#blueprint

1 messages · Page 305 of 1

surreal peak
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CommonUI + CommonInput

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That allows IAs to be used in the Widgets iirc.

flat jetty
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Hmm, do you recommend changing my whole UI to Common UI, by using layer stacks etc? I think its time.. I hate that UMG doesnt allow us inputs, and I have hard times about focusing, unfucosing etc.. It loses focus anywhere i click..

surreal peak
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But I know we use ActivatableWidgets and apply our IMCs through that.

flat jetty
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For example it focuses here when i click somewhere else, then click "TAG". And this Hotbar is Focusable to set false. That blue square appears when i click tab

surreal peak
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Something of it is clearly visible and focusable

flat jetty
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Hmm. But even if I click somewhere when this slot is empty, it first will show "square" on Inventory, then on second attempt, it closes. How people dealt UI toggling with same button before Common UI?!

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Should i add an invisible box that prevents clicks to other things for my inventory 😦

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Or maybe i should be okay with SetGameAndUI node..

surreal peak
flat jetty
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Exactly I did the **second **method, but with Tab key, i am having troubles. 😦 Since tab's current behaviour in Unreal is switching widgets, when I lose the focus, it re-focus on tab, then on second attempt, it does the behaviour i want, which is closing my Inventory Ui

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Here is how i am handling it.

surreal peak
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And UE/Epic is very picky on those.

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If it can navigate with it, it will consume the input.

flat jetty
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Should i just give up TAB then

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Do you guys recommend Common UI for a middle-size project insistly? Do you think its a "must-have"?

surreal peak
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Not 100% sure tbh. I haven't really tried to solve this myself.

surreal peak
crimson spade
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so i've managed to cut down quite a lot on all the functions and BPs as you suggested by using a sphere trace (i couldnt quite figure out sphere overlap), but im still running into the issue of being unable to "cancel" my lock-on by simply releasing the button. i have my targeting and follow camera set up, and it was much easier lol. i still just cant figure out the hold input issue

flat jetty
flat jetty
dark drum
surreal peak
crimson spade
maiden wadi
# flat jetty Do you guys recommend Common UI for a middle-size project insistly? Do you think...

Must have depends.

The primary choice is whether you'll ever have gamepads. If yes then yes it's a 100% must have. Default UMG/Slate requires way too much work to avoid having navigation issues.

If you are 100% PC Keyboard/Mouse only, then you can skate by without it depending on the project. But TBH I wouldn't ever do a project without using it. Specially if you couple it with CommonGame out of Lyra for pushing content to layers easier. It makes it much easier to manage stuff like showing an inventory, or p ushing critical notifications over other things, no thaving to care about ZOrder stuff, etc etc.

Having said that, I also wouldn't advise relying on gameplay inputs in UI. They're very separate things. Which is a reason CommonUI also has it's own input system which are normally used for activating their buttons but can be set up to be used without a button in C++. In BP you can do it by making an invisible button or something as well. But I 100% advise not relying on input actions in UI without an explicit setup for it like what eXi likely has where you probably know the widget using it won't be in Menu mode.

surreal peak
crimson spade
surreal peak
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Which is quite simple to recreate.

rain warren
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Question: How do you make a nested BP actor follow the rotation of its parent? For example if I have:

BP_Parent
BP_CUBE
BP_SPHERE

Say, I put some BP script in BP_CUBE to rotate it, I would expect that BP_SPHERE rotates along with it, but that does not happen. BP_CUBE rotates and BP_SHERE doesn't even though it's a child.

Any advice on the best way to accomplish this appreciated.

crimson spade
surreal peak
vapid sedge
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Hey guys,
so I am trying to get an array with all "Scene Components" from an actor. In the actor there are 2 of them, but for a strange reason (with print string) it says that there are 4. I hope somebody can help me, thank you 🙂

maiden wadi
vapid sedge
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I thought that too, is there a way to only get the "actual" scene components

maiden wadi
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By class, not without making your own child of scene component and replacing those two with it. The other alternative is adding a tag to the component's tags in it's details panel and pulling components by that tag.

vapid sedge
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Great suggestion, they already have tags, so thats what I am trying now, thank you!

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It worked!

rain warren
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One more try. How do you make a child actor rotate with its parent? I want the turret to rotate with the base:

maiden wadi
hardy forge
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Does anyone have an idea of how to make a wheel that charges something?

Imagine a hamster wheel needing to be spun in order to power up and open a door for example. The player would be going inside and running to spin it.

maiden wadi
# hardy forge Does anyone have an idea of how to make a wheel that charges something? Imagin...

First make some sort of power node that opens the door at %. Test that by setting the percent from 0 to whatever. This is mostly an actor that is probably placed on a wall or nearby the door with a reference to the door. If you're a level designer you can even use direct blueprint communication. See Blueprint Communication livetraining video in the pinned videos.

Then make a hamster wheel that the player can possess with it's own inputs for farward and back. This is essentially identical to any form of car or horse possesion where you take control of a second pawn and your old pawn serves as a display in/on it. This wheel has a reference to the power thing and while being moved forward it can send events to increase the power each tick.

hardy forge
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You are a genius! I didnt think of possession. Thats a great idea. Thank you so much!

rain warren
maiden wadi
# rain warren Weird. The child actor is itself an actor so it goes Actor-Child actor-Child of...

In a nutshell, they have serialization issues. I'm unsure of whether they've ever been fixed, but people generally regard them as a cursed class. Cases of multiple spawned actors in your blueprints/maps, or cases where the component breaks and won't spawn it's actor anymore.

There's only one case where they would be viable for use and that is if they are never saved. If your blueprint spawns with them having no class set and some runtime data sets the class, they work perfectly fine. If you place them in a map and save the map, you're probably at the mercy of luck.

vapid sedge
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Hey there,
I have a quick other question. Is there a node to get the actor, which the component is attached to, just like in the picture, but not for "cable component"?

lofty rapids
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Get Owner ?

rain warren
vapid sedge
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But I did it with set owner, thank you 🙂

copper lion
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Hello guys, i was playing with a stamina system, its working fine sprinting+stamina, when i sprint its drain stamina when hit 0 stop sprint and then regenerates.My question is: is this good coding?I was just playing around testing stuff (im a little beginer)

lofty rapids
copper lion
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oh so you are saying that i can just plug in the and result in the return node? no need for a branch and everything else?

copper lion
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everything else, is looking good?

lofty rapids
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so you know it will always be that

copper lion
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yeah i realised that now

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cuz i check it in the inputs

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well it works fine, regen stops at 100, sprint stops at 0, regen starts when im not sprinting

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i will try to implent this in a stamina component

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if i want to make a stamina and a health component to attach it to the character , actor component is the way to go or scene component?

mental trellis
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Scene is basically ana ctor component that has a transform. If you don't need a transform, use an actor component.

copper lion
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thanks

lofty rapids
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you may want to shut that off at some point

copper lion
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use the clear timer?

lofty rapids
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i think with this way also your frame dependent on drain

lofty rapids
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plug the return value of the timer into a variable

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and clear that before you run it

lofty rapids
copper lion
lofty rapids
copper lion
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like this

lofty rapids
lofty rapids
copper lion
lofty rapids
dusky cobalt
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Isn't calling the timer again reseting it as well?

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it should because you cannot have couple of timer started from one node

copper lion
dusky cobalt
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How do you drain stamina? its -1 per click?

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or do you have 1 stamina and then have to wait for it to regen to sprint again basically

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ohh because it's triggered input ok I see

copper lion
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as long as i sprint, it drains stam, it drains it fast, like -1 in a 0,5 secs , max stamina is 100, if i sprint to 0 stam it stops sprinting than regen to 15 to say and than i sprint drain again

weary nimbus
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I have my music set to pitch down whenever I open a menu, however when I change the music volume in the menu, it resets the pitch.

dusky cobalt
# copper lion as long as i sprint, it drains stam, it drains it fast, like -1 in a 0,5 secs , ...

i'm not sure if triggered is consistent or if its just spams the trigger as much as it wants

i would on Input Started -> Start Timer By Event(DrainTimerHandle) loop every 1second ->
Drain Stamina-> [Get Current Stamina - 1 -> Set Current Stamina]

  • Clearn and Invalidate (RegenerateStaminaHandle)

On Released -> Get DrainTimerHandle Clear and Invalidate +
Start Timer by Event(RegenerateStaminaHandle) loop every 1second -> Regenerate Stamina ->[Get Current Stamina +1 -> Set Current Stamina] -> If Current Stamina >= 100 then Clearn and Invalidate (RegenerateStaminaHandle)

copper lion
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Can i create an event to put the timer and everything and then link it to the input to be more clean?

dusky cobalt
copper lion
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Thanks

dusky cobalt
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or it's more like Start Drain and Start Regenerating

copper lion
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I was wondering that the timers will come in the way

dusky cobalt
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Drain Stamina, Regenerate Stamina

copper lion
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I didnt know how to use them corectly

weary nimbus
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I'm going to go crazy. If I walk a certain distance, cursor over events on other actors just simply stop working. I've tried moving anything that can be causing interference with my mouse over event near the selectable actors, but the ONLY way I can get them to detect the mouse cursor is moving them to the spawn area

civic oar
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Why would this happen besides Tick Enabled toggled off? No exec pin for tick.

