#blueprint

1 messages · Page 313 of 1

jovial steeple
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Just right click a variable and hit replace references.

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Is Valid

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either works

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It will determine if the object reference you plug in is valid. Aka not equal to none.

still gust
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funny thing is the item still collects

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i would continue to debug and troubleshoot but i gotta sleep

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funsies in the morning

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Bye

jovial steeple
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if the userwidget reference variable is not valid, you shouild create the UI widget, then save it to the user widget reference variable.

wanton mural
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I have a dumb question:

What does this line mean? When I make my own classes, this line doesn't show up to separate my components and such

dawn gazelle
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Or at least, that's what it kind of shows.

wanton mural
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okay so in this context, is it the collision and static mesh that are being inherited?

dark drum
wanton mural
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So if I set up an Actor, attach a collision, static mesh, and projectile, all the same, it doesn't end up doing the same thing?

wanton mural
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I can set up an actor with all the exact same components but I don't get that horizontal line, I'm assuming because of the previous response in that the one I create isn't inheriting any of the components

dark drum
wanton mural
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okay cool

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that clears it up for me I think

narrow sentinel
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Anyone good at motion warping stuff ??

bitter seal
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Hello. I am trying to make so my first person camera can rotate up and down a full 360 like it can rotate left and right instead of being limited but I dont know how to do it. Does anybody know?

solar hare
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Anyone know how to use this copy custom attributes? Is this copy the variable from the source mesh animation bp?

final berry
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Should the datatables also be C++ or doesn't it work like that?

terse spruce
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Hello i am constructing a spline at runtime, i want to make sure that the spline point type are linear. But for some reason this isnt working

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no matter what i do the points are always curved, even weirder is i have another function that constructs the first 2 points of my spline, and that one indeed work, the point are set to linear

terse spruce
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i think i know the issue... i think when i check update spline after adding the point it also update the number of spline point for the next nodes, so i am operating on the wrong index

dusky cobalt
mystic wraith
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hey guys, need help splitting a HISM-based map into chunks in UE5

right now I have a voxel-style map (with height variation), all cubes are in a single HISM, but I can only go up to around 75×75×20 before it starts lagging

I want to split it into chunks (like 16×16) so I can have multiple HISMs and eventually stream chunks to make the map bigger

anyone done something like this? how do you set it up properly in Blueprints? any examples or tips?

faint pasture
willow whale
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Im making a mini map that im running off a scenecapture2D currently but i am going to have multiple levels. Is there a way to write the code to pull the map data from each level itself to save headache of setting that up on every map. There will be about 40 of them in total.

faint pasture
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I don't recall 100% but I think ControlRotation has limits applied, and add pitch and yaw definitely can't make it go beyond vertical. You need to work in rotation land, combine and delta rotators are your friends

faint pasture
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That is very much C++ land

mystic wraith
dire hazel
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hi all, i am coding a pickup system. sack_bp's mesh's physics is enabled, and when the key is pressed, the mesh's physics is disabled on runtime and sack_bp is attached. But it doesnt work. If I disable physics on engine (before the game) it works.
any suggestions?

sudden briar
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Has anyone here used the terminal ballistics plugin. I have the sample project and it doesn't really show much. I need to know how to get tracers working with the bullets

vernal willow
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is it just a me thing or does it feel like modifying structs created in the editor feel like walking on egg shells

final berry
faint pasture
dire hazel
dire hazel
storm stream
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Hello, i encounter problem when compiling specific blueprint class named [parkour component] it is completly crashing engine, it crash even without changing anything and then compile. If i do the same action with another BP class, everything is fine. I can play my game normally, but i cant modify that one specific Blueprint class. Weird one is also, when i add function, then remove it, engine starting loading a lot of stuff that is not even connected to that blueprint. I tried copying it and replacing it and then also everything is fine. Okey, so if i found solution to my problem, why i writing this? Becouse when i restart the engine, the problem comes back. New component have the same issue like old one.

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Epic Developer Community Forums

Did you ever figure out what’s causing it? currently having this problem with a actor component, as you said functions in same actor component work fine, event graph in every other thing works fine. Even if i add a “print string” that isn’t connected to a event and try to compile, ue5 crashes.

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Its a bit complicated component, so i dont want to rewrite it. My guess is structures might be a problem but i dont know how to check them.

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Component didnt display any issue within it. But if i click compile its crash anyway.

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reloading doesnt work

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There might be a problem within Locomotion Anim class, becouse i using Parkour Component with Thread Safe update function. If i remember correctly, it started crashing after it. Yeah but there is no warning and everything teorically compliles fine...

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Whyyyy this engine is so cursed i losing sanity trying to fix something :_:

wet orbit
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is this true or false ?

storm stream
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false

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If u have problem to know what is inside variable

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use this

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If u start the game and then move on connection, its shows current value inside it

wet orbit
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how to compare vectors to see if Actor is within Start and End drag positions ?

pseudo rune
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Hello, I have a problem with mouse positioning. Get viewport size indicates the size, in fullscreen as well as in window. However, Get mouse position returns the position from the top of the screen, not from the viewport. So there is a shift with the mouse position because of the taskbar and the title bar. How do I get the mouse position from the top left corner of the viewport?

pseudo rune
maiden wadi
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What's with the nerd faces lately when people point out basic rules?

lunar sleet
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Looks like randoms that don’t actually contribute anything

glass blade
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god. my widget wasnt moved correctly to my widget switcher and it caused me hours of debugging all i had to do was move it to the widget switcher

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its awlays some tiny thing

faint pasture
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Although this already exists

narrow sentinel
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Anyone know whats going one here

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the value I'm putting into the contains is matching with an entry in the array but for some reason it seems to fail on the branch

dawn gazelle
# narrow sentinel Anyone know whats going one here

FTexts don't work the same way as comparing strings - Text essentially has an ID associated with them, so unless its referencing the same ID it won't match, and because you're converting a string to text, it will be creating a new ID each time.

narrow sentinel
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arr makes sense why when I loop through and do it that way it works

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as in checking each one induvidually

dawn gazelle
dawn gazelle
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If you're populating that array from some other source, you need to get to that source to uncheck this option.

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This however also means that you wouldn't be able to localize your commands which I'm not sure you want.

hazy haven
# dire hazel here my code

This looks like network code "Execute on All" ... and you're shure the "GetMesh" is the root component of the item you want to attach? And you call it on the correct server?

narrow sentinel
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out of interest how difficult would it be to implement something like UEFN do where you can add to an Delegate an actor Ref and fire an event on it ??

visual crest
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I want to save my music current time so I can use it later but there is no sound "get playback time" node. What's the best way to save the current playtime of a song?

hazy haven
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You may track your time by yourself 😉 Like we do sometimes for animations.

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Or you "code" it in a meta sound

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Best would be just to pause it, store the reference to it and continue on the later point.

dawn gazelle
wintry igloo
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Does anyone here have experience creating third person combat system? A modular approach that can be scaled?

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willing to pay for some tutoring

faint pasture
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just do it one mechanic at a time

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The space of combat systems is so large that there's really no one-size-fits-all

dawn gazelle
coarse condor
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Is there anything that would cause a widget to be more translucent outside of direct opacity sliders? I've looked all over this widget and I can't find any reason why it's slightly see-through. Is the only widget I have that does this.

snow halo
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Hi does anyone know why this thing fails to work?

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I checked the function and looks like it's working the way ti should

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it also clears the thing successfully each time at the end

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But the problem seems to be here

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for example, I stack 2 pancakes on the pan

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So when you interact with it, it's supposed to pick-up: two pancakes, one frying pan

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Instead I pick up 3 pancakes, 3 frying pans

hazy haven
sand shore
# snow halo Hi does anyone know why this thing fails to work?

3 things.

  1. Describe what seems to actually be the problem... is it that you're not destroying your sound? Do you get really weird results in your inventory??? Like, what could you possibly mean by "I checked the function and looks like it's working the way ti should" when you first said "Hi does anyone know why this thing fails to work?" ??

  2. You've shared a handful of graphs, but I actually can't tell what's going on here or how any of these are supposed to relate to each other.

  3. The first thing that actually jumped out at me is that you've got a nested loop where for every single key you're looping over each value and doing a thing with that key and every value. I think what you probably wanna actually do is use the Array Index from that first For Each loop as the index for a Get from the Values array. I did a lil mockup of what I'm talking about

hazy haven
sand shore
snow halo
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sorry I should have started with that message, my bad

sand shore
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Ah

sand shore
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Also, you're using collapsed graphs and macros and stuff - nice! Most folks don't know about collapsed graphs. Where'd you learn that?

snow halo
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youtube is easier to watch than reading most of the time though

hazy haven
sand shore
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I didn't catch that you had that degree of duplicate logic for some reason

snow halo
# hazy haven

that means I should make an array here like this? and then select with the integer

hazy haven
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Select

dusky cobalt
hazy haven
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and you can avoid the switch down there

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select works also nice for enums

snow halo
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Thanks everyone, I made it work, looking something like this, the only problem now seems to be that when I go on layer 2 on my pancake tower, I stack my pancakes like normal, but when I retrack my ingredients and try to take em back, I pick up 2 pancake rounds, and 2 frying pans at the same time. Even tho there's only 1 pan placed each time

Maybe @sand shore was correct all along in that there is something wrong with my nested loops

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Everything looks correct though

sand shore
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try my suggestion out

snow halo
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Even when I go inside of my Add To Inventory function there's nothing suspicious going on, or is there?

For example right now I have 2 pancake rounds stacked on top of the pan

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but it only adds 1 at a time? perhaps that's where the problem lies, it also seems kinda hard to debug with regular break points

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because my for each loop breakpoint only fires once 🔥 and then never again

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even to it probably fires more than just once thinking Im trying to remove 2 pans while there's only 1

sand shore
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Here's how I would write this part of your algo:

for (Pair<ItemName, Amount> ItemSpec : Map)
{
    FindValidSound(ItemSpec.First);
    InventorySystem->AddToInventory(ItemSpec.First, ItemSpec.Second);
}

But blueprint doesn't let you iterate over the key/value pairs like that, so you really need

TArray<ItemName> Keys = Map.Keys();
TArray<Amount> Values = Map.Values();
for (int i = 0; i < Keys.Length(); ++i)
{
    FindValidSound(Keys[i]);
    InventorySystem->AddToInventory(Keys[i], Values[i]);
}

But what you're writing is:

for (ItemName : Map.Keys())
{
  for (Value : Map.Values())
  {
      FindValidSound(ItemName);
      InventorySystem->AddToInventory(ItemName , Value );
  }
}
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How about this...

