#blueprint

1 messages · Page 303 of 1

dark drum
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you'd have to profile. (unreal insights) It'll look like this when profiled.

frigid jasper
somber tide
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Bit more context - My character is in a boat. I’m using “Stay based in air” to keep my character in line with their boat, but whenever the movement base trace hits another object within the boat, the character loses it’s base and stops in the air, causing them to fall off the boat.

Ideally I would just like to have the boat remain as the movement base and not try to switch to other objects. Is that possible?

lunar sleet
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Are you using a translation software?

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No idea what “stay based in air” or “movement base” means

somber tide
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They are features of the Character Movment component

lunar sleet
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Weird, never seen those before

somber tide
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The movement base is what the character uses as it's current floor. "Stay based in air" keeps the character in line with that floor while jumping.

lunar sleet
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Oh neat

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But it breaks your base when you go over certain objects?

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How does the trace work for this, do you have code that sets the base dynamically?

somber tide
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It traces down from the character and sets the movement base to whatever it hits, it's in-built so I don't have any control over it afaik

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If I could set it manually I could resolve the issue but I can only get, not set

lunar sleet
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Might be doable from cpp but idk

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You could technically turn off collision for your char against those physics objects but then you’d start clipping through them

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What happens if you don’t check stay based in air?

somber tide
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Hm thanks anyway, my backup solution is just to parent the cargo to the boat, just means it can't fall around like i'd like it to

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If I dont check "stay based in air" the boat just flies out from under me while im in the air

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Impart velocity helps but isn't enough on it's own

dawn gazelle
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Yes. They are more reliable and they can be changed with less worry than BP structures. If you remove or rename properties from your structures, you'll still run into problems if anything was using that property, and the same goes for C++ code, and it's usually these two cases where most of the problems can pop up with blueprint structures. Adding new properties to existing structures that are in use I've found is usually is inconsequential.

lament adder
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no worries. But I think this works. I used a actor world rotation. But i cant control the speed. Its too fast. Im trying to play with the value but it wont give me the right speed

leaden sun
dawn gazelle
leaden sun
dawn gazelle
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yep 😛

leaden sun
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it's pretty annoying that they're this unreliable but what can ya do 🤷‍♂️

lunar sleet
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You can declare them in cpp pretty easily

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Makes most of the problems go away like Datura said

leaden sun
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toughest thing for me now is a lot of my save file has been built with the blueprint structs, so switching them to C++ will likely corrupt any player saves

dawn gazelle
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If it's for an already launched game, then yea, I wouldn't rework the existing save game class and system unless it was only adding more to it. In your case if you wanted to change over to C++ structures, I'd keep the old system in place and save game class while also creating a new save game class and system. When loading a game, use casting to determine which save game system the save file was saved in, and if it's the old one, make yourself some functions that can read all the data from the old save game format, convert it to the new format, and immediately save and then load using the new system.

solemn folio
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small doubt: does ai moveto work if the player uses add world offset to move?

full fjord
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The AI should still go to the player location afaik

fervent bone
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Hi all. Hate to bother the community with this but I've been hung up on it for a few hours and cannot figure what the issue is.

I have a behavior tree and task that causes an NPC to walk to a door, face it, and then trigger an interact interface with the door.

The door then triggers a montage of the NPC, followed by the animation of the door.

The issue I'm running into is that this doesn't consistently work. I feel like it's the set relative rotation that is inconsistent as the NPC will still animate and my print strings will still display after the rotation should occur.

I don't understand why it randomly works, though not as often as the door fails to open. Any ideas?

storm solar
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@dark drum so it looks like the solution is to have it set to remove from parent instead of the deconstruct node (whatever it’s called.) for active widgets seemed to work.

sand shore
# fervent bone Hi all. Hate to bother the community with this but I've been hung up on it for a...

What aspect of this “randomly works”? When it doesn’t work, what would your description of the fault be?

Just from a quick look, you mix Play from Start and Reverse- have you tried just using Play and Reverse OR Play from Start and Reverse From End?

Another thing I see is that you end the interaction every frame of your timeline, rather than use the Finished pin. That’s probably not your bug either.

dark drum
storm solar
maiden wadi
storm solar
maiden wadi
storm solar
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This commonactivatible widget is not behaving properly.
It will appear duplicate times/ act weirdly

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replacing deactivate widget w/ remove from parent solves this issue.

maiden wadi
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This is a bout the Potion/Either widgets right? Asking cause there's a bit going on in the video and it's not immediately clear.

storm solar
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yup

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every even time its called it duplicates event construct widget and cant be interacted with

maiden wadi
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What is the hierarchy here? What is the activated widget?

storm solar
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a common user widget that pushes the item widget to the menu stack.
The same happens for the keybind widget and there is no problem

fervent bone
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The part that randomly works is specifically the opening of the door, the set relative rotation. I’ve even bypassed the timeline and have tried on overlap between the NPC and the door and it inconsistently works. I’ll test both of your suggestions since I haven’t tried that yet.

maiden wadi
storm solar
maiden wadi
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You clear these before this, right? And this is on Event Construct or Event Activated?

storm solar
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event construct.
They're not cleared (which is why i get duplicates) but I cant interact with the menu and pressing the button to call the widget again gives me a "fresh" instance of the widget

maiden wadi
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Common containers cache and reuse by default. This is intended behavior. Thus when you deactivate an activated widget that is in a commoncontainer like a WidgetStack, it will cache it. This prevents garbage collection and reuses the widget when you push that widget class to the parent again.

Thus you need to refresh the widget yourself. And don't do this on Construct. Do your initialization stuff on Activated. ClearListItems on your Listview, and reconstruct them same as you're doing now on Construct.

storm solar
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still having the same issue. How do i go about refreshing the widget propperly?

maiden wadi
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What is request refresh focus?

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There's an override on activatable widgets that you should use to set focus to a subwidget.

storm solar
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its what comes up when I look for refresh widget. I just added it.

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get desired focus?

maiden wadi
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Yeah. You should be able to set focus directly to the listview widget. Which will pick it's own subwidget to focus.

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Assuming it's a CommonListView. I don't know how default Listview handles t hat.

storm solar
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Im already doing that.

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The widget is not receiving any inputs on the second instance of this event.
(It's set up this way to handle and select item user and target dynamically.)

maiden wadi
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You're doing nav with IAs? 👀

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Not really sure on that one. I don't use gameplay inputs in widgets. I use normal navigation handling and if I need actions I do action inputs.

storm solar
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Yeah.
I still don't get while the second time dosen't work but the third time does (pattern repeating.)

maiden wadi
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Do these inputs not fire at all on the even times? If so, I would start with that. Gameplay inputs not firing means either you're in Menu input mode, or somehow these events are unregistered. I'm unfamiliar with UI's InputComponent handling. Have avoided it like a plague.

Focus won't have anything to do with this, for what it's worth. Focus only applies to the UMG overrides like OnKeyDown, etc.

storm solar
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yeah its on input not firing

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its gotta be unregistered because I have it set to "all" for input mode and that node fires everytime.

storm solar
maiden wadi
storm solar
maiden wadi
visual crest
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I need a bit of help fixing this because it dose not work and I am not sure why it doesn't. Basically I need to get current quest by using the name then I need to change a variable inside a map that is inside the quest struct . Then I need to save that change to the the quest.

marble tusk
# visual crest I need a bit of help fixing this because it dose not work and I am not sure why ...

This is a problem of understanding pure/impure nodes and copy/ref variables. The FIND node is called again getting a new copy every time it's needed which means the first ADD gets a copy of the struct and alters the Generic Boolean map of that copy, then the Set members in S Quest Data grabs a new copy and is trying to set the struct from the FIND node via reference when it's not getting a reference, it's getting a copy.

TL:DR, store the result of the top left FIND as a variable. Or, if this is 5.5, then there might be an option to add execution pins to the FIND node at the bottom of the right click menu. If that option is there, then just do that and hook it up to the execution wire above it. That should solve the problem.

visual crest
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Ah okay I need to save as a local varible edit it then add back?

marble tusk
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Either that or convert the FIND to an impure node with execution pins if that's an available option

formal yacht
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Hello, is anyone familiar with Game Animation Sample?
How do I set the character movement speed in CBP? I don't think there is a simple way to do: Set MS to 500

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Each speed for a movement type is an FVector for some reason..? And some strange math going on behind the scene.

bright crane
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why is key pressed event not working on gamemode blueprint but works on other blueprints

lunar sleet
bright crane
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i can tell in through the debug that its the correct gm

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idk why its not working

lunar sleet
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You may need to use EnableInput in that bp since it’s usually not the place to store input events

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If it even lets you that is

bright crane
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wheres the enableinput?

lunar sleet
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It’s a node

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If it doesn’t work, just use the player controller

bright crane
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ok

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thanks

umbral glade
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I am trying to track a skeletal mesh in the level sequencer but when selecting it it gives the option to enter a bone but the cine camera isnt tracking it and instead looks at the world origin (anim with root motion). Where do I go wrong?

hybrid lily
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Hello 🤗 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
    Should I create just one and then use different settings for all 5 interaction types, or create 5 Enhanced Inputs with the same key for each action type?
    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 🙏 🤠
dawn gazelle
# hybrid lily Hello 🤗 I need help with my multiplayer video game project in Unreal Engine 5....

Your interaction system should likely be handled server side. You should only need a simple input action that is either on or off based on your player input. Your client would just RPC the interaction input being pressed and released, and the server would determine the object they are interacting with and what needs to happen in order for the interaction to successfully complete, such as holding it for x number of seconds, tapping, etc.

hybrid lily
scarlet whale
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Hi everyone, I'm desperately seeking for help to create a blueprint system through which I could edit meshes like ropes, vines, roots, etc. using splines, but I'm pretty noob about that. The "tutorials" I found in youtube look more like showcase not explaining at all how to get the result or, when they do attempt explanation, they tend to omit crucial informations needed for the blueprint to work. Can anybody please point me in the right direction if there is a tutorial/mini course (also paid) available somewhere? Thanks so much to whoever will be able to help me 🙏 🥹

rain egret
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I was wondering if there's a smarter way to do this. I have a lot of very important functions stored in the game mode so I can access it from every blueprint. Now I want to create a bullet manager. Is it good coding to have those "universal" things in the gameMode?

dark drum
rain egret
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Yea the plan is to only have one gamemode. You prolly already know my Projekt is the airship thing, to spawn one a bunch of things need to get generated. Having 10 spawn at the same time impacts the framerate a lot. That's why I wrote a queue system where you will send your order to the gamemode and it will work it down

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That way only one ship at a time is built and the impact is little to none

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And since having bullets constantly spawn/ destroyed, seems like bad performance practice, that's why I was wondering about using the gamemode as this one Manager that handles all those systems (destroying dropped parts if they exceed a limit, the ship generation queue and so on...)

