#blueprint

1 messages · Page 326 of 1

trim matrix
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that worked for the minigame but for ui that has input setup the same way would i need to do the same enable input or is it different

sharp ferry
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is it difficult to make an animation of my character start (idle animation) when my character grab and hold a box?
now i already have a idle and walking animation on her
but i need to add this idle where she has the arms lifted up to hold the box

lofty rapids
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if you do something like this then just add a web directory in the director that the exe is in

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and then you got access to the files

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but a server is better all around

vagrant slate
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Thanks I'll try that next!

lofty rapids
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i find it easy you can just keep a folder for your web stuff, but i wouldn't use this function in development

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it's a wild directory and not what you want to work with

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but perfect for a packaged game

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theres some stuff in c++ you can use to determine if your in shipping or not

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but in straight bp i don't know if thats possible, probably just a boolean branch

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some boolean like isDevelopment that you'll need to switch on and off

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and replace launch dir, with your dev folder

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it's the best way i have found to mess with files, two different modes

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the directorys while your in editor are just hard to use in comparison

vagrant slate
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hmm I can't seem to construct that format text node- was there a trick to it?

lofty rapids
vagrant slate
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yes

lofty rapids
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the things that you can plugin to on the left

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those are in the string as {variableName}

vagrant slate
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I just have the format pin and text box

lofty rapids
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type whats in the picture and press enter

vagrant slate
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oh lol

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thank you!

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and the page to open?

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what's the format like for that string?

lofty rapids
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filename.html

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whateverTheFileNameIs.html

steady night
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How can i get nav ontop of the statuic meshes ?

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since if i stand on it the AI cant detect me

vagrant slate
lofty rapids
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then plug that in

surreal peak
vagrant slate
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yeah I definitely tried that

lofty rapids
vagrant slate
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I can find it but it just pops out disconnected

steady night
lofty rapids
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you don't have this ?

surreal peak
lofty rapids
vagrant slate
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5.4

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here's where I'm at

lofty rapids
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click on the return value of new guid, and drag out

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then search for to string

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it will give you the relative nodes for things when you drag out from them

vagrant slate
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yeah did that from the start

lofty rapids
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instead of just getting a new node

vagrant slate
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also tried it the reverse way for all of them

lofty rapids
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ya thats really strange

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idk what it wouldn't show up and work

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maybe restart the editor try it again

vagrant slate
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oh i may have found it

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it's to string (guid)

lofty rapids
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but if you drag out, you should see to string(guid)

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yep

inland walrus
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Anyone know how to add line breaks via datatable?

vagrant slate
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I have adhd so I may have just missed it

lofty rapids
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thats the one

lofty rapids
inland walrus
vagrant slate
inland walrus
steady night
floral stump
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you make the collision channel of you character to be blocked by the vehicle, when vehicle hits the character you add linear physics force to the character move in the forward vector direction of the vehicle

vagrant slate
# lofty rapids thats the one

"Failed to load URL file:///Z:/.../Windows/web/75D258A34AB6578FCD1ECC8CAB84E186?uuiid=1-21-25.html with error ERR_FILE_NOT_FOUND (-6)."

Any ideas?

lofty rapids
vagrant slate
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whew I hope that fixes it! ok rebuilding!

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thank you!

vagrant slate
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IT WORKS

steady night
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@surreal peak Can i amke it so the player slides off the mesh instead, like making the collison to a triange

vagrant slate
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I have been working on this for 2 days

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/frodoitsdonememe

lofty rapids
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just when you dev, i would suggest using launch dir to dev with

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when deving use a dev folder

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and just switch it out with launch dir when you package

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it's kind of a pain in the ass, but best way to do it imo

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you can like i mentioned also with c++ choose depending on if your in shipping or not

vagrant slate
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seriously I appreciate the help

lofty rapids
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np, i enjoy helping when i can

vagrant slate
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you really are willy wonka

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handing out candy bars

lofty rapids
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well i just happened to be working on it as well lol

uneven crest
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This may sound wierd or hard to understand but, im creating a baseball game. I have main parent class that just has basic settings like name and rating and position. In each child class, i set the values for those 3 in the defaults. I then have a structure with each player actor as a variable. Im not able to get the information from the actors though like the rating. Is there a better way to do this? I can show the code I have if needed

lofty rapids
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with each play actor as a variable ?
wdym

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if you want to pull all the data from them

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get all actors of class of the parent, this will get them all in an array, which you can loop through and use to populate whatever your doing

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since the variables are in the parent, it should work just fine

uneven crest
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Mason Vicker is the player

lofty rapids
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each player an individual reference ?

lofty rapids
uneven crest
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That error comes up

lofty rapids
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you need to point the variable to the ref

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by setting the variable

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just setting the type won't set it to the proper refence

uneven crest
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Even if i set the default in the structure?

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Which i cant i just realized

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would it be better to just store each players attributes in the struct instead of child actor

lofty rapids
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i would construct the variable like this

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passing the references for each player into the make

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if you want to keep this structure

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do this at some point in begin play when the players are loaded

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usually things like this are stored in an array

lofty rapids
# lofty rapids

do this when your people are loaded in the scene if you want this data structure

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but honestly i would have an array of the parent class

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but you can form your data however is clever for you

lofty rapids
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so if you only need those values as data then you can just store them in something like a player struct

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unless you want to be able to look up the references in the structure

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i would have a couple arrays

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one for team A, one for Team B, and in the team struct just pass in an array of parent class objects

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so instead of all your players all different references

uneven crest
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Ok thank you

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Data table you think becasue each palyer has 4 ratings that contribute to them?

lofty rapids
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why do you need the data table ?

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i never used one before but I see it used on here a lot

uneven crest
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Im thinking its easier because on each team, there are 14 players. Each player has 5 float variables, and an enum attached to them

lofty rapids
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storing the raw data is better then the references if you can avoid it

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unless the references are parent class

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thats not too bad, but i suppose it wouldn't matter as all players are probably loaded

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but if you were to do this for all teams, you would just make the two structs for the game

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this way you would need a seperate struct for each team

lofty rapids
lofty rapids
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if i was making player stats

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a bunch of these for different teams

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every team would essentially have one of these

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then you could look up players pretty easy and fast

hardy merlin
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I've got a struct variable with a large amount of data inside it. What's the easiest way to change one specific piece of it through blueprint?

maiden wadi
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SetMember function

hardy merlin
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I want to avoid using Break and Make and linking every single variable, especially if I add more.

