#blueprint

1 messages · Page 308 of 1

vagrant flicker
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Is there any easy way to allow the camera collision test only for the landscape itself? Everything else to ignore?

pallid ice
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this looks more like a method to put in X to get Y

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In the example on the unreal website it also just looks like how much xp is needed to go to the next level instead of remembering the total xp he has and deriving a level from that.

solar pawn
pallid ice
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you can check the section XPToLevel row in their example table, it takes 1000 xp when the player is at level 1 (probably to level up from 1 to 2)
another 1000 xp to level up from 2 to 3
1500 xp to level up from 3 to 4
It is going to become a ridiculous huge number if you are going to remember the total xp of a player instead of saving xp needed plus save its current level

dusky cobalt
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Does anyone know if that was changed recently or i'm tripping?

I add one mapping with higher priority, I make the Input Action inside that IMC consume lower inputs, but the lower one priority still fires OR there is another one that blocks, even though it's also lower priority (but gets added after the first one that should consume and override).

  1. I make one IMC high priority (999999)
  2. Set Input Action on that IMC to consume lower priority.
  3. I add input context mapping with lower priority (10)
  4. The Input Action from that lower context mapping (10) is actually fired and not the first one?

Actually even tested and changed the priorities and it doesn't matter? What ever gets added as last - works? Is this bugged or this is how it's supposed to work?

faint pasture
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Rotate vector is what you want

barren tangle
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you mean i just have to roate the vector for how much degree? because it's something hidden with the camera no?

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you give me an idea

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🙂

barren tangle
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up need a rotation of 45° but down need a rotation of -45°

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up and down need a rotation on Y, when left and right will need a rotation on X i guess

pallid ice
barren tangle
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i guess i need to make the rotation on the Z, and get that Z from the camera?

copper lion
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Guys, how to start thinking an inventory system? Its too much , i dont know how to start

barren tangle
copper lion
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Oh well, i want some typa resident evil inventory where you can combine items, inspect, 1-slot based not multi slot items , im making a horror game with puzzles like RE, i have systems like inspect, interact etc. and now i want to start working on thr inventory and i dont know how to start, i never did inventories and all tuts i saw, they were making it different

barren tangle
stone field
copper lion
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i was thinking the same

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what are the basis that i need to know?

stone field
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Assuming you are not very advanced yet, I would recommend looking for suitable tutorials, as simple as possible

pallid ice
stone field
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There are also inventory systems in Fab, of varying price and quality

little agate
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I m also starting to design my inventory system, what you guys usually use to load save the data? json, data datatable (not sure)

stone field
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I would def start with having all the items in datatable/s
Then store the actual player inventory in save slots

little agate
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I consider json since I can have something like nested struct, data table I am thinking about somthing like relational DB, but not sure

stone field
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json is certainly powerful for more complicated arrangements
for simple stuff I would probably just have a struct or something

copper lion
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So first of all i should start making a struct where i put my items data, an enum to check what type of item it is and a data table of item struct to make the items and store them?

stone field
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I don't think you need enum in there, but yes. items can be identified by their rownames / keys

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enums can be a bit nasty in the long run if you have lots of items, adds a layer of complexity for no real value imo

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though they are nice for dropdown access and such I guess, and making sure you don't have typos... hmm

copper lion
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so how can i store what type of item it is, a consumable, heal, gun etc

stone field
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yeah enums for those are great - but not for each and every item like enum sword-short, sword-long, sword+1 etc etc

copper lion
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so i dont store them in the struct, i use them separately?

stone field
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For saving the player inventory, a very simple struct might be like
struct : E_PlayerBackpack
[array] of Items

copper lion
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the struct

maiden wadi
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Don't use enums for scalable identifiers in systems. FName or GameplayTags. "I'm just making a small thing now." turns into "Some derp programmer wasn't thinking ahead" in two years.

little agate
tender canyon
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The capsule is always squeezed out

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Is there any way to prevent the character capsule from being squeezed away?

maiden wadi
tender canyon
boreal sapphire
tender canyon
boreal sapphire
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And you don't want the character to be pushed away?
If so set the enemies mesh to not collide with player mesh so their capsules collide but their meshes wont, and scale the capsule to work as player hitbox if that works for you

tender canyon
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I solved it by setting the AI's capsule so that the character can step on it

faint pasture
barren tangle
faint pasture
barren tangle
faint pasture
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No

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A rotation is a rotation

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Use the node literally called rotate vector

barren tangle
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you see that works so you say use rotation of camera

faint pasture
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Assuming target is your camera

frosty heron
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Why use get all actor of class...

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If you need the camera you are using, get it via the camera manager.

barren tangle
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Yes dont Check the bad code

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It’s just to test it

barren tangle
faint pasture
faint pasture
lament depot
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Hey everyone,
Sorry if it's wrong topic.
How I can remove this default gameplay tags, marked red line?
I Looked tutorials, everyone have clear tag manager...

faint pasture
lament depot
barren tangle
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mmmm

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but it's a good question

lament depot
barren tangle
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because i put 1 camera there, but is there another one existing by default

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i will check

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yes there is only 1 camera

faint pasture
barren tangle
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he face UP/Left, and not UP

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i need to face the blue arrow

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but my camera is

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and the speed is affected ...

snow halo
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Why is my function not working properly?

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So for example if I hold one clay item and one rock item, it will only remove the clay item and ignore the rock ingredient that must also be removed

old crow
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Hi everyone, I'm new here, I need some help creating a gameplay camera for my project. Is this the right place for this topic?

thorny forge
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@faint pasture Hey I have a question for you continuing on from yesterdays problem with calculating area in 3D space.

If I had an uneven surface such as a rocky wall and I laid a blanket over that to match pretty much exactly the contours of the surface, and then slice the blanket into theoretical triangles then calculate the areas of each triangle and added them all up. Would the result give me the area of the surface covered in 3D space?

faint pasture
faint pasture
thorny forge
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No, imagine I just create a specific patch over the wall I wish to inspect.

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I'm in need of the area of the patch I covered ralated to the surface spceifically that I covered

faint pasture
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The surface depends on more than just the perimeter spline, you need to know the actual geometry of the surface inside.

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Is it flat, is there a mountain in the middle?

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You need a lot larger blanket to cover a mountain than a flat area

thorny forge
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well I'm talking more within the size of 3meters squared

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not huge landmasses or anything

faint pasture
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Are you trying to calculate the area enclosed or the area of the actual wall surfaces itself?

thorny forge
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the area enclosed, not the wall surface itself. I just need a ballpark figure based on the area I mark

faint pasture
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Then do the area calculation we went over yesterday.

thorny forge
willow gate
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Hey everyone. I have a best practices question. Obviously the answer will have some variables based on things like the size of the world, etc, but I'm just asking a generalized question at this point: is it practical and a good practice to gray box out all of the floor and wall collisions of the entire game world in the persistent level, and then stream in all of the aesthetic props, enemies, lighting, etc?

barren tangle
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but i feel like the speed is different, is it me or it's possible?

pallid ice
barren tangle
pallid ice
# barren tangle It’s not consistent some direction are faster so I guess I need to manually incr...

there might be some stuff online about this, unreal 5 allows you to add modifiers to input actions. I had a similar experience once when making a drone flight and some directions were faster then others and when i printed out the length of the xy values coming from the input action while holding my joystick at max tilt while rolling over different directions. the length changed. and it even depended on the type of controller.
i fixed with math but that was unreal 4 and not a great fix.

gritty palm
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Hi. I have this code working when playing in editor or even stand alone game (from whithin the editor) but when I package the poroject, it can not get the proper name. Here is the detail: I have a data table with row names from 1 to 15 (a couple of rows for each level of my game). in my game mode blueprint (which screen shot is attached), I have used "get current level name" then searched it through data table. for my first level, the find node properly returns 1 when played in editor but when played in packaged application, always returns -1 (not found). Im guessing it has something to do with a note that doesnt designed for game play , like cosmetic nodes) any suggestion as to where is the problem? or know any better method to pull this functionality off (just want to retrieve the information of the current level from data table

pallid ice
# barren tangle It’s not consistent some direction are faster so I guess I need to manually incr...
pallid ice
gritty palm
barren tangle
gritty palm
pallid ice
gritty palm
snow halo
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Why is my function not working properly?

gritty palm
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yes it does work in the editor. I dont know why its not working in packaged. I tried shipping and development config, both have the same problem.

pallid ice
gritty palm
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I cant use data table row handle. or at least Im not sure if im using it correctly. Its input is the row name. I want to use "level name" which is one of my variables of the data table (that I created in the struct)

frosty heron
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  1. Use soft ref to a level instead typing the name (need cpp)
  2. Make sure the maps are packaged.
gritty palm
pallid ice
gritty palm
frosty heron
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well the most common issue are the startup map is included by default but the rest are not.
Are you sure those maps you want to include are added in the project settings?

pallid ice
gritty palm
frosty heron
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can you show your folder structure

gritty palm
frosty heron
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show the hierachy in the content browser

pallid ice
frosty heron
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pretty sure you meant to replace the Content with Game

gritty palm
gritty palm
# frosty heron

Im not sure why I have two content folders, somehow along the way, I added another one I think 😄 see attached photo

pallid ice
gritty palm
pallid ice
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but the string it gets from that column is 0? and you think that its because it uses names in the data table and unreal cannot make an array of string from that

frosty heron
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oh wtf, we can use world soft ref in blueprint now w/o touching cpp.

gritty palm
frosty heron
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Perhaps you should use soft reference instead typing the name manually.

pallid ice
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but if you think his levels are not packaged then get current level would not return anything no?

gritty palm
frosty heron
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well according to him, it's packaged.

