#blueprint

1 messages Β· Page 302 of 1

queen valley
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is this a button?

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try adding the on mouse enter event and executing the Set User Focus node

graceful holly
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is the mouse button, not the keyboard

queen valley
graceful holly
faint pasture
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because before the timeline plays, it's in a different place than at time 0 of the timeline. You are teleporting the elevator from where it started out life to where it should be at time 0 of the timeline.

queen valley
graceful holly
queen valley
tropic token
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I think it can possibly work as well xD

faint creek
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Hey man ok it works, but:
I'm using two actors: one elevator and one button to call the elevator.
If for example, after elevator's timeline go from A to B, and player fall it could able to recall the elevator using the button.
However, if the last timeline of the elevator go from A to B, and I need to call it from B to A(using the button), the elevator use the last position of the BP elevator and not the actual position, generating an instant teleport, sometimes on the wrong direction

queen valley
queen valley
faint pasture
tropic token
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hmmm, I can't debug macro? :/

faint creek
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This is the elevator

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This button script

faint pasture
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Here's how your elevator should be set up:

ButtonPress -> is the elevator stopped? -> yes -> bElevatorIsStopped = false-> is the elevator at bottom? -> yes -> play forwards Update -> set elevator location
-> no -> play backwards Finished -> bElevatorIsStopped = true

queen valley
faint pasture
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get that nearly equal out of there

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just check if its above or below the middle point or whatever

queen valley
faint pasture
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have Finished be what "unlocks" the elevator to be activated again

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do you want the elevator to be able to reverse while moving?

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or once moving is it stuck moving until it finishes

faint pasture
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here you go, here's a dummy simple elevator

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uses the LastDirection to choose what direction to go in when activated

tropic token
faint creek
tropic token
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no matter what delay I put. I can even put 1 second, when timeline is only 0.1. it will still call update on timeline once again. Once! XD

queen valley
tropic token
rapid helm
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why?

queen valley
# tropic token but it should work with delay anyways, no? :/

I don't know, try adding + float and some number like .5 to the timeline length, but the way I described is much better because thats what macros are for, they can have more exec pins, for example all loops are done in macros, you can double click on them and read the macros

queen valley
rapid helm
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hgheey d on't judge me 6 yr old pc πŸ’”

tropic token
queen valley
tropic token
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I will send you binaries xD

queen valley
tropic token
queen valley
queen valley
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it's simple really, shouldn't take too much time to explain

tropic token
rough seal
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how would you create a first person chaos motorcycle?

faint creek
faint creek
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This is the issue that I'm trying to fix
@faint pasture @queen valley @dark drum

faint pasture
# faint creek

That last one should work assuming A and B are correct

faint creek
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It seems Timeline go in conflict

pine carbon
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Do repeated hit events override calls to Destroy for some reason?

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<@&213101288538374145> Scammers.

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(Sorry if there was someone else I'm supposed to ping.)

faint pasture
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1 timeline

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Button just tells elevator to go

faint creek
faint pasture
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button just tells elevator to do its thing, that's it

faint creek
faint pasture
faint creek
faint pasture
faint creek
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This is elevator

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This is the actor button that can call the elevator in case player is far from it

faint pasture
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it should just tell the elevator to go

faint creek
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?

faint pasture
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add an event to the elevator that enteres the switch on direction and have button call that

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button can just get actor of class elevator and call that event

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that'd be the simplest

faint creek
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So in the custom event I have to switch direction?

faint creek
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Seems to work ahah

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Two days

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For figure out how to make this

faint pasture
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The computer only ever does exactly what you tell it to do, nothing more, and nothing less

faint creek
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Yeah its beautiful, its one year I'm studying UE

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Thank you a lot man and everybody for help ;))

trim matrix
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The problem I have got is, when I make a FPS viewmode, with character model, when I look down and upper place, The hands doesn't follow them. Is there any methods that I can implement?

faint creek
# faint pasture

Also,I didn't know could possible to link custom event there ahah

hardy ice
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Hey there, I have a problem regarding camera rotation.

Basically, I want my camera to follow my character's foot from a first-person perspective. I want the camera to follow the foot when it goes behind the player without flipping (which is what happens when I use FindLookAtRotation).

So far, I've got it working, as long as I don't rotate the character and the legs around, then it breaks.

I assume the problem is the VectorForward node, since it only works when the character isn't rotated in world space. However, I have no idea what to replace it with, and all my attempts so far have failed spectacularly, since I am not well-acquainted with Quaternions yet (I suck at math).

Any math wiz online who could help me out here?

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Oh, and I've already tried Make Rot from XZ like this, but it exibits the same camera flipping behavior as Find Look At Rotation

dreamy kindle
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Hi anyone know why my retarget isnt working by chance? thx

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its not letting me bake the Movement Set Pro anims to my custom Human Character to the right hmm

hardy ice
granite prawn
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Does anyone have a solution for editor slowing down from trying to show too many properties in details for a struct for example?
My current state is that i have an object, that has a TMap of other structs in it, but at a certain point its unbearable to edit because the editor lags even if im not looking at multiple values, and using EditConditions isn't doing anything to help even if i hide data in the structs

granite prawn
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Editor Lag From Large DataSet

knotty current
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um

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if somones around helping with this would rlly help

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please

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im rlly struggling

pallid ice
knotty current
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how do i change this or make it so that it doesnt override my transform

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@pallid ice

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i just deleted the player start

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ugh, sadly deleting the player start did nothing

modern cove
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What are good alternatives to While Loops? I tried to set one up such that the PLayer Character would walk from his starting location to an exact spot, but I got an Infinite Loop Error.

pallid ice
knotty current
pallid ice
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right click on the node and add breakpoint or press f9 when you have the node selected

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compile afterwards

knotty current
faint pasture
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you want to hook into the gamemode stuff so the dude is spawned at the correct transform to begin with, or do the teleport to saved location after spawning

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GameMode is the boss

knotty current
faint pasture
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opening a level means everything gets nuked and you start from scratch with gamemode running the show

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probably none of your code runs after the level opens, depending on what object is doing the open level call

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it probably gets nuked along with the entire rest of the world

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GameInstance survives but most other things don't

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yeah from your code shown, the widget itself would die as soon as the level opens. Nothing after open level would run

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You could move your code to GameInstance if you want that to be where you control things from

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or just have GameMode default to loading the save at startup so you do the load and read every time a level opens

knotty current
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sure, thank you

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let me screenshot your response

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very helpful

faint pasture
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This is why it's usually best to have logic live somewhere and UI just kick it off

knotty current
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once i get the save and load working, i can get to doing coop. which is gona be a pain in my ass

faint pasture
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if the logic lived in GameInstance then it'd be no problem, the ui would just tell GameInstance to change the level and it can teleport the pawn, but you might get a frame at the StartSpot. I'd just make the gamemode know about the save system IMO.

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ok we opened a level
we got a save spot? Yes -> use it
No -> use the player start

knotty current
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is that first person character?

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or something else

noble nymph
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Can anyone help debug my interact system

pallid ice
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You could indeed like Adriel sais, handle the save and load in your custom gamemode

pallid ice
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and print strings

thin panther
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a 0.01 second timer is pointless

knotty current
noble nymph
thin panther
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no

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If anything it could be a little bit more. A timer is still ticking, it can't not.

The bonus with a timer is it's allowed to tick multiple times a frame in order to play catch up

noble nymph
pallid ice
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Technically if you can avoid traces every tick

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but i would put it on 0.2 depends what you do

pallid ice
knotty current
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@pallid ice what exactly do i put in the game mode/game instance? should i make an event dispatch from my widget then recieve that dispatch from the game mode/game instance in order to begin the save loading

pallid ice
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wait forget that

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your widget will have to call the gamemode functions

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use this in your widget and cast to the gamemode you made and call the save and load from there

faint pasture
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get comfy with those

knotty current
jade shell
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Hey everyone, I'm working on a points and inventory system for my game, but I'm running into an issue. When I click on the first item and hit "Buy," everything works as expected, even if I click it multiple times. However, after selecting a second or different item, it ends up adding both the first and second items to the inventory and accumulating the points for both. I've been trying to pinpoint where the problem is, but I can't seem to figure it out.

pine carbon
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Anyone have ANY thoughts on this? I'm not even sure how to approach debugging it at this point.

cold lion
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Having some trouble with a progress bar, I can't seem to figure it out? It is supposed to work with a Timer Component on an NPC to indicate when time is up and drain respectively but the actor input returns as none?

granite nacelle
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Heyyy, I'm using a controller and keyboard for my main menu navigation, but for some reason the hovered sound only plays when using the mouse how can I use it with a controller?

copper mica
frosty heron
dusk forge
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how do i fix this?

