#blueprint

1 messages · Page 319 of 1

kind estuary
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idk im just shooting

dawn gazelle
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It's usually better to have the data relating to one thing in one place.

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Otherwise you're having to go all over the place trying to find the information

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If your unit data comprises of a field that dicatates what mesh it uses, then it may as well have fields that dictate the parameters of that mesh as well.

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The only case one could make that you possibly shouldn't, is if there is heavily shared mesh data between multiple units so you're not having to declare the same information multiple times in your table making it easier to update them all at once rather than having to edit each individual unit. If you're getting that far in though, it may warrant exploring data assets instead of a data table.

trim matrix
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ive started making an enemy, trying to make it look at the player, it does, but then when the player stands on the enemy, the player spins out of control. i could disable collision on the enemy but i want collision on it still bc i dont want the player going through the enemy meshes. what could i do to work around this?

granite nacelle
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I want to know how I can bind my main menu’s play button to a sequencer/Cutscene so that whenever I press play it plays that cutscene

kind estuary
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because lets say you have 100 units and most are cubes with scale 1.0, 2.0, 1.0. Only 3 are spheres with scale 3.0,3.0,3.0
But later on you will have other units maybe like Cones or Cylinders or something

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It would be better to have them reference what unit data they have

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so you dont write it manually 100 times

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it just gets what unit type it has, the mesh and the scale

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So you could have a separate data table with the unit types, with the mesh, material and the scale

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and just get it ->

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could also be a class

dawn gazelle
# kind estuary because lets say you have 100 units and most are cubes with scale 1.0, 2.0, 1.0....

I really think it depends heavily on what differentiates them and how you want to organize things as it doesn't matter for the first definition as you're going to have to give them the original data anyway when you're creating them, it mostly matters for how you want to manage changes later on and how any change needs to propegate between those units. A class may actually be better suited than a data table.

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Can always use a Data Table for some kind of base values of particular units, and then use some math within your classes to then generate the values for each speciifc unit type.

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Then you'd only have to have minimal data tables and everything else could be calculated rather than having to define 100s of units.

dawn gazelle
# granite nacelle I want to know how I can bind my main menu’s play button to a sequencer/Cutscene...

I'm not very familiar with level sequencers, but I imagine you can get reference to them and they have some kind of play function.

OnClick of button > Get Your Sequencer (Get Actor of Class [level sequencer]?)> Play

Alternatively, set up an event dispatcher in your widget, call it when the button is clicked. In your level blueprint create your widget > use the return value to bind to the event dispatcher an event in your level blueprint that gets your level sequence > play

dark drum
kind estuary
# dawn gazelle I really think it depends heavily on what differentiates them and how you want t...

yeah i still think i will roll with your initial suggestion and set up the property of scale inside the unit data table, even if they are mostly the same.
though i have done in another game the other option, that is to have a second data table, where i had for example the data for the clothes of the character.
So you have one character data table, and in each entry you would have a TArray of names for the clothes they are using.
So like Jacket, BlackShoes, BlueHat.
This would reference clothes defined in the other Clothes Data Table, that have all the different properties for each cloth, including color, size, resistance.
With this you can have YellowHat, that is basically the same mesh as BlueHat, but just a different property (FVector Color)

kind estuary
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maybe its just what im used to

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but its nice to have all in one file

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than a bunch of separate files

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data table is working for me in all games

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i tried data asset and didnt get its advantages

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though i heard from others that they are more customizable

dark drum
dark drum
dark drum
dawn gazelle
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When you're doing "Get Data Table Row" I believe you're actually making a copy of the data of the data table in memory for the particular actor that grabbed it. Each time you do this, you're also having to do a lookup to find the particular row to get the data... On every single actor that may want to retrieve that data.

When you use a Data Asset, you're referencing the asset and all actors that reference that same asset are referencing the same data in memory. Since you're assigning a reference, there is no additional lookup required, it can just go straight to the asset and read what you want directly.

With a Data Table, all non-soft reference objects and data within the table must be loaded when you're referencing the data table. With Data Assets, only the non-soft references and data within that particular data asset would be loaded when it is referenced, (ie. you're not having to load the data for 100s of unit types if they're not actually needed)

granite nacelle
delicate torrent
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back to the issue with rotation being offset which I did fix somehow beforehand

VR widget still doesn't work

dark drum
raw pecan
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I'm working on an Amnesia-like door system, and I figured the best way to move the door was by applying a radial force at the raycast impact location on the physics door.

To my surprise, it worked beautifully! However, there's just one small issue: when the raycast hits the middle of the door, the force applied is much greater than when it hits near the edge. I believe the best solution here is to clamp the door's angular momentum.

The whole system is made in Blueprints, so I don't have access to any C++ functions that could help with that. Is there any way to limit angular momentum in Blueprints?

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any help?

delicate torrent
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I need help does anyone know a way to fix actor being rotated around some point that's not on it? VROrigin is at Z -88, X and Y are 0

snow halo
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im trynna make a death effect similar to GTA's where the player dies and the camera floats above him and overtime adds more relative location on the Z
this is the newest setup with my cameras
But when im dieing im not using any of these cameras
instead I create a new one

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but this camera always stays stationary somewhere above the map or smth, it doesnt slowly move upwards or anything like this
I tried to do this with timers too & still not working
I even just tried to save the last position of the head

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somehow it never finds the proper location to spawn this new camera that is supposed to move upwards
Also I made this system to turn my player into spagghetti when he dies

granite nacelle
gentle cove
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Does this look logical the way it is structured? My attempt at a "data driven gait system"

trim matrix
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hi, ive made this enemy that shoots at the player every so often if they are inside the range that is a sphere collision, im trying to now add the player shooting it into it, but i dont want to use destroy actor incase i want to set it to respawn later, i have it visually dissapearing. but the firing code still happens

dark drum
gentle cove
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More or less playing around with different ways to achieve the gait system, the gameplay tags I was attempting to test how it plays it's role on the overall system if I add some network implementation, I definitely can go with the normal enum route as that's how it was before I had this idea. The array has 8 values of gait set seperate by integers in the array, no? I was looking for a simplified way to set the tags to the gait and back into the execution line without having many set nodes. If that makes much sense lol

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All the stuck data is specified inside the structs, basically a daisy chain of relevant mapped info, I can post the structs in a but when I get home

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The details panel shows the values inside the structs but that may be difficult to visualize on the structure

dark drum
dark drum
gentle cove
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The gait gets set and all data is pulled on the relevant gait, such ass speed and active set bool, it seems to work but making sense is another thing lol

sand shore
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Yeah, each of those set nodes is also acting like a getter. It gets the current value.

The current value is only ever executed if the set node’s input exec wire is ever fired

gentle cove
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So I have sprint that triggers the tag, the tag triggers the setting gait, the gait set pulls the data from the struct, that's basically my intended way to do it in my head

sand shore
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I also wanna say, that Make Array setup with all those reroute nodes stacked up, it might look pretty, but it makes it impossible to tell which index goes to which getter. You can hover every pin individually to diagnose it, but it is slower.

gentle cove
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I have the array top down but I see what you're saying stacking the pins

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Like matching the layout to the left

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Not saying I'm right BTW just elaborating my reasoning

dark drum
gentle cove
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The gait is set and the data is pulled after

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The struct retains the info and is set after the gait is set by an input that calls a tag

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The creeping toggle and scroll adjust works as well with clamped variables pulled from a struct as well

sand shore
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The main benefit you’ll get from tags is if you ever want to have multiple gaits blended together, like a crouch run, crouch walk, crouch encumbered.

With Tags, you can represent the entire nuance of the gait with a single GameplayTagContainer. You add a tag when you need to represent an additive trait, and you then need to remove it to withdraw that trait.

For instance, when the player presses Shift, you add the “Running” tag. You remove it when they release.

You can do this for crouching, say “Crouching” for the tag.