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can always try with open level <the level name>

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This might work to check if the level == the curent level, if that's what you are after.

gritty palm
frosty heron
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there's more straight forward way in cpp

frosty heron
pallid ice
frosty heron
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bring forth console and open <level name>

gritty palm
pallid ice
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you might be on to something
i found a similar issue of a guy that has Text in his data table
and when he does get datatablecolumnasstring he get the whole NSLOCTEXT...... that is accompanied by text
so maybe the node does stupid things with name to string

gritty palm
frosty heron
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your map should be in the list.

gritty palm
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ok, there should be some other ways to do this. when I was coding this node, I knew I would have problem with it casue its wierd node, converting name to string then string to integers as index and then to string again and then to name 😄

gritty palm
grave crow
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Take a guess

gritty palm
scarlet obsidian
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Hello, I need a little help here, cant figure it out and I bet it is something very simple like clicking a right button. I retargeted idle animation, but it had bone for weapon in the wrong place, so I reposition it in idle animation. But when I put the new idle animation in ABP_Manny the character still holds the weapon in wrong spot, like I didnt change it. What could cause it?

mild jacinth
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this probably belongs to #metahumans but was wondering has anyone successfully replaced the metahuman modular skeleton against the SKM_Manny one. i dont want to use the tick refresh bone etc which basically just hides the main mesh and tries to sync the modular parts.

gritty palm
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@pallid ice and @frosty heron thanks for the help. I figured out a way better way. I just remembered that I have an integer variable in my game instance which has default value of 1 and whenever a level finishes, it increments one and save it back to game instance. I use that instead, So I believe Im ok. I just tested in the packaged project and it works for now. Thanks for the help. I could have done it without your help.

maiden wadi
sudden hare
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Oh yeah you're not doing a return in the fail case so it'll just keep the last returned value on those pins?

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Afaik no return node means it doesn't alter the output pins from the last run

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Why I always start my functions with a sequence into fail case as a fallback haha

maiden wadi
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The class cannot be populated by the last run. It's a function. The only way it is populated if it fails is due to it being set by default.

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Or if it's a class property. I'm not even sure why it exists here. Why not just pass back the Load node's return value?

sudden hare
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I'm talking about function return values - those BP pins are essentially variables that only get cleared the next time the function gets a return value

fleet mica
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Hey everyone im newbie here and im looking for help!
I'm working with the new Game Animation Sample and I'm trying to set up a top-down camera system, like in Path of Exile 2 – meaning the camera stays fixed above the character.

I already disabled new camera system and added my static top dow camera foxed on player postion

What I want to achieve:
While moving, the character should rotate to face the mouse cursor

At the same time, I want the movement animations (strafe, forward/back) to reflect the movement relative to the cursor — not just based on world or camera direction

Right now, the character is always facing north during movment, which I assume is due to how the camera or control rotation is handled by default
But I'm not sure where to change this in the sample project — whether it’s in how CalculateDirection works, or how TargetRotation is handled, or something else.

Has anyone implemented something similar or knows where this behavior is set up in the sample?

Thanks in advance!

wide imp
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thats how i did it

faint pasture
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Or just have control rotation be the pawn to cursor rotation

maiden wadi
faint pasture
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However you want to do it

wide imp
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hey adriel idk how but for some reason it stopped rubber banding when i went from 3 clients -> 2

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even with network emulation

grave crow
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You'd think there is an implicit empty Return with None/Null, but nope, If you call this func in a loop, for example, and one of the values was valid beforehand, it will return last valid one, not the default or invalid

sudden hare
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yeah haha I've run into that before and it's super confusing

grave crow
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It is confusing because in most of other languages the function call is a new closure so there is no "leftovers"

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but UE BP is its own little goblin

sudden hare
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yeah what's wild is those pins actually also prevent GC

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so you can end up having stuff orphaned forever by a cached output pin of a function lol

grave crow
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mostly relevant to event graphs since they are persistent "closures"

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once actual [inner] function ends anything inside it is auto-freed

sudden hare
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yeah functions handle that scope nicely

wide imp
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does anyone know how to make it so the arms on first person dont move at all?

faint pasture
wide imp
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thats what im trying to find

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like even in the first person template they dont idle around like that

faint pasture
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is it just the fact that the arms are attached to the camera?

wide imp
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well obviously its in my ABP class

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i have this setup

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with the

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ABP_Man anim class

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but thats also what i use for the third person mesh

faint pasture
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does ABP_Man have anything to do with the arms mesh

wide imp
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nope

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well actually

faint pasture
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so you want the camera to rotate but not the arms

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?

wide imp
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i do need the anim class for when i hold a rifle

calm sun
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I have a button widget that is generated during gameplay, and that button calls an event to the widget which the buttons get generated in, but since the button is generated during gameplay, it doesn't recognize the event inside the widget it's generated in

wide imp
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UE5.4 version: https://youtu.be/fBjMk3FDYGI

In this tutorial, which is Part 1 of my How To Make A Multiplayer First Person Shooter In Unreal Engine 5 tutorial series, I'll go through some basic project set up, show how to set up a third-person mesh with its own animation blueprint for other players to see, attach a weapon to the mesh, and set u...

▶ Play video
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i just want it to be like this

faint pasture
faint pasture
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does a car need a gas tank? Depends

wide imp
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i just dont know why the arms are even moving around when im idle

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i just want it to be stationary holding the gun

faint pasture
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you made the thing, go un-make that bit

calm sun
wide imp
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is there a way to make it only apply to the third person mesh and not the arms mesh?

faint pasture
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idk what your technique is for hiding/showing them

wide imp
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so just copy the anim but remove the spine thing

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ok ill try that

fleet mica
faint pasture
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right now, what is the rule for the orientation of the character?

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It's either:
A: it uses control rotation (a special rotation on controllers that various things can opt-in to using)
B: it orients to movement (a property on the CMC)
C: it does nothing on its own and can just have its rotation set from wherever whenever

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I'm guessing you're in case A right now

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set control rotation to a random rotator on tick, does it spazz?

wide imp
snow halo
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Crafting an axe 🪓 (needs +1 wood 🪵+ 1 rock 🪨). My chef loops through the recipe (Map) 📜, digs in the pantry (inventory) 🔄, but grabs wood and stops.... rock is ignored. 😕

Remove from Inventory skips the rest.

snow halo
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because it was also broken afaik

dusky cobalt
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wait, did you change nickname?

snow halo
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yes

dusky cobalt
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ok I see

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idk how its broken, im literally using this in my project but in C++ and it works perfectly

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you have way too many foor each loops

snow halo
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This is how I was doing it before

dusky cobalt
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way to many converting from name to class defaults to name

snow halo
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the conversion isn't a problem, it is able to find the right kind of item

dusky cobalt
snow halo
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I know it looks weird like a duck-taped solution but gets the job done

dusky cobalt
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the problem is how you have it structured with Key beeing Name and then you have Array with Name and Quanity anyway

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so it would be easier to have TMap with Name key and INT and that's it

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because you want Ingridient and Amount, not Ingridient Name, Ingridient Name and Quanity

snow halo
dusky cobalt
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if you change it its gonna be 500 times easier for your whole project to handle things, just decide how you diffrentiate the resource if its Class or Enum

dusky cobalt
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you iterate over Keys and get values

snow halo
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thats what im doing, and ingredients are already in a map 🗺️

dusky cobalt
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you just make it harder for yourself with that struct name and quanity, you should stick with simple Tmap for whole project Name of Ingridient and Quanity (so Name, Int) nothing more.

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in here you can try to Get [I] from Content, and plug Array Index from the For Each Loop next to it

snow halo
dusky cobalt
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any reason your Contents is not Tmap as well?

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that should be consistent around the whole project how you make something ''cost''

snow halo
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but youre right... that would really simplify it. On my next game Ill follow this advice tho

fiery swallow
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Thats wild why don't you just make your ingredients an array Struct aswell

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Everytime I use a blueprint Map there's like a 85% chance I will wish I had just used a struct later

wide imp
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i have two anim classes; one for full mesh and one for the arms
the only difference, the full body one controls the spine aswell. but when I have a rifle its true on UE5_idle_rifle but it doesn't hold the gun.i am not sure how to get it so it holds the gun similarly.

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this is why, n ot sure how to fix though

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full body ^

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its not triggering the true pose on the arms, not sure why

snow halo
wide imp
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note: if i compile on the arms with anim enabled, itll say its using the true pose yet its still the same...

barren tangle
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hello is there a better way to handle lot of booleans like that?

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if there is a lot of booleans to set that become annoying really fast. is there a secret node that allow us to clean that?

marsh sonnet
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Hey y'all! Is there anyone who has worked with visual novel-style UI uding widgets? I followed a tutorial to build one but I'm adding additional functionality and am having issues with best practices when it comes to managing those widgets with additional widgets

dawn gazelle
# barren tangle hello is there a better way to handle lot of booleans like that?

GameplayTagContainer if you want to have a single variable that can hold multiple states that are denoted by tags... So you could have something like Player.CanDash Player.CanMove Player.IsDashing. This allows for hierarchal checking and for multiple states to be true at once,even with only setting a single tag in the container.... An example I'm using is "State.Suit.Critical" which denotes there is something wrong with my space suit, and then using "State.Suit.Critical.Oxygen" or "State.Suit.Critical.Energy" indicating a more specific cause to what may be critical, so I can check for "State.Suit.Critical" and it can return true when any critical tag is added.

Enumerators are good if you want to have several states that are mutually exclusive, basically where only one possibility from many could be true.

faint pasture
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it's a superposition damnit

barren tangle
faint pasture
sand fjord
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when i overlap and item, i want a video to be added to my ui screen and start playing. its currently being added but does anyone know what node I need to be able to play the video?

dawn gazelle
granite nacelle
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I'm having an issue, whenever the player lands it slides for a while how can I fix this please

main citrus
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is there a better way of doing this

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i have a manager blueprint which handles how my simulation runs

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and im controlling it by calling custom events on it through my player controller

dawn gazelle
# main citrus is there a better way of doing this

In this case, other than using C++ so it doesn't look like spaghetti mess, not really. You're limited here as you want to react to your inputs, so you need each of those inputs present somewhere.
One potential way would be to make your manager an actor component and then having it attached to your player controller in which case it can use the inputs directly, meaning you just need to hook the functions up to the inputs without having to get a reference to the manager blueprint for the target.

main citrus
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it's not too big of an issue, ill probably keep it the way it is, just wanted to know how else this could be done that i dont know of, thanks

sweet leaf
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@main citrus
You could use pins like this potentially. It's not perfect, but cleans things up a little.