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if enemy dies i want to get characters targeting component and remove the enemy from the array right now cast failed is printing

dawn gazelle
dusk forge
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i didnt know it took input

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thought it was automatic crying

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thanks @dawn gazelle

quartz iris
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Hello... wondering if any of your blueprint gurus can help me get this final issue I have resolved so I can actually build the game I'm trying to make. It seems to be a common problem but all the solutions I've tried just don't work for me. I'm trying to drive a boat (no water physics or buoyancy being used here, just sliding the boat around for now and that's all I need). I've been pounding my head against the wall for the last 2 weeks trying to get this to work and I'm about to just give up.
The problem:

  • My boat (static mesh controlled by a Pawn BP) moves forward and backward using W and S and Add Force no problem.
  • My boat rotates left and right using A and D no problem.
  • When the boat rotates, the forward direction of travel doesn't rotate with it so I end up strafing sideways.
    I know the issue is related to the Pawn's direction not being updated correctly and that my rotation is probably only affecting the static mesh. I have a 99% feeling it's because I've done something realllllly basic and stupid but for the life of me cannot figure it out. :/
copper mica
quartz iris
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sure... let me clean up the spaghetti noodles I have all over the place.. one sec.. (and thanks!!!)

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1 and 2 are just variables that bump the amount of force/rotation

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pretty sure "?" is where I'm screwing up

copper mica
quartz iris
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Not that I'm aware of:

copper mica
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I used the 3rd person template character, set the capsule component to SimulatePhysics, then I replicated your nodes
When I would press forward it would go forward based on where my camera was pointed.

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It was a bit scuffed on my end but you could try to see if it works.

quartz iris
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Hmm.. will do. Thanks a bunch for looking into this! Greatly appreciated!

celest lotus
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How can we detect splines at runtime? without using "GetAllActorsOfClass" or "GetActorOfClass" Node

dark drum
pallid ice
lucid stone
celest lotus
crude dew
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Hi, Im having a moment and forgotten how to rotate Mesh Instances from a pivot point as you can see here I have 6 walls but each wall is rotating, I thought i had to parent the HISM Component to a Scene Root and then rotate the scene root to "pivot all the walls" but it seems to be affecting each instance of the wall, Any help please?

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This is the blueprint im using

pallid ice
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z can be your world up

dark drum
celest lotus
lucid stone
lean elbow
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Im trying to build and simulate discgolf disc flight, with 0 experience of unreal engine basing ALL my structure/data blureprints on ChatGPT help.
How likly am I to succeed? So far my discs are accelerating faster than an F1 car, which chat GPT thought was odd..

pallid ice
lucid stone
pallid ice
dark drum
lucid stone
pallid ice
lucid stone
lean elbow
dark drum
lean elbow
dark drum
# lean elbow This is the part im afraid of, I have no idea how to calculate how something fli...

All you could want to know about disc golf disc flight. πŸ˜‰

https://link.springer.com/article/10.1007/s12283-022-00390-5

SpringerLink

Sports Engineering - In the sport of disc golf, athletes utilize discs with various shapes to achieve their desired throws. Computational methods have the potential to give further insight into how...

lucid stone
dark drum
lost sierra
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Hi all, looking for the best way to directly tie health of an objective to a buff to the players damage. Here is what I have so far, but know I'm missing something and I don't know what.

Blacksmith Buff (Happens every start of the wave) if it's between (health) then set the buff to 1.5 and play blacksmith buff. This sets the buff through an interface. The issue is that I don't know how to use this number now in the interface to apply it to the damage of the different turrets

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If interfaces aren't the way to go, then I'm not sure what. This is just the best way that I knew of, and even then I don't know how I'd do it

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(I have now realised I wasn't setting them to the BPI blacksmith buff, this has been fixed, but my issue still stands of not knowing where to go from here)

lucid stone
dark drum
# lost sierra If interfaces aren't the way to go, then I'm not sure what. This is just the bes...

It seems like a specific thing so interfaces aren't going to help. As a reminder, interfaces are for when you have different classes that don't share a common parent but need to have/use the same set of functions. If the functions are unique to a specific class then an interface is pointless.

In terms of you're question, if it's modifying the players damage, then just make the player apply x amount more damage. There wouldn't be any need for the turrets to even know. All they should care about it how much damage should be inflicted. (possibly damage type if you want to perform armor calculations or something similar)

lost sierra
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ah thank you for the explanation on interfaces. When I say player damage, I mean as a whole, it would also affect turret damage. How would I do a player damage x amount more damage if I need to check the health of the objective? Sorry, this feels like something I should know. Maybe I'm just massively overthinking, but I can't for the life of me work it out

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Nevermind, I was overthinking it

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i've got it, thank you. The explanation of interfaces will help me out in the future

lucid stone
solemn folio
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can anybody help with this problem im having. i created a guard blueprint that is tasked with following the player wherever they go but instead of chasing the player continuously, it goes to the player's spawn point and doesnt move from there even if the player moved from their intial position. These are the guard blueprints:

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the guard:

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if you have a solution just reply to my post so that i get pinged

dark drum
solemn folio
brittle flint
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Hello guys I have been trying to make a wall running system for 3 days and I didn't even finish it's half can someone please teach me how to make it or if there a yt tutorial for this in third person I will be really grateful thank you

polar tinsel
polar tinsel
# solemn folio can anybody help with this problem im having. i created a guard blueprint that i...

Its because its not a continues action
On begin play, so when the level starts playing you are telling it "move to player"
You currently ONLY do this at the begin play, so only once, at the beginning.
So when the player moves it has 0 effect on the guard AI as it is not being told to do something again after begin play.
you could do it in event tick but if I were you I'd look into some basic AI videos on youtube πŸ™‚ They helped me out a lot

solemn folio
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it worked on my other projects

polar tinsel
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Yes
But if the AI does not reach the player if it has already moved, then its not a succes.
You could do it on fail, which would probably solve your issue

zealous fog
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These new comment boxes are so much worse than the old ones. Is there a way to change it back in 5.5?

zealous fog
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so I can easily see its commented

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who made this UI decision

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I dont get it lmao

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"lets make the comments harder to find and read"

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like good luck seeing theres a comment here

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fixed it 😎

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@polar tinsel since you pointed out my comment

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you can find it in editor settings

polar tinsel
storm solar
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I have a common user widget called menu stack and a common activatable widget called player menu.
When I create the menu stack I have a function that pushes player menu widget to the menu stack.
When I am done with the player menu I run deactivate widget.
How do I reactivate the player menu widget and make it visible again?
I've tried to activate the player menu from player menu itself and from menu stack and nether have worked.

dark drum
lean elbow
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IS there any way to share or copy blueprints ? Is screenshots the only way?

wild sage
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Would it be possible to have the EditCondition metatag in Blueprints like it was in UnrealScript?

dark drum
storm solar
dark drum
dark drum
# storm solar So whats the point of activation or deactivation in this context? Couldn't I jus...

Lets say you push a widget to a que with two other widgets in it, it'll create the widget if required and add it to the que. When the the currently visible widget is deactivated, it then activates the next one in the que making it visible.

In summary, activating an activatable widget is handled by the stack or que that it's in so it knows it's now being shown. Deactivating an activatable widget tells the stack or que its in to show the next one.

dark drum
storm solar
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gotcha

lean elbow
solemn depot
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im trying to make a system where you can shoot targets in my game, and they will stay down untill all the targets have been shot and then they will all play the animation of coming back up. inside my target bp i need to call a variable i set up in my third person charicter bp (witch i made into a variable in my target actor's bp). however, whenever i use a variable from the third person charicter bp unreal gives me errors saying its failing to read.

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the weridest thing is though, despite giving me errors, the code actualy works

solemn depot
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nvm i found a work around

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turned the event tick down to interval every 0.5 seconds instead of 0.0 to save preformance since i dont need it to be like, immediant

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(this is the targets bp)

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and then here is the targets anim bp

thin panther
# lean elbow IS there any way to share or copy blueprints ? Is screenshots the only way?

blueprintue.

I will however point out that few people will be willing to debug and explain gpt output you have no knowledge of. There's an element of needing to understand the fundamentals for anything you approach, "vibe coding" stops working when the ai doesn't understand, or loses context. It's not really suited for anything outside of quick personal throwaway stuff.