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In unity you could simply make a game object with a static class that I can call from anywhere.

I am searching something like that for ue4

dusky cobalt
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Not for GameMode

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and if you need just functions that are global and you use them often, then Function Library

dusky cobalt
fallen sage
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Hey there, I am making my own 3d car Parkour game in ue5 and I want to add mechanism that will change random vehicle when I cross the checkpoint like gta v face to face races can anyone help me to make that I am using ue5 blueprint.

frosty wadi
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Yo guys I have question, in the picture are shown two maps even though there together in level, they are two maps
Question is how do I change lighting for each map seperately
For example currently there is one directional light in the level, how would make directional light for each level without them overlapping,
because if i put two directional lights I am gonna get Multiple directional lights

rain egret
maiden wadi
maiden wadi
# rain egret A function library is smart but I need it to keep track of data as well

If you had C++, you could do this in Subsystems. They're automatically created and managed objects that you can get from anywhere.

Alternatively if you're BP only, you could do something like make a BPLibrary that has a getter which gets or creates something like a component on the gamestate. Then your component can act as your manager for whatever you need and you can globally get it from anywhere.

maiden wadi
scarlet whale
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Hey Authaer! Thanks for the help 🙂 Luckyly I finally found a new youtuber that made this video 2 years ago https://www.youtube.com/watch?v=0laDU3h1pEQ and I managed to get (more or less) what I wished for. I just need to expand it from here, but at least I have a pretty simple but solid base 🙂

Hey guys, in today's video I'm going to be showing you how to create and use splines and spline meshes in Unreal Engine 5. This allows us to create organic and bendy shapes from straight meshes.

#UE5 #UnrealEngine5 #UE5Tutorial


00:00 - Intro
00:11 - Overview
00:40 - Cre...

▶ Play video
zealous talon
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Hey, I was using C++ events using something like this:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FActorDiedSignature, AEnemy*, Actor);
When I had such a delegate declared on one of the components of my actor, then I could just use the event like on the first image (eg. no need to bind to the event manually, works just like a BlueprintImplementableEvent). However when such an even was on my actor and not on one of its components, then clicling the + sign results in an event that seemingly requires explicit binding on the blueprint side (see second image)

I was wondering when I need to explicitly bind to the delegate in Blueprint and when can I just use it as a BlueprintImplementableEvent? Is it really the delegate on the actor itself vs delegate on a component?

boreal basin
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Where do I put my "IsRunning" for my IA_Dash setup?

dusky cobalt
rain egret
maiden wadi
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I recommend GameState, personally. GameMode should be reserved very specifically for server only logic. Bullets seem like things everyone needs to know about. Just incase you go multiplayer later. Personally I rarely ever use GameMode in my personal projects past some of the spawning overrides and default values for other classes.

rain egret
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Okay I will look into GameState. And that's something I can access as easily as the GM?

summer coral
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so i found out i had some weird scaling on my root bone when i brought a skeleton in from blender and so I figured out how to fix it, however now my mesh disapears when i look at it from certain angles. if i go back to the old mesh its fine, but something is causing issues with the new one. (i just adjusted the scale to match unreals scale when exporting so it really shouldn't have issues) Any clue why this would be happening? The lighting also seems to be doing weird stuff on it

rain egret
summer coral
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no, in the first part of the image you see the hands just disapear

rain egret
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Might be culling

summer coral
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i do not want them to follow the camera, but they should still be visable for the times there within the cameras range

rain egret
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I have a lot of experience when it comes to 3D and the only way the mesh could disappear is if the normals are wrong , which obviously isn't the case here.
Since it only disappears when it is barely in your view (and then re appears again if it is fully in your view) I'd say it's a culling issue

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This begs the question of why. I don't know enough about how Ue4 decides what to cull, but maybe scaling your mesh caused some change to exactly what the culling looks for

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Mesh bounds Mayhaps?

summer coral
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I do agree with this, it does look like a culling pop, it just seems odd since the hands are at the same global scale as the first ones and i would have guessed that was what unreal would use for culling

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I don't know a lot of meshes and skeletons in unreal (I am currently using ue5) what are mesh bounds?

rain egret
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That's a good question, I don't know either, never had to use them but I think I recall hearing that they are for culling

dawn gazelle
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Basically either before or after your delay at the end.

boreal basin
willow gate
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Hey smart frens: so I'm experimenting with having mini-games inside of my game (an arcade console at the "home base" map which lets players select from a list of found games and play them). I have thought about a few ways to implement this and the one I'm leaning toward is having a screen material on the arcade that can cycle through render targets that are capturing cameras around the map that are looking at these mini games which are deposited in places the player can't see/go. Does anyone have any other/better suggestions or ideas for how they would approach this? Thanks ahead of time.

random pulsar
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Why are blueprints slow?
they transform to c++ and then compile?
how does it work ,in a few words

storm solar
lofty rapids
dusky cobalt
# storm solar You're kidding me... So what would be the solution for this? Have the enhanced i...

Create widget in HUD, get HUD in Player Controller, when Input Action > Call to HUD > Hud Displays/does something to the widget.
Or in HUD you create main widget, and inside main widget you create that smaller widget. Then the same way you call PC>HUD> Do X which adds/removes widget etc.
Widgets are not correct space for Input Actions. Input Actions should be inside Player Controller or it's components.

maiden wadi
# storm solar You're kidding me... So what would be the solution for this? Have the enhanced i...

The short answer. Avoid gameplay inputs in UI. It's never been good and this just makes me happier that I don't do it.

The longer answer, either get a source build and fix it, or bug report it or PR a fix and wait 1-3 years for it to get accepted/fixed. Or you can attempt the same thing in parent class of your own by doing the events on like OnActivated and removed on Deactivated. Second option is probably safer and faster if you can do C++.

maiden wadi
random pulsar
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like inheritance for better understanding?))

dawn gazelle
# random pulsar like inheritance for better understanding?))

If you could feed a series of 1s and 0s to a cpu very quickly, that would ultimately be the simplest way to communicate what our intentions are with no additional overhead, but obviously we can't do that ourselves at any meaningful speed, so we use programming languages like Assembly to interpret specific instructions for performing certain operations that the CPU can do.

Writing lots of instructions in assembly is a daunting task as you're having to tell the CPU what registers to use, manage memory, and all that fun stuff (see screenshot for a Hello World example in assembly...) Now, it's not impossible to make games entirely in Assembly (see Rollercoaster Tycoon which apparently was 99% Assembly), but you have higher level languages like C++ that allows you to code in a more human readable and understandable format which ends up compiling into instructions that are or are similar to Assembly, and you have less worry about specific registers and CPU instructions as they become abstracted away from you - essentially compiling in C++ will end up interpreting your intentions into an Assembly-like state which tells the CPU what specific instructions to do.

Blueprints are not really compiled code, instead, they are interpreted at run time - their "code" is being understood by the machine when they are executed. The interpreter VM has to generate and send the appropriate instructions to the CPU.... So instead of already having the compiled Assembly-like instructions ready to go, the interpreter has to ask the CPU to first make those instructions based on what the blueprint says to do at the time, and then have the CPU execute those machine level instructions after it just generated it for you. I'm not entirely familiar with how the VM works, but I'm fairly certain this is the gist of it.

random pulsar
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btw how can i take a high resolution screenshot of the blueprints?like this one but a high resolution so i can zoom and see what nodes are there

lunar sleet
lunar sleet
faint creek
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Hi guys how can I spawn an enemy in a random position NEAR the player(not exactly in his local position)

dawn gazelle
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I think there's a node like Get Random Navigable Point in Range or something like that.... You'd just need to feed it a radius and the location of the player and go from there.

ivory copper
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Good evening, I'm learning the save system, now I can save and load the player's position by clicking on two buttons of a pause menu widget during the game, when the project starts I have a "continue" button and a "new game" button, how can I start the game with the last save by pressing "continue"? I'm testing but without results. Thanks

frosty wadi
ivory copper
frosty wadi
pastel apex
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did want to clarify on something

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for enums

pastel apex
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if i were to access the 0th enum

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it would be byte 0

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but if i want to access the 1st enum

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would it have to be 2?

sand shore
# pastel apex did want to clarify on something

FirstEnumerator maps to a byte representation of 0

SecondEnumerator maps to a byte value of 1

Unless you’re talking about a native enum, in which case the value can be any representable integer between 0 and 255, inclusive

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Ya almost never need to care about this

pulsar hazel
pastel apex
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i just say this cause when i try to do enum comparisons, it does it by bytes so that's why i suddenly care

spring magnet
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Question about ownership:
If I use Actor_A to construct UObject_A (so Actor_A is the outer), and then Actor_B finds and stores a reference to UObject_A, and then Actor_A is destroyed, what happens with UObject_A? Is this okay?

modern cove
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What's the best way to cancel execution of a Macro when a specific boolean variable changes to True?

full flax
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what's the most performant way to rotate asteroids in a space scene that can be interacted with (blown up)...I tried using the rotation offset in the shader and it's glitchy and doesn't light correctly. I'm wanting to avoid Event Tick for this still right?

maiden wadi
pulsar osprey
maiden wadi
sick sky
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ill post here what i wrote in #ue5-general (cross post, yey...)

looks like you are talking about GC
if you have somewhere a hard ref to a UObject, it will not be GCed
a hard ref is a field of a reflected class/struct with UPROPERTY + TObjectPtr or TStrongObjectPtr
pulsar osprey
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I think he means it won't be valid because it has no world?

faint pasture
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They're C++ only, but they are awesome. In a pinch, a component on GameState could work too.

With subsystems, "firing" a projectile looks like:
Get ProjectileSubsystem -> call Fire Projectile

With a component on GameState, it'd look like:
Get GameState -> cast to YourGameState -> get ProjectileSystemComponent -> call Fire Projectile
or
Get GameState -> get component by class ProjectileSystemComponent -> call FireProjectile

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only problem is subsystems are not replicated

maiden wadi
frosty heron
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Might want to consider object pooling as well if spawning a lot of bullets.

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Is migrating to 5.4 worth it? Anyone that did notice increased boost in performance?

maiden wadi
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@spring magnet@sick sky@pulsar osprey The issue stems from it's outer object. If you have ActorA who constructed ObjectA and ActorB references ObjectA, then yes. ObjectA will be kept alive even if ActorA is destroyed.

