#blueprint

1 messages · Page 327 of 1

lime yoke
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I don't know if having an input of the class character could be considered equally to a "cast" to a Character class.

zealous moth
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@lime yoke it is.

lime yoke
lofty rapids
zealous moth
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@sharp ferry you would need tonuse a material parameter collection and a post process effect.

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@lime crow you can also type ~ to get the cmd prompt and type 'fps' and enter. Toggles it

visual ember
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cast is a virtual problem. the reference to an asset iscan be a real one

mental bobcat
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I have a stats struct that is in a Data Asset.

during runtime, I modify the stats struct when I pickup a power up.

The changes are persisting/updating the struct in the Data Asset even after runtime ends.

Is that normal or a bug of some sort?

lofty rapids
lofty rapids
mental bobcat
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only altering the stats held in the struct on a spawned in during runtime actor that has the data asset as a variable. and yeah the values are staying changed

mental bobcat
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yes only tested in pie so far

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excuse the spaghetti here lol

lofty rapids
# mental bobcat

right so i'm guessing you just want to update the stats during runtime and not keep these right ?

lofty rapids
lofty rapids
# mental bobcat

you have stats on the weapon as a structure, did you set them to the values from the data asset to begin with ?

mental bobcat
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yes only keep the stats during runtime. but I'm building out a bigger system for weapons in general.

the modify stats is on the weapon base

lofty rapids
lofty rapids
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and you want the player stats to update but not the asset ?

mental bobcat
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no... weapon stats

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player stats are being added to the weapon stats

lofty rapids
lofty rapids
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and anywhere you reference the asset to get the data, reference the weapon

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get the data from the asset when you spawn the weapon

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and set the original stats

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then use the variable on the weapon

sharp ferry
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seems like i have too much lights. i tried to play with paramentres

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i would like to make less posterizaztion and more darker i show u my material

mental bobcat
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this is setting the stats on the weapon. not on the player. so its not quite what you're saying. I'm taking the players stats and adding them to the weapons stats then setting the weapons stats.

lofty rapids
sharp ferry
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chat gpt was suggesting me only to set B6.0 AND ON divde 6.0 too. i had to increase because if i set 6. on both its totally dark

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then it suggested me a ramp node but i've tried to add and i cant do a thing with it idk

lofty rapids
sharp ferry
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sorry i should talk of this in material

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i thought i was alrady

lofty rapids
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the name is misleading if it's the actual weapon

mental bobcat
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hmm yeah, I think its over complicated. I may just nuke some of it and simplify

lofty rapids
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what you do is take from the Data Table, and put it in a variable where you can access it

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then just use that variable

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and it won't effect the original data

mental bobcat
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don't want to use data tables but sure

lofty rapids
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i meant asset

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what is weapon data asset ?

mental bobcat
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yeah, got what you were saying, just didn't want to use tables lol

lofty rapids
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it's not complicated, it's confusing what your saying

lofty rapids
mental bobcat
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my thought was to make a weapon base blueprint, store a Primary data asset in it that could be changed out as needed

lofty rapids
mental bobcat
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WeaponDataAsset = PDA_Weapon but I think, like you said, its the problem because its editing the main one, not a variable

lofty rapids
mental bobcat
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there and the modify stats function

lofty rapids
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because your modifying the asset is the problem most likely

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make a copy of it in a variable when you load the game

mental bobcat
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I didn't know you could do that

lofty rapids
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to use instead

visual ember
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I was avoiding data assets myself, so know very little, but I don't think they get edited permanently when packaged, only when you run from editor

lofty rapids
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ya i also read that

visual ember
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I'd check packaged game first

lofty rapids
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still annoying to mess with trying to play test

mental bobcat
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is that an engine bug maybe?

visual ember
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UE works in mysterious ways

mental bobcat
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I have UDN/Epic Pro Support so I'd happily put in a ticket for it if it is a bug

lofty rapids
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they are meant to be read only