Anything else you want to learn the fundamentals and build the skill

lean elbow
thin panther
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It's less about it being ass, but that it would be hard for someone to try and convey information without those basics being there.

You often get hallucinations that make no sense, and it can be a game of cat and mouse trying to find out what's happening :)

barren blaze
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Can someone tell me how should I call this node I am not finding it , only enhanced Input Action is there , I want this one

Anyone please ?

pulsar geode
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[Solved]
Hey Everyone,
I have an actor component that is attached to multiple actors that is giving me issues
The component only has one event: using the strings provided by the actor, match the string to a row name in a data table containing an Int. Compare that Int to another random Int in range. Using a branch, if the data table Int is bigger than the rng Int, do something.
On paper this works fine, but in practice something weird is going on.

I currently have the event do a print function before the branch to print the value of both the data table Int and the rng Int as well as the greater than operation outcome and multiple times it will print a true or false that doesnt match what happens.
It has printed false before then the branch has done the true operation or vice versa. I am wondering what could be causing the difference in the print vs the branch outcome?

barren blaze
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No the Input Action one

maiden wadi
maiden wadi
barren blaze
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Ohkay. Got it. I remember now..I was missing this step ..

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Thank you @maiden wadi

pulsar geode
maiden wadi
summer spade
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How do you do raycasting in blueprints?

For context, I made an event that spawns a static mesh behind the player and will remain there UNTIL they look at the mesh itself. I know you can achieve this through raycasting (if the line detects the specific mesh, it will trigger the event and whatnot). But it's not like UE5 has a specific node that lets you constantly have a raycast line in front of the player at all times.

I did try using the line trace by channel but it only traces in one specific spot and only does it for a short duration. What if the player doesn't look at the static mesh quickly enough? Will the line trace channel just disappear before they can look at it?

So I kinda need advice for this. Any starting point would be helpful!

dusky cobalt
summer spade
inland walrus
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Apologies if this is the wrong channel, does anyone know how to unmerge assets I merged via ue5? If I cant unmerge I am going to have to basically redesign a lot of a map as I included a few assets that shouldn't of been merged

lunar sleet
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Restore from source control

inland walrus
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That might be an issue xD

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All good, turns out I accidentally backed that certain part of the map us as a BP

pine ingot
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Any way to add a Radial Impulse to an Actor with a Character Movement component? In my experiments the Radial Impulse has no effect on a Character.

lean elbow
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When you deal with things with simulations, is it viable to depend on physics, or do you code out the behaviour. For example aerodynamics .

maiden wadi
buoyant moat
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Does anyone have a solution for the following : https://forums.unrealengine.com/t/ue5-4-how-to-ensure-materials-are-loaded-on-spawned-actors/1995832

I am experiencing the exact same problem 🫠

gusty shuttle
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Question: Did any of you guys run into a problem where a Select node isn't doing it's job? Example, I set it to use Character via index. I tested it, it printed Character, yet it keeps trying to use Actor location. Any tips? It's like it's ignoring the index. Usually selects work as they normally do, it seems like it's bugged?

I breakpoint tested it, the enum is doing it's job, the Select node isn't in this case.

maiden wadi
gusty shuttle
# maiden wadi Where does the enum come from?

Through a level sequence
Trigger event in level sequence, that event calls custom event inside an actor in the world
That actor houses a variable (enum) that connects to the index

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The info gets passed through as it should, that's not the problem...unless there's something I'm missing, like some strange multiple instances or something

maiden wadi
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Odd. :/ Normally stuff like this is the pure node mistakes with randomizations.

gusty shuttle
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Right, that's why I'm stumped haha I never had a select node just ignore it. I might have to verify my engine or something.

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I made a work around using branches but it gums things up, select nodes rock when they work

dark drum
gusty shuttle
zealous moth
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@dusky cobalt @buoyant moat preload them; either async or loading screen with wait

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@lean elbow both. I made a physics based game and tweaked it to make it feel good.

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@pine ingot I believe you need to use launch. You can get the direction by subtracting both location vectors and multiply with coefficient

inland walrus
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Anyone know why my navmesh doesn't want to go further than a certain point?

maiden wadi
worldly sparrow
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is there something special that needs to be done in the parent BP to spawn a geometry collection that can be changed to a different collection in the child bp?

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that's my code in the parent. if i change the class to geomoetrycollectionactor it will not spawn anything from the child

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that parent code though only spawns the GC in the bp being referenced in class and cannot be changed at the child level

granite nacelle
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having a hard time changing my games UI button hovered or pressed its always black and I find myself only able to change how dark it can be, I'm using a blueprint in my widget to be able to do this dynamically

hushed orchid
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hello, any one facing issues in installing plugin to engine after epic launcher update? i am clicking on install to engine button, popup says install complete and available to use but i cannot see the folder in marketplace folder of engine

graceful sage
granite nacelle
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the first ones alpha is set to 0 while the other two is set to 1

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so I found the fix, my opacity was set to 0 all but for the alpha so that's why it was like thisπŸ€¦β€β™‚οΈ

civic tiger
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Hi! I got some problem here for anybody can help.. I want when inspecting items to have a blur background and have the item on top of that background to inspect it.. I have the render texture ready, the material, the image in the widget and everything needed but I cant figure out where and how the code should be.. Ive seen some people doing it with a SceneCaptureComponent2D and puting it to character and other puting it into the item actor, but both ways seems kinda off to me and not working.. Does anybody have any more instructions on how to do it? The coding part mostly

teal tendon
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Any Ideas on how fix this overlapping glitch. Basically there is an inspection camera that moves around the object using mouse, so does the item slot child actor. But the mesh of item ends up overlapping with the base object which does not look good. Is there a way around this .

dark drum
indigo kiln
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Hey everyone! πŸ‘‹

I’ve been learning Unreal Engine for a while now and have focused mainly on Blueprints so far. I've gone through:

"All Nodes You Need to Know" and "Blueprint Basic and Intermediate" from SmartPoly

The Subway Surfers course on Udemy

I’m now looking to take the next steps toward becoming an Unreal Engine developer and would love some guidance. Specifically, I’d like to know:

What are the best learning resources (courses, tutorials, or documentation) to go deeper into game development with Unreal?

Is there a structured roadmap for learning Unreal Engine professionally?

Any advice on what to focus on next to improve my skills and eventually work in game development?

I’d really appreciate any recommendations or insights! Thanks in advance! πŸ™Œ

civic tiger
# dark drum So the inspected item will be rendered in a widget? If so, you could use the blu...

Im doing so but in the shake of coding and material wise something is off.. im still trying to figure it.. im getting closer and closer.. now what I have done is to manage to show the item image but I want only the item to capture not all the scene in the image. and also now as im trying to rotate the object it is rotating with the 2drender camera for some reason.. but I think that should be easier to fix.. If you have any idea tho Im open to share πŸ˜…

lean elbow
civic tiger
dark drum
teal tendon
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So this is the camera setup I have made for the inspection mode, So I just want to ask if there is way to draw or render any mesh of the item slot on top every other object when it overlaps or like in general

upper cairn
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I'm facing an SDK issue on macOS 15.1, Unreal Engine 5.2.1 binary, is there anyone who can guide me through please, It would mean the whole world for me

civic tiger
dark drum
civic tiger
frosty heron
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especially how it used interface

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anyway, you just gotta learn what you gotta learn. Don't worry soo much about roadmap, have a goal and learn everything that you need to acheive it.

#

if you are stuck on what to understand, you can always ask experience devs in this circle.

#

my advice is probably don't get stuck with blueprint tutorial hell

#

cuz a lot of those videos doesn't even have good practice.

#

but making mistakes or inefficient systems is part of the process

indigo kiln
#

i got suggested start to learn C++ over BP wonder what u think?

dark drum
frosty heron
#

So I guess it's up to your goal.

#

If your ultimate goal is to get hired as programmer, then you can't just use BP.

#

want to make Optimized games and something that is not a small scale? YOu will also need CPP

#

if the goal is just to re-create a small scale game then BP alone maybe enough.

kind estuary
#

in my top down game, how do i move my character behind cubes, if the cubes block the click.
they are supposed to block the click because they are obstacles. but i want to be able to click behind the cube, and move my character behind the cube.

frosty heron
indigo kiln
frosty heron
dark drum
indigo kiln
#

if u think for working with a corprate C++ is a plus then C++ it is ,thank u

dark drum
#

One thing I sometimes do is make a quick setup in BP so i know what sort of thing I'm after and help figure out what should and shouldn't be exposed to BP. Then I can create the relevant C++ classes (and functions) and reparent.

teal tendon
#

is there a way to showcase equiped item without this collison

dark drum
teal tendon
dark drum
teal tendon
dark drum
# teal tendon I mean this is the glitch

Not really a glitch, just the item passes through the other mesh. There's not really any simple way to solve it. Solutions often have their pros and cons. One is to make the object ignore depth so it's always rendered on top of other meshes. This doesn't always look good though but is the simplest of the options.