You stuff everything into a single tag container, and your animation setup can run through and ask “Hey, should I be Running?” “Hey should I be Crouching”

gentle cove
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That's my plan with the tag and then guiding it to the server when I get their to have better networking by tag calls

dark drum
sand shore
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You can also just set up a buncha bools for each of these, bIsRunning, right? It’s a lot less to initially set up, but it does prevent you from doing it entirely programmatically.

gentle cove
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The data is set by default values I'm the struxt that's why, the gait pulls the defaults

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I have books toed into the struct as well

dark drum
sand shore
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But this thing you’re doing where you use a tag to decide a single enum, where the enum has a 1:1 mapping to the tag, it feels like you’re doing extra work (unless you are in the midst of migrating from enums to tags, then, this is unavoidable)

gentle cove
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It doesn't get cleared at all in runtime though, the data is retained at all times it seems on the set up

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I can ditch the enums possibly with using tags directly in my struct probably

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I'll post a few more pics in a little while, it's not a dead set project just a toy I'm messing with

dark drum
gentle cove
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Yeah it's set in the struct itself and I gave myself enough data as in min and max speeds but setting those to the CMC max speed seems to work with how it's set up, I think I have some redundancy going on though or just blatant wrong doing LOL

dark drum
dawn gazelle
# snow halo

Your "Update" event on your timeline is constantly creating new camera components. You probably only need to create a single one. You can move the add camera component node before the play of the timeline.

dark drum
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A few other things I would probally change is having the gait as a seperate var. This will be more useful when getting the gait into the anim BP to change to the relevant animations.

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You could probally just use a map where the key is a gameplay tag as well to skip the conversion to an enum.

gentle cove
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Thanks for the feedback!

snow halo
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not even this set world rotation works

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also this timeline is always stuck at zero

spark steppe
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it most likely isn't

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you would have to set a breakpoint on the next node and check the value after a few frames

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if it triggers multiple times, stuff like that can be buggy in BP Debugger

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is that even your active camera?!

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just adding a camera won't do anything on it's own

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other than adding a camera

dawn gazelle
snow halo
spark steppe
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it may not even throw errors if it's connected like this!? while still being on the verge of being garbage

snow halo
spark steppe
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why do you detach it?

snow halo
spark steppe
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it's a component which needs some kind of owner

snow halo
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but i wanna detach from player orientation

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I wanna move the camera upwards, and it should just fly out of the player's head or control

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and just move upwards like a drone

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like it's dieing soul

spark steppe
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which you can still do while it's attached to the player

faint pasture
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just set its world transform on a temporary tick (the timeline)

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btw you don't want your timeline output to feed into a position delta, that's completely incorrect, it'll be framerate dependent and never end up in the same place twice

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just have your timeline output a 0-1 and use that to lerp between WhereCamStarted and WhereItShouldEnd

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Dead -> save where cam is -> calculate where it should go to -> timeline -> CamLocation = Lerp(Start, End, TimelineFloat)

spark steppe
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or use set relative location

faint pasture
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i mean sure but idk if the dead guy is falling over or what

spark steppe
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that would be even worse i think

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since the physics tick happens later and may change the actor transform

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making it unpredictable

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get the camera world location, save it before the timeline in a var

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then set location/rotation mode for the camera component to absolute before the timeline

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then use SetWorldLocation on the cam in the timeline, and add the timeline value to the z-axis of your saved location

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and then stop struggling with the basics...

snow halo
snow halo
spark steppe
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no, absolutely not

faint pasture
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you are adding a new camera every single frame for the duration of that timeline

snow halo
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I was doing that before yes

faint pasture
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so you end up with like 500 cameras

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all spawning at the same place

spark steppe
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stacked nice above each other

snow halo
spark steppe
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that's likely closer, but just because i can't see half of it

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and because it's missing half of what i've said

snow halo
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Ik but hold on I havent finished yet

spark steppe
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you haven't even started

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you got two one things right, which is saving the location~~, and adding the timeline value to it~~

faint pasture
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It's that simple

snow halo
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then use SetWorldLocation on the cam in the timeline, and add the timeline value to the z-axis of your saved location

Ok so I should do an addition to the current z as I see it here

spark steppe
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which is why i said to set the cam component to absolute world space (there's separate nodes for location/rotation)

faint pasture
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although 1 frame of physics error won't matter at all for this

spark steppe
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it may cause jitter tho

faint pasture
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yeah after it finishes it might move, dunno his design

snow halo
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it still doesn't work btw

spark steppe
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ofc it doesn't

faint pasture
dawn gazelle
faint pasture
faint pasture
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does it go from 0,0 to somenumber, somenumber?

faint pasture
spark steppe
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maybe it's a game where you play a silverfish!?

faint pasture
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that means 5 seconds in the camera will be 2000cm higher

snow halo
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I'll try 5.000

faint pasture
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click those buttons

snow halo
faint pasture
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Looks good, it'd be way more flexible to just output a 0-1 range then set up the way I showed a few screenshots back but that'll work

faint pasture
# faint pasture

0-1 range feeding the lerp like this will let you just set the end pos however you want

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and yeah you'll want to change the camera to use world space before the timeline if you want it to not respond to the actor moving AFTER the timeline has ran its course

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but if you wanna have the sky high camera follow a ragdoll down a mountain slope it'll work as-is

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assuming cam is parented to mesh and not capsule

snow halo
faint pasture
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Do you know the difference between relative and world?

snow halo
# dawn gazelle

did you use set world location & rotation or relative location & rotation ?

faint pasture
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Relative means relative to its parent. Something being at 0,0,0 RELATIVE is where its parent is

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World means what it sounds like, something at 0,0,0 is at the world origin, it doesn't care where its parent is

dawn gazelle
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I did the detach as it does seem to work and it also disables the camera boom from going around 😛

faint pasture
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I wondered what detach does to naked components

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probably jsut sets them to use world coords i guess

dawn gazelle
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I'm thinking it moves it up in the hierarchy

faint pasture
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Look at me, I am the captain root now

dawn gazelle
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XD

faint pasture
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I hate the whole component/actor thing, I've got a fun situation where actor position replication is being clobbered by component transform replication.

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annoying, shoulda just been components the whole way down

snow halo
# dawn gazelle

Im pretty sure im doing the same thing as you and it doesnt equate to anything

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I think I havent exhausted the possibility to where my component hierarchy is safe from errors

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Im using this 3rd_person_camera which is parented under a spring arm which is parented under a character mesh ...

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I find that this is the best setup for my cameras but might be bad for when I wanna have my player die

spark steppe
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is it the active camera?

snow halo
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I only have 2, a 1st person camera & a 3rd person camera, but ill activate it again just in case in the beginning of this event

spark steppe
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that wont do it afaik

snow halo
spark steppe
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test with the other cam

snow halo
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oh it works

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After I added the Set Active node it works, even tho the 3rd person camera was already active (because I was seeing through it) ✅

violet bison
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anyone know why constant force of gas not working on actors?

snow halo
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Has anyone had this problem where specific functions or event logic only works when you put a break point on it?

raw sleet
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My blueprints have a box collision attached. Whenever a player enters the box collision, an event should be fired. The problem is, sometimes the collision takes either too long to notice the player entering (0.1 to 1 second) or, which is even worse, it just doesn't notice the player all until the player walks right into the middle of the box. I have tried many things and it didn't work

azure walrus
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Hey everyone, I need a bit of help with my Blueprint setup.