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so you shouldn't be changing them anyway

mental bobcat
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technically only changing the struct haha

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But I guess I can just put the struct in the blueprint

lofty rapids
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use the data asset, to load data into somewhere else

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then modify that value instead of the actual data asset

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you could put it on the weapon that would be if you don't destroy it

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if you destroy it, the data is lost

blissful grail
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const-like data belongs in the data asset
runtime-like data belongs on an actor/object.

lofty rapids
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i would probably have a map of weapon id to stats struct

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and just alter those, probably in game instance

blissful grail
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I have a data table that has the weapon stats themselves. Then a data asset with the row handle. Then I have buffs/debuffs that apply based on those. So say I have a buff that increases the my magazine capacity by 10%. The DT will still say 30, but when I am getting that value, I'll check for the buffed value. So GetMagazineCapacity() would return something like Row->MagazineCapacity * buff (how the buff actually happens doesn't really matter, that's why I wrote the pseudocode like this)

mental bobcat
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hmm neat, the weapon stats only need to be changed during runtime

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making a vampire survivors-like

blissful grail
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So my BP_Weapon has a reference to the data asset that has all the other stuff (like the vfx, sfx, meshes, etc...). Then I access the row through the data asset.

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To create a new weapon, I just need a new DA and new row in that stats DT.

lofty rapids
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then just load em up with the data assets information

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then stat lookup time is really quick with a map

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O(1) ftw

dusky meadow
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Hi why does my character still crouch while in the air ?

high crescent
# dusky meadow Hi why does my character still crouch while in the air ?

What exactly are you asking? Why’s it crouching after you jump? Why’s it crouching when you’re falling? Give us more details. Why wouldn’t you be able to crouch in-air? It’s a feature in many games like Halo

Id assume your “Can Crouch” function has nothing blocking crouch when you’re in the falling state

Either way, we dont really know enough about your project to answer

dusky meadow
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Also if I manually check that the player isnt falling or flying it works as intended so i dont know why that function isnt working

lofty rapids
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it could be a bug, or maybe it was designed that way, but the issue is doesn't work either way

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did you try a reboot and it still doing the same thing ?

dusky meadow
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Okay thank you for the advice and i will reboot now

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It seems like that function is just bugged will use is falling instead

sick sky
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so its not a bug, its just the default implementation

dusky meadow
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Oh thats interesting strange they included it in blueprints without any options or warnings

lofty rapids
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i'm trying to vinterp my camera actor to my player, basically this should take 10 seconds to get there, but it's just instead

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i need to cache the value ?

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it's supposed to be like a camera lag in theory

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is it because i'm setting the location and this resets the current ?

visual ember
lofty rapids
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right so i thought i was using vinterp correctly

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but it's not working

visual ember
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any changes to location whatsoever?

lofty rapids
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ya it's as if i just set them to the same

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with no lag

visual ember
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so it just snaps?

lofty rapids
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correct

visual ember
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tried lower speed?

lofty rapids
lofty rapids
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it's the simple things that can be a pain in the ass lol

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this is the effect i was going after

faint pasture
blissful grail
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I used to put the stats in the DA as well until I learned about the hot patcher. Plus it does have the benefit of the one DT having all of the stats. So less jumping around when doing balancing changes.

remote girder
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What is the better way of binding events to event dispatcher between actors? Like, now I'm using Level BP as middleman between event holders and callback holders, but I don't know if it's right thing to do with Level BP. My main logic for using it like that: Level BP already has all hard refs for all level objects, so why not use it as middleman and call it a day, lol.

lofty rapids
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so your setting up bindings in the level bp ?

remote girder
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yeap

lofty rapids
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how are you calling them ?

remote girder
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That's the problem too, because I need to listen for some trigger events to trigger events from Level BP, etc. etc.
Like, I kinda don't want to do coupling between objects, but level BP is kinda bloated with that

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So, I want to find a better way of doing that, hehe

lofty rapids
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well what are you trying to do ?

blissful grail
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In BP? Your options are kind of meh.