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Then what?

maiden wadi
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Select the node and look at the details panel.

hardy merlin
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Found it. Thanks! This rocks.

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How long has this feature been in the engine?

maiden wadi
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Longer than I've been using it at least.

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So, more than 5.6 years or so

rapid stag
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Hi everyone, might be a simple question, but can you have different interactions with compnents in the same bp? I have an interaction interace setup that activates on E being pressed, and want to know if different compnents can be interacted with to do different things.

rapid stag
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Does it make more sense to just make instances where i change the mesh and what happens with editable variables?

hardy merlin
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Probably.

maiden wadi
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The only real answer to that question is personal preference. Depends on how you feel you would like to set things up.

agile moss
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I want to trace a line from the player to where he is looking, one problem, idk how to find the end result

lofty rapids
maiden wadi
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StartPoint = CameraLocation
EndPoint = CameraLocation + (CameraDirection * TraceDistance)

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You can get direction by getting the camera rotation and doing the XVector function I believe.

lofty rapids
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i usually get the forward vector multiply it by the distance

maiden wadi
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But you still have to add the start point back to it. Or your end point will be an offset from world zero.

agile moss
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yeah, that is what i was thinking too, just can't get this right every time I do this. it's like the 5th time already I do one of these XD

maiden wadi
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that is mostly correct, but don't get the rotation of the component. Drag off the camera manager and GetCameraRotation.

agile moss
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alr alr, thx

hardy merlin
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Or get Controller View Direction.

maiden wadi
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Where is that function from?

agile moss
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this seems kinda much for a weapon swap system, any other aproaches? (expample: if holding secondary weapon swap that weapon)

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nvm it's perfect

void crescent
# agile moss this seems kinda much for a weapon swap system, any other aproaches? (expample: ...

I would say it is too less. 🙂 It's not even connected yet. You might tell your animBP that you wanna swap... wait until some anim notify says the current weapon is unequipped or in inventory so equipping the new weapon is fine and may play it's equip anim montage until the notify says it's ready (and may be fired) probably do some switch authority checks so a player does not by "mistake" swap his empty weapon with a loaded from his enemy and some is player dead checks. 🙂

agile moss
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idk, problems appear, I'll solve when they get in my way

stark inlet
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Hey guys, I'm just wanting a bit of guidance/help regarding this short game im making. It's going to make use of portals and have a similar system to Spyro where you need to collect items in each level to complete that 'world'. But I'm not sure how to use the portals. Do I have them teleport you to an entire different level to collect the items there or will it just teleport you to a different part of the main map (obviously I'd have to design the seperate parts quite far out). My concern is, how do I teleport to different levels without you losing your items or progress ? (I worry that teleporting will cause each level to restart when that isn't my goal). Sorry if this doesn't make much sense, never made a game before 💀

uneven crest
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Got an issue. I spawned an actor and possessed it, but no funtions like left mouse button are working within the pawn. A little help?

hardy merlin
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Especially if you're swapping often.

agile moss
mystic umbra
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hello everyone!

i'd like to try optimizing the Instanced static meshes caves generation system using instanced static meshes. they are made of cubes ( 12 Triangles )

i have tried using CPP and multithreading. but i still get stutters when the world generates ( + extreme usage of memory )

would love to discuss about that

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i have tried generating the caves slowly but this took an entire minute and a fest of stutters and frame drops. im trying to make this in realtime

sick sky
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If you use a lot of loops BP is going to be a bottleneck

mystic umbra
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Thats why i have switched the code to CPP

sick sky
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How much

mystic umbra
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all of it

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i dont think its an issue with CPP either way. its probably how the editor generates instanced static meshes

sick sky
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Profile

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And see what takes time when you generate

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Cant play guess games here

mystic umbra
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adding instances cant be multithreaded. otherwise it crashes. it needs to be returned to the game thread. which is causing the issue

that said im not really sure how to profile such thing OR memory

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Look i really apologize for being stupid. my english is not that great and im relatively new here

sick sky
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See how to use the basics of the profiler, and see what is really expensive

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You can add custom trackers in your functions to see more details in your code

mystic umbra
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i will try and give back feedback

faint pasture
# mystic umbra

That is a metric assload of instances. How many? Over a million?

mystic umbra
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Yeah. its fine on my end. its only spawning them ( even slowly ) thats causing stutters. im trying to make this realtime

faint pasture
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Show your code for spawning them

mystic umbra
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void AVoxelGenerator::Spawn3DVoxels()
{
if (!VoxelInstances.IsValidIndex(SelectedVoxelType) || !VoxelInstances[SelectedVoxelType])
{
UE_LOG(LogTemp, Error, TEXT("Invalid SelectedVoxelType or VoxelInstance!"));
return;
}

const FVector ActorLocation = GetActorLocation();
const int32 TotalWidth = 2 * Width + 1;
const float HeightRange = 18000.0f;
const int32 BatchSize = 2048;

const int32 ThreadCount = FMath::Min(4, FPlatformMisc::NumberOfCores());
const int32 TotalWork = TotalWidth * TotalWidth;
const int32 WorkPerThread = FMath::CeilToInt(static_cast<float>(TotalWork) / ThreadCount);

TArray<TPair<int32, int32>> XYPositions;
XYPositions.Reserve(TotalWork);
for (int32 X = -Width; X <= Width; ++X)
{
    for (int32 Y = -Width; Y <= Width; ++Y)
    {
        XYPositions.Emplace(X, Y);
    }
}

// Launch worker threads, collect results in futures
TArray<TFuture<TArray<FTransform>>> Tasks;
Tasks.Reserve(ThreadCount);

for (int32 ThreadIdx = 0; ThreadIdx < ThreadCount; ++ThreadIdx)
{
    const int32 StartIndex = ThreadIdx * WorkPerThread;
    const int32 EndIndex = FMath::Min(StartIndex + WorkPerThread, TotalWork);

    Tasks.Emplace(Async(EAsyncExecution::ThreadPool, [=, this]() -> TArray<FTransform>
        {
            TArray<FTransform> ThreadTransforms;
            ThreadTransforms.Reserve(BatchSize * 4);

