reference

#

otherwise it will copy

solemn folio
#

i turned it on

#

if it works ill be thankful

solemn folio
#

thank you so much dude

runic terrace
#

If you don't set that it just creates a copy of the variable

#

so changes won't be propagated back

#

if you set by reference you're manipulating the struct directly without making a copy first

solemn folio
#

i will remember that

#

thank you

#

you saved me days of trouble

runic terrace
#

It's easy to miss as most tutorials out there don't even mention this feature

crisp hollow
#

Hello, I have an issue with a Texture2D I'm trying to load in a BP. If I wait for the project to load and run the construction script by editing something like the transform everything works. If I boot the engine and print the display name, path etc. that also is correct. If I'm looking at the actual uasset in a hex editor the values for the asset is correct.

But when the engine boots and the construction script runs, the image x and y size is not correct. It's always 32x32 regardless of what image I have set in the editor. This is only true when the engine boots and not otherwise. Since it's a construction script I can't just delay the execution. How do I solve the issue where I need to run the construction script with the correct data when the engine boots?

runic terrace
crisp hollow
#

how would I do that? I'm a bit of an unreal novice

runic terrace
#

Not sure if it will solve your issue though

crisp hollow
#

so this is what I'm doing now, and it still gives me the wrong size :/

dark drum
crisp hollow
#

well the asset is set in the level as a property of the blueprint. It's loaded from the uasset associated with the image file. But at the moment the construction script runs when the engine is booting, the size it gives me is wrong and the vertices I'm generating using it are also wrong...

dark drum
crisp hollow
# dark drum The construction script runs after it's loaded everything it needs. What are you...

In my construction script I have an exposed Texture2D variable. In the editor I select my blueprint in the outliner and set the Texture2D to one of my textures from the content drawer. The size is read correctly and everything looks good.

The next day I load the level and all the BPs are tiny because they're all reading a size of 32x32 instead of the actual image sizes (256 to 2048 typically). If I recompile the construction script without any changes so that it runs again the right sizes are read and everything is back to normal, but I'd like it to read the right size the first time.

dark drum
crisp hollow
dark drum
crisp hollow
#

yes it's printing the name of the texture that I set. Like if I set the texture to crazy_frog.png and print, it gives me the name crazy_frog for the texture and content/images/crazy_frog.uasset as the path, but the size will be 32x32

vague moth
#

If someone could please help
Im trying to package my game and it says β€žunknown cooking errorβ€œ
How do I solve this
If it’s unknown I don’t have any clue of finding out what causes it
Last time i tried to package it went fine so how did this happen???

runic terrace
#

scroll up on the output log and look for any errors

vague moth
runic terrace
#

idk, that error can be caused by many things

#

best you can do is to find and read the errors

maiden wadi
vague moth
#

Iβ€˜ll do that
Thank you both :^)

dark drum
crisp hollow
maiden wadi
maiden wadi
#

Actually there seems to be some code here that is returning a temporary default texture.

crisp hollow
#

are you looking at the unreal source? Or something in my settings

maiden wadi
#

Source. Given that it's so early, there's a chance you might be running into that IsDefaultTexture being true.

int32 UTexture2D::GetSizeX() const
{
    if (PrivatePlatformData)
    {
#if WITH_EDITOR
        if (IsDefaultTexture())
        {
            // any calculation that actually uses this is garbage
            return GetDefaultTexture2D(this)->GetSizeX();
        }
#endif
        return PrivatePlatformData->SizeX;
    }
    return 0;
}```
#
bool UTexture2D::IsDefaultTexture() const
{
    return (PrivatePlatformData && !PrivatePlatformData->IsAsyncWorkComplete()) || (GetResource() && GetResource()->IsProxy());
}```
#

If it hasn't completed it's async work on the texture, it'll return a defaulted one until it is done.

dark drum
#

This bit though. πŸ˜…

crisp hollow
#

That looks exactly like my problem. But I don't want to use garbage values 😦

dark drum
#

It might just be an editor issue as the way it loads/unloads stuff is a little different then in a build.

#

You could try switching to a different level and then back to see if it it applies correctly. (It doesn't always unload stuff when you switch levels in the editor)

crisp hollow
maiden wadi
#

You don't need to do anything with it, just call the function. It says it'll stall until the texture is ready, so I'm wondering if you could stall the gamethread just until that finishes. Since this is an editor only issue.

crisp hollow
#

It didn't seem to do anything, unless I'm misunderstanding something. I'll try changing the object reference type also to not be soft

crisp hollow
spark steppe
#

at least in cpp there's methods to check it

maiden wadi
trim matrix
#

Hi, i have got a weird issue, I have this GeneratingPlatformBP that basically spawns a new platform when its collision box is overlapped by my player vehicle blueprint. When i try to add a random rotation, i get a infinite loop detected error? Heres the script. (UE5.5)

#

Im guessing its a bug?

faint pasture
trim matrix
#

Okay, i changed it so it randomizes the Z position of the platform, and it still gives the infinite loop error?