The issue stems from the pathname though. ObjectA is SomeWorld.ActorA.ObjectA

This is an issue for anything regarding serialization, including networking and savegames. An example is that ActorA would be responsible for replicating ObjectA. And so when ActorA is destroyed on the server it's replicated subobjects are cleaned up as well on the client which means ObjectA is no longer replicated and your client will not have it even if the server has kept it alive, because it can no longer be reached through it's object path.

Similarly if you save through serialization and you save and reload, you won't find ObjectA anymore. Because there is no ActorA for it to be outered to and found from.

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If you have global objects meant to be referenced by multiple actors, it's probably best to make them outered to a global actor or object of some kind instead of to something meant to be killed off.

sick sky
maiden wadi
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It's not. Even renaming the object into the new outer will not work. You have to reconstruct the object from the new outer.

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Been down this road. I have a UObject inventory. Transfer code was fun to debug. 😄

spring magnet
# maiden wadi <@121364659315015691><@652235918463336480><@203333751223091201> The issue stems ...

My use case will require the UObject_A to be serializable, so it sounds like I'll need to approach this differently based off of what you've said. So should I consider that UObject reference as a dead reference as soon as I kill the original outer? I have the option to convert it into a blob and reconstruct it later with a fresh UObject and new Outer.

If it's possible to simply do something like SetOwner, well, that would be preferable for me lol

warped juniper
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Hey there!
I have an object type BP that has a struct for the Final Stats, and several structs to control how levelling up affects the weapon.
Would you recommend having 1 function with an enum / switch / etc that controls what stat gets levelled up, or having 1 function for each stat?

For a functional example of what I wanna achieve, imagine Resident Evil 4's weapon upgrades basically

maiden wadi
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I had to swap that out to a duplicate object call instead. 🤷‍♂️ My inventory items are tiny for runtime data though so I wasn't that concerned with it.

spring magnet
spring magnet
formal meteor
#

I’m new to Discord. Where can I go to ask questions about UE4 blueprints?

frosty heron
#

here

formal meteor
#

Oh

maiden wadi
spring magnet
frosty heron
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@maiden wadi so for less headache, when creating new object that is required by an outer, should I just for example, instantiate the object from the manager then?

maiden wadi
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You won't have access to replication for it either then until you go to C++.

maiden wadi
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void UInventoryComponent::MoveItemToOtherInventory(UInventoryComponent* FromInventory, UInventoryComponent* ToInventory, UInventoryItem* ItemToMove)
{
    if (!IsValid(FromInventory) || !IsValid(ToInventory) || !IsValid(ItemToMove))
    {
        return;
    }

    UInventoryItem* NewItemCopy = DuplicateObject<UInventoryItem>(ItemToMove, ToInventory);
    FromInventory->RemoveItemFromInventory(ItemToMove);
    ToInventory->AddItemToInventory(NewItemCopy);
    ItemToMove->MarkAsGarbage();
}```
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This just duplicates the object with the new inventory as the new outer. Adds the duplicate to the inventory. Removes the original from the old inventory, and then marks the old item as garbage.

spring magnet
frosty heron
#

the sky is the limit

maiden wadi
frosty heron
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sounds like I have to manage lifetime carefully in networking game

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makes me want to consider easier mode and fallback to struct

spring magnet
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Yeah I am leaning toward letting the outer of all of these UObjects simply be a persistent world management actor, or maybe the game instance or something.

frosty heron
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replicating UObject requires C++ right?

spring magnet
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@maiden wadi @frosty heron Ended up doing this as my BP version of transferring ownership, thoughts?

formal meteor
storm solar
#

Is there anyway to have on a common interactive widget that when you press the cancel or back button, it’ll do different logic, That’s not just removing the widget from the screen?

formal meteor
#

Me?

#

I fixed it. Someone on Unreal community, named dZh0 helped me. I was missing a sequencer! Oof!

storm solar
maiden wadi
storm solar
#

on handle back acxtion. got it

marsh axle
#

Just passing by to share a bit of pain

maiden wadi
marsh axle
#

it's the basic marching squares algorithm

#

but ins't working after hours

maiden wadi
#

I meant that there are things here that could be in a reused function or pulled from a map, by the looks of it.

marsh axle
#

yes a lot of copy paste indeed

full fjord
#

Working on a basic respawn/checkpoint system. It works, but for some reason, on respawn, my third person character's camera position changes and it feels like the camera is on the ground. First pic is my ThirdPersonGamemode, second is my post-death menu where you press "respawn" to respawn, and third is the checkpoint blueprint

#

Respawn Point is a Transform Variable in BP ThirdPersonGamemode

zealous moth
#

is there a way to migrate actors from 5.0+ to 4.27?

#

i tried migrating, failed; i tried copy pasting, it can bring the components but not the references..., any other way?

faint pasture
zealous moth
#

.<

#

better yet, are there ways to turn an actor that acts like a container for static meshes into individual meshes?

faint pasture
#

It'd be super simple to write a bit of code that cruises the actor and saves all the meshes and transforms

#

What are you actually trying to do?

zealous moth
#

I got this asset pack that only supports 5.3+, my problem is that lumen and such are just completely tanking performance and creating too many artifacts. I want to backport it to 4.27 since I don't need dynamic lights/shadows.
I managed to export all SMs as fbx and reimport them. I will work on the materials later.
The asset pack had several meshes stitched together into actors for structural purposes, could have been a grouping, but too late. There are 87 blueprints like this, so I would like to make this a swift conversion, not manually redo it all

crimson elbow
#

Has anyone had issues with the playerController's SetMouseCursorWIdget, not actually changing the mouse cursor?

faint pasture
#

tuned 5.x probably runs better than 4.27 with equal settings

zealous moth
#

i thought of that but the outcome wasn't great either. the shadows themselves were the problem

#

the only way to fix shadows is to increase gather which kills performance even more. I'll be honest, I'm a detractor of lumen/vsm. And too many things became dependent on these so turning them off causes more issues in later versions.

valid sluice
#

So I have this really, really annoying problem. This is using PaperZD / 2D Unreal.

Character movement walk speed changes just do not work. To some extent it does, like if I changed it to 50 or 100 it does get slower. however if i want it to go like 900 cm/s or something, it just sticks to this, 200 cm/s ish speed

#

we have a character master bp, we checked enemymaster, all of their character movement components. we checked the set max walk speed for all of them and reset them, we tried custom variables, we tried even the custom movement speed parameter. and we want to avoid any large costs such as redoing the whole blueprint

kind estuary
#

This might be a no brainer.
But how do i change the default variables of my Character if he is not in the world. He is only in the GameMode:

#

i need to change the character rotation, but i dont want to change it in the actual class. Just in the instance of the default pawn

zealous moth
pastel apex
#

question (and i'm sure it's asked a lot). How do I make a timer by event that takes in input?

pastel apex
#

i figure, i just really want to see some workarounds

#

cause i know unity does something of that sort via coroutines so i thought unreal has something similar

vivid quarry
#

I am wondering if anyone might be able to help me with collision channels. I am trying to set up a custom collision sphere or capsule around both enemies and the player in my first person game, the goal of which is to collide with other like spheres but nothing else (preventing the player from getting too close to enemies and vice versa, without affecting navigation, hit detection, etc). I made a new collision channel called PersonalSpace and have large spheres around the player and the enemy, each with the following settings:

#

But when they get close, no collision occurs. I can set it to block Pawn, which does result in the desired blockage, but also makes it so that a character walking forward will push any other pawn out of their way. I only want the PersonalSpace spheres to stop movement, but never to cause pushing

#

Not sure what is set up incorrectly as it seems to be a simple task

warped juniper
#

I need some help from a Data Table expert...
How do you make, in google sheets, a cell with an Array Int value?
Exporting the DT from Unreal as CSV just doesn't work...

faint pasture
#

What gpu are you talking about

zealous moth
#

4070ti super, fortnite runs fine but I don't like DX12 stuff, makes it so ugly

faint pasture
#

4070ti should have absolutely zero problem

zealous moth
#

it should, yet it chugs incredibly badly in ue5

faint pasture
#

then something is wrong

#

I get 144 fps on ultra in my project with a 6800XT

zealous moth
#

I changed GPUs last summer, reinstalled the drivers, and it works fine on most stuff

#

it's just this asset set

#

certain parts, windows and shadows tank performance incredibly

#

and this isn't a complex level

#

like 6 AI pathing at most, no dynamic shadows, etc

faint pasture
#

sounds like a shit asset set

#

just profile it and see where the time is being spent

zealous moth
#

I did a few times and it's always the lights and shadows causing issues; i tried several optimizations and did manage to get +30 fps back but the major problem i have are the artifacts with lumen lights/shadows and reflections. it's just not working right. I tried 5.3 (worst), 5.4 and 5.5 but it never got any better. Trying a backport to 4.27 now to see if I can get better visuals as well as better lights.
The worst decision I can think of is to max out quality to make it look good but ask for users for 24 gb VRAM

spark steppe
#

you can use 5.x without lumen/nanite/vsm's?!

#

just turn them off and bake your lighting and you are done?!

frosty heron
hazy ether
#

Who ordered the spaghetti with extra spaghetti 😂

dark drum
hazy ether
#

🤣

dark drum
#

I'm not entirely happy with this. 😅

dusky cobalt
dark drum
cunning vapor
#

Heya guys!
Im trying to make a "house" building" aspect to my game; each 'block' will be pre-made (1x1 / 1x2 / 2x1) was curious if anyone has dealt with anything like this before?
I need to be able to have the player choose where they want to build but be locked to certain locations; is the best thing to do to create a grid and have construction script at each center?
Sorry if its a little hard to understand, Anyone know of any similar tutorials?

Image is an example of layout/the "grid" block to the left is an example room

dark drum
dark drum
dusky cobalt
#
  1. You would need grid and a function on grid to Get Snap Location (center of each tile).
  2. Spawn Building Preview and Trace it with Tick/TimerByEvent
  3. Line Trace for 'ground'' get location to Get Snap Location and set Building Preview at this location. (this makes it so you only update the preview placement when you actually change the ''tile'' with your ground line trace.
  4. On click you Spawn real building at the latest snap location.

In BuildingPreview (it should be class that takes Static Mesh from the ''real'' building.
You can have collision box check to check if things are overlapping and it sets flag CanBePlaced before you click ''PlaceBuilding''.

cunning vapor
#

Thanks @dark drum & @dusky cobalt ,
Will give it a shot and post progress later on ^^

frosty heron
dark drum
ivory copper
#

Hello, I need help, I'm creating a save system in my Game Instance, I can't CAST to the BP inventory, it's of type Actor Component. I don't understand what I have to connect to the Object node of the Cast. I also tried to create a reference variable to the IventarioBP object but it doesn't read it. Thanks

dark drum
ivory copper
dark drum
# ivory copper so i should make a save system just for the inventory inside it?