faint pasture
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Just use tick my guy unless you intend for stamina to be chunked

proud sentinel
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im trying to compare my fps wasd movement direction to the direction my character is facing,

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each side of this comparison is just calculating an angle that results in a heading, where forward is 0, right is 90, back is 180, and left is -90

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my issue is that the input vector, and the vector im calculating from control rotation is different when holding forward, specifically that the control rotation is falling behind as i start turning, implying that one of these is being smoothed, delayed, or isn't recent in some way

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anyone who's had to implement sprinting should have done this, but im finding no resources, i'd appreciate any suggestions from anyone who has

copper linden
wicked sedge
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im getting this error each time

dusky cobalt
copper linden
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yes, I turned off the editor when I re-compiled

dusky cobalt
dawn gazelle
# wicked sedge im getting this error each time

Accessed None errors means you're trying to access something that isn't set to a value. Namely, your "UI Reference" doesn't have a value set. You may have set the "Type" to the appropriate type of reference, but it isn't populated with a value.

copper linden
wicked sedge
dusky cobalt
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but do you want to return the PlayerStates actually?

dawn gazelle
dawn gazelle
wispy kayak
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Hi, how to convert those same name meshes to integer ?

faint pasture
dusky cobalt
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@copper linden did you figure it out? might try this one as well
void QuickSort(TArray<AUserPlayerState*> InPlayers,TArray<AUserPlayerState*> &OutPlayers, int Low, int High);

copper linden
wispy kayak
copper linden
faint pasture
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show your code

wispy kayak
faint pasture
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You are somewhere changing the meshes for every chair in the world when you should be changing them for MySelectedChair

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that's your problem

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are all 3 chairs part of one actor?

wispy kayak
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yes

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I tried this, but this keep false

faint pasture
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just make a chair actor with the ability to change mesh, and put 3 of them in the scene

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much simpler

sand shore
wispy kayak
faint pasture
wispy kayak
sand shore
faint pasture
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you're making zero sense

sand shore
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That's why TArray<>& appears on the right side of the node - UPARAM(Ref) is telling BP to treat the array& as an input reference parameter, and not an Out Param

faint pasture
inland walrus
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Bp works fine however if the player keeps hold of the button during the cool down it doesn't play the charge animations, any help?

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I can send a video too if needed

weary nimbus
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Can anyone help me with what Greyh4m mentioned here? It seems like a likely solution because I am using a custom PlayerController

inland walrus
dawn gazelle
dawn gazelle
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That's a charge up time, that's not really a cooldown.

inland walrus
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Oh sorry hold on

dawn gazelle
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Use a timer for your cooldown rather than a delay. You can use the return value handle and verify how much time is remaining or even check if its a valid timer handle to know if it is on coodlown or not.

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I'm not sure how your cooldown here would work. The delay would trigger one time, reducing the value by 1, and the HeavyRecharge function is only called once on the blendout, so the delay never gets retriggered.

inland walrus
dawn gazelle
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Oh.. I see..

dawn gazelle
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You recall it after the delay.

inland walrus
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yeah

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The timer works, I just cant figure out a way to basically stop the player using that input right before they can use it again

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is there a disable specific input and enable it again node? that'd be great, I could uninput the player from holding it even for like .2 seconds

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Then they'd have to rehold the button again

weary nimbus
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Ughhhh this engine is going to make me TWEAK

inland walrus
dawn gazelle
inland walrus
dawn gazelle
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I think it might be the Completed doing it. Add another pin to the AND on your check at the bottom here and plug in the StartCharge on it.

dawn gazelle
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I don't think what you have set up here is the right way of doing it... There's probably some magic you can use with the Enhanced Input system to add and remove the input action based on when the cooldown is up and if the sword is equipped, etc. Additionally the trigger can be used along with the triggered seconds/elapsed seconds to know how long the key has been held. This could help you skip a lot of these branches and delays, and manually tracking a timer for the charge time. At least for now it is working how you're hoping 🙂

inland walrus
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I basically need to find a way to reset how long the player has been holding down for

open charm
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greetings fine people of this chat, I need some help

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I asked this in another place and got no answers, how would i make this work?

weary nimbus
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Really hate to keep bumping it but it's the only big bug I have right now and I can't bloody figure it out

open charm
weary nimbus
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The door highlights when I hover my mouse over it in the spawn area (image 1), but the exact same actor does not in this hallway (image 2). There are no collisions blocking it (image 3), and doing a line trace by the channel I'm using for mouse events does hit the door here and nothing else. I have added extra zeroes to the trace distance, and turned Attach to Pawn on in the controller settings, but nothing. Image 4 is the parent actor BP, and image five is the BP for that door specifically (child of the parent actor). Apologies if the last blueprint looks messy, I moved the nodes around to fit them in frame.

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Click events don't register in the hallway either, but work as intended in the spawn area, so I know it's at least not related to the outline effect.

proud salmon
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Anyone know how I might solve this problem?

I have a character that moves on tick with Add Movement Input.

If I click on another character, it will possess the original one with an AI Controller and then possess the new character.

Problem is: When this happens, if the original character is moving, it will stop for a split second before resuming. I can't seem to figure out why 🤔

I've tried overriding Unpossessed, Possessed and Receive Restarted but none seem to stop the hitch of movement stopping.

lunar sleet
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You can try to do it in cpp to see if it’s fast enough not to notice it, otherwise cover it up using animation/camera tricks if your use case permits

spark steppe
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i think what happens is that the controller controls the movement, and when you swap it you hit it after ticking, therefor it won't apply the movement on that tick

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what you could try is to apply the movement manually when the possessed event fires

proud salmon
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Thanks. Tried a few things but none of them fully removed it but a bit of lag on the camera seems to hide it. At least enough for now.

tiny tundra
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I have a Widget placed in my UMG. I would like to swap it out with a different one from an Array of Widgets. Easy way to do this?

Basically in this illustration, I want to set "WB_Presentation_slide1" to be a different one from the array of AllWidgets.

hallow violet
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I am trying to use a child as a pivot for its parent, to give it a some sort of "grab point" that I can change on the blueprint, I been trying several ways cant seem to find how to do it

wispy kayak
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Hi, how can I achieve this with adding child from blueprint. I have Struct Array , it will create 3 scrollbox after that inside struct array have Array B, will create the button according to struct index.

surreal peak
tiny tundra
surreal peak
# tiny tundra no

Then what are those references? You can't reference Widget BPs and add them to the Screen that way.

snow halo
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Hi everyone, Im having a system where I wanna create a fructal stone in place of a normal stone static mesh. So far I tried to make it a component and have it invisible with collisions disabled, but somehow that wasn't possible. Then I tried to create another duplicate blueprint only with the geometry collection inside of it this time
So in place of this line trace is where I wanna destroy & create those destruction fractal physics, but sounds like they might need a small bomb from the build in unreal engine masterfield blueprint

tiny tundra
surreal peak
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You need to have a variable of type UserWidget Class (Array fwiw) and then use CreateWidget to spawn them.

surreal peak
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You need to reference their classes and then create them when you need them.

tiny tundra
surreal peak
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The CurrentWidget variable is equally sus.

keen robin
surreal peak
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That should potentially also be a UserWidget one (not class though).

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And swapping them out you'd need to change the VerticalBox you have to be available in your widgets EventGraph (mark as Variable in the Designer, top right when the VerticalBox is selected) and then call RemoveFromParent on the CurrentWidget, create one of the array entries as a new Widget, set CurrentWidget to that one and call AddChild on the VerticalBox, feeding in the CurrentWidget.

surreal peak
surreal peak
hallow violet
surreal peak
surreal peak
surreal peak
keen robin
snow halo
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what is happening is this, I zap the thing with my trace, so that thing is a stone actor in the world
and I zap it with a trace only if im holding a tool like a pickaxe that is able to destroy a stone actor.

keen robin
# keen robin

nvm, changed the input value in function to byte instead of enum and it worked

tiny tundra
snow halo
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Question...

if you trace an actor with your line trace
or sphere trace and get a actor reference of that actor
why cant I use that reference as target of interface and then send message to that?

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No messages will be received on the actor unfortuantelly and I dont understand why.

frosty heron
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You can

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Infact you can pass any object ref to interface

snow halo
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yes but that's not object im passing, im passing actor

frosty heron
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Actor is an object

snow halo
hallow violet
lunar sleet
frosty heron
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You can do a check to confirm that as well

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Does implement interface

snow halo
frosty heron
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I know how interface work and never have issue with it.