#

gtg

faint pasture
crisp hollow
crisp hollow
keen forge
#

Hello! I have a question, In my game I have this interactable actor, however the way i have it setup for now only works when I have one in the level at a time. The widget only correctly works on the first one I place and I have no idea why, i have some screenshots to attach and lmk if you need any more details about something!

#

Here is a video of it in effect, as you can see only the left one gets the widget correctly popping up, even when i look a tthe other one

#

It feels like there is something obvious Im missing here.

#

I want to be able to copy however many interactables i want across the map and they all act like their own unique actor despite just being a copy of the same one.

cunning vapor
#

Got a quick question about saving! If I wanted to save my actors location (can already do) but at end of play, whats the best way around this ? because in the gamemode - at end of play; the character has already been removed so it results in 0, 0, 0

EDIT:
i know i could add it to my "quit buttons" but was thinking in the case of someone force quitting? more ofa question of curiosity

Any tips ? ^^

dusky meadow
#

Hi i have this ui widget and when i press the 1 key the mouse gets unlocked and i want the cursor to follow it but when i do this code it is at a weird offset ?

runic terrace
dusky meadow
dark drum
runic terrace
dusky meadow
maiden wadi
#

A lot of geometry conversion.

#

You need cursor image's geometry to get it's local size. You might be able to simply multiply that by 0.5 and subtract it from the absolute to local, assuming there's no extra scaling issues between their spaces.

dusky cobalt
# keen forge '

Each lantern should have it's own widget. Or you have to get that Widget and fill it up with info each time you hover over something. These are widget components right since they are in world? Just make each lantern create it's own widget and should be fine.

maiden wadi
#

Oof. Widget components for interaction stuff. We had that on Red Solstice 2. There's a reason I hate widget components. πŸ˜‚

cunning vapor
keen forge
#

do you use the create widget or spawn actor node for adding a widget comp?

keen forge
maiden wadi
#

Realistically you should have some form of interaction system that has some form of idea of "Hovered" and "Selected". I did this in a generic way that I use in a lot of different game styles from RTS to FPS. Hovered in an FPS is looking at something basically. And in an RTS and a FPS/TPS game, you want to see info of what you're hovering. Whether it's your mouse cursor or your crosshair. So you track what you're hovering and make delegates and such for when it changes. One of these things can also move around a widget component to the currently hovered thing in your case. One single widget component, instead of having many. And when you have nothing hovered that can be interacted with you simply hide it away.

keen forge
#

Yeah I do have a pretty solid interaction system, i just think i went about the whole text floating above the thing wrong, right now i just manually add a widget component, then hide and show it depending on if my linetrace hits or not. But If i actually add it on hitting and destroy it when not that should also grant me more performance right?

#

cuz lets say i do have like 500 interactable objects, if i didnt load and destroy and instead just hide and show, all of those widgets are still loaded into memory?

maiden wadi
#

Should be better, generally. Less widget components is always a good thing.

runic terrace
#

And widgets don't tick while invisible so even if they were still in memory it would be much of an issue

keen forge
runic terrace
#

But if you're already adding the widget comp on demand I wouldn't get rid of that system

#

It's still a good one

fallow idol
#

Hi,
Can you get an array from the 'get field' node like shown in the image?

In my project it only functions in-editor, but not in the packaged build. If it is a 'normal' variable instead of an array, then it works fine.

(I'm using Unreal Engine 5.5 and the built-in json utilities plugin.)

runic terrace
#

You can

#

Not sure why it wouldn't work in the build though, at work I use that exact node for arrays and it works fine

fallow idol
#

In-editor the values are for example: "string01", "string02", "string03"

But in my packaged build it is: "", "", ""

If it's not an array, then it gets ready just fine in the packaged build.