In my task, I’m checking whether the InteractionType of an interaction point matches the CurrentTaskTag from my ScheduleComponent using MatchesTag.
The issue is: GetInteractionType() returns multiple tags

This causes my branch to constantly flicker between True and False

Question:
How should I change my setup so this comparison works reliably and doesn’t flicker?
Is there a better way to check if the CurrentTaskTag exists within a set of tags?

flat mauve
clear bison
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Hello, I'm fresh in learning UE5 and want to make something like heroes of might and magic but with some twisted mechanics. While learning how to code using blueprints and making camera move when mouse is near the edge of the screen i made this monster in screenshot. I don't know how to make which direction vector is chosen to my offset function. Can you help me? 🙂
I'm not new into programming, been making very small games in unity but never used blueprints. Can you recommend some good tutorial for good practices in blueprints? 🙂

lofty rapids
clear bison
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im wondering is there a way to use only one offset function and chose direction vector for it

lofty rapids
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but i think what you have is fine, not much making it cleaner doing it the other way

lofty rapids
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if you had many branches and nodes i may suggest that way, but this is just a few nodes

maiden wadi
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Did that just a bit ago in our latest project. Then immediately turned it off locally. 😂 Edge of screen scrolling is annoying to me.

thin ember
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Any of you lovely lot able to give a newbie some insight on how to implement this crosshair system i've been toying with for a day or 2?

lofty rapids
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a simple crosshair is to draw it on a widget

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put it in the center and show/hide the widget

thin ember
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Im trying to implement it so that the crosshair is drawn at the end of a raytrace, but having some difficulty

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i've managed to get it like 80% there, but theres a couple little bugs that im trying to get my head around

lofty rapids
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what are the bugs ?

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are you drawing with a widget ? or are you using like a decal ?

thin ember
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The "crosshair" widget i've created is created over and over and over again so eventually you just end up with a crosshair smear coming from the weapon, and the crosshair isn't quite at the end of the raytrace

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drawing with a widget, tried with a decal and I couldn't see it once it got like 5m away, and drawing it on enemies was horrible 🥲

lofty rapids
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ya i see the widget is probably better

thin ember
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so far i've got this

lofty rapids
thin ember
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correct-ish

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i'ts not quite landing at the impact point of the trace

lofty rapids
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create the widget on begin play

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and just set its location

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don't create it after the trace every time

thin ember
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will that not cause it to stay fixed in one spot? orr

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ah okay

lofty rapids
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well your moving it with a node i c

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so that should move it

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you use the reference from when you created it

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instead of keep creating it

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that will fix the duplicate

thin ember
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ahhhhh

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ill give that a go!

lofty rapids
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you keep stacking widgets the performance will drop as well

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i usually put my widgets in the HUD

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but you could just do it on begin play of the bp your using it with

thin ember
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i've just tried doing it on begin play and it only gets updated once, not in real time

lofty rapids
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show the code

thin ember
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i am exceptionally new to gamedev and blueprints

lofty rapids
thin ember
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yarp

lofty rapids
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thats not what i meant

thin ember
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ah

lofty rapids
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do the line trace and movement on tick like you were

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but create the widget in begin play

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then you right click and promote to variable

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and use that reference to move it

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so as not to keep creating widgets

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but just moving the one you have created already

thin ember
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so this now on begin play

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like so?

lofty rapids
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put the set position in viewport after the timeline

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right click on the return value of the create widget, and promote to variable

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i don't have things hooked up, but this is the basic idea

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notice i created the widget, set it to a variable

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and then used that variable to set position in viewport

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instead of creating it on tick

thin ember
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essentially, create it once but update it's position everytick

lofty rapids
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exactly

thin ember
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"Blueprint Runtime Error: "Accessed None trying to read property Crosshair Widget". Node: Set Position in Viewport Graph: EventGraph Function: Execute Ubergraph BP Weapon Component Blueprint: BP_Weapon_Component"

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lemme just make sure i havn't done a silly mistake

lofty rapids
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the variable is empty so you must not have set it before the tick runs

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do you have allow tick for begin play checked ?

thin ember
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i didn't "Set" it before trying to call it in the event tick

lofty rapids
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that'll do it

thin ember
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thanks for the help on that one! would you mind giving a hand to get the crosshair actually lined up on the end of the ray trace?

lofty rapids
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use location instead of impact point

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that might help

thin ember
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okay, ill giive that a go

lofty rapids
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oh

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you want to minus half the image on both directions

thin ember
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ahhhh ofc

lofty rapids
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does it look like the top left is in the center ?

thin ember
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it's looking at the origin point of the image isn't it?

lofty rapids
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yes

thin ember
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more or less yeah

lofty rapids
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it's puting the x, y on that point, but the 0,0 isn't center most likely

thin ember
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makes sense, easy way of nudging it in the right direction(s)?

lofty rapids
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subtract half the width

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subtract half the height

thin ember
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would i do that in the Screen Position - Set position in viewport connection?

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essentially at the highlighted node diversion?

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That weird, it's 100x100 but i had to subtract 25 each way

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interesting, thanks so much for the help!

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spent 2 days googling and couldn't find anything like what you've just talked me through, but then it might be a case of it's so simple no one else needed a tut on it hahaha

lofty rapids
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finding tutorials for very tailored issues is usually a hard time

thin ember
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Yeaaaah, im trying to avoid tutorial hell but when you're this new it's kinda hard not to

lofty rapids
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i just went over blueprints tutorial and that seemed to help me quite a bit

thin ember
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now that i've done a tiny bit in blueprints it's beginning to make sense how things are done but im very much still learning how things are done etc

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now to figure out a headshot system, thanks to your help getting my crosshair accurate!

muted gorge
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what is this mean?

lofty rapids
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is this the player start ?

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it could mean it's colliding with something @muted gorge

muted gorge
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yes

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it is a player start

lofty rapids
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move it out of the collision

muted gorge
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okay it worked

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thx

wooden socket
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Hey all. Is there a way to search a Data Table using a column (like "Category") and find associated row names in BP?

wooden socket
low glade
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Hey when I cast to pcg volume everything is fine until I close the engine. After that always the node turns into a "bad cast node" and needs to be replaced by another cast to pcg volume node, anyone knows whats up?

echo stag
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https://www.youtube.com/watch?v=HOpyZ8552oA&t=429s
Is it true that we should use soft pointers almost everywhere if we point to a heavy asset?

I haven't seen almost any soft pointers in Lyra (besides lobby background) and I have no idea what should and should not be a soft ref

Example from Lyra: ExperienceDefinition --> LyraPawnData --> PawnClass --> InitialInventory (x3 Item Definitions) --> AbilitySets/WeaponBlueprints->Meshes/NiagaraSystems

All mentioned above is fully hard ref.
Would it make sense to replace anything/everything with soft pointers? I recently dug into LyraExperienceManagerComponent and see I could async load there everything my experience uses before the game actually starts (so PawnData for example) but what if I have multiple pawn data assets and only half of them is going to be used, then It would make sense to keep pawn classes inside as soft ref, then what about initial inventory, probably all of those items are gonna be used but let's say for example someone never switches to 2nd or 3rd weapon given from initial inventory and uses only the 1st one, then it would make sense to store them as soft ref and async load as well right, same for ability sets related to them?
BUT what if someone decides to never shoot their equipped weapon, all niagara systems used for decals which are hard ref by weapon bp should be soft pointers in that case too am I right?

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dark drum
# echo stag https://www.youtube.com/watch?v=HOpyZ8552oA&t=429s Is it true that we should use...

It all depends. If most of you're stuff is going to be loaded anyway (pretty common in smaller games) then there isn't much point. This said, music (audio assets) are usually good to soft ref either way as these can range from 3mb to 30mb depending on compression and you would rarely have more than 1 playing at a time.

In terms of lyra, with it being a FPS shooter template, these tend to be fast paced games so having to load/unload assets could result in hitches if it happens frequently.