            UFastNoiseWrapper* Noise2D = NewObject<UFastNoiseWrapper>(GetTransientPackage());
            Noise2D->SetupFastNoise(NoiseType, Seed, 0.00001f, Interpolation,
                FractalType, 111, 1.5f, 0.6f,
                1.0f, CellularDistanceFunction, CellularReturnType);
dark drum
mystic umbra
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my code is not full. the 2nd part is not sent for some reason

mystic umbra
dark drum
mystic umbra
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the blueprint part is not an issue when it runs

dark drum
dark drum
# mystic umbra

Wait, so you're not adding an instance and instead creating a new component for each cube?

mystic umbra
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No. this only happens one to initiliaze the components

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when spawning the meshes. i get them from an array ( which consits of 2 values )

dark drum
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Personally I would probably have 1 instance static mesh component per 4x4 chunk area. Maybe even a 2x2 chunk area.

mystic umbra
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each actor generates 5 by 5 by 5 cubes.

i have tried playing with the numbers but no luck

dark drum
mystic umbra
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it depends. i have tried having 4 actors ( 30 by 30 by 30 ) and i have tried 20 actors ( 10 by 10 by 10 )

however i put a delay between each of the actors so they dont all start spawning at once

mystic umbra
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are instanced static meshes the best to do this either way?

faint pasture
mystic umbra
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depends on the amount of actors in the scene. each actor calls it only once

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so usually between 10 to 20 times

faint pasture
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So where is the time spent?

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You need to figure out how long your voxel data takes to generate, and then how long it takes to get a chunk from voxel data to instances

mystic umbra
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i tried asking a friend before. he told me that Adding instances in general is a little heavy and cant be multithreaded. and that it needs to be on the game thread

its probably in the CPP side

faint pasture
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time it

mystic umbra
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Using the profiler?

faint pasture
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yes, you can put your own scoped profiling stuff

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Although you can probably just do it from BP to be honest, just do something like:
ButtonInput -> record time -> call into C++ to do the generation -> record time -> print

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For example this is my tracing harness for something in my game

mystic umbra
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Oh you mean how long it takes for an actor to spawn all its instances?

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( Good luck on your game bro ^^ )

if so then give me a second

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Not the best naming possible xD

faint pasture
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so you can see where it's slow

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none of that looks slow, 6 ms to add like 100k instances doesn't seem nuts

mystic umbra
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im looking for tips in general to optimize the generation even more. i get even better results when disabling collisions. but im looking to squeeze more ^^

faint pasture
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your best bet is going to be not using 1 instance per voxel

mystic umbra
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you mean per actor?

faint pasture
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how many instances total does your scene contain?

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instances, not actors, not components, instances

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is it 1 instance per voxel?

mystic umbra
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16 by 16 by 16. for 20 actors

about 80K

blissful dirge
#

super noob here, I'm placing a bunch of trees in my level, these trees all have a variable referencing another actor in the level, what's the easy way to set that variable so every tree references the same actor without having to set it by hand every time I add a tree to the level?

faint pasture
faint pasture
mystic umbra
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i dont remember. i changed some values

IIRC the original had the depth of 3. so 16x16x30x20

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30*

blissful dirge
mystic umbra
#

i tried playing around with the value of the first two digits ( X , Y ) and increase the amount of actors. same stutters, same time

i thought it could be because there is too many instances spawning per actor but it doesnt seem to make a difference

faint pasture
faint pasture
blissful dirge
#

I have one right now, I want to add hundreds or thousands

mystic umbra
faint pasture
#

You don't want the trees to be actors with their own code for this, have a thing that just updates trees instead

charred oyster
#

Hi, I'm new to Unreal Blueprint and I'm kind of struggling with something right now. I have a game where I have to make a cube fall when shooting a projectile at it. I working on the lose condition that happens when you have no more projectiles left and the cube has no velocity. Currently, I know when the player has no more projectile and I display the lost screen. What I need to do, is to do a constant check of my cube velocity once the player shot his last projectile (If you know what node can be used for that, it will already help me). Then, if the velocity drops to 0 (with a threshold to prevent softlocks), I wait 1 or 2 seconds just in case while continuing to check the velocity (this is to prevent wrong true statement like when the cube is send in the air and he reach his max height, velocity will be 0 but the cube can still touch the floor). If the cube has velocity again then I continue the permanent check and if the cube has no velocity, I wait for 1 or 2 seconds again just to be sure. I also need to add a max duration to the whole thing. If the cube velocity is 0 or if the timer reached the max duration the player lost.

If you can give me a clue on which nodes could work for me or need more details, reach out here or in PM :)

Thanks to anyone who can help me

dark drum
red topaz
#

Hello folks! I would like share my tutorial about Finding Blueprint code changes within version controll commits In Unreal Engine finding the blueprint code changes manually is time consuming. Compared to text based programming languages like c++ , C# , unreal blueprint codes are not in text file when saved as a file. They are in binary format. Hopefully using "UE Diff tool" + version controll system, it is one click to find the code changes on a blueprint code or parameter changes withing version controll commits or any other files that are manually migrated into the project.

https://youtu.be/tl8rcQ4hjAA

In Unreal Engine finding the blueprint code changes manually is time consuming. Compared to text based programming languages like c++ , C# , unreal blueprint codes are not in text file when saved as a file. They are in binary format. Hopefully using "UE Diff tool" + version controll system, it is one click to find the code changes on a bluepri...

▶ Play video
charred oyster
dark drum
#

Does anyone have any suggestions on how I could get the start of the line to hug the outline of the mesh? The outline a PP material using stencil buffer. The line is using the draw line function between two anchor points that I can move around.

In summary, how could I get the world location (or screen space) of the edge of the visible mesh?

lofty rapids
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i think if you need it screen space, once you have the bounds you can convert it

dark drum
lofty rapids
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i did this and it seems to have places the spawned actor at the edge of the component

lofty rapids
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i spawned the blue ball at that point

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that puts it in the center, you can use y as well to get it more to the front

dark drum
# lofty rapids

Yea, with where the ball is, the line would start inside the outline. I guess a better description of what I'm wanting is to get the point along the edge of an object silhouette.

lofty rapids
dark drum
#

I've also trying getting the closest location on the collision which seemed better but there were still times the point would end up in an odd position.

lofty rapids
#

something like this point ?

dark drum
# lofty rapids idk what you mean by solhouette of an object ? but using the bounds and adding a...

A silhouette (English: , French: [silwɛt]) is the image of a person, animal, object or scene represented as a solid shape of a single colour, usually black, with its edges matching the outline of the subject. The interior of a silhouette is featureless, and the silhouette is usually presented on a light background, usually white, or none at all...

lofty rapids
lofty rapids
dark drum
lofty rapids
#

if you shot a trace from the camera to the center of the thing

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and then just moved it over a bit for abunch of tries

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untill it misses

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sounds a bit much but could work to do this

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i don't know how fast it would be for when you move

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it's just a quick thought might be worth a shot

dark drum
#

This is what the stencil buffer looks like that's used to make the outline.