The other is to move the object so it doesn't intersect.

little agate
kind estuary
frosty heron
frosty heron
frosty heron
little agate
dark drum
civic tiger
#

oh okey.. I was just looking in the detail panel and didnt found it but in the nodes I found it

#

idk why it came with a link but whatever

dark drum
civic tiger
#

didnt underastand that

inner minnow
#

Hey guys, trying to figure out how to do possess and un possess of a vehicle properly within the Lyra Framework if that changes anything.

When I try to re-possess the original pawn player, I have no movement controls as if the controller didn't actually attach or is of the wrong class perhaps.

I first get in the vehicle via a GAS interaction that does a sphere trace and then possess the vehicle pawn:

I can drive around in the vehicle just fine without issue. The problem occurs when I try to re-gain possession of the original pawn which I store in the On Un Possess overridden event in the Player Controller:

Does anybody know what I might be doing wrong or the right way to go about this?
There's also the issue where the original pawn still tries to run in place with a floating gun and plays footsteps while driving, but that's not my primary concern atm

storm solar
#

For common UI I converted one of my widgets for item selection to a common activatable widget that is pushed onto a widget stack.
The problem is that the widget will register every button I have to intereact with it except the gamepad confirm button (face button down) Every other gamepad input is registered along with keyboard inputs. It'll also work if I add an additionl gamepad button to confirm (face button left) but will not work for the original button. Im not sure what the issue is.

#

I also have controller and input action data setup but I don't remember what they're used for atm.

glass blade
#

just found out that yuo cannot bind networked custom events

#

is that true or was i mixing things up?

#

more specifically run on client networked custom event

frosty heron
#

it will just bind on the machine that calls it.

#

if the binding never get executed on player 2 computer then, don't expect player 2 to run the function.

#

but apart from that RunOnClient meant to be called by server anyway.

#

it will run a function on the client that owned the Actor Channel

terse tree
#

Hello! Currently working on an assignment for my VR class. I’m making a cannon that moves left and right (yaw?) but only problem is that I have no idea on how to achieve it. I hope this doodle helps explain 😭

storm solar
inland walrus
#

Does anyone know why my materials aren't showing? They worked yesterday, I switch on my pc today and not showing

knotty flare
kind estuary
#

how do i make my level unlit like in the unlit mode and keeping some other materials, like the characters, lit
All i know is the Execute command: "viewmode unlit", that does exactly what i want, but also disables the materials of characters etc...

maiden wadi
#

Sounds like a post process effect or something with stencils. If you could get both the lit and non lit data there.

kind estuary
#

i thought this would be like turning some light off or something

#

i have some images in my level, they are exactly like photos

#

they look with so much contrast, too dark in some places, and blinding light in other places. the images are beautiful, yet in game this contrast makes them look really bad

#

and i tried a bunch of stuff

maiden wadi
#

Are you trying to make the entire level unlit, or just these paintings?

kind estuary
#

thats the right word

terse tree
# storm solar google? https://youtu.be/uFr-7At2lXQ

Thx! Skimmed though the video but i found nothing I could apply to the BP 😦 . Many vids on youtube show you how to make a projectiles for guns and stuff but I don't see anything revolving around automatic motar actors + correct speed/physics for bullet arcs. Maybe i'm not looking hard enough?

kind estuary
#

i want everything else to be normal, just the paintings need to be unlit @maiden wadi

dark drum
kind estuary
#

ill post some screens real quick

kind estuary
#

Lit viewmode

#

though the material is Unlit (with emissive), it doesnt matter it still does this terrible contrast

dark drum
high gale
#

does anyone know how I can change these values with blueprints using the post process actor component?

#

I want to change the values of those materials but not sure what the node for it is if there is any

dark drum
high gale
#

yea

#

I want to change the values from 1 to 0 and the other from 0 to 1 when an event is called

kind estuary
#

its quite frustrating

#

because you have a nice image

#

but then in the level when it receives light it gets this weird contrast
isnt there a way to disable the light for meshes?
The engine can do it, because the unlit mode is making it look exactly as i want

knotty flare
maiden wadi
knotty flare
#

Should work if your directional light is only on channel 0

kind estuary
#

i found that this achieves almost the same as unlit:

#

r.TonemapperFilm 0

#

though will this be packaged?

#

must do it in execute console command at begin play right?

knotty flare
#

Yep, or add them to DefaultEngine.ini

high gale
#

yea lol I tried testing it with begin play and it crashed twice

knotty flare
#

You could also try leaving blend weight to 1 - but handle lerping material values through an MPC - if that fits your context
Probably less costly than ticking blend weights (just a guess - haven't profiled that or anything)

storm solar
dark drum
celest trench
#

Hello! Is it possible to add a separate capsule to the player head and push the player capsule back if the head goes into a wall? We are trying to come up with solutions to avoid cameras clipping through walls in first person without making the player capsule enormous

#

If so, what would the process for this be like? I feel like applying a backwards velocity if the head clips would cause new issues and also feel strange for a player, but not sure what else to do

sand shore
#

Have you tried a spring arm component that the camera attaches to?

celest trench
#

Yeah the camera is on a spring arm, but it's a first person game so it's attached to the head still and the head is able to clip into walls if the player looks far down

storm solar
# dark drum what is the 'Stack Ref' bpi function doing?

it's just an interface.
"sends from base stack to whatever widget is added to the stack" I think...
Removing the node doesn't change anything.
The main issue Is I have input actions that are triggered inside the widget. But they only fire every odd time the widget is called.
I think it might have to do with the menu not being in focus...
https://youtu.be/3QrFy_iV_as?t=671

In this Ultimate Guide to CommonUI, learn how to create stunning UI designs in Unreal Engine 5 for gamepads! Master the art of UI with CommonUI.

#CommonUI
#unrealengine5
#ui

β–Ά Play video
sand shore
plush ridge
#

I have a pawn with a floating pawn movement component and on a dedicated server (testing in packaged build), it's choppy for clients. I'm using add movement input and add local rotation on the server to move it around (it's not player owned or possessed). From what I understand, it has something to do with this movement component not being smoothed, predicted, or replicated the way a regular character movement component is. Is there a way to make it smooth for clients?

glass blade
kind estuary
#

I saw a tuts with a dev obsessing about Quad overlay in translucent materials.
Is it that important? In my case i have 3 textures on top of each with translucent material. Should i optimize this. It can be quite annoying

stone field
#

on mobile they might be of interest on low end devices

spark steppe
#

the best general advice i can give is to not listen to general advice

#

as Karma said, context is important

pine carbon
humble wigeon
#

Hello, I've got an unwanted behaviour with my projectile bullet. for some reason it start spawning in the wrong position,it's supposed to be in front of my turret head.
I includeed a gif and some screenshots of the projectile movement component settings just in case. But I other than checking the initial speed and velocity, I don't see what could be causing this πŸ€”

pine carbon
#

I did learn one thing, at least.

#

Enable Gravity from Blueprints does not work.

#

It definitely prevents Destroy from working.

#

What it does not do is enable gravity.

#

It IS able to correctly disable it though. For some freaking reason.

arctic wren
#

Hi everyone,

I’m a beginner working with the New Sandbox Motion project in Unreal Engine 5.5, and I want to switch the camera to first-person perspective. I found a tutorial for UE 5.4, but some things have changed in 5.5 (e.g., certain variables or functions in the Blueprint).

My goal is to make the first-person camera work as expected, meaning with free look, proper movement, and interaction functionality. Since I’m still learning, a detailed explanation or an updated tutorial for UE 5.5 would be really helpful.

Thanks in advance!

pine carbon
#

I know this is disastrous, but I had to add a lot of checks to determine what was going on. It didn't work. Everything before and after the Destroy call happens, but no destruction is done.

#

This is the only logic that actually matters to work properly, and it doesn't if I have Enable Gravity turned on.

