#blueprint

1 messages · Page 317 of 1

lofty rapids
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i imagine it has an error at some point ?

delicate torrent
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yeah it was the issue, but after that I hit a wall that I encountered previously

I decided to backup the vrpawn before changes I did and to make the hybrid of a vehicle and VR pawn, which will be just possessed by player, and keep whatever VR controls I will use

true valve
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Anybody knows how to extract the sound and destruction part of the City Sample to City Vehicle

sand shore
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Ehhh. I haven't wanted to add to your stress, but you'd be better served learning more fundamentals before striking out on building a new version of your project idea (which has some potential!)

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Unless they've covered other discliplines (like teaching you how to make the art, the sound, the music, how to write for games) too - or maybe gave you a ton of networking opportunities, it seems like you didn't get your money's worth

dreamy kindle
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Hello does anyone know what might be causing this error or how to fix?. it happens when the team select UI comes up for the player to choose and when I click yes or no, it does not spawn the player correctly and gives me this error. Thanks 🙏

mental trellis
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Get Owning Player is returning nullptr?

dark drum
mental trellis
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(None)

dreamy kindle
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Not sure I’m just trying to follow along with tutorial still not sure what I did wrong

dreamy kindle
dreamy kindle
delicate torrent
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They never covered anything of gamedev except couple years ONE teacher and otehr students had an option to submit games at the end of the year as courseworks

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the one with the best game submitted - automatically gets 95% mark

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so, merging the pawns went smooth surprisingly

ebon sorrel
glass blade
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think of casting like this, not like "casting" a spell in a video game for example

delicate torrent
dark drum
shrewd moss
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I'm messing around with a kart racer, going with the add force at wheels method of suspension instead of chaos vehicles, but for whatever reason my karts are so front heavy they nose dive immediately off of even a shallow ramp, and messing with the center of mass isn't seeming to have any effect

delicate torrent
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I decided to make a modifie player controller for my game, so hopefully it'll get the controls of both car and VR working on it's own

ivory epoch
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How could I set it so when my character isn't moving the sprint bar doesn't go down and when in the air it doesn't do the same thing? And having a bar where it fades when at max cap and fades back in when sprint is being pressed with a delay?

delicate torrent
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IT WORKS, IT WOOOORKS, I now have to fix where player gets spawned in when possesses the vehicle pawn and I am set to pokish off visuals and package the project

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adding a custom gamemode and player controller did make everything better

woven pond
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I am looking for some direction when using ActorComponents, I couldnt find anything on spawning actors from a component.... I've created a Team ActorComponent and am trying to use it to spawn a decal on its parent actor to show a team ring if it is a Character/Unit and set the DecalColor on that Decal.

I seem to be spawning the decal as i can print string after the spawn decal attached node is called however it is returning as invalid when i try to get the "spawned" Decal component. Am I missing something obvious? As in does the component need to be activated/ spawn decal component on an iniated event not begin play

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additionally should one cast to the character in order to gain access to the mesh and if not what would be the recommended method?

true valve
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Anybody knows which plugin has these functions?

delicate torrent
primal bone
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Apologies if this is a really stupid question. I'm following the QuickStart for Multiplayer in UE5.5. However the tutorial is setup using the old Input system, and the Starter content uses the Enhanced Input Actions.

I'm adding in a new UPROPERTY for the FireAction, but I cannot for the life of me get it to show up in the Blueprint inspector despite it having my class as the parent. I see all the others that came out of the box, but not mine

/** Look Input Action - This was in the generated code, shows up in inspector */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputAction* LookAction;

/** Fire Input Action - This is mine, doesn't show */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputAction* FireAction;

I guess I'm missing something really basic here, but I'll be honest I'm stumped

delicate torrent
granite nacelle
#

can someone link a tutorial on how to set up a drone AI

lunar sleet
granite nacelle
woven pond
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Let's make this super simple then can any one confirm or point me in the direction of how to properly access an attached character's mesh from an ActorComponent?

delicate torrent
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back to square three
vrpawn and vehicle pawn mixed pawn spawns the VR part elsewhere, bummer

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with the updated gamemode and player controller I wanna try the previous iteration of vehicle pawn to see if it's gonna do anything about it

sand shore
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You can even factor in the rotation by doing this all in transforms, but you should start with just vectors

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I think you need it like this:

RequiredSeatOffset = VRPawnWorldLocation - PlayerCameraWorldLocation;

delicate torrent
sand shore
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That all does assume the VR origin was aligned with the VRPawn

delicate torrent
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I decided to put the mixed pawn on the back burner, I think I have an idea which should work

pastel fable
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Hey guys, has anyone here use a True FPS character?

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I'm working on it but I can't figure how to stop players from clipping the head when swimming?

delicate torrent
# delicate torrent I decided to put the mixed pawn on the back burner, I think I have an idea which...
woven pond
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Ok so turns out it was failing when using spawn decal attached but it is perfectly fine with spawn decal at location. Does any one have any advice. Id like the decal to move with the actor is moves on screen as an indicator for its team.... I am now considering using a plane and adding the decal and attaching that to the mesh but does any one have any suggestions for just using spawn decal attached?

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I dont see a difference that would cause there not to be a decal, update 2 spawn decal at location and then attach component to component seems to work so wondering if any one else hashad this issue

vestal totem
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I have a function that is identical in two different BluePrints. The BP's do not (and should not) share a parent.

The function unfortunately contains a Delay node.

Is there a way to create this in 1 location (to avoid duplicate code) and use it in both, like the global BluePrint Function Library? but one that supports a Delay node?

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Seems I can potentially split it into 2 parts and stick the delay in the middle I guess.

vestal totem
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Ooh that's a good idea if it works. I'll check it out.

Thanks!

delicate torrent
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in vehicle movement component I turned off requireing controller for inputs
I hope this'll work
I will get a reference to VRPawn from here just in case, vrpawn has needed IMC's enabled either way

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seems that vehicle still doesn't recieve inputs, I did put different things in the enable input, reference to vr pawn, controller in other slot, idk what else can be done for it to receive inputs from vrpawn without getting possessed by it

vestal totem
# dawn gazelle A component.

I transferred some code to a component and it functions.

However, I need the ability to chain another node on completion of the delay node in the component.

Is there some sort of callback I can use for that? The component node just runs straight through and triggers the additional chained node immediately

dawn gazelle
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You can create an event dispatcher in the component and then within the actor that has it bind to it.

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Call the dispatcher whenever you wish after the delay.

vestal totem
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Ah ok. That makes sense.

scenic robin
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I have a seemingly simple question but I'm unsure what the "standard practice" is here : what's the best method to create an array of all actors sharing a common actor component?

vestal totem
frosty heron
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Create a function with 2 parameters. The actors array to check and the component class you are testing against.
Loop through the actor array
If the actor doesn't own the .component, then remove it from the list.

Then return the array of filtered actor.

Though I wonder what are you doing that you need to do this?

lunar sleet
delicate torrent
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car now recieves inputs from vrpawn, now I gotta figure out how to not control it while not inside of the car, I think on overlapped with something specific in the car I add mapping context
but I should remove it from player controller first

delicate torrent
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guys, how can I narrow down the actors which it will work with? because it's gonna react to every actor with "generate overlap events" on

I see the "other actor" pin but idk how to use it

It's 7am the next day I work on this thing and I am a bit slow right now, so I can't think of a way to do it

low glade
delicate torrent
winter sundial
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hi everyone! noob here, so sorry if I don't quite explain things right. i'm using blueprints for my game and created a pause menu.

i added music to play during the pause menu, but am having trouble ending it when the game resumes.

when i click out of the menu, the music is still playing. totally open to any suggestions on how to fix this CognetryJeffStare

topaz condor
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anyone know how to change the direction the niagara effect goes?

frosty heron
winter sundial
frosty heron
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So it will forever play and the only way to stop it is via level change where things get destroyed or you close the game.

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For a background music, you might want to have a manager or subsystem. But don't let it go over your head, if you just starting out.

For easy mode, you can add audio component in your player controller.

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Go to your player controller , hit the plus button on the component tab, look for audio component.

Rename it to music / BGM / w.e suits the purpose.

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Create a custom event, call it PlayMusic.

Drag the audio component you create to an empty space in blueprint and select get.

From there drag the blue pin and type set audio.

Afterwards do the same but look for play audio.

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I have no editor right now so there's no visual example to show.

Drop your attempt here though, I'm sure others can help.

winter sundial
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!! WAIT OMG I GOT IT TO WORK WITH AUDIO COMPONENT TY TY ISTG I SPENT 2HRS ON THIS 😭 THANKS SM

frosty heron
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Yea stopping the audio should be as simple as GetAudioComponent -> stop sound

winter sundial
inland crystal
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Are 'break struct' nodes called multiple times like other multipin pure nodes? they don't get the new 'show exec pins' option like other pure nodes do

low glade
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Hello, I have a 4 legged animal ai and it runs into stuff constantly. Like if I make it follow me and while it's between some trees I suddenly change direction it just clips through the tree so it can turn to face me, or sometimes while it's walking it gets stuck between 2 trees because i have set my navmesh to a high agent radius so it avoids trees, but the collision ends up getting stuck between no navmesh areas. I understand most of these issues ar cause by the fact that characters have capsule collisions, how do people usually deal with that? I mean with a capsule collision if an animal turns around and an object is beside it most of the times it will go right through

frosty heron
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It's just a getter

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Pure function on the otherhand evaluated on every call, so if you are doing something heavy, they can be wasteful since there are times you can just cache the result.

frosty heron
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Becareful with listening to youtubers

weary mango
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Question: In Blueprints when have an Array exposed and place the actor in the level and then you have 20000+ entries in the Array Unreal runs out of RAM trying to make the UI elements for it in details panel 😐
I've seen this in HSM actor aswell - but there the list gets hidden when it has too many assets. .... Anyway this can be done for normal arrays or is that just a ui 'bug' that nobody ever runs into?

low glade
#

I think

frosty heron
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The two does different things.

weary mango
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Not if the actor is def already loaded I believe

low glade
frosty heron
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Casting is a type check, you do use that to access the member variables.

low glade
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I don't think he needed a refference

low glade
frosty heron
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Not how I would do it

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Also there's no cost if the object already loaded.

inland crystal
frosty heron
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Probably better to ask the #cpp guys / girls. Most of us here don't know how things work internally.

last peak
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Wanna know a Unreal life hack?
You can add a component to an actor and then instead of ever casting you can just take the actor and then you get component by class, if you store your character variables in the component you never have to cast nor do you have to setup a interface

maiden wadi
remote meteor
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good luck having interaction between components if you have to YangyangPeek

last peak
last peak
maiden wadi
remote meteor
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then it would be just the same as if all the variable is in the actor with extra steps

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the real problem is hard references to mesh/skeletalmesh/animation/material/texture

last peak
maiden wadi
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Or code only base classes.