I did think of using line traces but yea, it seems a little over kill. I might give it a try though.

lofty rapids
#

you w ould have to turn them to screen space first

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then check for the right most point

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might be more efficient then a bunch of traces so close together

dark drum
naive egret
#

Hey how do you make a 3d widget appear based on click with blueprints?

lofty rapids
lofty rapids
lunar coyote
#

In the BP editor, does right clicking to bring upp the node menu also cause UE to "repopulate" the list every time for you guys? For me, I see a blue bar and nodes being added to that menu. It only takes like 0.3s every time, but it's still annoying. It used to just have all the options instantly before.

lofty rapids
lunar coyote
#

Noise no, only on 30% gpu, 10% cpu. Windows yes

lofty rapids
#

interesting i was going to say check the task manager, but 10% cpu thats weird it's taking time

#

and you restart the editor ? nothing changes ? what about a blank project ?

lunar coyote
#

@lofty rapids I'll try. So that doesn't happen to you too?

lofty rapids
#

no it's pretty fast actually

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i don't see a blue bar at all

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sometimes it takes awhile to load on a big blueprint

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but usually it pops right up

naive egret
lofty rapids
naive egret
lofty rapids
naive egret
lunar coyote
#

@lofty rapids It still happens in an empty project. I mean it's fast, just a fraction of a second every time, so it's not a problem, but I'm just baffled by it lol. It used to be instant in previous versions. But this isn't the worst performance issue at all so it's fine.

naive egret
lofty rapids
naive egret
opaque geyser
#

Hello, I am working on a project that involves gravity manipulation. I'm trying to make a system that smoothly trasnition from one gravity oreintation to the other. (If you just set new gravity direction it snaps to that direction). My code seems to work very well untill the last second. If starts to jitter the character. At more extreme changes in gravity (like flipping totally upside-down) it jitters even earlier and never reaches the new orientation. Any ideas? My math could very well be flawed.

lofty rapids
naive egret
#

this right I just enabled it

lunar coyote
#

@lofty rapids oh you know what I think it is? Editor Preferences > Blueprint Editor Settings > Advanced> Context Menu: Non-Blocking Per-Frame Threshold (ms).

By default it's at 50. if I set it to 1, that context menu takes forever to populate, if I set it to 1000, it's a short delay to open that menu but it's populated when it opens. I assume that value was something like 150-200 in previous versions, so that's why I didn't notice that delay in earlier versions.

naive egret
lofty rapids
lofty rapids
naive egret
lofty rapids
#

theres set game mode ui, set game mode only, set game mode an ui

#

are you using any of these anywhere ?

naive egret
lofty rapids
opaque geyser
#

I'm definetly not a math expert

faint pasture
#

just use current as current, and set target to be MakeFromZX with Z being gravity and X being current forward

naive egret
faint pasture
#

that'll enforce up as being gravity, and x being as close to previous x as it can get

naive egret
lofty rapids
#

on and off atleast

lofty rapids
opaque geyser
faint pasture
#

have current rotation be the literal current rotation

opaque geyser
opaque geyser
faint pasture
#

have target be MakeFromZX(-Gravity, CurrentRotation.Forward)

lofty rapids
lofty rapids
naive egret
#

ok and?

lofty rapids
#

did you have a mouse cursor before ?

naive egret
#

yes

lofty rapids
#

or when you click it went away ?

naive egret
#

enabled it when I enabled on click

lofty rapids
#

ok, and your sure your using that player controller ?

lofty rapids
opaque geyser
#

Lol, that's not working either @faint pasture

#

Hold on

faint pasture
lofty rapids
# naive egret LEMME CHECK RQ

because if it was, you may not be using the right controller, and enabling things won't matter r if it's not actually in the gamemode override

opaque geyser
faint pasture
opaque geyser
faint pasture
lofty rapids
faint pasture
#

how does a VInterpTo on gravity behave?

opaque geyser
opaque geyser
opaque geyser
lofty rapids
#

i have 5.3.2

#

so i can't get this node

opaque geyser
# faint pasture how does a VInterpTo on gravity behave?

Wait, I take that back, the problem with that was that if the gravity exactly 180 degree change, then it would only change that one value of the vector resulting in a snapped flip once it finally reached the other way instead of rotating. So that's why I started with rotators rather than using vectors. It's a shame, cause if it weren't for that, it would work perfectly

opaque geyser
naive egret
lofty rapids
#

somethings blocking the click

#

do you have a main widget at all ?

naive egret
#

nav mesh?

opaque geyser
#

I think Adriel gave up on me, lol

lofty rapids
# naive egret nav mesh?

i don't think that would stop the clicks, if you had a widget that was on the screen and blocking then that might make sense

naive egret
lofty rapids
naive egret
#

there is this

lofty rapids
#

ya this

lofty rapids
naive egret
lofty rapids
#

if this doesn't work, then somethings probably on the widget full screen blocking

faint pasture
opaque geyser
# faint pasture Is your gravity always the same strength?

Within the rotation yes. Overall, no. Before it starts I set it to 0 so I don't have to worry about it trying to "fall" with gravity as it changes and then one the final direction is reached and the "rotation" is finished, I set it back to default.

naive egret
faint pasture
#

You can try SlerpVectorToDirection with your own math to make it the same behavior as vinterpto

#

or just maintain a rotation and rinterpto it all the time and set gravity based on it, might have some artifacts though

lofty rapids
naive egret
#

ok

opaque geyser
lofty rapids
lofty rapids
naive egret
opaque geyser
#

@faint pasture Thank you so much, that did just work. I've been working on that for a LONG time. Migrated to MOVER for a short while so I could rotate my capsule, it was an awful experiene. Thanks, that was days of my life, lol

lofty rapids
naive egret
lofty rapids
#

this doesn't look like the right widget though

lofty rapids
naive egret
#

oh wait

#

this one right?

lofty rapids
#

check the visibility of the containers

#

i think this might be a thing for widget reflector, i've never used it before but i heard you can see what widget is getting the inputs with it

naive egret
#

hmm

#

you think this hud is blocking the mouse from clicking the actor?