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Could also just reuse that reference a lot.

Dunno if that hits CPU/Mem usage to just reuse it for each input action, but at least could look cleaner in the long run?

main citrus
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i doubt it would affect mem/cpu usage as the events are called on the same object, i doubt under the hood it makes a copy of it every time

sweet leaf
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Yea i would assume not, should in theory be the same as what you have, but I don't know anything about how the blueprints convert to code, so I couldn't say with certainty

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at most i would think maintaining that pattern throughout a project could maybe affect compile / build times for the conversion, but again that would just be a guess and likely negligible in terms of real performance.

main citrus
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i agree, the main benefit would just be looks, much easier on the eyes

little agate
main citrus
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no i just was wondering is there a different way

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if i have to copy thats fine

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sometimes repetition is unavoidable

little agate
wide imp
little agate
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I use full body as leader (mesh that have most of the bones) then parent the hand to this mesh and use it as pose leader

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the only mesh that has animbp is just the full body mesh

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something like this, but yeah, might be different in your case, this is the other option if both skeleton struture and animation is same

rigid bay
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Does anyone have experience using motion warping? I'm trying to set up a hack-n-slash combat system that has both grounded and aerial combat, and I'm using motion warping to move the player to the character to the proper position, but when using it while in the air, the target location seems to force the character to the wrong location, and it doesn't move the character in the vertical direction. Has anyone had this problem before?

faint pasture
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if a character always has the same set of tools, would you bother making tool actors or just throw it all in character?

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like Portal

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would you make a portal gun actor or just bake it into the char since it's always just the 1 tool anyway

dawn gazelle
# faint pasture would you make a portal gun actor or just bake it into the char since it's alway...

I'd say if you only have a single tool, then probably just toss it in the character, but only if nothing else would ever need to use said tool. Quick'n'easy.
If you wanted to have multiple tools, even if the player always has the same set, it may be worthwhile to build them out into their own actors so you can work out the details of how they activate and are managed in the base class then customize their behavior and appearance in their child classes. Makes it far easier to expand into new tools, and potentially makes your base class re-useable in other projects.

faint pasture
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like GarrysMod

steady thicket
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Why can't I trace my basketball object?, I already set the collision preset to BlockAll

faint pasture
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btw you'll only get ONE hit from that trace

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you need to multiXXXXXtrace if you don't want to get stopped by hitting your own elbow or the floor or a wall

marsh pond
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Hi guys, not sure if this is the right place for this question, but here's the deal. I'm trying to add a command to “DefaultEngine.ini” from the config folder, but for some reason the command doesn't apply and when checking through the “get console variable” node the value remains default. What could be the problem?
p.s. in my case it is line 204

steady night
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Hey, question is it possible to play my own game on a ps5 without a sony validation part. I mean can i build it in the engine and use a usb or something to test on ps5?

dawn gazelle
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Based on what google is telling me, you'd need a license and a dev kit.

steady night
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Yeah ive seen that

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Was more if someoone knew if u could like use a usb and test play or w/e

worthy peak
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Hey everyone I'm new to game programming and I am trying to make a modular weapon system for a vr game I'm working on. How would I go about doing this? I can't think of any ways to do this without using explicit casts but that's still no good.

I want it to work that there are handles that have an attachment point (or multiple) and each of these attachment points can take a different type of blade/weapon head (e.g. shortsword handle has 1 attachment point with small and medium tags for what it can connect to.)

steady thicket
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Is there a way to stop the animation notify tick event, when a certain condition is met?

faint pasture
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is every weapon a handle + stuff?

worthy peak
faint pasture
#

ok so do that

#

handles have sockets

#

heads can attach to sockets

#

I'd start there

worthy peak
#

yeah I've been trying to do that all day but I can't think of a way to make the implementation for that

faint pasture
#

sockets are named transforms on meshes in Unreal, a bit like bones

#

that should be enough to do what you are trying to do here

fossil gazelle
#

Is there a way to keep an audio track playing through a change in level/game mode

thin panther
inland heron
#

hi, newbie here, i have no idea why the directional light in my blueprint is not in the details of the blueprint in the level. anyone know what might be the issue of this? thanks in advance 😄

thin panther
#

Have you compiled the bp and replaced the instance with a fresh one to be sure

inland heron
#

i tried compiled it, deleted the one in the level and replace it with new instance, but the result is still the same

steady night
thin panther
#

It will cost something and not a small something. Apparently you can loan one for free, but you'll need a registered company and stuff to even apply.

It's not a process that's worth it for just messing around.

#

You can Google around what limited public information is there, like the stuff I found.

#

And you're also probably going to need to do some fundamental game restructure. Console port isn't as simple as clicking the build button

#

Alternative is wait 10 or so years for a ps5 jailbreak so you can do homebrew :P

steady night
#

Hehe alright

#

Ill focus on the pc as always just would be fun to apply it someqhere else

inland walrus
#

Anyone know why it's never going down to is not valid? even though the target is destroyed?

snow halo
#

hi, how do i change camera manager

#

i cant connect actor components or objects to the get actor location or any other node to make a trace

#

and if I wanna trace from a different active camera I wont be able to because Unreal works with this weird thing called Get Player Camera Manager

#

and I looked it up, didnt find any class " camera manager " in my engine content

marsh pond
snow halo
livid flare
#

After parenting a Character to a C++ actor, I can't reparent him back to the default parent, any help?

mental trellis
#

If it's a recent change and you can't figure it out, you can find a recent autosave in the saved folder.

dark drum
dark drum
marsh pond
# snow halo

that's what i'm talking about, components are NOT actors, so for find their location you need "world location" node instead of "actor location"

livid flare
willow gate
#

Hey guys. Are event dispatchers unable to pass array variables?

dark drum
dark drum
willow gate
stone field
# marsh pond Hi guys, not sure if this is the right place for this question, but here's the d...

They are not console variables, you will need to read them in via c++ ( I don't think there are bp nodes for this, but might be wrong ) https://dev.epicgames.com/documentation/en-us/unreal-engine/configuration-files-in-unreal-engine

Epic Games Developer

Configuration files in Unreal Engine provide you with initial settings for configuring gameplay or engine behavior on startup.

#

or hmm,
GetIni [Platform@]IniFile:Section Key

#

looks like it might be possible with exec console command after all

#

oh, there's nodes for it as well, huh

#

maybe your syntax is off

snow halo
marsh pond
dark drum
indigo gate
#

How can I change which streaming level an actor belongs to during runtime ? I know I can initially set it by passing an actor from that level as the owner of the newly spawned actor but calling SetOwner() later on doesn't change what level it belongs to accordingly

noble jungle
#

can anyone help me out am trying to make a giant ai sense the player on air but when am flying it doesnt do anything but if am on the ground it performs it action

livid flare
#

The parent is correct though

#

All this mess cause I installed a BP GAS plugin and I parented the main Character with a class from the asset, when I saw a few errors I decided to uninstall it but I forgot to clean up the mess, and at same time I had an issue with revision control and I lost previous commit, I just have local backups

#

I was about to create a new BP char and copy/paste stuff but then I saw the errors in the pic..

#

Not sure if I can fix it with your solution, but I can give a try

livid flare
#

Tried and the project gets stuck on loading, I'll using an old backup of the asset. thanks

median agate
#

Hi, anyone knows whats the intended way to add custom game settings, to for example enable disable visual features?

snow halo
#

https://youtu.be/BgOAbAdi8f0

im trying to make a radial loading progress thing

Check out my inventory system:
🌿https://www.unrealengine.com/marketplace/en-US/product/multiplayer-inventory-drag-drop

I show you how to create a radial progress bar and create a function to easily change the percentage in realtime.

🔷💬Join my discord server https://discord.com/invite/eX3p5q6

00:00 Intro
00:13 Material
05:56 Blueprin...

▶ Play video
#

I've putted it in begin play on character but still can't see it on m yscreen

rotund harness
#

Hey everyone, does anyone know what the best way to allow the player to switch tools that use the same keys but are totally different? I saw people recommending enums, but is that really the best most scalable way? Maybe blueprint interfaces or event dispatchers idk

#

for example one could be a weapon and another a map or something, but they can only be equipped one at a time

rapid smelt
#

My GUI window is not responding to any clicks at all, it's wierd. It's a pure BP Widget, any ideas why?

#

The annoying thing is that my bottom toolbar widget (the one that says "Sleep") is working, so why isnt this one detecting any clicks at all

rotund harness
dark drum
dark drum
dark drum
wide imp
#

can anyone who knows the basics of metahumans please help me out in #metahumans, im very new and im sure its an easy fix. the channel is pretty dead lol

dark drum
warm notch
#

Greetings all (first post in here) -> I'm trying to disable the ability for my player character to jump while the previous jump/falling animation is running. I was thinking that maybe there's an event or something that I can hook onto which fires at the beginning/end of a transition?
If there's a better way then I'm all ears, I'm also quite new to this so please avoid acronyms if possible 😄

I'm trying to avoid 'bouncing' when I can smash space as I land but before the animation completes, which voids the following animation

flat coral
#

Why can I not place a variable from this BP into its own event graph?

#

It's not just that variable either its any variable

flat coral
#

If I try to drag any of these pins out and promote the result to a variable, it creates this bizarre empty set node

#

Good call I'll try that

dark drum
warm notch
dark drum
warm notch
pseudo valley
#

Hey, do we have access to the RigidBodyHandle on the physics thread in blueprints? In C++ i'd use that to apply torque to, but i dont know if the same exists in BP

silk rampart
#

What do people think would be the best way to get from two data tables?