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Add a print string here

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Your print string should say "Adding (number) of (itemname)"

snow halo
sand shore
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append string can be used to make more complicated debug

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Matter of fact use Format Text and "Print Text":

visual crest
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What's the best way to go about detecting combat? to start combat music.

sand shore
# visual crest What's the best way to go about detecting combat? to start combat music.

break it down, think about what types of things in your game are associated with combat.

is it only the case that combat is happening when damage is dealt? Well, what about attempted attacks? Does spellcasting mean that combat has started?

Figure out what combat means to your game, then think about all the places in your game that could contribute to combat. Is there a good way to have all of them talk to each other? I would make a single component (or something else) that everything can message and say "Hey combat might be happening"

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Anything more specific / actionable requires knowing way more about the game

faint pasture
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I'd use that

visual crest
faint pasture
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you'll want some sort of a time out or something

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Whatever your music manager is, it can just occasionally check if any AI are in whatever the combat mode is, if so, switch to combat music, if not, switch back to normal

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of course you could make it event driven but same idea really

visual crest
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Yea message on entering with AI UID then remove when loos target or dies.

sand shore
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You can have a lotta fun with it too. Maybe you have a perception stat, and with low perception you only know you're in combat if an arrow hits you. But with higher perception, you know from the moment a goblin detects a stimulus

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(or maybe paranoia where it takes your character longer to think combat ended)

faint pasture
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since it's not just "I died, stop combat music"

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I'd just check on a 1s timer and also check when AI says to (when they initiate and exit combat)

visual crest
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How much fps hit are timers? I generaly try to stay away from timers or ticks that can potentially end up running the entire game or for long periods of time.

faint pasture
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you are doing so much work on a single frame, iterating over a few pawns to check if they're in combat is literally nothing

visual crest
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Really Ok thanks Ill add timers and events

sand shore
# visual crest How much fps hit are timers? I generaly try to stay away from timers or ticks th...

I'd use a profiler to look at the actual overhead of things if there's something you'd wanna do (like using a timer) but you're not sure about if its expensive.

Here's a pretty good overview for the Insights profiler: https://youtu.be/5rjm1s-pAMk

Trace Channel List: https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-insights-reference-in-unreal-engine-5

In this video, I go over all the basics of using Unreal Insights in UE 5.5. I show you how trace events work, then I go over how to record traces using the trace widget and using console commands and finally I give you a...

▶ Play video
snow halo
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This is what it looks like inside the graph

sand shore
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but how many times does the pan appear for every time it runs?

sand shore
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and how many times would you expect to see pan?

snow halo
snow halo
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This is how it looks like it's working rn

sand shore
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I mean you can add as many prints as you want

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but I want you to try replacing the second for each loop with just a get node

snow halo
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sometimes you want the 2nd element in that list, sometimes you want the 1st element

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sometimes you want the 5th element

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etc.

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Oh wait a minute

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I can use the Array Index for that task☑️

sand shore
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So, the Values and Keys lists are the same length

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If you had two types of inventory items, that means that you also had two quantity entries

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by looping over both lists, your inner loop logic runs 2 * 2 == 4 times

dawn gazelle
# visual crest How much fps hit are timers? I generaly try to stay away from timers or ticks th...

What a timer does is attach itself to the world timer manager, and it checks if the elapsed time >= the desired amount of time for the timer to execute every single frame and if so triggers its attached delegate. Since timers are handled in C++ land, this is really next to nothing but if you had tens of thousands to hundreds of thousands of timers only then you may start to see any sort of impact to performance from the timer itself.

spring heart
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Need help to create Dynamic Mobile Input UI (movable touch buttons) in UE4/UE5

Hi everyone! I’m developing a mobile FPS in Unreal Engine (4/5) and want to let players drag & drop on-screen buttons (Fire, Jump, Sprint, Ability) anywhere they choose. I’ve already set up basic UMG buttons and have a rough idea of spawning them dynamically in Construct, but I’m looking for a polished guide or video tutorial to do this the right way.

want instruction on :
Enabling touch-drag of buttons at runtime
Persisting the new layout (saving/loading positions)
Seamlessly switching between “edit mode” (drag enabled) and “play mode” (touch triggers action)

What I’m Looking For:
Video tutorials showing a complete drag-and-drop UMG system for mobile controls
Example Blueprints or walkthroughs for saving/loading widget positions
Tips on clean implementation (e.g., toggling edit vs. play drive)

split wasp
lament spear
#

Hi guys.
I'm working on a project where I want to spawn some vehicles at different locations according to the button pressed on the UI.
The problem I am having is that I am able to spawn the car correctly and possess it but the rod and the plane is not spawning no matter what I do.
I have tried placing break points and print strings to see if the cast is successful and if the custom event is firing correctly and it is firing alright, but I am unable to see the rod and plane spawning in the level nor in the outliner. Any idea what could be the problem?
P.s. The onclick event is being called on the main menu and the spawning is done on the player controller.

lunar sleet
lament spear
sand yacht
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Need some help adding mod support

Hey, im building a shooter game with upgrades like "Rounds" where players get to pick upgrade cards that upgrade their gun's effects. and add new effects etc. I want to make this moddable so players can eventually add their own cards. I have never added mod support before though. Is there someone who'd want to nudge me in the right direction on how to add mod support for this specific feature?

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I feel like everything should be data driven and stored in a datatable, but not sure what to do from there

final berry
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I'm really struggling to get a C++ struct in my project. I've tried several ways, but either the C++ stuff doesnt show up (when starting the .uproject) or I get compile related errors when starting from epic launcher. Not sure what to do

frosty heron
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Unless you have a valid reason to start from launcher just run from IDE, ideally using debug config when developing.

final berry
frosty heron
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If you get build from source warning is because your project is outdated as you haven't build development

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@final berry

final berry
frosty heron
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screen shoot it

final berry
frosty heron
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if you are serious about developing, get a rider btw. Visual studio without JetBrain plugin is practically a text editor.

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are you opening your project .sln?
iirc it shouldn't say UE5 but your proejct name

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try screen shooting without cropping

final berry
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(Opened the configuration manager as well)

frosty heron
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this doesn't look correct

final berry
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This one stood out to me

frosty heron
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are you opening the project .sln?

final berry
frosty heron
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right click your .uproject -> Generate visual studio files

final berry
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Yes, I did, that created that .sln

frosty heron
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if you click that, what options do you get?

final berry
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(sorry for clogging up the blueprint channel btw 😅 )

frosty heron
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I never encounter something like this, try asking in #cpp they should know.

dusky cobalt
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Just instal Rider firstly, then run the uproject file with the Jetbrains Rider @final berry, if you encounter any problems then let us know

wheat citrus
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anyone know what this V. means?

hexed igloo
wheat citrus
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hmm alright, must be new in 5.5 then

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cause it doesnt show this in 5.4

dark drum
narrow sentinel
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out of interest what would be better. Letting the widget handle getting a value it needs from the Actor or it listening out for when the value changes and then it being sent through ?

dark drum
# narrow sentinel out of interest what would be better. Letting the widget handle getting a value ...

It depends, if the widget only for displaying data for a specific actor or component letting it handle it can be nice, assuming you have a reasonable path to get a ref to the desired actor.

If it's more of a reusable widget, using event dispatchers are great. The widget would just have a function that has the data passed in it should display then where the widget gets created can do the binding for the widget and tell it to call the relevant function.

narrow sentinel
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so it's a unique widget which only displays stuff that it's owning actor is set to retrieve.

thin panther
final berry
thin panther
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No

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That doesn't make content either

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Clicking that is the same as making a C++ file any other way

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When you make your struct in C++ you just use it as a struct type. Nothing gets added to the content browser because it's not content

final berry
thin panther
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You have a C++ project? You can open a .sln file?

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And you have a .h file with the struct in it?

final berry
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I dont know anymore, Im getting pulled in so many directions Im lost

thin panther
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Have you actually written the C++ yet.

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If so, show us what you have

final berry
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This is what I got

thin panther
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Ok cool, we have some code. Right click your .uproject and open it with Rider (this means you don't have to keep regenerating project files every time you make something)

final berry
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When I open it I get this dialog

thin panther
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Click open, should be fine for what you're doing. Cancel should be fine as well

final berry
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So Im actualkly opening the sln, not the uproject then, right?

thin panther
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It doesn't strictly matter. It's a preference thing. You can just open the uproject, you can also open the .sln. The latter just means you need to refresh the project files when adding things outside of Rider.

final berry
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Alright! Now what 😄

thin panther
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There's that dropdown at the top that says AutomationTool. Change that to your game project, which should be Vanguard

final berry
thin panther
#

If you dropdown that little "Games" thing on the left hand side what do you get?

final berry
thin panther
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Right click the little Vanguard project and build it

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And while you're waiting, post the contents of Vanguard.h

final berry
thin panther
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Ok, lets move over to #cpp, post the contents of your build output as text.

glad mesa
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Hi, I wanted to ask if someone can explain to me, because this is something I couldn't understand for a long time. I know that the Test int will be 16 and that the first loop is 0,1,2,3 as well as the second but why, how? Wouldnt making a single loop from 0 to 15 be the same?
I dont get what is happening exactly : (

lofty rapids
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it can be easier if you have an x and a y, to be able to set that

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so if it was one loop you wouldnt be able to add a whole inner loop very easy in comparison

glad mesa
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Im spawning actors in this shape so I am changing X and Y

lofty rapids
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Test = x * y

glad mesa
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This is how I was trying, I made some changes but I wanted to spawn four actors adding to Y then go back to center add four adding only on X

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hold on I want to change it

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okay so this is where I was and now am, I can make two columns but dont know how add the third and align then like the red plus

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okay hold on I got this

rugged sierra
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I have a dialogue system with choices, but I need to call specific events/functions depending on the choice and dialogue. The thing is, there will be a lot of choices, is there a way to call specific events by name besides console command or some other way for this?
Ideally I would also prefer to pass the selected choice into the called event

marsh sonnet
#

I've got a persistent crash and I think I narrowed it down to a world context obj node being exposed in a custom function library a friend built for me--can I just connect this node to the pin on player state?

hardy merlin
glad mesa
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So of course after some hours of "???" I finally made it in like 5minutes although I got two actors too few but I should figure it out soon.