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Is there any particular reason you don't just have your callback holder have a reference to the actor that it is trying to listen to?

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Instead of having the level BP be the middleman?

remote girder
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I'm kinda afraid of hard refs (as far as I see, binding needs a hard ref), heh. And I kinda would like to avoid a hard ref coupling between actors.

lofty rapids
visual ember
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if you are looking for decoupling and a form of pub-sub solution, then check Dispatchito on Fab
it's my first plugin. free for personal use, so might just give it a try 🙂

blissful grail
remote girder
faint pasture
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at least do a message bus on GameState or something, not LevelBP

lofty rapids
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idk how to get a reference to the level

faint pasture
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Honestly just totally forget that LevelBP exists

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it's a trap

lofty rapids
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the first tutorial i followed showed it as an example

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but it's pretty useless tbh

faint pasture
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All tutorials are shit.
They really aren't, but you won't know the difference until you don't need them.

blissful grail
# remote girder I suppose less unexpected things in the memory loaded with an actor, who listens...
  1. The map already has both actors in memory. So the first point is moot.
  2. You're being overly paranoid, yes.

Hard references are bad if you are using them incorrectly. As are most things in programming. A keypad hard referencing a door actor to unlock it is perfectly fine. And many games (even AAA) are still being released with this kind of thing happening.

If you really don't want to hard reference anything, BP is rough with it. But what you can do is build an actor component that acts as your message bus. Put it on your gamestate.

Inside this component you have a few approaches you can take. You can have the component have the event dispatchers that you care about. Then your actors that were triggering their own event dispatcher, can now instead trigger this. Then other things would just listen to it. This works fine for smaller games, but can get hairy as the game grows and the component ends up having like a bajillion event dispatchers. THAT DOESN'T MEAN YOU SHOULDN'T USE THIS APPROACH. Just build with this in mind.

Another approach would be to build some approach that allows you to create event "channels". So people would only listen for a specific channel. People typically build the channels with gameplay tags.

remote girder
visual ember
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Shameless plug again:
My plugin Dispatchito is an event system based on a subsystem and using GameplayTag as topic/channel. So a centralized solution you can subscribe or send to from anywhere, without knowing "who's on the other side". Nothing crazy, but it's exactly what Duroxxigar described.
https://www.fab.com/listings/33543080-3d28-4ca1-911d-bfe8c0c37e21

blissful grail
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People get caught up with trying to do everything perfectly. Don't. That doesn't mean to just outright do bad things. But situation dictates. As long as you understand the why on advices, that is what matters. Because then you can correctly articulate why the dang thing is either applicable or not.

snow halo
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what is this?

surreal peak
# snow halo what is this?

Looks like something isn't properly loading anymore. Did you rename, move or delete anything recently? Might want to try cleaning up redirectors in all folders.

snow halo
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This abruptly broke

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I have no idea why. They used to be able to be connected

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Now it all kind of broke down after I tried to use a data table variable instead of all these pins

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I quickly regreted and realized Ive made a big mistake

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my thought was: hey I already have all this data inside of a data table

surreal peak
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I don't think this can connect, unless the cast node you are dragging off of is of the type you expect.

snow halo
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and there's a difference sometimes between item names the player sees, and item names my unreal engine data tables and blueprint sees

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difference in names caused problems

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because in my crafting menu I couldn't hava spaces between words

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and_they_all_had_to_be_like_this

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with_an_underscore_inbetween_all_words

surreal peak
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Whatever you use internally to identify your items shouldn't be player-facing.

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You always want an FText to be player-facing, so they can be localized.

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In theory it's also fine to grab the Class Defaults of the Item and do it that way.

snow halo
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i mean its a soft class

surreal peak
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Another alternative is to utilize DataAssets (that's what most peeps would probably do).