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It's no different than casting to a C++ class. This is why a lot of studios enforce casting only to C++ classes to avoid the linkers to assets like that. You can effectively do the same thing in BP with a little caution.

last peak
maiden wadi
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No. A class with no assets defined.

last peak
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oh

maiden wadi
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Do note I'm not against components. I'm very pro composition. But I'm very anti-"Casting is bad" as well.

mental trellis
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Do what is appropriate!

last peak
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Casting in bp's is meh, if you know what your doing no problem but oh my gode once i worked with a guy that wanted to put 25% of the entire code in a god class and casted to everything else in the game from there

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After i told him that his approach is shit he got super angry lmfao

maiden wadi
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I've seen people do the same thing in C++. It's not just a BP only issue. When you have to work in a PlayerController that is twice as long as the CMC class.. eh.

mental trellis
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Depends what he was doing, tbh. A large data-driven class has its place.

last peak
mental trellis
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Yeah, that's probably not good.

frosty heron
# last peak I rather avoid casting if the thing im casting to is not in memory, also i dont ...

Casting doesn't load the object to memory, it's the hard reference to a blueprint asset that does.

People say use interface don't cast, but interface also cast under the hood.

Casting is free, casting to blueprint asset however, produce hard reference to the blueprint asset which create dependency.

When you need to access an object property, you will need the hard reference anyway. That's why c++ base class is required.

Bp only approach will always be hell for any project that isn't small scale.

low glade
frosty heron
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it's free, I always cast to the native class.

copper lion
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i have an item, i added rotation to it to rotate in-game and i also want it to go up and down, it goes up with this timeline, but never comes back down, if know what i mean, a little hop animation

frank timber
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Hey is it possible to make the switch on gameplay tag not be exact?

sharp rapids
copper lion
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0.0 0.0 , 1.0 .4, 2.0 0

sharp rapids
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You need to hold the Initial Actor location in a variable and then add the position to that variable

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Or Better yet, Instead of adding the Location, you can Lerp between two positions using the Curve

sharp rapids
# copper lion how?

Make the Location curve go from 0 to 1 and then back to 0
Use this Location output as the input in the Lerp Node, and then put the result in the Set Location node

woven saddle
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bit of a logic puzzle here: I have a puzzle in my game that when the player enters a collision, time is meant to slow down so they can launch themselves in a different direction, one issue: when I slow the player down (through custom time dilation), this also slows down the camera movement (obviously as the camera is a child component), is there a way for me to slow down the player specifically while let them freely move the camera?

last peak
woven saddle
last peak
woven saddle
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I'm launching the character to this collision in the air, so it doesn't matter if the animation is slowed down as the velocity isn't affected

last peak
woven saddle
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I just increase the camera rotation lag speed

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and it works as I wanted !

woven pond
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Does event begincursorover in actors have a default channel? or require anything to be setup to use im trying to use a print string to even say im hovering it but i get nothing returned and im sure this doesnt need to be a big thing

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I have enable mouse over events enabled in player controller and tried default trace channel variations

delicate torrent
tropic token
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you can't have timeline in actor component, right?

tropic token
tropic token
# last peak in the actor

yeah, but I have many actors with different parents.. I will have to implement it sevaral times 😢

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or maybe I'm missing something

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maybe maybe interface to get a timeline from owner actor xD

last peak
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Or you use a blueprint function libary

tropic token
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you can't use timelines in functions

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so I guess you can't

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need event graph for it

sand shore
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You can’t use a timeline node in a function, but I think you CAN spawn a timeline component and have it play a timeline in functions

void crescent
# tropic token you can't have timeline in actor component, right?

There are a few fab assets that provide you that (if you can't workaround using the actor timeline). https://www.fab.com/listings/dcae9d59-ec20-401d-b21c-4e5f5ef0a031

Fab.com

100% of Blueprint Actor Timeline Features, Easy to Use!Showcase Video - youtube.com/watch?v=EF_dmPJceLwThe Component Timeline plugin provides all the functionality of the Timeline node from the actor blueprint with the added convenience of placing timeline nodes directly in component blueprints. It's easy to set up and use. With features such as...

last peak
# tropic token need event graph for it

You could also really dirty create a manager actor with a event in it and let all other actors call that event, you would outsource that part of your code just to another actor

tropic token
wheat viper
#

Hello,

I need help with the math part in a game I am making. In the catch and throw feature I implemented for my AI enemy I want before throwing to calculate the best shooting position at which there would be no collisions? Tried using EQS didn't turn out so well. I also tried using some math from the internet also did not work.

But how would you implement such a system, of if there is collision after catch go to a better shooting position?

Thank you !

last peak
tropic token
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I dunno how will it do several timelines at the same time xD need to have pool of them I guess

tropic token
lunar sleet
wheat viper
lunar sleet
dreamy kindle
tropic token
lunar sleet
tropic token
# lunar sleet Don’t. Timelines are one of the few things you don’t want to do in cpp. But you ...

how do you do it? I mean for example I have:

ActorInTheWorld - this one has mesh
    ActorInTheRoom - this one is attached to room
        ContainerInTheRoom - this one is actor and container having inventory component
  

Each of them can have BP child.

Is it possible to add Dissolve implementation to ActorInTheWorld in BP and make it available for Children?

Like I do BlueprintImplementableEvent on the function in ActorInTheWorld make BP that is derived from ActorInTheWorld and implement dissolve there, right? But ActorInTheRoom and ContainerInTheRoom won't be able to call it?

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I will have to make BPs derived from this BP ActorInTheWorld :/

lunar sleet
magic horizon
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Is there a way to navigate world outliner files in my bp code
I'm trying to make this moving platform system modular but my way of organizing instances is through sibling folders and names

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as far as i know get assets by path only works on the /content files

frank timber
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Hey anyone know if its possible to make the switch on a GameplayTag not be a exact match?

maiden wadi
magic horizon
#

i see

maiden wadi
magic horizon
crude dew
#

Hi, I am wondering whats the best way to approach this problem I,ve been stuck for 3 hrs now lol, I have a Set which has an Enum and a Integer to store how many of a certain type of enemy to spawn for a wave. (See Image)

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How would be the best way to iterate this set please? I have tried using For Each and For Loops but I cant find a way to dictate the current index in the set.

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I have tried various things but cant figure it out, I know how to access the values and keys but cant stop the For loop from iterating the entire Colours Keys.

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Was aiming for a Loop Index 0 (Get 1st colour) then move into 1st value (number to spawn ) then in that loop use a Set Timer By Event to spawn the Actors and when the Actors spawned is equal to the number of allowed Colours then move to next Colour and rinse and repeat.

maiden wadi
crude dew
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How can I tell the 1st key to wait for a "I have spawned 5 actors " now move to the next key?

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This is something i tried also

faint pasture
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Entry -> get keys -> for each key, get value -> foreach entry in value -> spawn thing

crude dew
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I think i tried that already

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and that didnt seem to work

maiden wadi
# magic horizon is it still possible to reference an instance of class by name?

Possible. But not really advised unless you have a specific understanding of pathnames. And even then I'd never use it for gameplay relations. I only ever use that kind of stuff for savegames and whatnot which doesn't care about the specific object so much, it just needs it's name to recreate it correctly.

Usually to refer to a specific thing from a level you'd tag the stuff on the level in it's Tags array, or have it register somewhere global with some form of context you like handling with. 🤷‍♂️

faint pasture
crude dew
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Ok so ForEach Colour - > ForEach NumberToSpawn (Then I can do the Set Timer here to spawn say X Balloons) then when the Timer has been cleared ie... the number of balllons has been spawned I can return to the ForEach Colour for the next Number and rinse /repeat?

faint pasture
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Should there be any gaps or is it just 1 after the other the whole way

crude dew
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There should be a 1 second gap between each spawning and I want to spawn 3 black ones then 4 Green ones etc.

faint pasture
crude dew
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Yes

faint pasture
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I'd just foreach everything slamming all the results into an array, then the timer takes over and processess the array 1 index at a time

crude dew
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I might just end up using an Array of Balloon colours instead of trying to use Enum+Int set.

faint pasture
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process your data into an array of baloon colors, then spawn on timer from that array

crude dew
#

I,ll try that, Thanks a lot for the advice!

frank timber
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I wanna use it for a map using gameplay tag as key. So instead of useing one.two.three I would like to get one level higher

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Is the only way to just make it into string? Then split join?

frank timber
storm orbit
#

You should use tag queries or "matches tag" tests for gameplay tags. Don't think of them as strings.

You can't "get" the parent tag, but you can provide it and use that to query the tag.

It usually requires laying out all the branches and logic yourself. The queries are extremely fast, so don't worry about having a large 20-node function for taking in a tag and 'breaking it down' to the type that best fits.

oblique torrent
#

presumably a dumb question cause i generally try to avoid unreal and have thus forgotten its twisted and evil ways but in an animnotify class after overriding recieved notify how does one actually edit that function

maiden wadi
storm orbit
#

Exact matches do not involve a lookup. A tag query is what does the hierarchical search, and that's highly optimized.

You would could make your own K2 node that can have out pins for each tag, but have an in pin for the typw of query

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A "switch" node implies they all work the same, which would mean "exact match" just like an int switch

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Thats why there's no "float" switch node - how you round the float changes the logic

maiden wadi
# storm orbit Thats why there's no "float" switch node - how you round the float changes the l...