#

oh yea

dark drum
dark drum
dark drum
rugged sierra
hardy merlin
#

You can do it in blueprint.
Define a base class of type UObject. Give it a function that does nothing but has the parameters you want.
Make subclasses of that function that do specific things. You can give variables too.
In your choices, make an array of instanced functor objects. Then call the function on them when needed

glad mesa
cerulean mountain
#

Hey all, I’ve got a question about previewing spawned actors in the editor.

I’m using DataTables to drive enemy and weapon data. At runtime, I spawn a weapon actor and attach it to the enemy at a socket — that part works great.

But now I’m trying to preview these in the viewport/editor without pressing Play.

  1. Is it okay to use Child Actor Components (CACs) in a “Preview Actor” just to visualize things like weapons in-editor?

  2. In that setup, would I swap out the preview content for the real, data-driven version at BeginPlay, or is there a cleaner or more standard way to handle that transition?

What's the standard approach for what I'm describing?

maiden wadi
# cerulean mountain Hey all, I’ve got a question about previewing spawned actors in the editor. I’m...

The short answer to CACs are that they're fine as long as you never specify the class they display in an actor class on it's components as a default or save them into a map by placing said actor on a level with a CAC with an actor class specified. So if you're just doing this for a preview actor that isn't used in gameplay, it might be fine.

That said, I'm not sure why you wouldn't just have a map with a basic actor that can be customized like any general customization menu. Then you can just display the data driven version there as it would be in game and not have odd translation code between the two. Is there a strict necessity to have the view be in editor?

cerulean mountain
#

I think i understand the 1st part, but not the 2nd. I'm still getting familiar with UE. I think I'm missing assumptions/context. What do you mean by "general customization menu" and a map? The reason I'm hoping to show in-editor view is to see how the character would display in-world without the need to hit play everytime. Essentially looking for a smooth workflow for tweaking data and seeing immediate results to iterate quickly. I'm unfamiliar with what workflow would best fit me

verbal reef
#

the jump animation doesnt work when jumps are happening in quick succession - why?

wraith mortar
#

hello, i need some help. im trying to do some shot like behavior by left mouse click to reduce enemy mannequin hp, but something wrong and i don't understand what is it.
screenshots below are "ThirdPersonCharacter" player blueprint

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this is enemy bp

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ofc health has value 100

wraith mortar
surreal peak
steady night
#

why is it so god damn hard to use gamepads with UI, i cant even get it remotly to work, the gamepad works ingame with my game no problem but cant get it to react to my ui in any way... is it something basic im missing ?

maiden wadi
#

CommonUI helps by making menus autoamatically focus an area. It also emulates a mouse cursor for hover and click events which is nice. But you still have to have correct navigation blocking on your containers.

crystal ridge
#

I'm doing funky stuff with gravity.

I need to find the closest vector to the gravity direction around the axis of the forward vector. Anyone know how to solve this?

steady night
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so for instance i need to block "left" for examble

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dose that make pressing left wont do anything or

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how dose it work

maiden wadi
#

There are a few different options.

Escape is default. It means that if you hit this widget and try to leave it going left, it'll allow it by finding the best target to the left that can be focused.

Stop is just that, if it hits this barrier it'll stop and leave focus where it was.

Wrap means it'll find the right most focusable target within this same container.

Explicit means that it will set focus to a specific widget.

Custom and Custom boundary allow functions so you can do... custom stuff. Custom will run if this container or any child gets a navigation request, boundary only runs if it hits this containers boundary.

steady night
#

ok thansk that clarifies it abit,

#

the "forcus area thats turning blue showing whats focused

#

is it psosible to change it ?

#

to another color or higher emissive color or something ?

#

can barely see it

#

getting old tho

#

or i cann use the hover functions for that i suppose

#

ah or, on focused dosent count as "hovored"

maiden wadi
# steady night ah or, on focused dosent count as "hovored"

That focused thing is an engine thing. I'm not sure how easy it is to change.

In Red Solstice 2 we almost had a focus widget that was put at an extremely high ZOrder above every other widget. It was a canvas with an image, and the image was ticked into place over the currently focused widget. This unfortunately requires C++ to implement though because you need to ask the SlateApplication for the current focused widget to get it's screen space dimensions to place the image. After that you can make the image whatever you like.

We didn't use this though because we swapped to CommonUI, and CommonUI moves an invisible cursor around when using gamepad to the center of the focused widget which triggers a widget's normal OnHovered code. So you have the same look as if you moused over it.

storm solar
#

For some reason, by projectile attack is failing when it used to be working.
The projectile stats are updated at its Propper values when it feeds data into projectile construction.
But when trying to call that information inside the created projectile they are now at its default value and therefore it fails at the casting in the second picture.
Why is the construction script of the projectile base failing?

dawn gazelle
storm solar
#

Ok, so closing and re opening the project fixed it.😕
I'll keep an eye on it.

#

something might of been up with the construction timing? Im not sure...
Before the second image was it's default values

dusky cobalt
#

Is your struct BP or C++?

dusky cobalt
#

this is wrong use of construction script basically

#

just move logic from construction script to some other event and call it after spawning projectile like InitializeProjectile()

maiden wadi
dusky cobalt
maiden wadi
#

It's fine. It no different than making it instance editable, dropping it on a level and altering values in the details panel.

dusky cobalt
#

Good to know.

silk herald
#

Does anyone know how i can get a transparent background on my texture render target from a scenecapture2d. Capturing a couple actors in a completely empty level but the background is always black

maiden wadi
silk herald
#

any idea how to set that up

maiden wadi
#

Give me a few and I can check one of ours.

silk herald
#

ok ty

cerulean mountain
#

Does any know if it's possible to get the current selected actor in the level editor inside a widget?

#

Like on selection binding

maiden wadi
cerulean mountain
#

yeah

maiden wadi
# silk herald ok ty

Seems our tech artist moved some stuff around and changed it a bit. 👀 It isn't nearly as simple as I remembered. This google image is similar though. For some reason the settings on the scene cap have inverted alphas. You also have to have the correct settings on your scene capture component to write the alpha into the RT.

astral summit
#

Hi, this is the first time I try this node, but it does not work. Does anyone know why?

maiden wadi
cerulean mountain
#

Yeah I saw that. I'm specifically looking for an on selection changed event or something. Similar to how the details panel picks up selected actors

#

Not sure if that system is too deep idk

maiden wadi
#

Ah. I recall seeing something like that a long while ago, let me dig a sec.

#

May not be BP exposed though.

cerulean mountain
#

Sounds good

silk herald
maiden wadi
# cerulean mountain Sounds good

All seems C++ bound. Only thing I'm seeing is this possible multicast from the level editor module. If you can do C++, here's an example of how an SWidget is binding a function to it. This is actually ran from UUnrealEdEngine::NoteSelectionChange, which quite a few things also call to update the UI around this. But definitely nothing BP exposed, oddly.

FLevelEditorModule& LevelEditor = FModuleManager::GetModuleChecked<FLevelEditorModule>("LevelEditor");
LevelEditor.OnActorSelectionChanged().AddRaw(this, &SMergeActorsToolbar::OnActorSelectionChanged);```
maiden wadi
# silk herald

I don't recall what the other project is using. And I can't check, I don't keep it downloaded.

frosty heron
#

Authaer do you know about gameplay cue in mp settings? Doc says it's replicated but my gameplay cue param hit result arrive as 0 value for client.

spring heart
#

And make sure to use it with input sub system i always use it's interface event with direct player controller

warm basin
#

im watching a UE5 2hr tutorial on the basics, and luckly im using blueprints and the ui is easy to use

dusky meadow
#

Hi if I'm going to have lots of variables on a player or component is there any better way of storing them than simply having that many variables ?

dawn gazelle
# dusky meadow Hi if I'm going to have lots of variables on a player or component is there any ...

You can use structures to store groups of variables, but that also makes it slightly harder to manipulate and access them and I'd only recommend doing this if those values only make sense as a packaged group anyway.

You can use enumerators to clean up bools if they're meant to be mutually exclusive (ie. your player could have IsJumping, IsWalking and IsFalling as bools, but you could have these all under one enumerator if the player can only be in one of these states at a time)

Otherwise, just make sure you're putting variables where they make the most sense.

sick sky
#

"many" is relative, it can be totally fine to have 30 vars on your player

#

just see how many vars engine classes has 😆

#

but splitting systems/features in comps/actors can totally help

dusky meadow
#

okay thank you both for advice

dusky meadow
#

Why does my character still fall ?

inland walrus
#

I know it has to have something to do with the Set

maiden wadi
inland walrus
frosty heron
# maiden wadi How are you playing them? From a play event in an ability or from an Effect?
void UAGAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
{    // ** This gets executed after gameplay effect is applied ** //
    Super::PostGameplayEffectExecute(Data);
    
    FEffectProperties Props;
    SetEffectProperties(Data, Props);

    if (Data.EvaluatedData.Attribute == GetHealthAttribute())
    {
        SetHealth(FMath::Clamp(GetHealth(), 0.f, GetMaxHealth()));
    }
    if (Data.EvaluatedData.Attribute == GetManaAttribute())
    {
        SetMana(FMath::Clamp(GetMana(), 0.f, GetMaxMana()));
    }
    if (Data.EvaluatedData.Attribute == GetIncomingDamageAttribute())
    {
        const float L_IncomingDamage = GetIncomingDamage();
        SetIncomingDamage(0.f);
        if (L_IncomingDamage > 0.f)
        {
            const float NewHealth = GetHealth() - L_IncomingDamage;
            SetHealth(FMath::Clamp(NewHealth, 0.f, GetMaxHealth()));

            // Inject the final incoming damage to the hit result gameplay effect.
            FGameplayEffectContext* MutableDataPtr;
            MutableDataPtr = const_cast<FGameplayEffectContext*>(Data.EffectSpec.GetEffectContext().Get());
            MutableDataPtr->GetHitResult()->Distance = L_IncomingDamage;
            
            const bool bFatal = NewHealth <= 0.f;
            
            
            if (!bFatal)
            {
                FGameplayTagContainer TagContainer;
                TagContainer.AddTag(FAGGameplayTags::Get().Effects_HitReact_AI);
                // Play hit react ability if the actor has one with gameplay tag
                Props.TargetASC->ExecuteGameplayCue(FAGGameplayTags::Get().Cue_HitReact, Data.EffectSpec.GetEffectContext());

I'm injecting the hit result after PostGameplayEffectExecute.