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So the Blueprint would not hold the data, but the Data would be in the DataAsset, and the DataAsset would additionally have a class pointer to the Blueprint.

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That way youc an work with the DataAsset everywhere.

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And potentially also use UEs "Asset Manager" to return you all DataAssets of a given Class (e.g. items).

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But that's besides the point. You have a generic Soft Class Reference there.

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You can try changing that input to be a soft class of the actual item Blueprint

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And see if using the "ToClass" on that turns it into the right classe.

snow halo
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would that be more simple?

surreal peak
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That said, I'm not sure if that node actually loads the Asset, which means you could just get a nullptr acception, aka accessed none, when trying to read the properties.

surreal peak
snow halo
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the problem is this...

surreal peak
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Just different. fwiw.

snow halo
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any time I have to make a new item

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I would have to write the name of that item

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in sooooo many places

surreal peak
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Why

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Even if you don't use DataAssets. If you put your Items into a single DataTable, you would have access to it via the DataTable.

snow halo
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so this is my inventory data table

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this is my crafting items data table

surreal peak
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Sure, btw that first property "Torch" doesn't seem to be an FText.

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I would change that rather earlier than later :D

snow halo
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row names hav eto have underscores

snow halo
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it works

surreal peak
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What property type is the "Name" property?

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The one that has "Torch" written in ti

snow halo
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wow

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looks like I cant even open my item blueprints

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wtf???

surreal peak
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Are you using C++?

snow halo
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no

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blueprint

surreal peak
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You must have moved, renamed or deleted something recently.

snow halo
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its just unresolved errors

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that I gotta fix

surreal peak
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Based on your reaction I assume you did not set up #source-control before starting on your project.

snow halo
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nope

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I couldnt

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used perforce

surreal peak
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If you lose that project and all your hours spent on it, it's gonna haunt you.

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Anyway, I still don't see why you need to write the Item name everywhere.

snow halo
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the problem was, showcase of item, and item in computer language was different, thats what caused errors

surreal peak
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Also the name property I'm asking about should be in the Struct that you use for that DataTable.

snow halo
surreal peak
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For a single developer that potentially doesn't want to spent any money ,probably P4 on a free Azure Server.

snow halo
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like almost 30-40 GB

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and I think im losing my project

surreal peak
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That's pretty standard size fwiw.

snow halo
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oh

surreal peak
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Not having #source-control is a really bad idea. If you corrupt the project by any chance, you can restart. Only thing you can otherwise do is hope there is a backup of some of the files in the Saved folder.

snow halo
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wouldn't getting a 50 euro hard drive disk with 2 terrabyte size be an easier idea?

surreal peak
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But let's stick with the project for now.

  • I still don't understand why you need to put the name of the item everywhere. If you set it up once in the Item DataTable, then you can always reference it via that DataTable by using a DataTableRowHandle variable.
  • Can you please tell me the type of the "Name" property.
surreal peak
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So I stopped expecting someone to set up a small mini server with some diskspace locally.

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If you can afford throwing a few terrybyte into an old PC that can run next to your main one, then that would be the simplest for now. You can installt the P4 Server on that.

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That thing can still go down the drain, but at least you have one layer of proper backups.

snow halo
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ive heard that version control doesnt save your whole project

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only changes made in it

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aka blueprints

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etc.

surreal peak
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That's half-true.

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It does save a base-version of the file.

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And then it saves further revisions to it.

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How exactly this is done is more complex than one would think, cause there are a lot of things to consider when trying to store data efficiently.

snow halo
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that would mean that it could go really easily up to 100 GB or more

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what if you bring in a lot of models too

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autosaves folder is like 10 GB right now

surreal peak
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Assets are probably the biggest source of space, yes.

snow halo
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and autosaves only keeps a few files saved everytime I make a change

surreal peak
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But mostly everything else will barely take space.