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lunar sleet
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Your line trace could be hitting a different actor

snow halo
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I wouldnt be able to destroy stone if I wasnt hitting the right actor

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My pickaxe can only destroy stones.

snow halo
dusky cobalt
# snow halo

that is bad design btw if you have interface on something that shoulnd't really use the events from interface
for the collision settings it's probably because you are running Line Trace by Visibility channel, and probably everything in your game is blocked on Visibility Channel which it will detect anything, maybe also something in front of the item you are trying to hit, maybe that item doesn't block that channel.

You should have Interactable channel and things that can be interacted with set to block that channel

dusky cobalt
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does that thing you trying to hit has collision settings to block Visibility channel?

snow halo
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where's click is reserved for item actions

dusky cobalt
# snow halo yes

so what is exactly happening? does it go trough has tag but doesn't spawn actor?

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where is tag on your iron stone?

sturdy vale
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Hello everyone, the first picture is my scene, in which there is a candle on the far left, and nine slots for placing candles. In the middle is a wooden board with a small hole, and on the far right is a curtain for displaying the reflection of the candle. I want to achieve the effect of my second picture. That is, I will light the candles, and then place the candles on the nine slots respectively, and then the curtain behind will display the reflections of the candles of different sizes. I think this is called small hole imaging. Please help me complete this project together, thank you very much.

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Please help me

snow halo
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only the cast fails

dusky cobalt
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wait, what cast? the interface?

snow halo
snow halo
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but I removed it becaus e i was failing to cast too

wispy kayak
analog prism
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does anyone know how to make the linetrace always point under the player even when rotated? it's behaving this way regardless of what i set the actor rotation to

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the orange/yellow one

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tried both of these solutions

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but they behave the exact same as this

dusky cobalt
# snow halo

btw where from is event Make Action getting called?

snow halo
dusky cobalt
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iron_stone_BP and iron_or_bronze_stone_bp

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iron_or_bronze_stone_bp show this class's Activate Chaos

regal geyser
#

Hello everyone! Any PCG wizard here to help me out with a simple yet infuriating problem?

I have an input Array of actor classes (in order to randomize the spawning of them) but i can't figure out how to shuffle between them, if i use the "Random Choice" node i always get the same sequence; i created a custom PCG BP in order to shuffle the array and it still returns the same array in the same order!! It's driving me crazy!
Plz Help!

https://blueprintue.com/blueprint/a6k5on7r/
here is the custom bp out of frustration lol

https://blueprintue.com/blueprint/28dgxjhm/
here is the PCG itself

dusky cobalt
snow halo
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I think iron_or_bronze_stone_bp is deleted

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its an old actor I was using

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that I later deleted, how did you find that?

dusky cobalt
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its what you hit

snow halo
gentle parcel
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hello Sourcers! I hope in a feedback on this... long charged jumps! I kept googling about that but all I can find is about higher charged jumps but what I need is actually to jump longer depending on 1. how fast the character is moving forwards and 2. based on how long I hold the jumping key. I managed to achieve the second part but still can't solve the distance covered by the jump. Any help or even just a hint about a nice tutorial about that?!?? Thanks in advance!

dusky cobalt
kind estuary
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Isnt this supposed to alter my Struct?
Im Passing By Ref ✅

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no data is being changed

dusky cobalt
kind estuary
dusky cobalt
kind estuary
chilly crane
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Is it just me who never casts because I can never work out what to feed into the "Object" part?

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Would someone be able to enlighten me, or am I probably better to continue using a system of BP interfaces?

inland walrus
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Anyone know why this lets me shoot 5 fireballs when it should be 4?

Will is set to 100. Fireball costs 25. However, it lets me cast fireball 5 times

chilly crane
zealous fog
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The 5th fireball you are shooting now will set you will to -25 but at that point you already checked whether there is enough willpower

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Of course, then you will spend willpower even if you cant fire

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so id refactor it even more, and move the check for willpower to that branch

inland walrus
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perfect that works

zealous fog
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and then the only thing spend willpower should do is lower the willpower

zealous fog
inland walrus
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Got you haha

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I'll do that

zealous fog
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good luck

analog prism
inland walrus
zealous fog
analog prism
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How would I do that exactly I’m not the best at rotation math

zealous fog
# inland walrus fixed

Nice. I would be careful nesting too much into functions, especially with delays, can make some bugs hard to find (Edit, lmao just realised its another event not a function my bad)

analog prism
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I can try stuff but not sure if I can do it right

zealous fog
analog prism
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Alright bet

zealous fog
#

If I can recommend Chatgpt, itll be able to help you learn easily these sort of topics. Just make sure to check it in engine

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On basic vector math in UE it should be quite accurate

analog prism
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Alr thank you 🙏

split wasp
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having done 6DOF movement components, "downwards trace" is a trick question

split wasp
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then you gotta decide are you tracing in gravity direction, or character-down direction

analog prism
split wasp
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sure rotating forward vector works too, it's just unnecessary math for CPU to do

analog prism
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What else can I do

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Cuz rn I’m trying to make so I can walk on ceilings but I can’t think of other ways than the one dean mentioned and the stuff I’ve tried

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And all of them point down in the world vector which aligns with the gravity

split wasp
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forward vector rotated 90 degrees on X-axis is exactly the same is up vector negated

analog prism
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So then what is there to do

little moat
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Can someone help me understand what my code does?

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I haven't done UE in a while

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I also know there's a problem I need to understand my code to know what happens

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I tried to undderstand it myself already

split wasp
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at glance it checks twice a second if capsules of NPCs are going to overlap based on their velocity

little moat
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It's made to see if npcs are going to collide but I got no idea how it works or what's wrong

spark steppe
inland walrus
analog prism
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It kept going straight down not under the character

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The yellow

spark steppe
#

is your character even rotated?

analog prism
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Yeah the actor is rotated

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I used set actor rotation

spark steppe
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show your node setup of the trace

analog prism
#

Im not home currently I’ll send it when I get home

spark steppe
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using the up vector should 100% work if you don't mess up the math... (and if your actor is rotated)

dark drum
spark steppe
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double check on that actor rotation, eventually you may have to use the up vector of the capsule/mesh

violet bison
#

is there anything like capsule trace but overlap?

analog prism
#

It was initially the cmc but then I deleted all the code and I’m doing all the physics manually and such

dark drum
# analog prism No I’ve been making my own

Add an arrow component to the root so you can see which way up is for the actor. It might be that you're rotating the mesh instead of the actor itself, which would be why the up vector for the actor doesn't match what you expect.

dark drum
analog prism
cursive drum
#

what are the ways to call function from widget to actor component, like clicking the button of the widget and calling to a blueprint

spark steppe
# cursive drum what are the ways to call function from widget to actor component, like clicking...

sounds like you should watch this https://www.youtube.com/watch?v=EM_HYqQdToE

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

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

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analog prism
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@spark steppe

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@dark drum

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i negate the forward so idm

spark steppe
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you don't need the rotation to get the upvector

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there's a direct node for that

analog prism
spark steppe
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and i feel like your actor may not be rotated, but something else is, like the capsule or mesh

analog prism
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this is whats rotating

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target self target is actor

analog prism
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yeah nothings working

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i have no idea

rancid path
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I have 2 widget blueprints and a blueprint interface communication between those and the gamemode. From the Lobby widget, I am trying to call an event on the MainHUD widget that basically says "If Pawn A, hide visibility on health widget, if Pawn B, hide visibility on crosshair widget". Would anyone be able to help me with something that I feel should be simple but this is something strangely stumping me. I thiink I'm forgetting something in regards to calling/referencing events. Thank you everyone!

rancid path
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sorry, was taking screenshots haha

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within the player c ontroller, once the game begins, set Lobby UI

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In the Lobby, once Start is pressed, I am trying to Call To Setup, a Custom Event I added trying to reference SetupPropWidget within the W_MainHUD (the buttons/hpbar/crosshair are all here)

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Code I am trying to reference/execute once Start Game is pressed

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ive thought about just having a new seperate UI for the different pawns, i just have endgame screen logic on this singular one so i was hoping not having to redo. If I have to though, is what it is

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SetUpPropWidget is part of the BPI

zealous fog
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Ok so you have 2 widgets MainHUD and Lobby and you need them to communicate right?

rancid path
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yes

zealous fog
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Where is mainhud created

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If you can get a reference to the mainhud, you can pass it into Lobby as a variable if you expose it on spawn

rancid path
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First pic, once SetPropOnClient is called, the Lobby widget is removed and the HUD is put into the viewport from there instead

zealous fog
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Make sure to refresh the create widget node

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It usually doesn't do that automatically

dark drum
# rancid path

I'd have an event dispatcher on the lobby widget that the hud can bind too when it's created. When you create the hud widget, have it bind to the event dispatcher when is created.

On the lobby widget, you call the event dispatcher when you're button is clicked.