If you only have a handful of weapons having them all loaded so they are ready can allow for a faster response. If you however have 100's then yea, you'll need to soft ref most of it (probably get away with just soft refing the data asset) as having all of them loaded would most likely be impractical.

lofty rapids
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possibly it's corrupt

thin ember
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Thanks again for the help earlier @lofty rapids, managed to get a health bar and headshot system implemented now! Did a quick and dirty pass over the animation(s) handling im doing and tidied that up a bit too, think it's working a little bit better than before!

lofty rapids
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glad i could help

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i still have a bunch to learn but i like to help when i can

thin ember
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best way to learn is help others, helps consolidate your knowledge!

low glade
lofty rapids
#

but just put that stuff in it

#

see if it fails or the bp is just corrupt and it works in another bp

#

if you can't replicate it in another bp then it's probably corruption

#

which means you'll need to redo the bp

low glade
lofty rapids
#

ya, just to see if it's the bp is corrupt

#

or there is another reason why thats happening

#

create a new bp, and copy the code

low glade
lofty rapids
#

idk much about it, but it can happen

#

it's something to check atleast

#

if your saving it, and everything works then when you re open the project its f'd that just imo seems like corruption

#

it's not working as expected

#

but there could be other reasons i'm still learning

trim matrix
#

does anyone know what's wrong with this code? when the player is spawning in the world it should check if a specific cutscene is playing (the cutscene is being referenced in the viewport), and when it's playing it should debug that text, but it doesn't.

surreal peak
trim matrix
#

the event begin play should just check if the cutscene is playing

surreal peak
#

But you are checking if it's playing on BeginPlay.

trim matrix
#

i want it to debug the text whenever it plays the cutscene

surreal peak
#

So why are you expecting it to be true?

trim matrix
#

hm that's right

surreal peak
#

Then check if the SequencePlayer has a callback for Started Playing or so.

surreal peak
#

The same way you found "Is Playing" you can look for something with "Bind" that sounds useful.

#

And if that doesn't help, probably via the API Docs

thin panther
#

No, bind the play event on begin play. This self referential loop isn't what you want

trim matrix
surreal peak
trim matrix
#

thanks!

low glade
lofty rapids
low glade
lofty rapids
#

"Hot Reload in Unreal Engine allows developers to recompile C++ code while the editor is running, without needing to restart the engine."

low glade
#

Like live cpp compile ?

lofty rapids
#

live, right

#

instead of close the editor, compile

#

i've heard this can cause corruption

paper gate
#

random question, is there a quick way to get the impact point where a player lands from a jump? Im trying to just spawn a dust effect on landing but using the capsule or mesh or a socket at the root produces inconsistent results, sometimes the effect spawns above the ground or randomly around the center of the character

lofty rapids
#

do a trace straight down from the center of the character

#

use the OnLanded event

paper gate
#

I am using on landed for obvious reasons, I figured just grabing the location of some other element like the root bone would work but I think the inconsistencies of when it technically hits is messing it up
I'll try the trace the thing

#

should be able to just make it a quick basic function, might be able to use it again later

lofty rapids
#

traceDown(actor) {
return location;
}

spark steppe
#

might also work to take the last floor location from the character movement component

paper gate
spark steppe
#

tho, i'm not 100% sure if it contains x/y or if it was just a z-height

paper gate
#

Z height should be fine for what im doing. all im trying to do is spawn a little dust particle on landing

#

If I need more info I can swap it out to the line trace idea

paper gate
spark steppe
#

which value did you use?

#

i would try this

paper gate
#

thats exactly what did

spark steppe
#

or it doesn't update for some reason, but yeah, linetrace check will be just fine either

paper gate
#

I did put it in a library function since I think I could use it for other stuff, but I dont think that would change anything since im still feeding in the character movment

low glade
delicate torrent
#

what am I doing wrong here? I referenced the correct widget in the vehiclehud variable

lofty rapids
#

so you have two variables where do you actually set them to there values ?

lofty rapids
#

setting the type does not set the reference, you have to actually set the variable value after

delicate torrent
#

severed the wrong one

#

I put the connection back, removed the "add to vieport" and it works now

#

had a bit too much of a panic lol

#

Now to fix the binding issues

delicate torrent
lofty rapids
#

no errors ?

delicate torrent
lofty rapids
delicate torrent
lofty rapids
#

so it's another problem with a different variable

#

same problem, you need to actually set the value

#

if it works in pie and not in another mode then it might be a timing thing

#

where do you set this value ? Vehicle Movement Component

lofty rapids
delicate torrent
#

it is being set, I also used cast to but it's redundant so I removed it

delicate torrent
lofty rapids
#

see if your tick is set to run before begin play

#

theres an option

delicate torrent
#

now it does not display an error, still empty widget

lofty rapids
#

so you compile save

delicate torrent
#

did so

lofty rapids
#

and it just silently doesn't work now ?

#

no error ?

delicate torrent
lofty rapids
#

what does the update speed function look like ?

delicate torrent
#

played instead of simulate and now it shows the errors

#

god damn this engine

delicate torrent
lofty rapids
lofty rapids
tight venture
delicate torrent
#

okay Put print string to it, it shows the speed and gear

#

and RPM gauge gets filled

#

but it's because the vehicle is possessed in this moment

#

in vr shows up too now

lofty rapids
delicate torrent
#

message log is empty

lofty rapids
#

does that error still show up ?

#

so when you stop it

#

does it show an error ?

delicate torrent
#

collision issues came back but at least now it's easy to see speed

delicate torrent
#

now it does show warnings about physics which never showed up

lofty rapids
#

probably the error before was blocking everything from working

#

when you get errors like that you got to fix them

#

warnings not so bad, but like it says you need simulate physics and your using addimpulse

delicate torrent
#

it was an error that only messes up only the gauge widget, so I didn't pay attention to it

lofty rapids
#

so take the print string out you know they are actually activating

#

is the speed displaying ?

delicate torrent
#

even more confusing is the part that it stopped responding to inputs from the steering wheel and gearbox

lofty rapids
#

thats strange

#

is it throwing errors ?

delicate torrent
#

which it does have enabled

lofty rapids
#

have you tried addimpulse ?

#

is it working ?

#

two warnings isn't that bad

delicate torrent
# lofty rapids have you tried addimpulse ?

I didn't even get in the vehicle blueprint, only thing that was modified is this exact car's BP, not the main one(excluding camera controls, which don't play a part in physics)

lofty rapids
#

idk any deeper then looking at the nodes, maybe debugging some errors

#

idk how the physics should work or the vehicle should be setup

#

atleast the errors are gone

delicate torrent
#

in a minute, must compress the videp

delicate torrent
#

it's still processing

lofty rapids
#

post it when it's done

#

it should embed write in the chat

delicate torrent
lofty rapids
#

it could take awhile for a big video

delicate torrent
delicate torrent
dark drum
lofty rapids
delicate torrent
lofty rapids
#

idk enough to fix that

#

never used a steering wheel

#

is it steering ?

#

or the whole thing just isn't working ?

delicate torrent
# lofty rapids never used a steering wheel

It would work flawlessly if I was possessing the car, but in my caseit's impossible to do what I want with it
So I just basically teleport in the car, weld pawns together and pass through controls from vrpawn into vehicle using custom events for inputs

And it seems like inputs decided to not get passed through despite everything working in theory

#

VR turn with controller broke too

#

somehow

#

it works but now rotates with an offset again

#

not a single thing was changed in the pawn blueprint

lofty rapids
#

Whats the problem with possessing ? your saying the controls work if you possess it ?

delicate torrent
#

hands just basically fall off when you possess(even a modified) vehicle

lofty rapids
#

i c

lofty rapids
#

you may be able to pass movement to the vehicle

#

if you don't possess the vehicle you won't have those inputs, but the code for the input should be in there probably something like add movement input and some inputs which you could just mimic in your vr pawn and pass to the car while your in it

delicate torrent
#

Example: gear shifting and neutral, with the responding part in VRPawn

lofty rapids
#

does the gear shifting work ?

delicate torrent
lofty rapids
#

now you just need to do the steering and throttle

#

just look on the vehicle for how it does that

#

doesn't the steering wheel have a shifter also tho ?

delicate torrent
delicate torrent
lofty rapids
lofty rapids
#

it's probably the context

delicate torrent
lofty rapids
#

why are you adding and removing default ?

delicate torrent
#

I changed the descriptor but not the asset name(which I should)

#

Add vehicle related mapping context when overlapping with the vehicle

remove vehicle related mapping context when not in vehicle

#

as a precaution to not make car receive unvanted inputs

lofty rapids
#

is the box the whole size of the car ?

delicate torrent
#

I'm gonna just get the values and print them out again, something aint right

lofty rapids
#

you add the context but you probably have to add the events in your vr pawn

#

the keys will work with context

#

but you'll still need to run the code

#

meaning the context doesn't run when the keys pressed on the vehicle

delicate torrent
#

it did work before, idk why it won't, I added the mapping context on begin play, yet it won't work

lofty rapids
#

see if the events are firing off

#

when you move the steering wheel

#

and push the throttle

#

put some print strings

delicate torrent
lofty rapids
#

ok so your context isn't working

delicate torrent
#

I am gonna try removing one of the plugins (rawinput) and see if it will change anything