There's no switch on float because it doesn't make sense logically. There are switch on int/name/enum/tag because these are concepts of keys.

Since out of the four, Tags are the only ones with a hierarchy, it does make sense to simply put a parameter on them to choose whether the switch is exact or using the matches query.

It is true that an exact is much faster than a tag matches query. But we're also talking about BP here. Which is a scripting language and should not be forced to the same strictness of C++ switches.

In scripting, QOL and ease of use with options wins out over speed any day.

storm orbit
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I just think it's weird to have a switch case where multiple "cases" could be matches and the order is determined by, what, pin creation order? It's no longer a key at that point

spark steppe
#

this is on float range, but on float would equally make sense, given some error tolerancy

steady thicket
#

Hi! I'm trying to get the AIController of an AI character in Blueprint, but I'm getting a 'None' error at runtime. I'm using GetAIController, but the return value is null even though the actor is a child of AIPCBasketballPlayer and has AIController set. Any idea why GetAIController isn't returning the AI controller? Am I calling it too early or missing something in the setup?

dawn gazelle
#

<_<

#

_>

dawn gazelle
steady thicket
#

I'm calling this in a player state

atomic hollow
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how can i remove the below collision object types in overall project or the engine.

dawn gazelle
faint pasture
atomic hollow
faint pasture
#

Why do you need them gone?

#

Don't bother

maiden wadi
# atomic hollow i thought there will be any way to this like for collision presets in ```BaseEng...

You can literally download the entire engine's source code and to anything you want to do. But I'm not really sure why you would want to hide specific collision types. They're still going to exist and have defaulted values, you just wouldn't be able to change them. And if changing them is your issue, you should make whatever class requires this specific value set itself up to force these values to something specific.

atomic hollow
atomic hollow
#

@faint pasture and @maiden wadi without doing anything in the map it shows the start symbol again after saving and even after opening that the map is not saved. what causes the problem does any one know?

astral mist
#

You need to sanitize the code and debug it to see why it's failing to return the desired value

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Best practice is to always check the returned variable with an is valid or similar.

dreamy kindle
#

Hm ok

astral mist
#

So the failure is handled (but this will also let you figure out a work-around in case it's failing early say because there's no controller maybe or whatever)

#

Since I don't have the course it's hard to pin-point

dreamy kindle
#

Yaa

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I do have a screen control app you can use if you really wanted to help

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It’s just a link you click really easy

astral mist
#

Interesting wording... Anyway check the returned "Player Controller" to see if its valid first.

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Some courses are better than others, but I would double check to see if I've missed something of course.

frosty heron
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If owning player of the hud is not the character the client possess, then it will return null, as they don't have any way to access other players controller

dreamy kindle
#

makes sense

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generally speaking

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yeah all activation starts at the widget bp and runs through the PC and then gamemode

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and back again through PC for final spawn

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just not sure what im doing wrong for player not to spawn and ui to go away but yeah

faint pasture
#

read the compendium

#

or at least look at this

dreamy kindle
#

Very useful I was wondering what a game state was thanks !

lunar sleet
#

It’s the state of the game 🙃

ivory epoch
#

I'm having a issue where the sprint stamina continue to increases when i release holding the w key but keep holding the shift and still keeps the same stamina speed.

tropic token
#

guys, what do I need to do, to make this item fall? it's blueprint with static mesh and some sphere collision

faint pasture
#

or just move it with a timeline or whatever

#

What have you tried?

tropic token
#

Simulate physics wasn't enabled

faint pasture
#

Rename bSprint to bWantsToSprint to better represent the intent

#

you aren't sprinting when shift is down, you WANT to sprint

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you are sprinting if shift is down AND w is down

tropic token
faint pasture
tropic token
#

I wonder why it's not falling also, just appear on the ground :/

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oh, no it's okay. it's actually falling. but the property won't be setting every time I do it. strange

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like if I debug it, it falls every time, but if not, it's more often not falling then falling. I guess something is not being initialized on time

ivory epoch
faint pasture
#

sounds like a race condition

tropic token
# faint pasture Show the code

well, it's simple:

void ACOR_ItemInWorld::BeginPlay()
{
    Super::BeginPlay();

    if (HasAuthority())
    {
        if (IsValid(ItemInfoDataAsset))
        {
            SetItemInfo(ItemInfoDataAsset->GetItemInfo());
        }
    }
}

void ACOR_ItemInWorld::SetItemInfo(const FInstancedStruct& InItemInfo)
{
    ItemInfo = InItemInfo;
    BasicItemInfo = InItemInfo.Get<FCOR_ItemInfo>();

    if (BasicItemInfo.ItemSkeletalMesh)
    {
        SetSkeletalMesh(BasicItemInfo.ItemSkeletalMesh);
    }
    else if (BasicItemInfo.ItemStaticMesh)
    {
        SetStaticMesh(BasicItemInfo.ItemStaticMesh);
    }

    GetPrimitiveComponent()->SetSimulatePhysics(true);
}

Not sure if it's correct to set SetSimulatePhysics on server only. But I can't figure out the delegate or anything else to set it on the client as well. BUt actually it works even if I call it on server only :/

#

not sure if it's BP related lol xD

#

I guess it's more suited to multiplayer

faint pasture
#

Is this actor being spawned on server only?

tropic token
faint pasture
#

It probably just should assuming you have Component Replicates

#

but doesn't that depend on some sort of replicated data anyway?

#

if BasicItemInfo replicates then just derive it from that. In that case no need to gate anything on beginplay by authority

midnight cradle
distant elk
#

Hi. I can't get undo to work in a scriptable tool. I tried begin/end transaction and a couple of other things, but no luck. What would I need to do?

storm orbit
#

Did you call transact on the object after beginning the transaction?

tawny hedge
#

can anyone recommend a course or tutorial for modular skills&stats systems? using interfaces, data tables, arrays etc for something like an rpg, moba, etc.

severe terrace
#

Issue with Mesh Runtime Import: Material Slot Names Missing

I'm encountering an issue where importing a mesh at runtime causes it to lose its material slot names, the mesh loads fine though with textures.

When I use the GetMaterialSlotNames node, it returns an empty array. I need to assign materials using slot names, but due to this issue, it doesn't work. However, if I use SetMaterial with the element index instead, it works as expected. This suggests that the material slots still exist, but their names are missing.

Has anyone faced this before?

toxic drift
#

(Still kinda new to this) I'm doing a very simple inventory system. Can only hold one item at a time (Logs, fish, repair parts, etc.) Pick it up, have it in your inventory, when use it where it needs to be used (Or drop it) then your inventory goes back to empty. What's the best way to do this? I'm thinking an Array? Have it's only value in it be "empty" and then when I pick something up it clears the array and adds the item. When I use the item where it's needed or dumped it clears the array and once again adds the value "empty" to the array. There a better way to do this or does that seem fine?

runic phoenix
#

Yeah use an array. Start with that, you can use a MAP of name - integer for item and count, then look up the name from a data table if you need more info

#

Otherwise you can use an array of stuctures

astral mist
violet bison
#

is there anyway to have an input for a gameplay ability?
a vector etc

last peak
midnight cradle
faint creek
#

Hi guys, I don't know where to ask this but I have a issue with the gamepad:
The gamepad works, however switching from keyboard to gamepad, pluggin it, it doesn't work. I have to restart the game to make joypad works.
If the joypad is already plugged when I open the game, it works
So the question is, how can I change gamepad in runtime? 🥲

dawn gazelle
# violet bison is there anyway to have an input for a gameplay ability? a vector etc

You can activate abiltiies with events and those events take in a structure which have a few fields you can populate as you wish, and they can even take object payloads. If I remember right any values that are input into this structure are replicated to the server as well, but any objects you feed into the object payload need to be replicated objects in order for the server to be able to reference them.

faint pasture
dawn gazelle
faint creek
#

I'm using "Raw Input " plugin for implementing them

dark drum
#

Also, for full DS support you'll need to enable the dualshock plugin.

faint creek
dark drum
faint creek
#

For example if I want to switch in runtime from ps4 to another gamepad they don't work

dark drum
faint creek
oblique torrent
#

is adding rotations + like angles or * like quaternions

#

wow! free money!

steel mason
#

don't click!

dark drum
oblique torrent
astral mist
#

Don't click ya'll, please.

oblique torrent
#

im gonna guess its + unreal seems like the sort of engine whered theyd use +

astral mist
#

Thanks mod (whoever it was!)

oblique torrent
#

no more free money :(

astral mist
#

There's no such thing though.