In my opinion, event dispatchers should be the go to for UI stuff as it can help prevent reference loops.

zealous fog
dark drum
zealous fog
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I usually build my UI with one main widget and then have seperste widgets on that

dark drum
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Using event dispatchers can also make it easier to iterate of UI designs without having to rework everything. Makes it easier to swap out widgets.

zealous fog
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Makes it easier to reference stuff but haven't used many event dispatchers in UI

dark drum
zealous fog
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Yeah I'd usually have the event of what should happen in the main widget

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For example

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"Save button clicked"

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So i guess it's like an event dispatcher with extra steps lmao

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Ill try it out some time

gloomy swift
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whyyyyyyy does the get value as x node for blackboards in bp not have a fill-in value... This doesnt work, I dont want to create local variables just to store the name of a key

rancid path
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At the end of the top and bottom

maiden wadi
zealous fog
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From 1:33:50

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It's an amazing video

rancid path
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Thank you so much!!!!

dark drum
# rancid path

You can remove 'HideLobbyUI' event from the lobby widget. (I assume its the lobby widget)

How yo call it is fune though.

Now when you go to create the HUD widget, get the lobby widget, and bind to the On Game Start Event dispatcher and use the create event node, connect the hud widget and select the function you want to call when it's clicked.

final nimbus
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Is there something like FilterByPredicate but for Blueprints? I've tried searching online and not found anything. Do I have to write my own?

fiery swallow
rancid path
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Should I still remove the Remove From Parent? Won't I have both UI's at once? I'll be back at my computer in 20

rancid path
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wait im an idiot. I just duplicated the MainHUD, hid visibility on the new HUDs themselves (no BP) and on my first pic, the bottom Create Widget is the new Hunter widget. working perfectly too. Thanks everyone for the help, turns out I just had to not be an idiot for just a moment haha

sleek aspen
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Hi, I added a health bar but now the player can no longer move, does anybody know how I can fix this?

analog prism
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been banging my head on the wall for hours

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i can't figure this out

rough sinew
leaden osprey
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hello guys! I really need ur help. So the problem is I created a bow and heres an arrow ofc. So when i fire an arrow and the collision on arrow overlaps smth it causes a damage. But it doesnt. I have here a damage system that i created from tutorial and in all other places it works so ig its not the problem. please if u have any ideas help. If u need some more info, just tell what u need

sleek aspen
gloomy zealot
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Are there any good resources for learning this? I am just working with chatgpt currently, I want to add abilities to lyra, like how the dash is on shift, I want to add a frostbolt.

rough sinew
analog prism
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the issue with unreal atleast in my current experience trying to learn it for the past two weeks is sometimes you hit a deadend that knowledge of blueprints and knowing how to program and all that and even ai wouldn't help figure out

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like I'm dealing with an issue and I'm trying like 4-6 diff methods and none worked at all so the only way to figure it out is to try and try and try or get help and for the former many people get demotivated

rough sinew
# leaden osprey hello guys! I really need ur help. So the problem is I created a bow and heres a...

Your code is a bit convoluted and could use some simplification. You'd better use a blueprint interface for damage (with the target being your hit actor). Even if you do it this way you are BINDING to an event that CALLS the event dispatcher. The CALL should be only when something is hit, this way it makes it a circular reference. The problem is your event for damage handling is the same name of your event dispatcher causing the confusion. There might be other mistakes somewhere in code too. I'd simplify it a lot.

rough sinew
# analog prism like I'm dealing with an issue and I'm trying like 4-6 diff methods and none wor...

It will help you a lot to learn some very simple debugging tools, like printing to screen, breaking points or displaying your ray-traces in game. It is much easier to find mistakes this way. Go to a place in your code where you know the values it should output, find if the results are OK there. If they are, your mistake is likely "downstream" from there. If the values are wrong your mistake is like "upstream". Repeat this until you find the origin or your mistake.

analog prism
rough sinew
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What is your current issue?

analog prism
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I just can't find a solution

rough sinew
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So the point where you know the mistake is at the line trace, your error is upstream. Have you taken a look at actual actor location and rotation it is using?

analog prism
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yeah it's changing

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the pitch specifically is going from -1.5 to 1.5

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which would make sense because it's what I'm controlling primarily for the slope

rough sinew
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You mean 1.5 degrees? That image seems much more than that.

analog prism
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I agree it seems more but that's what its printing

rough sinew
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So that is the issue. Is you skeletal mesh doing the rotation?

analog prism
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no it's the actor

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you can see the arrow's rotated in the picture

rough sinew
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The first thing I would check is why your rotation is so off from the value it should be. If that value is wrong nothing else can work.

analog prism
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it shouldn't matter much due to how the actor is clearly rotating and it doesn't care about the actor up vector

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hold on

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I'll provide you the blueprint so you can clearly see

rough sinew
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Put the character in a known slope and hard input the value into your ray trace. Does it work?

rough sinew
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So the only issue is the actor rotation.

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How about you try the skeletal mesh rotation?

analog prism
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I'll give it a try

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i figured out a temporary solution though

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i realized 1.5 to -1.5 is 20x less than the actual rotation

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so i multiplied it and it might be finally working

rough sinew
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Well, that is weird. 🫠

analog prism
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yeah it is

ashen flame
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I dunno if this is the right section to ask

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But does anyone have resources for randomly procedural towns/cities?

leaden osprey
ashen flame
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Like the environment will be randomly generated including roads

rough sinew
leaden osprey
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okay.. thank you!

finite basin
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yo is bp actually viable as a main language?

analog prism
finite basin
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for some reason after first hit it dasnt apply more damage can anyone help?

rough sinew
random pulsar
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hey there ,can someone explain why this logic does not fail after 11 seconds?

dusky cobalt
random pulsar
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and what would be the solution?

dusky cobalt
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start timer, set boolean , on the finish set boolean back, before starting, check the boolean so it wont be refreshed

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or you can check if the timer is valid then dont start it, and only start timer if its not valid

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you need to make variable for timer handle and save it on return value from set timer by event

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on finish just to make sure clear and invalidate timer

random pulsar
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and all of this in one task?

dusky cobalt
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similary to what you have now

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just add check before starting timer

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why not use built in wait for 11s though?

random pulsar
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you mean like this?

dusky cobalt
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yes, it doesn't work?

random pulsar
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i can try one more time ,but yeah it doesnt

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so what i want is to fail the sequence after 10 seconds

dusky cobalt
random pulsar
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thx

faint pasture
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You have 3 possible sources of rotation before you see the character mesh.
Capsule could be rotated, skeletal mesh component could be rotated, and mesh bones could be rotated.

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Start there, figure out which one it is.

fallow umbra
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is there a way to stop unreal auto updating my Splines each time I add or delete a point? ||not landscape splines, but Component splines||

weary nimbus
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How do I get my media player to not unload the video as soon as I hit play? The video is already in my {ProjectFolder}/Content/Movies folder

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It also unloads it if I just close out of the tab

weary nimbus
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Also, this isn't working..

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The event itself simply doesn't fire if I hook it straight to the print string

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Help

wispy kayak
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I am using adding child but how to find what index Array A if I click the buttons from Array B ? For instance, If I click Buttons from Array A [2] I want get that index Array A. I can't get the scrollbox index according which column I click.

weary nimbus
scarlet urchin
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Ive noticed that the game thinks im moving backwards when i look left/right direction that im crawling in!

dawn gazelle
golden frigate
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i put together a mechanic that lets you draw a mask onto a blend layer using render targets, but it requires 2 render targets to work. Anyone got any resources or advice on making the render targets R16F format instead of RGBA16F (for efficiency purposes)? I tried to just swap everything to operating on the red channel but it didnt work

chilly crane
maiden zealot
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Hi - I've encountered the 'Inifinite Loop Detected' error in my blueprint. To clarify, the loop is NOT infinite, it's just millions of cycles because I'm editting a very dense mesh. The problem is that this is in the construction script, so I was wondering if there's a way to politely ask Unreal not to panic about this.

tiny tundra
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VERY basic question time. Is there any perfomance difference in A or B? (Does it affect performance one way or another if I make this reference target a couple of times like this, or is it more performant to just use the single bundle and drag separate connections off of it?)

weary nimbus
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After way too much finagling, I finally give up on trying to get the main menu and actual game to work from the same persistent level. The only reason I did this was because I needed the options that you set in the main menu to match the ones set from the pause menu in game, and actually affect the game itself, but if I'm putting each on separate levels I have no idea how to sync them.

tiny tundra
weary nimbus
tiny tundra
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It's super fast & easy

weary nimbus
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I need super fast and easy right now lmao

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That should take care of a few bugs

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My other issue is that saving isn't working. It works in one instance of the game, e.g. if I save, walk somewhere else and load the save it'll put me back there, however if I close the game and open it it resets all the save slots

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This is after packaging the game too

tiny tundra
weary nimbus
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I might be able to get away with not adding it right now, this is for a game jam and also a demo level (only a few minutes of game time) so shouldn't really need it

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Defo will need it later though if I plan to release a full version

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Lastly, are there any good guides or anything you'd recommend for setting up a graphics settings panel?