Then I will ExecuteGameplayCue passing the EffectContext.
On server, the damage is correct but client's one always 0 = (.

#

Shouldn't the EffectSpec gets replicated to clients?

maiden wadi
# frosty heron ```cpp void UAGAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModC...

Which code path does your client take? A predictive path or the main one?
EG which one of these?

void PredictivelyExecuteEffectSpec(FGameplayEffectSpec& Spec, FPredictionKey PredictionKey, const bool bPredictGameplayCues = false);
void ExecuteActiveEffectsFrom(FGameplayEffectSpec &Spec, FPredictionKey PredictionKey = FPredictionKey() );```

Also your issue might be your IncomingDamage attribute. It may not be set yet on the client by the time this GE runs.
frosty heron
#

I have no idea 😛

#

will do some debugging, thanks.

#

I thought server ExecuteGameplayCue, I pass the EffectContext param, and it should replicate.

maiden wadi
#

I assume this GE affects incoming damage?

frosty heron
#

GE_BasicDamage effects the IncomingDamageAttribute.
That's where the server calculate damage. Then it ExecuteGameplayCue for clients to display damage number and SFX.

#

which I naively think the cue gets replicated. I guess not.

gentle urchin
#

Isnt that the one that cant be predicted aswell?

#

Or atleast not yet?

frosty heron
#

in this case, i'm not predicting anything.

#

Server apply the GE

#

server also execute the Gameplay Cue

#

Client did execute the gameplay cue when Server execute gameplay cue however the gameplay cue param value isn't the same.

#

actually default value for client.

dawn gazelle
#

From what I can tell in the engine code, it looks like the RPC that is sent for the cue would take a copy of the context and send the data with it so long as the passed along effect context is valid.

inland walrus
dawn gazelle
maiden wadi
#

Yeah, first box created a widget and set values in the map.

Second box created a second widget and set a second value in the map but overwrote the widget reference.

First box hit again uses the reference the second one overwrote, but will not create a new widget because it exists in the map already.

outer brook
#

Hello Fellas.

I have a question regarding PhysicsAsset of one of my characters. I might be wrong in this channel so pls tell me which one I should ask if that is the case.

So, I have setup a PhysicsAsset for my NPC characters. My main problem is, that the camera of the Player character collides with one of the Primitive-collision bones through that PhysicsAsset.

I would like to know how to disable the collison for with the camera? It has been some time since i setup the PhysicsAsset so I am not sure how I managed to setup the collision at all. Hope anyone can help.

inland walrus
dawn gazelle
#

Ideally you wouldn't be using your game logic to drive the creation and management of the UI and instead have the UI update itself when things change by using event dispatchers or bindings within the UI itself.

maiden wadi
stray crane
#

Would anyone happen to know how to pause a timeline for a double door when it hits the player? Im trying to just stop the door from moving when it collides with the player. Currently it is doing that, but sometimes the door goes the other way when the player leaves the collision, like it reverses for some reason

#

Ive spent days trying to fix this with chatgpt btw lol

inland walrus
inland walrus
stray crane
white oxide
#

I'm trying to set my text to the Integer value of Inventory. Any clues where I'm going wrong?

maiden wadi
white oxide
#

Do I want to cast it from the BP_ThirdPersonCharacter somehow?

sand shore
#

Cast will not help you, you need to route your reference somehow

#

Cast is a check "Does this reference have the type I think?"

Cast isn't a hammer space fetch-all

white oxide
#

Oh

maiden wadi
#

Don't think of casting like fishing. Think of it like casting a movie star.

#

You're not reeling something in, you're trying to make it pretend it's something else.

sand shore
white oxide
#

BP_ThirdPersonCharacter

sand shore
#

And this is the widget?

white oxide
#

Correct, the Widget for the UI

sand shore
#

https://dev.epicgames.com/documentation/en-us/unreal-engine/gameplay-framework-quick-reference?application_version=4.27
https://dev.epicgames.com/documentation/en-us/unreal-engine/BlueprintAPI/Widget/GetOwningPlayer

If you look into the structure of the gameplay framework and look at the functions available to your user widget, a path will reveal itself.

Epic Games Developer

Short overview of classes for game rules, characters, controllers, user interfaces, etc., that make up the framework for the game.

#

this stuff won't have changed in a long time, so if you're on 5.X it'll still be valid info

white oxide
#

Okay thank you so much, I'll review this documentation

stray crane
#

closing the door with the player in the way does stop the timeline, but when the player gets out of the way, the door reverses the timeline and im not sure why lol

white oxide
#

So I was able to create a reference to the BP_ThirdPersonCharacter however how do I specify that I want the inventory and not just the object itself?

glad mesa
#

Hello, for educational purposes, why is this an infinte loop? I want the projectiles to keep facing the player while flying towards him and when they collide with an actor on the ground they are destroyed

dawn gazelle
#

For something like this, you may as well put the rotation logic on Event Tick Instead of setting a bool to destroy the actor, just call Destroy Actor on it when it is meant to be destroyed.

atomic hollow
# stray crane

The overlap event is not necessary to trigger once so use sphere trace and check distance from those colliders,

glad mesa
#

oh I thought using tick is not recommened rather

dawn gazelle
glad mesa
#

Okay, thank you!

celest oar
#

The variable "use pawn control rotation" inside camera components makes the camera movement weaker when it is atached to a head socket, does any one know if there is a way to control this?

steady night
#

@maiden wadi Hey, im trying to use commin UI but i cant find any suitable tutorials for what im wanting, any recommendations ?

wary leaf
#

I'm currently working on a Tricks system similar to the Tony Hawk's serie. I've already implemented the button presses with the narrow time window and what serie of inputs give in terms of Tricks, that I indicate in a String — I'm essentially « Translating » the serie of inputs as 1 to 3 Strings into a String with the Trick's name, and make this hold as long as the last trick input is pressed, and the Player's not on the ground, and a larger time window of 3 seconds not ended if no new tricks are entered.

However I don't know how to indicate how many tricks have been entered in a combo, how to add up the combo score (with Multiplier) and how to display the tricks names on the HUD as they add up. I'm quite sure I have to store the tricks names in a String Array (or Set ?) as they pile up but not sure how to implement that (adding elements in the otherwise empty String Array in real time ?). The later would solve the two first concerns.

dawn gazelle
# wary leaf I'm currently working on a Tricks system similar to the Tony Hawk's serie. I've ...

You shouldn't need to hold an array of tricks performed unless you intend to do some additional calculations with the trick names.
Your UI just needs to know what trick was executed and basically append whatever text is currently displayed with the next part of the trick list.

Successfully perform trick =
trick count + 1 (for the multiplier)
notify UI to add performed trick to text display
(if you want to add tricks to an array do it here)

On land:
calculate your total score using the trick count
reset trick count to 0
(reset trick array if needed)

On bail:
reset trick count to 0
(reset trick array if needed)

wary leaf
#

But the tricks need to pile up.

#

You make it sound I just want to perform 1 Trick.

dawn gazelle
#

The only place the tricks would need to pile up is in the text being displayed.

#

The score is a running count based on the trick performed & if you're grinding or whatever which would increment as you continue to perform it.

wary leaf
#

The Multiplier is something that multiplies the total combo by 1 point something to around 10, and it increases as the tricks pile up.

wary leaf
#

I basically need Strings with Indexes, then I'll see how it goes with Score + UI display.

dawn gazelle
#

It can be if you want. If you're hoping to localize you'd probably want to use something better like an array of a structure with a Text and a Float or Integer --- this way you can store things like 720* 1080* or distance which you can format later on.

steady night
#

anyone know if u can have two cursors for split screen ? (Controlled with gamepads) ?

wary leaf
#

What node should I use to add / remove elements to an Array in real time ?

wary leaf
steady night
#

where can i get that ?

#

nevermind

steady night
#

xD

wary leaf
#

It's free.

steady night
#
Fab.com

Sometimes it can be difficult to optimize your game UI for a gamepad. In some cases you can use mouse trigger events that are used with the system cursor, but you need gamepad support in your project. You are in the right place!With this plugin you can control the system cursor with the gamepad. Select the desired stick and call just one functio...

#

isent this the one ?

wary leaf
#

I don't think it is...

steady night
#

oh thanks, its for ue4 do u know if any issues with ue5?

wary leaf
#

I only use UE4.

dawn gazelle
wary leaf
steady night
warm basin
#

can i have help for this issue?

wet orbit
#

anyway to create labels like Components , Movement to create variable groups ?

dawn gazelle
tough badge
#

Click on the variable and in the details panel there's a "Category" section where you can type out a new category to place it into

#

^

indigo gate
#

What's the best way to stop/slow down global time with some exceptions ? I know that I can set global time dilation down then increase custom dilation on specific actors to compensate but the problem arises with timers and delay nodes, those only get affected by global time dilation and not by the custom dilation of the actor they're used in

versed sun
#

Nest Categories>

#

use the Shift+Backslash for the "|"

wet orbit
#

tnx

stray crane
#

im not gonna lie, i dont think i know what im doing

warm basin
#

how do i fix a "blend in" issue?

steady night
#

why use that node

warm basin
#

doesnt connect with anim

#

i tried connecting it

steady night
#

drag it from mesh

warm basin
#

nvm

frosty heron
steady night
frosty heron
#

Nope, sorry.

#

Split screen is something I never want to touch.

#

Though if I have to guess, you can get separate UI for split screen.