#

The node says that the reading was a success and it read how many members the array has correctly, but the values of each member are just the default value (if it's an string array then it's "", it is 0 if it's an integer array).

faint pasture
runic terrace
#

5.4.4

wicked surge
#

Hello, I'm trying to pass some ActorsToIgnore into a LineTrace and I'm doing what's in the picture. I'm sure this will work, but it made me wonder about the length of the resulting Array, and it's coming back as "3". Presumably, this is doing something like storing an empty pointer for index 2. What would be the simplest way of getting rid of any null, empty, or invalid values from the array? Is there a node to do that?

runic terrace
#

You can just right click on the index 2 pin and remove it

#

''Is Valid'' node is used to check if a reference is null or not, but you should't need it here if you remove the index 2 anyway

flat jetty
#

Are there anyway to access a blueprint component from C++ class, for example I have UImanagerComponent in blueprint created, and i need to access it via C++ ? Is this even possible

flat jetty
#

Quick, and direct. Thanks.

#

πŸ˜„

spark steppe
#

and wrong

runic terrace
#

Isn't it one way?

spark steppe
#

you can access it through reflection

#

would i recommend it? no.

maiden wadi
#

FindComponent says hi.

spark steppe
#

also this, but if the component is made in BP you end up with reflection again

flat jetty
#

Anyway, I needed for proper regular workflow, not going to go for reflection etc. πŸ˜‚

maiden wadi
#

TBF I'm not sure if BP created means placed on something in BP or if the component has no C++ base.

runic terrace
#

If you force it sure but it was by design made to be one way afaik

flat jetty
#

Alright, thats much more clear, thanks guys

#

Is this disabled "Add Call to Parent Func" because i dont have BeginPlay on my c++ player controller, or it is not allowed, so that it will directly be called, and then this blueprints begin play will be called

runic terrace
#

you can just drag off pins to enable it

flat jetty
#

I meant "Add Call to Parent Func" sorry

runic terrace
#

C++ begin play runs first, and then the bp begin play

flat jetty
#

So If i want to not override C++'s begin play in my blueprint, is that possible in that case?

wicked surge
runic terrace
#

Not sure if you can expose the BeginPlay directly

#

Never tried it

flat jetty
#

Alright! Thanks

wide light
runic terrace
#

You're trying to remove it from the ''Make Array'' node

wicked surge
runic terrace
#

Try set ''Input to Game Only'' on the controller when you unpause

wicked cairn
#

Anyone know how you could go about disabling tracking/input on the widget component for other players if they're not the owner of the actor the widget component is on? Trying to make it so that other players can't click or press on the widget while someone else is using it (set with a player character object variable and Set Owner)

runic terrace
#

Easiest solution would be turning off the collision of the widget component if they're not the owner

#

But switching the owner for interaction is not a good way in general

cunning vapor
#

QQ:
Is it better to have multiple save slots (one for time of day / one for stats / one for location ) ? or all in one ?

runic terrace
#

Depends on your game and preference

#

Cant really say one is better than the other

#

I'd prefer an all in one though, when you want to send a save file to someone it's easier

#

But multiple slots are easier to work with

cunning vapor
#

Am i correct in thinking; if its 'all in one' and you split up the loads (in different blueprints - like level loading time & bp_char loading stats) if they run at the same time it can bug out ?

runic terrace
#

How you'd handle it depends on your implementation of the save system in general

maiden wadi
#

I would not do multiple. A save game should be a savegame. It's a concept and should be kept whole. The only time you should use multiple is if you have a separate entire concept. A user's control preferences is an entirely different concept than their game progress. And if you allow multiple saves, you'll have a really hard time tracking all of the correct saves for the correct playthrough.

fallow idol
# fallow idol Hi, Can you get an array from the 'get field' node like shown in the image? In ...

I noticed that I'm getting the following warning in the log when packaging my project: "UATHelper: Packaging (Windows): Warning: FJsonObjectWrapper::ImportTextItem - Unable to parse json: () | PackagingResults: Warning: FJsonObjectWrapper::ImportTextItem - Unable to parse json: ()"

I didn't notice it when trying the package a project in 5.4.4. Maybe that is the reason why it doesn't work for me.
Does someone know what might be causing this?

cunning vapor
runic terrace
runic terrace
maiden wadi
#

If these two characters are in the same playthrough, then they should be in the same savegame. You should have some form of data structure in place to make it easier to save multiple things into the same savegame. EG if you have two characters, make a struct that houses everything A character needs, and make both create a separate struct and put it into an array, or into specific properties for those two characters.

