#blueprint

1 messages · Page 310 of 1

dark drum
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From slowing down the video, it does seem like there's some sort of delay between the character hitting the enemy and damage being applied/health bar updating. Is this intentional?

final heath
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The damage calculations and whatnot happen when you hear that impact sound, not when the vfx first manifests

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This is the player's part of the code, where it traces for damageable objects, then runs an interface on them with all of the damage info, followed by the accompanying hit sounds and vfx

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This is the accompanying interface function on the overarching parent class for all enemies, where it basically just takes the damage info from tthe interface call and then sends it to run an event on the Damage System Component that we have (which is that universal code I showed earlier)

dark drum
final heath
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That is (very annoyingly, I might add) done on a enemy by enemy basis for some asinine reason, this is how it's done on the frog enemy for example

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Now interestingly the M on Damaged you see here is some kind of generic white material from the PCG plugin of all things

dark drum
final heath
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yes

dark drum
final heath
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I'm not sure, tbh

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Ill make a build and check

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Im also disabling the material change

dark drum
final heath
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Well I think that's because of the godawful frame rate seen in the video

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It's usually pretty brief

dark drum
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It also seems that if there's a black screen, around the frame before the damage is applied it clears and then gets reapplied the following tick. 🤔

edit: scratch that, it doesn't do it at some parts lol.

dark drum
final heath
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I believe through a binding

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Also it still happens even after disabling both the material change and the widget component visibility thing on the frog

dark drum
final heath
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I cant reproduce this in editor

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So i dont think breakpoints will work

snow halo
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Hi I have a problem,

I manually loop through each interactable world item/object class (Grindstone, Furnace), each with their own Do Once to prevent showing the tutorial twice. But it's duplicate logic, not scalable, and clunky. Even tho the Do Once will be there once I might wanna change this in the future and this will create a lot of non-centralized, or non-modular code...

My goal:
Have all indicators share a common system (like an interface or tag) and a central broadcast that hides them 🤔 once and cleanly🤔 without hardcoding each one.

It's like...
whispering to each widget one by one, "hide now," using a personal note that self-destructs after reading (that's the Do Once). Instead, I want to use a loudspeaker that tells everyone at once — and only once — to hide. I just wanna **simplify **my code

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I feel like im using a sledgehammer to crack a nut here🔨 🥜

dark drum
# final heath I cant reproduce this in editor

That's fine but its more to see if anything jumps out. If I was to take a guess though, there's probably an image asset or material that is sometimes used that doesn't get packaged so when it goes to be used, it just uses black.

dark drum
dark drum
final heath
snow halo
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does common UI help deal with all UIs in terms of code related enabling/disabling visibility problems? I think common UI could help in terms of fonts & design & stuff because I have a a lot of widgets that don't match in terms of style

dark drum
snow halo
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since disabling/enabling seems more like a blueprint code related thing

final heath
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Maybe the particles?

dark drum
dark drum
final heath
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I mean none of them should

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Still happens 🫠

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I have to go to class so I'll be back in like 5 mins, I will kill this bug goddammit

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Ok I'm back

winged vale
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Anyone got any tips for a Status Effect system that adds gameplay effects to things like "OnBeginJump" "OnTakeDamage", etc. My intuition keeps leaning towards dispatchers for each type of event, but I feel like this is limiting and messy.

final heath
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These are the things I've ruled out as cuases for the black flash

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at this rate idk what other visual things are left for me to disable

dark drum
final heath
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Post processing?

dark drum
hasty oxide
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This thing gets called only from the server, the actor is ticked as replicates in the class defaults. Why is the rotation of the object happening only on the server and not the client. Do I need to multicast the spinning part of the code ?

faint pasture
hasty oxide
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my bad =))

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thanks!

faint pasture
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that won't be butter smooth but it'll "work"

hasty oxide
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Also do I only need replicates movement or also replicates

faint pasture
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replicates means it exists
replicate movement means it'll ALSO replicate movement related properties

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IDK what all it does but probably at least the root components transform

final heath
# dark drum Yea

would that be something on the post processing volume? That stuff was not my area of expertise

dark drum
faint pasture
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@final heathMy hunch is it's something in the 3d/rendering side, since your UI seems unaffected

final heath
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The pp volumes have nothing in their material arrays

faint pasture
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Can you reproduce on different hardware? What is this hardware, some sort of cobbled together thing or modern stuff?

final heath
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My computer is a Razer gaming laptop, so I know it's obviously going to have issues but it also happened on whatever computer SCAD was using to demo the game at the GDC show floor

hidden fossil
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Quick question. I set up a function that handles a focus charge ability but it seems to be interrupted when I get hit in-game, after which I have to release the attack button and repress in order to refocus from the impact. Any ideas on how to prevent this from happening?

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The idea (for the purpose of context) is that if you focus hard enough, your ranged attack will be wider and more powerful, doing triple damage in the process.

final heath
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I think i may have found something!

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I disabled the camera shaking aspect of the damage code and I havent been able to get a flash, even after reentering the level with the enemies several times

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I think that might be it!

nimble wolf
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Hello! I did a trace line to check if the player hasta the height to get up, the problem is it only check when i press CTRL, is there any way to keep it checking while player trace line is hitting?

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I mean ofc there is some way to do it, but im struggling to find it

dark drum
lament ginkgo
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Question - let's say I have a door actor with some variables set to public. Say I attach the door actor to a building BP actor. Is it possible for me to access the door's variables via the building once placed? I don't see them

dark drum
terse spruce
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what is the "best" way to keep track of an actor's location?

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right now i just save the current location to a variable every tick

hoary ore
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I have a trace and interaction interface that passes struct data from a targeted item to the player. It then sets that as a data struct within an Inventory Slot struct, along with quantity.

I’m struggling with looping through arrays and dealing with quantity stacking. I followed a guide a while ago that turned out to be full of issues, and ChatGPT’s context/token limit is not helping, nor does it specify node names properly.

Any input specifically for an “AddToInventory” function that handles stacks and such?

faint pasture
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Although you can just get it when you need it

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how often do you need it?

terse spruce
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a lot

terse spruce
faint pasture
vestal cairn
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if I want to make a grid and it start at origin (0,0,0) I need 4 coloumns and 10 rows then how do I make it. Like it should be symmetrical.

Like for coloumns coordinate should be

-2, -1, 0,1,2

How can I achieve this with for each loop?

dusky cobalt
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i believe you need x +1 rows so they can be symetrical, otherwise there will be always 1 more on one side, if your center is center of the tile

vestal cairn
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I don't understand how do I make the for each loop node to put half indexes in negative and other half in positive

faint pasture
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You're trying to have a grid of some sort, you either want to use an array and indices and math to convert from coords to index and back, or use a hashmap, which is more flexible

cerulean sonnet
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my question: I can pickup my weapon just fine, but when i enable 'simulate physics' on the item blueprint, its just NOT working at all anymore, i can no longer pick it up.

i have a line trace -> cast to bp -> set simulate physics FALSE -> attach actor to component.
I also tried with adding a delay between the set simulate physics and the attach actor to component, nothing works.

the only difference is literally this one button i clicked on, why is it just not working anymore?
(second screenshot is my item blueprint)

lament ginkgo
faint pasture
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I bet the thing simulating physics is NOT the root component

visual crest
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Why the heck is this happening every time I close and reload the project and how do I stop it ?!?!?

midnight knot
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also i dont know if you can notice some weird ghosting when the player moves to the shadow

vital tide
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it might be that you accidently removed this Call from the Blueprint Interface itself

faint pasture
uncut elk
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Hey all , does anyone know if you can Save game while a level transition is happening? like calling both save game and open level.covering the saving time with the loading time.

unborn cloud
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can anyone help me understand how to calculate direction properly? I've checked dozens of youtube videos, countless forum posts and documentation and even asked a bunch of AIs to no avail, I am about to go insane over this

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Velocity is non-zero and printing correctly whenever the enemy moves, but Direction always seems to be zero no matter what

sick sky
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save while level is open

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you cant run save logic on actor if they are unloaded

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also saving should takes a few seconds MAX

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loading can take longer depending on your systems

sick sky
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CMC rotates your capsule, which rotates the actor

uncut elk
sick sky
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depends what you save IG

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if you save actors location for example, you cant do that while a new level is loaded

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same for anything player related

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(if its a absolute level transition)

sick sky
uncut elk
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right , by the time I fire the save game everything in the game is already stored(on the game instance), im mainly just debating if i really need to set up some async save checks before transition or if i can just fire both. as i dont need to do anything after the save. in this instance.

sick sky
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  • call async save -> wait for level load -> finished, open level
  • async load level -> wait for async save finished -> finished, open level
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you could call both async at the same time, and make both wait each other completition

uncut elk
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I could try that actually, I havent messed with async level loading yet. ill look into it , thx.

sick sky
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just load a tsoftobject to your UWorld

slender dagger
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have a couple questions regarding proper character class setup.