#

Can't you just add cursor for each of the local controller.

fiery swallow
#

thought people just made a fake one that works exactly like an actual cursor

steady night
#

well nothing seems to works, and how would i make a cursor for each ? i mean i have a cursor widget but its just a widget itsn ot "cursor"+

fiery swallow
#

I mean it'd be the same as moving anything else with a gamepad right? create a cursor (widget) for every player in your game, make sure it's got like a Z super high Z order so it's always rendered on top. And then update the position of the cursor every frame. Everytime you move the thumbstick in a direction, add the directions value to the true location of the cursor

steady night
#

yeah well thats what im trying to do really only way i can think ov

#

but icant get it to wrok

fiery swallow
#

it's not necessarily an easy thing to achieve because you'd still have to handle actually clicking other widgets and stuff, and that's a whole nother can of worms

fiery swallow
#

you're getting the mouse cursor location of your actual mouse

#

you should be getting the position of the widget cursor you made

steady night
#

well in the controller i imagained this would work

#

like "override" it to my acctual cursor

#

when im using my stick the cursor goes invisible tho idnno why

fiery swallow
#

you lost me there bud

steady night
#

"set mouse cursor widget"

#

that dosent override it to my cursor or what dose it do the n=

#

oh its only displaying it

#

how do i get the position of the widget, cant find any options for it

maiden wadi
steady night
maiden wadi
#

Like cursors moved with the thumbstick?

steady night
#

y

maiden wadi
#

You won't find tutorials on it. It's a kind of divisive topic in UI and gamepads. A good portion of people really dislike gamepad cursors. I like them, which is why I wrote the changes I did to the CommonAnalogCursor for Red Solstice 2. Which in theory should work with multiple players.

In the analog cursor they are already moving an invisible cursor to the focused widget, what I did was just changed that to take the input delta and move the cursor instead. Mine was done similar to uhh... Farcry 6. Analog stick moves the cursor and unsnaps it from the focused widget. Pressing DPad automatically snaps it back to the best widget and does normal navigation. So you get the best of both worlds with the easy nav of dpad but the freedom of the cursor being able to go anywhere.

steady night
#

hmm

maiden wadi
#

But yeah, you won't find much on the topic for Unreal. A good majority of the UI experts in the UE community are against gamepad cursors. So you mostly have to write one yourself. If you can do C++, I'd recommend just using CommonUI and checking out the CommonAnalogCursor, it was pretty easy to change.

steady night
#

hmm mkey, but for choice 2 then instead, with common UI

#

how do i use it lol... i mean ive got the plugin but for navigation

maiden wadi
#

It's automatic. If you have the plugin enabled, you're already using the CommonAnalogCursor and such as long as you've set up the other stuff like the... I forget what is CommonUI and CommonGame anymore. I think it's mostly the CommonGameViewport?

steady night
#

erhm how do i set that up ?

#

like im really struggeling with the UI & gamepad cant get anything to work -.-'

#

everything is set on "not focusabel" except my "item(widgets)"

#

is that not how it should be done ?

fiery swallow
steady night
#

when setting navigation of this widget, dose it "include the children" ?

#

since its them im trying to navigate

#

the "window" is unfucused

maiden wadi
#

It counts if you are navigating away from that child and that navigation would take you past this container, if that makes sense?

steady night
#

Oh

#

Can i make them ignore these then ?

#

The nav*

maiden wadi
maiden wadi
steady night
dawn gazelle
# frosty heron Sorry can you tell me where can I see that? Also how do you track these sort of ...

I just follow along with the code execution in the engine code. You're calling ExecuteGameplayCue() which calls UGameplayCueManager::InvokeGameplayCueExecuted()
This function sets up the cue parameters which involves calling UAbilitySystemGlobals::InitGameplayCueParameters() with the effect context which executes the below code and then it calls AddPendingCueExecuteInternal() which adds the cue to an array called "PendingExecuteCues" for processing.

PendingExecuteCues is called by FlushPendingCues() which loops through the cues calling Call_InvokeGameplayCuesExecuted_WithParams from the replication interface of the ASC. This function then ends up calling UAbilitySystemComponent::NetMulticast_InvokeGameplayCuesExecuted_WithParams()

void UAbilitySystemGlobals::InitGameplayCueParameters(FGameplayCueParameters& CueParameters, const FGameplayEffectContextHandle& EffectContext)
{
    if (EffectContext.IsValid())
    {
        // Copy Context over wholesale. Projects may want to override this and not copy over all data
        CueParameters.EffectContext = EffectContext;
    }
}
frosty heron
#

Thx.

hardy merlin
#

Anyone have any useful applications for Montage Meta Data?

lilac compass
#

Would anyone be able to help me out i'm very new to unreal and how blueprint works so bare with me.

I'm tryna get the box's normal via a line trace so im able to spawn the poster's actor using that normal rotation (Hoping that makes sense). Only issue is there's an weird offset so its not going 100% in the right direction (First image uploaded).

I've followed along with this video https://www.youtube.com/watch?v=8LroeZyFbMs and had a look at this forum which do the same thing https://forums.unrealengine.com/t/how-to-get-the-surface-normal-from-line-trace-hit-location/308647 yet It still doesn't work. I'm assuming im just not understand how blueprint works so it'll be helpful if someone points me in the right direction

Tutorial #2 - Spawning objects (in my case a Land Mine) rotated to fit the surface you place it on

Very easy setup, all BP and of course - here's your code!
https://blueprintue.com/blueprint/5jj59197/

|} Many of my projects are located on my Google Drive, don't forget to check it!
https://drive.google.com/drive/folders/1LqJFwqdGPXbHd-sLYEcc6...

▶ Play video
fiery swallow
maiden wadi
fiery swallow
#

So the question was would you prefer to make your own from scratch, or just build off the common cursor you mentioned

maiden wadi
maiden wadi
lilac compass
#

Thanks 😄

snow halo
#

Hi im having an axe animation montage socket action going on in my axe weapon, I want to hit an animal with that weapon and so here is my .

What I already have here is a mechanic that makes trees chopped. But I haven't made it work for my chicken animal so far. Trees work ☑️ Chickens not not_looking

#

And I made a new Blueprint interface Animal_Fight for this here. I might change this later because I dont wanna make damage to chicken when I hit a tree, I should probably add in my hit actor a == and then my chicken character reference

#

but the problem is here... why does this not work?

#

my axe should enable an imaginary fire-ball for a quick 2-3 seconds that will create this damage

#

This is the right screenshot

#

to simplify, I just want axe to kill chicken

topaz condor
#

anyone want to make a quick $50, im on a time crunch and need a mechanic looked over on discord and perfected. will paypal or whatever

frosty heron
#

You are checking an instance reference with a class

#

Instead doing the wrong comparison with ==, just cast the other actor to w.e it is meant to be.

#

Though at this point, what is even the objective with interface.

You shouldn't even need to cast or check the class if you are going to use interface.

#

It should just be overlap -> call the interface. If the object doesn't implement the interface its not going to do anything anyway.

snow halo
snow halo
frosty heron
#

But you are building your functionality over interfaces.

snow halo
#

and now im comparing that tag

frosty heron
#

Eww

#

I wouldn't recommend doing that.

#

You can approach it in 2 methods.

#

Actor component or interface.

#

Pick one and stick with it.

snow halo
#

interface

frosty heron
#

Overlap event -> other actor -> call interface. It's as simple as that.

#

If thst other actor implement the interface it will execute the corresponding function.

snow halo
#

but its not even hitting anything in the first place

#

it only fires up once when I pick up my axe, thats it

#

its as if it cant see anything else

frosty heron
#

That bug is kinda irrelevant with the interface though.

#

Collision does kinda get confusing

#

Also you are simulating physics

#

So your axe may be detached from the original actor root.

#

You probably should do some test with the collision. Make sure events are fired as they should.

Just print string on event that you expect to happend. If not figure out why.

Since you have problem with the overlap event. When you play in the game, open console and type show collision.

See if your overlap fired as it should.

vale geode
#

I want to learn blueprint a to z

#

Why can i do this

#

?

#

What does you mean by 🤣

snow halo
#

I've added my Sphere collision underneath my static mesh

#

but before Im even hitting my animal

#

it already is hitting this interface even tho theres a branch there

#

now the fire-ball sphere is parented exactly where it should be, aka always follows the sharp edge of the weapon

steady thicket
#

What's the difference between these two nodes? Why is "Play Montage" not working for me, but the other node works?

dawn gazelle
# steady thicket What's the difference between these two nodes? Why is "Play Montage" not working...

PlayAnimMontage ends up calling (AnimInstance from the Mesh of the Character) AnimInstance->Montage_Play(AnimMontage, InPlayRate) and is meant specifically for use with the Character class and triggers on the "Mesh" skeletal mesh component of the Character class.

Play Montage is meant for any skeletal mesh component, and it ends up calling into the same AnimInstance->Montage_Play function call, but also provides you with those additional latent outputs for different events that can happen with the montage.

Really, either should work for you if you're triggering it on the Character mesh.

steady thicket
#

Ohh okay my bad, I forgot there's a branch condition hindering from this function to work

#

Is this the right way to use notify name in play anim montage? I've already set a new notify name called " SHOOT" and use a switch node to check the notify and fire the event. But it is still not working for me

wary leaf
wanton mural
#

Edit: Why do collisions on static meshes that ARENT the root not trigger hit events?

wary leaf
# steady night

I thought it would be as simple as this. That's what I used to do with my UI.

snow halo
#

I have a problem tha tmight sound or look really easy

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but my chicken falls down out of the map after I kill it & attemt to set ragdoll physics on its body (skeletal mesh)

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is it necessary that it must have a working physics asset associated with its body?

#

This is where I set my physics

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and this is also my skeleton's collision presets

plush sail
#

Hi, I'm having a problem. I'm trying to get the instigator of my actor but the GetInstigator node doesn't seem to exist? SetInstigator is there but not get

gentle urchin
#

which actor is this

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just som AActor child ?

plush sail
#

yeah

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nvm, context filtering was hiding it

magic crown
#

Quick question with using Save Games in Blueprint. Upon renaming variables or re-ordering them causes the savegame to corrupt and will not load in a shipped game right? I just want to confirm this as I have been hard at work adding custom settings on my game, but as I have shipped a beta build to steam, the Save Game is no longer being found, but was being found before the update. Only thing that changed was most likely re-ordering the list of vars in the Save Game and adding more variables to it as well. What's the go here? How do I know what is safe to prevent such issue? As soon as I deleted the save game from my AppData Local folder, it re-created a fresh one and all is well.

dreamy mountain
#

hey, how would i make something bob up and down like it was following a sine wave for height?