#

This concept kind of gets easier if you get into C++, and just do basic object serialization and replacement code. I really do not miss having to manage two sets of data structures, gameplay and saving stuff.

runic terrace
#

That's why I just use json to save my games

#

SaveGames are a pain in the ass to work with in bps imo

maiden wadi
#

They are. I really wish Epic would expose some very basic byte serialization code to BP. You can already checkbox the SaveGame property in BP. May as well be allowed to serialize that to a byte array and write it back to an object of the same type.

cunning vapor
#

First of thanks all for the advice! πŸ˜›

Secondly; my current setup is this:

-account save
----proffesions (saves across all characters)
---- time of day
---- Player location

-char save (multiple)
---- Stats
---- inventory
---- level
---- equipped

-level save
---- dropped items
---- mob spawns
---- respawning nodes

Thats all i can think of top of my head; you guys reckon i should merge it all into one save? sorry for all questsions; want to get saving all sorted and neat ! πŸ˜›

maiden wadi
#

This all looks like a single playthrough of data, so I would say that it belongs together.

verbal kayak
#

How can i calculate a full circle of Y pitch? it always resets at 90. Is there a way to do it simply? Tired of branches because i need the circle to go back also.

runic terrace
#

you can still make those different structs in a single savegame

maiden wadi
verbal kayak
#

I have a ring that rotates when pushed. I want to get its full rotation so from start 0 to end 360. The player can push the ring back also so it can go from for example 270 to 40.

runic terrace
cunning vapor
runic terrace
#

What makes it get stuck at 90?

verbal kayak
#

rotator makes it stuck at 90

runic terrace
#

Can you show code

verbal kayak
#

0 -> 90. 90-> 0

#

stupid axis flipping

#

i dont want to buy the quat plugin also

runic terrace
#

You probably don't need quaternions for it, but we can't just blindly guess what the problems is

#

show code

maiden wadi
#

A rotator of
Roll = 0
Pitch = 100
Yaw = 0

Is actually
Roll = 180
Pitch = 80
Yaw = 180

There is no such thing as pitch outside of -90 to 90. If it is, then it swaps roll and yaw.

verbal kayak
#

so you saying authaer there is no other way?

#

just count the when rolls and pitches change and divert logic?

maiden wadi
#

I would maybe consider changing your axis to Roll instead of Pitch if possible for what you're doing if you need this functionally easier.

verbal kayak
#

yeah thought so but i thought maybe someone has a nice fix

#

welps change the whole bp then :;)

runic terrace
#

You can also set the rotation with a variable

verbal kayak
#

xD no shit πŸ˜„

runic terrace
#

setting the pitch to 90+ the engine will automatically handle the swap for you

verbal kayak
#

yeah i dont care about the swaps, but i need numbers from 0 to 360 in pitch

#

but i guess i have to change rotations now

#

ahh merging actor just 90 degrees should do it.

cunning vapor
runic terrace
#

Im assuming those are in a struct, yeah sure

fading sentinel
#

Hey folks, I'm having trouble with a Python script in UE 5.5. The script is meant to interact with a Spline Component, adding new points based on user input. However, when I run the script using the 'Run Python Script' node, it doesn't seem to interact with the UE object, but basic print statements and calculations work fine in the console. I've enabled the Python plugin and Utility Widget tool. Any ideas what I'm missing?

verbal kayak
#

how to get rotator to count to 360? same problem with roll now but it is 180 the limit

runic terrace
#

the range is from -180 to 180

#

so add 180

#

then you get 0 to 360

maiden wadi
#

There's a function for that somewhere. Don't remember the name

runic terrace
#

Map Range Clamped probably

verbal kayak
#

clamp angle?

maiden wadi
#

It's axis specific for rotators. It converts -180 to 180 values to 0-360 space.

#

Try ClampAxis?

runic terrace
#

was it normalize axis? nope it clamps to -180 to 180 lol

verbal kayak
#

ahh clamp axis

runic terrace
#

dont remember the name

verbal kayak
#

yeah that did it.

#

I wonder if there is one for this Pitch too.. like -90 90 values to 360 ;D

runic terrace
#

you can still map it

#

map range clamped

#

wait no nvm

#

it's a pitch that wouldnt work

maiden wadi
#

You could do it if you never touch roll.