I'm making a game that has a base class you start off as and can then unlock a few other classes doing class related unlocks during the match, and all of them have counterparts that will be AI controlled on the other team.

I have 2 main questions.

  1. how do you decide which code can be put into a component vs which code can be inherited?

  2. for the AI classes, would I have to make separate classes so that the AI version of the player class doesn't have the player code?

unborn cloud
snow halo
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im trying to recreate an actor after it gets destroyed but it never happens

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so on begin play I save location, rotation, scale data of this actor

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then here is when it should clone itself ( but it never does ) somehow this 20 sec delay never gets activated or finished somehow

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So inside of it I have 3 components :

  1. my regular static mesh (stone) it just disapears
  2. my chaos physics fructured geometry, and (3) this is the high mass heavy weight invisible wrecking ball that will come from the sky and hit the fructured geometry and make it splatter & create the illusion that im actually breaking rock_1 aka my regular static mesh which just gets replaced by stuntmen
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I know I can use MasterField and stuff like that but for me it was kinda hard when i tried and this option with the invisible ball is easier and looks like Im the one breaking it apart

dawn gazelle
# snow halo

The stuff after the delay won't happen since the actor destruction would happen before the delay is finished.
You may want to change the collision handling override so it's set to something like always spawn but adjust on the spawn actor node if it indeed is not spawning.

faint pasture
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What do you mean by class, give an example of what you'd start with and what you'd unlock

slender dagger
faint pasture
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that's why there's AIControllers

slender dagger
# faint pasture What do you mean by class, give an example of what you'd start with and what you...

so for example you start as a base class which just has simple functionality, but there are a couple classes. So to unlock a knight class you get x kills, and for the builder class you'd have to stay inside of the main capture point for a certain amount of time.

I saw a video going over basic actor components, but now I'm struggling to understand when you'd use components and when you'd have inherited behaviour. For example in the video I saw it was using health as a system to show how to use components, but health could also be something that can be inherited, so I'm just struggling to understand when you'd use one or the other

snow halo
# dawn gazelle The stuff after the delay won't happen since the actor destruction would happen ...

So I guess what im doing is trying to run the delay inside the rock thats about to get destroyed like an old man suffering form cancer on his deathbed 🧓🛌
saying 'ill fulfill my dream next year but doctor hasn't told him yet he only has 5 seconds left. ....so instead, he has a kid or a clone👶a perfect little copy of himself and whispers all his detailed unfulfilled plans, " little guy carry out my dream… wait 20 years patiently working for this process to happen… then do this..."
And the kid grows up, waits the full 20 years working on his father's legacy, and fulfills the legacy his father never got to and then the kid also dies & the cycle continues endlesly. Is that possible or will that cause program related issues?

faint pasture
slender dagger
faint pasture
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I'd probably do it like this:

Base
Knight
Builder
Whatever

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that's it

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Base would have the most stuff in it, Knight just changes the mesh, changes the animation bp, adds a few mechanics

dawn gazelle
slender dagger
faint pasture
# snow halo

instead of spawning a child, just revert to child

slender dagger
faint pasture
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as would Inventory maybe

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Doing damage isn't "damage that character" it's "call ApplyDamage on ThingThatIHit's Statscomponent"

slender dagger
faint pasture
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I'd need a specific example

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but Knight will inherit StatsComponent from Base

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with different numbers in it

slender dagger
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Apart from health and a basic attack system I can't really think of many other examples, mainly because I'm still in the really early stages and haven't fully fleshed the mechanics out yet.

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The final class I have is an archer if that helps?

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I'm just trying to come at this from a more conceptual angle

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Because from my current understanding of components, it seems to me as if you could just make everything a separate component, add them all to the character classes they'd apply to without having to do any writing inside the character class, but I'd be very surprised if that's how things actually worked

faint pasture
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This looks like Character with StatsComponent and events StartPrimaryAttack EndPrimaryAttack StartSecondaryAttack EndSecondaryAttack Jump etc.

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or you could add abilities as components if you wanted

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LMB Down -> PrimaryAbilityComponent.StartAbility

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many ways to skin this cat

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If it's your first draft I'd probably do abilities and effects as actors or components

snow halo
faint pasture
slender dagger
# faint pasture or you could add abilities as components if you wanted

I'm thinking of adding class specific abilities, knight gets block, archer gets multishot, builder gets an alternate build etc.

So if I've understood this correctly, Components are for common functions that play out differently depending on the class, while inherited functions and values are for things that don't really change?

faint pasture
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or block could just be what the knight does on SecondaryAbilityStart

slender dagger
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yeah block is just for the knight, seeing as the knight is like the melee class in this

faint pasture
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yeah so you could just "write" the block code directly in the knight

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if later you had to hand out block to a bunch of different things it'd be a different story

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I'd just start like this:
Class BaseCharacter:
StatsComponent

Event StartPrimary
Event StopPrimary
Event StartSecondary
Event StopSecondary

core movement code like jumping and hooking up inputs to Start/Stop Primary/Secondary

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then a knight just fleshes out the start/stop primary/secondary logic and has different stats

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and a different mesh

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for an archer, StartPrimary draws the bow, StopPrimary fires it

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for a knight, StartPrimary swings the sword, StartSecondary raises the shield, StopSecondary lowers it

slender dagger
faint pasture
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Sure

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It's not the most robust way to do things but it is certainly better than nothing. You could get all crazy about it with GAS or your own version of GAS but get the thing working first. Just hack together something sane that works.

slender dagger
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oh right I think I'm starting to get it now.

So inherited functionality is stuff that can be edited between classes whereas components are just blocks of code that don't really change between classes?

faint pasture
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a bit yeah

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components are code + state

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it makes sense to put stats on a component because you might want to put stats on something that's not a character

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if you want a door to have health

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so you can hit it and break it just like hitting a character

slender dagger
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yeah I'm probably gonna have to do that now that I think about it

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Haven't touched unreal in nearly half a year and so coming back to it, I feel like I've forgot so much when it comes to planning systems and just general architecture

faint pasture
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No plan survives contact with the enemy

slender dagger
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lmao

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Can't wait to have to refactor all this later on

faint pasture
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you will

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several times

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but you can't refactor what doesn't exist

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just make the thing

slender dagger
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Yeah, I guess now I can start getting to work knowing a bit more on how everything relates to each other.

snow halo
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maybe the my setup is wrong but i've already created in its place a new blueprint here... so it should work

faint pasture
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carrythetorchofwhatever will return instantly, calling destroy actor, which will destroy the actor instantly, making all delays and timers and whatever go away

snow halo
faint pasture
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your 20s timer will not happen

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What is this thing meant to do

snow halo
faint pasture
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no

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WHEN do you want the actor to be destroyed?

snow halo
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immidiately

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but recreate itself and follow this

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or recreate a clone of itself

faint pasture
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what's with the timer then

snow halo
faint pasture
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This code will never run

snow halo
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yes it needs to have a delay, i dont wanna do that instantly

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it needs to have a loadign time

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im destroying the stone

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and then it renews itself after a while

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the come back..

faint pasture
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What's the actual mechanic, a rock that you destroy that comes back?

faint pasture
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then why jump through all these hoops?

Event Whatever -> hide stuff -> delay -> show stuff

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hell you can animate it with a timeline

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note, there is no destroy actor or spawn actor here

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the 1 actor is just moving and changing

snow halo
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it's boolean logic, timeline gives me float

faint pasture
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I've never seen anything grow instantly, they usually grow over time

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but anyway, just do it like that

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WhateverTheTriggerIs -> hide things -> delay -> unhide things
done

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no destroy actor, no spawn actor. THe one actor just keeps renewing itself

snow halo
faint pasture
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IDK your game code

snow halo
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it should be automatic

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I dont have anything to trigger this thing, I tried to do it through this way.

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I cant think of any other ways rn

faint pasture
snow halo
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but it looks simple, but gets interrupted by the destroy of my old actor

snow halo
# faint pasture

it's not as simple because I have a Geometry Collection which I am exploding around by dropping a heavy sphere on top of it to create the illusion that im breaking it in a really powerful way

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afaic there's no way to reset the Geometry Collection so I have to recreate it

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the other messy way would be to add this component again via code

faint pasture
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ok so just put the destroy after the timer

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event -> go boom -> hide stuff -> wait -> spawn a new one -> destroy self

snow halo
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and add my geometry collection to this new component & keep destroying & adding geometry collection components via bp which would be kinda messy code i think

pine bridge
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Hi, im trying to set an end location offset for a line trace. Anyone knows how to make the offset stays when im rotating? thanks in advance

faint pasture
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it's doing exactly what you are telling it to do

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Or just attach a scene component to the camera, offset, to be the thing you trace from and in the forward direction of

dusk forge
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how to fix? my cast to skeletal mesh is failing on enemy actor

faint pasture
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also why are you casting your locked on actor's PARENT to skeletalmeshactor?