#

There's a bizarre permutation of interactions involved with this so I'll list them out:
If the Blueprint has Gravity Enabled on by default and it is turned off by code, gravity doesn't actually get disabled, but projectiles do get destroyed properly.
If the Blueprint has Gravity Enabled on by default and it is turned on again by code, gravity functions properly but projectiles do not get destroyed.
If the Blueprint does not have Gravity Enabled on by default and it is turned off again by code, gravity is correctly off and destruction happens as intended. This is the only case where everything works as intended.
If the Blueprint does not have Gravity Enabled on by default and is turned on by code, Gravity does not function, but projectiles do get destroyed properly.

#

And specifically if I have Enable Gravity on by default and disable it right before it hits the ground, THEN it disables gravity properly, but still doesn't get destroyed.

#

If I try to disable it AFTER Destroy, it still gets disabled, but triggers this non-crashing runtime error.

jovial steeple
#

Gravtiy gives the physics object velocity.

#

But once it has velocity, it keeps its velocity

pine carbon
#

Why does that stop it from Destroying itself?

#

And why does the On by Default, Off at Runtime situation happen? That's the one where gravity stays on even though it shouldn't, but projectiles do get destroyed.

jovial steeple
# pine carbon If I try to disable it AFTER Destroy, it still gets disabled, but triggers this ...

Never run any code after calling DestroyActor. When destroy actor is called, the object is simply marked for destruction, and the game will remove that actor from memory soon so that the destruction process can be complete.

Garbage collection (The system that removes things from memory) only happens around once per second. This means that even after DestroyActor has been called, the actor still exists in memory in this "Destoyed" state for a small amount of time. Since the actor still exists in memory, it still is possible to run code on it, but you are not supposed to as it can be unsafe. This is what this error message is talking about. Its telling you that the actor is "pending kill or collection" and you shouldnt be running any more code on it.

pine carbon
#

Since goodness knows I haven't been able to figure anything else out with this.

jovial steeple
pine carbon
jovial steeple
#

You would have to show me the full on hit code as im sure there is more, disabling gravity does not disable on hit events, or actor destruction.

pine carbon
#

Here ya' go.

#

Initialization looks like this, and yes, everything here comes in properly.

jovial steeple
#

Id imagine its not running, if the actor is not getting destroyed

jovial steeple
pine carbon
#

Nothing gets removed from the scene tree at runtime either.

#

All physics calculations and hit events continue to function.

jovial steeple
#

If destroy actor gets ran, and the actor is not destroyed, i dont know what to tell you. Ive never ran into a situation where that happens.

pine carbon
#

Yeah, me neither.

#

That's why I'm so confused.

jovial steeple
#

Id imagine its nothing wrong with unreal though, and its propably a missunderstanding by you. Its best to assume its not unreals fault.

#

Cause 99/100, its not

pine carbon
#

Could it have something to do with spawning objects via templates?

jovial steeple
#

Im not sure what your refering to with templates

#

So idk

pine carbon
#

This is how spawning works.

#

Specifically the usage of params.Template is what could potentially be doing things.

#

How does that interact with components?

jovial steeple
pine carbon
#

Lovely.

frosty heron
pine carbon
#

Well it does.

#

And works.

#

Why wouldn't it?

frosty heron
#

Hmm I guess casting to multiple types is a thing?

#

Never seen it though

pine carbon
#

It took me several days to even figure out how to put that together.

#

And now it is potentially causing an issue. I'm trying to parse through the SpawnActor source code, but it's a big freaking function.

frosty heron
#

Whats there to parse

#

Just look at example on how they are used.

pine carbon
#

I need to figure out if it has interactions with components that I didn't expect.

#

That's the only thing I can even think of causing this issue.

frosty heron
#

Breakpoint at your component on suspected lines then look at the call stack.

pine carbon
#

If you have a better idea, PLEASE enlighten me.

pine carbon
frosty heron
#

No that's a feature IDE debugger

#

So rider or visual studio

pine carbon
#

Then it's not of use to me, sadly.

#

The actual setting of Enable Gravity and calling of Destroy is in Blueprints.

jovial steeple
#

If you build in debug editor, and breakpoint cpp code for the DestroyActor function, that might help.

#

Idk if you can do that without the source code though, can you?

pine carbon
#

How?

#

I don't think I can.

frosty heron
#

I mean rider is free

jovial steeple
#

Everyone should just use the source code worryCry

frosty heron
#

There's a process and learning but you gotta do what you gotta do i guess.

grave apex
#

Im trying to check for tags (without casting) and found this node, what do I plug into the left here?

pine carbon
#

I have Rider.

#

I'm using Rider to read source code right now.

#

My issue is that the things going wrong are in Blueprints.

#

To be clear, I do not actually know if the Templated SpawnActor has ANYTHING to do with the issue. It's just the only candidate I can even think of.

frosty heron
#

Override on Destroyed or w.e in your component or actor. Add breakpoint and watch the call stack to see what other functions get called prior the ondestroy

#

Though I don't know what your actual issue is.

pine carbon
frosty heron
#

Hmm i never play with gravity so can't offer opinion.

pine carbon
#

It's the weirdest bug I've ever seen.

frosty heron
#

But if afaik with physics at least, if you simulate a component it detach from the root or something.

pine carbon
#

Could you elaborate on that?

frosty heron
#

So not knowing if this is your issue but take example player rag doll.

#

When simulate physics is enabled on the skeletal mesh component for the rag doll, the skeletal mesh detached from the root so it no longer follow the parent (capsule component)

#

Is there a reason to enable or disable gravity btw? What's the actual gameplay goal

jovial steeple
frosty heron
#

Trying to see if maybe there's alternative in what you want.

grave apex
#

like, if my game objects had tags in a tag container variable

#

would it get them from this node?

#

if it implements the interface?

pine carbon
#

Like one gun shoots lasers and another shoots large, heavy cannonballs.

frosty heron
#

And you are using projectile movement component?

pine carbon
#

This is the projectile Blueprint structure btw. And RadialForce does nothing, I was GOING to use that to generate an explosion right before destruction, but I have to FIX destruction first.

pine carbon
#

This is literally all they are. I apply an Impulse when they BeginPlay and after that it's up to the Physics engine, and whether or not I tell it to use gravity . . . IF THAT WORKED.

frosty heron
#

Though I only used it to cast a fire ball in one direction atm.

pine carbon
#

The sphere does bounce currently, but only if the default setting is to have gravity enabled. Enabling it from code does not work unless it's done right before destruction. Why? No fricking idea. Despite it not working, it sure as frick stops destruction from working.

frosty heron
#

make a child out of BP_BaseProjectile then override the gravity setting in respective class.

pine carbon
jovial steeple
# grave apex aah, what does this do specifically?

This code I have shown is changing one object reference into another kind of object reference.

Lets say there is a object in your computers memory called SpawnedGun01. This object has many different types it can count as. It can count as an AActor, AGun, and BPI_PolyDamageable (This one is the interface).

When you have a reference to any object in memory, that reference also has an object type.

Object reference (of type AActor): This is a pointer to a specific location in your computers memory.
Say its pointing to SpawnedGun01.
Its type is Actor, meaning with this pointer, you will be able to extrapolate all of the actor related information/functions regarding SpawnedGun01. Things like ActorLocation, or ActorRotation.

Object reference (of type BPI_PolyDamageable): This is a pointer to a specific location in your computers memory.
Say its pointing to SpawnedGun01.
Its type is BPI_PolyDamageable, meaning with this pointer, you will be able to extrapolate all of the BPI_PolyDamageable related information/funcitons regarding SpawnedGun01. Things like TryCombatDamage() function.

pine carbon
#

I don't want a bunch of subclassing for this project.

frosty heron
#

Is there a reason why you avoid inheritance?

#

how are you gonna differentiate between a laser projectile and a grenade?

jovial steeple
pine carbon
#

Mostly to see how difficult it would be tbh.

#

And generally to keep my projects more organized in the future, IF I can actually figure out how to do this properly.

#

It's been vastly more complex than I anticipated. This bug in particular seems to be something that nobody has any actual understanding of.

frosty heron
#

I think you are making your life harder by avoiding tools. You will actually repeat a lot more if you avoid basic principle of OOP

pine carbon
#

It is a well-known and oft-used design pattern in game development intended to prevent subclassing and save memory when all that would change is instance variables. When you can actually do it correctly. Unreal's complex instancing process has made that difficult for me.

#

Or maybe it's something entirely different. Like I said, I have absolutely no idea why this is happening right now.

jovial steeple
pine carbon
#

Well, I'm 90% of the way there at this point.

jovial steeple
#

Most of unreals systems are designed to be extended by subclassing certian parts to.