#

It would be... ehhhh.. But you could.

runic terrace
#

Yeah, you'd need to check if the yaw is negative and do some calcs for the pitch

#

but it's ugly

#

I'd just keep the angle as a float variable in that case tbh

#

That way I can keep the angle my way and make it go up to 360 if I want

#

Instead of relying on the rotation value directly

verbal kayak
#

im ofc keeping it a variable, but really the problem disappeared using roll and that clamp axis node.

elfin jasper
#

Hi guys, how do I make a loop working until an integer value reaches a point?

runic terrace
#

For Loop

surreal peak
#

Depends a bit on what changes the integer

#

while loop might also be a candidate

elfin jasper
#

i need a loop working while the integer is more than zero, because things in the loop will subtract a value from the integer

runic terrace
#

yeah then you need a while loop

elfin jasper
#

i made something like that but it doesn't work because of an infinite loop

#

and unreal doesnt let me run it

runic terrace
#

You can't use a delay in a while loop

#

it runs on a single tick

elfin jasper
#

i need it to happen every second

runic terrace
#

You can do this instead

#

Can use a sequence node to make it less ugly

meager spade
#

Use a timer

#

And invalidate the handle when the integer becomes 0 or less

runic terrace
#

Thats also an option

dusky cobalt
vernal snow
#

Hi all.
Got a question about using Interfaces and Event dispatchers together, mainly just wondering if its a good route to go down im currently tip toeing in. Cause trying to research it seems to just say "which one to use more" with some mentions of using both.

So far my current plan to use both of them together is:
Collison Test -> Try to call Interface -> Interface in player calls Function in attached Component -> Function calls ED -> ED In Player allows different response.

It seems a bit round about, since i called get the collision to test for the component and skip some of the roundabout. But it seems to remove any dependencies by a lot, by only checking if it has a interface and nothing much else.
It seems to work, be able to be overriden and - well no issues in the simple function calling.

runic terrace
#

Very scalable

#

But it also depends on the context.
Like for example if that overlap is only for adjusting Exposure and it's always meant to be used in conjuncture with the Exposure Component -
then in the overlap I'd get the Exposure Component of the overlapping Actor and call the Add Composure Value function on it directly. No need for any interface or delegate

#

But if that's not 100% always going to be the case, then your method is the way to do it

vernal snow
stable shale
#

hey all, I have this JSON object with parameters like "stream1", "stream2" etc. How can I get all the fields. I can only execute get field for one parameter

runic terrace
#

Get Field Names if I remember correctly

stable shale
#

this returns an array of field names but not their values. Do I need then to loop through that array?

runic terrace
#

yes

stable shale
#

hmm I loop through them but I have now the field names without their values.

runic terrace
#

call Get Field on the names for their values

stable shale
#

awesome! ty!

#

now I have 3 text boxes where I want these values to be displayed. How can I pass these values from the loop to each box? Is there a way to create an array with each box and somehow link the values?

gentle parcel
#

Hello Sourcers.
Ain't the first time I introduce this subject but please bear with me. I'm still struggling woth it because i don't want to rely on a plugin to achieve this, a timeline without using an actual Timeline Component which, as you know, we cannot use within another component but it's exactly what I need.
I've found out someone created a timeline component substitute of it in a macro but didn't share how he did that. So I've been trying myself but failed miserably so far. Was that just a troll or is that, as I believe it is, actually possible? Did anybody find a solution like that?

All I managed to achieve so far looks exactly like a timeline Component...

#

...but it needs all the actual funcionalities of a timeline component.
This is how I added the Timeline component into my own component creating the reference to it...

#

...while this shows how the macro looks like.

#

Any hints on how to add what it's missing!?? All I have are attempts...

runic terrace
#

What's the problem with it

#

does it just not run at all

gentle parcel
#

Actually I didn't try it yet, I mean... I'm kinda sure something in missing like curves and other nodes like Set Timeline Length, Set Timeline Finished Func, curves...

#

Also... I didn't find the way to actually call that node within other BPs...

runic terrace
#

If you really need a timeline you can create an object with a timer in it that mimics the functionality of a timeline

gentle parcel
#

I'm kinda lost...

runic terrace
#

Here I made one for you

#

It's an object

#

You just spawn it in and call functions on it

#

Update and Finished are dispatchers

#

But it only works with a single float curve

stable shale
#

I have this JSON object of stream urls which I can now get the values for each stream. I also have a variable array of stream media sources. How can I set the source for each element in the streams array?