lofty rapids
naive egret
#

hmm

lofty rapids
#

click pick hit testable widgets

#

and hover over the viewport while your playing, and click see what it shows

naive egret
#

ok

lofty rapids
#

you should just be abble to hover

#

and if your not getting blocked it will be the viewport

#

but if a widget is blocking it it should show that

#

for instance if you just started a new project, show mouse cursor, and enable click events

#

the on clicked should work, pretty much thats all you need

naive egret
#

Wokay Imma check that out

#

is line trace better?

lofty rapids
# naive egret is line trace better?

i mean you could perhaps do a line trace on click, but i don't think it's "better"
imo this would be just hiding a problem instead of fixing it

#

but it could be a possible work around

#

it's easier to implement the onclick on each one, then line tracing, and calling an interface function

#

i would take a look at what the widget reflector says

#

if it says your viewport isn't the one getting input, and shows a widget then thats your issue

crimson arch
#

hello . I'm new on this server. Can someone please help with my blueprint? I don't see the problem , but when the zombie comes near me , it stands for like 5-10 seconds and then attacks me, but I want it to attack me instantly. here's my blueprint if someone knows please respond

naive egret
#

does that mean the viewport is getting the input?

lofty rapids
lofty rapids
lofty rapids
#

hmm

snow halo
#

Hi I have a question. I have a widget made for my main menu. Im pressing the Play button, but nothing happens, not even the play event works, it's as if the click input doesnt go anywhere. 🖱️😞

crimson arch
snow halo
#

I have also an event dispatcher that will unfreeze the game and will turn it to normal speed where's when you're in the menu selection it's time is frozen ⏲️ 🥶 🧊

snow halo
lofty rapids
# snow halo

what is this doing? your creating a main, then looping over all main, and adding a main ?

snow halo
#

oh you're right

#

I totally didnt pay much attention to that

naive egret
# lofty rapids hmm

I gotta dip for now Imma continue searching about this tmmr thanks for the help !!

lofty rapids
#

make sure this is set in your project settings as well

snow halo
lofty rapids
snow halo
lofty rapids
lofty rapids
#

self only

#

so it doesn't effect the children

snow halo
lofty rapids
#

whats the visibility of the button ?

snow halo
#

I tried visible

#

same result

lofty rapids
#

it should of been visible

#

hmm

#

does the quitt button work ?

snow halo
crimson arch
snow halo
#

I've added this {self} here

#

but no change

#

I've set global time dilation to 0.1 instead of 0, still doesn't work

#

I think this problem might be related to having the widget blueprint on the level blueprint

#

any time that I've created widgets inside of actors they worked

#

only now im creating a widget from a level blueprint for the first time & it doesnt work

#

and i have many widgets in my world and I never had this problem

#

But I need to have this code inside of level blueprint, although I can also have this code inside of controller

#

because im using the same game state, im not switching around any levels or anything, im in the same island level both in menu & after I press play

crimson arch
lofty rapids
lunar sleet
lunar sleet
snow halo
lunar sleet
snow halo
#

only for these

#

not for this one

#

im also using these now but still doesnt work

#

inside of the widget

snow halo
#

but the dispatchers can work, im curious where could I put these instead of the level blueprint? Is there a better blueprint to house them?

lunar sleet
#

Yeah, I’d say do your best to avoid level bp. If need be you can always set different player controllers or just use one and have a check that does diff things depending on the level

#

But to answer your question player controller or game mode or even game instance would prly be ideal

#

Depending on your approach

lunar sleet
#

Yes

snow halo
#

which of these is the game instance?

lunar sleet
#

You have to create a GI bp parented to Game Instance, same as you would for your PC or GM

lunar sleet
#

Hence why I said it depends on your approach

snow halo
#

oh I was going to do this anyways after I created a main menu , because I needed to do that anyways for my saving system, but I thought I can't have a saving system before a main menu first 😅

narrow sentinel
#

if theres anyone in this channel that knows how to do control rig stuff at all would love some help over in that channel, having a bit of a mare with it

snow halo
lunar sleet
#

Not quite, I think it happens earlier

#

I think it should have its own begin play but I can’t rmbr

lofty rapids
#

i don't think it has begin play

#

just init

lunar sleet
#

Oh maybe then. I wouldn’t assume it replaces begin play tho, GI init could be occurring way before anything else, but you can always test it

snow halo
#

mouse button events still dont work, seems its not related

lofty rapids
#

did you check the widget reflector ? something i learned about the other day

#

it will tell you if something is blocking

#

it will tell you when you hover over the button what is currently consuming input

lunar sleet
#

When it comes to widgets sometimes there’s things on top that can cover the area where you’re trying to get a click response from

lofty rapids
lunar sleet
#

You mean set input mode?

lofty rapids
#

do you have game only ?

snow halo
lofty rapids
#

interesting

snow halo
#

Though I think it's kinda weird how I have it right now

#

so it first goes to game instance from level blueprint, and then from level blueprint to widget and then back to game instance like a ping-pong with this dispatcher here 🏓🎾

lofty rapids
#

when you hover over the button, do you notice any change or nothing happens ?

snow halo
#

But the problem is, if im going to make a modular menu with more functionality then this isn't really gonna be very modular

lofty rapids
#

ok so create a blank widget, throw a canvas on it, throw a button it

#

see if that reacts to your clicks

robust belfry
snow halo
lofty rapids
#

idk much about it, i just heard about it the other day

lofty rapids
lofty rapids
snow halo
#

for example here's crafting menu

lofty rapids
#

ok so it's working with other widgets

snow halo
#

also I just realized canvas has this collision

lofty rapids
#

not hit testable (self only) iss what you want

#

this should click through

snow halo
#

ill try to remake the widget

lofty rapids
#

also

#

try to remove from parent

#

the add to viewport

#

again later on

#

to see if something is over it

snow halo
#

there are many widgets on my screen 😂

#

but they are not visible

lofty rapids
#

iff you remove then add it will bring it to the top

#

so do that on button click or a keyy press

#

just to see if thahts the issue

snow halo
#

yes

#

somehow when I do that

#

for example

#

i click on a chest

#

it opens up a widget

#

then it works ➡️ ✅

#

or when I open up my crafting menu or any other menu

#

very strange

lofty rapids
#

when you are displaying it are you just changing visibility ?

lofty rapids
#

does it not do anything ?