#

since I am using a Joystick plugin that supports wheels out of the box I might find a workaround

#

I figured it out

#

thing just got confused and reassigned a different name to the steeringg wheel in the mapping context

#

probably because of conflicting plugins

lofty rapids
#

so you can drive the car now ?

delicate torrent
lofty rapids
#

see if that event is firing

delicate torrent
#

worst thing is that it won't show any errors, so technically it works, but it doesn't do anything

#

I'm going to sleep, can't figure it out, I've lost already, so might as well

#

It gets steering inputs, gear changes, but, throttle doesn't get set in there for some reason, no error about it

dark drum
delicate torrent
#

While takes a while, it does display each gear right because each gear has it's own rotation values

#

But will look at it in the morning

dawn gazelle
#

Or even just...

dark drum
trim matrix
#

hi i have this item box blueprint to randomly give the player an item when its shot, using an enum, i have none in there as the default value, but i dont want the box to be able to give "none" i tried setting the min of the random in range to 1 instead of 0 but the same happened

trim matrix
#

nope it still does it

maiden wadi
#

It cannot, if you remove it from the array on the right of the last screenshot.

trim matrix
#

i did

maiden wadi
#

Also your randomizer is wrong. Max should be LastIndex. There is also a Random function pulling directly off of an array.

#

Length is one more than last index. So you may be pulling from the last index, which returns the defaulted None value.

trim matrix
maiden wadi
#

What is the three here?

trim matrix
#

lives

maiden wadi
#

It feels weird that it would hit the max every time that many times though. You should have only hit that rarely.

trim matrix
#

it was, i was just printing the curent powerup off event tick so i could see what the player was given

maiden wadi
#

Ah. But yeah, the array nodes are much nicer. There's a simple one and one that uses a stream, if you needed them seeded. Don't have to do the index math yourself.

trim matrix
#

ty

topaz condor
#

can anyone see why my alpha here is not resetting back to 0?

zealous moth
#

Hate to ask late at night but I'm outta ideas.
I'm doing a simple drag and drop operation from a widget to a world space actor.
The widget has a on click and drag override event and a drag handler. The issue comes with the drop event.
Apparently, the player controller doesn't see anything related to the cursor while it is in capture mode or pressed down.
When I drag something, and then release it, that release timing resolves everything previously and so the new position is unaccounted for.
I was thinking of using a tick even when I am dragging stuff and when I let go, I call an event to get the mouse position.
My issue is getting the mouse position to world space.
I tried to get several 2d vectors but they are never quite right... any ideas?

#

Conversely I tried attaching a widget to an actor and have that handle the drop event but it won't fire. I guess viewport widgets and actor widgets are different when it comes to drop events

zealous moth
#

If i plug this into a left mouse button event, it fires fine

#

if i plug this in either the mouse release event or on a drag cancelled, it will not trace but will print string further down the line somehow

#

Ah I see why it fails. It's all 0,0,0 because the cursor, at that time doesn't exist on screen

boreal basin
#

Where do I get ResetDefaultCMC from?:

lunar sleet
boreal basin
#

Ah

snow halo
#

Hi I have a weird problem

#

sometimes if I dont keep this blueprint open

#

then my images will not be rendered properl

#

I looked it up online, someone recommended using a delay because maybe the images dont have enough time to loda

#

I tried to use soft references & now im back at hard references

#

this problem happens always

#

but even more so with soft referencies

dark drum
# snow halo but even more so with soft referencies

When using soft references you have to load them. (Load asset blocking or async load asset)

Loading assets in the editor is a little different to a game so manually opening a BP will also load the assets for the editor session.

Also, what's the point of the screenshot? Is this what works or doesn't work?

snow halo
#

and still get the same problem

#

I've also had the problem where a particular part of code would not work/execute

#

unless if I put breakpoints on it

#

and sometimes if I kept the executing blueprint open, it would work, if I kept it closed it wouldn't load the code properly

dark drum
snow halo
#

but there's no way for me to debug it at all

#

because it only happens every once in a long while

snow halo
#

at least so far when I tried with print strings I never seen it but its very rare error so idk how to debug this very rare error

dark drum
snow halo
dark drum
timid basin
#

How i can fix this when i click attack Sphere duration it spawn fast

lethal geyser
delicate torrent
#

I will do this after I pass the exam/defend my diploma

silent plaza
#

Hey! I’m building a simple flying AI using ProjectileMovement with homing enabled following Gorka tutorial

I want the actor (a glowing spirit) to orbit around the player, like it’s gravitating around them.

But I have two issues:

  • It keeps accelerating endlessly, even with low initial speed, max speed, and homing acceleration.
  • I want it to orbit at a stable distance, not rush or stick too close.

Any idea how to make this orbit motion smoother and stable? Or is there a better way than using ProjectileMovement?

Thanks!

unique bronze
#

In what context does it make sense using ActorComponent on a moving Actor, instead of using that Actors EventGraph?

maiden wadi
shy patrol
#

I'm using projectiles for my game and once they hit a certain speed they begin skipping over frames and will miss, is there any way to prevent this or fix it

lofty rapids
#

possibly enable CCD, and/or adjust sub-stepping

shy patrol
faint pasture
#

I'd just roll your own projectile that uses traces instead of sweeping if you really need it to handle high speeds

lofty rapids
#

sub-stepping might help ?

faint pasture
#

Depends on what the problem is

lofty rapids
#

"To handle fast-moving objects in a simulation, you can adjust sub-stepping settings to prevent tunneling (where objects pass through walls or other objects) and improve collision detection."

faint pasture
#

I know what substepping means, we don't know if tunneling is actually happening. If it's ProjectileMovementComponent it just sweeps the collider afaik, it shouldn't tunnel.

lofty rapids
#

i c

shy patrol
#

sorry I had to get a video to best show what im talking about

#

I also tried substepping but it didnt work from what I tried

#

but in the video I shoot the projectiles at about 500 speed, and then click a button to change it to 2500 and as u can see they just begin missing and skipping frames

#

unless I put the afterimage over the enemy it wont hit

faint pasture
shy patrol
#

yeah its an actor with projectile movement

#

using initial and max speed for the speeds

faint pasture
#

You have sweep collision on right?

shy patrol
#

yes

#

but the projectile hitting is based on the capsule component

delicate torrent
#

Trying to turn off the inputs on VRpawn when in car(variable is switched depending if pawn is overlapping another pawn)

lofty rapids
#

the boolean incar isn't working ?

#

i c you have incar is false then to the movements, it looks like if you set incar to true then the movements shouldn't work as long as it's the same variable

delicate torrent
lofty rapids
#

that boolean should work, for some reason you must not be setting it or it's a whole other variable

delicate torrent
#

so when player is in the box - it calls the event in pawn, and it sets the boolean

lofty rapids
#

right i see that, check if the events are firing

#

it looks like it should work unless the events are not triggering

#

make sure box overlap is working

#

any errors ?

delicate torrent
delicate torrent
lofty rapids
#

its probably not firing the overlap, pretty much the only reason why it wouldn't work imo

delicate torrent
#

just attached a bunch of print strings to it and nothing comes on

woven drift
#

hey people! importing heightmap from 512x512 image gives these weird ridges, image itself seems normal, how can i approach this problem?

delicate torrent
faint pasture
woven drift
maiden wadi
woven drift
#

im alright with less or more resolution, the mismatch is what i wanna fix at any cost

delicate torrent
#

now to fix VR inputs not working when teleporting out of the car..