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I think after two 1-2 years of working on our internal project, we got to like 19.3GB on the Git Server (won't be much different on P4), vs the 5.12GB footprint of the project on my disk.

And this doesn't scale the same way, so 10GB project won't be 40GB on the Server. Only because you have 5GB more in the project doesn't mean it will produce another 15GB of revisions.

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And that includes a bunch of source files. You should just make sure that you don't bombard your project with FAB/Marketplace assets that you upload but never use.

surreal peak
sand shore
# snow halo ive heard that version control doesnt save your whole project

Of note, if you sync from source control at a specific CL, you DO get the entire project as-represented by that specific CL. It’s more like automatically saving thousands of versions of your project instead of manually saving a dozen versions.

And it scales much better than a full backup would

opaque island
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is it possible to blend between 2 blendspaces? not per bone, but for the whole skeleton?

ancient dagger
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Anyone know why my stamina system isn't working? Basically, I made a stamina system that drains when i start sprinting, and when it fully drains, it stops sprinting and regenerates, this works as intended, however theres a weird issue where if i keep holding down the sprint key, it drains but also regens at the same time, allowing me to sprint endlessly, because it never actually fully drains.

trim matrix
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hi, i have this camera bp that tracks the players movement but if the player walks into the trigger in a way thats rotated (like dosnt line up with the camera) the controls dont rotate to match along with the camera, in the clip im still pressing wasd in the same way each time after hitting the triggers but the controls i wasnt sure how to get them to follow along, rn i have it slightly working w locking camera input in the player bp when the player hits one of the camera triggers and that helped with another bug i had but this one is now left. just didnt know what i should do to fix this one

faint pasture
trim matrix
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wrong screenshot the first set iscameralocked should be true

faint pasture
# ancient dagger

You can do that much simpler.

Tick -> do any bools need changing? if so, change them -> update stamina and movement speed based on bools (select stamina regen or drain rate)

Input -> set a bool

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The bools you'd have are bWantsToSprint and bIsSprinting

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input sets if you WANT to sprint

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on tick, if you want to sprint and you can sprint (stamina > 0), then you are sprinting

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Stamina += Select(bIsSprinting, NegativeNumber, PositiveNumber) x DeltaSeconds
Speed = Select(bIsSprinting, BigNumber, SmallNumber)

ancient dagger
fierce birch
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anyone know how to approach playable boundries

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im thinking about making a wall with a spline

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but for the shader should it be transleucent all the time

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in your own opinion whats the best visual appeal?

uneven crest
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I dont know why no AI Move function is working. The actor was spawned into the world. In the class setting I have a the AI controller set to spawned, and their is a nav mesh

spark steppe
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your acceptance radius is very very very small

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characters often have their origin in the middle of the skeletal mesh, so you would either subtract the capsule half height from your destination z value

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or increase the acceptance radius

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try with 200 radius, to check if it's that (because there could be other reasons, too)

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@uneven crest

uneven crest
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Is AI move to the best option or a different one @spark steppe

snow halo
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Hi im having a problem

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This is the logic that I think is problematic

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This old system was always working, but it abruptly stopped working recently, idk why 💔

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The problem with it is that its always gonna break one item image

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so right now the image that is breaking is "axe" image

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but if I connect this data to the Item ID Row Name, then ALL of my images will break, not just one

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And this Row Name thing needs to be fed some data

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Ok this one seems to be almost a good fix for now, only one item didnt have its image load, which im going to inspect now 🔍

frosty wadi
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Yo guys I have question, so I used fracturing and Chaos System to seperate my object in chunks, is there way to remove or drop a specific/one chunk only?
I was thinking disabling physics for the GeometryCollection and then enabling physics for specific chunk but that doesnt seem to be possible

novel goblet
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Anyone done emission adjustments on decals with blueprints before? I can't seem to get it to work Temperature is the name of my scalar param

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this is just a dummy test to see if I can make it brighter or not

lofty rapids
novel goblet
# lofty rapids are you using the instance, or the original material ?