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What's the actual rule here, what things should be highlighted when you lock on them?

dusk forge
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i tried casting directly on actor it didnt work

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and i tried doing parent to get highest level actor (inheritance wise) and hoping skeletal mesh is some child of the parent

faint pasture
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it's attachment

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why not just get components by class skeletal mesh

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it'll get any old skeletal mesh on whatever LockedOnActor is

dusk forge
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i will try that thank you

pine bridge
faint pasture
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rotate the vector

pine bridge
# faint pasture

wait im booting up the editor. do i place this right before end node?

faint pasture
pine bridge
faint pasture
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why are you adding there

pine bridge
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like this?

faint pasture
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just rotate 0,50,0 by the things rotation

pine bridge
faint pasture
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no it doesn't

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not 100%

pine bridge
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like this?

faint pasture
faint pasture
pine bridge
tropic finch
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Hi guys, Im trying to make the character be able to do jump attack. I did manage to do it but I feel there might be a problem later. Especially I am using the EventOnLanded to reset the Do Once node. What if I need the Event On Landed to do something else lateron. I don't know if there has a better way to do it.

dawn gazelle
faint pasture
lament ginkgo
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Hey, running into an odd issue. I have a Persistance level with nothing in it and two sub-levels which spawn actors into the world. Load Stream Level loads them, but when I try to call Unload, the node gets called by the actors remain around. Anyone know why this migh tbe?

lament ginkgo
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I figured it out - was trying to unload level instances

pulsar meteor
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Hey everybody. I've been trying to figure this out and it just isn't happening for some reason. I currently have a working click & drag hinged door BP that works perfectly. Now I'm trying to modify that to work on a sliding door but I can't figure out how to restrict the door movement between 2 points, full open and full closed. I was messing with a physics constraint to try to limit this but haven't had any luck so far.

I've done the whole thing where it checks for a manually input X value but if I move the mouse fast it will go past that mark and then rubberband back to the point it wasn't supposed to exceed; which is just plain ugly and sloppy looking.

Any insight on how to tackle this would be greatly appreciated!

celest crown
cerulean sonnet
# faint pasture show the item component layout

my_item is the thing simulating physics, i did indeed see something online about it having to do with the root component -- but i legit dont know what that means, what is a root component or how do i make something my root compoentn? 😅

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okay what the fuck, i got it, i legit never thought about being able to just replace the DefaultSceneRoot by literally hovering over it with the mesh component, wtf.

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thx !

faint pasture
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so when you attach the actor, you attach the root scene, but the my_item is still just off doing its own thing

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get actor location = get the location of the actors root component
attach actor = attach the actors root component

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in your case the root component was just chilling invisibly while my_mesh was off doing physics somewhere

violet bison
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is it possible to call server function from an actor that only exist from client side?

dark drum
violet bison
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I'm doing that for now, just wondering if I can call through the actor itself
thx for the answer!

icy sinew
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Guys,how can i fix my blueprint nodes after rename a cpp structure, i tyied use CoreRedirects but nothing happened

faint creek
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Hi guys, it's ok to use the AI perception simply like this, in the EventGraph? without using behavior tree?

frosty heron
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I used that event to set targets for the BT.

untold fossil
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Hello. Is it no longer possible to change the anti aliasing method on the fly/runtime anymore in UE5? I migrated my project from 4.27 to 5.4 and in 4.27 I could use a console command to change the AA method, but this command no longer seems to work in 5.4?

faint creek
pulsar meteor
frosty heron
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For me the event is to just set data

slender dagger
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started writing some code for a capture point, just realised though that I don't know how I'd decrement the number when a character dies inside the zone. I know it would be possible to do it inside the character blueprint when they die, but it seems counterintuitive to check for the collision both in the character and the capture point blueprints.

Only other way I can think of doing it would be to check it on tick but that's even worse of a solution

frosty heron
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A.i moving, chasing etc. Is BT business imo.

faint creek
celest crown
slender dagger
celest crown
little agate
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I want to confirm this also actually if it is unsafe for 2 custom event manipulating same variable, or it will be safe as long as it is within same event graph

faint creek
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Hi guys, how can I have a Timer by Event looping with a different time float for every run? Because in this script I noticed that if you check looping it keeps only first result float, without change the num every time.
Somebody knows how to make it please?

dawn gazelle
# slender dagger started writing some code for a capture point, just realised though that I don't...

Use an event dispatcher in your character called "OnKilled" or "OnDead" that you call at the same point where you flip the "Dead" boolean to true.
In the capture point, on the begin overlap you want to drag off from the cast and do a "Bind to On Killed" which will give you an event delegate that you can then use to decrement the count for their team.

if you happen to move the actor around rather than full-on respawning them, then In the end overlap, you want to do an "Unbind from On Killed" plugging in the event you used for the bind portion on the Begin Overlap just to make sure it stops listening for the OnKilled dispatcher when the actor leaves the overlap.

prime fox
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hello, i have made a custom skeleton for just a pair of arms and am trying to spawn a projectile from a socket i created on the right index finger. The problem is that with every way i try to pass the rotation to the spawnactor it always points to incorrect directions. any help? (also changing the socket's rotation seems to be mistranslated when playing)

dawn gazelle
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Your Begin Play should also then call that event rather than the timer directly.

dawn gazelle
prime fox
dawn gazelle
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No. Add the camera's world location to the already multiplied forward vector.

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Otherwise you'd be multiplying the location too which will put it in the wrong spot 🙂

prime fox
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that makes a lot of sense, thank you so much for the pointer Datura

dawn gazelle
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Just had to get you going in the right direction 😉

prime fox
#

i see what you did there😉

faint creek
dawn gazelle
turbid maple
sick sky
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Dont cross post

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Also we cant help with no information

turbid maple
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what do i need to do to get help

barren tangle
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Hello, Is it possible to provide to a Actor Component, in input, a function to call from the owner?
Let's assume i call dash component.
The dash component know the dash state.
But to be able to be more flexible, i would like to add a boolean to say : Block Owner Input or not.
If yes, Then the AC_Component should call an event or a function from the owner. But the dash doesn't know which function to call.
Can i provide to my component which function to call from the owner?

barren tangle
sick sky
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So this function returns a bool ?

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You want the owner to customise its response ?

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I dash interface on the owner would do the job

barren tangle
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I want the owner to prepare a way to block the input, but i want to ask to the dash to perform that function from the owner

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so the dash will do : owner.CustomEvent

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and the owner will provide to the component : CustomEvent = myEvent

turbid maple
barren tangle
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so the dash will call : myEvent 😄

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so one more time to be clear 😄

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owner will create a custom event : BlockInput
and will provide to the dash component, to block my imput you need to call owner.BlockInput

#

so my question is : can we provide in input a function ? 😄

#

or maybe it will be in unreal engine 7

barren tangle
#

the gun is bigger, what is the issue 😄

turbid maple
#

i don't know how to fix it

barren tangle
#

what was your function to update the size of the gun?

turbid maple
#

i don't know what dose this mean, but did i do something wrong or there is a fix to the size, i'm new to ue

little agate
barren tangle
maiden wadi
barren tangle
#

problem solved 😄

little agate
# turbid maple ok thx

"how to attach actor/mesh to a skeleton socket in unreal" should be more than enough for your case I guess

barren tangle
#

i mean i understand 2 Actions :
F = gun in the hand
F = big gun
lol

pallid ice
#

see there are many solutions to solve a problem
and more solutions that create more problems.

turbid maple
#

can i send screenshot here ?

barren tangle
turbid maple
#

i sorry guys my english is bad

#

but is this what you said to do

barren tangle
little agate
turbid maple
barren tangle
#

and after that part?

turbid maple
pallid ice
turbid maple
#

will that was easy

#

am dumb

turbid maple
pallid ice
# turbid maple

did you also notice you are checking distance of an actor location of the same actor?

turbid maple
barren tangle
#

tutorial are amazing in that case 😄

turbid maple
#

i'm not finding any tutorial for gasp,

#

i'm starting worng basically

barren tangle
#

i think you want to check if the distance betwen your actor and the gun is less than 100

turbid maple
#

75?

barren tangle
#

what do i need to do to get help??????

pallid ice
barren tangle
# pallid ice for what

so one more time to be clear 😄
owner will create a custom event : BlockInput
and will provide to the dash component, to block my imput you need to call owner.BlockInput
so my question is : can we provide in input a function ? 😄

#

can a component receive a list a function that he needs to call

#

to stay generic

#

and replace part of his code by those function

#

or it will be for UE7

#

UE77

pallid ice
#

hmmm, there are many ways to do this, your question is very vague though, maybe give an example

barren tangle
#

So my component is able to perform a dash of the owner.
The logic and the movement calculation are done inside the component.