#

because no matter what i do, it doesnt work lol

dark drum
# magic crown Quick question with using Save Games in Blueprint. Upon renaming variables or re...

Yes, changing the save game object can affect the validity of the saved data.

Adding new variables is normally ok but when loading, they'll just be set to the default value.

Renaming or deleting vars could break the saved data.

You can include a save version number that gets set when saving data. Then when you load the saved data, you can check the version and decide what happens. Sometimes you can do some data correction (you'd have to setup what this would be) or just delete the old save game data.

magic crown
dark drum
magic crown
dreamy mountain
#

its so i can just drop it down wherever

dusky cobalt
dark drum
magic crown
#

Well they're custom settings for things like Sound, Mouse and Gamepad Sensitivity, etc.. So I need to set some sort of default value somewhat. So I kinda have to use what the Save Game's defaults are. Yeah

dusky cobalt
# snow halo I have a problem tha tmight sound or look really easy

First of all. Do you really hold your health logic inside widget instead of component? You set health directly on the widget? It's first thing worth changing. Health Component -> Creates Widget -> Widget listens to health changes. When you want to apply damage you call it on Component. It makes it easier to reuse not only on one chicken animal, but rather on ANYTHING that can be ever damaged, simply by calling ApplyDamage on GetComponentByClass. After you ApplyDamage-> you do -Health and call OnHealthChanged event dispatcher, which the widget you created in this HealthComponent listens (binds on creation to update it's text variables).

For the physics, you probably need settings on capsule to not fall down trough ground. I guess it's probably set right now to not have any collision, and your mesh also doesn't ahve collision so when you set it to simulate it falls trough.

You canalso try to after setting to simulate the physics, set Collision Enabled to Query and Physics on the Mesh.

snow halo
#

I understand what you mean but I feel like i would be unecessarily creating a lot of blueprints if I had to create blueprint for each item that has health and stuff

#

isn't this creating more clutter? im not debating which is better or anything like this, im just genuinely asking because for me this has always been hard to understand why its important to construct things in this way youre saying, and Im seriously trying to wrap my head aroun this

#

whats the additional benefit of creating a blueprint just to hold health variables ??

snow halo
dusky cobalt
#

It's just separation of concerns and modularity. If you had HealthComponent all you would have to do it add component to the actor. With your current setup, you have to add WidgetComponent, then in each actor you have to create widget, set widget in the widget component, initialize it etc. that is a lot of repeating of code for each actor.

snow halo
#

and more intuitive?

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Im also doing things this way for my character stats too, so that means I must change that too before its too late I guess

dusky cobalt
#

Also these are certain rules that you should apply that make it good programming practices. Throwing random things and gluing it together is not good way to learn how to make things properly.

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Widgets should just display things. That is their job. They shouldn't do any logic like checking if character is poisoned for example.

#

This should be taken care in the component either HealthComponent or some other EffectsComponent for example.

snow halo
snow halo
#

why would I use Get ... By Class unless if it's to make damage for example on multiple enemies like, apply damage ( the correct method ) on all chickens Get All Actors of Class or get ALL widgets of class ( the not so correct method )

#

Isn't this node really heavy on CPU/RAM side ?

#

Ive heard some person say here that using Get Actor of Class makes a whole blueprint cost like as much as 500 MB in disk space from 3-5 MB that it would be without this node.... Or something along those lines... 💀

snow halo
dusky cobalt
#

What... if your chicken is Actor, you need a way to somehow get it by either sphere trace, line trace, or on click or whatever. When you got the chicken by any method from above, you get healthcomponent of that chicken and call ApplyDamage on that. Chicken gets damaged, widget listens to it and displays current health.

Also are you planning on havving 5000 chickens? or 15? because if its less than 100 it literally doesn't matter.

dark drum
dark drum
dusky cobalt
#

Having this component lets you not care if its chicken, dog, wolf, enemy, monster or w hatever. you hit actor -> get component by class (healthcomponent) and apply damage.

snow halo
dusky cobalt
#

Is your ground set to block PhysicsBody?

dark drum
snow halo
snow halo
snow halo
dark drum
dark drum
snow halo
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oh good notice, it's because of the health preview

dark drum
dark drum
#

Possible replacement that doesn't require a specific class ref is something like this.

dreamy mountain
#

i want to slow my player down, or at least stop them in place when they let go of an input button while theyre in the air so its easier to control; what nodes would help with this?

#

im guessing i put something onto the movement input action finished node, but i dont know what to put

wheat citrus
#

So I have an actor component that acts as a weapon system for a vehicle and on begin play it creates objects for each weapon on the vehicle that handle the actual firing and cooldown code per weapon. There is a variable in the actor component "maxAimDist" that controls the distance that any weapon can aim to at most. Is there some way to make that variable "global" over all the created weapons or do I really have to getOuter() -> castToWeaponSystem() -> getMaxAimDist() every time?

wheat citrus
# dreamy mountain i want to slow my player down, or at least stop them in place when they let go o...

you could have a custom "drag" function. You can calculate it however you want but general idea is that you take some small percentage of your movement in any direction and remove it each frame, very simple approach shown in the first two images. You could also add a check to see if a button is pressed in that direction. Optionally to stop them right away just get the velocity split it into x and y components and set it to 0 if there is no input that way, as shown in the third image.

sand bloom
#

I'm about to truly suffer because structs aren't safe to use and still corrupt projects for blueprint users PainSmile
Like you could technically use c++ but that's not modular outside of weird fancy plugin stuff I guess I don't really use c++.

So if anyone has any tips for saving a container of variables without using structs i'd love to hear. I wanted to use objects as containers except objects apparently cannot be saved.
I did find a different way to do this all in blueprints I think, it'll just be painful

My plan right now is to make each variable also a array so you can make the savegame object serve as both the variable container and the saved inventory. So each index represents a item. It's just so shitty to work in, I don't understand how structs are still a issue almost 10 years later. Like they're such a basic vital thing to have in a engine

wheat citrus
#

I've never run into issues using structs

#

whats the problem with them?

sand bloom
#

I'm not willing to roll the dice, they've been notoriously unstable sadly

#

Basically they can corrupt your project

#

This is more prone to occur by nesting or making changes to your structs at some later point

#

there was also some infamous bug relating to making widgets and something about structs.. I think? I don't know I haven't really done that

#

Like if i'm spending a lot of effort and time into making a modular inventory system I can reuse in any project I can't just have it randomly corrupt, that'd kill me

#

structs should be fine as long as they're not used much and don't change later on I think

dark drum
dark drum
dark drum
sand bloom
dark drum
sand bloom
dark drum
#

Just to be clear, i don't cover replicating. I try to avoid MP when I can. 😅

sand bloom
#

Relatable haha

#

If I ever do mp stuff it'll be local co op

solid needle
#

with a stroke of luck i have fixed it the second i spent 2 hours on it, to have it figured out the second i ask for help lol ty anyways

wet orbit
spark steppe
#

what does not work?

#

we can't see when you click without getting the desired result...

wet orbit
#

when i am trying to deselect single villager it does not get deselected

wet orbit
# spark steppe what does not work?

its always stays selected , if i try to select another single villager its now two that are not deselected , only way works if i drag and select multiple and deselect all

spark steppe
#

because it's in your selection area

wet orbit
spark steppe
#

the last step, where you clear the array, move the clear array to the completed of the for loop

#

and check also if the actor is NOT in the array before selecting it

#

wait nvm

#

it won't be anyways because you clear that before

#

test this: select a single villager and try to deselect it, but HOLD the mouse button down to confirm that it selects it again when you release the mouse

wet orbit
#

also array lenght is 0

spark steppe
#

because you clear it on mouseUp

#

yea that's more likely part of the issue

#

it's cleared once you release the mouse, and then it will be empty the next time you do something

wet orbit
dark drum
#

I'd say the actually selection needs to be handled on completed, even if it's a single click. (no drag) Just check the start and end and if the distance between them is small (1?), just get whats under the cursor and select.

wet orbit
wet orbit
snow halo
#

My interfaces keep magically being turned into custom events

#

also found that many other U.E. users have had this bug before, does anyone know what this is caused by?

dark drum
dark drum
dark drum
remote meteor
#

maybe a box trace, depending on your drag selection visuals

dark drum
wet orbit
wet orbit
dark drum
#

Alternatively, if you want to get the HUD class involved, there is this node.

wet orbit
# dark drum

this works fine will stick with this for now tnx

tulip night
#

I have all my third person cahacter movement on the controller BP. Anyone know how to access the On Landed Event from a character controller?

dark drum
tulip night
dark drum
tulip night
wet orbit
#

how come tags is not listed where all variables are but still part of the actor ?

steady night
maiden wadi
#

For the green arrows, it looks like a bunch of custom or explicit ones.

steady night
#

i just found the explicit one,... that makes sense

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also if i have the window opened i cant focus anything but i need to pick up a new item then it allows the focus

#

should i use game mode input and focus directly ?

#

what could cause this

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@maiden wadi i mean how do i controll the flow or something cant navigate at all it loses focus i can chose next or anything

steady night
dawn gazelle
rapid smelt
#

My ACharacter mesh still doesnt have the animaiton even after this, why is this

#

Is this a 5.0 bug or something

livid flare
#

What's the best way to communicate between actors, like when an event is fired and each actors interested run different events, like Actor A run, Actor B jump etc.. I'm trying with interfaces but it only works between two actors, perhaps I need to mix things with delegates and gameplay tags?

lunar sleet
maiden wadi
faint pasture
faint pasture
maiden wadi
# steady night <@143471961723371520> i mean how do i controll the flow or something cant navig...

For example, if you wanted to navigate to Orange from Green. You would select green and do Explicit on it's Up direction, and then set the Orange one as the target. This is assuming the orange one is a userwidget though. If those are individual buttons then you would instead set the explicit to the first button in the orange area. If it is a userwidget and you're explicitly setting focus to it to let it handle it's own focus, then the userwidget needs to allow focus setting, this is false by default, and you also need to override OnFocusReceived, to internally set that to the first button.

outer brook
#

Hello, I came across a strange behavior in which the EventTick-Event of a "Child Actor Component" doesn’t tick in the packaged version of my project.