#

(walking not working, turning does work it seems)

pulsar hazel
maiden wadi
# pulsar hazel

You need CommonUI for a start. And you need to modify it's CommonAnalogCursor. Requires C++ to implement easily. It'll be a buggy mess in BP.

pulsar hazel
#

tks

dapper aspen
#

anyone here good with UE4?

dark drum
dapper aspen
dark drum
dapper aspen
#

ok basically im trying to make a slight modification to an existing pak file thats compressed with oodle and uses AES key for extraction of assets and when i packed everything together with unrealpak im getting an error like this:

#

like upon launching the game

#

the file exists too so im like wtf

dark drum
faint pasture
#

Why not ask in the sea of thieves modding discord?

dapper aspen
spice shell
#

Hey folks, I'm trying to rotate an actor to face away from the surface it's on (which I can do fine) WHILE maintaining the ability to rotate the actor in its **local **Z-axis.

I can't seem to merge these two behaviours together, but separately they work fine. Primarily I can't 'merge' that local rotation with the OnTick() updated surface normal rotation in world space. Any advice?

faint pasture
#

Or XZ, whichever one prioritizes the Z direction

#

Just feed it normal as Z and current forward as X

spice shell
dark drum
spice shell
faint pasture
#

Use CombineRotators or AddLocalRotation, whichever approach lets you just add some local yaw.

spice shell
spice shell
#

I think the crux is that I can't work out how to merge the 'saved'/current rotation which includes the local yaw changes, and the per-frame normal rotation

faint pasture
#

Tick -> update rotation to yaw around Normal -> update rotation to enforce normal preserving Forward as best it can (in case normal has changed)

spice shell
#

how do I preserve that

faint pasture
#

Make rotation from ZX

#

You can do the whole system with that node if you did your yaw changes by rotating x around Z before feeding makerotfromzx

#

How is yaw changed, is it added to per frame or just set like LookAt?

spice shell
#

Changed on input

faint pasture
spice shell
faint pasture
spice shell
faint pasture
spice shell
#

It works 😄

#

What a hero

runic phoenix
spice shell
#

thanks very much!

woven drift
#

resolution higher than 512x cant be imported, 505 gives mismatches

open furnace
#

F shortcut key should zoom on node right?

lofty rapids
#

i know HOME will do a zoom in on a node

#

i don't know if F by itself is a shortcut, i don't see it doing anything

celest trench
#

I have a timeline that moves an actor along a spline. I am trying to make it so that the same timeline can be used for multiple actors even if one is already in progress. Is this possible? Would I need to use something other than a timeline? EX: timeline is actively half way through moving an actor, a new actor attempts to start on the timeline from the beginning while the current one is still going

lofty rapids
#

"if you have a Timeline inside a function and call that function multiple times, the new execution will override the previous one rather than running in parallel."

shy pollen
#

hello can someone help me i stuck

celest trench
shy pollen
#

im creating a pon game in unreal for local multiplayer and i created two paddles which are pawn classes and two playerstarts
now problem is i want to spawn two pawn classes which are pedals at player start using game mode blueprint

lofty rapids
faint pasture
forest tangle
#

How should I implement multiple soundfonts for my instrument in my mod?
I am currently making a mod for an Unreal Engine 4 game where a piano is added that has muliple soundfonts. I have made a child blueprint of a vanilla instrument where I can set an array of tone samples. Now, I want these tone samples to be changeable while holding the instrument. A simple solution would be to make an array of samples per soundfont and then set that array to be the instrument's tone samples every time the soundfont is changed. However, I have 100+ soundfonts that I want to use and I don't think creating 100+ arrays would be the best option. Any suggestions on this? Could I make some kind of algorithm that automatically goes through all the samples and somehow saves them? I should also mention that due to me modding a game and not creating one from the ground up, I'm restricted to use blueprints only, no C++ code.

#

Oh and by soundfonts I just mean a collection of samples in C in different octaves

forest tangle
faint pasture
#

SoundFont = struct
That's what I'd do

forest tangle
#

And then what? Make the items of the struct the soundfont arrays?

#

That will still leave me with a bunch of arrays

faint pasture
#

Yeah I'd do:
SoundFont:
array<sample> samples

Instrument:
SoundFont MySoundFont

#

you can have a data table of SoundFonts

forest tangle
#

You mean map by data table?

faint pasture
#

no, a data table

forest tangle
#

What's a data table?

faint pasture
#

It's a table based on a struct, each row is the struct

#

DT_SoundFonts:
Piano (samples)
Organ (samples)
Glockenspeil (samples)

#

SoundFont:
Name
SamplesArray

forest tangle
#

I guess that works but I would still need to manually add all those samples. Well, I don't think there's a better way tbh

faint pasture
#

You somehow somewhere need to manually add samples

forest tangle
#

I have actually been using maps with structures before because I didn't know of data tables. Data tables seem way more intuitive tho

faint pasture
#

As a bonus though, you can import/export data tables to CSV in excel

faint pasture
forest tangle
faint pasture
#

just need to load them as you swap to them

faint pasture
#

Either way, something somewhere needs to type a sample name a thousand times

forest tangle
faint pasture
#

how many samples total?

forest tangle
#

128 soundfonts x 8 samples

faint pasture
#

are they already in folders in Unreal?

forest tangle
#

1024 total

forest tangle
faint pasture
#

Look into editor scripting stuff

forest tangle
#

Alright, I will

faint pasture
#

For instance this puts all subclasses of some base class into an array for my data asset

#

hanky shit but it works, it basically automates me filling an array up

#

If you can extract the folder and some elements of the sample name into strings you can probably do something

forest tangle
#

Yea there should be a way. The way I got those samples was I exported them from an .sf2 file using a script. If the naming would be a problem, I could just modify the script to export the samples with different naming

lofty rapids
#

your modding a game and you have access to blueprints that you can alter the game with ?

#

thats interesting

forest tangle
#

Yep, the game has a whole own SDK with custom nodes and stuff to interact with the game

lofty rapids
#

thats pretty cool

lofty rapids
#

if it's comming from a pure function for sure

narrow sentinel
#

Anyone had any luck with state trees before as currently I'm fighting a losing battle on simply getting mine to work just in general

lofty rapids
narrow sentinel
#

no the newer AI thing

#

it used to be behavior trees but they then introduced State tress

lofty rapids
steady night
#

Hi, when playing in viewport everything works fine but when i build the game and play the "set game input modes" dosent seem to lineup ? anyone know a reason for this ?

dark drum
steady night
#

in editor i dont use any

#

thats the weird part

#

im just wondering why i would have to with a built game if its handled differently or something

icy jacinth
#

Any idea why my movement inputs aren't moving the pawn? Print strings conform that world direction and scale value are changing appropriately, and confirms that the correct player controller is possessing the correct pawn. IMC is added to the GAS Companion component (though, trying to add it via the enhanced input local player subsystem doesnt work either). Walk speed is appropriate and the IA_Move is set up correctly both in the IA and the IMC. This event is firing when WASD is pressed, but the pawn is not moving. IA_Look works fine, and is on the same IMC

lofty rapids
#

any errors ?

icy jacinth
#

Nope, nothing showing up 🤔

lofty rapids
#

so the event is firing, but the add movement input isn't working ?

#

what game mode are you in ?

#

are you using a set input game node ?

#

possibly ui only ?

icy jacinth
#

I've only one game mode which is set as the GameMode override of this map. Elevating the player spawn results in the pawn staying static in the air. Can't figure out why one portion of the IMC (camera control) works but movement and jumping do not. What do you mean by UI only?

lofty rapids
#

is the default land movement walking ?