#

I know how to do it for one but I can't figure out how to do it in a for loop

gentle parcel
#

What I did in the meanwhile ended up looking like this...

gentle parcel
#

One of the uses I was trying to make possible was, for example, having a smooth transition between transformations of a body's skeleton which cannot be created otherwise like by an animation.

runic terrace
#

blends?

gentle parcel
#

Like standing on toes using the very same walking animation

runic terrace
#

You can probably do it in an animbp

gentle parcel
#

In any case whenever creating a component

#

uses are many, not having the possibility of having a Timeline actual component within another component is a huge limitation when creating modular systems relying in components quite massively

runic terrace
#

Well you can use the one I sent u

#

modify it to your needs

#

But keep in mind it will tick in the background even if it's not running

#

You can set the tickrate on spawn

#

I can make a one that doesnt tick in the background I dunno why I didnt make it like that from the beginning tbh

gentle parcel
#

never used Objects before. I'm searching for some tutorial about them and how to invoke them within another BP

runic terrace
#

This is the usage of the one I sent u

#

I'll make another one that doesn't always tick, the usage will be the same

gentle parcel
#

Oh ok, I see now

runic terrace
#

This one doesn't tick when not running

#

It's the same I just changed a few stuff

small sigil
#

Hi i'm having a little trouble, I'm trying to make a survival with the template topdownview, so far I haven't had any problems until I added β€œInitializedInventoryWidget”. Basically everything works, I can move around with ZQSD and add items to my inventory, but when I use the click to move around sometimes it lets the information through and sometimes it doesn't create this kind of hitch. I'm sure the problem is really super simple to solve but I've been working on it for a while and I'm tearing my hair out ahah. If you have any solutions I'd love to hear from you. I'm fairly new to blueprint so I follow tutorials and there's definitely something I haven't figured out yet that's blocking me.

runic terrace
gentle parcel
#

...I'm learning a lotta new stuff from those and I noticed I wasn't probably too far from some of the logic I see there compared to what I was doing. it definitely helps me putting all pieces finally together

stable shale
#

I got it working but is there a simpler way to do this? Set the source of stream media sources and the set it to media players to play?

runic terrace
#

I dont think that will work

stable shale
#

it works

#

just tried it

runic terrace
#

it will just play the same video on every mediaplayer

stable shale
#

hmmm

runic terrace
#

And your foreach for the Streams array isn't even plugged in, will always return the first index

#

Do you have same number of Streams and MediaPlayers as well as URLs?

#

Im assuming you need to set assign a different URL to each one?

small sigil
#

That's what I've got, I'm sorry and the screens aren't necessarily in the right order.

AND to be more precise, the tuto I'm following uses a key to show and hide the inventory, in my case I'd like it to be always present.

stable shale
runic terrace
#

It's likely an Input Mode issue

#

If you have a screen-size canvas in your widget that is set to visible that may be causing it, might be setting the input mode to Game and UI

#

Which will make you need to double click to do any action in game

#

other stuff might also cause it but it's not in the screenshots

#

But I'm not very familiar with Common UI, it's possible that it's something else entirely

small sigil
#

You found the fact that I have to double-click to perform the action of moving and I hadn't paid attention to that. And it's really when I plug in the β€œInitilized...” that I have to double-click to move.

runic terrace
#

It's probably related to the Game Inventory Layout widget

#

You can try setting the Input Mode to Game Only on the Player Controller after you call the Initialize function

small sigil
runic terrace
#

Like I said check the widget itself

gentle parcel
#

I'm so lost again... didn't figure out yet how to actually use that object... I mean... let's take this example...

runic terrace
#

Drag from the object and assign an event for Update

gentle parcel
#

I dunno, maybe I didn't get everything... I mean... i can use that object within my component and having the actor calling that event from there?

small sigil
runic terrace
#

the object can be anywhere as well

stable shale
plucky dome
#

So im trying to play a looping animation in UMG, and it stops looping after a few sequences and I cant figure out why. YOu can see the green bar looping just fine, but the green dot widget stops looping for no reason (i am not calling Stop Animation on it anywhere)

Screenshots of the Animation settings below. The green bar and the green dot both have pretty much identical blueprint events/animation assets for them....

#

Tried changing the Play Mode. again, green dot just loops 3 times then breaks

gentle parcel
#

There's something I feel missing and I'm not finding the way to explain it... the only way I can see that working is having the TimelineObject invoked inside the actor's BP and connecting, in this case, the update/finished event to the actor's MoveWall event... but what i need is to simply do that inside my own component instead.

#

I dunno how to explain that better

plucky dome
wicked surge
#

Hi, I'm wondering why I can pass the output pin of a CastToPlayerController node into the input of a Set node for an Actor variable, like in the image. Where is the magic happening that means this doesn't fail?

silk cliff
#

Heyo! Need help finding a solution to animate the camera during a player death in first person. I found a tutorial showcasing a potential solution, but surely there's got to be a better option? Throwing the question in here too in case anyone knows of a better solution #1350266805415055484 message

runic terrace
#

Though you can have still the object on the actor and still bind events to it in the component

gentle parcel
#

I did but dunno what I was doing wrong there. In any case I believe my solution did actually work!!!! I can't believe it... πŸ˜…

#

I've tried to play it and it did...