Your systems should manage their own saved data. Trying to have a single class manage the saved data for 20+ systems would be a nightmare.

The only thing I tend to put on the game instance related to saving is the name of the save slot that gets used as a prefix for the current play session, and some event dispatchers for initiating a global load or save. Systems can then bind to these. When you want to save or load, you can call the event dispatcher to notify everything that it needs to do its thing.

dark drum
# ivory copper so i should make a save system just for the inventory inside it?

I don't know the type of inventory your using but in my Inventory System tutorial that uses UObjects, parts 9 -12 cover saving. You might find it useful.

This is part 9. It's all BP based as an FYI.

https://youtu.be/MPMCIQsHXz8

Welcome to this tutorial on how to create an inventory system in Unreal Engine 5! In this video, we'll go over the concepts of setting up an inventory system using Unreal Engine's powerful Blueprint visual scripting language.

In part nine, we look at how we can start serializing our item data ready to be saved. So whether you're a beginner to U...

▶ Play video
ivory copper
dark drum
ivory copper
#

Inside a component

dark drum
dark drum
ivory copper
#

OK, I'll do some tests, in the meantime thank you very much!!

soft helm
#

Hello friends. When loading soft pointers that might already be loaded, should i just use asyncloaddata, or should i check if its loaded first then use asyncloaddata if its not loaded

zealous moth
#

@frosty heron even with those settings, it just performs worse than UE5 on default settings

#

the main issue seemingly being the shadows, somehow. The lighting is fine, the materials are fine, the reflections cause artifacts but the shadows just kill it all.

ruby tendon
#

I have the sphere moving with forces. and i want the cube to stay on top of it. but it rotates with the sdphere itself. how can i keep the cube upright ontop of the sphere like a character rolling ontop off a ball.

dark drum
zealous moth
#

i tried, but i cannot get an exact thing causing this other than shadows

#

if i turn off all shadows r.ShadowQuality 0, no more issues

dusk solstice
#

Hello everyone. I have a problem. I want to change Collision presets in blueprint. How to do it?

minor hinge
#

Say I have a dataasset with a field of plain integers. I'd like the ability to have a few prefixed default values like easy=5, medium=10, hard=15. I'd also like the ability to be able to just set a field to a number like 7. Is there a way to do this? I'd like all the dataassets using the default value to automatically get updated if I say set easy to 8

boreal basin
#

Is there a If Key is No longer Pressed for Blueprint?

#

Lets say the character is in its running state and I stop the running state by removing the key, how do I reset it back to its normal speed?

#

here's what it looks like currently.

balmy jackal
#

Hey, was just wondering if anyone had experience with turning a rendertarget output into a saveable format? Found this node but it's fairly pointless if you want to package the game. Preferably in blueprint from but will C++ if absolutely neccessary, thanks for reading

boreal basin
storm solar
#

look a bunch but can't seem to find the answer.
In common UI, when selecting buttons w/ the keyboard, how can I tell what button is being focused?
I need to check if certain buttons are highlighted/ focused when selecting the back action.

maiden wadi
balmy jackal
balmy jackal
empty lintel
#

hi everyone, im trying to create a basic water material and it lacks any depth. any suggestions or ideas?

storm solar
dusky cobalt
#

Is there any reason, why this function Get Outer Object inside UObject is the way it is and it's not as simple as Get Owner without need for ''self'' plug?

dawn gazelle
full fjord
#

Anyone know why my character isn't being repossessed? Even when I use the SpawnActor node instead of RestartPlayer, the respawn goes to the set point but I can't control the character

full fjord
#

Actually hang on I'm gonna make this one message. This is the whole respawn/checkpoint code. Everything outside of red square (the top branch) works fine. If I go into a Checkpoint and then die, I respawn at said checkpoint and keep playing. However, if I don't go into a Checkpoint and die (red box), I respawn but I can't see or move the player

dawn gazelle
full fjord
dawn gazelle
#

No, just RestartPlayer() should suffice for putting a player back at a start point.

#

Unless you've overridden the logic in RestartPlayer

full fjord
#

I haven't really touched RestartPlayer. Could it be a problem with the first isValid? in the beginning of the code

#

cuz the code is checking to see if I've crossed a checkpoint first and if I haven't, it doesn't have a way to go

#

but then again, it works, it just doesn't repossess

#

and I also get this error every time

dawn gazelle
#

As an example here... This restarts the player back to the start position. Everything still works just fine, control is there and all.

dawn gazelle
full fjord
#

Okay this is wild. Your code makes sense but I think this is what is messing it up for me. The error code points to this code specifically

#

But without this code, I can't respawn on the checkpoint lmao

thin panther
#

you're assuming here that there is a BP_SpawnPoint

#

If there isn't one, you're going to access none

dawn gazelle
#

That likely means you don't have a BP SpawnPoint in your level....

Here's what I did to make a very quick checkpoint system...

Create a String variable in your PlayerController called "LastCheckpoint"
Create a new actor with "Player Start" as the base class.

Add a collider to it which you can set up to use as your player cross the threshold of your checkpoint.
Place it in your level. Change the PlayerStartTag property to give it a name for your checkpoint.
The overlap should look like this:

#

Finally update your OnPlayerRestart in the game mode to utilize the string stored in the playercontroller...

#

Now when you overlap with a checkpoint, it stores the name of the checkpoint in the player... The gamemode then starts them at the last touched checkpoint.

full fjord
#

Oh huh you guys are right. BP_SpawnPoint isn't in the level, BP_Checkpoint is but BP_Checkpoint doesn't actually work with BP_SpawnPoint, it just sets the Last Checkpoint variable that is being checked in my GameMode

#

I'm gonna try your method Datura, it seems way more forward than whatever crap I've managed to build

dawn gazelle
#

One thing more to override in order to make sure the player always starts at the first PlayerStart that has no label until a checkpoint is hit (otherwise the player will randomly start at different checkpoints too!)

full fjord
#

So all this is tied to a code that is basically If Actor Dies -> Call GameOver UI -> Hit "Restart" in GameOverUI to restart -> Respawn (no matter how you die)

#

I'm thinking to just remove the choice to respawn and just have the UI pop-up with a delay I think

#

Provided this works lol

#

Btw I really appreciate you taking the time to actually provide examples @dawn gazelle you're goated for that

dawn gazelle
#

🙂

storm solar
full fjord
#

If you select a button in your WB_Name widget, it should be somewhere on the right (although I'm blanking on exactly where)

full fjord
dawn gazelle
#

The PlayerStartTag is a property on PlayerStarts.

#

You can set the value when placing them in the editor.

full fjord
storm solar
dark drum
dark drum
full fjord
storm solar
dark drum
storm solar
topaz solstice
#

I need help, I am lame at blueprint but somehow I made some pawns and switch betweem them. One is like FPV and other third perseon view. I would like to make blueprint when I switch from one to another to change spherical image (backdrop) was it different backdrop or same with different cube image it is not important, it is important that it switch. Can somebody help me on this? Thanks!

barren blaze
#

Hi! Mates
Can anyone help me how to get this node I am struggling.

dawn gazelle
faint pasture
hazy ether
wise orbit
#

Whats the correct way to add Buttons to a widget and A. Not have them be fullscreen B. Not have them consume mouseover input

atm I can only achieve either A. or B.

crystal ridge
#

I need something that gives me 1 float value or another based on a boolean. Does unreal have something like this already or do I need to make a marcro?

crystal ridge
# marble tusk Select

Not exactly what I want. This is not a real node, it is a graphically edited node to represent closer what I want. The return values will be one or the other based on the booleans. I am not trying to parrallel process.

dawn gazelle
#

Make a select node. Plug the bool into the "index". Connect a float to the output. You can now specify which float to use based on the bool.

#

@crystal ridge

willow gate
#

Hey smart people. I have an issue which might be too hard to dissect here but I figured I would ask in case anyone has encountered something similar.

I am custom spawning and possessing my player character through my level loading map. I have verified via print strings both on the player character and the player controller, that the player controller IS possessing the player character. OnPosseed runs all of my "BeginPlay" stuff just fine but then the player character doesn't seem to be receiving any input. I tried a print string with Any Key input to test this and nothing happens when I give it input. This only happens when I custom spawn. If I add the player character as the detail pawn to a game mode and then start in that map, everything functions correctly. I'm so confused.

noble ledge
#

From my research, if you are creating items in your project you typically just use a Actor blueprint. You can add your mesh, functionality, and set everything up that needs to happen. Is it possible to do it other ways? Is there a more preferred method? How well do actors scale, if they are items in a game you could have hundreds/thousands of them?

faint pasture
#

who's doing the spawning and possession call?

faint pasture
#

now a stored item doesn't need to be instantiated as an actor, you can just have some simple data representing the item as the "back end"

willow gate
faint pasture
#

smells like a race condition to me

willow gate
zealous moth
#

@noble ledge you can do it by actor with simple switches, good for a few; you can use data assets or datatables if you have a lot. My preferred is data tables because I can easily export to excel and correct values.

dense depot
#

Hello, im trying to make an item system like seen in the binding of isaac. I have it almost fully set up, there is only one part i cant wrap my head around, so your help would be appreciated! The break pin i use with Set SelectedItem sets everything to null/ 0. why is this? It seems to occur after getting a random item from my filtereditem list

dusky cobalt
# dense depot Hello, im trying to make an item system like seen in the binding of isaac. I hav...

If this is all code that takes care of it,then you are never really adding anything and the functions run air and not any values.
DId you check if it is even going trough Is Not Empty check? print something there.

Also you try to filter items by some array Filter Items, but you don't plug array, so Filter Items is empty, so your For Each Loop is not adding any item further, but then you don't even add it anyway, you just plug Get Array > Add (no plug), so even if it found something it would not add anything to it.

dense depot
#

its because if it is not contained in my filter it can just add it to the item list. so if i dont call it with a filter it adds all, right?

dusky cobalt
#

wait you actually call it on false, so yeah ok it will work other way

#

it will add anything except the filter then

dense depot
#

yess

#

its a system so that if i were to play a character that doesnt have a use for a certain item, i can filter them out

dense depot
#

i had that earlier but i removed it later for testing

#

i added this for testing aswell, here the length is still the correct number of items in my data table, which is 3

dusky cobalt
dense depot
#

hmm, i dont think so

#

lemme check

#

no

#

possible items works aswell

#

excuse the spaghetti, but im getting the 'works' print here

dusky cobalt
#

so show me defaults of your possible items struct? because this is not connected so maybe there is some entry of array but the struct is empty without values?

dense depot
#

i dont know how to show you the defaults of my possible item struct

#

u mean this?