#

I can't go into too much detail but I have a special system for dialgoue that works very well, but right now I have to have one set of data for subtitles in one data table and then the sound waves in another one. I want to pull both of those things to feed into the dialogue code rather then having to manually copy the subtitles from the one data table into a subtitle listing in the other one. I can't seem to get it to automatically copy from one data table to another, so I am considering just keeping both and pulling from each one seperatly, but I am having issues wrapping my head on the way I will handle the logic.

dark drum
faint creek
#

Hi guys I'm making an enemyspawner, however I don't know how to spawn enemy at a certain distance from the player. Every time I want to spawn max one enemy
This is the enemy spawner

#

This is the enemy script after spawned

#

Somebody could help me please?

silk rampart
dark drum
faint creek
#

I've just tried to make a loop, setting the minimum distance to 3000. However it doesn't work crying
Somebody knows a solution please?

silk rampart
dark drum
faint creek
#

When the enemy is spawned, it moves toward the player and, after touch it, will goes in a random point for then be destroyed after a certain delay

#

This is the enemy script when is spawned

dark drum
faint creek
#

yes

left jay
ruby cobalt
#

trying to package and reuse this logic...
runs on tick, compares with value from last frame.. accumulates until threshold is hit to trigger an event.
Can't really put this in a function can't I? using local variables won't let me store prev val and prev delta, correct?

how can I turn this into a reusable thing?

dark drum
# faint creek yes

Something like should do the trick. You'll just need to remove the enemy from the array when you no longer want it to count towards the enemy cap. (I set it to 5)

faint creek
dark drum
faint creek
#

Or here istead of making "is arrived var" I change it with "Destroy actor"?

dark drum
faint creek
dark drum
faint creek
faint creek
faint pasture
faint pasture
dark drum
faint creek
#

Every time enemy is destroyed

#

(The rest of the script works 🥹 )

harsh blade
#

so ages ago i bought a observation duty like toolbox/base whatever u wanna call it
and ive been using it and modifying it slowly while learning more and more about blueprints to suit what i need in my game

now im running into a little problem
currently all anomaly types are displayed immediatly in a combobox, however i wanna have it so only if the player is on the camera with the anomaly it would pop up into the combobox to become selectable

however i have no clue where to start with this... i attached a screenshot of whats currently happening with the ui part of it

if anyone would have any pointers / ideas or just anything i'd really appreciate it
(this is in the widget blueprint)

faint creek
dawn gazelle
faint pasture
uncut lark
#

If I wanted to reuse the code for attacks, but for different weapons and animations with varying animation lengths, would I want to use an interface?

faint creek
olive yarrow
#

Y'all my ABP is STAKKED and i'm tryna add a simple grenade toss WITHOUT touching it. How in the Blueprints can i blend in this montage?

faint pasture
#

I don't do much with anims but I'm supposing you can just arbitrarily run code on anim notifies and that's where you'd do your logic

sick sky
uncut lark
#

Hmmmm

faint pasture
#

I'd just put your code on the notify exec path and let it cook

uncut lark
#

I will take a loook here

faint pasture
#

oh shit we got a notify, the notify name is Attack, our weapon is a club, let's bonk whatever is in front of us

maiden zealot
#

Hello, I have a problem where my project simply refuses to open, with the error "Assertion failed: !Pin->bwastrashed" appearing on startup. No blueprints that I was making had any errors when I last closed the project, so what could be causing it?

uncut lark
#

okay, that gives me a good start then. So this will be handled more in the anim blueprint.

uncut lark
#

Sorry, lemme try again

faint pasture
#

the animation is doing its thing. You got notified, you do the logic that needs to happen at this notify

harsh blade
faint pasture
#

play footstep sounds, make water splashes, apply damage, whatever

uncut lark
#

And it changes this based on what the weapon the player is holding

faint pasture
#

Sure, it just goes "Hey Weapon, do your thing"

uncut lark
#

Right

#

so store that on the player, then transfer that to animation notifies

faint pasture
#

There's also other approaches, IDK if you can do them in BP but you can probably make your own notify classes to just make the hit/damage/whatever stuff be a thing you just drag and drop on your animations

uncut lark
#

Well lets back up, this is replicating stealth attacks like in manhunt

uncut lark
faint pasture
#

The sequence of events in what I spelled out is like:

Animation system -> notify -> do stuff

Also the anims can come from your weapons if you want, the weapon can say what its attack animation IS

uncut lark
#

This gives me a great start then

faint pasture
#

Dagger:
Mesh = DaggerMesh
Damage = 10
LightAttack = 1HStab
HeavyAttack = 1HSlash
SneakAttack = ThroatCut

#

LightAttackInput -> play Weapon.LightAttack (different weapons will have different animations)

maiden zealot
#

Just a follow-up: I booted the default entry level instead of my main level and it worked fine. The error has disappeared.

uncut lark
#

Perfect. Okay this is beginning to make sense.

faint pasture
#

As far as the animation chaining goes, that can be done a few different ways I'm pretty sure. For your sneak attack that plays anims on both characters, it can be a bit like this.

Character:
HeavyAttackInput -> branch on bIsSneaking -> true -> play Weapon.SneakAttack

Notify happened -> Weapon.DoYourThing(NotifyName)

Dagger:
DoYourThing(NotifyName) -> switch on whatever -> ok it's a sneak attack, play DaggerSneakGrabMontage on WielderCharacter, play DaggerSneakGetGrabbedMontage on TargetCharacter

uncut lark
#

Time to work on some place holder anims then

#

Thanks for working through it with me!

maiden zealot
#

Nevermind, when I switch to my main level as the startup again it proceeds to crash. What could be causing this?

faint pasture
#

I think the eventual way things are done correctly is that a lot of this logic is in the notifies themselves but I don't know for sure, don't use animations

dawn gazelle
maiden zealot
olive yarrow
#

please don't make me touch my abp 😢

faint pasture
#

does bwastrashed ring a bell?

maiden zealot
#

It's all blueprints, I was editting some UI blueprints

#

I googled this and the error seems to be a default error as opposed to something I made

faint pasture
#

I mean was bwastrashed a property on a BP struct or something?

#

was that a boolean you made in anything

maiden zealot
#

No

faint pasture
faint pasture
maiden zealot
#

Yes, but I have not pushed some of the UI to it and would like to avoid recreating it

ruby cobalt
#

i'm annoyed by having to create and rename so many variables all the time

dawn gazelle
# harsh blade lemme clarify it a bit more 😅 so i want the really basic ones to just show up ...

So this code here appears to get your list of anomaly objects, and generates a string array, and then you loop through that string array separately and populate the combobox.
What this tells me is you probably want a bool in your BP OT PC blueprint called "ShowOnlyWhenActive".
In the top loop, you can check if this bool is true, and if not, then add it to the string array - this will then prevent the special ones from always showing in the combobox.

To get the special ones to appear in the combobox while both the camera and the anomaly is active is a bit trickier as:

  1. you need to know when one of these special anomalies become active
  2. you need to know which camera has the special anomaly active and if the player is active on that camera currently
    From there, you can modify the combobox as needed, adding and removing the special entry when the camera changes, or the anomaly becomes active.
faint creek
faint pasture
ruby cobalt
#

but won't it get reset every time the macro runs?

#

it seems macro don't support local variables

dawn gazelle
#

No, the macros contain their own local variables for each instance you place on a graph.

ruby cobalt
#

but if i refer to a global variable,.. it makes it local? i don't get it

dawn gazelle
#

If they didn't, you couldn't use nested foreach loops.

faint pasture
#

show all the the code you're trying to make reusable

ruby cobalt
#

idk maybe my macro reads from something outside the macro?

#

turns at event tick (or in similar way)
output from true branch would trigger a one time event

dawn gazelle
#

Example of local variables in a macro

ruby cobalt
#

oh

#

didn't know about those.. it seems to work diferently from a local variable within a function then

faint pasture
dawn gazelle
#

Yea, they're not quite as easy to use as local variables in a function.

#

Like here's a bigger picture of how to assign them

faint pasture
#

the component can tick on its own, and can call a dispatcher when ThingHappens

ruby cobalt
#

how do i "write" to a local variable like this?

dawn gazelle
#

The Assign node.

ruby cobalt
ruby cobalt
harsh blade
ruby cobalt
#

hmm look at those local variables.. can,t name them tho.. how can I use 2?

harsh blade
ruby cobalt
dawn gazelle
# harsh blade how exactly would i go about it? like i get that i need something to check wethe...

You'll need your widget to be able to get that information from somewhere. As an example, when the anomaly is spawned, you can have it store a reference to itself in an array in the gamestate and also have an event dispatcher there that can pass that information along to other objects. You can have your widget listen for that event dispatcher, and check if any "special" anomalies are in the list, and if they are in the current view. When you switch cameras, you'd have to check the list in the gamestate as well and rebuild your combobox.

#

When the anomaly is removed you'd remove it from the array in the gamestate and you'd also need to signal that to your widget so it can rebuild as well.

dusky cobalt
#

Hmm, generally if I could fit ActorComponent into actually UObject should I do it? and call it 'Module' or even 'Component' but that is in form of UObject for example? Is the only difference really that component has Begin Play and for the UObject I would need kind of custom Initialization?

Also thinking now it's probably easier to add component on something and call GetComponentByClass, instead of adding variable for that individual module + interface to GetModuleX.

Just looking for reasons when to 100% use component vs UObject (but treat is as component, just lighter version, kind of). Any feedback on this approach?

faint creek
frosty heron
#

just plug GetPlayerCharacter return value to your target.

#

I recommend making proper system where your A.I can be assigned target instead of hard coding the local player character.

faint creek
fervent jolt
#

Hello, I am having some trouble making a destructible window. its going to be a box which disintegrates into glass shard particles when damaged to prevent using a costly physics simulation. I want to make the player running into it or throwing an object at it at high enough velocity shatter it, so that anything can now pass through, but also let the thing that hit it pass through without disruption. (since the player is currently getting snagged on the window when breaking/running through it.)

The problem is, I cannot figure out how to block stuff at low velocity, but let it through at high velocity, since I check whether the object should go through using Event Hit, (at which point even if I disable the window's collision, the hit has already affected the player or physics objects velocity.)