But My actor is also able to move.
I want to add an extra feature to the dash component.
Block Input: If yes
The dash component will call on the owner a function, or event to block the movement component.
But because the component doesn't know what will be that function, my question is, is it possible to provide to the component the function to call to be able to block the input of the owner.

#

So when the owner received the Input:
He call dash from the component.
Dash is performed, but it's not role of the component to block the owner input, because he doesn't know how to block his input. Maybe it's boolean, maybe it's a tag container, maybe it's something else.

#

so the owner should provide a way to block its input, and communicate that way to the component. When the component know how to block it, he can call it.

#

I'am in the situation, you buy a component to perform dash, and you want it to be flexible to your game, without rewritting a part of the dash code

#

let's assume it's a component for noob 🙂

#

that doesn't know how to modify the blueprint

pallid ice
#

damn i would have to think on that one for a bit.

#

so you want the dash component to block the functionality of other components while its doing the dash, and this should be modular so if you have a hyper dash it could block dash and normal movement or if you have some other movement component that need to be blocked it should just work?

barren tangle
#

without modifying the dash component

#

just by feeding it? with function?

pallid ice
#

The first thing my mind is going to is just have a general manager that can handle these ability components

barren tangle
#

maybe it's not a common way to work with Component

#

but i just want to be sure

#

there is no an UE things for that

#

so i don't need a solution 😄

#

i just need to know if it's possible

#

or not

pallid ice
#

i don't have made a system yet that blocks other systems sadly
only systems that modify stuff in a modular way.
those systems use very basic stuff just UObjects that i create and manage with functions in them. they are lower level then components

barren tangle
#

yes when you create the entire system you do it like it, but indeed, if you want to be able to assemble different component and make them work together, they should be able to inject reusable function inside of them (with some condition)

dark drum
barren tangle
#

that is what you mean?

dark drum
barren tangle
#

you see i have a tags to block the movement. but i don't want to do into the component: owner.getTags.updateTags

#

because that will lock the component to the management of the movement of the owner.

dark drum
barren tangle
#

mmmm maybe by passing referece that can be modify?

dark drum
#

I'd recommend looking through GAS, even if you don't use it, there's a ton of useful bits you can apply to other things.

barren tangle
#

Gameplay Ability System 😄

dark drum
barren tangle
#

You will make me cry 😄

#

i think it's what i'm trying to create...

#

lol

#

yesterday with your Animation Wrapper

#

today with the GAS 😄

dark drum
barren tangle
#

able the dash to block another ability

dark drum
#

It uses gameplay tags on gameplay tags on gameplay tags. 😅

barren tangle
#

let's go for the GAS 🙂

dark drum
#

It also allows you to stop other abilities if they are running if another ability starts.

dark drum
#

It's a beefy system but if its what you're wanting it works well, and it handles replication as well.

pallid ice
#

I need a holiday i think to absorb all of this knowledge :p

barren tangle
#

😄

dark drum
#

If you ever feel like you've not been pushed enough, you should take a look at how the construction script works. 🥲

tropic finch
#

Hi, this is the follow up of my jump attack question. As @dawn gazelle mentioned that I can set an branch node to do something like DoOnce. I think using the AttackCounter variable that I already has will work. Still need to reset the counter by using the EventOnLand. But as Datura said I can Sequence it if I need. Still I wonder is using a counter variable like this better than using DoOnce for jump attack in this type of situation?

zealous moth
#

In regular actors I can use scene components as markers or placeholders for vector locations.
In umg, what can I use?
I want to make a umg system where characters appear on screen and depending on the number, they Spawn and move to the left or right but I somehow need to set their relative location...

dawn gazelle
# tropic finch Hi, this is the follow up of my jump attack question. As <@218956378654507008> ...

That's not really a question anyone would be able to answer as it would entirely depend on your desired game design as to whether it makes sense to use the combo attack counter to prevent attacks, and if it makes sense to reset it on landing from a jump. For example, with your setup, I couldn't combo 1 > jump > land > combo 2 > combo 3, nor could I combo 1 > jump > jump attack, but I could potentially do combo 1 > jump > land > combo 1 rapidly.

rigid bay
#

I want to make a system that spawns enemy actors at the start of a battle. I'm trying to come up with ways to do it, but I can't seen to figure it out. I want to take a number of list/data tables, fill them with multiple types of enemy actors, then spawn them when the battle starts, but I can't find any resources online to help me with this.

tropic finch
lyric rapids
#

having some trouble figuring this out
trying to make that triangle rotate on the y axis to point towards a target so for example of the player is faced away from the target the triangle will point downwards if the player looks at the target it points up etc

pastel garnet
#

why cant i find the async load asset? does unreal not have it exposed to bp?

covert delta
pastel garnet
#

yep literally just noticed my oversight 😂😂

#

biggest face palm moment 🤦

covert delta
#

I think that's sufficiently niche to not be a face palm lol

covert delta
lyric rapids
#

im trying to rotate the triangle on the y axis

#

so it points at the target actor

cerulean sonnet
dawn gazelle
covert delta
covert delta
#

if that makes sense at all

lyric rapids
#

get target location - get triangle location then how do i project

covert delta
#

because your scanner could be facing any direction. So the Orange Vector is Target Loc - Triangle Loc. But what you actually want is the Purple Z and Y coordinates in the local space of the Scanner.

#

something like this I would think

meager spade
#

If you want to rotate like that isn't it just Atan(height delta / distance)?

#

And then maybe convert from rad to degrees

covert delta
#

otherwise it would only work if the triangle happens to be facing forward in global space

lyric rapids
#

its not rotating on the right axis

meager spade
#

Also I think you would need to calculate the distance without accounting for Z for ATan to work

lyric rapids
#

i think its better to use a dot product

covert delta
#

draw a debug line to see what you're actually getting

#

You're using the up vector right now, not the forward vector as the plane normal

#

Like you want the plane defined by the FORWARD vector of the scanner.

#

In this drawing that's the plane that faces in the direction of the green x

#

Draw a debug line from the triangle to the triangle + the pre-projected vector * 10000 every frame to see if it's getting the right idea.

lyric rapids
#

okay

covert delta
#

Then I think

#

this is also probably fine

lyric rapids
#

this points correctly

lyric rapids
covert delta
#

I doubt that this will point correctly if the scanner is facing a different direction than global forward

lyric rapids
#

well the debug arrow always points towards the target

covert delta
#

that arrow will, but your goal is to find the local y rotation for the triangle to point at the target

#

if you think you're on the right track go for it though. There's many ways to arrive at the answer.

willow gate
#

Hey all. I am pausing the game when I open my in-game menu but this causes the timer in my game menu widget to be paused as well. I have tried ticking "Tick Even When Paused" in my player character, where the widget is created but the timer still remains paused when the game is paused. Any way to fix this?

willow gate
maiden wadi
#

Should use CommonUI and some navigation blocking.

willow gate
maiden wadi
#

Fair. You can use the widget's tick most likely. That isn't paused

willow gate
#

Thanks I'll try that

steady night
#

Hi dose anyone know if u can Enable/Disable Splitscreen via blueprints ?

vestal moon
#

does it make what you want?

steady night
#

remove/add player ?

silver dove
#

Hi guys. I'm using AIMoveTo, but not using any of the other AI stuff like blackboards, etc. I just want to tell an enmy to "stop moving to" ... how do I clear the AIMoveTo so it stops pathfinding and moving?

steady night
# dawn gazelle

yeah i saw that but did not work for me, dosent that just disable ?

dawn gazelle
kind estuary
#

I have a Human character, and the enemy Characters.
Can the enemy Characters inherit from the Human Character?
Though the Human Character has all the input logic, and the player camera.
Wouldn't it be a better practice for Enemy Characters to inherit from a Class that doesn't have any of this ?

kind estuary
# lunar sleet Sure

Or is the camera automatically disabled, and the inputs when the character is not possessed by human player?

lunar sleet
covert delta
faint pasture
#

Set it up right and you can have all of your pawns be the exact same thing, they're all Character

#

as a bonus, it makes testing dummy easy. You can just play as any character in the game to test out their abilities and such

covert delta
steady night
#

i have a shared camera for when both players are close when they walk away from eachother i enable the split screen how do i get a camera on each player to follow them ? (my shared camera is a seperate actor)

atomic hollow
steady night
#

oh, so i shouldent use split screen really

#

or a custom split screen rather ?

atomic hollow
atomic hollow
steady night
#

oh ok

#

i might acctuly rather them not being able to go to far away from eachother any tips on how to bound them inside the camera

ruby cobalt
#

hello. i'm getting relative transform but I just realised that it accounts for scale.. and that's not what I want.