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For things like v-sync, anti aliasing etc etc

tiny tundra
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nah sorry, that is all greek to me as well! Still fairly fresh with Unreal myself

gloomy zealot
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Hey guys, I am working on spawning a projectile in Lyra with GAS, I made the input object for lyra, and I'm working on the blueprint, I'm trying to have it spawn from the socket in the hand(I think this is the muzzle?) I am kind of lost though, is any of this correct:

chilly crane
lunar sleet
maiden wadi
# tiny tundra VERY basic question time. Is there any perfomance difference in A or B? (Does i...

You won't see a difference with pointers like that, getting them is so fast that you would need literally hundreds of thousands of them every frame to make an issue.

But to answer the question directly, technically B is faster. And will be much faster if those are function calls. It follows the simple principal that every pure node connected to an executed function gets executed once. So in A you're calling those getters twice, in B you're calling them once and reusing a cached value of the third node on the second call.

lunar sleet
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If he stored it into a variable, I could see your point

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But he is not

dark drum
maiden zealot
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As I say this, I’m questioning just putting this piece of code into a c++ script

dark drum
maiden wadi
dark drum
plucky mortar
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hello, I am Sophie, and I am really new to unreal,a nd here too^^. I need to make a game for my school and i am struggling with BP.
has someone time to help me? I don't know if I need to post right away my issue or if it is better to wait for someone to be available.

maiden wadi
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@lunar sleet Most common example are the Random nodes. Using one connected to two different executed nodes and getting two different values. Using two connected to one node and getting two different values, and then using one connected multiple times to one executed node and it'll always give the same value.

dark drum
maiden zealot
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Oh also for some context - I’m operating on a mesh that has about 3,000 vertices and 2,000 triangles, and making several consecutive sections of a bigger mesh with these. The operation is more complex than a simple shift in coordinates, as the meshes are bent around splines and such. As it stands the biggest loop has about 200 copies of the mesh, so I assumed 200 * (3,000 + 2,000) = 1,000,000 cycles, assuming each vertex and index gets visited once. But apparently it exceeds 10,000,000 somehow, despite the fact I can explicitly see there isn’t that many sections being created on the mesh.

plucky mortar
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ok. I need to show to the player a list of objects, then the player can check some of them to add them to their inventory.

i did this : to be able to check the status of the click, then inside the image, i have this one.
(please don't judge, its my very first attempt to code something)

My main issue is that i can't pass the statuts 'ischecked" to the thing i am checking to make the inventory.
I don't know if i am clear enough...

dark drum
maiden zealot
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Huh. Thats rather annoying, I’ll just shift what I can to C++. Thank you!

dark drum
maiden zealot
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I’m familiar with the halting problem, I’ll pass XD

dark drum
maiden wadi
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It's worth a note that you can get rid of a lot of looping costs by dropping each loop into it's own function. Causes a lot less chaining macro calls each sub loop iteration.

maiden zealot
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^ I did that and it didn’t work

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It still broke at the same point

maiden wadi
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Yeah. Happens. :/ Scripting languages.

maiden zealot
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Meh, it’s what I get for giving blueprints a massive task

trim matrix
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Can someone help me fix this

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Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetLocalPlayerSubSystemFromPlayerController_ReturnValue". Node: Add Mapping Context Graph: EventGraph Function: Execute Ubergraph BP Third Person Character Blueprint: BP_ThirdPersonCharacter

plucky mortar
# dark drum I can see you storing the inventory on the game instance. This isn't really advi...

so, i needed to present a toy, so i will have the opportunity to remake everything from scratch. Why iis it not recommended?

the game my team chose is a vendor meeting heroes each day. the morning he will get some new items, then chose a few of them to be presented to heroes.
So i think we have 3 "inventories" : the items coming each day, the inventory "total", and the one for tiem chosen during this day.

I don't know if this answers your question.


my main issue (i think :s) is that i have a table with component (name, etc) and i did put the "checked" as a component, but i am not able to "update " it.

trim matrix
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Can someone help me

dark drum
# plucky mortar so, i needed to present a toy, so i will have the opportunity to remake everythi...

The game instance is the first thing created when the game is launched and is responsible for managing the state of the game as a whole. You shouldn't put session specific logic or data in the game instance as this can increase launch times for the game.

Adding to that, you can only have 1 game instance. This can make managing anything on there become difficult as you scale up.

Generally, an inventory should be an inventory component which you can place on the player character, controller, player state, NPCs and even actors for storing items.

This helps make sure all inventories function the same and can work together without having to copy and paste logic.

dark drum
trim matrix
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Its just the template

wispy kayak
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Hi, what the name of this? What keyword should I search?

trim matrix
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Like its just the 3rd person template and I put 2 players and listen server

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and it gives me that

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error

plucky mortar
dark drum
plucky mortar
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ok. do you think at this point in need to do this to make what i want work ? because soon i will need to redo everything.

dark drum
plucky mortar
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empty ?

dark drum
plucky mortar
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i wanted to add the "isselected" one. should i fill all ?

zealous fog
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Great article with some good examples

lunar sleet
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Yeah I’ve read such things before. Guess only the 1x execution per each new node stuck

dark drum
wispy kayak
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Hi what widget should I use for this style? This not working with scrollbox.

dark drum
trim matrix
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Can someone help me

grizzled goblet
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whats the node for getting the current FPS

kind estuary
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I need to spawn some cube collisions all over the map. They are all the same size and shape. Should i use an instanced static mesh component for all these cube collisions. Or Box Component?

dim siren
# trim matrix Can someone help me

It's because the server is trying to access a subsystem which only exists locally. Add a branch with Is Locally Controlled before adding the Mapping Context.

trim matrix
dim siren
rough sinew
trim matrix
kind estuary
# rough sinew If you need visualization you'll need a mesh, otherwise the box collision is muc...

🫡 💯 Though think about it. Making 100 box collision needs 100 events for the collisions. But one HISM with 100 cube instances, is one collision event, right? Thats what seems here in my tests. I'm only using one On Begin Overlap for the HISM, and for the box collision each one needs a On Begin Overlap. Now i dont know if below all of these the engine ends up having to do the same or not, but it seems better to use HISM. Dont you agree?
Im only using HISMC, because there is not Box Collision Instanced. I dont need the visuals of the HISMC, they will be invisible, i only need its collision and high performance for thousands of little cube collisions in the map.

dim siren
rough sinew
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Having an static mesh and always having it invisible for a simple collision is worst than having a collision box.

trim matrix
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Thanks

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But one last question is this a problem or can I ignore it

kind estuary
kind estuary
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I assume its the same performance

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Though both were on Set Visibility -> False

rough sinew
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That's great. You can choose what's best for your workflow then.

kind estuary
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Ah, but the HISM if you set it to visible was down to 100 fps at 200.000 instances

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its only if its not visible. it works as a collision

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thanks @rough sinew

sturdy vale
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Is there anyone willing to be my UE5 teacher? I have encountered too many UE5 problems recently and I am about to collapse.

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If you have any, please add me as your friend. Thank you very much

meager igloo
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This is probably a simple problem, but I can't figure out how to calculate an angle to another object?
I have the rear wheels of my car that should have the same angle, since it is a solid rear axle

sand shore
# meager igloo This is probably a simple problem, but I can't figure out how to calculate an an...

Something like this: https://www.wikihow.com/Find-the-Angle-Between-Two-Vectors , though I think there are built in functions

wikiHow

Learn how to take the dot or cross product of 2 vectors to find the angle between them If you're learning about angles and vectors in math class, your teacher probably just assigned you problems to find the angle between 2 vectors. It can...

paper notch
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Hi, i'm making a hang and swing system, and i'm having this problem with direction of the character. I modify the character direction based on the camera rotation. It works if i jump from the opposite direction or if jump off the first pole

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The animation changes with blendspaces, idk why but everytime i jump from that direction the character decides to use the opposite animation

boreal basin
paper notch
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nvm i deleted this system, the problem is that i only calculated 2 possible directions with -90 and 90. But i have to take in consideration every possible angle of the pole crying

dawn gazelle
# boreal basin

The "Completed" output of an input action only triggers once. You probably want all of this connected to the "Triggered" pin which will trigger while the input is held, and then you can skip using the Delays.

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Unless this is supposed to be just a "tap" at which point, I'm not sure what your IsRunning function does.

dreamy mountain
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Hey so I've been following a tutorial from one of my teachers at college to make a bullet hell game; he's using a world offset to do enemy movement. I wanted to add verticality to it, so I connected the Z axis links, but when I do, AI cheat and fly about to the players current location. Is there any way to make it so that when they move outside of a nav volume, they don't just fly about and instead stay within the bounds and without using character AI moveto stuff? I would get a video to show you what I mean but I'm at work lol

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The quality of the screenshot is pretty bad now that I look at it

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Oh it's better when opened in browser, makes sense lol

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The only reason I'm trying not to use the character AI moveto stuff is because he's told us it shits itself when there's a ton of enemies in the level

dawn gazelle
dreamy mountain
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Would a linetrace from the bottom of the character which checks if it's within a valid distance from the floor work?

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If it's past the valid distance, move it back and try moving up

faint pasture
grizzled goblet
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k thx

river cairn
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hi! i have this simple spline blueprint - is there a way to make it so the spline moving mesh starts at a different spot?