#

this is my itemdata Structure

willow gate
autumn pulsar
#

Sort of a methodology question, but how do people usually do bullet holes? Just trace a wall then spawn a deferred decal?

#

Not sure how expensive that would get

fervent jolt
#

Thats probably what I would do, spawn a bullet hole actor that does some particle fx, has a decal and after a while destroys itself.

maiden wadi
#

There isn't a lot of necessity for a full actor here though. If you take example from GAS, it can just be a static like a library function that spawns a particle and decal at a location. The craziest you'll want to get is to make a decal manager for bullet holes so that you can specify an amount in your game settings or something and forcibly despawn any past the limit.

fervent jolt
#

that would probably be better, yeah

autumn pulsar
autumn pulsar
#

Would I just use spawnactor for that?

#

oh there's literally a "spawn decal at location"

stoic lagoon
#

okay I thought I understood linetraces pretty well but i cannot tell if im just stupid or if something isn't working as intended.

#

if you dont understand what's happening in the video, the line trace is spawning where it's supposed to, but in the opposite direction

#

oh wait

#

you truly just gotta ask a question to see your mistake

tawdry walrus
#

Hi, I want to tell the widget component to redraw but I don't see any function for doing this?

boreal basin
#

I might be looking at it wrongly.

boreal basin
#

Yeah, it seems I've looked at it wrongly. Is there a "Released" execution node via releasing the pressed key through Enhanced Input Action Mappings?

harsh coral
#

Heya,

So, I was hoping to figure out an asset utilility script that would allow me to automate adding existing or new morph targets of a selection of skeletal meshes using the same skeleton to that skeleton.
I have an anatomy blueprint with hundreds of skeletal meshes and I constantly need to add new morph targets and doing so manually can become very tedious and time consuming.
I´ve spent a good day trying to make it work, but while I CAN collect all the morph target names, I found no way to actually add them to the skeleton.
Is this really not possible?
The only thing I found was an "Add curve" node, but that requires a "curveID" input and I found no way of constructing these based on the array of morph target names collected.

I can´t do CPP and I even tried to get ChatGPT to write me some code for python, but apparently too much changed in the last few versions of the Python API and I didn´t get this working either.

kind estuary
#

Why Set Custom Privimite Data doesnt work on a constructor. Though Set Custom Data Float does?

#

lurkin thats weird

proud bridge
#

Hi, does this node also sets the length of the array accordingly?

proud bridge
boreal basin
#

All I got is:

signal perch
#

Why adding impulse to geometry collection component doesn't work after delay ? It works if I remove delay.

boreal basin
balmy jackal
maiden wadi
boreal basin
#

Ohh

#

@balmy jackal Correct?

boreal basin
#

F: Pin New Param named NewParam doesn't match any parameters of function Stop Sprint

pallid ice
#

not sure but might be the number of times a function is called

dense depot
maiden wadi
cunning vapor
hollow bane
#

Hi could someone please help me?
Is there a way to get all current touch inputs instead of touch state?
I have markers that generate touch inputs on a touchtable. Id love also to be able to differentiate between them since they (the touchpoints on the markers) are placed slightly differently to each other on each marker.
How could i group two sets of touchinputs to id the markers?

dense depot
dark drum
cunning vapor
dawn gazelle
dense depot
#

oh yeah the initial images is still older, i changed some things during problemsolving with Amberleafcotton yesterday

#

this is what it looks like rn

#

and this is my current BP

dense depot
#

nvm i fixed it 🙃

full flax
#

is it possible to make a projectile ignore some collisions but not others? Like I have a shield...I'd like it to be one way so to speak...I can shoot through it but bullets from outside can't come in.

cunning vapor
full flax
#

I've not done anything with channels before....is that at the projectile level or the shield level? What I currently have is an event hit...I cast it to the things that I want to be able to be shot...and on cast fail I'd like to just ignore that collision.

sharp pewter
#

hey idk if this is the place to ask so correct me if im wrong. So I have 2 things, 1 is my playercharacter, 2 is a wheeledvehiclepawn. I want to put a gas pedal in the vehicle that will take that input my playercharacter intereacts with and apply the forward motion part of wheeledvehiclepawn. any easy idea on how to do it?

pulsar osprey
boreal basin
#

Can I use Hold and Release on an another input? Mainly with Run it goes:

Triggered after IA_Dash has occured.
Hold and Release via IA_Move

#

Because I'm unsure what does Hold and Release do in Blueprint.

full flax
pulsar osprey
#

i can't remember the exact function but there is a function to tell a mesh to ignore an actors collision

full flax
boreal basin
pulsar osprey
#

either would probably work

#

though IMO would make more sense to be on the shield

boreal basin
#

Hi Plin

cunning vapor
full flax
pulsar osprey
#

i don't think collision channels are what you want here

#

because you want different behavior depending on where the projectile is coming from

full flax
#

yeah I was just thinking that...

#

it seems all inclusive for each type...I need a projectile to not collide with shield and to collide with resource (in my case)

#

like I said..ideally, I have the hit event...is there a way in that cast-fail chain to just discard the hit event and keep moving?

pulsar osprey
#

you would have to disable collision somehow

full flax
#

which woudl disable it for everything else right?

pulsar osprey
#

no, just do it between the two actors

dark drum
# boreal basin Because I'm unsure what does Hold and Release do in Blueprint.

So an Input Action event has various pins on them. 'Triggered', 'Started', 'OnGoing', 'Canclled' and 'Completed'.

When the key is pressed, started will fire. If you have a trigger modifier, this will affect when the 'Triggered' pin will fire. For example, with hold and release, the 'Started' will still fire, followed by 'OnGoing'. When the key is then released, the 'Triggered' will fire.

full flax
pulsar osprey
#

in the bp

boreal basin
#

Mainly w here:

full flax
#

and is this before or after the detection of a hit?

storm solar
#

in unreal common ui I have a row of buttons that I can navigate with the keyboard. The buttons are initally visible when the widget is called, but can go back and forth on being invisible and not.
The issue is that when the buttons regain visibility nothing happens when I press the space bar to activate the "on click event". I am able to click on them with a mouse to get them to work though.

dark drum
boreal basin
full flax
#

figured it out with object channels after all

#

Thanks for the suggestion @cunning vapor

faint pasture
#

Is this like GTA?

dark drum
boreal basin
sharp pewter
kind estuary
#

Im making a Top down shooter. Though nav mesh and CMC doesnt support much more than 400 characters.
Im thinking leaving that for the main characters only.
And creating a tile system for the dummy enemies that will be in the thousands. Then i have 2 movement systems, the nav mesh for the complex characters, and the tile system for the AI characters that just move around and attack.
Is this a good idea?

full flax
#

is there a method that lies between world space rotation shaders and event tick rotations for making an actor object rotate in the scene that's good on performance?

maiden wadi
full flax
#

I have asteroids in my scene that can be blown up...I want them each to have a random spin direction and speed.

#

is rotating movement in the blueprint bad for performance?

faint pasture
#

have some global asteroid manager thing that holds them all and does a managed tick on them

full flax
#

I have about 10-50 asteroids on screen at any given time and they each have blueprint logic in them for things like what happens when they're hit, how many points are they worth, do they drop a powerup, etc...can i still have their staticmeshes handled by ISM?

faint pasture
#

TArray<ISM> Meshes
TArray<FVector> Velocities
TArray<FVector> AngularVelocities
TArray<int32> Points
TArray<Powerup> Powerups

kind estuary
#

How do i change child actor component collision settings?

#

it only has simplified collision settings

#

cant find the option to change to No Collision or Custom

faint pasture
#

just use a static mesh component

#

what you have is like:
Root
ChildActorComponent
StaticMeshActor
StaticMeshComponent

#

when you can just skip the middle bits

kind estuary
#

its super convenient and practical

#

though i need to be able to change the collision settings

#

and they dont seem to be available anywhere?

#

They seem to not be exposed the moment they are converted

#

oh i think i found them

#

they are in the template

faint pasture
#

I would just make an editor BP that cruises the world and records all the meshes and transforms

kind estuary
kind estuary
#

Must be a human clicking them and deciding what is what is not

#

Though I could create a Brutility

faint pasture
#

I'd prefer that over a rat's nest of child actor components

kind estuary
#

with a Brutility i can do get all actors selected, get their transforms and do some gymnastics and probably have the same results, though this is kind of a cope 😵‍💫

#

Brutilities are awesome

#

💪

kind estuary
#

i read that Child Actors are bugged

#

but not Child Actor Component, these are cool

sand shore
#

Colloquially, "Child Actor" and "Child Actor Component" are pretty much the same. Attached Actors aren't Child Actors, as such.

#

"Child Actor Component" has a lot of known issues, there be dragons

plush ledge
#

hi everyone! i was wondering if any of you can suggest me a good course to get more depth into unreal engine blueprints, especially coding gameplay elements so that I can learn to make a small game from start to finish. i am an game artist with years of experiance hobbysit/education/professional as well has alot of techincal experiance inside of unreal such as shaders, lighting, world building, optimization, etc. so im already quite well versed in unreal. however almost every course i find goes trough all the unreal engine basics that i already know,
i really just want to get into blueprints for making the game so i can actually get started making small games and learning how to develop a game myself. im probably not landing a job in the games industry again any time soon with how things are going but the game development itch needs scratching

dreamy sail
#

for a geometry collection that is fractured, how can I make the AI not get stuck because of it?

I have a simple enemy ai that uses AiMoveTo, but when it runs into a fractured geometry collection it will stop moving. I disabled " affects navigation" in the geometry collection, I also made the AI and Geometry Collection collision ignore each other, but it still gets stuck

hardy merlin
#

Anyone recommend any Logging plugins? I miss Unity's feature of automatically including a callstack and link in each log.

stone field
dark drum
#

Does anyone know if there's a way to change the hold time threshold on an IA/ICM at runtime?

full flax
#

I have a pawn that I am moving via enhanced input actions ONLY in the X axis. For the most part, adding pawn movement in X works just fine...but occasionally some weird spawn/collision event will happen that pushes my pawn out of it's Y axis (maybe Z too)...is there any way to keep that from happening?

faint pasture
#

What bit of code actually updates the position?

full flax
full flax
#

occasionally a spawn event will knock the pawn off of it's Y position...and I'm tryign to eliminate that as a possibility

full flax
# faint pasture What is doing the moving?