#

and do you float in the air ? or do you drop down to the ground ?

icy jacinth
#

Default in the CMC is indeed walking - the pawn floats in the air rather than falling

lime crow
#

hi all, i have a character that can move left or right, but for a few milliseconds wile the player is turning he is not facing lft or right, essentially turning on a 360 arc, so this could cause bugs, im trying to set up some sort of global logic that checks if the player is either right or left. I know you shouldn't really compare a float, so i used a dot product, but this could still potentially cause issues if the player trys to do an action if hes facing 0.9. Any ideas on how to fix it so the player only acts if he is facing left or right? Thanks

icy jacinth
lofty rapids
lofty rapids
lime crow
icy jacinth
lofty rapids
lofty rapids
#

so press a rotate left

#

d rotate right

icy jacinth
lime crow
lofty rapids
snow halo
#

Hi im trying to make a rock-throwing mechanism, unfortunatelly it never works

#

my energy variant decides the amount of throwing power I should have based on my current energy level which I get from my widget though you could say I could get this from my stat_component 📜

#

but anyway this is an old set up in need of an update, it was working before but now it abruptly stopped working where's before I was able to get this to work and adjust based on player energy ⚡

#

idk what happened 2 days ago it all went to the drain

#

also instead of player's head I was using an arrow that was acting as a socket starting location for the starting point of this rock, that was placed roughly on the dominant hand of the player to simulate the effect & look as if it was coming directly out of the player's throwing hand, yesterday Ive added a 3rd person mode too into the game, wheres before this was only 1st person available camera, now you can interact and every trace will come from player's head rather than player's camera which can vary depending on which camera you might be using at a particular moment, so this is why I've added this get head bone mechanism, but anyway 🫲

#

Ill probably change it back rn 🤔

#

"throw_socket_arrow", i'll change it to throw rock arrow or smth like that 🏹

#

this is what the energy variant looks like 🪫 🪨⚡ 🫲

#

what I had before was this: Negative values instead of Positive. **Negative **values worked ✅

#

Sometimes instead of throwing the rock forwards it would throw the rock backwards instead ❌ 👎

crude pike
#

hey 🙂 is there an "official" way of getting certain Blueprints to tick in the editor? I know you can enable "Call Function In Editor" on functions but I basically want the EventTick node to evaluate in the editor. Currently I am just running some of the nodes I need inside an Animation BP as A hacky workaround, since AnimBPs can tick in the editor but I'd rather run it directly inside an actual Blueprint actor instead if possible.

#

fwiw this is because I'm working on pre-rendered cine content, not a runtime game so I don't need to worry about hacky methods and performance so much. Just anything to get it working would be useful. 🙂

lofty rapids
#

whats with the loop in the "throwing mechanism" ?

snow halo
faint pasture
# snow halo

It's not your problem here but you really should put the business logic in the other classes, not in your UI

snow halo
#

Ok I have update about the whole throwing thing..

I made it work like this ✅ (kinda)

faint pasture
#

That's just -1 x ThrowAmount

snow halo
#

Even tho the values inside of the EnergyVariant are positive, I tried to make them all negative anyways, now he is throwing the rock forward with a 30 degree skew to the left , very annoying

#

that's when my energy was around 90-100%

#

and I fast forwarded to where my energy got to like 30-40%, the weirdest part was that when my energy got this low, the rock ended up actually going backwards again.

#

This effect wasn't dependent on which camera was active, same effect was observed no matter which camera I activated

#

it seems that even if I activate the 3rd person camera, I can still rotate the first person camera I think, but even if not activated, the rotation is stable because the player's body position will rotate anyways ( I might have to enable camera 🎦 visibility to debug it betterbug ⚙️ ) at the moment it's hidden in game for both

faint pasture
#

are you moving at the time when you throw?

signal bane
#

What is a good way to assign each PC connected to a server a different ID?

Like I can have the server print out how many player controllers are connected, but I'm struggling to find a nice fluid way to say 'First connected gets ID A, second connected gets ID B' for my editor testing scenarios.

junior quest
#

This advanced dialogue system features questions and responses all using the behaviour tree as a make shift dialogue tree. In this second episode I show how to start a dialogue with an NPC using behaviour trees as dialogue trees.

Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind ...

▶ Play video
#

Im trying to follow along with this youtube vid

#

but when im in the main window, or i fullscreen the window, the position for the interact message is way off

snow halo
#

what I want is to get the negative values!

faint pasture
snow halo
#

thats what seems to work & thats what im trying to get

#

but this system

#

only works when energy is high

#

Something fails when it goes lower rider_debug

#

gonna put a few breakpoints here🛑

#

oh wait I know why it fails

#

Thats it right there

#

turns out I dont need to make any of them negative

#

or have this ThrowAmount - 2 x ThrowAmount = -1 x ThrowAmount

#

I might change/remove it right now

#

Simple✨

#

Now what I noticed is that the 1st person camera doesn't rotate while Im using the 3rd person camera as active

#

I thought that wouldn't be the case. But it is lurkin rider_debug

storm orbit
#

You should use the player's Camera Manager - you can use it to grab whatever the player is using, regardless of the camera settings

snow halo
#

is it too bad that this gives me the root component ? 😭

#

I'll try it anyways ✅

storm orbit
#

Nah, use the manager and call "Get Camera Rotation" and get the forward vector

#

don't use root

snow halo
#

it already works pretty good ✅ 🤔 ceteris paribus

tiny tundra
#

Basic Billboard question time here. I have an sprite (yes it is an actor BP) that gets spawned in my project, the idea is that you are looking at a top-down map view from a great distance and can zoom in with your mouse wheel - the sprite stays a consistent size whether you are far awar or up close. Very elementary.

Now my issue is simply that I want to click on the sprite and have something happen (just a print statement for now). Ok so I hit the OnClicked event on the Billboard - and of course nothing happens. Says I need to put some collision in there, understandable, I added a box collision although I am sure I am not doing this right (that box isn't going to "scale" with my sprite when I am zoomed very far out, I assume? Anyway I cannot get the hit to register whether I am far away or up close anyway. Doing some googling it looks like I may be missing some things, but the answers that come up seem out-of-date to the current version of Unreal anyway. Anybody have a quick and easy suggestion for this?

snow halo
#

gratias tibi ago, thanks! @storm orbit both options work

snow halo
junior quest
#

make sure click events are enabled in the player controller

tiny tundra
junior quest
#

uh, idk, i think the default player controller is in engine content

#

but i dont think you should edit that

#

make a new one or duplicate it and edit that

#

then set that as your characters player controller

tiny tundra
#

this is in Project settings?

junior quest
#

the player controller blueprint

storm orbit
#

Your billboard will use the collision of the attached root (like a capsule or box, whatever the actor has).
Mouse clicks will trace on the Visibility channel. You must have that set to block on the collision mesh root in order to register for clicks

tiny tundra
#

not a BP anyway

junior quest
#

idk then

#

i got that guess by adding a billboard to the bp i was in and hovering on click toread the description

tiny tundra
storm orbit
#

What is the collision preset for your actor? Also, you would need a collision object (sphere, box, capsule) above and have the billboard parented to that. Typically, if a component isnt supplying a collision shape, it looks UP the hierarchy, not down

finite hearth
#

How heavy of an operation is getting a data table?

I have the get wrapped in a pure func: GetItemDataByItemID

I've just been using the pure func because I am lazy, but should I be storing GetItemDataByItemID's output at a var?

#

It's not a tick call, but let's say when the player moves inventory around or uses items.

Game is multiplayer and this code is run on server. Wondering if this might be hurting server performance.

faint pasture
#

Constraint settings

#

Turn velocity strength down

dawn gazelle
faint pasture
#

Also your linear limit is 2 cm. That's not very far

#

Give it less oomph

#

But if it's meant to not really be an impulse, animate the linear position target with a timeline.

#

0,0,0 to 300,0,0 back to 0,0,0 would go out 3m and back

#

Make the timeline go from 0-1-0 then use the output to lerp 2 vectors

#

That sounds hilarious though, I'm 100% stealing it for my game

#

I used to do it in Garrysmod with hydraulics by yeah these vehicles are getting the boxing gloves on springs

faint pasture
#

fuck man where'd he go?

#

I did it for the bit and he just left the server

boreal basin
#

How do I set this one up? It looks like a function but when I tried setting it within, I can't connect them to the other parts within the Blueprint:

faint pasture
#

a CharacterMovementComponent object ref and that structure

boreal basin
faint pasture
#

are you copying something?

boreal basin
faint pasture
#

Have you tried add the parameters?

boreal basin
faint pasture
# boreal basin I did:

so change one to a charcter movement component reference and the other to a player character movement profile

#

btw those are outputs, you need to add 2 inputs

boreal basin
#

Ahh

#

ok, that now makes alot more sense.