I want the actual relative pos and rot according to how it shows up in the level.. how do I get that?

#

hmm i guess i can do this..

atomic hollow
uncut elk
#

does anyone know how to disable AA at runtime. wiki claims setting it to 0 disables the effect. but if you check the node and results in game , 0 just sets it to low.

atomic hollow
uncut elk
# atomic hollow Use r.antialiasingmethod = 0

does that save/work in build? im experimenting with the console command but I havent built to test if it actually saves the setting for the next launch in build like the node does.

atomic hollow
kind estuary
#

why is my actor not animating when moving in certain directions?

#

this is quite confusing, so many variables

#

😵‍💫

atomic hollow
# kind estuary

Because you don't have any animations in the blendspace for that direction

faint pasture
#

If it's shared across ALL put in the base

#

But multi-branching heirarchies are a nightmare.

viscid python
#

I implemented a slight lag on my camera (via a spring arm). However, turning of my character is very choppy. Any ideas on how to get this smooth?

#

This is at locked 60fps in Vsync.

kind estuary
atomic hollow
kind estuary
#

that needs blendspace right?

uncut elk
# atomic hollow Of course it also works at runtime. Even in shiped build

so after testing in build , the console command works , however it doesnt work with saving so relaunching the game will just have AA on again. Set AA Quality does work and saves as expected but you cant actually use it to Disable AA entirely . so unless there's another node im forgetting about , it seems theres no way to add the option to set AA to off and still be able to use the Set/Get AA Qaulity nodes.

ruby cobalt
#

it doesn't make sense in my case

calm sun
#

in the "Bind Event to On Clicked", how do I add a parameter to it so I can pass the struct through it?

atomic hollow
snow halo
#

Hi I have a question. Im trying to enable an action on one of my actors, but these are actors placed & created by me, and its possible that I can have more than 1 actor there, and the problem is Im using interface, but even if i was working with cast for example or get actor etc...but I would still be getting the same problem. So how do I make sure Im communicating to the right instance if there's many copies of the same blueprint? ( and they all have the same instructions )

atomic hollow
snow halo
uncut elk
atomic hollow
atomic hollow
atomic hollow
snow halo
#

let's say I have 5 furnaces placed on the world

#

I wanna unlock fire only on one of them

#

I dont wanna enable fire on all of them

#

this is the problem

#

they work with interfaces

#

bp_furnace1, bp_furnace2, bp_furnace3, bp_furnace4, bp_furnace5 etc. they are all of the same instance, this is what confuses me

faint pasture
#

just get the instance you care about, and set bFireEnabled = true on it

#

you'll have 4 with bFireEnabled = false, and one with bFireEnabled = true

#

in plain language, which of the multiple furnaces do you care about here?

#

is it the one you're aiming at?

snow halo
atomic hollow
faint pasture
#

you probably don't necessarily need an interface for this.

What's the rest of the mechanic, what enables fire on this furnace?

#

why is this one furnace able to have fire and the others not?

atomic hollow
atomic hollow
faint pasture
#

@snow haloWhat's the actual mechanic here? Is it a furnace like Minecraft, where it can burn fuel items to process ore items?

snow halo
#

its complicated, so i made a furnace that you can cast iron ores in, and with that you might also use it to make food, or warm yourself up in the cold

#

cast iron for example can be shaped into other tools.

faint pasture
#

So a furnace is a thing that can be lit, and when lit, if it has fuel, it can cook other items and provide heat in an area, that about right?

faint pasture
#

So a furnace would look a bit like this:
Furnace
bool bIsLit
ItemSlot Fuel
ItemSlot Cooking
interface Interact

Interact -> bIsLit = !bIsLit
Tick/Timer -> if bIsLit -> burn item in ItemSlotFuel -> cook item in ItemSlotCooking -> apply a bit of heat to things in area -> if ItemSlotFuel is empty -> bIsLit = false

That's assuming you also have the code and stuff to support putting things in item slots and filtering them etc.

snow halo
#

this is the way Im trying to do it

#

Im not sure if this is the most efficient way to do this. I dont think the way im doing things is very optimal though

faint pasture
# snow halo

that seems a bit silly to be talking directly to UI but idk your design

solid needle
#

ue5 tutorials keep using this node, which doesnt exist in my unreal, i cant find anything about a plugin or setting to find it?

solid needle
#

oh wow i never seen this lmao, thank you

spark steppe
#

you can only use it in the event graph

#

then it will also show up in the list

solid needle
#

ah that too, i didnt see the latent

#

thanks!

surreal peak
#

Nature of functions being required to end on the same frame .

latent cypress
#

I'm looking to make a small game that has not too difficult mechanics (4 player, imposter concept, tasks to complete) but am a complete beginner, shall I take a blueprints course to learn beforehand?

thin panther
#

You've added multiplayer as a requirement, you've already made it much much more complex

latent cypress
#

Ah right I had a single player version i thought of first, i can stick to that, would I take a blueprints course before beginning?

snow halo
# faint pasture that seems a bit silly to be talking directly to UI but idk your design

On the left here as you see I have this little stat group, and here is where I also show the player what kind of item he currently he's holding on his hand. It's a first person game, sometimes some items are lifted up which might edit the blendspace, but I always attach some kind of item to his hand so that the player can see what it is if he turns down his head. But this system alone is really... REALLY becoming so overcomplicated & hard to manage & maintain. And Im not really good at design so this is the best I could come up with and Im not sure how best I could do it so as to show the player what action he's gonna likely be doing based on what item he's holding. Also here's the code for it, it's kinda weird & I feel like im building a space shuttle to deliver a pizza next door or smth

#

This is the item selection/creation

#

left mouse button is responsible for ALL the actions in the game

#

Sometimes you wanna hide it sometimes not. It's a big confusion but I made a new type of variable inside of my data table struct, to categorize items based on whether they are gonna be one use or multiple uses

#

but it's also complicated because some items don't have any cost in using them

#

for example with selection of items you have to press the select action ui button many times, lets say you have many berries in your backpack, you wanna press q then click to eat, q then click, q then click, q then click. etc etc etc

#

Some items will not get unselected, lets say this is a pickaxe, you can use the pickaxe multiple times without running into any issues

#

and then you have other one use items like placeable items for example, you select them and then you just click somewhere valid, if the ground for placement is valid or the other item to build up on is valid, like placing food or a pan on a furnace or wood inside of the furnace, then its valid

#

But this kind of valid/invalid debate is realllyyyyy reallyyyyy taking so much time, it's not modular, it's the least modular thing I've seen or made in my entire life.

It feels like building a new IKEA table every time someone wants to put down a coffee cup

atomic hollow
snow halo
atomic hollow
frosty heron
#

Telling the widget what to do instead widget reading and react to changes is peak bad code, period, respectfully imo.

#

Get into subscriber pattern. Your game should work with or without U.I

ruby cobalt
#

this stuff sometimes seem like tidious but it's essential for any project that will scale..

#

to at least have your own logic within the project

frosty heron
#

It's actually more easy to implement and debug.

ruby cobalt
#

nah i mean it's tidious to take the time to understand and apply a "system" to how your organise your code

#

i don't use widget much and I've only tested an idea.. how do you make the widget read whenever there's a change?

frosty heron
#

Just subscribe to delegate

#

The Mediator Pattern:
Software Design Patterns are like a guide on how to write good code, whether you're using Blueprints or C++, knowing good software practices is a MUST!

This video goes over the mediator pattern to build a "Combat manager" to coordinate actions between multiple enemies and the player.
We will also be combining the mediator ...

▶ Play video
#

Event dispatchers

ruby cobalt
#

thx

#

this is how i've been handling it...

#

still learning.. i wrote this a while ago.. right off the bat I think i should store the widget variable at construction/begin play rather than casting to all the time

maiden wadi
#

MVVM enters the room... 👀

kind estuary
#

why cant i rotate my character by key

#

something is bruteforcing it to stay looking forward

#

if i use the tick event then it rotates

#

but without it it never rotates

#

so weird

narrow sentinel
#

Not sure where this would go put I've turned on virtual texture streaming and enabled it on the texture which is used on my landscape however I now have this

#

which I didn't have before

#

I am doing some stuff with the DDX and DDY so not sure if thats causing the issue with it not being Virtual texture

maiden wadi
# kind estuary

Replace SetActorRotation with a SetControlRotation call on it's controller.

viscid python
#

How can I get smooth camera movement without using a spring arm/camera boom? I've read about rinterp or lerp etc. can anyone explain?

kind estuary
#

it seems thats working

#

but now the camera is also rotating

#

i tried changing settings in the camera

maiden wadi
#

Spring arm?

kind estuary
#

spring arm

#

yeah

maiden wadi
#

Change the... sec

#

Change this dropdown here on your Rotation to World.

kind estuary
#

thats in the spring arm?

maiden wadi
#

Yeah.