I did a little debugging to find out WHEN I was getting knocked off my Y axis and found that yes it is specific spawn events....So I spent a little time solidifying my collision object channels and making sure that all of my game elements operated in their channels correctly and this seems to have eliminated the problem. There's no errant spawns kicking the ship out of whack now.

bitter raven
#

hey, I have a silly question.
Garbage collection is destroying my components in an actor every 60 seconds. I know I can add an UPROPERTY Macro, but I don't know how many I need to create several such actors containing the components that are destroyed, and each actor will contain a different number of components.

Is there a way to add components to garbage collection from blueprints?

willow gate
#

Anyone know why the left and right options in a Switch on EUINavigation node, inside a widget custom navigation functions don't seem to register any input with a gampad? Up and Down work fine.

runic parrot
#

Hi!

Does anyone know if there's a way to get all the "Animation Sequences" under "Content" folder without using the asset manager?

#

in a blank project, i want to make a showdown of animations but i don't want to add the asset manager config and all that

runic parrot
#

I want to make a showdown of paragon animations and i don't want to manually click each sequence and add them to an array, it's like 120 sequences for each character and 5k in total
Any idea?

marble tusk
#

Sounds like the job for an editor script

rough sinew
#

I think selecting them all and using the asset picker on a array variable also works, I can't test right now.

vivid quarry
#

Sorry just a repost of a question since I'm still having issues with it:

I am wondering if anyone might be able to help me with collision channels. I am trying to set up a custom collision sphere or capsule around both enemies and the player in my first person game, the goal of which is to collide with other like spheres but nothing else (preventing the player from getting too close to enemies and vice versa, without affecting navigation, hit detection, etc). I made a new collision channel called PersonalSpace and have large spheres around the player and the enemy, each with the following settings:

#

But when they get close, no collision occurs. I can set it to block Pawn, which does result in the desired blockage, but also makes it so that a character walking forward will push any other pawn out of their way. I only want the PersonalSpace spheres to stop movement, but never to cause pushing
Not sure what is set up incorrectly as it seems to be a simple task

rough sinew
runic parrot
#

i'm having a problem where the assets will load if the editor is not running, but if it's running or in a simulation, the assets will fail to load

#

anyone has any idea why?

#

The paths are the same i'm using when they load okey without simulation

rough sinew
#

Learning editor utility tools is a great skills to have. Kudos.

#

If you are NOT Playing in Editor (PIE) it loads?

runic parrot
#

yes

vivid quarry
# rough sinew There are two things here: 1) only the root object causes physical collisions wh...

Ah that is good to know, thanks so much. Are there any other ways I might achieve the effect I want? It seems so simple but the way that the CharacterMovement component prioritizes movement seems to make it trickier than it seems. I'm really only trying to establish a minimum distance that the player can get to enemies since it's first person melee and it just looks silly having the enemy face filling the viewport. All the "soft" limits are set such as the AI's preferred distance, etc, but the player can still butt up on them so I need an actual barrier

runic parrot
#

Not in PIE = Load all good

#

PIE or simulation, the load asset doesnt return anything

#

The paths are the same because i'm doing that print before "Load Asset" and it's all good, same as used when not in PIE

#

could it be that the relative path of the asset changed when PIE?

rough sinew
#

I don't know... I've only ever seen the opposite. Things that load in Editor but not in compiled game.

runic parrot
#

I'm getting the paths while not in PIE, so maybe that's why

#

/Game/Mannequin/Animations/Paragon/Yin/Stun_Start

#

that's an example of a path

tiny tundra
#

In Unity, it's very easy to do process where if a variable is null, I can tell a while loop to return null (essentially, wait to proceed) until the variable is no longer null. I am having a tough time figuring out how to do this in Unreal - I am doing a While Loop where a variable is checked, and so long as it is Not Valid, I tell it to .. either do nothing (loop body has nothing attached to it) or just print something or whatever. However this does nothing but get me an Infinite Loop which crashes, whereas is Unity it is all gravy. Any suggestions?

runic parrot
#

While loop = it's going to evaluate the condition before starting each loop

rough sinew
runic parrot
#

if you call that, without a body, and "condition = true" you will ahve an infinite loop because condition will always be true

#

that while loop is not async, it's always going to evaluate true if you dont have a body

tiny tundra
vivid quarry
# rough sinew Since you don't want to change your root collision to large sphere (would cause ...

Yeah that was my thought as well. It's messier to have to make some new logic and consideration for that, wish there was a way to just have an invisible wall / sphere around the enemy that only the player could not pass through, but I guess it's just a quirk of the engine. Or maybe I'll exploring increasing enemy capsule size if the player is very close to the enemy, that might be simpler

rough sinew
rough sinew
vivid quarry
#

Thanks for your thoughts on it, appreciate it!

high iris
#

Where does a Call In Editor button for a Blueprint Function Library appear if I mark a function that way?

rough sinew
dusk forge
#

is it possible to add interface to static mesh?

lunar sleet
#

You can put the mesh in an actor if you need to use an interface

kind estuary
#

how do you debug an Editor Widget Utility ?

heavy niche
#

Anyone had any luck transferring a map of strings and integers through the game instance?

jovial steeple
heavy niche
#

yes, thats exactly what I'm meaning

stone field
dark drum
kind estuary
#

ok

dark drum
kind estuary
#

UwU

dark drum
stone field
#

On a related note, with 5.5.4 on my machine, EWBPs ( Editor Widget Blueprint ) refuse to stay in editor layout between editor restarts ( but it works for my friend ) - anybody encountered this?

dark drum
stone field
#

True, I just tested breakpoint, works for me ( but I seem to recall it maybe not having worked at some point? dunno )

kind estuary
stone field
#

antique : P

heavy niche
kind estuary
#

Though thats tricky

stone field
#

at least for me, it breaks correctly when I press a button in ewbp

kind estuary
dark drum
stone field
dark drum
kind estuary
heavy niche
#

I like 4.27

stone field
#

oh it ( remembering ewbps ) works for the other devs, just mine is bork

kind estuary
#

sorry too many questions

#

why cant i write a row to my data table using json ?

#

this should be a no brainer, and yet im stuck

sick sky
#

totally fine to use GI for persistent data at runtime

dark drum
# sick sky totally fine to use GI for persistent data at runtime

I put it in the realm of bad practice. Maybe for a handful of vars maybe but the amount of data you often need to save can get pretty large. Using the GI is just lazy. Adding to that, you could end up hard referencing a ton of stuff in the Game Instance. As this is the first thing to ever gets created (in a build), you can very easily cripple your game from this if you're not careful.

If using Seamless Travel, I believe the player state also persists so that could be used for player specific data.

sick sky
#

you save perf by not saving then loading from disk on the same session

tribal harness
#

hey guys, im new to unreal and i was trying to remake a player character from scratch, in unreals default it works fine without having to do this but for me i had to make the x action value negative to not have inverted turning

#

anyone know why that is? i mimicked everything from the original bp but for some reason i have to do this

dark drum
dark drum
tribal harness
proud bridge
#

Hi, my widget is getting destroyed on open level, this code is inside the gameinstance. pls help

maiden wadi
proud bridge
young meteor
#

Hey folks 🙂

I'm optimizing my game at the moment.
I get a few Physics spikes once in a while.

Is there a way to easily disable all geometry collection stuff for all actors temporarily?
(want to check if those are in fact the main issue)

Same for Niagara systems, is there a way to temporarily disable all Niagara systems/effect so I can test performance without those?

dusk forge
dusk forge
thin panther
frosty heron
#

I have a question when it comes to using inheritance vs actor component.
Currently handle combat with my combatComponent (actor component), so I prefer to handle the owner's death there.

However that will be a series of nested casting since I need different implementation for the Player, Companion and the Enemy.

With inheritance I can just override the death function but with AC, I suppose the only way is to use nested cast'?

dawn gazelle
# kind estuary

Not 100% on this, but I imagine the appropriate JSON would probably look like this:

{
"FirstRow": {"BasicBool": false, "SomeOtherValue": 5}, 
"SecondRow": {"BasicBool": false, "SomeOtherValue": 2}
}
ivory copper
#

good morning, I'm thinking about how to save and load the foliage that I cut in my game when I continue the game, is it right to make an array with the references of the cut foliage and after loading the save and the level recover the data from the array and delete them? I ask if the reasoning is correct or are there other ways.

frosty heron
#

if it's an array of reference to the static mesh and it's transform, then so be it.

dawn gazelle
# frosty heron I have a question when it comes to using inheritance vs actor component. Current...

I might not fully be understanding your ask, but you can use inheritance and create child classes of actor components. Using something like GetComponentByClass from whatever target actor to get your CombatComponent would return whatever first one was found including if they were child classes, and if the base class has all the appropriate functions it should work just fine regardless of which one the target actor is using.

frosty heron
#

but doing so with different implementation for each will requires nested casting

#

that's my primary delima.

#

If GetOwner is Player
Do X
If GetOwner is Enemy
Do Y

#

where if I use inheritance, I can just implement death in the base class and have each sub class override the death function.

dawn gazelle
#

Right. So if your base CombatComponent has all your base functions defined, you could have a PlayerCombatComponent, EnemyCombatComponent and CompanionCombatComponnet, you can then handle their deaths as you desire.

frosty heron
#

I see, so derive from the combat component

dawn gazelle
#

Yea 🙂

frosty heron
#

was thingking to use only one AC for everything

#

😄

dawn gazelle
#

If you wanted to only use one AC, you could as well, and to avoid a casting tree, you could have an enum or something that then allows you to define the type, so you'd only have to cast once and only to the appropriate actor type.

#

Cuz yea casting trees are nasty @_@

cunning vapor
#

"Building House " Blueprints;
Heya; Ive been following a tutorial:
https://www.youtube.com/watch?v=DwPHsLJv5Gw
To snap objects to a grid array; but in the tutorial im using an on tick to update the placement which is CRAZY intensive; has anyone got a workaround? or will it just be some maths?
@dark drum , saw you in the comments for this tut - like playing wheres wally 😛

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

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


Leave a comment below for...

▶ Play video
maiden wadi
frosty heron
#
// Death implementation.
                FGameplayTagContainer TagContainer;
                TagContainer.AddTag(FAGGameplayTags::Get().Execute_Death);
                if (bool success = Props.TargetASC->TryActivateAbilitiesByTag(TagContainer))
                {
                    // Death ability is executed, display the hit effect.
                    Props.TargetASC->ExecuteGameplayCue(FAGGameplayTags::Get().Cue_HitReact, Data.EffectSpec.GetEffectContext());
                    // Broadcast death delegate.
                    