#

Your account would end up doing the same, spamming all of your servers.

steel mason
#

are there any free RVT spline projects/blueprints? unreal store or somewhere. looking for some rn. like any in the free ue5 project category?

astral mist
#

We take care of this automatically in another server where it's a daily issue...

maiden wadi
#

For reference. If you see those kinds of messages report them like this. Easier for mods.

olive breach
#

heya im making a dash mechanic for my game that launches you omnidirectionally. running into a problem for when i trigger the dash and jump input at the exact same time it doesn't launch the character. it does next parts of the code correctly but just doesn't launch. any help would be appreciated :)

oblique torrent
maiden wadi
hoary summit
#

I have a weird issue - this event breaks every time I re-open the project.

olive breach
hoary summit
#

So, it works fine, I can package the project fine. But when I close and re-open the project it just has become this

#

anyone got any ideas?

gentle quartz
#

So I made two functions in my Inventory component one is destroy actor on server one is destroy actor Multicast.. When I remove the item I call the destroy actor on server and pass the actor but it only works on the server on the client the actor is not getting destroyed.. How can I fix this issue? Anything you need in regards of helping me.. Screen shots etc just let me know

lofty rapids
#

oh i c it broke your connection as well ?

hoary summit
#

no, connection was still made

lofty rapids
#

i mean the gameplay tag is no longer has a line comming out of it

#

what is it connected to ?

hoary summit
#

yeah i disconnected that

#

not sure what the warning was, some like generic fail

#

its on my weapon, the weapon has the weapon BPI

lofty rapids
#

ya i c it's just custom event now, thats strange

hoary summit
#

so not sure why it is resetting

#

yeah every time i re open the project

#

really strange

lofty rapids
#

any c++ ?

hoary summit
#

nah

#

i mean i did have to convert it to C++ just for the steam advance sessions plugin

#

but my code base is all just in blueprints

lofty rapids
#

anything else happening ? have you tried to remake the blueprint and see if it happens ?

hoary summit
#

haven't, might try that. nothing else happening, packages and runs fine

#

just means i have to remeber to go in here and swap out the node every time i open the project which is long

#

or my enemies never land from their jump anims lol

lofty rapids
#

right i would try to remake the blueprint

hoary summit
#

will give it a go, cheers

lofty rapids
#

hopefully it's not too much to do but it seems like best bet

lofty rapids
gentle quartz
#

@lofty rapids Gotcha. Ill post it there, Thanks.

hoary summit
gentle quartz
#

I'll give that a try and see if it fixes my issue

dreamy kindle
#

its only camera actor in level

narrow sentinel
#

SO it seems i'm getting this issue when trying to do the above for the value on the player view model

lofty rapids
#

trying to see if it's still at default camera view

#

i usually use a pawn and attach a camera, then possess the pawn

#

and it looks through the camera

willow gate
#

Hey smart people. So I'm currently using this simple little setup inside of my PlayerController to detect whether or not the player is using a gamepad or keyboard (so I can do stuff like switch out icons contextually). It works fine except inside of widget blueprints. I'm assuming that its because input is detected differently in UI Only Input mode? Anyone know how I can fix this or a different way to detect input type? (I'm not using CommonUI yet fyi).

#

This is what's happening in my menu widget blueprint:

#

It works somewhat because if I open the menu using my keyboard input, it displays the keyboard input widget and vice-versa with gamepad. It just isn't doing it in realtime. So if I'm in the menu already, using the keyboard, and then I switch to using my gamepad, it will stay on the keyboard screen. So it must not be calling the SetCurrentInputType in the gameinstance when I'm in UI Only Input mode.

pastel garnet
willow gate
#

Yes

pastel garnet
willow gate
#

oh duh. I need to use a branch and use IsGamePasued

lofty rapids
#

"check the box for Execute When Paused."

willow gate
willow gate
lofty rapids
#

click on the event, see if its on the details

#

i'm not sure but i think if you change to ui only it might also change the firing of the event

willow gate
dreamy kindle
lofty rapids
dreamy kindle
lofty rapids
dreamy kindle
#

not sure what that is

lofty rapids
#

not overloads lol override

dreamy kindle
#

do you want me to pass you control of my screen or no

lofty rapids
#

no, but usually i do gamemode override

#

you create an empty gamemode

#

then you set the default pawn class

#

and in there i would have a camera

#

just an empty pawn with a camera

#

and this will load when you load the level

dreamy kindle
#

im doing a multiplayer fps Udemy course, its a online tutorial course

#

ah i see

#

yeah sadly im so new to bp im just having to follow the tutorial in attempt to get MP going

#

it works for him in tutorial so not sure what im doing wrong

lofty rapids
#

what you did just add the camera and hit play ?

lofty rapids
dawn gazelle
dreamy kindle
dreamy kindle
lofty rapids
#

what version do you have, and what version is he using ?

#

is it the same major ?

dreamy kindle
#

I’m on 5.5 so older version

#

5.5 has had bugs for sure

dreamy kindle
lofty rapids
#

he doesn't do anything like set view target in the tutorial ?

dreamy kindle
dreamy kindle
dawn gazelle
#

Double click on this:

uncut elk
#

does anyone know if theres a way to make the Game instance ignore time dilation

stone field
tiny tundra
#

Event Dispatchers - I KIND OF get how to use them. But I am having an issue understanding how to properly bind something, that is independent without having to cast to the ED that is calling it. Say I have a button on a UI widget that I press.. in some arbitrary other place, I want it to listen when that specific ED is fired and then do some event. It seems like this is possible and should be easy enough to setup, but I am just not finding it..

stone field
#

It's worth learning to bind and listen to events still. Remember to Unbind as well, or you start getting multiple listeners...

tiny tundra
stone field
dark drum
# tiny tundra Event Dispatchers - I KIND OF get how to use them. But I am having an issue unde...

Event dispatchers are my go to for a lot of things. Get a ref to the thing with the event dispatcher and call the relevant bind to function. On the red square add a 'Create Event' node and select the desired function. If the function is on a different actor/object to where the binding is being setup, you can connect said actor/object to the target instead. It'll update the function list to show the function it instead. (applicable to the ref type)

stone field
#

The main thing I find a bit worrying with Events is if a very generic name like OnClick is used in a lot of places by a lot of different things, it can make tracing things a bit of a hassle at times. I try to name them a bit more verbosely to keep things more manageable

dark drum
faint creek
dark drum
#

Steam does some stuff for you to handle PS controller without DS4 but that's not helpful if you're not going through steam. (Like the editor)

maiden wadi
#

AFAIK Sony also offers some developers the ability to add special handling in their game for their hardware. But I think you might also have to be releasing on a playstation as well for that. Second hand info for me though so take with a healthy salt dose.

#

I don't think we ever did anything for that at work. We put controller handling in for PC when we did console work. I used a DualShock, but I ran DS4Windows when testing in editor.

faint creek
#

Wow

dark drum
#

Fun fact, the touch pad on a PS4 controller moves the mouse in the editor. 😅

maiden wadi
#

Yeah, that gets fun with CommonUI when every other controller button hides it. 😄

dreamy kindle
dreamy kindle
dawn gazelle
# dreamy kindle I think it’s gamemode base ?

Can you verify this? If you open the game mode, it should tell you the parent class at the top right. It's important because there is some odd behavior that can happen if there is a mismatch between GameMode and GameState if they're not both using the appropriate base class. From your videos I can see your GameState is set to GameStateBase so your GameMode would need to be based off of GameModeBase.

dreamy kindle
#

looks to be gamemodebase

#

ok i got it to work

dreamy kindle
#

I had to move all the logic for that part to the initialize client and plug into the UI at very end

#

wasnt how tutorial showed but it works

vestal totem
#

I created a Component that manages an array of items that gets transfered from a spawn table to a character, and vice versa. I'd like to have multiple arrays for different types of items, and I see that I can simply add the component to a character twice.

What is the recommended way to define which item a given component would be responsible for?

I see Component Tags and Asset User Data on the component details. Is that how you would do it?

Or do I add an internal variable to set the desired item class, and set that on BeginPlay or something?

jovial steeple
# vestal totem I created a Component that manages an array of items that gets transfered from a...

This seems like an odd approach. If you really wanted multiple arrays for different items, you could add multiple array variables in the same component. Although typically, you usually just have a single array variable that stores all items, then a function on your inventory component which searches the inventory, constructs a temporary array with only items that meet the search conditions, then returns that array as a function output.

paper gate
#

Maybe a dumb question but I cant figure it out for the life of me. I understand how master BPs work and inheritance, is there a way for me to make children BPs inherit both their parents interfaces AND their parent's definition of those interfaces

for example if my master BP implements an interface and defines the function in X way, can I make the child inherit that definition as well? or am I forced to have every child define it independently as well? cause they inherit the interface just fin, but not the actual defenition

vestal totem
#

@jovial steeple Having multiple arrays in the component means having to set each up with an item type specifically. It also means duplicating important variables about each array. And if I go to expand the list of items types I have to edit each component instance to accommodate. Since this component is specifically designed to be shared across a variety of actors that should be able to transfer items, that could be a lot of work.

Using a single array gets complicated because I'm also visually adjusting a stack height for objects as the array fills or empties. If I have a set of say 6 boxes, I need to increment the height of the next box each time I add one, or decrement it, so the boxes stack up correctly. Doing a query on an array would be fine if this was just a list of boxes items that didn't impact the position of their actor. I'm sure that's possible to do, but my skills are lacking in that area. 🙂

What I've done instead is set up each component as basically an instance where I can specify an object type that it manages. Sort of like making a master Actor with an empty static mesh component and in each Child actor specifying the mesh to use.

Each component instance has it's own set of related array variables, and a specific class that it manages. I have a validation node that checks if the class of the input object is the same as the one assigned to it.

Now I can just add the same component to an actor (like a character) and add the class I want it to use to an array which keeps track of all the item types that can be transferred to/from that actor.

vestal totem
paper gate
#

.................

#

really wish there was any kind of marker for unreal to say it was doing that

#

kinda like how events have the parent marker next to them

#

well thanks I didnt know it did it that way

#

I assumed blank = wasnt doing anything

vestal totem
# paper gate .................

By default it'll use the parent. BUT you can implement the child event directly and I believe it should override whatever the parent was gonna do.

dawn gazelle
#

Yeah it automatically inherits any functions or interface functions... Now if you wanted to extend what the parent class may do, you can also right-click on the definition and select "Add Call to Parent" which gives you a node that then calls to the parent and allows you to override while still calling to the parent at some point in your code.

paper gate
#

well I'll be damned it works. Thanks to both you guys, still really think there should be some kind of marker telling you its inheriting, I mean they do it in other places. But either way knowing that works that way now is gonna save me a lot of busy work

vestal totem
paper gate
#

Ya I didnt either, but I did a test where the child BP had a blank function but it did the parent's deffienition. I knew that worked for normal functions, it just calls back to the parent, but the interface ones being actually blank made me think it didnt workt that way

vestal totem
#

I know the Construction Script comes with a call to the parent by default, but if I delete it and try to recreate it, the node doesn't appear, with or without the "context sensitive".

vestal totem
dark drum
# paper gate Maybe a dumb question but I cant figure it out for the life of me. I understand ...

Interfaces will rarely be used if using good hierarchy and class structure.

Children will automatically inherit anything the parent has unless overridden. You can decide when the parent logic is called by adding logic before or after the specific call to parent node. (Right click menu) This is the same as any function/event.