#

Good luck

frosty heron
#

@pine carbon So the impulse doesn't work when the gravity is unticked?

#

i'm reading but it's hard to picture the actual failure without seeing

#

"The sphere does bounce currently, but only if the default setting is to have gravity enabled. Enabling it from code does not work unless it's done right before destruction. Why? No fricking idea. Despite it not working, it sure as frick stops destruction from working."
I mean yeah you shouldn't interact with something that is marked for destroy.

#

So if you can enable it with the code before you call destroy, is there an actual issue?

#

btw I just tested with ProjectileMovementComponent, there's no issue whatsoever and you can use gravity for it.

pine carbon
#

Destruction, and only destruction, doesn't.

frosty heron
#

with destruction too

#

opps HDR is on

#

@pine carbon I mean if above is what you after, maybe just use ProjectileMovementComponent?

pine carbon
#

I have no idea what I'm looking at above.

#

There is no movement.

frosty heron
#

It's a video

#

the character is launching a projectile

pine carbon
#

It's very short.

pine carbon
frosty heron
#

@pine carbon

pine carbon
#

Could you show me the component structure for that fireball?

frosty heron
#

using sphere collision to handle the destruction

#

if you want gravity, it's already enable by default.

#

Just set the gravity scale. 0 for no gravity

#

and higher number for stronger gravity.

#

and pretty sure they can be changed at runtime with no issue.

pine carbon
#

Okay I'm not gonna bother explaining why I'm asking this until I prove it works, but what's the best way to temporarily disable physics during runtime without throwing warnings?

pine carbon
#

Oooookay. I don't really understand it all, but I do seem to have solved it.

#

A.) For some ungodly reason, Enable Gravity settings do not propagate through the Template field when using SpawnActor. Why? I have absolutely no clue, but a bit of disgusting nested typecasting fixed that.
B.) For whatever reason, if I have my flyweight set to have its physics disabled, and then enable physics in the construction script of my spawned projectiles that use it, that makes destruction work. I do not know why and maybe I never will, but I'll take those dubs.

#

I'm open to suggestions on making this abomination more legible though.

frosty heron
cursive drum
#

i wanted to attach an actor to my character and this pops up, what does it mean

frosty heron
#

Show the node for the attachment

cursive drum
#

oh, i just found the problem

#

and fixed it

arctic wren
#

I’m a beginner working with the New Sandbox Motion project in Unreal Engine 5.5, and I want to switch the camera to first-person perspective. I found a tutorial for UE 5.4, but some things have changed in 5.5 (e.g., certain variables or functions in the Blueprint).

My goal is to make the first-person camera work as expected, meaning with free look, proper movement, and interaction functionality. Since I’m still learning, a detailed explanation or an updated tutorial for UE 5.5 would be really helpful.

Thanks in advance!

wispy kayak
#

Hi, why I can't destory my added component?

dawn gazelle
# wispy kayak Hi, why I can't destory my added component?

Why would you bother adding a component just to destroy it immediately?
If you're trying to remove the Static Mesh Component from the Static Mesh Actor, the object you're casting may not be a static mesh actor which causes the cast to fail.

pine carbon
#

Add a typecheck print and see what you get.

kind estuary
#

what is better for performance:
A: 10 cubes merged as 1 mesh with complex collision, or
B: 10 separate cubes all with simple collision

wispy kayak
dawn gazelle
wispy kayak
dawn gazelle
#

Then you'd have to cast to the specific actor type you're using that has that array of components.

wispy kayak
#

I can't still destroy my static mesh components. Which part I'm doing it wrong.

dawn gazelle
# wispy kayak I can't still destroy my static mesh components. Which part I'm doing it wrong.

Possibly here.
If it's a static mesh actor,it's not going to have an array of components. A static mesh actor is a very specific type of actor that is usually placed in a level to represent a single static mesh. You don't necessarily need to cast here if you want all static mesh components removed from all the actors in your array. If you want to make sure it's only for a specific actor class that you want to remove all static mesh components, then you'd have to cast to that specific actor class first.

barren tangle
#

Hello, Do we have for an array the possibility to sort the array based on a value?

#

in an array i have a list of actors.

#

each actors has it's own X location

#

and i want to sort those actor based on that X location

#

is there some node allowing me to do that easily?

frosty heron
#

@barren tangle if you are interested in sorting your own array. You can look at bubble sort.

barren tangle
frosty heron
barren tangle
#

ok πŸ™‚

frosty heron
#

but bubble sort is by far the most beginner friendly

barren tangle
#

i was wondering if it exist some default algorithm in UE for those kind of stuff

frosty heron
#

Not really, and afterall you need to specify the rule / condition.

#

there's probably a plugin to sort int from lowest to highest

#

but I never hear anything that sort Actors based on distance check.

#

any programmer can do that easily though.

#

including you, just know how to sort the array

barren tangle
#

ok, i have already write an algorytme for that. (works) but i was wondering if i could do better or easier πŸ™‚

#

that was meanly the purpose of my question if UE has tool to handle that easily

frosty heron
#

most likely not as they can't rule out the condition for the sorting

#

that is user specific

barren tangle
#

because you see i see that they have in a way foresee that for simple table

#

i guess it's sort the value there

#

but not with object based on a variable

#

lol what i did was a kind of bubble sort πŸ˜„

boreal basin
#

Is there a way to make my IA_Run have the same input layout as IA_Move? Working on a run input when the player presses the movement keys for a few seconds after the IA_Move has been triggered.

civic tiger
#

hi guys. Im breaking my head 2-3 days now trying to figure how to make this item in front of the blur background, basically trying to inspect it thats why I created a blur background just for when inspecting something. I got a Render Target and have the RT in an Image element in my UI and on my component 2d camera in my item but still cant figure out how to appear the item in front (oh and dont worry about the ZOrder in my UI its all good). Does anyone have any idea cuz its driving me crazy

dark drum
spark field
#

why cant i find multiply float node?

humble wigeon
spark field
#

oh oke

#

i cant add value to it

#

basically set the value of it

civic tiger
spark field
#

can someone help, my balls doesnt move, is there still a step in between with multiplying the float?

storm solar
#

any reason why my keyboard cannot select the button for this widget and just select the horizontal box?

dark drum
storm solar
dark drum
storm solar
pine carbon
#

How often do they move?

grim sand
#

How do I retrieve the pure name of an actor reference? So instead of it being W_Container_Inventory_C_0 it would be W_Container_Inventory

#

Is there a standard function for this?

spark steppe
#

you want the class name?

grim sand
spark steppe
#

you can do GetClass()->GetClassName()

grim sand
#

That won't work for this node:

#

I need to retain all the data from the reference so that I can pass it through

#

Actually I don't. Hang on, I'm messing up on the logic here.

inland walrus
#

Is there a node I can use to select a random 1 of X sounds to play at location?

dark drum
hearty moss
lean elbow
#

Where can I find what a specific node returns ? What unit or measurement such as is it m/s? or cm/s.

maiden wadi
civic tiger
inland walrus
#

Any idea why my nav mesh isn't spreading properly?

stable shale
#

Hey all, I want to download images in parallel. 9 images. I can see a sequence node but I want them to load at the same time not wait for the other to finish

faint pasture
#

the Unreal unit of distance is the cm, other things are derived from that

frosty heron
lean elbow
hollow tendon
frosty heron
#

Every week

hollow tendon
#

or is there someone with same user name as u?

#

coz i swear someone with that username helped me

#

in c++ chnl

#

and had diff pfp

frosty heron
#

I rotate pfp

hollow tendon
#

thats amazing! i am happy for u

#

im thanking u for ur full support

#

u helped me a lot

frosty heron
#

Can't help you with Json though, no experience.

#

Can't know what i don't know

hollow tendon
#

wow

#

why are u so kind and supportive πŸ₯²

#

humanity still in hope. humans still care for fellow humans

#

and try to help each other

#

thanks

#

i kinda get half of what causing the issue so far

"boosters_array": [
    "boost1",
    "boost2"
  ]

this is the content of the boosters array json.

it does not match the boosters struct i guess?

stable shale
frosty heron
#

An async function will have a clock on the top right of the node.

frosty heron
#

How would it know the type that's being parsed i wonder

hollow tendon
hollow tendon
#

i tell it what typre

#

someone with similar pfp to urs

#

is talking with me in c++ chnk

#

wow

#

ur twin

#

dang, ur twin is pretty good at json

dark drum
dawn gazelle
pastel apex
#

question, wanted to know if it's expected for set timer by function name to silently fail when called inside a function?