                }
#

other channel recommend that I just implement the death in the base class

#

i think I will do just that

#

my confusion was that death is a Combat thing, so I tried to keep it in the AC

maiden wadi
#

I still feel like these should just be two different abilities. Like you can have a base death ability that does what everything needs. Then a special subclass for anything that needs extra.

frosty heron
#

but then I will need to either derive the AC or nested casting or an extra interface

maiden wadi
#

They all activate from the same tag of course. You just grant the different subclasses to different actors based on their intended death.

plush ledge
#

hi, complete blueprints newb trying to learn.
im trying to set the mass scale (weight) of an referenced object (exposed actor paramater) that is placed in the scenewhat am i doing wrong. the cast seems to work since it doesnt print cast failed but i dont notice any chaning in weight of the object. this is probably something really simple and might have something to do with the cast node

dark drum
frosty heron
#

🤔

dark drum
# frosty heron 🤔

I can feel you pondering over that. 😅 Let me know if you have any questions. 🙂

dusky cobalt
# frosty heron 🤔

Why not just have OnDeath event dispatche in component and bind in the class and have different implementations?

frosty heron
#

but doing so gives me a headache

#

and im complicating something soo simple

#

so im just gonna make do with the spaghetti

frosty heron
#

also valid but I would feel like I am chasing too many objects for a simple function.

dark drum
frosty heron
#

Companion would be knocked down instead of face dropping on the floor.
Character would lead to game over.
Enemy would just play the anim montage.

Each of them would also need to respond to different U.I components

#

The common behavior is handled in the Death Ability

#

which is to play an animation

dark drum
maiden wadi
#

These are 100% different death abilities.

  • Companions should just play knockout anim or whatever and be put in a KO state.
  • Enemies should clean up their state, maybe even spawn an imposter for the mesh, kill off their controller, grant kill stats, etc etc.
  • Player plays anim or whatever and pops up a game over widget
boreal basin
#

Can this work?

frosty heron
boreal basin
#

If I were to set the movement speed back to normal AFTER the character stops running.

frosty heron
#

the branch has no condition, it will always execute the false pin

boreal basin
#

What condition would I need to have it execute the true pin?

frosty heron
#

what ever rule you need to define, which produce either true or false based on the condition

storm solar
#

Trying to make the button color transparent and keep the image of the arrow visible. How am I able to do that?
Whenever I try to change the opacity either in the button widget or activatable widget, the image turns transparent too. I don't see any option to turn off inheritance either.

frosty heron
#

Do it in your item Button, then change the transparancy. Show the settings you are changing.

boreal basin
frosty heron
storm solar
frosty heron
#

show the settings that you are changing.

boreal basin
frosty heron
#

@storm solar

kind estuary
#

i think something is wrong with this json function

#

i mean from the engine

boreal basin
#

If it helps @frosty heron

kind estuary
frosty heron
# boreal basin If it helps <@1050954229902213150>

Create third person template. Look at how it implement IA_Move and just copy and leave it as it is.

Your IA_Sprint can just be a left shift that toggles MaxWalkSpeed on started and Completed
https://www.youtube.com/watch?v=EG9iYYraDgw&ab_channel=TheAverageDev

In this tutorial I show you how to make a sprint system in Unreal Engine 5. Leave a comment on what tutorial you would like to see next. If you enjoyed, or found the tutorial useful, leave a LIKE and SUBSCRIBE for more!

Who am I?
I am a currently enrolled c...

▶ Play video
scarlet whale
#

Hi everyone, I have a simple blueprint that deforms a mesh along a spline. Any direction towards a good tutorial through which I could learn how to expose parameters of the blueprint and so being able to change mesh and its materials directly from the details panel in viewport?

storm solar
frosty heron
#

you are changing the entire widget

#

if you need to change the opacity through an object that owns it, you have to do it via code.

storm solar
#

Yeah, when I changed in the item button widget it still kept the button visible

boreal basin
frosty heron
#

Get P1Item-> Get Your Common Border -> Set Brush

frosty heron
#

isn't this what you want

#

to change the transparancy without affecting the children

#

which is the image in the middle in this case.

untold fossil
#

Hello. Does anyone know why I can't change the mobility of a spotlight component? It only has the option for movable.

frosty heron
#

my spotlight component deffinitly have more settings in the mobbility tab

frosty heron
untold fossil
# frosty heron can you post more than that.

It's a simple actor that has a rocket and some spotlights. I can adjust the mobility of the default scene root and set it to static. However, the spotlight components are not changeable.

frosty heron
#

can you show a full screen shoot with the spot light selected?

untold fossil
frosty heron
storm solar
untold fossil
frosty heron
boreal basin
untold fossil
#

Even the rocket static mesh component can not be changed to anything other than moveable by the way

frosty heron
#

with 0 cropping

untold fossil
frosty heron
#

uncropped

untold fossil
frosty heron
#

normally the issue is that the child class must follow the inherited values of it's parent when it comes to mobillity. (In UE5, this will be changed automatically)

#

but you made some new components on the children and still not given the option.

#

so no idea at this point.

untold fossil
#

Wait

#

fixed it

frosty heron
#

how

untold fossil
#

I went all the way down to BP_ObjectiveBase, set it to static there and now I can select all 3 modes

frosty heron
#

yeah they get carried over to the children

errant canyon
#

I want to create a joystick [in vr] for controlling a aircraft, i searched for tutorials on youtube and i'm currently applying the lever logic in building it.
the problem, it only works for one direction/rotation [either pitch or roll] and not for both.

i have provided the blueprint for it as well.

rancid path
#

Anyone know why the Line Trace isnt following the literal direction being faced by the player model?

#

edit: i turned camera around multiple angles as well

dawn gazelle
rancid path
#

Another strange question, this code behaves normally (a line in front of character with the direction determined by where the camera is facing) but once I migrate it, it does the above

autumn pulsar
#

I’m trying to make a first person weapon system, and I’m wanting the first person arms to be interchangeable, but the animation set to be universal. I was thinking I’d store the animations as a part of the weapon animation, but wasn’t sure how I’d “bind” the hands to follow that

#

Would I use set master pose component or something?

rancid path
#

a line drawn from my character facing the direction of the camera (i looked in a circle in this example). When I migrate, as the problematic image above shows, it shoots in a very specific direction and will not change to accommodate where im facing

dawn gazelle
#

I think I might be misunderstanding what you want. Are you caring about what direction the character is facing, or where the camera is looking at?

rancid path
#

I misspoke initially. I care about the line shooting from the character, but in the direction the camera is facing.

#

I feel it is a migration issue or something, as it is working properly in the initial project but goes all wonky in the new projected it was migrated into

kind estuary
#

how can i change my default player pawn properties if its not in the level and only defined here:
Like most BP classes in the level you can still change their properties in the actual level, without opening the blueprint and changing for the whole class.

#

my Char_30Angle is only defined here. I cant change its properties specifically for this level

#

Is the only way for the default pawn to change for all the classes? I only need to change its camera rotation

rancid path
#

In the new project, it seems to be ***kind of *** working, but obviouly theres that ever-persistent cone of line traces perpetually facing that one direction

dawn gazelle
kind estuary
#

So i will create a new Character file just to change the camera

dawn gazelle
terse condor
#

I need some vector math help, please: I want to "attach" an actor to my mouse cursor position in 3D world space but restricting the cursor's movement to the 2D plane relative to the camera's frontal view.
At this point I'm setting the actor's Relative Location by directly mapping the mouse movement to the y & z values with x=0 in a vector3. I thought that if I change the World Rotation of the attached actor, it would achieve that effect, but i was wrong. Not having understood the difference between Local and World Rotation, obviously.
(Maybe to clarify a bit: My camera is rotating around a central point with flexible pitch & yaw. The mouse cursor should always move up/down and left/right no matter the camera's angle and position.)

rancid path
terse condor
autumn pulsar
terse condor
autumn pulsar
autumn pulsar
#

Attaching does a lot of the math for you. To do it manually you can use “rotate vector”

#

There’s also “unrotate vector”

terse condor
kind estuary
#

it simply isn't showing anywhere 😵‍💫

terse condor
vocal falcon
#

Is there a better way to make a upper lower split? Orto make it a harder split?

faint pasture
dusky cobalt
# terse condor I need some vector math help, please: I want to "attach" an actor to my mouse cu...
  1. Set Collision Channel to be blocked on Ground/Landscape/Plain for the Plain actor.
  2. Shot Line Trace by Channel (the one you set above).
  3. Get Hit Location.
  4. On Tick or Set Timer By Event, Set Actor Location to the Location of the Line Trace.

The first line trace either needs to be 24/7 on tick, or you would call it like ''Activate Tracing'' which would start line tracing, and then the actor would be set it's position to that location.

kind estuary
#

made the default pawn as None

#

then placed a character with the new rotation

#

and made it auto-possess

#

now this way the character in the other level doesnt change rotation

#

thanks

marsh sonnet
#

Hey everyone! I'm programming my 2d AI controlled sprite, and I have him attacking the player pretty well, but I want him to really line up more with her y axis before attacking - anyone else dealt with this? Here's what I have so far, I have a feeling there's some basic stuff I'm missing (I am still very much a newbie!)

frozen arrow
#

Hi questiooon! If I create static mesh actor bp and later on change class to actor bp, my bp is missing billboard, is there anyway how to later add that missing actor billboard?

faint pasture
#

instead of this

#

try do it like this

#

you'll probably want a continuous movement system though, to track a moving target like this

#

You probably want 2 ways of moving, pathfind until you're close, then continuously move when in combat range, attacking when you're in a good spot

marsh sonnet
marsh sonnet
# faint pasture try do it like this

Ooooo okay, so I'd need to do a calculation to take the attack target's updated location (in case they keep moving) and then add to it to get the right spot? AI moveto is a pathfind, right? So for a continuous move, would I so a simple moveto and program that on tick/a repeating timer?

faint pasture
marsh sonnet
surreal wagon
#

How can I execute something from a component from a anim notify? This... but correctly

frosty heron
#

Why is that not correct?

surreal wagon
#

Does not work for some reason let me check

frosty heron
#

Print string in execute attack trace and in the anim notify. See if any didn't get called.

faint pasture
#

Tick -> where we wanna go? -> go towards there -> is it a good spot to attack? -> yes -> attack

crimson lotus
#

im trying to move a patrol character between 2 waypoints and its telling me this, not sure how to fix it since i have actors in the world

dawn gazelle
maiden wadi
frosty heron
crimson lotus
#

thank u!

chrome ibex
#

Is it possible for AnimBP to read variables from an actor component? I have a component that store gameplay tags for states but the AnimBP fail to get the component

chrome ibex
frosty heron
#

It's not even connected at the top

#

Purposely or?

chrome ibex
#

Yes im testing different steps

frosty heron
#

Also only look at the result at run time. Your cast may failed if you are looking at anim preview world

#

Since the owner won't be bp_player

hybrid pollen
#

Is object oriented coding possible using Blueprint?

chrome ibex
hybrid pollen
#

I need to collaborate with several people using one BP file

frosty heron
#

Meaning click the play in editor

frosty heron
hybrid pollen
#

Is it possible to split the bp files into components under one main bp file?

frosty heron
frosty heron
#

May be not set for reason already stated above.

frosty heron
# crimson lotus thank u!