#

If you set that on the rotation, it'll still follow it's location, but not rotate with the character.

kind estuary
#

relative right

#

?

#

its still rotating

maiden wadi
#

Should look like this

#

At least in 5.5, that looks like 4.27 or older? But the Rotation property needs to be set to World.

narrow sentinel
kind estuary
#

it worked

#

though it needed also a little check here:

#

this must be disabled

maiden wadi
#

Ah, yeah. Don't want to rotate that with control rotation. 😄 Forgot about that.

maiden wadi
narrow sentinel
faint pasture
#

I've noticed you can't do crazy 6dof stuff with it

brazen stirrup
#

Anyone know how to implement a grenade throwing helper mechanic like mgs?

#

The one that shows a grid where you throw a grenade

smoky basalt
#

hey how do i take control of a pawn in the map somewhere? im trying to think of a way to switch between controlling a ship and walking around / vice versa.

#

to elaborate, i had to separate the ship interior from the actual flying part of the ship due to....technical limitations, and i need a way to take control of it when i use the pilot seat.

#

the one tilted vertically has the interior, and stays at the 0,0,0 point on the map and the one tilted horizontally is the one i need to control.

astral mist
smoky basalt
#

its posessing the pawn itself, yeah.

astral mist
#

any video on entering vehicles (usually a car, gta style) would also explain the basics.

#

too bad the videos are so focused and not usually abstracted enough

smoky basalt
#

yeah.

#

i noticed that. my case is a bit different lol.

#

i know how to attach and control a car or something, doing what im doing has a bunch of extra steps and wierdness to it

astral mist
#

didn't catch that sorry

#

the technical limitation is just due to optimization or because you couldn't figure out another way?

smoky basalt
#

yeah kinda both lol

astral mist
#

it could in theory be always there just not being rendered - the interior

#

as a child of the ship body

#

based on the game it could also be a UI overlay for a camera and no actual 3d interior that's up to you

smoky basalt
#

i had to do some wierd workaround shit because id need to write a whole new gravity system for onboard ships, and that was a pain in the ass, so i separated the interior friom the flyable ship and put it at 0,0,0.

astral mist
#

haha well do you plan to have a texture rendered on screen based on the true location of the ship and just show this through the cockpit or something?

smoky basalt
#

think of it like taking control of a drone or something lol. thats kinda what i need to do

astral mist
#

seems odd but probably doable for the camera portion

smoky basalt
#

flight seat has Render Target screens on it

astral mist
#

right

#

but your ship will always be on 0,0,0 and you'll be a complete liar to the player (understandable)

brazen stirrup
astral mist
#

but you'll end up using splines or niagara ultimately whatever works for you

brazen stirrup
#

oh I meant my project lol

#

well its actually for a baseball like throw

#

so it goes staight

#

but I want the helpers since it helps for stealth games

kind estuary
#

I attached a gun to my character, with a socket. It works very well when you are aiming.
But when you run 🏃‍♂️‍➡️ the gun just hangs around weirdly.
How do you solve this?

brazen stirrup
#

dont want frustated players lol

astral mist
# brazen stirrup dont want frustated players lol

This could be a starting point: https://www.youtube.com/watch?v=TAnzmz2AviY you can always tweak it.

Hey guys, in today's video I'm going to be showing you how to create a system where the player can see a predicted path for the trajectory of the grenade that they are throwing.

You may want to experiment with the final delay values for spawning and deleting the trajectory line. Lower-end PCs may need it to be slower as it could cause lag. You'...

▶ Play video
#

hate to link videos but its often faster

#

The node in question is Predict Projectile Path (Advanced)

#

(Assuming you are using BPs)

astral mist
# smoky basalt flight seat has Render Target screens on it

So once we're inside the cockpit your render target has to be set and updated, the camera has to switch to the cockpit but movement must remain on the real ship, what if you just have an internal toggle (a boolean maybe so we know the state) and you simply switch the camera with Set View Target With Blend to begin with?

#

I would probably have the cockpit a child of the actual spaceship but typically hidden unless I toggle to the cockpit view (if this is single-player all the simpler)

#

Just to simplify but you must have your reasons not to

smoky basalt
#

well, i mean, in my game, these ships are travelling at insane speeds, and having the interior always at 0,0,0 and not moving means i avoid all of the wierd phyiscs jank, with things falling through the floor, and wierd graphics errors.

astral mist
#

true although most "through the floor" issues are solved with proper mesh subdivision a single quad will most likely pass-through and fail but a relatively more complex mesh tends to avoid this (up to a point -- then we start sub-stepping too much and we waste cycles for no reason trying to overcome this)

#

an alternative would be to implement your own "space physics"

#

graphics errors due to massive speed and collision "errors" would be attributed to the motion blur mostly I guess... it does look silly unless your scene is "realistic" with regular speeds otherwise it would be the accumulative nature of lumen?

#

🤷‍♂️ heh

#

you could be controlling the actual ship pawn and just have a remote view at 0,0,0 with whatever camera you have in this actor. a simple way to learn the basics of this technique is to look up "surveillance camera" tutorials

smoky basalt
#

setting things up in the level blueprint seems like it could work actually

astral mist
#

I'd stay away from that but for testing purposes sure

smoky basalt
#

id need a way to make the system a bit more dynamic, since i plan on having a ton of ships.

astral mist
#

if there are screaming wookies and lasers count me in

smoky basalt
#

id need a way to set the player's currently active ship, spawn both the interior and ship itself into the world, as well.

#

lol wookies and lasers

#

more like alien space elfs with guns, in space.

astral mist
#

works for me

smoky basalt
#

the game's kind of a batshit insane mix of The Expanse, Stalker, SCP, and... loads of other influences.

astral mist
#

primarily a reference to whatever spaceship has been selected, could be at the player controller...

smoky basalt
#

all of that, but youre playing as a space-elf wih guns.

astral mist
#

can't argue with game ideas

#

I feel like I'm going through intergalactic cable lately. not complaining though.

smoky basalt
#

maybe what i need to do is have like a spawner blueprint that i put in the world, that gets a reference to the player character and the currently active ship, and do it that way.

faint pasture
#

I kicked around a space prototype for a bit but I needed based navigation and didn't want to program that so just put it on the back burner for a bit

#

First off, is it important that characters are around when you're in the ship piloting view, or is it effectively JUST the ships, nothing inside of them simulated?

little agate
#

lol, how we navigate in 3d space anyway

faint pasture
#

Mine was 2d but yeah the problem is in how to pathfind on a moving platform

#

built in navmesh doesn't support that

little agate
#

will surely need custom nivigation system I guess ASbigBrain

carmine palm
#

Going to post entire blueprint if someone wants to help 😄

faint pasture
#

Just post the part you need help with

carmine palm
#

Thats issue

#

No idea what all of a sudden started breaking 😄

#

Client decided it would freeze

sick sky
#

Was good to use for flying AI

#

Its free

carmine palm
#

Anywho

#

Just to get a base:

#

Basic Concept

sick sky
carmine palm
#

And here is the setup:

little agate
smoky basalt
#

and yes i plan on having other characters walking around on board as well

carmine palm
smoky basalt
#

actually one of the other reasons i switched to my wierd setup was so i could have AI pathfinding, since the nav meshes dont work when the level's tilted at wierd angles.

carmine palm
#

And that is it

#

simple

smoky basalt
carmine palm
#

Just spawning 3 total rooms. No way this should happen afaik lol

faint pasture
#

a failed find returns -1

carmine palm
#

I know

#

Thats why Im confused 😛

sand shore
#

When you search an array for an item, you're iterating over the entire array, and you're doing an equality comparison on all of the items, until you reach the item that compares memory identical, yeah

#

And then that item matches.

#

The thing is, the Selected Room is a copy of the data that was in the array.

But then you remove an exit from the data that's in the array. So now, the Selected Room variable is storing one set of exits, but the array element is storing a different set of exits.

#

So, I think what you should do is avoid making the Selected Room copy to begin with

#

I think you should store Selected Room Index, and whenever you would use Selected Room you should replace that with a Get (by ref) accessor.

#

To put that another way, the Selected Room and the array element are exactly identical at the moment that you first try to find the array index, but then you remove the exit. And at this point, the Selected Room struct has one extra exit (because you removed the exit from the Array Element).