#

I've spent months, probably half a year, trying to figure out how to do this

#

You helped me a lot by the way, I believe I can use those functions you created, to further implement my solution. I'll definitely experiment with them and see what I can achieve. So thanks @runic terrace , a lot!!!!! πŸ™

runic terrace
bright hamlet
#

That I always knew πŸ€£πŸ˜‚

flat jetty
#

I did but dunno what I was doing wrong

surreal peak
#

Please keep message in this Server either way. We have a rule against unsolicited (not asked for) DMs.

#

You can always create a Thread in most channels, if you don't want to deal with the other people talking in between.

#

What I don't understand about your issue with the Adding/Deleting Asset is: Why are you doing this during Runtime?

#

I'm pretty sure once you package this it won't work anymore.

#

And if not, then it's still strange to do that. You should probably keep track of your entries in some Runtime class and add/remove from that.

flat jetty
#

How would approach a structure like, I have many interactable items, like pickup items, door etc in my game. They have Gameplay Tags like Event.AddInventory, Event.DestroyAfterInteraction.. But i check those tags inside the "Interaction Component" where we line trace and call interact method, then i check the events there. But in time, It will be spaghetti to add logic there and i think its against Open-closed Principle. What do you think I should apply that logic, inside BP_PickupItem for example? And access my inventory via blueprint interface like IInventoryOwner.AddItemInventory and pass its own data? I want to make this scaleable as i can. I am also using GAS for now to apply some buff effects like some of the pick up items wont be added inventory and apply effect directly, like "a POTION" in a ground.

#

Like this. (picture is Interaction Component and owned by Character)

surreal peak
#

The only code in the InteractionComponent should be the one start/stopping the Interaction itself, without knowing what the thing you interact with is or wants to do.

proud pilot
surreal peak
#

Generic actions, like "add to inventory", can feel like a copy paste, but in theory a lot of this will be the Interactable getting the InventoryComponent of the "InteractionInstigator" and call AddToInventory on it with "self".

#

If you still find yourself having duplicated code for those actions across a set of Actors then:

  • Make sure they share ParentClass
  • Or move the overlapping code into a static FunctionLibrary
  • Or think about a system that can perform re-usable actions, such as UObjects that have the logi in them, which you an simply create and run if you need to. But that might be overkill in your example.
surreal peak
#

You need to understand that the Asset stuff is an EDITOR feature. While a good chunk of the AssetManager still works in Runtime, creating/duplicating/removing Assets should probably stay within the Editor, so nothing that you'd do during your game.

proud pilot
# surreal peak What is "real time" for you here?

Real time this is real time. I know and it is saved, only problem is that I do not know how with node to delete them. Because with node I can add and duplicate β€œDate”, but I can't delete. The only option is to delete in the editor by selecting and pressing delete

proud pilot
surreal peak
#

You probably can't even create/duplicate during the game, cause those nodes might not work in packaged.

flat jetty
proud pilot
frosty heron
#

@flat jetty For something that shouldn't be predicted by client, normally you can think that Client should "Request".

#

Request to Open Door, Request to pick up item, etc.

#

Server handle the logic

#

and replicate the values if valid. E.g updating the Item array if the item can be picked up.

flat jetty
flat jetty
surreal peak
frosty heron
#

but ofc it can't be applied to a lot of things.

flat jetty
#

Since my game is not competitive, I dont care that much actually. But i am not sure until i see some "unreponsive thing" that triggers me. πŸ˜„

frosty heron
#

Think about shooting a gun and updating the ammo.
If you wait for the server to update your ammo, you will see the ammo changes 0.2 second later if you have 200 ms.

frosty heron
#

think about the example I just gave.

#

if Im playing a game and the ammo update 0.2 second later, I will instant delete the game.

flat jetty
#

Yes, I understood. But would it be still valid if we dont care about cheating and instantly showing on the client itself?

proud pilot
surreal peak
surreal peak
#

I don't know why it's so difficult to understand that you are mixing Editor with Runtime stuff.

flat jetty
#

Btw, for example in here, I call interact on the local. Then i will call this with Server RPC, but this would affect Server twice, How to prevent that in general? Like i need instead reaction on the owner, and then send RPC to server.

desert glade
#

Why is the XY I get from IA_Move correct, but the Z Value I get from pawn by "Get Last Input Vector" is not 0?

surreal peak
# proud pilot hmmm

AssetTools and the DuplicateAsset stuff is meant for Editor Utility Widgets. Nothing runtime related.