So what you probably want to do here is, to drop the blueprint to the level. Then you can add the way points there.

hybrid pollen
frosty heron
#

As long the collaborator doesn't touch the same actpr component then they can merge without conflict

#

Wtf is combat animbp though

#

My anim bp handled everything

#

But i guess every project have different requieement

#

Damage state anim bP?

#

Where do you get these

#

Not an approach i would go for

hybrid pollen
#

"Damagestate" and "weapon switch" were just rough examples made up by AI.

chrome ibex
hybrid pollen
#

Anyway, thank you for your answer.

frosty heron
#

It would probably anim preview mesh object or w.e it is.

frosty heron
#

Ask experience programmers instead

#

Probably cpp can help

#

I never have experience in collaborating

#

Solo programmer for life

chrome ibex
frosty heron
#

The only true test is to just play in editor, then you will have the option to chose which instance of the anim bp in the world you want to observe.

#

I normally have multiple display to debug. One to play the character, the other with the anim blueprint window to observe and debug.

chrome ibex
frosty heron
chrome ibex
#

Okay, thanks alot

dusk forge
#

how can i check if 2 weapons collide? i was thinking interface and then check if implements interface but weapon mesh doesnt seem to have this capability

frosty heron
#

Just work on that logic to detect the collision

dusk forge
#

Right now i make a sphere trace and if actor implements interface apply damage

frosty heron
#

Interface is just a way for different base class to have a common functiin

dusk forge
#

Wanted something similar for weapons

#

Oh then im using it wrong lol

frosty heron
#

What sort of games you are making? How is the sword swung?

#

Using montage? Or a vr game by tracking the stick to swing the sword

dusk forge
#

Like KH kind of. I wanted so if sword hits sword could make a metal clash sound and recoil animation

frosty heron
#

What is KH? Monster Hunter?

dusk forge
#

Kingdom Hearts style

#

Issue might be in collision setting of weapon. I tried printing name of actor and nothing prints

violet bison
#

how do I make spawned projectiles (the static mesh) always face up despite the rotation I throw it

frosty heron
#

If your low fps is too low and the windows is too small

#

As for getting the owner if you are using anim notify. You can just

On begin notify-> get skel mesh -> get owner

dusk forge
frosty heron
frosty heron
proud bridge
frosty heron
#

anything after shouldn't even be executed since you hard travel

#

there's no blueprint solution to your loading screen

#

if you want to preserve widget across level, you gotta dive to cpp

proud bridge
proud bridge
fiery swallow
#

It's not enough to just create it in cpp. Still gotta manage it, not sure how Lyra does it, but I had to bind to "post load map" event in the game instance to readd my loading screen widget to the viewport everytime i changed maps.

#

Any other event like "beginplay, receive draw hud" will be delayed and you might end up seeing a glimpse of the map

frosty heron
#

however I found out what's keeping the widget alive. I see Lyra make use of shared ref for the widget.

#

doing that alone already stop the widget from being destroyed on level change.

fiery swallow
#

I actuallynnever noticed the widget being destroyed, only removed

#

Well, my widget ref lived in the gameinstance maybe that was why, but it's always no longer in the viewport

frosty heron
#

ahh yeah , removed sorry.

fiery swallow
#

You make any use of the movie player loading screen?

frosty heron
#
    /** A reference to the loading screen widget we are displaying (if any) */
    TSharedPtr<SWidget> LoadingScreenWidgetSharedPtr;

    /** Loading Screen Widget Object Ref */
    UPROPERTY()
    UWidget_AGLoadingScreen* LoadingScreenWidget;
if (!IsValid(LoadingScreenWidget))
    {
        LoadingScreenWidget = Cast<UWidget_AGLoadingScreen>(UUserWidget::CreateWidgetInstance(*LocalGameInstance, LoadingScreenWidgetClass, NAME_None));
    }
    if (IsValid(LoadingScreenWidget))
    {
        LoadingScreenWidgetSharedPtr = LoadingScreenWidget->TakeWidget();

This gave me a loading screen that is always alive and I can fade / unfade the loading screen anytime, regardless of level change.

#

gonna scrap the whole thing and just copy Lyra when I have time though.

frosty heron
#

a shitty work around though, gonna do this proper when my game get somewhere.

fiery swallow
#

Ah

#

I seeee

frosty heron
#

not sure, with blocking load 100% but with async maybe yes maybe not. I haven;'t got a huge map to test.

#

butttt I will end up with memory with the size of the current map + next map to load at some point

#

so I need to scrap this and just look at how Lyra does it.

fiery swallow
#

Yeah i had no choice but to use the movieplayer... the game freezes hard af during map changes. Stupid open world games amirite?

frosty heron
#

pretty sure most of us probably need the movie player to play a smooth loading screen that doesn't freezes.

fiery swallow
#

Wish I new Lyra had a fully async loading screen before I spent a week learning slate to do it myself SCbingusflushed

fiery swallow
#

Hehe xd

frosty heron
#

based

#

looking forward to the release 🤩

fiery swallow
#

I'm like the only one excited about the bottom right telling what's being loaded in the background crying

frosty heron
#

would love to see a loading bar if possible.

#

the unknown gives me anxiety.

fiery swallow
spiral ridge
#

Hello! I have a question.
I have two widgets (WBP_), MainMenu and ESCMenu. From both of these widgets you can get to the Settings widget, which has a Back button.
How can I make the Settings widget know from which widget I came to it, and the Back button returns us to where we need to go.
I'm sure there is a simple way, I just don't know it...

frosty heron
#

you can pass a reference to the setting widget. The reference being the object to go back to (MainMenu or ESCMenu)

violet bison
flat jetty
#

Are there anyway to see where this interface node is called?
I found it but manually. "Find References" is not showing up.

#

Its already used. Here i call it. But i have to find it manually.

tribal harness
spiral ridge
frosty heron
#

sooner or later you will have to pass references

spiral ridge
frosty heron
dreamy coral
#

I have two static meshes in Unreal Engine. Mesh 1 has a mass of 1 kg, and Mesh 2 has a mass of 2000 kg. During simulation, when I try to hit Mesh 2 with Mesh 1, it doesn't move — which is expected.

However, during VR Preview, the expected behavior fails: when the 1 kg mesh hits the 2000 kg mesh, it does move.

Why does this happen in VR Preview in Unreal Engine?
Both meshes have Simulate Physics enabled, and their Mobility is set to Movable.

maiden wadi
maiden wadi
# fiery swallow Wish I new Lyra had a fully async loading screen before I spent a week learning ...

@frosty heron Just a note on this. Lyra's loading screen isn't async. It'll still hitch if you block your gamethread. Which is another thing Lyra tries to showcase that people miss when whining about it's overengineeredness. Lyra tries to load everything without blocking gamethread. The loading screen is nothing but a manager that throws a widget on screen at appropriate times.

And do be careful with the MoviePlayer. It is nice initially, but it gets crashy sometimes. We took it out of Red Solstice 2 because of that. Hard to track down slate crashes which weren't actually the widget crashing but some other thread.

proud bridge
# maiden wadi Unsure on that without debugging. It should be the same, both should be hard loa...

suppose i call a function in the GI from a widget with a string input of "open <ip-address>", that GI func now does this: create load screen widget>async load loadinglevel (blank level) > onloaded > open level > loadUI - add to viewport > async load of the level package of the server map > onloaded > run console command (use the input of the function) > on load > loadUI - add to viewport > delay 1s > remove from parent. this is what i m doing so after using open level, does that function input stays or it becomes blank?

sry for long message, i tried to explain the best way i cud

dusky meadow
#

Hi either does the event doesnt fire on a single click using the old input system or doesnt actual keep on firing when holding down button can anyone help ?

dark drum
white turret
#

i want to add foam to the edges of the water(UE5 defalt water plugin). i have problems with it, if some one wants to help me give me dl

#

the foam i made is all covering the texture

#

some pics of the blueprints ive been dying on to make

#

and still there is no result

dusky meadow
boreal basin
#

Tried calling IA_Run through IA_Move after IA_Dash via gameplay tags.

#

I'm unsure what to do next.

storm solar
#

When I have a widget or button on keyboard focus I cannot initially select it with the space bar. I have to select another button, than go back to the original button, than I can select it. Any solution to this?

dark drum
maiden wadi
#

At least I think so. I can't recall where the latent manager lives. Maybe it would still run with the callback on the GI. 🤔

dusky meadow
fiery swallow
pastel apex
#

question is a set's find function faster than an array's find function?

torn kettleBOT
#

:question: Should I use Blueprints or C++?
Use whatever is comfortable. But seriously: use either one, or both. It depends on the scope of the project and the size of your team. Check out this guide from Moth Doctor to learn more.

inland walrus
#

Any work arounds that doesn't involve repo to access my project again? I get this whenever I open it

fiery swallow
pastel apex
#

gotcha, making sure

fiery swallow
#

if that's the case you can just delete the files, I imagine there's somewhere in the configs you can turn off that functionality aswell

dark drum
autumn pulsar
#

Does Unreal have the ability to have context sensitive menu options? for example I have some values that would only be used if a specific flag/condition is set

gleaming relic
#

im trying to make a replicated crouching system, not gonna use the built in ue one since there's no smoothing, and uh, for some reason shits spazzing out, ill show a vid and my blueprint

#

any idea? im new to replication

maiden wadi
undone bluff
# gleaming relic

can't help you with replication here, especially not in bp, but you will need to adjust the position of your mesh to be at the bottom of the capsule as you shrink it or it will clip into the floor

#

off the top of my head that should just involve moving it up by the same amount as the decrease in half height for the capsule

gleaming relic
gleaming relic
gleaming relic
solemn folio
#

can anybody help me with a problem im having

#

my enemy moves to my spawn location and doesnt chase me anymore

dusky cobalt
# solemn folio

You sure it goes to your spawn location or it's actually 0.0.0 location where you spawn and it goes there but it cannot reach you because it's blocked?
Then it doesn't move to you because it just repeats going to 0.0.0.
Print movement result or see on debug/breakpoint. Also print location of the enemy on tick.

dusky cobalt
autumn pulsar
#

Can you store Actor Components as variables? Is it a terrible idea for a weapon system to just add an actor component when a weapon is equipped?