How can I allow objects to pass through my window if they are going fast enough?

faint creek
frosty heron
#

@faint creek what do you specifically need? why are you checking the distance of every spawned enemy? Are you trying to get the closest actor? the furthest? is that the goal?

faint creek
#

And be able to model it for my needs

frosty heron
#

begin play can work too, it will just print the location when the actor is spawned.

#

your current code should give the distance of the enemy to the player when the enemy is spawned.

faint creek
frosty heron
#

is there an actual issue?

dawn gazelle
# dusky cobalt Hmm, generally if I could fit ActorComponent into actually UObject should I do i...

ActorComponents really are very similar to UObjects, just with some additional niceties. I'd go for a component if it's something that's meant to be attached to an actor and it manages some additional logic for you. A good example of where I would use a component is for an Inventory or an interaction system.

UObjects are good for things that may need to exist as entities with functions and data but don't physically exist in the world. A good example use of UObjects would be items within an inventory. They don't specifically need to have a location in the game world, but they may need to be something that exists logically.

You can also easily grant and configure an Actor Component when you're adding it to an actor in the editor. A UObject only exists at runtime and so if you wanted to configure it, you'd have to store its configuration information on something else and read it when you construct it.

faint pasture
dawn gazelle
# faint pasture I don't really get the point of UObject over struct, is it just polymorphism?

It can also be easier to reference a specific object, which isn't something you can really do with a structure unless you have a reference to the thing that is holding that structure, so it kind of depends on what you need to do with the data and access it. Structures don't know anything about what they're associated to unless you have a field within the structure to tell them that, which can be annoying, where a UObject you can assign an Outer. Blueprint structures also lose out on being able to have functions - C++ structures you can give them functions no problem.

maiden wadi
# faint pasture I don't really get the point of UObject over struct, is it just polymorphism?

Mostly what Datura said. Easier handling concepts. Also passing uobjects around in BP is fuckwaffles of insanity faster than structs apparently. I haven't personally tested it yet, but apparently even pass by ref structs are copied in BP. Some weird magic shit where it copies down the stack and magically gets written back to the same memory or something. But as you pass them through functions the data is still copied. So potentially insane struct vs a 8byte pointer each function call.

Super nasty if it's true, specially given some of the monstrocities I've seen. When you can't even see the entire struct without hiding members cause you can't zoom out enough or pan downwards before the slate for it disappears.. your struct is too big. 😂

north gale
#

I need some help, im trying to create a simple objective of (Pick up letter, bring to computer, win game) but im kind of lost? I want there to be confetti coming out of the computer once the letter is put in, and then a "You Win" screen to pop up but im lost-

dark drum
# dawn gazelle ActorComponents really are very similar to UObjects, just with some additional n...

You can create uobjects at editor time. Even more so if you create a c++ base class with the instanced flag. Very useful for uobjects that are intended to be instanced. Saves you having to create a new child each time just to set some vars.

Oh, and the edit inline flag for even more juiciness if you're setting stuff up c++. You can then create instances in the details panel and be able to set its vars.

dark drum
dark drum
# dusky cobalt Hmm, generally if I could fit ActorComponent into actually UObject should I do i...

Everything in the level is an actor which means you can place an actor component into it. Even the level BP is an actor. (Script level actor)😉

i tend to use actor components for the manager that is put on an actor. The AC would often create uobjects for smaller, instanced pieces of data/logic.

For example, I have a quest manager, (actor component) this then creates quest objects, (uobjects) which creates quests tasks (uobjects) which then creates task listeners (uobject).

As another example, an interactable (actor component), this then creates interaction actions (uobject)

I tend to use uobjects as throw away logic. Stuff that can be unloaded when not needed. Actor components take more resources to create and attach to an actor so are used for more core functionality that should always be available for a given actor.

Hopefully that helps.

toxic cliff
#

Hi, I need some help! I'm trying to apply some effect materials to my UI with retainer boxes, but for some reason when I parent my text objects to the retainers, their variable bindings stop updating correctly (so the text object always displays 0 even if the variable has a different value). Does anyone know how I can fix this?

toxic cliff
#

Ok I looked around a bit more and from what I can find this is just a bug in unreal. I found a workaround where I can forego the binding entirely and use a Set Text node to update the text object in the event graph instead.

thin panther
#

That's intended

#

Bindings are not necessary, and for infrequently changing UI, actually discouraged

maiden wadi
toxic cliff
#

Oh, how do I make them tick in that case? I thought I'd fixed this but I'm having some problems again

maiden wadi
#

Marking it as volatile might work. But realistically you shouldn't. Like ACuppaTea mentioned, bindings are really discouraged. Whatever sets the text should invalidate it automatically via the SetText node. Shouldn't need a binding to poll for text change.

toxic cliff
#

Hmm, well I tried the volatile thing and that didn't seem to work either. I've got an issue with a different widget now that is just displaying 0 when it should be displaying other values. The setup looks like this, and I can see that the Extra Lives variable is printing out the correct number while the text doesn't update.

#

The widget has the exact same parent structure where its under two retainers

maiden wadi
toxic cliff
#

One is adding a parallax movement to the HUD, the other is adding a curve effect to the HUD

#

Adding a Delay Until Next Tick node before the Set Text node fixed the issue

#

Based off of that I think it has something to do with the update order, but I'm really not sure why that worked

faint creek
#

It's different from this

#

This is the resaults:
Red is first script
Blue is second

#

The distances don't match

dark drum
faint creek
#

But sometimes for example enemy spawn to 300,1345 or 2000 distance from the player

faint creek
#

But why the distances is not the same? I'm making something wrong 🙈

dark drum
dark drum
#

Alternatively, you could look at using more math. You can find the point on the circumference of a circle, you'd then randomize the angle and the radius.

#

This is what that would look like.

faint creek
dark drum
faint creek
dark drum
faint creek
faint creek
dark drum
faint creek
hasty oxide
#

I am trying to make a playerlist array in the game state that I can use for spectating players when u die. Why isn t the playerlist getting set correctly even though I am add to it from th server and it is replicated ?

I am also getting no errors so I don t know what I am doing wrong

frosty heron
#

Only way for client to communicate to server is via Server RPC, yes.
BUT, you can only do so from an Actor that the client owns.

#

and in the case of GameState, it is owned by the Server not the client.

hasty oxide
#

ooh I thought that owned actor refered to call it from somewhere where the actor owns it like the character

#

mb

frosty heron
#

You can route what ever you need in your controller / character.

#

e.g In your controller
ExecuteSomethingOnServer(ServerRPC)

ExecuteSomethingOnServerEvent -> Get Game State -> Do w/e you need to do, the server is running the code at this point.

hasty oxide
#

thanks!

#

I ll do it rn

frosty heron
#

@hasty oxide before you dive into that, the use of ServerRPC to begin with looks totally wrong for what ever you want to do.

hasty oxide
#

i mean if it works it works

frosty heron
#

why should any of the client tell the server what to do in regards to Adding or removing player

hasty oxide
#

I come from web dev

#

and I do what works

frosty heron
#

sure, but I have my doubt that it work as intended.

hasty oxide
#

don t really know my stuff

frosty heron
#

I know, I am not attacking you, I am trying to say you may be approaching it incorrectly.

#

imo, you don't want server RPC here.

#

you handle everything server side.

hasty oxide
frosty heron
#

Death for example should always be Server execution

#

So when character Died on server-> Do what you have to do, remove/add to the list.

#

you don't tell server, Hey I died in my world.

#

Instead you just check in server if a character died, then update the list.

#

giving 0 shit about what client has to say.

hasty oxide
#

to avoid cheats ?

frosty heron
#

nope

#

to avoid bugs

hasty oxide
#

oh

dark drum
#

Adding to that, it can also improve performance for some clients as some of the logic/calcs are done server side. Helping prevent cheaters is also a side effect which is nice. Clients only really need to know what is required to update the visuals on screen, everything else should normally be handled server side, especially if it affects gameplay.

frosty heron
#

Yeah like, we can easily write on paper what should be send over the network to keep the world in sync.

dark drum
north gale
#

how do I make it so that after the player presses "E" to complete a game objective by interacting with a BP actor, that it takes them to the end screen?

#

im having trouble figuring out the connection

frosty heron
#

@north gale start by creating interaction system first.
I'm sure using actor component is a popular choice to handle interaction. There is also interface but I prefer the former.

#

Once you have the interaction component made with actor component, the flow can be as simple as.

Player Press Input -> Get Interaction Component -> LineTrace/ Interact with an object

In the interacted Object -> Do what ever including displaying the end screen

north gale
#

OOOOOO TYSM <3

#

I have one more question if thats ok? Whenever i go from my title screen to my main level,i cant control my character whereas i can in the level itself/through the end screen

willow gate
frosty heron
north gale
#

I go from title screen > main lvl > end screen, no additional levels besides ones for UI! I cant play as my character going from Title screen and pressing start, but i can when i open the main level itself or through the end screen

frosty heron
#

you have a whole level just for UI?
I still can't picture it in my mind, are you able to show your setup.

dusky cobalt
# dark drum Everything in the level is an actor which means you can place an actor component...

Thanks to all of you guys for anserws. There is one thing that makes me want to change Actor Component into UObject, because then I would be able to make Data Asset and there add ''Components" (but UObjects Instanced) and set the properties. I believe I cannot do the same thing with the actual Actor Components. I could only Add Components from array, but it would be much harder to set the actual settings on the components, not so straightforward at least.

With Instanced object I can set the properties as you said and just ''duplicate'' the UObject from Data Asset to the actual thing that will use it. Would you say it's reasonable thing that makes me want to go with UObject for current ''components''?
And then maybe actually use Component for the logic so every thing can ''receive'' the UObject/s just by adding the universal component for Modules (UObjects). So I don't need to have implementation for each different class/thing how to handle the Module/UObject with variable and setting it from Data Asset.

north gale
#

yeah! gimme one sec

north gale
#

im not 100% sure how to explain it well, but the first image is of my main menu lvl BP, and the econd is how I have my UI's done (i followed a ton of tutorials) The third image is the main menu event graph

frosty heron
#

if you still want to listen to game input, you can use SetInputMode to Game and UI

#

otherwise handle the key press via UI if you are going to use SetInputMode UI

jade inlet
#

I don't know if this is the right channel for my particular concern, and if not, I would appreciate it being pointed out to the correct one.
Is there a way to receive the size of the map/landscape via BP?

frosty heron
#

You can try to replace SetInputModeUI to SetInputModeGameAndUI see if that does anything.
@north gale

north gale
#

Ill try that, TYSM!