#

show what the widget reflector shows when you hover over the button

lofty rapids
snow halo
#

I just wish there was a way to set a priority on the widgets

lofty rapids
#

so you can set which ones go over what

#

click on the arrow down on the add to viewport

#

and enter a high number for thatt one

#

if you want it always on top

sharp ferry
#

Hi, how can i make the Followcamer not going out the view but having collision with walls?

lofty rapids
sharp ferry
lofty rapids
sharp ferry
#

it goes out

sharp ferry
lofty rapids
lofty rapids
sharp ferry
#

the camera is behind

#

should i change some options to respect the wall collision when i move the visual?

lofty rapids
#

well you can do a line trace and move the camera, but a spring arm does this automatically

lofty rapids
sharp ferry
lofty rapids
sharp ferry
#

where are components sry

lofty rapids
#

i think thats your spring arm

sharp ferry
#

i added the srping arm yea

#

its below Folowcamera now

lofty rapids
sharp ferry
#

yea i have a camera boom

lofty rapids
sharp ferry
#

yes

lofty rapids
#

check do collision test

#

is it checkedd off ?

sharp ferry
#

on*

lofty rapids
#

hmm

#

and what is says for probe channel ?

sharp ferry
#

''camera''

lofty rapids
#

whats the collision on the walls n stuff ?

#

is it block camera ?

sharp ferry
#

mh need to check

sharp ferry
#

is block all

snow halo
#

I'll try this to be sure 😁

lofty rapids
snow halo
#

it works ✅ z.order works 💡

lofty rapids
#

i actually noticed it the other day

lofty rapids
#

maybe your camera is offset

#

it doesn't seem like it in the picture it's just a bit off zero

steady night
#

hi i got this "lava" material but its like draining all the light making the room super dark

#

how do i turn that off ?

lofty rapids
#

you can probably turn it down or off completely

steady night
#

yeah

lofty rapids
#

show the material

#

hopefully it's not too complicated, but there is #materials if so

steady night
#

im thinking it could have with blend mode or shading model to do or ?

snow halo
#

Another question, I have a swimming post-process inside of my character blueprint.

Im trying to make a sequence video start on begin play. Like this video:
https://youtu.be/-b9FO8iQYSY

he deletes this Player Start Object, and adds in his FirstPersonCharacter object. But if I do this then before I start the game I'll have this post-process always in my face.

Although when I press play it goes away, I still want to understand why that happens. This post process...

My prost process on Character Begin Play is automatically set to disabled by default. It only enables when I enter the water 🌊 🏊‍♂️

Hello guys, in this quick and simple tutorial we are going to learn how to create an opening cinematic, and then switch into gameplay in Unreal Engine 5.

Detailed Level Sequence tutorial: https://www.youtube.com/watch?v=60iYC0fkjhE&t=189s
Follow me on Twitter: https://twitter.com/GorkaGames
Subscribe to the channel: https://www.youtube.com/chan...

▶ Play video
#

I remove the character blueprint, and use the Player Start, it all works ✅

lofty rapids
#

emissive color is whats doing that i think

steady night
#

yeah that was simple

#

however the emissiv stuff makes it glow obviously

lofty rapids
#

or the material itself

steady night
#

yeah

#

inst

lofty rapids
#

ok so theres probably a setting

#

possibly whatever this parameter is

#

for how much it glows maybe ?

#

or there should be propertys anyway hopefully with good names

steady night
#

yeah well it multiplies by 1,0 if i reduce to 0.2

#

wait ill show u

lofty rapids
#

did you change the instance or the material ?

#

change the property in the instance

steady night
#

im using the main one now

#

1: 0.2 2: 1.0

#

is as "base color" instead of emissive

lofty rapids
#

ya thehre should be in the instance settings as parameters for this kind of thing

#

like brirghtness

steady night
#

i like the one where its glowning the 1.0 but its so dark on the platform

#

i made the material myelf, (tutorial)

lofty rapids
#

so it won't be as bright

steady night
#

yeah that helpd abit but the reflection i awfull

lofty rapids
#

i can't help much more with materials, something i have just done a little not much with

lofty rapids
#

you should always have a player start

#

thats the goto for the beginning of the game

steady night
#

hm alright ty , ill check with material

#

or i changed it to "unlit" hading modelk

#

much better

snow halo
steady night
#

perfect *

snow halo
#

player start is an object

#

but player start is not the same as character bp

#

he uses his character bp, not the player start element

onyx token
#

is there a smarter way to do this? mgtySus

#

to make 08 instead of 8

#

this seems really dumb.

visual ember
onyx token
#

oh god

sharp ferry
onyx token
lofty rapids
#

set it the location to 0,0,0

#

yourcamera should be at the end of the red line

#

if you want to move your camera, rotate the spring arm

#

if you want it to go farther back use target arm length

sharp ferry
#

i've learned also what is the spring arm too

uneven crest
#

Trying to get the end point of where my mouse is clicking but the logic isnt working

#

is something off with my code

#

it doesnt go where i clicked

lofty rapids
uneven crest
#

i want to spawn a actor from a certain point, and have it end where the mouse click is in the world

lucid stream
#

I have a user widget that contains another user widget. My upper layer is ticked but the contained widget is not. Is that normal? Are we expected to manually tick containing widgets?

lofty rapids
surreal peak
lucid stream
#

Oh silly me I just wasn't called the parent class tick

#

Ty!

uneven crest
#

Nevermind got it to work

lofty rapids
uneven crest
pastel garnet
#

anybody need an object pooling solution? I created one and looking to get feedback on actual use cases for it and the performance benefits
https://github.com/Lazy-Jason/LazyGenericDynamicObjectPool.git

im trying to improve my skills in unreal and get myself ready for industry level optimisation consideration 🤧 this is just start

GitHub

Provides an all in one generic pooling system for all actor type allowing for dynamic allocation of actors to a pool with similar types and auto shrinks when to free up memory of unused pools. - La...

snow halo
#

Hi, I have a problem 🎮 🪲 🦠

#

So when I start my game. I have an camera sequence playing 📽️ the camera is floating around etc etc.