#

Structs using copy semantics isn't something you would have easily noticed without trying to avoid using the array index, but this is one of the most annoying aspects of using containers of BP structs haha

carmine palm
#

I'll do that

#

didn't even think of index lol

worthy tendon
sand shore
carmine palm
#

lmao

#

Nah its actually just me randomly selecting color

#

It's just to seperate areas quickly lol

#

Doing better. got rid of while statement and changed it to event/bool/if stuff

queen yew
#

If I add a socket to a mesh how to get a reference to that socket so that I can get the position? I would like to attach a cable component to a socket at the tip of my rod.

#

I tried getting the socket by tag but that turns out to be null

dawn gazelle
fading sentinel
#

hello guys
I'm trying to create a reusable component in Unreal Engine 5 that includes up to 6 meshes and encapsulates both logic and animation functions. I'd like to use this component within a Blueprint Actor, allowing me to easily manage multiple instances without cluttering the scene. However, since Actor Components lack a 3D viewport, I'm struggling to set up the meshes and their associated logic within the component. Is there a way to design and implement this component efficiently, or an alternative approach that would achieve my goals?

sand shore
calm sun
#

in the "Bind Event to On Clicked", how do I add a parameter to it so I can pass the struct through it?

worthy tendon
#

you can add inputs for your event dispatcher. if it's a c++ delegate, you can't add parameters. but you can still create event dispatcher that passes parameters for you.

maiden wadi
# faint pasture Is there a way to say "I know what I'm doing, let me do whatever I want with con...

Unsure. I know default code makes a lot of assumptions about stuff being a character/pawn in a 2D world due to being able to optimize out roll mostly. But that is multiplayer stuff.

As far as I know for singleplayer, it's all just setters so it should be possible to do whatever. Some of the functions like addyawinput and stuff might derp there because gimbal lock on rotators. And there's also the camera manager clamps as well to consider.

maiden wadi
fading sentinel
#

But I think I should use event begin play to cast them and store them in an array

thin panther
#

The child actor component should only be used for visuals and even then I don't reccomend it.

#

Prefabricator is a plugin that allows for unity-style prefabs

ocean pewter
#

Hi Everyone,
I making a Garden game currently, so I tried to make the character spawn the seed but nothing is working

dark drum
smoky basalt
#

yeah you need to connect the "true" output in that branch to the spawn actor node.

#

wait no you need to go from the input to the is valid node, then from that into the branch, then the branch into the spawn actor node.

#

basically nothing is connected lol

#

also noticed the other branch after "can plant here". guessing that should go after the is valid branch.

timid crag
subtle pollen
#

creating new blueprint through right mouse click context menu does make it a child blueprint ?

subtle pollen
# dark drum

im doing a mod for conan exiles and the dev kit is on UE4

dark drum
subtle pollen
subtle pollen
#

i just saw on the top is saying parent so i guess is creating child bp

dark drum
# subtle pollen

On that menu, you're selecting the class that a child will be created from.

subtle pollen
upbeat drift
#

Hey everyone, I am using gasp on 5.5 I've added guns and aimed fire which is working great but m having trouble with hip fire
In the function, UpdateRotation_PreCMC of CBP_SandboxCharacter, I’ve disconnected the whole execution and manually set

UseControllerDesiredRotation = true
OrientRotationToMovement = false
RotationRate = (0,0,-1)

This allows the character to look towards where the camera is facing. However, when the character stops moving, he stops following the direction of the camera and instead the camera starts moving around the character according to the camera input. I’ve searched a lot in the CBP and ABP but I can’t seem to find where this is implemented. When I debug the value of UseControllerDesiredRotation or OrientRotationToMovement or UseControllerRotationYaw, they don’t change based on character velocity.

#

Any help would be appreciated

distant parrot
#

Where here can i get help with a issue including a model looking very glossy and wet when it is in the player but fine when it is just the model on the ground?

lyric rapids
#

why is this giving me values outside my navmesh bounds volume

upbeat drift
#

You can also try removing the navdata reference

lyric rapids
#

it gives me compilation error if i do that

#

and random navigable point just does the same

agile moss
#

Seems unprofessional to cast for no reason if the player hasn't click a certain actor. Any tips?

inland walrus
#

huh

agile moss
#

ah, got it wrong? my bad

inland walrus
#

I'm not sure what you mean lol

agile moss
#

sorry I was hurrying to answer lol

inland walrus
agile moss
#

basicaly I dont wanna use the cast failed XD

#

coz what if I wanna have more actor types that can be clicked, seems bad if it were a bigger game to do that many casts, y'know

dark drum
agile moss
#

ah, I think I understand what you mean. hmmm in this situation might just leave as is, lazy to change a lot of code, will keep that in mind, thanks bro

dark drum
agile moss
#

I said I'd complete this game in 3 days, meanwhile to day 24 😂

lyric rapids
#

using ai move to would a basic ai be able to navigate down this not nesscacarily do the jump but be able to fall off

mighty raft
#

Hey all, sorry to drop in like this!
I’m a freelance 3D artist – I do stylized characters, clean rigs, and smooth animations. Game/film ready.
✅ DM me if you need help with a project or want to see my work!

carmine palm
#

Found out my issue

#

andd no idea why its breaking all of a sudden

#

For some reason its considering all the rooms overlapping 😄

mighty raft
#

Hi there! Hope you don’t mind the message.
I’m a 3D artist specializing in stylized character modeling, rigging, and animation. Just reaching out in case you ever need help with 3D work. if you're interested! Let Chat private

dreamy mountain
#

when adding rotation, how would i smoothly rotate from what it currently is to the new rotation i want?

#

i tried using the finterp to node but it just makes my guy spin

carmine palm
#

Timeline

#

is one option

dreamy mountain
#

i need to rotate multiple different directions

#

using timeline means 8 different timelines right?

carmine palm
#

why

dreamy mountain
#

because every time ive tried to rotate my guy smoothly without rotating the camera, it just doesnt work properly

#

it just spins my guy at rapid speeds

#

that was one of the more tamer spin speeds lol

carmine palm
#

like rotating player freely

dreamy mountain
#

basically so it rotates the character but not the camera

carmine palm
#

yea

dreamy mountain
#

but you can rotate the camera with the mouse obviously

#

at the minute, moving the camera moves the guy too

#

im baffled by something that should be easy as fuck

maiden wadi
# agile moss Seems unprofessional to cast for no reason if the player hasn't click a certain ...

For a start, there's nothing wrong with casting when it's done correctly. Don't make it an evil thing just because you heard someone say it's terrible or read it somewhere. Casting is essentially free and useful for connecting classes, but should generally only be done to core code only classes to avoid the memory footprint issue that a lot of people run into and automagically solve with interfaces without actually understanding the issue.

There's a lot of back and forth on this issue, a lot of which just simply boils down to encapsulation. Some people say cast to everything and handle the logic in the interactor. Some people say do an interface and make the apple pick itself up into the inventory.

Both are wrong. The general character or pawn shouldn't care what it's interacting with, not directly at least. It shouldn't care about pickups or doors. And likewise your apple shouldn't care about inventories or being eaten.

The only good answer to this question is an ability system that is set up in a data oriented way to filter through what ability to run to interact with what thing. The ability should have the ability to tie everything together. Pick up the apple into the inventory, play an animation montage for it, etc. Or play an animation montage and trigger a door to open.

And if you correctly define things with data, it's very easy to specify an interaction ability to interact with an apple just as easily as you would specify it's name or mesh.

lunar sleet
#

lol we’ve moved on from “cast is bad” to “cast is unprofessional”. F-ing YT click baiters and their “masterclasses” 😀

dreamy mountain
#

my brain is completely fried

visual crest
#

I am having this stupid bug where if I make any new event in my interfaces and use it, it gets deleted any time I reopen the project. How do I fix it?

maiden wadi
#

In general, why do you need an interface to trigger a wave of spawning?

faint pasture
# dreamy mountain

Explain what you want to have happen.

You press A, what should the character do? Should they move towards the left of the screen or spin to their left?

#

You probably just want OrientRotationToMovement turned on but IDK what you're actually after.

visual crest
visual crest
#

only way around it is to make a new interface.... And I don't want to do that!

maiden wadi
#

Check the interface's references. Both what it's referencing and what references it and look for circular dependencies.

#

Or wait. Is the function missing from the interface itself?

#

Or just missing on classes implementing the interface?

visual crest
maiden wadi
#

It's missing at least on the class implementing the interface based on your screenshot.

visual crest
#

no its implemented

maiden wadi
#

That's odd. This class's parents don't implement it, do they?

visual crest
#

and its useing the three functions above it

#

but any time I add a new function for any of my current BPIs the new function is deleted and replaced all across the board its SUPPER agitating!!