So here is the Setup:

  • Create a new Map
  • Create an Actor A and another Actor B
  • Add the Actor B in Actor A as a “Child Actor Component”
  • Add PrintString in Actor B’s EventTick-Event and let it print a message each tick
  • Add Actor A into the created Map
  • Now, create another, 2nd map (in my case World Partioned)
  • Drag and drop the 1st map into the 2nd map as a child map
  • Now click on “Platforms > Windows > Package Project”, don’t forget to set the 2nd map as the entry map in the ProjectSettings
  • Now start the compiled, standalone project and watch out for any PrintString messages

In my case for my project PrintString doesn't print anything which leads me to the conclusion that this specific setup prevents the “Child Actor Component” to tick.

This only happens in this specific case of an Actor placed in a Map which then is placed in another map, and ONLY in the packaged project! So when I place the Actor A into the 2nd (Parent) map, everything works fine again as well as in the Editor itself when I leave everything untouched.

Is this normal? Did I do anything wrong maybe or is this a potential Bug? Maybe I missed a Setup for this kind of Setup?

steady night
#

the children inside that wont the also go to explicit even if they are in row 2,,3,4 not the first top row ?

maiden wadi
#

I'm not sure what you mean by that?

#

Oh, You mean the children in Green?

steady night
#

y

maiden wadi
#

Hmm. I don't recall specifically off hand. Maybe they do. I didn't use a lot of explicit. Most of mine was Custom functions in Red Solstice 2. I think I have a little over a hundred or so total through the game. 😄

#

Or, Custom Boundary mostly. Cause I wanted to do things when navigating towards the boundary.

#

Interesting if explicit doesn't work at boundary... Could be worth an engine PR to add an ExplicitBoundary if that is true.

livid flare
maiden wadi
livid flare
#

Perhaps using interfaces + gameplay tags I can get what I need

faint pasture
#

make dispatchers on the ship

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the things that care can bind to them

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the ship doesn't need to know or care about who is listening, it just calls OnSeaStateChange or OnRanAground or whatever

livid flare
faint pasture
#

A common dispatcher you already use is stuff like Event Hit or OnBeginOverlap

#

the thing generating the hit or overlap doesn't know or care who's bound to it, it just says "something happened, do what you want with that information"

#

the bits and bobs will need to have a hard ref to the ship class but that's fine, the ship is gonna be loaded by definition anyway. They can know about MyShip, the ship doesn't have to know or care about them

livid flare
#

@faint pasture yes that's the part who was most confusing me using interfaces, where to get the Actor reference.. looks like it's easy when using a line trace or event overlap to get the reference to the Actor
That's another monster to understand... if some Actors like a ship or a vehicle are constantly loaded and doing stuff, isn't better to have a hard references? I'm not sure what are the safe rules to follow

faint pasture
#

that's when the part should know what ship it's a part of

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or if it's in editor, begin play, get attach parent actor, cast to ship, set MyShip, bind to dispatchers

livid flare
#

"get attach parent actor" that's new to me! cool!

#

Thanks @faint pasture I'll give a look 👍

ruby venture
#

How do I change the current/absolute position on a Cine Camera Rig Rail in runtime as it's playing? If I try setting the variable, it just flickers for one frame. Also tried turning play off, setting the position and turning play back on. The moment the play is turned on, it just ignores whatever value I set.

ruby venture
ancient dome
#

where am I going wrong, I am trying to set the "orbit center" of a spring arm under where the mouse cursor hits on the body

#

I made this collision box that reacts to the channel

#

since the trace occurs in worldspace i subtract from the mesh world location which should give me the local location, but it doesn't

#

so I assume my brain is fried

#

ok I restarted the editor and it works, uhhhh, I did revert my map changes hmmm

#

maybe rotation issues

#

I see, I need to have the actor rotated at 270 degrees since I rotated the mesh to -90

#

so uhhhhh this approach is flawed, any good approach to zoom an orbiting camera towards cursor location in local space?

fringe junco
#

If i have a fname-to-struct map, how do I change the member variables in the struct? I tried a janky set array elem but it doesn't seem to update the data

#

or are structs immutable or some shit?

dawn gazelle
fringe junco
#

Its stupid but I ended up removing the key-value pair from the map, and re adding it to the map again lol

#

order doesn't matter here tho so its ok

dusky cobalt
#

Its not needed because Add will overwrite the value of the key if it exists. If doesnt exist then it will Add it as new key+value.

silk cliff
#

oi, were you ever able to get this figured out? I want to make something similar where you use a plow/seeder/fertilizer etc to change states of the ground for farming, but there's basically no info on that online, all results are just for tile-based placeable plot systems 🫠
I know Ranch Simulator added it recently, and they're using UE5, so I know its possible, I just need to know how they did it so I can recreate that for my own needs

ancient dome
#

way too much to even describe

#

your question is more like "how do I make a game"

silk cliff
faint pasture
faint pasture
#

some bigass array of data that represents the state at that XY coordinate

#

For something as big as Farming Simulator it'd have to be chunked and probably have all sorts of optimizations but at the end of the day it's just a data structure and system that lets you read and write data corrosponding to some XY coordinate

#

A heightmap has a Z for every XY
You want a GroundPlantStateStructure for every XY

#

Probably jamming all sorts of data into as few bits as possible

#

OwnerID, PlantID, Fert value, row yaw, growth value, etc

#

probably in a SoA layout instead of AoS so it's very fast to iterate over to generate ownership maps or fertility maps

#

FarmingSimDataStructure
TArray<int> Ownership
TArray<float> Fertility
TArray<int> PlantID
TArray<float> Growth
int XSize
int YSize
float CellSize

ancient dome
#

So the above makes a ton of assumptions about your game but is an example solution

#

if you want something detailed you will have to break it down into what you want and what your game currently is

somber gate
#

sorry, I download a paragon asset but it seems broken so I want to re-bind these event with default manequin. Can I just copy these and paste in the paragon pawn bp to make it work?

silk cliff
somber gate
#

EnhancedInputAction IA_Move, it's for the manequin.

wide imp
#

this is my gamemode class, what would cause bp trey to be null

somber gate
#

How do I use these as inputs for my characters. It seems not running even I try to reproduce from watching youtube.

boreal rune
#

Why does creating an AnimInstance asset via the "BlueprintClass" menu option not function the same way as creating one from the "Animation" menu option?

dawn gazelle
boreal rune
#

Yeah

dawn gazelle
boreal rune
somber gate
snow halo
#

hi i have a small weird bug... I can kill things even when my axe is idel, just by touching them I immidiately kill them..

I have a notify state in my animation montage but im not sure how to use it now. I forgot how I did it. This my notify state.

So because I forgot how it works I invented a new method for tackling this issue...

#

So this is how im doing it

#

unfortunately these events here never get activated because its probably hard to find valid target I assume

#

so should I cast to my NPC animal characters from that notify?

#

my axe can attack NPCs and things like Trees.. (so far)

#

with trees it works fine, but not animals

#

so inside of my axe I've added this destructive collision sphere fire ball that will burn everything on its path (its attached at the sharpest edge of your axe)

snow halo
#

also this is my end notify

dawn gazelle
dark drum
# snow halo also this is my end notify

As an FYI the mesh comp refers to the skeletal mesh component. I would imagine the 'Unchop' wouldnt actually do anything.

Assuming you have some sort of equipment/inventory setup up, you can get the owner of the mesh component which would most likely be your character BP. From here you can use the get component by class to get specific types of components such as your inventory component t or equipment manager (depending how you've set it up) to get the held item for you to call stuff on such as 'Unchop'.

snow halo
#

but I might need to change this interface and add a new one to seperate & add different sounds

#

cause I dont wanna play tree chopping sounds on every chop swing vs something

snow halo
#

I didnt know that stands for component, thanks

#

i thought it meant "Composition" or something like that

dark drum
dark drum
#

In this case it looks fine.

slender dagger
#

I have a base class that I'm checking for in a cap point. In it there's an enum for the team colour. In my spawner I get the reference to what is overlapping it via a cast to the base class, which should and does succeed if the actor overlapping is a subclass. However when I try to read the team colour enum for the the overlapping actor in the spawner, the spawner uses the base class enum rather than the instance of the subclass overlapping it. Is there something going on here that I'm not aware of or is my unreal just being strange?

slender dagger
dark drum
slender dagger
#

ok, I might have to do a couple tho

snow halo
#

and same for the energy level in the game probably

#

or things that affect your energy & power level

#

this is also kind of an RPG mechanic I think

#

energy affects how strong axe swings attacks can be for example vs the tree or vs the wild animal

#

🤔

dark drum
snow halo
slender dagger
dark drum
snow halo
dark drum
#

I keep meaning to do a video on damage and damage types. Often an overlooked feature but people end up creating something that does the same thing. 😅

snow halo
dark drum
somber gate
dark drum
#

As a pro tip, splitting inputs into different input types such as locomotion, camera and interaction can be useful as you can add and remove them at runtime as needed.

Input actions will only trigger if the IA is on an applied mapping context.

somber gate
#

Thank you. I'm going to check them out right now 😄

#

aah I got it. Thanks!

wide imp
#

if i wanted a ui where players would select a team by clicking a button, then the host presses start, would i do this logic in the gamemode? or should i have the teams made prior to starting the gamemode
current logic (not sure where to continue)

#

my widget ^

rustic saffron
#

I want my AI move randomly, I set up this and print the succuss log and different locations, but the AI position doesn't move at all, can't figure out this issue

surreal peak
#

Also instead of a timer you should probably call Random Wander when the AI Move To node succeeds or fails. Otherwise you might interrupt a not yet finished move

rustic saffron
dawn gazelle
#

Another way of putting it: I am at a spot, I choose some random spot within 5000 units that I'd like to move to but I'm ok with being somewhere within 5000 units to that location.... Welp, I'm already within 5000 units of that location, so I don't need to move.

wicked cairn
#

Anyone know how I could handle having my npc pets continue its blueprints when the player travels to a different level? Or maybe I could just keep the level persistent and have others levels get loaded far away idk…

I’m trying to make it so that the player’s pets at home continue their scripts/blueprints autonomously while the player goes to a different area like a town or something.