#

IT WORKS TYTYTY

frosty heron
#

Try to use normal characters to avoid curses. Also prefix all the Blueprint assets based on their object. It will help you greatly 🐈 .
You already have BP_ for some of your assets, that's good.
I normally use GM_ for Game Mode and Map_ for Level

#

@north gale

north gale
#

Thank you so much!!

#

Ill make sure to clean things up >:3

warm notch
#

I'm messing around with the starting manequin character's animation BP a little. Does anyone know why 'character' is invalid here? I am pointing the BP_Character class to the correct animation blueprint

#

If I skip the check on a valid character, everything works fine :/

frosty heron
#

Casting is just a type check.

Your cast probably failed.

#

Then your character is never set

#

As the cast failed

#

Print string get owning actor and see what class it gave you.

#

It's deff not the class that you are casting to hence the execution goes to failed pin.

warm notch
#

its getting BP_ThirdPersonCharacter_C from somewhere, I guess renames don't work 🤣

#

I'm thinking I should just start over a new project and recreate the bits I want from the mannequin, rather than using the ThirdPerson starter project and stripping out the bits I don't want?

#

It actually sets the right character to begin with (what's stored in 'character'), but it seems to clear the reference afterwards, so on the first go around its good (on itilization), then its empty forever more (for all the get-character attempts) 🤦‍♂️

frosty heron
#

Unless you actually clear the ref or destroy the character then you are just doing something wrong.

#

Or you may guess wrong.

Print string some value on tick from the character to find out.

#

Debug debug debug

warm notch
#

This works consistently, need to find out where I'm clearing the reference as it has to regenerate it every tick or it fails - thanks for the help 🙂

frosty heron
#

It's kinda redundant to keep setting the reference every frame.

#

You can just do it once on Init

#

try posting the whole screen, maybe I can spot something.

warm notch
#

And now it started working - I give up (I don't really, but I get why folks get frustrated when learning) 🙂

frosty heron
#

@warm notch To give a clearer picture if you are debugging the preview instance then you are debugging the AnimPreview actor pointed with the arrow.
Which obviously doesn't exist in your level (world) . The owner of that actor would be AnimPreview.

#

hence the cast failed

silver dove
#

Hi guys, have been searching but can't find anything that solves my problem. Using UE 5.5 and Blueprints. I have an actor, and I just want to use AIMoveTo to tell it to move from where it is, to another location. I've checked the destination location, but every time it runs, it just immediately says it successfully arrived, but it's no where near where I told it to go - acceptance radius is very small. Using the 'get random navigable location in radius' node. radius is 5000, and acceptance radius no AIMoveTo is 10. Printing the src and destination locations look right/plausible. Any help would be greatly apprecaited

atomic hollow
#

get the movement result and check that you are printing before the ai move to and also check out your animtion if it is root then the enemy will play his animation on the same place like last but the actual character will be reached

atomic hollow
hollow bane
#

I have a general question. I need to understand something. Hope you can answer this 🙂

In my game instance on a custom Event I cast to my pawn to get references to my UI and get values that I saved in my UI.
When my "game" ends I simply open the same Level again. As the game instance is persistent I am not sure if I am actually casting again and again to the pawn or not.
I have also a valid check before casting but again I am not sure if everything is working as I imagine.

frosty heron
#

Game instance presist for the duration of the application.

hollow bane
#

So I think simply said: I wonder when I use Open Level by Name does the pawn ref gets cleared?

frosty heron
#

your player Pawn will get destroyed on OpenLevel though

hollow bane
#

So basically I am casting again because the pawn is no longer valid

frosty heron
#

if you run that function again on fresh level then yeah.

hollow bane
#

cool, thanks!

hollow bane
#

maybe one more question @frosty heron

#

Is it in general a bad habbit to "restart" your game via opening the level again?
Should I rather reset all values and keep references already built instead of clearing and allocating again.

#

I mean its a simple airhockey game

frosty heron
#

Don't think I am the right person to ask but If I were to make a sport game, then I do want to have the ability to Start a new round or reset the game without Destroying and re-opening the whole world.

hollow bane
#

Yea I thought so 😦

sand shore
#

The most important factors are how it’ll feel on the player’s machine, whether you yourself understand how to maintain it, and whether there are bugs

hollow bane
#

I am just afraid right now to somehow make the game perform bad over time by opening up the level again and again after each match

sand shore
#

Personally I would make it so I could reset the board state at any time, too

frosty heron
#

Personally I just try to copy any existing game feel.

frosty heron
#

Garbage collector should clear most of the stuff you no longer need.

silver dove
frosty heron
#

heads up to not use PlayInEditor experience to measure.

sand shore
#

But also GC runs when you hard transition between levels

frosty heron
#

I made a mini space war game inside of my game before.
It got soo laggy in editor, I decided to delete the mini game.

Turns out Garbage collector doesn't really work in Editor..... in packaged game it's 200 fps++ all the way.

hollow bane
#

yea i need to test the build now, maybe one question. do you guys have a specific way to limit fps in a build? i tried using execute console command in the level blueprint

frosty heron
#

t.maxfps but is there any particular reason to limit the fps?

hollow bane
#

the machine my game is supposed to run on was behaving a bit weird

#

on my own pc i get way over 400 fps

frosty heron
#

unless for specific stuff that requries fixed frame rate like specific physic or multiplayer networking, limiting fps is not a good idea imo.

#

@hollow bane your game should still work with 60 fps or 400 fps.

hollow bane
#

on the laptop with a 3070 it is supposed to run on its jumping between 50-120 but like crazy. but also maybe my fps debug widget is wrong haha

frosty heron
#

if you have weird behavior it may be caused by codes that meant to use delta time.

hollow bane
#

it probably is

frosty heron
#

Stat FPS iirc to check the FPS

hollow bane
#

in a build?

frosty heron
#

that's a console command

#

if you want that in package build, you need to use Development as the target

hollow bane
#

yes i know, i was just wondering because i am trying to check the fps in a build

frosty heron
hollow bane
#

ah damn, good to know!

frosty heron
#

though what you have should give the same result too

hollow bane
#

yea, i mean its a bit weird in general, most pcs i worked at, the fps was stable. only the laptop which i have no access to is behaving like this 😄

tribal yoke
#

heyyy i have the following problem: I want to use the EnhancedInputSystem but I get no triggerinformation at all
so when i press a key i defined i get no output

atomic hollow
# tribal yoke

change the settings behavior to override settings in the input mapping context

sand shore
# hollow bane

This won’t make your ticks be delayed by 0.3, this will only tick every 0.3 seconds.

#

If you already know, great (but you can also set the tick interval for many cases)

hollow bane
atomic hollow
silver dove
#

I have location A and location B. I want to move B, 100 closer to A. How do I get that new location?

#

I know this is probably stupidly simple. (-:

#

I think I need to get a direction vector, and then multiply bo 100, yes?

atomic hollow
silver dove
atomic hollow
silver dove
atomic hollow
silver dove
clever relic
#

Is it ok if I post my idea for a BP for the sake of figuring out if its even possible? I have my steps / goal figured out I just do not know if its possible. Kind of a blueprint noob here ....

clever relic
#

I am a complete blueprint noob for the most part and I want to use UE for Arch Viz reasons (ideally to export standalone models for clients to walk around in).

FYI the word "Chaise" is a term for a chair that you would typical find by a pool.

Here's the goal:

Detect all placed BP_ChaiseSpawner actors in the level (there will be multiple).

Randomly Spawn Chaise Meshes
Within each BP_ChaiseSpawner, randomly spawn a Static Mesh from one of these folders:
/Game/SC_Chaise_Manager/SunBed_Variations/Ambient
/Game/SC_Chaise_Manager/SunBed_Variations/BackrestDown_People
/Game/SC_Chaise_Manager/SunBed_Variations/BackrestUp_People
Important: Don't reference specific mesh names; the script should scan whatever meshes exist in the folders and just choose one.

Spawn MetaHumans
If the chaise mesh is from Ambient, no MetaHuman is spawned. (Ambient chaise chairs are just chairs with no humans on them)
If the chaise mesh is from BackrestDown_People or BackrestUp_People, spawn a MetaHuman.

MetaHuman Source Folders
Randomly pick a MetaHuman Blueprint from:
/Game/MetaHumans/Children
/Game/MetaHumans/Females
/Game/MetaHumans/Males
Again, the script should dynamically detect all available BP_MetaHumans so that i can just download new meta humans into the project and not need to update the BP

Assign an Animation Based on MetaHuman Type and Chair Type
If MetaHuman is from Children folder → pick animation from /Game/SC_Chaise_Manager/Animations/Children
If from Females folder → pick from /Game/SC_Chaise_Manager/Animations/Female
If from Males folder → pick from /Game/SC_Chaise_Manager/Animations/Male
If the chaise is a BackrestDown_People → use Prone animations.
If the chaise is a BackrestUp_People → use Chaise or Sitting animations.

Apply Animation to MetaHuman
The script needs to:
Find the Body skeletal component in the details panel of each placed meta human
Set Animation Mode to "Use Animation Asset."
Assign the random animation chosen from the logic above

I have been going back and forth using AI to try to help me but it keeps getting stuck. I already have all my assets ready and organized in my content.