#

and the main menu shows up on the screen 📺 💻 🖥️

#

while the screen is moving around

#

this all happens on begin play! ▶️

#

but as soon as I begin play there is going to be a character getting created. How does that happen? I dont want a character to be created by begin play facepalm

#

I wanna try to create & spawn it through blueprint manually 🪄 ✨

lofty rapids
snow halo
#

yes

lofty rapids
#

in your game mode override
select none as default pawn

snow halo
#

and I have both Player Start element as well as the character blueprint deleted from the level

lofty rapids
snow halo
#

(I just noticed this)

lofty rapids
#

it happens in selected vieport i'm pretty sure

snow halo
lofty rapids
#

ya thats whats happening, the level is loading from the override

snow halo
#

This is why I wanna destroy the player character

snow halo
#

🤔

lofty rapids
#

you want a player start for sure

#

but don't have the override load the pawn

snow halo
lofty rapids
sharp ferry
#

i-ve followed step by step a tutorial to grab and object with E and drop it holding t, i setted all the nodes like he did but hes in first person im in third, he use the Fir person camera as first node, what should i use_

lofty rapids
#

first node ? wdym ?

#

are you talking about the trace ?

lunar sleet
sharp ferry
#

yes

snow halo
lofty rapids
sharp ferry
#

i did that on my main character BP

lofty rapids
lofty rapids
# sharp ferry

you don't want to multiply, try a add instead on that trace

sharp ferry
#

the blu node?

#

i understand nothing of that i just copied his nodes and did exactly the same so is so difficulty to understand how to add instead of multiply

#

i guess the multiple are the two yellows nodes

lofty rapids
#

see this is multiply, it's usually add

#

but draw the trace

#

draw debug type

#

select persistent

#

then when you press the key you'll see the trace

#

to see if it's going straight and far enough

sharp ferry
#

i

#

added the +

#

instad of multply

#

i cant pick up the two objects

#

i dont understand what should i add instead of first person camera

#

bc i dont have first prson camera

#

im third person

#

so i added the capsule that

#

there*

lofty rapids
#

ya the capsule should be fine

#

read what i wrote above

#

draw debug type

#

you can track what is going on with this trace

#

atleast see if that is working

sharp ferry
#

how do i active that?

#

i started unrealengine today

lofty rapids
lofty rapids
sharp ferry
#

its weird i followed the tutorial step by step node by node

#

i know about the trace that lights up meaning its working

#

if u mean the dynamic connection smooth

sharp ferry
#

id like to understand what im adding and doing

#

to be self-sufficient later

#

i will try another tutorial in Third person same grab and drop

lofty rapids
#

it will do more to help with thhe nodes

sharp ferry
lofty rapids
#

likee how the nodes work, what variables are, functionns, stuff like that

sharp ferry
#

yea indeed i dont even know whats a function or variable

lofty rapids
lofty rapids
sharp ferry
#

thanks im gonna save the videos

glossy fern
#

Hey guys, I have a small questions, if I have a character blueprint X , with a component Y , the component Y is implementing an interface Z, if I call a function from that interface from another blueprint outside of this scope, does the call work on the character X or is it ignored ?

faint pasture
#

What component and interface is this?

#

You can probably get rid of the interface

glossy fern
#

I meant like a projectile hits a character X, character X has component Y (custom BPC), component Y is implementing interface Z.

  • a projectile K hits character X , and calls a function from the interface Z , does that call go through or not?
#

if its too unclear please tell me 😅

faint pasture
#

Does the projectile call Character.Z or Character.ComponentY.Z?

glossy fern
#

so no, it does a call on the hit object

faint pasture
#

Character does not implement Z so no it won't do anything

#

Is this health and damage?

glossy fern
#

which is the character X, but the projectile doesnt cast or anything it just calls the interface function with the hit object as a target

faint pasture
#

that casts under the hood

#

but casting is fine

#

to base classes that are commonly used its basically free

glossy fern
#

yeah just like health and damage

faint pasture
#

I'd just keep the component energy going though, doing damage to something can just be "Get component by class HPComponent, call HPComponent.TakeDamage if it exists"

#

you can think of a component as an interface + state

glossy fern
#

ahaaaaa nice !!

uneven crest
#

Anybody know why its not firing the projectile

#

it spawns the acotr

#

actor

#

but doesnt shoot

#

projectile movement is added to the class

#

Nevermind got it

lofty rapids
sharp ferry
#

i almost comploted the tutorial but im stucked in one place, about the third person grab an object holding it with mouse left. so the problme is, he used ABP_mANNY and have different nodes like this but on my character i can't connect that grey node to add a pin and procede with the tutorial

#

in this phase im trying to add ( i think) the carrying animation of the box

uneven crest
lofty rapids
sharp ferry
#

i was litearlly to the end of the tutorial

lofty rapids
#

"create a new pin" ?

#

are you still not sure what the white lines do ?

sharp ferry
#

holding my BP box

sharp ferry
faint pasture
sharp ferry
#

but i just would like to try to complete the turoail and add this function to my ''game''

faint pasture
#

Then slow down and figure out what it is you're actually doing

sharp ferry
#

thats true

#

but i was to the end i would've liked to add this anyway

faint pasture
#

This is just a sequence node, it's just there for convenience

#

A -> Sequence -> B
-> C
-> D
-> E

is exactly the same thing as:

A -> B -> C -> D -> E

sharp ferry
#

what is that for? to connect what?

#

i think i need to keep on the tutorial with that thing to connect my Idle carrying animation as a new pin

sharp ferry
faint pasture
#

Why do you need a sequence though

#

it's the same as just adding stuff to the end of your execution

#

you really need to back up and just do something super simple, make an actor that does something super simple on begin play, like:

Begin Play -> delay -> do something -> delay -> do something else

sharp ferry
#

im holding the box, and now proceding with tutorial i need to add the idle with the splitted Idle carrying and walking animation

sharp ferry
#

i dont get why in the left panel of ''MY BP'' he has ''character'' and i dont

#

below Reference, i do not have ''character''

faint pasture
#

You have Nadine

#

you really need to just get the basics

#

you're flying blind here

sharp ferry
sharp ferry
faint pasture
#

make a door that opens when the player gets near it

sharp ferry
#

i will start to watch the two tutorials that engage snet me

faint pasture
#

make a platform that moves up and down forever

sharp ferry
faint pasture
#

It's easy, but you don't even know what execution pins do right now

sharp ferry
#

even to make my character move with WASD i understood nothing followed the tutorial but did it

#

yea is wrong i know

#

but probably the door is gonna be complex as well

faint pasture
#

Make an actor that does something super simple, and do it without a tutorial

#

it's not complex at all

sharp ferry
#

i understand nothing of this nodes

faint pasture
#

Then go back all the way to the beginning

sharp ferry
#

the only nodes i use are blender PBR

#

and some compositing rneder

#

render

faint pasture
#

Do you understand basic programming?