However, Look at using class components where possible for reusable behavior. Interfaces often result in a lot of repeat logic which can be mitigated when using a component instead of an interface.

paper gate
# dark drum Interfaces will rarely be used if using good hierarchy and class structure. Chi...

I hear ya, and I'll look into class components, I've heard of those but not actually used them before.

The interface in this case is acting as the glue for a damage system. Where it has things like take damage, get health ect. I'm sure there's probably another way to do it, but having the children default to their parent's settings for that system is what I was looking for. Everything else is handled with proper hierarchies and such

#

But thanks for the advice either way

paper gate
#

Just wanted to clarify cause it seems like they are the same thing maybe just different titles or something. Either way I do use several components through the project I'm currently working on, ironically this interface that was in my original question is what passes data up into it but all the major code is in the component for reusability and modular reasons like you said

dark drum
devout oak
#

Can someone help me figure out how to fix this code. I'm trying to get my eye to rotate to face whatever direction the player is. This is my current code. https://i.imgur.com/D6r0hf7.png

#

This also isnt my code im trying to work with a group mates code

dark drum
ocean gate
#

Hi! Does anyone know why my actor slowly falls through the floor if the floor is relatively thin?

#

And how to fix it?

lofty rapids
#

you make the floor thicker and it works ?

#

is the problem that the min thickness is too thick ?

ocean gate
# lofty rapids you make the floor thicker and it works ?

oooh ok so I tried doing this, but it seems even weirder. Even if I increase the width of the collision on the floor mesh, it doesnt seem to make any different in how the colliding actor behaves? It still slowly falls through the floor and jitters like crazy!

lofty rapids
#

do you have the collisions set up properly ?

frosty heron
maiden wadi
dark drum
lofty rapids
ocean gate
# lofty rapids do you have the collisions set up properly ?

I have simplified the scenario so now its just my platform and a simple cube with simulate physics enabled. The cube jitters when it stands on the platform and seems quite unstable, and seemingly at random it also slowly drifts down through the platform and continues to do so until its either all the way through, in which case it falls to the ground, or it snaps back up again and the process starts over.

ocean gate
lofty rapids
#

maybe Enable CCD

ocean gate
lofty rapids
#

or Substepping

ocean gate
dark drum
# ocean gate

Avoid using plane collision? I personally avoid any collision thinner than 1cm.

ocean gate
#

substepping is also enabled, with these parameters;

ocean gate
#

it is 20uu in thickness

lofty rapids
#

you can go right through a box collision

#

thats why it's clear

dark drum
ocean gate
lofty rapids
#

oh i was thinking box collision in the actor, i c your actually applying collision

dark drum
# ocean gate

Yea that should be fine. How odd. Are you applying any downward force anywhere?

lofty rapids
#

is it dropping on ? or is it loading while on it ?

#

i think if your loaded in it it would do that

frosty heron
dark drum
frosty heron
#

Btw, im trying to use delegate as you suggested, but I'm afraid I'm restricted to events.

ocean gate
dark drum
frosty heron
#

I got ideas but just such that I think I made a worse wheel.

frosty heron
#

Totally regret basing my entire cosmetic around data table

#

Shoulda use DA and asset manager

#

But that's another thing I have yet to tackle

maiden wadi
#

Make some editor utilites to create data assets for you from your DTs

#

Good practice for data reorganization too.

wicked osprey
#

Guys anyone know is there any ingame gameplay recording system in unreal engine? I need to save recorded video on PC in mp4 format

dark drum
wicked osprey
#

This logic needs to work in shipping build

maiden wadi
dark drum
maiden wadi
#

@dark drum @frosty heron I did similar when we started on our current project. We had a list from elsewhere for our spells at first.

The only part not in default editor or in BP that is helpful is the CreateAndSaveNewObjectWithPackage.

UObject* UAuthaerEditorExtensionsLibrary::CreateAndSaveNewObjectWithPackage(TSubclassOf<UObject> ObjectType, FString PackageSavePath, FString NewObjectName)
{
    if (!IsValid(ObjectType))
    {
        return nullptr;
    }
    
    UPackage* NewPackage = CreatePackage(*(PackageSavePath+NewObjectName));
    UObject* NewCreatedObject = NewObject<UObject>(NewPackage, ObjectType, FName(NewObjectName), EObjectFlags::RF_Public | EObjectFlags::RF_Standalone);

    if (GEditor->GetEditorSubsystem<UEditorAssetSubsystem>()->SaveAsset((PackageSavePath+NewObjectName), false))
    {
        return NewCreatedObject;
    }
    
    return nullptr;
}
#

This just parses some strings into usable data and sets values. You could do the same thing reading datatable rows as well.

ocean gate
#

Problem solved! The issue was with the platform actually. I was using box trace to set the collision interaction states and was setting the collision response channel every frame to the same thing, which somehow caused collision to not work correctly with physics actors specifically. I'm not sure but this feels like its not intended behavior on UEs side, anyhow a simple do-once to just do it once when needed fixed the problem completely

lofty rapids
#

parse into array, one of my favorite nodes

dark drum
lofty rapids
#

i use strings and a delimeter all over the place

dark drum
maiden wadi
#

Yeah, hard to avoid when you're given a random set of data in a grid from a website that needs to be parsed into usable types. 😄

lofty rapids
#

i use it for storing level data for a procedural generated levels, instead of building out the level i build the strings, then build the level

#

i prefer using | when seperating data instead of a comma

#

| on the outer, then something like ; for the inner, then maybe comma

maiden wadi
#

I did that for Red Solstice 2's marine equipment importer/exporter. Fun little project. 😄

#

I kind of did that for our map editor in the current project. Kind of. Parsed data into a json string from structs. Technically the same thing?

lofty rapids
#

what kind of data did you parse ?

#

it's all parsing ig

#

json is a great way to store data

#

i have yet to use it in blueprints but i have used it with other languages

#

it looks kind of difficult, like i want to build something simpler

#

i went the simple route and created an .ini reader/writer

maiden wadi
#

RS2's stuff is all by datatable handles mostly. But there's only certain kind of slots. So I abbreviated the slots and used the rowhandle of the datatable with the slot abreviation.

I could have done JSon too there, but the point was to try to make it short enough for discord pastes.

#

Like exporting the default suit data is
MaCl:1|MD:EnergyBladeModule|MD:Stimulants|MD:PowerCore_S|MD:PowerCore_S|MO:CriticalStrike|MO:GrenadeModule|MO:StunShot|MO:PowerCore_S|MO:AdaptiveSystems|MS:ReviveStickUpgrade|MS:ReviveStickUpgrade|MS:PowerCore_S|MS:PowerCore_S|MS:PowerCore_S|PW:GAR|SW:ShotgunFast|PWS:0|PWPC:X=1.000 Y=0.475 Z=0.000|PWSC:X=0.000 Y=0.000 Z=0.000|SWS:0|SWPC:X=0.297 Y=0.385 Z=0.311|SWSC:X=0.000 Y=0.000 Z=0.000|MaS:None|MaPC:X=0.117 Y=0.237 Z=0.500|MaSC:X=0.194 Y=0.268 Z=1.000

#

MD is Module Defensive, MO is Module Offensive, MS is Module Support. PW is Primary Weeapon, PWPC is Primary Weapon Primary Color, etc etc.

#

So each module is separated by | and you have SlotType:Value for each one.

lofty rapids
#

nice, works like a charm i bet

maiden wadi
#

Surprisingly never had issues with it. 😄 One of those rare things that just worked well and never needed touched again.

lofty rapids
#

i use ini for my game settings

#

another parser that i made

#

i know it's built in to use ini, but my functions was just a lot simpler

#

but this helps i can alter the game and run it pretty quickly check changes

maiden wadi
#

Reminds me of modding ARK.

lofty rapids
#

ya it allows for anyone to mod the game

#

because most things are a variable

#

for instance my friend can change things and he doesn't know much about making a game yet, but he can edit an ini and see what happens np

#

and i can then adjust the actual game if need be

#

settings.ini

#

i made a simple ini parser, no need for complication, just section & item of an ini string loaded from a file

#

but the actual level is an array of strings that are like

id:type:style:xloc,yloc,zloc:xscale,yscale,zscale:options|repeat...
#

it was just easier to generate these strings, and then load it all

#

then actually load it while generating

#

it gives me live levels too where you only see 3 sections that are loaded, but you can go back and forth and load the sections np, and track things like got items with the id

#

these levels are actual build with that structure

#

first game i ever really made that actually has playability so i could of done it differently but thats what seemed to be the best idea

#

fun project

lofty rapids
#

the : and ; i would say is a close second

#

then i like to use comma about 3 or 4 deep for things like arrays

#

unfortunately blueprints is a pain when parsing a large string or set of strings

#

so i need to do most of that in c++ because it's just much faster

#

i talk about it only because it's a great way to store/retrieve data

#

as it's simple and doesn't require much but loading/parse node

#

i actually use parse live as you get to each section

#

it's live i parse the data and build it on the fly

#

using "mostly" blueprints i just been slowly adding c++ to crucial functions

#

same way i store highscores

#

which i should probably encrypt in some way but the potential for hack is there

maiden wadi
# lofty rapids which i should probably encrypt in some way but the potential for hack is there

Eh. I'm on the fence about that with games. There's one real truth about local data. It can be manipulated. Period. And the extents you would need to go to, to punish it are only really appropriate for competitive games.

Encryption doesn't do much except raise the bar for the level of people that can manipulate it.