Just wanted to know if this is even possible. Thank you for any advice and sorry if this post is too long!

lost sierra
#

Hi all, looking to be able to spawn an item on right click, but you have to pick it up in the level first, I want to do this through the player controller rather than the actual character, as the player can possess other bodies and swap between them (If I do it through one body it is no longer availale on switch) I have this current code set up for it, but it doesn't seem to be working. Any ideas?

willow gate
#

Is there no way to declare a wildcard variable as an input for a blueprint function?

atomic hollow
# clever relic I am a complete blueprint noob for the most part and I want to use UE for Arch V...

all of this are possible using unreal python.
if you want it in editor then i give you two options
1: use construction script where you add components to the actor or use events inside the actor and make them call in editor and the selection will work from
2: spawn at runtime while playing

info: and now you will think how could i get the assets from the content browser that is very easy create the array array varaible of the object you want from the content browser and make it editable. then just select all of your meshes and drop on the variable option in the level actor details panel of the actor.

atomic hollow
willow gate
willow gate
silver dove
#

If I have called AIMoveTo on an actor, and it is still moving toward it's destination, and I call it again with a new distination, does it forget about the first destination? is the first target location aborted and forgotten about and it just tries to go to the new place?

atomic hollow
# willow gate

i think that is in c++ dont't seen till now in the editor making of such things

clever relic
# atomic hollow all of this are possible using unreal python. if you want it in editor then i gi...

Wow, I actually started doing this in Python before and got pretty close, however, I keep getting this error when trying to assign the animation to the AnimToPlay property. I am assuming Unreal does not allow my python script to just change this property?

LogPython: Error: ❌ Failed to assign animation: SkeletalMeshComponent: Property 'AnimToPlay' for attribute 'AnimToPlay' on 'SkeletalMeshComponent' is protected and cannot be set

willow gate
atomic hollow
atomic hollow
willow gate
merry sorrel
#

does anyone know if there is some way of setting the level of a level instance actor at design time through blueprint?

atomic hollow
merry sorrel
atomic hollow
merry sorrel
atomic hollow
merry sorrel
willow gate
atomic hollow
thin panther
#

If you just want generic sorting, LE extended has a sort function that allows you to pass in a predicate

willow gate
cloud garnet
#

putting this here because i realized it was the wrong channel, but my character won't play sprint animation when button's held and walking

willow gate
# thin panther Ah, unfortunate

All good. Sorting algorithms aren't too difficult and now that you pointed out macros can handle wildcards, I'll just make a macro in my custom macro library.

willow gate
silver dove
#

Okay, isn't there a single, simple function/node for returning an array of actors within a given radius? I just want to find anything that's within a rough distance of me

#

I can't find a simple answer

willow gate
silver dove
#

I have an explosion that goes off, and I just want to find anything within N of the explosion so I can call a function on them

#

no collisions or anything

#

just want to find them

willow gate
silver dove
willow gate
# silver dove just want to find them

Well if you don't want to use a sphere collider to capture that data (which I think will be your easiest way) you could also try a radial line cast. If there is a node like that I'm not aware of it.

wide imp
#

question: this is my skeletal mesh asset; and when pressing the skeleton button it brings me here, am i supposed to put the socket locations on the m_tal_nrw_body or the metahuman_base_skel?

atomic hollow
willow gate
lunar sleet
silver dove
snow halo
#

Why is it that when I pass information of any kind to these text variables nothing comes up on the other side??? When I debug it its empty

cloud garnet
willow gate
lunar sleet
silver dove
snow halo
#

Anyway here's how it looks on the other side

silver dove
#

So I guess I have to get all actors of class, and then subtract two vectors and compare to a length?

snow halo
lunar sleet
#

The EQS system lets you test for such things @silver dove

#

It’s not just used for AI

snow halo
silver dove
snow halo
#

Im talking about this variable

willow gate
snow halo
silver dove
lunar sleet
snow halo
lunar sleet
#

As in, nothing prints?

snow halo
lunar sleet
storm solar
#

I have a side view camera, and at certain points I want it to change the view to the attack angle but when I try to change it it's always off. I think its relative to my characters rotation and the camera. I just want the camera to go where "attack angle" is

wide imp
#

question: this is my skeletal mesh asset; and when pressing the skeleton button it brings me here, am i supposed to put the socket locations on the m_tal_nrw_body or the metahuman_base_skel?

dawn gazelle
wide imp
wide imp
#

but in the video the guy clicks it then press the skeleton and adds the sockets there

#

which doesn't work on mine, not sure why hes doing that

atomic hollow
#

The camera

#

Attached to character

storm solar
#

???
The camera is attached to a character yeah.

#

It rotates to keep a constant side view.

atomic hollow
dawn gazelle
wide imp
#

so ur saying if i add sockets to the metahuman it should work still? its not on my end..

dawn gazelle
#

Yep

storm solar
wide imp
dawn gazelle
wide imp
#

wdym close the window

atomic hollow
wide imp
#

any sockets that i create on the skeleton are inherited? i dont understand

dawn gazelle
#

Your mesh uses a speciifc skeleton. Any meshes that use the skeleton will have those sockets.

#

If you add a socket to the skeleton, you need to close the mesh window and reopen it, then the socket should show up.

wide imp
#

let me test that

dawn gazelle
#

You can add sockets on the mesh window too.

wide imp
#

yeah but id prefer to do it on the skeleton

#

because my mesh is funky

dawn gazelle
#

It still adds it to the skeleton

wide imp
#

mesh ^

dawn gazelle
#

Ah yea

wide imp
#

skeleton ^

atomic hollow
#

Parent the camera to arrow component and the arrow component will be parented to nothing then change the camera positive relative the arrow position and then do what ever you want on the arrow place it anywhere or rotate it the camera will be automatically updated because it is the child of the arrow

storm solar
#

arrow components cannot be a child or a parent of a camera object

atomic hollow
#

Then create empty static mesh and make it parent

#

I was doing this trick in unity because there were empty objects

#

So in unreal create scene component and use that as parent of camera

pseudo valley
#

when using async physics tick, i can only add force, not torque which i need. is there any other way i can maybe get the rigidbody handle?

wide imp
#

@dawn gazelle if i changed a socket on the mesh, would it change on the skeleton too? or only skeleton would change on mesh

dawn gazelle
atomic hollow
pseudo valley
atomic hollow
pseudo valley
wide imp
#

this logic doesn't work because it's being ran on the server right?

storm solar
#

https://youtu.be/es50IODh9sY
Trying to fix my dynamic camera issue. the idea is that the dynamic "action camera" boom position should allow the camera to move to that location and rotation and be infront of the user. Not to rotate it relative to where the current camera is.

dynamic camera is supposed to be in front of the player when ran. It looks like it rotates it by the relative position in relation to the other camera boom. Im not sure how to fix it.

▶ Play video
celest vortex
#

Hiya! Currently having an issue with my project where notes that are supposed to be destroyed upon entering the middle of this circle end up getting stuck and not deleting. It seems to only happen when the circle is spinning or if the player alt tabs out the game - but since only one of each note can spawn at a time, this eventually bugs the game out pretty badly. NotLikeJoy (You can see it happen around 20 seconds into the clip)

#

Tried to stick it on an event tick just to see if that would fix it but it's still happening so I'm pretty confused as to what's going on, especially when it even happens when I increase the deathbox in the middle of the circle to be bigger.

#

Anyone have any idea as to why this is happening? It's had me stumped all evening. NOOOOOOOO

dawn gazelle
celest vortex
#

Sure thing!

#

oh it seems I'm getting a tonne of these errors

stoic galleon
#

Hi, I am very new on Unreal Engine and I just created a new project from Third Person template. I wanted to ask you how can I add new inputs on BP_ThirdPersonCharacter. When I go to details, I see only default ones on "Input". How can I add custom ones?

dawn gazelle
stoic galleon
#

I did it, however it doesn't appear on the BP_ThirdPersonCharacter. I did create a input action and I did set it on the Input Mapping Context, however I don't see it on BP_ThirdPersonCharacter.

dawn gazelle
stoic galleon
dawn gazelle
wet glen
#

Hey, so l'm making an FPV drone simulator right now and I want the drone to stay in front of the camera at all times even when I look up and down, but I don't know how to do it. Can anyone help me please?

stoic galleon
dawn gazelle
storm solar
worthy peak
#

is there a get component transform node or something? I'm trying to make a modular weapon system so in the weapon head I'm checking in the weapon head if it touches something, then checks if the object is a child of the handle class. What I need to do now is get the location of a scene component that the handle has to know where the weapon head needs to move before attaching it to the handle

plush ledge
#

hi, i was wondering if there is a way when i rotate the main spline, the added spline doesn't get adjusted with it, (almost as a local space location transform)

atomic hollow
#

get the right vector of each point and then multiply by some offset number and then add the result to the spline point location that well work but you want some kind of offset algorithm.and also for the handles of the spline you will need to do other maths
i created my own algorithm for this in blender geometry nodes the pics are below. but with bezier type of curve it is too complex to get the result you want.

atomic hollow
# plush ledge hi, i was wondering if there is a way when i rotate the main spline, the added s...

get the right vector of each point and then multiply by some offset number and then add the result to the spline point location that well work but you want some kind of offset algorithm.and also for the handles of the spline you will need to do other maths
i created my own algorithm for this in blender geometry nodes the pics are below. but with bezier type of curve it is too complex to get the result you want.

plush ledge
atomic hollow
plush ledge
#

probably overkill yes

#

no you are right its exactly the same

little agate
#

guys, how you usually achieve "parry" state between 2 melee attack for example? I am thinking about creating a state and within each attacker on specific time range defined within anim state. Just want to know the best approch / common way to achieve this

atomic hollow
# plush ledge i actually managed to solve it just now, here's the solution

you can look this made in blenader and the one made in unreal the blender one is having too much math currently i have not been implemented that in unreal engine if you want in unreal engine very smooth you can use the bp techinque
the blender one is based on algorithm of outline some how mantioned in 2005 against houdini

frosty heron
#

when the damage happend just check what state the target is in.