#

i know it works on event graph

frosty heron
#

I don't think that's expected behaviour

pastel apex
#

weird

frosty heron
#

Basing it on memory that I have used and clear timer in a function by name.

frosty heron
#

It maybe that you hit the return node in a function in unexpected way? Not sure.

hollow tendon
#

anoter person hepled me thro it, much apprceaite ur response tho

midnight field
#

How would I declare an event in C++ that is exposed to blueprint and also outputs a pointer? Here's what I've got:

UFUNCTION(BlueprintNativeEvent)
void OnTargetChanged(AActor*& NewTarget);
pastel apex
#

or do you want it to just be called in blueprint?

sand shore
#

Either of them should work here

pastel apex
#

yeah

midnight field
sand shore
#

Oh, I see, well, BP won't backpropagate changes to this field anyway

#

You'll see something like "Reference value won't be returned" from the compiler

frosty heron
#

Err

frosty heron
pastel apex
midnight field
frosty heron
#

If you need to look at usages and specifier

sand shore
#

If you only need one thing to respond to this, you could try something like DECLARE_DYNAMIC_DELEGATE_RetVal and then make a BlueprintAssignable UPROPERTY of that delegate.

#

If you need multiple things to respond to it from the BP side, you'll have to work all the rest of that out yourself

midnight field
#

Ahh, right, I'd forgotten about those sorts of macros!

frosty heron
#

An event doesn't return any value

#

You are probably after functions

midnight field
#

Hm... doesn't EventTick output DeltaSeconds?

frosty heron
#

It does

#

But that's not return values if that's what you mean by output.

It's variable passed from the input param.

#

Just make a function and look at the detail tab.

#

There is input and output

#

You will see that output only possible in a function.

inland walrus
#

Is the random in range going to exclude 0 and 2 or only count 0, 1 & 2?

thin panther
#

Seems pretty easy to test.

#

Set it up to a print string on tick

#

You'll have your answer in a second

frosty heron
#

If the aim is to get a random index from the whole array

#

Then starts from 0 and ends with length - 1

#

Or in bp i think there's a last index node.

#

I mean what if you changes your array size, you don't want to go to every random node and fix the magic number

midnight field
frosty heron
#

Yeah then you want to just pass a reference

#

MyEvent(AActor* NewTarget)

inland walrus
frosty heron
#

You are getting the element by index

#

And array starts with 0

inland walrus
#

So I do get in range of -1 and 2?

frosty heron
#

Last index = array length - 1

#

Say an array of 4 elements

#

That's 0, 1 , 2 , 3

#

Hence the last element is 4 - 1 = 3

inland walrus
#

So if I put 0 is it going to get the index 0 and play it or is it going to only get the numbers inbetween the min and max?

frosty heron
#

It will get all the numbers in between the range you specify

#

Test it like acuppa suggest

#

Event tick, print string the result

fervent jolt
#

Hello. I am trying to get a AIPerception component AIStimulus's sense type (sight hearing etc) so I can send the stimulus correct sense handling function. (hence the switch.)

Currently I use a tmap to quickly set it into an enum, however for some reason it always fails and returns "Sight". I think this may have something to do with the AISense class not showing up as a variable type for blueprints (to make the tmap I had to promote the output of get sense class to a variable, possibly causing this strangeness?)

How can I bypass this issue? I tried making a function to cast instead, but still couldnt cast to the AISense classes (hearing, sight, etc).

fervent jolt
#

found a workaround. this hurt.

dawn gazelle
fervent jolt
#

ohh that makes sense. I will use the display name of the classes as the key instead

inland walrus
#

This is so strange, I have 4 NPC quest actors in the game. With 40fps, when I delete them, my FPS goes up to over 100fps, any idea why and a fix?

dawn gazelle
inland walrus
inland walrus
#

The only thing I think it could be is the fact that there is a lot of exposed on spawn and instance editable maybe

hybrid lily
#

Hello πŸ€— I need help with my multiplayer video game project in Unreal Engine 5.5 (Blueprint only)
I'm currently working on an interaction system
I currently have:

  • A LineTraceByChanel in an Actor Component attached to my Character
  • A BPI_Interactable with the "interact" function
  • A 2D interaction widget (HUD) in my PlayerController

I would like to be able to achieve 5 different types of interactions:

  • Interact
  • Toggle
  • Hold
  • Repeated Press
  • Hold and Release
    For this, I'm using Enhanced Input Action Mapping
    I would also like to be able to configure the parameters (press time, number of times repeated, etc.)
    And can you please tell me where to write this (I'm a beginner, 1 year of Unreal and Blueprint)
    Can you help me please? Thank you πŸ™ 🀠
maiden wadi
#

Might not even be something you realize doing. Like maybe they're trying to generate an insanely long path every frame, or they're dirtying navmeshes. Not code you've done yourself, but both can be very costly.

inland walrus
#

Yeah, I cant find what's wrong, it might just be a case of dealing with it.

I'm trying to think of potential work around, like maybe on spawning it in when the player overlaps a different blueprint but then I imagine the player will experience large FPS jumps.

It's not the nav as the NPC isn't on a navible area

maiden wadi
#

You can't find what's wrong because you don't have a before and after profile. You're playing darts with a blindfold on. It'll tell you exactly what your issue is.

inland walrus
#

I know, but it's at a point kind of beyond return

#

Even if I cut events, it still has performance issues

noble nymph
#

Anyone have an idea how to stop a Linetrace hitting through walls

queen valley
#

Check if the channel is visibility in line trace node

frosty heron
maiden wadi
#

How do you mean?

frosty heron
#

I won't have more than 30 enemies , just checking to see if it's worth migrating earlier

#

I used BT with lots of services that run on tick.

#

Is it advised to be warry of BT ticks?

#

Or it depends on the operation

#

Like what sort of logic being run. E.g. resolving paths

frosty heron
#

Also expand by clicking the down arrow

radiant kayak
#

Just tried another guide and it didn't work either

#

After having been at this for nearly a week with no results, I may stay in here all night until I can find someone to help me with this lol

#

If anyone could finally help me solve this problem it would be tremendously appreciated

chilly gazelle
#

When I access an array like this in a blueprint of a different class, am I getting a copy of the array, or directly accessing that array?

radiant kayak
#

This is the BP for my camera currently

#

To give an idea of what I want it to do

radiant kayak
#

Really just follow the player at a distance for now, will add more function later

maiden wadi
radiant kayak
#

But all I need at the moment is for anyone to help me change the default camera. At this point I'm beginning to think something is fundamentally broken in my game or level, as no tutorials are working

#

I have the game mode, player controller, and camera manager set up correctly as far as I can tell, but I'm not sure

#

It just keeps defaulting the camera to within the player character, depite having attempted to change it in multiple locations

#

I just brought the camera actor back in, same thing

chilly gazelle
#

Huh, alright. Array operations are the bane of my existence lol removing and adding stuff to arrays makes me rage!

frosty heron
#

Once it click its easy

#

It's just a container

radiant kayak
chilly gazelle
#

yea i just run into a lot of issues where, for instance, a block to remove an element from an array fires and returns true, but doesn't actually remove the element cause I made a mistake somewhere else.

radiant kayak
#

Just tried changing the player controller to a new one to see if that would help, same with a camera manager, no luck

frosty heron
boreal basin
frosty heron
#

R we talking about gamepad analogue?

#

If that's the case you can just get the analogue scalar value. Take it with grain of salt though, I don't do consoles / controller.

radiant kayak
boreal basin
frosty heron
#

Yeah but I don't know if i can elaborate anything.
@radiant kayak

#

The instruction given to you is to use your own custom camera manager

boreal basin
#

Sorry, tryna translate gamepad control states to keyboard control states.

frosty heron
#

Override the update view function. That will be your final view.

radiant kayak
frosty heron
#

As for the view, you can write any logic you need to dictate how the camera behave

radiant kayak
frosty heron
#

So iirc update view runs every frame. This will be what your character sees.

radiant kayak
#

Right, so what would those nodes look like?

frosty heron
#

So plugin your target camera transform, then may work

#

It's not about the node. The function is update view

#

You will need to provide the input for the final view.

#

Yeah

#

Well not really

#

I am not aware of a function called BlueprintUpdateCamera

#

Is that a function you create or override?