I always remember that one post about the guy that decompiled.. GTA I think it was? And found out that they were rereading a whole JSon string or something for every character parsed or some shit, which caused their loading screen to have a couple extra minutes of time. Cause he just stepped through the working assembly code.

lofty rapids
spark steppe
elder pasture
#

Hi! I'm trying to compute a normal for a material, but I seem to end-up with the following error whenever I connect world position to the material's normal input.
Here is what I have observed so far:

  • Using WorldPosition directly results in the error.
  • Using MakeFloat3 with default inputs (0) results in NO error.
  • Using WorldPosition -> BreakOutFloat3 -> MakeFloat3 results in the same error.
  • Even when the WorldPosition goes through complex computations (including dot products) the error persists.
  • Using VertexNormalWS results in NO error. (despite also being a float3 input)
    (Note: I am using tangent space for the normal, and I am aware that the shown wiring makes no sense from a material perspective, this is just for debugging purposes, trying to simplify as much as possible to get rid of the error)
    Any clues on what might be going on?
elder pasture
#

Okay, so as it turns out, the issue was that (as pointed out in the error message) there is no automatic conversion from LargeWorldCoordinates (LWC) to floats.
Adding the seemingly undocumented (??) TruncateLWC node just after the WorldPosition resolves the type conflict, and seemingly computes the expected values...

kind estuary
#

my 2 project mates keep saying that we dont need Instanced Static Mesh, because unreal Auto-instances everything

#

i dont know what else to tell them

zealous moth
#

I'm drawing a blank on rows and columns. I'm loading up a widget with a uniform grid and I want to have the entries added as 3 per row and then add a new row past 3.

oblique torrent
#

is there a way to get an event when a variable changes

#

like an on dirty sort of thing

lofty rapids
#

run it through a function like a setter

oblique torrent
#

its for an editor thing, would work great for code but awkward in editor

#

i guess alternatively is there a way to get hash codes in blueprints

#

surely thats what this does internally surely

#

i guess none of this would run in editor though

#

isnt a huge issue but kinda unfortunate

lofty rapids
#

"hash codes" ?

oblique torrent
#

yeah like uh

#

this sort of thing

#

integer thats probably different per object

rigid bay
#

Hi, I'm having an issue where my character is moving slower on inclined surfaces. Is there a way to make that not happen?

spark steppe
oblique torrent
#

by editor i mean like when the game isnt running

#

im assuming the tick functions wouldnt run

#

my thinking was just to check if its updated each frame lol

#

if there isnt a way to just get an event for that

spark steppe
#

maybe describe your actual goal

oblique torrent
#

i have an array of attachments, i have a function that applies those attachments

#

need to run the function when the array changes

spark steppe
#

that's something that would require c++

oblique torrent
#

inconvenient

spark steppe
#

and waiting for posteditchange() events

oblique torrent
#

worse idea is there a way to just like have a button in the properties

#

big update button that updates the thing

#

lol

spark steppe
#

yes, make a function/event without any parameters and set it to call in editor

oblique torrent
#

cool

spark steppe
#

doesn't have to be pure tho, was just the first method i've picked...

oblique torrent
#

good enough

spark steppe
#

you could also do the check in your construction script

#

i think that runs any time you change a property

oblique torrent
#

only when the games running tho right

spark steppe
#

nope, should also fire in editor

oblique torrent
#

oh neat

#

yeah that works

lofty rapids
rigid bay
lofty rapids
#

its worth a shot

#

but it involves getting the slope

#

and then setting things based on that

rigid bay
#

The character movement has a built in check for walkable floor, and you can break the hit to find the normal vector of the floor. I'm trying to figure out how to use that with my current add movement input nodes to see if that helps.

lofty rapids
#

"dynamically adjusting the Max Walk Speed can help reduce or prevent sliding on steep slopes in Unreal Engine"

#

i'm getting this from google i have not tried it, but it's basically saying set max walk speed based on angle

rigid bay
jagged pilot
#

My nodes are suddenly all undeleteable?

#

Even new ones I throw in there I cannot delete

dark drum
rigid bay
#

UE5 has had that bug for a while now. Are they tracking that?

uncut elk
#

So kind of a hailmary here , but has anyone ran into any strange new controller issues as of yesterday or so ?

im suddenly having really hard to explain issues that never existed and are plaguing really old builds too.
so im thinking some kind of windows/ UE update broke something.

maiden wadi
uncut elk
#

i had menu's set up in old builds that use Anykey and now suddenly D input controllers cause those interactions to happen the instant they can. rather then when a key is pressed. and i know these issues didnt exist back then , for a fact. so i thought something was wrong with my rig, but after sending the build to a friend he also had the issue. and ive done all my testing on D input controllers for over a year now.

maiden wadi
#

I doubt that you would see that from a generic update. If you're getting AnyKey events then something is processing a key as being pressed somehow. Even an analog stick being slightly off without a deadzone for instance. Only thing likely to affect that is probably hardware or drivers specific to it.

visual crest
#

In build of my project it wont save screen shot.

stone field
maiden wadi
visual crest
#

yes

maiden wadi
#

Odd. You see the prints though?

visual crest
#

is not saveing any where I have tried lots if difrent dirs lol

#

Yes

maiden wadi
#

But it works in editor?

visual crest
#

the print string says the right loc but it does not creat the screen shot folder or save the screen shot

#

I have even manualy made the folder and still nothing!

visual crest
maiden wadi
#

Huh. Just a sec and I can set up a test for that. What is your cooked build? Development?

visual crest
#

I tried both ship and dev I am using dev atm to see print strings

maiden wadi
#

Oh, dur, right. You wouldn't see those in shipping.

visual crest
#

Thing is the save game creats folders and save perfectly but screen shot dose nothing

#

Task says it work print string is right and nothing

maiden wadi
#

It should be a png, not a sav

visual crest
#

I mean it should work but the file is not created

#

O I am saying that saving the game works

#

so I have permission and it can write to disk

#

but still the screen shot dose not appere

maiden wadi
#

Yeah. 🤷‍♂️ Weird. I can debug it a bit if I can repro it. Need to see if this test project will even build. 😄

visual crest
#

lol

#

BRB bathroom

stone field
visual crest
stone field
#

Saved//SavedGames

visual crest
#

0o ill try and see if thats it

maiden wadi
#

Possible. But it would be weird if that only breaks in cooked game. Seen weirder things though.

sweet leaf
#

Hi all, I’m working on a Enemy Spawn system for a side scrolling beat em’ up and I’m trying to figure out how to make an actor take a set of actions before the AI controller takes over.
What I think I need is to pass information into a spawned actor from the SpawnActor node or barring that a method of how to infer this when an enemy is spawned into the world.

The main setup is
1.) A Battle Event actor that is a collision box checking for when all players overlap to start the battle event itself. It also holds a data asset reference with information about each “wave” of enemies I want to spawn for the event including
Number of waves that will spawn
what the transition between waves in (all enemies defeated or spawn next wave after a timer)
a list of enemies to spawn in the wave that includes
Reference to the class
2.) A battle event manager actor that listens for the battle event call from the battle event actors in the level

When the battle event sends the trigger event of “Battle Event Started” the battle event manager then handles a few things
1.) Ease the camera to the battle event area and lock it
2.) Set up level bounds so players can’t leave the screen area
3.) Set up information and remember information about the on going battle event (# of waves, current enemies, enemies defeated, etc..)
4.) Begin spawning enemies using said information

#

What I’m trying to achieve is, when an enemy spawns, it needs to set an animation (based upon position of the screen it’s coming in from, left, right, top or bottom) and then move onto the screen.

The hope here is you have the standard beat em’ up style of the enemy walking in from the sides before the AI controller takes over, but also can drop in from the top (like falling from a ceiling vent) or come in from the bottom (maybe they’re climbing up a cliff face the players are walking past)

I don’t think I can achieve having the “walk on” set of actions in the event manager as then each enemy would have to walk on one by one instead of all at the same time which is what I want.

I’m assuming that the best route here is in the begin play for the enemy to take in the passed in position and then switch upon what animation it should set (walking, falling, climbing) move onto the screen and then have the ai take control.

I’m just not sure how to pass in, upon dynamic spawn, the information for it to make that decision, so I was hoping I could get some help connecting those dots.

stone field
maiden wadi
#

The only real info you'd need is where it was spawned, and the player's camera location and direction.

visual crest
visual vector
#

thanks for that question , answer worked for me aswell!

stone field
#

As Authaer says, optimally given a point in which to spawn, the critter could make educated decisions on how to proceed from there : if the spawn is on a sewer manhole, climb out etc

visual crest
#

yea the save file is there but the screen shot did not save

stone field
#

Are there any logs which might give errors?

visual crest
#

I am the author of the plugin lol

stone field
#

jaaaa

visual crest
#

I am testing it to make sure it works and ran into this weird quirk lol

maiden wadi
#

@visual crest Improperly marked editor only function. Does nothing in cooked game.

visual crest
#

ok so high res node is editor only then?

#

what node do I need to use?

dawn gazelle
#

There's two slashes in the path between Saved and SaveGames... Could be part of the problem

visual crest
stone field
#

yeah, I seem to recall seeing other people get tripped over by this over the years. There's some pretty cheap plugins on fab, some free ones even ( probably with limitations )

#

So they probably do the work of capturing screen to a buffer, writing to a file etc in a packaged environment

maiden wadi
#

I know it's possible, just not sure if BP exposed, one minute.

visual crest
#

ok thank you for looking my C++ is know how is none existent

stone field
visual crest
#

So told Chat gpt its editor only and its telling me to do a SceneCapture2D setup

sweet leaf
# stone field Look at "Expose on Spawn" checkbox in the actor's variables maybe

Hmm i guess the hard part is when Spawning even if the variable is exposed, not sure how the Spawn Actor node would take it in?

I guess i'll need to rethink the spawning in general as putting in specific locations right now with the setup i have i guess wouldn't work.

I'm having a hard time trying to figure out the link between setting up a battle event, linking said "spawners" and then how the spawner would tell the enemy what to do.

My goal is to emulate how TMNT or Scott pilgrim kind of spawns things in, screen locks and then a few enemies walk in from each side, once they're destroyed and another round of enemies come in.

So in this scenario if I had a bunch of spawners set up around the "battle arena" my question then would be how then does it tell the actor that information of what to do. If it's effectively the same actor that could do differnet things, the SpawnActor node still doesn't seem to leave me with a way to be like "okay in this scenario do X, in this scenario do Y"

stone field
#

Camera stuff shouldnt be responsibility of the enemies

visual crest
#

The spawner then spawns the npc with the settings you want

#

as you can see I have a tone of options

#

This is usefull both for manually placing actors in the world and wave like bullet haven style stuff.