I Tried both, didn't have any luck.
I went and redid what I needed with just a material attached to a plane and it works fine so its something weird with Decals as far as I can tell. I tried doing Material Istiance -> Create dynamic -> set scalar _> set new decal material etc still no luck just couldnt' get it to adjust

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works with the normal material just fine though

sharp ferry
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the % of usage of my GPU while im working on the game is the same % of the final product?

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because i have pretty lowpoly assets and not much

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but % during the work is higher, probably is ray tracing or smth?

sick sky
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editor consumes always more

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depending on how you optimize your game this varies

lofty rapids
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personally i just check the task manager in windows while the packaged game is running

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this gives mea good estimate of how much it's taking up

lofty rapids
sharp ferry
sharp ferry
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but it changes when u pack?

lofty rapids
novel goblet
lofty rapids
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interesting, whatever works

sharp ferry
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how do I enter in wireframe mode

novel goblet
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yeah I'd like it to work with decals but for what I need right now its good enough

sharp ferry
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yesterday i started to work on the accessories and products

lofty rapids
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thats also a good question for google

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google is essential for stuff like this, try to google small things like this as people tend to help wiith things, but don't want to help with every little thing (usually imo)

lofty rapids
frosty heron
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I would entirely not use set view target with blend.

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Imo if i were in your shoes i will make the camera movement logic from scratch.

lofty rapids
frosty heron
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Meh

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Imo for the reference video, you just control the transition with timeline and curve

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With some math

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Take full control of the camera manager

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Do the logic on update view (tick)

lofty rapids
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i just interp the camera character to selected character position

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keeping the rotation the same

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but i think the curve idea is good for the jump

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which i didnt include

frosty heron
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Yeah you cant add custom behaviour like the jump with set view blend

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It just interpolate all axis probably

lofty rapids
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that was my first thought (svtwb), but interp with seperate camera is what i landed on that works

frosty heron
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But you cant dictate the jump since it just interpolate from current view to target view

lofty rapids
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either way you need a seperate camera

frosty heron
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Not how I will do it

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Just one camera

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All you need to know is where the position of the camera should be

lofty rapids
frosty heron
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The curve cant be applied to set view target with blend, so at the end of the day you cant get the result you want imo.

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Going. From location a to location b with z offset shouldn't be a hard task

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But then again camera is very tricky and not easy to solve

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E.g when hitting the walls

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Spring arm = shit camera

lofty rapids
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or woould you use the returned vector as like a offset ?

icy mango
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hey, i need help. the objective system i've made works when i play in engine but doesn't after packaging (the text doesn't change) 😭 i tried adding delay and tweaking some settings, it still doesn't work

frosty heron
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You will have control with curve like ease in ease out, etc for the jump

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Actually you dont need timeline

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Just curve and tick

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Variables you need is start time, end time. Starting location, end location and z offset.

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Doodling with pen and paper is my best friend when thinking on what to do.

icy mango
frosty heron
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Try to break point or print string all the parts where they meant to be triggered

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Then work your way forward

icy mango
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yo i just checked again and got to know that if i turn on settings ui the objective ui doesn't work but if i don't it works properly

lofty rapids
# frosty heron Actually you dont need timeline

This is a reply to an AnswerHub thread regarding interpolation of character steps. I show you how to do an interpolation between two points dynamically. The bouncing candle stick here could be seen as a "footstep" for the IK system.

This technique is pretty basic and can be used for a lot of things.

AnswerHub: https://answers.unrealengine.com/...

▶ Play video
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probably just do this with the camera actor

wild pumice
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@lofty rapids @frosty heron Just saw the messages. Thanks! looks very helpful. I'll definitely go through this later. Was very busy the past week so couldn't get around to this. My initial solutions did include set view with target blend and I did have issues since one solution incorporated delays because I wanted to possess the pawn after the blend was completed to not have a camera jump cut and the method @lofty rapids had that moved the camera back to starting position after possessing and then blending back to the possessed pawn.