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because if i have multiple meshes moving on the same spline, they all start at the same spot

rough sinew
river cairn
rough sinew
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Or set the initial time for the timeline something other than zero

maiden wadi
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Changing A will change their speed. As it will make the distance shorter.

river cairn
maiden wadi
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You need a random

rough sinew
river cairn
rough sinew
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Or changing A and adjusting the play rate.

river cairn
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i just need a variable to make it so every mesh starts at a different spot (of my choosing)

maiden wadi
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RandomFloatInRange from 0 to your timeline's length plugged into NewTime

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Oh, then yeah instance editable instead of Random, but same thing. From 0 to TimelineLength

rough sinew
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Min = 0.0
Max = whatever you want the starting position variation to be.

#

If half the spline it probably is 0.5 in your setup

river cairn
maiden wadi
#

How long does the timeline play for?

river cairn
#

hmm, i think a second?

maiden wadi
#

Did you put 1 in the Max side?

river cairn
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yepp, the 2nd white dot is 1,0

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1st is 0

rough sinew
#

I think he means the random float range

river cairn
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ohh, i did yeah

rough sinew
#

How do you initiate the multiple meshes? Are they multiple instances?

maiden wadi
#

I wonder if you'd need to sequence into SetNewTime. I assumed that would read when calling Play, but maybe not.

river cairn
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i mean when the player walks up over there, some time would have passed already so theyre at a random location so it might not be a big deal

rough sinew
#

If every one is a new instance they should have new random start points (considering they are running their own timelines)

river cairn
rough sinew
#

Well, yes they should run the spline, just at different spline starting points.

#

If you manually set the starting points to different values: 0, 0.5, 0.8 do they start the places you'd expect?

river cairn
rough sinew
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No, if you set the "New Time" to a manually set variable that you chose. Do they start where you'd expect?

maiden wadi
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Sequence, and do the red arrow after calling play.

river cairn
river cairn
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i did the red arrow

maiden wadi
#

It's a node. Like Branch

river cairn
#

ahh, so

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like so?

maiden wadi
#

Then0 into Play. Then1 into SetNewTime

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And also keep the random node you had before.

rough sinew
#

Yeah, that is the missing part

river cairn
#

like this?

#

omg, when i changed max to 1, theyre in random spots!

#

do i have to make anything a variable? or do i leave it at 1?

maiden wadi
#

You can leave if if it's working as intended. If you need to set it from the details panel you'd need an instance editable variable instead of the random node.

river cairn
pastel dock
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Hello everyone... I could use a bit of direction here if possible. Working on getting blood pools working when AI die, got that working. Only one problem....

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the blood pool is absurdly large LOL

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not sure why

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bp screenshot inc

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This is my only logic I added for it, it uses a animated decal bp

leaden osprey
#

hi guys. why abp can stop working when enemy is patrolling?

dawn gazelle
#

If it's a decal then the size of the decal's box influences where it appears. It may be "going up the wall".

pastel dock
#

4.27.2

dawn gazelle
#

One thing I can see is potentially that conversion from Vector to Transform. Right click and Split the Spawn Transform on your spawn actor node - this then gives you separate input for location, rotation & scale - I'm not sure if that conversion you are doing in the middle there may be messing up the scale which would definitely be resizing the decal.

#

Within the actor BP, you should be able to size and position the decal as you desire. At location 0,0,0 means the decal will be directly in the center of the actor, and the bounding box that you see shows the area that the decal can affect.

pastel dock
#

because the location is spot on (at least that part is correct haha)

pastel dock
dawn gazelle
#

If you split the transform on the spawn actor node, you can then adjust the scale of the actor which would influence the decal, or, you'd have to modify the size/scale properties of the decal within the actor directly.

pastel dock
#

Where or how do I split the transform?

lunar sleet
#

You can’t split something that’s already connected

pastel dock
#

Yes

#

hahaha

#

one moment

#

So same issue as when I scaled it in the bp for the decal, weird. I left Z axis alone, just set the scale to 0.5 for X and Y. And the decal is floating not touching a surface unless i walk into it as a player

#

one moment let me mess with it a bit

lunar sleet
pastel dock
#

okay adding a 2 second delay, because it seems to be spawning about waste high and this allow the AI to fall down first one moment.

#

same result, going to try lowering it on Z axis

empty iris
#

Is this official unreal engine discord channel? Can I talk to someone that develops the engine ?

gloomy zealot
#

Hey is there any paid resource for blueprints, or some kind of mentor system, I don't know it very well and it's hard to reason out what I need to do next.

empty iris
gloomy zealot
#

NP bro, there might be a feedback tool in the epic launcher though.

pastel dock
#

Even setting Z axis to -100 it's in the air and i have to walk into it. Very odd.

dawn gazelle
empty iris
#

Kk I just have a good idea 💡. For new people there should be a comment inside blueprints telling you what goes into the blueprints game mode, game states, player controller, game instance all should have a comment box telling you what goes in those blueprints for easier learning . 😉
Do you guys know of a plug-in that does this ? 🤔

pastel dock
#

A lot of good tutorials on youtube to start with, but what goes there is your logic, and what logic depends on you and your game. The rest are just guidelines really.

empty iris
#

I know but I can write anything . I don't know what goes in any of these blueprints. Like controls should be in controller . But if making a multiplayer you put controller stuff into game modes . Nothing has a set way

dawn gazelle
#

Technically anything can basically go anywhere. Organization of code is mostly up to the developer.

empty iris
#

What's the proper way 🤔

dawn gazelle
#

Also it can be highly depedent on what it is you're developing. Some games may favor putting controls in the player controller, like RTS games, where an FPS game it may make more sense to put most of the controls in the character.

pastel dock
#

Well, that's progress, just the wrong direction! LOL!

empty iris
#

I'm trying to make a open world survival game . I forget what goes into certain blueprints . It would be nice to see a comment when you open a blueprint

gloomy zealot
#

You can mouse over nodes in the blueprint editor to learn what they are doing too.

#

You might want to start with lyra if your survival game is multiplayer and fps, but tbh if you don't know blueprints you might want to start with something super small.

pastel dock
#

So... for some reason, both positive and negative numbers to divide by, result in the blood pool covering the entire map.

empty iris
#

I got multiplayer working 💪 I have anticheat that works I game it was just a thought for easier learning

#

I'll check out Lyra again it wasn't what I was looking for tho

lunar sleet
#

Just manually put in x y z

pastel dock
lunar sleet
#

Well that won’t make it work any better lol

pastel dock
#

Well it did work better, the blood is on the ground and not floating

#

however, it's massive

#

even more so than before

#

This is -5 manually in x, y, z. It's even larger

lunar sleet
#

Should be above 0

#

Idk why you’re putting -

empty iris
#

Can't you just change the size of the animated decal in the blueprint scale ?

pastel dock
lunar sleet
#

Normal scale = 1

#

Smaller scale = 0.05 for example

lunar sleet
pastel dock
#

0.1, it's smaller but above the gound and i have to walk into it

lunar sleet
empty iris
#

He needs to unplug scale in the picture above set it back to 1 for xyz if changed in the decal blueprint

pastel dock
dawn gazelle
# empty iris I'm trying to make a open world survival game . I forget what goes into certain ...

It's more important to learn what each of the base classes are and what they are typically used for, rather than "where is the best place to put this".... The classes have their own lifecycles and responsibilities, and then you can decide where is the appropriate place to put your code.

UObject = Base class of all things within the engine, including assets.
Actor = Base class of something that can exist within the game world.
PlayerController = The "brain" and interface of a player to the game. Good for things that are character agnostic, like inputs for opening menus and the like. Doesn't replicate to everyone and only exists on the owning client and the server.
Pawn/Character = An actor that can be possessed by a Controller, which then allows the controller to send inputs to it while it continues to possess it. Good for things like Health. Can replicate to all other players, but usually only within a certain distance between other player's characters.
PlayerState = An actor meant to house information relating to a player regardless of what they may be possessing or not. Good for things like Player score, name. Replicates to all, always.
GameState = A replicated actor that can be used to house information pertaining to the game that is easily accessible via "Get GameState". Good for things like Timers, Team Scores. Replicates to all, always.
GameMode = A non-replicated actor responsible for handling the spawning of players and is responsible for handling details about what other default classes to use. Sometimes refered to as handling the "rules" of the overall game.
ActorComponent = Something that can be added to actors that give them modular functionality that you define. A good example would be an inventory which you may want to add to a character and a chest - rather than developing seperate inventories for both, you could develop one inventory system and give that component to both a chest and the character for them to both have an inventory.

empty iris
empty iris
pastel dock
empty iris
#

Print strings are your friend

pastel dock
#

it works perfect without messing with scale

#

once I mess with scale, it changes location

#

to about waste high

#

no matter the numbers i put in

empty iris
#

Some how your scale is getting location maybe you set it wrong before this

pastel dock
empty iris
#

Is it the texture really big ? 🤔

dawn gazelle
# pastel dock So... for some reason, both positive and negative numbers to divide by, result i...