#

I never directly place NPC into the world

#

This can also be used with level scaling you make a data table of all possible spawns and then select the level range of each then attach it to your spawner

visual crest
sweet leaf
#

Somewhat, i'm sorry i'm still pretty new to unreal dev, so i'm trying to visualize how that SpawnActor BP works.

So it's its own actor that would exist in the overall world. Do you have multiple in the world or is it kind of a "one instance needs to exist" type thing. Cause it looks like you can pass in the transform and all other relevant info, so i'm assuming you can just then continue to invoke it to spawn different enemies, but i'm having trouble visualizing where it's invoked from and then I guess what it's doing underneath.

#

Cause i'm trying to think, if I passed in a list of enemies to that to for loop over and spawn.

Would one enemy
1.) Spawn
2.) Set an animation
3.) Move a fixed amount
4.) Finish
5.) Next enemy now repeats the previous

and thus you see them spawn and walk on one at a time

or are there multiple SpawnActorsBP in the world, you would invoke a set of ones based on your "trigger", so say I have one on the left side of the screen, one on the right side of the screen and invoke both to "spawn an enemy now"

sweet leaf
# stone field Camera stuff shouldnt be responsibility of the enemies

So it's not, i guess, my current implementation that i'm trying to get function you have the battle event that holds info about enemies and checks for players overlapping to trigger the "Battle event began" event

And then the event manager that starts setting thing sup

and then when the setup is done, spawns enemies based on the data asset passed in

visual crest
#

the yelow are the spawners controled by the select triger

sweet leaf
#

hmm okay

visual crest
#

then when the player dies I delete all actors of class BP_MasterAI and reset my triggers also resting at bonfire does the same thing

#

so the spawner can spawn again

#

This help lower the number of AI active in the world asweel

autumn pulsar
#

If I have two slightly different things, is it usually better practice to make them seperate functions, or one function that changes what parameters it intakes based on a bool?

visual crest
sweet leaf
#

Hmm... so tell me if this sounds viable.

Essentially having different "types" of spawners., BP_SideSpawn, BP_TopSpawn, BP_BottomSpawn.

Set a few up inside the combat area that makes sense (side spawns off to the side)

the Battle Event set up to reference an array of spawners and the Data Asset saying what "type of spawner" it wants to target for a particular enemy to spawn.

Player enters the Battle Event collision -> this triggers the BattleEventManager to do it's setup tasks. Wave starts and it loops over enemies in the data asset and find a corresponding spawner to invoke (this enemy should spawn in a ceiling spawn, find one not currently in the process of spawning something)

visual crest
rigid bay
#

How do I add blueprint stuff here again?

#

I don't know how the bot works

sweet leaf
autumn pulsar
sweet leaf
#

Yea fair, thinking even could be a variable for the actor itself.

autumn pulsar
#

or you could use a gameplay tag

#

then just find all spawners with the tag, and pick one

#

You could also make the spawner act as the manager

#

then the spawn points as just generic points with an orientation and flags

sweet leaf
#

yea not a bad idea.

Thing i'm still trying to think on is how they'll work when there are different enemy types.

Since assuming the spawner will handle the "set animation, move from x to y" information what happens if an enemy has a different spawn functionality if that's not owned in the enemy actor itself. Like one level I have in mind is like a skydiver type enemy that flies on to the screen in a bit of a curve. So owning all of the enemies "spawn actions" in the spawn actor itself makes me wonder how i'd achieve different enemy types with different actions on spawn

#

i guess in that potential scenario it just spawns off screen statically and then AI takes over to do those actions

#

like i said, still pretty new to unreal development so hitting these kinds of things and feeling like i don't quite have the knowledge yet to connect all those dots lol

autumn pulsar
autumn pulsar
sweet leaf
# autumn pulsar The way I'd do it is to make the enemy blueprint have a "spawn" function, then i...

So that is generally the theory I was trying to accomplish beforehand, but what i'm having trouble figuring out is giving it the info it needs to make those decisions since my thought is it would be different based on where it spawns.

Even using a spawner type thing i'm not sure how the enemy actor would get the information of "Oh I spawned from a top spawner" or how the spawner well tell the enemy "you spawned from me so in your code you know to do x"

autumn pulsar
#

You can then pass the spawner details such as "spawner type" to the actor so it can then do what it wants to do based on the input given

#

If you're keeping track of the enemies, you can then bind an event

#

Like here I bind to the "Died" Event so I know when the pawn is dead and can remove the reference to it and subtract from the active counter

sweet leaf
#

ohhhhhhhh. Write the "Spawn Behavior" function in the enemy BP after the Spawn Actor, since we essentially have a reference to it at that point call it's own function of "these are the actions to take when you spawn"

autumn pulsar
#

yeah, basically tell the enemy pawn "Here's the type of spawner you came out of" and then let the enemy handle it

#

with spawnactor it gives you a reference to the thing you just spawned, so I just take that reference, and use it to call a function on it

sweet leaf
#

Okay I think that may have just formed the connection I was missing haha

autumn pulsar
#

You could also use an actor component if you have multiple actor blueprints, or a Blueprint Interface

#

Blueprint interface might make more sense for this

sweet leaf
#

yea, i think that'll be the best route. Initial thought was, as of right now all enemies come from a BP_EnemyBase class and are currently a child of said thing, but a BP_Interface of "SpawnActions" is probably the better/safer route

autumn pulsar
#

ignore the actual names, these are just random things

#

but I check to see if it implements it, then if it does call it

#

Then you can use the spawner for just about anything, even falling rocks

maiden wadi
#

You don' tneed to do that though. The message node does that internally.

autumn pulsar
#

for fallback behaviour

#

but yeah, if you just don't care you can go right into the message

sweet leaf
#

okay yea, no, that mixed with a spawner node system actually gives me a shit ton to work with, thanks guys!

autumn pulsar
#

meanwhile I'm trying to overengineer my health and weapon system

sweet leaf
#

if it's not overengineered it's underengineered amiright xD

autumn pulsar
#

ehhhhhh

#

With games, slipshod is almost better

#

You overengineer things you never finish anything

#

and things always change

sweet leaf
#

oh yea, scope creep and perfection is dangerous

Trying to find that sweet spot of keep things simple enough to work, but set myself up for success later by making them robust enough to reuse

autumn pulsar
#

robust is a lie

#

you'll spend more time engineering for use cases you'll never use

#

It's better to make a system easier to extend than to implement it from the outset

#

but I'm just making mmo mechanics for no specific reason other than it's fun kek

#

but trying to figure out a good way to set up a weapon and skill system

#

and making animations work with all that

#

with like 5 layers of abstraction

sweet leaf
#

xD Well at least as long as its fun

autumn pulsar
#

like I make a staff weapon cool, it has skills cool, but something has got to determine the animation set you get with those skills and that weapon

#

I could hardcode it, but what if another actor gets that weapon

#

and just funky stuff like that

sweet leaf
#

Yea hmm. I mean it sounds cool, i'd be intrigued to see your eventual solution, but definitely beyind my current skill level

autumn pulsar
#

should the weapon store the potency, or the skill, or the hitbox itself lol

#

because I'm stupid and want players and enemies to use the same actor

sweet leaf
#

when you say potency, what are you referring to exactly?

autumn pulsar
#

I want multiple factors to determine the final damage

#

So it's the "base" damage of the weapon

#

or skill

#

I might do base weapon potency + skill potency + whatever else

sweet leaf
#

Hmm, so first thought actually i'm wondering if base level damage per item is based on player vs npc. But that's only if you want to potentially want to have different difficulty scalings vs players. But if it's an mmo type thing, you could probably go base weapon scaled to level?

autumn pulsar
#

doing a sort of levelless approach

sweet leaf
#

My, very uninformed, thought, it would then at least make sense to me on the base weapon impacted by owner skills. And i'd assume you could then get the owner to scale to game difficulty. But yea, i reiterate, very new

autumn pulsar
#

I'm just making a playground where I can spawn stuff in and bonk them

#

but say a troll swinging a hammer is going to do more ouch than a human with the same hammer (scaled down)

sweet leaf
#

i suppose in both cases though the item sets damage and the modifier being the owner?

autumn pulsar
#

Weapon sets base damage + skill damage + hitbox damage + crit damage + weakness damage

#

monsters would probably have stronger skills or whatever

sweet leaf
#

yea, seems to then at least make sense to have the weapon run the calc and assuming the weapon will fall under the hierarchy of owner that you could then cast out and make decisions based on "enemy type" and "enemy+player owned skills"

#

especially in a leveless type system, cause the weapon sets the playing field, and the owner and their skills sets modifiers

autumn pulsar
#

well I'm not thinking tooo deeply about balance

#

since I don't plan to actually make any game out of this

#

mostly just to practice and have fun

#

and commit mass copyright violation

#

run around as spongebob and smack elden ring bosses

#

naturally I have zero plans to release this

#

maybe eventually learn sculpting an animation and make some original goons to fight

slender pike
#

hey guys just need some help if anybody can spare some time. my camera is rotating around my character which doesnt allow me to move forward. It only happens when i use a controller, for keyboard controls it works fine. I just wanted to kno why that is and how i could fix it? Im doing tank controls

#

oh wait maybe its my character that's spinning not the camera?

maiden wadi
#

What is that control rotation actually supposed to do?

slender pike
#

well honestly i was following a tutorial, i believe it was intended to rotate the character based on input direction but it’s actually rotating the controller (and the movement direction and camera), which isn’t what I want.

spice gate
#

Is it a big change in performance if I use the same blueprint with instance editable variables (like static mash, a tag and an enum) compared to creating and using a different blueprint asset for every different item that is intercatable in the game (theres a lot of interactables but they don't execute logic)?

faint pasture
#

a subclass that just changes defaults is kinda the dream typically

#

that's data-only BPs

spice gate
# faint pasture nah

Aight good cause I prefer using different assets for organization, even though they literally hold just a gameplay tag and an interface

#

And different static meshes

faint pasture
#

the BP can BE the asset

#

IDK if most people do it that way but I like it, works fine

spice gate
#

I use a parent class for the basic things to setup and then just change mesh and tag on variables, I hold other important data on data assets

faint pasture
#

I'd choose one or the other

#

Class + data assets to fill in the details, or class + data-only subclasses to fill in the details

#

either way you have 1 class that does the work and others that just provide data

spice gate
#

Ok nice so im setup nicely I think

#

I literally just change the gameplay tag and the parent class does some basic stuff like taking the mesh from the data asset and sets it

dawn gazelle
#

If you have an actor blueprint and a data asset for every item, then you're probably doing it wrong.

faint pasture
#

Choose one or the other IMO

spice gate
#

Mmh

faint pasture
#

I like the actor BP for the flexibility and 3d visualization at design time

spice gate
#

So wait

#

I should have data asset for every time ok

#

item*

faint pasture
#

nobody said should, you can

#

typically you either have a data asset, a data-only or data-mostly subclass, or a data table row per item type

dawn gazelle
#

Either a single item class and a data asset for every item.
OR
Subclasses of item for every item.

spice gate
#

And then use only ONE blueprint and just change the tag on instance editor? (to initialize mesh etc)

spice gate
faint pasture
#

I think one benefit of data assets is that it is easier to make it play nice with auto-populating lists through the asset registry.