#

You should not add assets that show up in your Content Browser during your gameplay.

#

The code even has MessageBoxes and SourceControl logic in it.

#

You are just lucky that it works because Epic Games didn't think someone would do that.

frosty heron
#

unless you tell the server to run the function twice

flat jetty
#

The reason I am trying to do that is, I dont mind cheating, I need instant reaction on the client itself, and then send this to others. Because if i directly send RPC, i might also see a delay on the client on the first place

frosty heron
flat jetty
#

Maybe i can react via Server bool.

frosty heron
#

but again, you can't get away with predicting everything..

surreal peak
#

@proud pilot The Delete thing is possible with the "EditorAssetSubsystem". But as the name says, this is EDITOR code. Not meant to be used runtime.

flat jetty
#

I can do local stuffs inside !Server bool, and do things with "Server" bool.

surreal peak
#

That Subsystem has a BP exposed DeleteAsset function.

frosty heron
#

the act of picking up item shouldn't be predicted imo, unless you want to implement a way to rewind it (putting the item back to the floor)

#

what can be predicted is like

#

If locally your item is already full, just don't send an RPC to server and display a msg where your item is full.
Actually what I said just now is not even predicting but a simple validation on client.

surreal peak
#

Yop, don't predict too much. It's easy to predict, but often pretty impossible to handle mispredictions.

surreal peak
#

And that validation can also fail as a false positive.

flat jetty
#

Alright. Thanks for feedbacks. But what about the picture? Is that a correct way of handling instant on client? As soon as client interacts, it will see the effect, then send RPPC to server so that others can see later.

#

I wont need validations on that

surreal peak
#

You can predict non-State changes if you want.

#

If you can live with them being mispredicted once in a while.

#

But anything that changes state is a huge headache.

flat jetty
#

What i am doing is called prediction?! πŸ˜‚

flat jetty
surreal peak
#

Depends on what Interact does on the specific Actors

#

But yeah, callingit locally first is a prediction

#

Just imagine you move an item in your Inventory from 1 to 2 and then instantly from 2 to 3.
That already, if predicted, will destroy your week.

flat jetty
#

Thanks anyway, this was related to blueprint architecture question and gone on multiplayer, sorry.

surreal peak
#

It will interact on the Server and on the Client. What that actually means is up to you.

flat jetty
#

But with a Server bool tick. I think thats where I handle logic to prevent duplicate logic.

surreal peak
#

Yeah but that happens on 2 different Instances, so what's the problem?

#

The call is not the issue. The stuff that this might do is the key

#

Prediction is not just about calling it locally first.

frosty heron
#

If Interact does things like Adding item to inventory and it's done in both server and client. Then that sounds totally like a disaster.

flat jetty
surreal peak
#

You have to handle misprediction, as well as reconciliation.

flat jetty
surreal peak
#

In that case that there is a ListenServer calling this, you'd want to block the RPC with a SwitchHasAuth

#

So that the Server doesn't call it twice.

flat jetty
# surreal peak So that the Server doesn't call it twice.

Aha, thats what i meant! Thank you. So i would call this only on the remote on the server rpc right? Because lets assume I toggle DOOR (i would do that with rep notify but anyway) with RPC, and if i call it server again, it would toggle door again

proud pilot
surreal peak
surreal peak
#

You also aren't aware really of what is even the headache of predicting state.

flat jetty
#

Alrighty.

surreal peak
flat jetty
surreal peak
#

Let's make a thread over on #multiplayer and I give you a quick example.

flat jetty
steady night
#

Is there a way to change the "tooltip widget, now it shows from cursor to ther right side down

#

i woudl like it to show left side up instead

frosty heron
#

what is this tooltip widget

steady night
#

so im using the behavior tooltip widget

#

so when im hovering

frosty heron
#

oh well, no comment.
I got a tool tip but it's just a user widget I made my self

steady night
#

yeah this is to

frosty heron
#

also applied the transform manually my self.

#

it's as simple as offsetting from the widget you are hovering.

steady night
#

hm

#

ill se what ican find out

simple berry
#

I cant seem to find a solution anywhere for this issue, basically i have a system where the left hand uses a fabrik node to move to a specified socket on a gun, for some reason it tracks perfectly fine, but if an animation is ever played on the gun skeleton, it will lag behind the actual location of the socket. does anybody know of a fix for this issue?

narrow sentinel
#

is there a way to get a component from a casted class ref without constructing the object ??

#

I'm bassically trying to create kind of like a preview mesh in a way

tawny hedge
#

bp interfaces and a variable reference