After skimming the new replies, a custom camera is probably necessary. Can't wait to test these ideas out later today or tomorrow.

Thanks!

lofty rapids
lofty rapids
wild pumice
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question on that. Since I will be using a camera actor now, once it reaches the new character, do I have to attach it to the spring arm of the pawn? I haven't messed with cameras too much but aren't there a bunch of springarm settings available in the components when you use the default third person camera.

lofty rapids
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which has a spring-arm and camera

#

it's just empty no character

#

and then i interp the location, to the selected character

#

so i'm actually possessing the camera actor

#

not the character

wild pumice
#

I see. Cool can't wait to test all this out.

lofty rapids
#

the way i set it up, you just set player one

#

so much better then view target with blend and trying to mash the alignment

lofty rapids
#

this only works btw if you have a parent class you can use

#

so hopefully you have a parent class that has all these characters as children

#

because switching the character on interp, you need to have the variable the parent class

#

so you can just set it to whatever is a child, else you need probably seperate paths and it'll be a mess

sharp ferry
#

it is a difficult thing to add audio to my scene?

#

like ambience room, walking?

lofty rapids
#

it can be as easy as the play sound node

#

there is also 3d sounds, and custom stuff

lofty rapids
#

i'm going to assume yes, and say you can trigger the sounds when you actually step

#

great for walking sounds

zenith pond
#

Do you think there's a faster way to voxelize an area based off collision with just blueprints? It's fast enough with the 20^3 volume, but becomes a crawl at anything much larger

lofty rapids
#

make a BFL in c++, and offload this to c++ you'll see a significant difference

zenith pond
#

I figured, just thought it was a fun exercise and wanted to make sure I wasn't missing anything that might help

lofty rapids
zenith pond
#

Like a better way to check collision or instance

lofty rapids
#

hmm i'm not sure what your doing in the pic, your doing a ton of loops ?

#

i cant really read the pic, it's not very high quality

lofty rapids
zenith pond
#

Oh if you tell discord to open the image in a browser it should be readable

#

I want it to work with any geometry so I based it on collision checks

lofty rapids
#

your createing the sphere right ?

zenith pond
#

I just have a hidden sphere thats within the volume, but I want it to work for anything

summer frost
#

Is there any way to generate a custom error at blueprint compile time?

I have a subclass of Actor with a member TSubclassOf<MyThing> that can be edited in blueprints. I want to ensure that the user remembers to set this in any blueprint-derived class, and a blueprint compilation error seems like a great way to do that

blissful grail
#

I don't think so. Maybe using an asset validator.

#

That's the only thing that comes to mind for something like this.

#

Otherwise - C++ land.

thin panther
#

Or add a log into the message log, the standard practice for using unset references

summer frost
summer frost
#

IsDataValid() gets called as part of blueprint compilation and is exactly what I was looking for, thanks

cyan viper
#

Hey everyone, I’m trying to migrate the vehicles from the City Sample project by Epic into my own project, but I’m running into issues.
I migrated the "City Sample Vehicles" subproject separately, Works fine but its don’t include the destructible meshes .

Has anyone successfully migrated the City Sample vehicles with full functionality (e.g. destruction, physics)?
Is there a proper way to bring everything over, or am I missing some critical references from the main City Sample project?

azure rune
# cyan viper Hey everyone, I’m trying to migrate the vehicles from the City Sample project by...

https://www.youtube.com/watch?v=nuEPJspwFe4 i found something on that it seems they handle it in a control rig

In this video we're going to check out the destructible vehicles from the Matrix Awakens Demo. I showcase how you can drive all the vehicles, and also how the destruction system is setup in the engine!