Scale 1 = Default size as you've defined in the actor.
Scale 0.5 = Half the size
Scale 2 = Double the size.

Your decal within the actor has its own scale and size, but it is also affected by the scale of the actor it is a part of.

So if you have a decal with a scale of 1, 1, 1 within the actor and set the actor scale to 2, 2, 2, then you can expect your decal to also be double the size in each dimension.

pastel dock
empty iris
#

Leave Z at 1 see if that help floating

pastel dock
dawn gazelle
empty iris
#

OK I'm pretty much lost then it should be a easy fix .

pastel dock
empty iris
#

0.99 might show more 🤔 I'm pretty lost tho . Scale would raise it if scaling a flat image the location would change

lunar sleet
#

What’s with the last update location btw

pastel dock
lunar sleet
#

Just get the actor location

dawn gazelle
#

This here is a decal actor, you can see the bounding box of the decal itself and how its projecting on to the wall and the floor.
The second image shows the actor scaled in one dimension to 0.5.... It stays hovering because the actor position is still in the same spot.
The third image shows the same decal actor but moved down slightly so it is now interacting with the floor.

pastel dock
#

one moment

empty iris
#

All I can think of is line trace to the ground and place the decal
This would only work on completely flat surfaces tho 😒

pastel dock
maiden wadi
#

Shouldn't need to scale the actor anyhow. Open the BP where the decal is and change it's size.

dark drum
gloomy zealot
empty iris
gloomy zealot
#

Nope but I will bookmark it, thank you!

empty iris
#

I just used builtin multiplayer create session leave session . Just type "session" in the blueprint you find them all

pastel dock
#

Getting better... this is X: 1, Y:0.1, Z:1

pastel dock
empty iris
#

Try X 0.1 aswell ?

pastel dock
empty iris
#

What about Z

#

Z = 0.1

pastel dock
#

Ahhh yes I remember this when I switched to UE from Unity. For whatever reason, X, Y, Z are different.

#

I just needed to change Y and Z instead of X

#

Thanks for the help everyone

empty iris
#

Glad you fixed it

pastel dock
#

now that it's working, i'd like to randomly change the Y and Z to get different blood patterns, what node do i need for that?

#

Ahhh! I can split the structure pin!

#

Got it, ty

empty iris
pastel dock
#

random rotation would still be nice tho how do i do that

empty iris
#

Use random float in range or int in range 🤔 one for y and one for z

pastel dock
empty iris
#

Get rotation , set rotation break the set rotation so you have xyz and use float in range 0 to 360 I think 🤔

#

Use X I think 🤔

pastel dock
#

a random rotation of different bps

empty iris
#

Ya that should rotate every object in a different direction

pastel dock
empty iris
#

Might need a axis clamp I think so it clamps rotation to 0 to 360

pastel dock
#

I'm already doing what you keep telling me, that was my idea lol

#

now im asking about randomly rotating between different bps

empty iris
#

Ya you should use the axis and set rotation use the random float in range again

#

You only want it to rotate once ?

#

If you want it to rotate indefinitely timelines are probably good for that

#

You can tell the BP when you spawn the decal it's the purple pin transform rotation right click and split use on X with random float in range 0, 360

gloomy zealot
#

I am trying to make a frost bolt ability(picture like wow) in lyra, but I can't figure out where the grenade bp is, there are weapon and pistol blueprints though.

gloomy zealot
#

So far I have a GA_Frostbolt that spawns a BP_Frostbolt that has a sphere collider, and I am checking the team of the component hit.

maiden wadi
#

B_Grenade or something similar.

gloomy zealot
maiden wadi
#

Ah, you have to look in the feature plugins as well. Not just the main content folder.

#

Lyra is specially fractured into special modules.

gloomy zealot
#

How do I add that to my search?

#

NICE, found it. Thanks man

maiden wadi
#

It's pretty simple if memory serves. Mostly a timer or on collision trigger to do an AoE check to apply a GE for damage?

tropic token
#

guys, how do I dynamically access that?

#

I need to change all materials to transparent one and back to their old values

gloomy zealot
empty iris
tropic token
#

by slot name

#

oh, damn

#

it's default one

gloomy zealot
maiden wadi
#

Quite likely. I don't remember off hand though.

maiden wadi
gloomy zealot
#

Ohh okay I understand.

open acorn
#

Anyone know why the outer widget (left) doesn't show the inner widget (right) correctly?

open acorn
#

yes

#

both of them have canvases

#

they are spread out maximum anchors and centered

weary nimbus
#

Why does this cause such a big frame drop? Is there a more efficient way to do this? I want my character to freeze in place, regardless of if they are in the air or not.

maiden wadi
scenic compass
#

hello a little while ago i was here looking for a solution to get my voxel world running with C++ now im implementing materials utilizing a 2d texture array in the material editor and its going well but i noticed there is an Png chouce in the source file i got my pngs from that trees can be rendered with or without alpha so they can be see through like in minecraft my question is how do i make only the squares where leave textures are two sided and leave the rest to be one sided without making all the other textures that arent see through also two sided

dawn gazelle
#

Use seperate materials?

dark drum
# open acorn yes

Its not recommended to use more than a handful of canvas panels for an entire project. You should look at using the other various layout panels. (Vertical and horizontal)

scenic compass
# dawn gazelle Use seperate materials?

no im using a single material with a vertex color pluged into a multiply then appended to texture cordinate plugged into a 2d texture array and that is providing the textures for my whoe world so im having trouble sepperating the leaves that should have back faces from the otehr textures like dirt who dont

weary nimbus
#

The only two other nodes in that event change my character's flipbook animation which I know for sure hasn't caused any performance issues

maiden wadi
#

I would consider running Unreal Insights to determine what it is. Because none of those nodes are inherently costly.

weary nimbus
#

Huh, weird, it just fixed itself

#

But my character also isn't freezing in place if I'm in the air, it keeps falling

empty iris
weary nimbus
empty iris
#

I'm not sure probably use the location on tick until not needed 🤔

weary nimbus
#

My On Tick is already being used by smth else

#

And unfortunately, I can't use multiple

empty iris
#

How long do you want the character in the air?

maiden wadi
olive yarrow
#

had my nav working fine yesterday, AI weren't hugging walls or any of the usual issues... aaaaaand now today they yet again are hugging walls. They also now walk right up to the player even though i've a wide acceptance radius....
I haven't even touched this stuff today so i don't understand what's suddenly going on... any help?

stone field
weary nimbus
#

Then the character can respawn

olive yarrow
stone field
olive yarrow
stone field
#

Lots of people seem to use Azure instead of Github. Should be pretty much the same stuff in a slightly different skin

olive yarrow
#

would you recommend azure?>

stone field
#

I haven't tried it

#

We use perforce for game, github for engine

#

But git/azure is the easier choice to get things started perhaps

olive yarrow
#

fair nuff!

thin panther
olive yarrow
#

oh dang, yeah i probably wanna get grandfathered into that incase it changes (like being grandfathers in even exists anymore 🙄 , but i'll still get FOMO if i don't)

visual crest
#

I am trying to make it so all my NPC just don't just run straight the player but kind of surround him but I am not good at vector math in UE5 this is what I have but its not right. Can some one help me?

dense badger
#

Is it possible to call an input action through blueprint?

devout oak
#

What can I connect on the Cast input for this cast for it to go through. I've tried get owner and a few others but havent had success. This code is also in my character bp https://i.imgur.com/Rrw9FhK.png

dawn gazelle
dawn gazelle
dense badger
dawn gazelle
devout oak
dawn gazelle
devout oak
#

my BP_SoulSight is a cascade particle effect that is just attached to the player

#

im trying to get the IA to just run the custom event that is in BP_SoulSight

dawn gazelle
#

Attached to the player, so it's in the list of things on the left hand side like here?

devout oak
#

yes

dawn gazelle
#

Then you should be able to just drag it from there into your event graph.... But I'm guessing it's a child actor?

devout oak
#

yeah

dawn gazelle
#

Ok, so you can drag it in, but then you need to "get child actor" from that, and that is what you would cast.

devout oak
#

okay

#

ill try that out

#

that worked

#

ty

fickle rampart
#

Hey. Today I stumbled upon some strange behavior in UE.

I am trying to create a ravine/abyss logic in which the Player dies when jumping into it. For that I created a BP with a collider and use the OnBeginOverlapEvent for the following commands:

  • Detach the springarm from the Player (so thet the character keeps falling)
  • Disable left stick input (character movement) but keep camera movement (right stick)

I tried to create the same feeling like in the souls (e.g. elden ring) games or other games where the Player's character keeps falling but the camera stays in place in the air, still moveable.

The problem: When the Player's Character (including the whole BP) keeps falling past a certain distance, the BP suddendly vanishes from the game...

I need the BP to exist consistently. Can I achieve this somehow? Or is there another way to create this souls like "fall into abyss" logic? Msybe there is another, better way to achieve my goal?