On top of that I’m trying to figure out how I could have the players pets follow them!

My current thought is that I just don’t unload levels that have pets active in them but where would I put the other maps? Thousands of units away from view? My last effort solution is to just have the game instance save EVERYTHING like variables and positions the pets are in…

Any guidance appreciated!! ^_^

dawn gazelle
# wicked cairn Anyone know how I could handle having my npc pets continue its blueprints when t...

Depending on what you want from your pets, you can "simulate" your pets doing things rather than having them actually loaded as full-on actors. If there was things that are meant to happen over time, like say, their hunger growing, you can store the last time you were with them and what their hunger value was, and then when you return, calculate the difference in time, and determine how high their hunger should be when you see them again. When you return you can simulate them doing different things while you're away as well, like if they knocked over a plant or something, you can give it a % chance based on how long you were gone and some behavior metric they may have and then when you return you roll to see if it should've happened or not.

halcyon vapor
#

how do I remove this function output xD ?

dawn gazelle
# halcyon vapor

This function only exists within this blueprint? It's not inherited?

halcyon vapor
dawn gazelle
#

Have you restarted the editor?

halcyon vapor
gilded bloom
#

Can someone help me, I've been stuck on this all day. I'm trying to get a specific animation to play when my character has double jumped. The Variable "Has Double Jumped?" is setting to true and false when I want to which I know because of the print string, but when I try to use the variable in my Animation blueprint in the New State Machine so it activates the animation when true it never activates or prints the string? I also do have the variable set to public

gentle urchin
#

Great advice!

dark drum
# gilded bloom Can someone help me, I've been stuck on this all day. I'm trying to get a specif...

I'd probably just use a montage instead with it being event driven. You'd just play the montage as soon as you double jump.

If you need to stick with it being in the state machine, you'll need to look at the different states. If the character isn't in the state that can transition into the double jump it could get missed/skipped.

Also, it can be worth having the animBP fetch the value at the start of the tick and store a copy of this.

spice rover
#

Hello there! I'm facing an issue while compiling my game using BuildCookRun : a Blueprint for one of my widgets gets a variable in its OnConstruct from my custom C++ GameInstance class. While packaging in editor, everything works fine, but BuildCookRun leads to this error :

#

Oh, sorry for the transparency issue, wanted to translate some of the names:

#

Would any of you happen to know why? Thanks!

dark drum
spice rover
rustic saffron
#

How to expire the projectile bullet correctly?

#

I use destroy actor but it seems not work

inland walrus
#

This is my inventory system, it works fine and how I want it to, however, I'd like to make it so that when the player hits next page, it replaces all the buttons with the inventory items over 7 indexes, any ideas?

lyric rapids
#

im trying to restart the level when this event is called but its not working anyone know why

lyric rapids
maiden wadi
gilded bloom
dark drum
gilded bloom
#

Also I had to do a work around by using "get air control" Instead

dark drum
lyric rapids
dark drum
inland walrus
dark drum
zinc ermine
gilded bloom
# zinc ermine maybe a montage could be better suited for this

Well I got it semi working by using a get gravity scale node in my anim bp, but the problem is the animation always plays? I have it hooked up to a Less than node with gravity scale having to be less than 1 to be true. After the double jump the characters gravity scale gets set to 0.8 and floats back down. I even have a print string to tell me what the gravity scale is so I know it is going below 1, but the animation still is play whenever I jump at all, not only if it's below 1

vapid sedge
#

hey,
so I have a vehicle with 4 door, which can be opened. as i need to update the collision i added it to the door bones. but now the bone simulates physics and it looks like this. anybody knows how to fix this?

versed sun
inland walrus
dark drum
vapid sedge
inland walrus
dark drum
inland walrus
#

So I can essentially get rid of all of this and just use that?😅

dark drum
inland walrus
maiden wadi
#

Strings. Strings everywhere. 👀

dawn gazelle
#

This is what is called an anti-pattern. If you ever find yourself doing something over and over again with only very slight changes in blueprints, you probably want to rethink how you're approaching your solution to your problem.

dark drum
inland walrus
#

Thanks guys, I'll update this now and keep it in my future practice

dark drum
inland walrus
inland walrus
dark drum
#

I do just want to clarify that this is just to tidy up what you currently have. 😅 I assume these are the individual item entries for the items?

dawn gazelle
# dark drum

Even better would be if the text fields were generated at runtime so you don't have to populate a gigantic select node like that either... The more you can do programmatically the better as that means not having to modify it later if you decide to add more inventory items later, you just add more items and then "It Just Works™"

dark drum
# inland walrus This is how it currently works

As a little tip, avoid setting values on things from other things. This makes debugging a pain in the... It's far better to make setter functions that get called and you pass the data in and the thing handles what it should do with it.

So if you make each item entry it's own widget, you would have a function called 'UpdateItemEntry' and you pass in the item data. The widget would then decide what it does with it. Whether that's updating a text field it owns or updating an icon image.

dark drum
inland walrus
dark drum
#

So after this bit on the true.

inland walrus
dark drum
inland walrus
#

Got you, so would I no longer need this bit if I'm bringing up the data table further on?

#

Ah I would because thats checking the item category

dark drum
inland walrus
dark drum
dawn gazelle
inland walrus
inland walrus
#

as it's not getting the inventory array

maiden wadi
#

That was up to you. You said you needed a limit of 8.

inland walrus
#

Ah okay I'm following

dark drum
# inland walrus Ah okay I'm following

Personally, I would just populate an array with the item data that meet the category requirements then you can just get the relevant ones from the list so from 0-7 or 8-15 etc....

inland walrus
dark drum
inland walrus
#

I'll give that a go, meanwhile thanks for this, looks so much cleaner now and works the same lol

#

each loop is a crazy tool I need to get used to haha

ruby cobalt
#

hi. i need to clamp between 0 and 99999999

i can use clamp.. but i think there's a thing that does that.. clampwith 0 but no max??

silk herald
#

the simplest thing you could do is check if its less than 0 then set it to zero if its true

dark drum
inland walrus
#

I've highlighted the stuff I've changed since last message

river seal
#

I am trying to store TouchInput Data into a Variable Map but it look like UE has issues with Map indices.

map entries (Finger Index and Location) get added and removed by touch press/release and entry indices increase/decrease
0,1,2,3,4

but this only works one time. after releasing all fingers and putting them down again, the index is messed up:
0,1,0,0,4

also tried clearing the map, before trying a second time - same behavior...

inland walrus
dark drum
# inland walrus So I should use an add instead of insert?

If you want to go down a similiar root. I've not tested what I've provided but logically it should work and simplify things.

So you create a list of all the items that match the category. Then when you change the page, you don't need to update the list so you can just update based on the new index.

maiden wadi
inland walrus
#

Is 1 event supposed to go on page down pressed?

dark drum
inland walrus
dark drum
inland walrus
river seal
#

to me it seems like unreal is having trouble with adding a key value which once got removed

random pulsar
#

Hi,how do i check the x velocity and y velocity at the same time?i want the character to play walk animation when its velocity is greater than 0
it works fine when only at x velocity but how do i do this with both?

#

i tried xy velocity ,maybe i made it the wrong way

dark drum
maiden wadi
inland walrus
#

I hate math😅

random pulsar
river seal
maiden wadi
#

In all fairness I hate academic math too, but I loved learning it when in the context of learning programming.

inland walrus
#

Haha I love game deving, building mechanics and watching results etc, but I hate the + then divide then multiply etc, it gets too complex for me 😅

maiden wadi
#

Not much different with other number types either. Less about the actual math itself and more about understanding what it's doing to the numbers.

gentle urchin
#

vector math is complicated if nobody thought or showed you 😛

#

but it helps playing around with it

#

adding bunch of draw debugs if need be, to understand the relation between two locaiton vectors and their direction vector etc

#

Gets better over time tho 😄

signal bane
#

Question: I made a tweak to a blueprint where it is doing an operation during construct that is now breaking the editor.
My editor is compiled from source

I can delete the uasset out of the project.
Is there any particular change I can make to be able to edit that blueprint without letting it do its construct operation?

terse spruce
#

Hello, i have an interaction system that requires position history from 2 actors (one of which does not change and is controlled by the player), does some calculations and send back results to both actors.
I was wondering what is the right way to approach this from a performance perspective. Should i have a "manager" actor pull data through interface or reference and send back result, or have all the logic on my "pawn" actor?
If i use a manager, should i have each actor keep track of their position history and store them in variables to be sent in a message or have the manager do it internally for all concerned actors?

stone field
#

p.s. version control would be the answer if this is something that can't be toggled from config files

wet orbit
#

what are the best way to stop Behavior tree

stone field
faint pasture
signal bane
#

Thanks for the help Karma!

stone field
wet orbit
#

is this good way connecting nodes or should i create new calls ?

faint pasture
#

it's all the same

#

I prefer to have everything local to the executable node so it's just 1 thing and don't have wires all over the damn place

wet orbit
#

tnx

signal bane
wet orbit
#

how to make node like this ?

dark drum
wet orbit
#

tnx

dawn gazelle
ruby cobalt
inland walrus
#

This is my inventory system, does anyone know how I can make it so that the commented bit doesnt get the whole inventory, but rather inventory items that match the active category?

willow gate
#

Alright. I need a math wiz for this one... I'm trying to make a couple of little retro game clones (Asteroids, Joust etc) that should transport the player from one side of the screen to the other when the player goes off of the viewable screen. I want to be able to calculate this dynamically based on the player's screen size but I'm not sure how to find the screen edges in world space.

signal bane
dusky cobalt
idle crescent
#

I made a class from object, and now my project hangs on launch

#

Did I go real wrong somehow? I was trying to replace references though

astral flame
#

Hey guys how would I implement a system where when the player level up they have a choice of 3 upgrades to pick from.

inland walrus
idle crescent
#

Is it safe to make a custom type to write into a save game file?

astral mist
astral flame
#

I have experience with UI, Its more the issue of the leveling up the UI not displaying correctly...