#

if it's currently in parrying state then do the parry logic imo

little agate
tiny sigil
#

guys how to do camera programming

atomic hollow
atomic hollow
lunar sleet
#

It’s all programming

lunar sleet
#

There’s all kinds of sample projects and templates you can look at for examples tho

tiny sigil
#

Like spring arm starch and shrink camera shake and all

maiden wadi
high dew
#

i wrote this lever actror in c++ and it has a dynamic delegate that can get called, i can bind it normally in the bp lever blueprint itself, but not when i add it do a door actor for example

#

i can see that the added lever is just a child actor , but shouldt i be able to
bind the childs delegate aswell?

maiden wadi
high dew
#

multicast

#

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnLeverActivatedDelegate, AActor*, OtherActor);

maiden wadi
#

Oh I just noticed the object ref. You're pulling from the wrong thing.

high dew
#

?

maiden wadi
#

Look at your second screen. That's not your lever.

#

Get the actor from the CAC you're pulling from and cast it to your lever.

high dew
#

what is cac?

maiden wadi
#

Child Actor Component

high dew
maiden wadi
#

Also, as a fair warning, CACs are broken. You'll end up with issues later when you specify default classes in them and place them in maps.

But GetChildActor is what you want.

high dew
#

how should i do it then if not with a child actor?

maiden wadi
#

Plenty of ways. Simplest and similar is put a scene component or something where you want the lever and make this BP's beginplay spawn the lever at that scene component's transform.

frosty heron
#

How can I translate widget from local to screen.

#

DeprojectWorldToScreen seems to be off.

high dew
#

Or am i just missing smth rn

#

Ah wait nvm i get it

frosty heron
#

CAC = 👎 , even Epic employee says to avoid it.

maiden wadi
frosty heron
#

@maiden wadi Im losing my mind, can't project world to screen properly.

#

I was told to look at Lyra SActorCanvas and IndicatorDescriptor. There are like thousands of codes... gonna hate my self but it's probably best to attempt copying this.

austere scarab
#

Hey all, I'm trying to make an enable button BP so I would have to push button A to activate button B which in turn activates something else. Currently I have an interaction interface set up and an "on interaction" event dispatcher in my player character which works for a lot of my other functions. I'm just not too sure how to communicate between two buttons to have one activate the other. Should I create another event dispatcher for "button activation" ? Thanks for any help.

surreal peak
austere scarab
#

@surreal peak They would be. Yes. I have a master class BP for interactable objects. I was thinking making a child from that would make sense but that's where it gets a bit muddy for me in terms of having the buttons communicate with each other

surreal peak
#

If you need 2 Actors, that are both in the same level, pre-placed, to talk to each other, then your best bet is to create a Variable on the one that has to talk to the other, and set it to "Instance Editable".

#

E.g. a simple Actor Reference variable.

#

You can then select that Actor in the Scene and you should see the property in the details panel. From here you can select the second Actor.

#

In your Code you can then use the variable to call your Interaction Interface on.

#

The second actor would then need to implement the interface of course.

#

BP_Button_Actor:

  • bIsEnabled: bool - InstanceEditable
  • InteractionTarget: Actor Ref - InstanceEditable

In Scene:

  • Button_One:
    • bIsEnabled = false
    • InteractionTarget = SomeOtherActor
  • Button_Two
    • bIsEnabled = true
    • InteractionTarget = Button_One

Button_One would then need to be of a Child Class of BP_Button_Actor to override the OnInteraction function to enable itself.

Or, if you want this to only work with buttons directly, you could do:

BP_Button_Actor:

  • bIsEnabled: bool - InstanceEditable
  • InteractionTarget: Actor Ref - InstanceEditable
  • OtherButton: BP_Button_Actor Ref - InstanceEditable

In Scene:

  • Button_One:
    • bIsEnabled = false
    • InteractionTarget = SomeOtherActor
  • Button_Two
    • bIsEnabled = true
    • InteractionTarget = None
    • OtherButton = Button_One

And then you can directly call "Enable" or so on the OtherButton variable inside Button_Twos OnInteract implementation or so.

#

Something along those lines at least.

plush ledge
atomic hollow
maiden wadi
#

@frosty heron If it helps you, my function is doing the same thing by partially copying that function so that I avoid many get world and projection data copies. This is inside of a NativePaint in my Userwidget

int32 PaintLayer = Super::NativePaint(Args, AllottedGeometry, MyCullingRect, OutDrawElements, LayerId, InWidgetStyle, bParentEnabled);

UWorld* World = GetWorld();
if (!World) return LayerId;

UTarrionFloatingTextSubsystem* FloatingTextManager = World->GetSubsystem<UTarrionFloatingTextSubsystem>();
if (!FloatingTextManager)
{
    return LayerId;
}
const TArray<FTarrionFloatingTextEntry>& FloatingTexts = FloatingTextManager->GetFloatingTextEntries();
    
ULocalPlayer* const LP = GetOwningLocalPlayer();
if (LP && LP->ViewportClient)
{
    FSceneViewProjectionData ProjectionData;
    if (LP->GetProjectionData(LP->ViewportClient->Viewport, ProjectionData))
    {
        FMatrix const ViewProjectionMatrix = ProjectionData.ComputeViewProjectionMatrix();
            
        FVector2D ScreenPosition;
        for (const FTarrionFloatingTextEntry& Entry : FloatingTexts)
        {
            if (FSceneView::ProjectWorldToScreen(Entry.WorldDrawLocation, ProjectionData.GetConstrainedViewRect(), ViewProjectionMatrix, ScreenPosition))
            {
                // TODO:: add anchoring
                FSlateLayoutTransform LayoutTransform(AllottedGeometry.Scale, ScreenPosition+Entry.ScreenSpaceOffset);
                    
                FSlateDrawElement::MakeText(
                        OutDrawElements,
                        LayerId,
                        AllottedGeometry.ToPaintGeometry(LayoutTransform),
                        Entry.DisplayText,
                        Entry.FontInfo,
                        ESlateDrawEffect::NoPixelSnapping
                );
            }
        }
    }
}

return PaintLayer + 1;
silver dove
#

if I have an actor that is moving somewhere because I called AIMoveTo on it, and I do a LaunchCharacter on it to throw it up into the sky, what happens to the AI? Will it keep trying to move them even though they're up in the air?

frosty heron
austere scarab
#

@surreal peak Thanks I'll give that a go.

stoic galleon
#

I did add it to /All/Game/ThirdPerson/Input/Actions and /All/Game/ThirdPerson/Input/IMC_Default

atomic hollow
stoic galleon
#

What I did is to

Create a new Input Action on /All/Game/ThirdPerson/Input/Actions and add it on /All/Game/ThirdPerson/Input/IMC_Default

atomic hollow
stoic galleon
#

Can you show me a screenshot please?

stoic galleon
topaz gazelle
#

For anyone familiar with the save game blueprint: is the blueprint functionality intended to load the actor into the level and then modify its variables, or is there a way to alter the actor's variables before it's placed in the level?

#

Which seems like an oxymoron, to my understanding, because the actor doesn't exist until its placed in the level, so its variables can't be changed (such as its transform). It just seems redundant and inefficient to place all the actors in the world as if it's a new game, and then update every actor to match the saved game data.

maiden wadi
#

There is a limited amount you can do in BP only. They haven't exposed enough to the scripting side unfortunately to be able to make a decent savegame system without C++.

distant grotto
#

my analog stick action values are returning from -50 to 50, i thought its supposed to be -1 to 1

dawn gazelle
# stoic galleon I am referring to this. How can I add new "Inputs"?

This is something built into the character that is binding the inputs in C++ (using ALS?). You don't need to have these as variables on the character as you will be binding them in blueprints anyway if you do as I mentioned and right click and add them to your event graph.

dawn gazelle
storm solar
dawn gazelle
#

I think that might be what you're looking for

barren tangle
#

I found the node : Get Unit Direction (Vector)
It's not supposed to be the same as Normalized (Vector A - Vector B)? Which is the Direction from Vector A to Vector B, normalized betwen [-1, 1]
I notice value are same but direction are opposed...

storm solar
dawn gazelle
# barren tangle
FVector UKismetMathLibrary::GetDirectionUnitVector(FVector From, FVector To)
{
    return (To - From).GetSafeNormal();
}
barren tangle
dawn gazelle
#

It is subtracting To-From.
Your own subtract is doing the opposite of that.

dawn gazelle
#

Which flips the direction.

barren tangle
#

so it's the opposite of the N(OA - OB)

dawn gazelle
storm solar
dawn gazelle
#

Don't use control rotation, but inherit yaw.

storm solar
#

Ah okay. that did it

indigo gate
#

Does anyone have a visual representation of what each of these curves is ?

umbral maple
#

Im desperate, this has happened to me dozens of times and i end up deleting the blueprint and starting over. Im tired of this and am reaching out for help please

dawn gazelle
# indigo gate Does anyone have a visual representation of what each of these curves is ?

Here's a few of the more complicated ones.
Linear wouldn't really ease anything - it's jsut a straight line from one value to another.
Step would make it transition between several discreet values - it would look like a stair case. You're given an input for how many steps you want between the values.
That leaves the 3 Ease In, Ease Out and Ease In Out which provide a separate exponent input for you to tailor your curve with.

modern horizon
#

how do i make a cable move objects that have physics?

sick sky
#

dont crosspost

midnight knot
#

Hi everyone, I am fairly new at state trees and making bosses. I am currently making a game for a game jam with a boss fight in it, and i was wondering how to do different attacks using state trees. I was thinking of a few attacks, a basic attack, a charged dash attack, a ranged attack and an AoE attack. What i would like to know is how to implement the changes between attacks, I was thinking of some sort of percentage based system (like 50% of the times it will be a basic attack and so on), but i would gladly hear any other ideas that might be easier or faster for my game

twilit spindle
#

Hey guys. I have a pretty simple gravity shift function I'm working on. I'm hoping to find a way to rotate the camera based on the gravity direction I set so the new surface they're walking on looks like the floor perspective-wise, but I have no idea how to go from a direction vector to a rotation. I tried Find Look At Rotation, but that doesn't seem to be what I'm looking for.

Any advice would be appreciated!

lunar sleet
#

CMC doesn’t allow walking on your head

twilit spindle
#

Rotation from a direction vector, I mean

lunar sleet
#

If it’s just floor to ceiling there’s no complex vector math required. Rotate it until it’s upside down

#

Do it manually to see what value is required

#

Then plug that in