I attached a picture of the Concept. As you can see, the boundary is where the BP_Player suddendly disapears from the game... which I don't know why it happens. But I know for sure I never implemented such logic anyhwere.

dawn gazelle
#

You can change this height to a further distance, or, change the view target of the player to another camera you spawn, and depossess the character.

hushed fox
hushed fox
fickle rampart
fickle rampart
hushed fox
jaunty saffron
#

How would you approach this problem:
I have a big map 10x10km and Im using world partition
I have a rocket that flies out of the spatial loading range of the player but I need to check when the rocket hits the ground,
I though about making duplicated layer of the landscape to only check for collision but its overkill I think, any in engine solution for that?

The only solution I found so far is to use the WorldPartitionStreamingSource but its not efficient imo, if I have 5 rockets flying different directions it will just load stuff I dont need the player to really see

trim matrix
#

Im working with the 3rd person template how do I make my character walking speed slower

frosty heron
#

Select the character movement component, change the max walk speed to what you want.

frosty heron
#

In the character blueprint

trim matrix
#

thanks bro

frosty heron
#

Blueprint and scalable doesn't goes hand in hand.

devout oak
#

How would i update the location on a scene component using two different keybinds

lunar sleet
#

I’d say self-promotion is against the #rules but seeing that you’re pretty much running a one-sentence smear campaign on yourself I guess we can call it entertainment

trim matrix
#

Can someone tell me how I can get a different animation when walking then standing still

rough sinew
trim matrix
rough sinew
#

Maybe it is best to ask in the #multiplayer channel. Tbh I'd say if you are still learning the basics don't jump straight in MP.

trim matrix
stone field
fallow bridge
#

Is there someone or maybe someone you know that could help me I want to translate my world coordinates to a 2D map UI. Bottom left of my world is X: 100000 and Y: -100000.... center of the world is 0,0 and I have an image for my map UI.. Bottom left of image is x:500,y:-500 and center is 0,0 I'm stuck on making the function for coordinate tranzition please help

maiden wadi
# fallow bridge Is there someone or maybe someone you know that could help me I want to translat...

Think in UVs. Regardless of your widget size, you can convert anything from Anything to 0-1 or 0-1 to anything else.

This implies your world size is 200,000 if the bottom left is 100,000 in size and the center is 0,0. So take each axis. X as an example. Lets say you're at 50,000 X. You need to take X/MaxXSize which is 50,000/200,000= 0.25. AKA 25% of the way from the left to the right side.

Now in your widget you can use this to say how far from the left it is. If your widget is 400 pixels wide for example. You simply multiply 0.25x400 and end up at X=100

rough sinew
trim matrix
#

Can someone help me with this

#

How can I connect this to that without discconecting the rest

fallow bridge
#

it kinda of works but the dot indicating the player is not positioned correctly for some reason

#

It should be where the arrow is

fallow bridge
trim matrix
#

I need help my running animation only affects the lower body

#

Even the idle animation

spark steppe
#

#animation (most likely your montage plays on a Slot which is only blended in on the lower body, so check the animation blueprint)

spark steppe
#

also, your world origin is most likely at UV 0.5, 0.5 keep that in mind

lime compass
#

hi everyone, I have a round based system set up in my gamemode blueprint and so it runs even when in a different level which i dont want it to do, I know ill probably need to set up a simple blueprint to basically check whether or not we are in the correct level to run this piece of code, im just not sure on the set up, can someone help me out please

gloomy zealot
#

Hey, I am looking for an unreal dev I can work with for a bit to help me start my project. I have tons of experience but mainly in web dev.

thin panther
maiden wadi
faint pasture
sudden briar
#

anyone know useful resources for mordhau like combat?

simple ember
#

why is my BeginPlay not firing?

#

if i just create a new actor blueprint and link up a print to beginplay it fires like normal

spark steppe
#

in the BP graph top bar, there's a dropdown

#

and check if print to screen is checked in the print string advanced settings

#

also the actor that you dragged in, isn't a child class, right?

simple ember
simple ember
spark steppe
#

i'm not sure if this is really the issue here, since it would be two weird edge cases

#

i would have at least the string expected in the viewport

ivory copper
#

Is there a difference between placing an object by dragging it into the editor or spawning it from a bluprint in the begin play event?

dawn gazelle
cobalt bramble
#

is anyone aware of a tutorial online that can show how to make this, a spline that i can create with a mesh that i can then put other meshes along that mesh to achieve lanterns hanging on rope, or a rope with flags along it? im not super knowledgeable about tech art so im finding it hard doing it off the top of my head and ive looke everywhere for a torial like this

fervent jolt
#

it should be possible with the functionality he develops

grave hill
#

Has anyone got any success in making the new Gameplay Camera system attach the camera to a specific bone?

scarlet urchin
#

I'm trying to collect an actor, which has a instanced 'ID'. I want to add collected actors to an array in the save game blueprint. The part that isnt working is the saving to array in save game bp. What am i doing wrong? Or is there a better all around method?

#

(Think i got it working actually) No I didn't.

lunar sleet
#

Also try not to drag target noodles a mile away from the output, crossing other noodles, behind nodes, so it’s not at all clear what is going where . Promote them to a variable then get them as needed

scarlet urchin
lunar sleet
#

Like I said, it was too fast to see and unfortunately mobile discord sucks for pausing videos for some reason lol

#

I see it now

#

Your target is coming all the way from the cast to spider man

#

Debug to see if the cast is succeeding, use breakpoints to see if your code even reaches your function, if you haven’t already

dawn gazelle
#

Based on what I'm seeing, it looks more like you're constantly overwriting the Collected Tokens array rather than adding anything to it, and if you have multiple instances of these pickup actors in the level, only the last one that is found would be setting the value in the save game based on the below image, which is probably not what you want to do.
Part of this stems from having all the pickup tokens having their own array of picked up tokens. That's a lot of duplicated arrays.

The array should be stored on some other managing actor, like say, gamestate, or a component on the gamestate that manages these tokens that the tokens then can easily communicate with.

#

Or... just leave them in your save game object, no need to store the array in all the different pickups, just have them read from the one source.

#

When one gets picked up, it can communicate to the loaded save game object and set that it was picked up.

storm solar
#

I have an issue w/ hitstun w/ my game.
When you get hit you enter hitstun and get frozen in hitstun anim.
Once a timer expires you exit that animination and regain control.
The problem is, if you get hit while recovering from hitstun, you don't re enter hitstun and im not sure why.
1st screen shot is resuming animation. Third is begin hitstun anim. An anim notify triggers the loop and locks you in hitstun.

warped juniper
#

How do you reccomend using Soft Object references with Object class BPs?
Async is not available so I don't know how that should be done...

#

is Load Asset Blocking not an issue for just a simple DT that holds only floats?

wicked cairn
#

Anyone with procedural generation experience with dungeons— how would you go about having a dungeon generator decide when to place hallways and rooms when you want the rooms to mostly be paced at the end of hallways?

Currently I just have a percentage chance for both, where hallways are more likely to be placed than rooms. I’ve gotten most my knowledge from this series of videos https://youtu.be/4ddbnQIuwAM?si=yflZbD7kw3eFZWme explaining an easy way to make ‘procedural dungeons’ and have been building off it but cannot figure out how to get what I want.

Any help appreciated!! 🥺

worthy tendon
scarlet urchin
warm elk
#

Anyone have a moment to help me out with a simple cycle toggle using Ultra Dynamic Weather? I made a level blue print that lets me cycle time of day be increments of 100, but I'd like to do the same thing and cycle through some selected weather types, and I'm a little unsure of how to proceed. This is my Press 1 or 2 to add / subtract time from time of day, but I'd like to have the 3-4 key cycle through 4-5 weather states

wicked cairn
warm elk
inland walrus
#

after the first one it just snaps

queen yew
#

is there a way to call a custom variable from the main character BP without casting?

#

I want to get a variable from the main character inside of a gameply ability blueprint. if I do cast would it impact the performance?

wanton path
#

Aye, so was wondering how I'd approach making a third to first person shooter system.
I want to hybridize if possible the first person and third person templates into one system where you can scroll up and down to change perspectives.
I know how to do the perspective changes.
So I was wondering if there's a way to hide the different perspectives?
Like, if I'm in first person I can only see the arms like the fps template, but not the third person model. And vice versa with going into third person without seeing floating hands?

verbal reef
#

hey.. i created a zooming system so i would like some feedback on it if possible
this is my first time sharing BPs

#

it works well but i just want to know if there was stuff i couldve done better maybe idk

weak stream
#

hey, im making key remapping for controller, but I can't figure out the best way to replace this with either an icon, or just plain text like X Y A B etc, im using enhanced input and common ui

#

I have no trouble making the icons with Common Action Widget, but they switch when I move the mouse, and I would like to keep it as gamepad at all times

#

could I override the widget somehow to keep always as it was gamepad or something?

zinc nacelle
#

I can detect the name of the bone hit, but is it possible to detect which collusion capsule was hit?