#

I can only guess its a side effect of updating the project from 5.2 to 5.5 but I have no clue How to fix

maiden wadi
#

That SendNextWave has no arguments. In or out, right?

visual crest
#

Yea

carmine palm
#

I'm in class so whoever tagged me sorry

#

I'm minimum spanning some trees

#

And dynamic programming this dna alignment

visual crest
visual crest
calm sun
maiden wadi
visual crest
#

I'll even change the name and still have the same problem watch. (give me a minute to change and reoppen)

dark drum
# visual crest Because there are different bullet heaven areas on the map and this interface ca...

As an FYI, you'd have a bullet heaven base class with the key vars and function in it. All heavens would then be a child of this and implement or override functions if they need to change the behavior.

This allows you to cast to the base class and call the key functions and access key variables without having to force load a specific bullet heaven.

Interfaces are for when you have different classes that need to have/use the same functions but don't share a common parent.

BP interfaces result in a lot of copy and pasting which makes things difficult to manage as you scale up and can create difficult to manage systems. I also find them to be buggy at times but that might just be me lol.

visual crest
#

And as a whole I don't like hardcoding any thing

dark drum
#

Also adding to this, if you're not using hierarchy, it makes using soft references less effective.

visual crest
# dark drum That's why you have base classes, these tend to only be a few kb and for the sak...

I have never heard that theology before... And frankly it sounds wrong. I make base classes for stuff like items and NPC not one offs that are just systems in themselves that have no variation other then instances. Also if you don't use interfaces and hardcode the moment you change one item in your PC then it will want to save changes to the base class of all hardcoded items and then it will want to save changes to all its subs as well. Thats a mess haveing 100+ items that want to be saved because you change one thin in your primary character.

#

Use interface often and everywhere you can instead of casting

thin panther
#

That's just patently false though

visual crest
#

I have learnd this the hard way over 4 years

thin panther
#

It's not a theology thing, it's just flat out not how you design with oop, anywhere

visual crest
#

oop?

thin panther
#

Object oriented programming

dark drum
dusky cobalt
#

The error you are getting is easy to fix by removing interface references from everyhere, deleting the interface, compiling saving and then adding it once again. It's bugged somehow it detects like you have either Function or Variable withing the same name in that blueprint or even in the project somewhere (maybe you have 2 interfaces with the same events).

#

Also you can check the error in the console l og when you project loads as well it will tell you what's happening exactly.

visual crest
dusky cobalt
#

They are saying you can have base class instead of interface and it's better.

visual crest
dusky cobalt
#

And of course it all depends on the use case, because obviously interface will be better if the all actors/object you are trying to implement something ON are DIFFERENT

thin panther
# visual crest So are you saying I am wrong ot pattym is wrong?

I am saying you're wrong. Not wrong in the sense of "2+2=5", but wrong in the sense of that's not how the design pattern is supposed to be used.

If one thing, and only one thing share a common base. Think, say doors. Whether it's a garage door, a sliding door, a regular door etc, they all open, close and have the potential to lock. That would be ideal for a common base class. Things that have things in common across those base classes, like retrieving a specific component from unrelated actors (like how GAS does it), or interaction, where you could interact with doors, but also NPC's, loot, vehicles, etc, is what interfaces are for. It's class agnostic behaviour.

Base classes also cut your memory costs down significantly with referencing.

#

You can see the engine implement the same pattern. ThirdPersonCharacter is subclassed in BP, but the defining characteristics of all characters are in a base class. However, any actor might potentially have a AbilitySystemComponent, so the engine creates an interface to retrieve that from wherever.

You might want an interface to see which faction something belongs to, even though soldiers, items and beds have nothing in common

visual crest
worthy tendon
visual crest
thin panther
#

I understand building with the future in mind, and interfaces can be useful for decoupling, you just run into some design issues and issues like this when you interface everything

dark drum
#

There's nothing worse when an interface breaks. 😢 I've been their in my earlier days.

#

Uobjects can be great for decoupling. 🙂

calm sun
dark drum
#

I've been working on an interaction system and an inventory system but wanted to keep them seperate. For this, i have an interaction event object. So I create a pickup interaction event for example which would handle interfacing with the specific inventory. If i migrate the interaction system to a new project, I just create a new pickup object specific for the inventory system I'm using.

For this project I've used 0 interfaces and it's all decoupled (for the most part).

thin panther
#

Hell, consider components. If you want ease of use across projects, make components you can put on things. You'll get brownie points with the "Composition over Inheritance" crowd too :P

dark drum
#

Throw in some C++ for the edit in line and instanced flags and you'll be killing it. sweeney_activate

tropic finch
#

Hi folks. I m trying to understand classes in unreal, especially in State Tree. I have a simple setup here in StateTree with 2 tasks. One is to let the NPC to find a location, 2nd is to move to that location

For the context in StateTree. I've hooked up to a simple blueprint with skeletal mesh manny and its animation blueprint.

For the find location task. for input variable. I've tried both input to get actor location. Both actor type and character type works

but for the move to location task, For content varriable, blueprint type works, Character type works, but not actor type. Seems like Actor type can't get AIController. It does let me to connect it but the character won't move to the location.

Can anyone educate me why is that? I understand Character is a type of Actor with controls. Is that the reason?

dusky meadow
#

Why does this only set the material to the top one not the bottom one ?

thin panther
#

flip flop is a macro. It uses a bool inside to track whether it's A or B

when you leave that function you leave the scope of the macro, and thus the variable is destroyed, being remade again when you call it

#

you can confirm by dragging a print off IsA

snow halo
#

Hi, I have a question. Im working on a crafting game. When i merge one item with another I can make a crafting event because I combine two things together. But when i press "e" on something it enables a destruction or destroy actor event that is outside of my item instructions/code. I dont always want to do destroy alone. Maybe sometimes I destroy and then there's 2/3 things spawing etc.. How can I make this so in such a way that for example things get spawned from specific item after I trace it and destroy if the destroying logic is outside of the event and it looks like this.

dusky meadow
thin panther
#

You could copy paste the contents of the macro into the function and change the variable to be a not local variable, or make a new version of the macro that accepts a bool input, which is a non local variable

snow halo
faint pasture
#

The code has the items, does logic, destroys and produces items

snow halo
dusky meadow
snow halo
snow halo
#

Because there is at the moment a pan item on it

#

so there are 2/3 items merged right now

#

wood produces fire

#

pan produces food, and food can also be stored on top of pan

#

for example you can cook eggs on this pan

#

what happens if I destroy this furnace? or press "e" on it?

#

I pick up only furnace

#

doesn't matter how many things are stored on top of furnace

#

they all disapear

#

because of how my outside component works that makes this kind of logic

faint pasture
#

sounds like a mess

dark drum
snow halo
#

and wood is a renewable resource so it doesn't really need to be picked up again

snow halo
#

this is the component that makes the destruction and sounds

#

I named it such so that I know where my sounds are etc.

#

because it was kinda weird and I had to search a lot of time to finally find where my pick up sounds where stored at

#

Anyway doesn't matter, here's how it works

#

The sound is here ✅
Every item needs sounds ✅ (I guess thats good)

#

Here's where the actual magic happens 🪄

dark drum
# snow halo The sound is here ✅ Every item needs sounds ✅ (I guess thats good)

Pickup sounds should just be an array so you can just get a random array element. Then you just check if its empty or not before playing a sound. With the current setup, if there's no valid sound you'll get an infinite loop. Also, the sound that is check will be different to the one that is played. (due to the random node and the pureness)

snow halo
snow halo
# faint pasture my guy wtf

I just took the Ryan Laley systema and modified a bit, thats it. It works well at the moment. Whats bad about it?

snow halo
faint pasture
#

That's goofy

#

just make the sounds an array and get random element

#

that'll have an infinite loop if you ever don't have a valid sound in that struct

snow halo
dark drum
snow halo
#

I really made sure to have a lot of sound variations to not make my sounds really boring, every time things make kind of a slightly different recorded sound variation

faint pasture
#

just make it an array of sounds and your life will be much easier

dark drum
# snow halo

Are you wanting to destroy the whole furnace but drop the items in it?

faint pasture
#

array -> get random element -> valid? -> yes -> play it -> continue
-> no -> skip playing -> continue

snow halo
#

but my code here is already not very modular or intuitive, it just looks kinda weird

dark drum
# snow halo yes

I'm going to assume the furnace has an inventory, (if it doesn't it should) so just before you destroy, loop through all the items in it's inventory and spawn them in the world.

snow halo
#

This gets an interface from your "plant" items.

  1. Begin Play interface 📩
  2. Plantation/Farming Growth face complete ✅ 🍅 interface
    it tells you whether or not a particular crop is harvestable or mature & ready
dark drum
snow halo