#

the concept of a function, a variable, a class?

sharp ferry
#

i thought bluprint was easiest

#

than coding like unity

#

or idk

#

well with time i willl learn some new stuff

#

today i've learned a bit the layot, import materials, assets and others basic stuff

#

collisions, camera settings etc

#

i have in program to make a game where my Nadine cook drugs in this garage and i will also change her clothing

faint pasture
#

Blueprint is easy but it's still programming, you still need to know the concepts

sharp ferry
faint pasture
#

Very very good for getting the basics

sharp ferry
uneven crest
#

I have a projectile sphere that when it lands, just goes through the level. I have bounce ticked on the projectile movement. what else do i need to tick?

lunar sleet
#

Collision

uneven crest
#

i added a collision but it still doesnt do anything

karmic sinew
#

is there any way to keep a player moving in a direction without input, and be able to direct themselves while doing so?

i've tried fiddling around with the character movement parameters and nothing worked, so i came up with a roundabout method with a counting script (pictured here), but is there any way to do it without it?

#

player rotates using AddActorWorldRotation, and these are operated by button presses so it all starts off EventTick

snow halo
#

Hi I have a question about a struct im making.

#

Im on to this video, (timestamped already)

#

my question is... I have a world with many many actors

#

some of these actors are manipulated

#

like you pick up a fruit

#

that fruit never grows back

#

or you break down a plant or you create a farm somewhere

#

aka you plow the dirt (it creates a plow dirt blueprint somewhere in that level) but now think of this... I have many types of items and probably a lot of these items are gonna be placed at maaaany many areas around the map

#

so my guess is, load and save could get a bit expensive or heavy, this can be kind of complicated

#

this is the player struct I have so far.

#

However, I've made it so that trees grow back after 50 seconds so now I dont have to save anything regarding trees

#

but the farming system will probably get really complicated

steady thicket
#

Hi! I’m currently working on a third-person movement system using Enhanced Input, and I want the player’s movement to be relative to the camera’s rotation and position. Basically, when the player presses W, the character should move forward in the direction the camera is facing, and A/D should strafe left and right accordingly. However, right now the movement is completely off — pressing W moves the character to the left, S moves right, A moves down, and D moves up. I'm using the camera’s world rotation and then getting the forward and right vectors, which I plug into Add Movement Input. But I think I may have wired the input values (X and Y) incorrectly or misunderstood how to apply the camera's rotation. Could someone clarify the correct way to use the forward and right vector from the camera for this type of movement? Should I ignore the camera's pitch or swap the X and Y input axes?

uneven crest
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Is there a way to get the closest actor to a certain location?

faint pasture
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What's the use case

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I'd probably do some traces instead of iterating over every actor in the world

crimson arch
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burnt citrus
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uhm, if i have a function that end with a loop, do i need to use a return node on the "completed" output of the loop?

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i mean if i need to add a different function or other stuff on the same exec line

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i'm worried to add stuff after the function and they are still looping

visual ember
burnt citrus
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i suspected that but i wanted to be sure 😄

visual ember
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functions are "scopes". so whatever happens in the scope, stays in the scope, so to speak. once you exit (return) the function is no more, so is the loop inside of it

burnt citrus
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so if i attach a return node to the looping part inside a function, the next function won't loop either?

burnt citrus
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i think it will not loop :p

visual ember
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and why is that?

burnt citrus
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cuase you said function are scopes? 😄

visual ember
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and what follows from that? 😄

burnt citrus
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btw i can just attach a print string after a function to see :p

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i was just asking to be really sure

visual ember
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and I just suggest to "think it through" quickly first. should help with understanding 🙂

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and then test to confirm your prediction

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(but yes, once the return is called, the function stops the execution, including the loop)

burnt citrus
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so basically return nodes are used only for output variables

visual ember
burnt citrus
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ah, nice

visual ember
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other than that return nodes are somewhat optional

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cause the function will return automatically once it has nothing else to call (execute) next

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it's advised to put return nodes explicitly though, so the intent is clear

lime crow
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anyone know where the show fps button has gone in 5.6?

lime crow
remote shore
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i have some issue trying to send information between 2 blueprint. The Item BP has the item information and on event i want the information to go to my component BP_Inventory. BP_Inventory is also inside my player controller

lofty rapids
remote shore
lofty rapids
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this node might be what your after

remote shore
lofty rapids
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set the target to be the playercontroller reference

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or just get player controller and use that if it's the active one which i bet it is

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and then use that as target, then get component of class, bp_inventory

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then drag out from that and run the event

remote shore
lofty rapids
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you need to actually set the variables value after you assign a type

lofty rapids
remote shore
lofty rapids
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you can replace that item with get player controller -> get component of class

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then when you drag out, you should be able to call the event

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oops you started a thread mb

granite nacelle
lofty rapids
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the tick, unhook it just to test

granite nacelle
lofty rapids
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but can you show what it does without the tick hooked up ?

granite nacelle
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tried begin play also

lofty rapids
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so it lands, rotates toward the next, then delay and move again

lofty rapids
sharp ferry
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to add a Posterize effect to my render, i have to do with a material?

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or is it possible to do with BP on the whole scene?

granite nacelle
lofty rapids
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collision can be a pain, it needs to be seet just right

granite nacelle
granite nacelle
lofty rapids
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i just can do debug stuff, could be this, could be that

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i'm still learning myself

lofty rapids
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videos are a pain tbh, you have to pause and click through to get views on what is going on it's hard to track imo

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videos are good for showing the problem not the code i think

void pewter
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hi guys i just need help what's the material function. I really confused about this. I don't get it clearly

lofty rapids
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are you asking what is a material used for ?

void pewter
lofty rapids
lofty rapids
lime yoke
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I'm curious about these situations. I know using cast is mostly bad with some exceptions and if possible using interfaces are the best option, but between these two type of events, which is "better"? I'm using Character as an example but I'd replace that with my own PlayerCharacter class with has much more features and components (which may require more memory usage?)

zealous moth
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@void pewter let's say you need to sample all 9 directions of a single pixel. You can either copy paste the same thing 8 more times or make it a function and have a different input.

lofty rapids
zealous moth
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@lime yoke using cast isn't bad. Having several hard references in a container or using non-specific casts can be bad but most of the time aren't.
Interfaces are used for messages in a sense that if it has that interface, then it will see it so you don't need to cast to 100 objects at once.
To answer your question, you can use get player character and launch that instead of casting.