#

You need to OVerride update view function.

radiant kayak
#

Override, according to a guide given to me by another perosn here

#

But I'm willing to throw that guide out and try something else if you can walk me through it

#

I'm really at the end of my rope with this issue

frosty heron
#

You should see UpdateView function in camera manager

#

Override that one

#

I can't add anything else, that's how I do my camera.

radiant kayak
#

I appreciate it, let me check that

frosty heron
#

Also even if you found it, this doesn't make sense at all.

#

Why are you adding cac?

#

Tldr you provide w.e the update view is asking

frosty heron
radiant kayak
frosty heron
#

You can only press and release a key

radiant kayak
#

Where specifically is it?

frosty heron
#

It should be in your custom camera manager

radiant kayak
#

I thought I did

#

But I'm not seeing "UpdateView"

obtuse kiln
#

Are while loops just completely broken in blueprint? Do they have some really low number of loops they're make before deciding they're infinite or something?

frosty heron
obtuse kiln
#

I've never been able to use a while loop, even one that should complete in like 5 loops max, successfully
I see people saying to do them in CPP instead when I search

frosty heron
#

For a start you know the loop run in single frame right?

obtuse kiln
#

Yeah.

frosty heron
#

With that in mind if your escape condition is not satisfied , you will be stuck in infinite loop.

gentle urchin
#

forloops work just fine in bp, but they're littered with traps

#

just like in c++

#

If there's an option, i prefer to use that instead

#

ForLoop is my very very last resort

dawn gazelle
#

Yeah like... Plugging in a Pure Getter function that somehow calculates the array to to use = every single iteration of the array that function is re-executed @_@

Oh WHILE loops.... I was thinking For Each XD

gentle urchin
#

Hence I havn't had to use one so far πŸ˜„

frosty heron
#

I have 0 while loop in my code base

gentle urchin
#

Actually i might be lying

#

I might have 1

#

for my path tracer

obtuse kiln
#

I've no doubt there's a better way, but in my most recent failure I was trying to find an unused save slot name.
Don't have the code in front of me, just what I settled on, but it was basically this but while a while loop and the escape with the does save game exist and a Not bool
I guess maybe it was just too slow.
Also, open to a less dumb way to do this, was just trying to quickly fix the bug my previous version had where if you overwrote a save or deleted one then all subsequent saves would also overwrite something...

gentle urchin
#

hmm, doesnt the spud return save objects already ?

gentle urchin
#

but its functionally the same lol

frosty heron
#

πŸ‘€

gentle urchin
#

yeees

#

im ashamed

frosty heron
#

Don't be, some people say there's a use case for it.

gentle urchin
#

not sure if there's an alternative in this case

#

i cant know if the loop is done untill i've done the next set of traces

#

and if its not done, i need to keep at it

frosty heron
#

Yeah when there's no alternative goto is fine based on what some wise people says.

gentle urchin
#

I really should clean up the code some day, but it works, and cleaning doesnt finish the game so...

frosty heron
#

Everytime i start a new project, i make everything pretty

#

With plenty of documentation

#

But I'm starting to waver now

#

I can feel the spaghetti is imminent

gentle urchin
#

haha yepp

#

starts out good, then some refactoring and extensions happen

#

"oh, i need to support blah"

#

some say multiple returns is bad practice

frosty heron
#

Good to see I'm not the only one with addonscreen debug msg

#

Feel so left out

#

Planning to upgrade to 5.4 this weekend, maybe I can say goodbye to UELog

obtuse kiln
#

Because I started with zero programming knowledge of any kind I have some serious spaghetti I have to fix at some point. I'm shocked some of it works as well as it does, looking at it now.
And I'm still prone to doing things in very bizarre ways just because I don't realize the easy, quick, correct way to do it or even how to look that correct way up.

frosty heron
#

I started with spaghetti and shitty system.

And at the present I am still stuck with spaghetti and inferior systems

gentle urchin
#

haha lol

#

I've been working on my superior quest system for over a year

#

refactoring and cleaning up never ends

#

was at 0.9 , almost release ready at one point

#

then realized my entire setup was flawed/limiting

#

trying to remove all assumptions of what a quest system is to someone

#

altho there are general rules that most quests follow, i wanna keep it open for whatever someone can come up with in whatever way they see fit

#

ended up scrapping my structs and introducing replicated uobjects instead

#

still some stuff im not super excited about (data and logic being 2 different uobjects for example)

dark drum
boreal basin
#

Is there a way to make a IA_Run transition from IA_Dash? Mainly when a player dashes once, the character runs instead of walks.

cursive drum
#

how to have input action with two keys that are opposite, like W for true and S for false

gentle urchin
#

i guess some rule of thumb is max 3 nests if memory serveres me

#

as always there's exceptions : P

bright crane
#

does event tick not work in gamemode?

gentle urchin
#

it does

bright crane
#

how do i run a blueprint every time the mouse is moved?

dark drum
bright crane
#

searching about it on google just keeps showing me ai tutorials

dark drum
bright crane
#

thanks

wispy kayak
#

Hi, how to store my last click of struct array? So the widget will show according to that.

bright crane
#

why is this cast failing?

#

its an actor no?

frosty heron
#

You are checking against thingy ( please write more descriptive name ). Not actor

dark drum
# bright crane why is this cast failing?

Because the parent actor isn't a 'Thingy'.

A player controller is an actor, the sky down is an actor, the cubes are actors, the player character is an actor etc... Anything that is spawned in the world is an actor. A cast is just a way to check if an actor is a specific type of actor. If the actor isn't of the specific type then the cast will fail.

frosty heron
#

A thingy is an actor but not vice versa

dark drum
bright crane
dark drum
bright crane
#

i got it to work

#

and i think i understand how casting and classes work(debatable)

#

thanks for the help

bright crane
#

how do i get the screen position of the dot item

dry sleet
#

IIRC you can achieve that by something along the lines of "cached screen position" or something like that

#

If you search for 'cached' from the Dot getter, does that give you anything?

#

Should be a struct of some kind, maybe a Vector2d

#

GetCachedGeometry I think it might be

#

Might need to run it through LocalToViewport to get the actual screen position then

spark field
boreal basin
dawn gazelle
# boreal basin I'm unsure how to achieve it.

If your character is walking, then that means you likely have IA_Move. IA_Run and IA_Dash should likely set some kind of movement flag that your IA_Move would then be able to use to know that the character is running, and when you press IA_Run again it would set the flag false.

boreal basin
pulsar hazel
#

newbiee question: what is the easiest way to remove the first person gun in run time (that default one that you need to 'collect' to add)

dawn gazelle
boreal basin
lament adder
#

Hey Im building a car config. Is there any blueprint expert who could help me please?

bright crane
#

isnt there a car preset when youre making a new project?

#

cant you just copy paste it from there?

lament adder
#

Yes im using the variant manager templet but I need a few things in that Like I need the camera to spin when idle.

#

around the model

bright crane
#

idk like this?

ionic quiver
#

I would like to recreate the drawing functionality of the foliage tool. Where you can click and drag and it populates X thing with at least a certain distance between the points.

I can do a trace based on the camera but I'm a bit stumped on how to get points at least X distance apart in the area like the foliage tool. Does anyone have any info that could help point me in the right direction?

lament adder
bright crane
lament adder
#

Yea maybe if I use a spring arm instead of the templet. But any idea how do I spin the camera when idle?

#

This would spin every frame

#

like idle for 3 sec then it should spin and stops when i move the cam

bright crane
#

the way i would do it is i would create a variable that constantly goes up every second and if it reaches lets say 20 seconds then it would start rotating and everytim the player does anything the variable resets to zero

leaden sun
#

What can I use instead of BP structs? I've had endless issues with changes to structs causing my entire project to break in various weird ways, so I need an alternative which can emulate that of a struct, and be easily serialised to a Save Game - any thoughts much appreciated!

lament adder
somber tide
#

Anyone know of a way to have the character movement base ignore certain actors? I’m having an issue where jumping over physics objects on a moving platform breaks the character’s connection to the base platform

dawn gazelle
leaden sun
#

and are they more receptive to change than BP structs?

#

It's better to plan out what you're going to need with your structures first before you start using them. So long as you don't change the definition you'll usually be fine.
this is a very unrealistic way of building software πŸ˜„

bright crane
frigid jasper
#

is there a tool for blueprints that shows me their execution time directly? (similar to how the control rig graph does it, though stilldifferent obvioulsly since that runs on it's own VM)
or is the profiler the only way to do this?

lament adder
bright crane
#

sry im not on my pc anymore