#

Ok, my mistake.

#

Now I gotta drag this into my function here:

boreal basin
slender dagger
#

anyone have any idea why my event dispatcher doesn't consistently fire?

Basically I have it set up so that every time the player overlaps a point, it does a bunch of stuff with the UI. this works fine until the next set of objectives are unlocked, at which point the event just doesn't seem to fire for some reason. I've done breakpointing and print stringed it too. The exec flow is no different, buf for some reason my widget just never updates after the objectives change

sick sky
snow halo
#

Hi I seem to be having a problem

I made a system that will prevent you from being able to run 🏃‍♂️ 💨 if your energy goes too low 💤 ⚡

this system works fine so far ✅ but there is a problembug ❌ ❓

The problem with it is that if you keep your run shift button pressed you will be allowed to overide and hack this system as long as you keep running forever ⌨️ 🏃‍♂️ 💨

Even tho I have a **condition **there set up it somehow still **remains **useless 📑💩

I tried to **debug **my running conditional system with these ways:

  1. ive set my energy level on begin play to be around 10, so that I can run and see on multiple occasions how the condition reacts. So now I begin with "almost" incapacitating energy

  2. Ive put breakpoints on my collapsed graph here to see if it ever goes to false.
    Result: I couldn't actually get my energy low enough because this breakpoint would tick every milisecond so it would not let me gradually and progressively reduce my energy level.|| (-> But actually I can relieve that using few more print strings instead✅ )||

broken fox
#

If the condition you're talking about is the one in the collapsed graph, then it'll never stop you from running because it's only determined when you begin sprinting

dark drum
snow halo
#

Update:

Ive put a print string here, and it never fired facepalm

dark drum
snow halo
broken fox
#

if this isn't ticked, then no it wont work lol

snow halo
# broken fox if this isn't ticked, then no it wont work lol

true but I thought this key event ticks or something, because everytime I press it with break points it brings me back to the graph every second, so it never lets me do anything, even if i keep it pressed it brings me back to the graph every single time

broken fox
#

The key event is only called as it says on the outputs, when it's pressed and when it's released

snow halo
dark drum
dark drum
dark drum
# snow halo do you mean this call stack?

That wasn't the one I was referring too but it probably shows up in there as well. I'm referring to the profiler where it breaks down how long things take to process/calculate.

snow halo
#

I never used this tool I think

dark drum
snow halo
dark drum
# snow halo what are the benefits of enhanced 🆚 legacy ?

Legacy is only there for compatibility with older projects. Enhanced Inputs allows you to create Input Actions (such as Jump) that you can then add different keys too that trigger that input action. So you can add 'Space Bar' and 'Face Button Down' to handle both keyboard and gamepad.

It also used Input Mapping Contexts which is the input actions that can trigger and by what keys. These can be added and removed at runtime meaning you can create groups of inputs based on specific modes such as say Character, Vehicle, Build Mode, Combat etc... and add/remove them as need to prevent conflicts/overrides for things that aren't needed at that time.

#

That's just scratching the surface. Then there's modifiers and triggers.

patent horizon
#

Hello, I am trying to implement a save game and load game with various saved data, including a fraction counter integer, checkpoints, Cubes picked up Integer, and a timer. Upon the player dying, it currently saves the checkpoint (if it has been passed through) as well as the amount of cubes picked up on player death. I am currently unsure of how to save the fraction counter integer since the function for the integer incrementing is held within another BP actor.

I have references to the widget within my player character as variables but I am unsure how I would set them within the save game to override upon respawning.

Does anyone have an idea of what I could potentially do?

#

BP Save Game Variables

#

Code logic for creating saved game and overriding data

#

Current code logic for loading said saved game data

lofty rapids
severe terrace
#

so , i'm downloading and loading 3D file runtime, it works fine in editor but in packaged build (shipping , dev.) mesh's rotation changes.

I'm not setting rotation of actor anywhere in any class.

patent horizon
lofty rapids
#

i would put the variable in the game instance tbh

#

simple solution to access it anywhere

dark drum
patent horizon
dark drum
patent horizon
dark drum
patent horizon
#

Multiple platforms

#

so for example I want the data to save if the player steps on 2 platforms and dies then proceeds to respawn at the most recent checkpoint. The UI would still show 2/3

lofty rapids
patent horizon
#

instead of resetting back to 0 which is currently does

dark drum
# patent horizon Multiple platforms

I'd store it on the game state then if it's a global type variable. Gameplay specific variables shouldn't be stored in widgets. Instead they should read the data that is stored somewhere else.

patent horizon
#

in this case no since I am not saving health between save and load states

dark drum
# lofty rapids the load order does change, i was wondering that

Yea, the game instance is the first thing that loads in a build (of which there's only ever one instance) but in the editor, the map is usually already loaded. So if the game instance attempts to do something in the level on begin play for example, it'll fail in a build.

patent horizon
#

So theoretically I should have created the updating of the fraction counter variable within my character blueprint?

dark drum
dark drum
patent horizon
#

Hmmm ok

#

Appreciate the feedback!

astral flame
#

Hey does anyone know how to replace the animations that come with the pack I Purchased to make the default third person character animations?

lofty rapids
astral flame
#

Yes Ive tried retargetting and it wont work

#

I cant find this folder ABP_GenericRetarget

lofty rapids
#

usually the animation is made for the particular skeleton

spice gate
#

Generally, is using a child actor component the best way to equip items on players?

faint pasture
#

just spawn and attach

#

if that's what "equip item" means in your design

spice gate
#

Yeah just want it to be in a socket in the hand of the player

#

thanks 🙏

#

Wait what if I don't even spawn it, I just take it from the world and set the transform to the socket + attach it? Would that work or is it weird to do it this way

lofty rapids
#

in that theory then all your guns would be loaded i think

#

it might actually be faster then spawning tho

#

but spawning and destroy kind of clean it up

faint pasture
#

I actually really like it like that, I very much like the thing that you hold in your hand being the thing that was on the ground, you can have all sorts of immersive effects from that.

#

A wand of continuous blasting should continue to blast when thrown away in panic

#

If a pan stops bullets, then a dropped pan, a worn pan, and a held pan should all stop bullets.

forest tangle
#

I'm using UE4 and currently trying to use Editor Utilities. How would I make an editor utility that could put wav files into an array like the following:

This is how the waves are stored:

001_folder
- file1.wav
- file2.wav
- file3.wav
- etc.
002_folder
- file1.wav
- etc.

I would like the Editor Utility to add a data table entry per folder with all the waves of the folder in an array inside.

spice gate
faint pasture
#

Or don't, put it on your back

spice gate
#

That's genius

#

Thanks for the ideas, time to cook

forest tangle
#

Or is that just not a thing? Should I just use a map instead?

forest tangle
#

Cool, everyone just leaves the chat when I ask a question...

lofty rapids
#

could be no one knows the answer also

faint pasture
#

I'm assuming, never done it but I'm sure it's doable.

forest tangle
#

Or do you mean like creating a json file using an Editor Blueprint?

#

That may be doable

faint pasture
#

you can just edit the data table

#

if you need a hack to edit the data table from runtime, since you can't, you can use a savegame as intermediary

forest tangle
#

No I can't. Are you using UE5? I definitely don't have that node

faint pasture
#

since both editor and runtime can read/write savegames

forest tangle
#

Ohhhh

#

Yea that makes sense

faint pasture
forest tangle
#

I was using asset action utility as parent

faint pasture
#

you probably could do that, thats how I fill up my data asset representing all the items in my game

forest tangle
#

Yea, this might actually be also something I need tho

#

Wait...

#

I still don't have the node

lofty rapids
#

ue4 ?

forest tangle
#

I'm on UE4. You sure this isn't a UE5 only thing? I searched the web and a lot of people also said it's not editable. Maybe they're all old posts from UE4 where this wasn't possible yet

#

So I actually have to make a Json string now to write to data tables...

thin panther
#

4.27 lists it as a node

forest tangle
#

No way... I'm using 4.26

lofty rapids
dark drum
forest tangle