#

I just made an editor utility to fill my lists for me and called it a day

maiden wadi
#

Bundled loading is also rather nice.

spice gate
#

Btw thank you very much for the clarification guys, time to organize some folders 🙏

astral flame
faint pasture
#

yeah RotationFollowsVelocity

astral flame
#

@faint pasture TY!

paper smelt
#

So I have this pawn. the root is a capsule with no gravity and physics simulated. I want my physics hands, when I push on walls to push me away (Like they should) but they dont seem to have any effect on moveing the character. Am I just being stupid?

faint pasture
#

How are the hands moved?

paper smelt
#

So its all controlled by a phys constraint the thing the physics simulated hands are following are hand meshes that dont simulate that follow motion controller

faint pasture
#

Show the component heirarchy

paper smelt
#

Ok

faint pasture
#

What you need is some sort of connection between the capsule and the hand colliders

#

The first and simplest way might be to have hand colliders copy the motion world transforms, and have hand colliders attached to capsule with welding

#

that'll be infinitely stiff, you punch a wall and you'll go flying backwards

paper smelt
#

Would I use tick for that?

faint pasture
#

ye

#

Tick -> handcollider.transform = VRThingy.transform

paper smelt
#

Alrighty ill give that a go, Thanks

faint pasture
#

It won't be perfect but it'll be a start

#

be sure that the colliders are parented to the capsule and they have auto-weld checked

#

you'll end up with 1 physics body which has a capsule and 2 hand colliders. So when you move your hand into an object, the hand colliders will go with and penetrate, and physics will depenetrate.

twin shale
astral flame
#

When I saw my projectile it still collides with the player and idea why?

faint pasture
#

you're also saying it SHOULDN"T ignore

astral flame
astral flame
#

Still doing it.

faint pasture
#

character also has to ignore projectile

astral flame
#

where can i change that?

faint pasture
#

same way

#

just swap the arguments

astral flame
#

waitr im confused

faint pasture
#

right now the character won't stop the projectile from moving, but the projectile will stop the character

astral flame
#

Is this is the BP_Player or settings for collision

faint pasture
astral flame
faint pasture
#

Just do this again but with the projectiles root collider ignoring self

astral flame
#

i have it checked

#

it is checked

faint pasture
astral flame
#

well the owenr is set up so whatever actor/pawn spawns it in it should be ignored.

faint pasture
#

try do both of them from the firing code

astral flame
#

so if I use my spider enemy say to spit toxin it will ignore said enemy

faint pasture
#

print the result from GetOwner

astral flame
#

so its ignoring the player since he is the owner. but its not working

faint pasture
#

maybe begin play is too late

astral flame
#

delay maybe?

faint pasture
#

try set the ignore from the firing code like i said

#

Fire projectile -> tell it to ignore you -> tell you to ignore it

astral flame
#

what do I put as target sense its own component for projectile

#

So I havbe this but I cant pull it from my Projectile_Base

faint pasture
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From here, cast the spawned actors root component to PrimitiveComponent, tell it to ignore self when moving.

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you want to tell your capsule to ignore spawnedactor, and you want spawnedactors root as primitive to ignore self

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you need to cast it to primitive as scenecomponent doesn't have collision and that's all an Actor is guaranteed to have

astral flame
faint pasture
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you can either cast spawned actor to YourProjectileActor and get the box, or just cast spawned actor's root to Primitive, whichever you want

astral flame
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Not letting me add it wth

faint pasture
astral flame
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This?

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Still not working still colliding with my player

faint pasture
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looks like the cast is redundant as you already know it's a yourprojectile

astral flame
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Okay thats working better.. still colliding with my player tho...

faint pasture
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show current code

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also show the component layout of the projectile, gotta make sure that the collider is root and that other stuff under it do not have collision with pawns

astral flame
faint pasture
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that last ignore will never run

astral flame
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Okay so now thats working now wtf is going on with my spawn

faint pasture
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probably have your input set to down instead of pressed

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meaning it'll fire every frame while down

astral flame
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yes...

faint pasture
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you can use Activated on the event for a once per press trigger i think

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or just modify the actual input mapping context

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or inputaction

astral flame
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yeah started

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its under started

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and it works fine

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is there a way I can set the input/projectile to ignore camera?

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collisons

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Thank you so much!

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@faint pasture Thank you for you help...

queen vault
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I followed a Cobra Code's video on parallax background for 2D games and wanted to include it for my game. It works perfectly in the editor but when exporting/packaging the game the only thing that shows up is the static background. First image is the editor where it shows it works. 2nd image is after exporting the game. I've also attached my components and blueprint of the parallax material. Is there anything wrong or I need to change?

obsidian mulch
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ok so i am trying to make a procedural ads
but using ue5 firstpersonarms not the ue4 one
all the utube tuts are made using ue4 manny which in ue5 manny causes weired behaviour also my weapon is not as child actor compoennt in the character its attached on runtime
this is my current set up if possible it would be nice to have a video tutorial

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waht i need to calculate in player bp and what in the anim bp

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??

uncut elk
# uncut elk i was mostly just trying to see if any news has been spreading about controller ...

Figured it out, Im not sure what truly happened , but something in windows changed recently thats causing Windows RawInput to interpret inputs strangely , like the "anyKey" input event firing on tick for D-Input controllers with nothing being pressed and both sticks at zero. I know something system wide must have changed because very old builds that I have this enabled in are also suddenly broken , tested on 4 different rigs, but disabling it fixes it.
I had initially enabled this specifically for D-Input functionality in UE5.2 but its seemingly not needed in 5.5 , but i havent done thorough testing of multiple controllers yet .

ocean gate
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Hi! I have a problem in my game where inputs seem to be completely cancelled when moving between levels, and I can't seem to find a way to fix it!

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For instance, when moving from one room to another (each room is a "level") and you keep holding any of the movement keys on the keyboard, nothing happens once you spawn in the next level unless you press the key again.

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Its as if the Trigger events from the inputs aren't triggering anymore unless they're refreshed by another key press?

maiden wadi
# ocean gate For instance, when moving from one room to another (each room is a "level") and ...

While I'm unsure of a fix. I can say that this is intended behavior to stop inputs in places like loading screens and such.

By default, Unreal simply listens to inputs from the OS. As these come in, they're pushed down through UI and eventually arrive at the GameViewportClient. And that passes it to the PlayerController who does game inputs. The only thing that saves these gameplay input states is the controller, which is obliterated and recreated each level.

If you can dive into C++, it might be possible to make a setup where you save the KeyStateMap in the PlayerInput, and post load reapply it once the player is ready. But I'm not immediately sure if you can poll a lower level system for if the key is actually still pressed or not at said point.

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TBF though if you can get the keys from a lower level system. It'd probably be worth trying to dive into the SlateApplication and just have it rerun their pressed code.

stiff cedar
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hi all, I'm having an odd issue trying to find a substring using a variable. When I try without using a variable it works fine:

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but when I try with the variable it fails:

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any idea why this would happen?

maiden wadi
# stiff cedar

That's odd. Absolutely nothing is setting this string variable before this?

stiff cedar
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nah, i literally just made the variable for this purpose

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oh damn... i did set it - my bad 😓

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rusty with unreal

maiden wadi
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😄 Was about to ask you to print off the string being checked to double check that it isn't changing between testing iterations.

stiff cedar
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ok yeah it works correctly now - false alarm loll

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thanks authaer :)

lofty rapids
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oh i c, Aim Down Sight ?

obsidian mulch
lofty rapids
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this one should be "simpler" it says so atleast

robust flicker
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Please help, my characters don’t want to move around the cells when Spline is on, if I turn it off, the character moves without problems.

lofty rapids
somber spruce
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Hi all, is there any way to capture a screenshot (preferably from the packaged game) which includes the UI as well? I've tried HighResShot and Take Gameplay Automation Screenshot without success. Take Automation Screenshot variants are not working for me, haven't seen any image output. Thanks

faint pasture
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Once you do that, you can calculate the transform that the hands should have to hold the weapon so the sight is aligned with the camera

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then you just IK the arms and voila

robust flicker
lofty rapids
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idon't see that logic even to move when you click

robust flicker
lofty rapids
# robust flicker It moves using AI Move To

i c so you have that it moves to where you click, and this stops working when you run draw spline ? check if your getting a hit , check if your getting false on the branch

wintry imp
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Feel like I'm missing something really obvious here - with the new Gameplay Camera system, how do you change values in a Camera Variable Collection at runtime? I really want to love this new system, but this bit is driving me mad ... if I can just figure out how to feed a value into the dolly framing node it'll be perfect ...

Edit: Never mind, found it. The node doesn't have the word "camera" involved anywhere.