DOWNLOAD THE VEHICLES FREE:
https://www.unrealengine.com/marketplace/en-US/product/city-sample-vehicles

LINKS:
------------------------------...

▶ Play video
#

check the end he shows you how it works

wicked cairn
#

Is there a way to get the Water Body Components to act like when using a Physics Volume and enabling Water Volume? Or do I have to put physics volumes everywhere my character can swim, ontop of the Water Bodies? The player's swimming only ever actually functions when using the Physics Volume, but when overlapping a Water Body it doesn't.

lofty rapids
#

pretty darn close imo

#

i used a curve for the z

proud notch
#

Hi I am reading some strings from a database and I need to breaklines at some of the variables. what is the correct "simbol" to do that?, I tried \n or {\n} with no luck. one solution is to find the \n in the input and conver it to shift+enter (see image) but I am wondering if there a more direct solution. or what the shift+enter character is? maybe I can save it directly to the data base without the need to convert it later.

proud notch
remote girder
#

I kinda don't know which channel topic this problem is (if it's not appropriate to this channel, I will move it to UE4 channel): my custom player controller is SET inside my custom game mode (the setup is on pic 2) with all stuff, BUT input is not working and it spawns default camera (player BP has a camera inside btw) and for some reason it's NOT ENABLED on start no matter what I do (pic 1). Like it's been spawned, but just ignored or something like this.
Why it does that? I never touched it's lifecycle or enable/disable it anywhere, so I'm very confused why it does that. Maybe I mess up some settings somewhere, but I don't know even where it can cause it.

lofty rapids
#

can you see the character in the world while your flying around ?

past jungle
#

Hello!
Does anyone know if there's a way to save / load render targets to a save game object in Blueprint?

steady night
#

question

#

if i add "melee rank2" as a Unique bool an an array bool

#

will it just fill as a "bool variable" or as the specific bool

#

if i add melee rank 1 can the array tell them apart ?

#

not from the order they got added by ther identity*?

dreamy marten
#

You may want to look at Maps if you wish to associate one unique identifier with one bool

steady night
#

hmm aye thanks

frosty heron
spark steppe
#

an bool Array can only have 2 unique entries

#

true and false

lofty rapids
faint pasture
#

What does this array represent?

steady night
#

yeah nothing really, i solved it i was just thinking loud.. (like ive never used an array before... lel)

ivory vapor
#

Hello everyone!

Maybe not directly blueprint related/feasible only with blueprints but I'm unsure where to post it to be honest.

I'm looking for a tutorial on making something like this https://youtu.be/SEk51GQdeag?feature=shared&t=455 (the landscape block building system. The video is already timed to start on it) or looking for an available ressource/plugin that already provides something similar ready to use. Would anyone know if such ressources exist somewhere?

Thanks and have a nice day!

Learn the necessary techniques for making gorgeous 2D/3D Hybrids in Unreal Engine 5

Get my full Unreal 2D Top Down Course: https://tinyurl.com/Unreal2DTopDown

Support the channel on Patreon:
https://www.patreon.com/CobraCode

People often ask me what Pixel Art Software I use.
I started out with Aseprite on PC, but switched over to Pixquare on ...

▶ Play video
sudden briar
#

I'm using GASP. I have made the camera first person. My problem is the turn in place is slow so the player is able to see into itself if they spin the camera quickly, anyone know of a fix for this?

shrewd mural
#

Is there a way to cut connections/links in a BP graph by interacting with the connection/link itself?

zealous moth
#

@shrewd mural alt + click?

shrewd mural
#

That does the trick, thank you!

zealous moth
#

@ivory vapor there were a few on the marketplace but apparently the landscape tool can do this if tweaked properly.

ivory vapor
zealous moth
#

@ivory vapor last I checked there is a grid based one but otherwise there was another made public on git and there is this guy that is making a pokemon clone in unreal that made it work.
The problem with that last one is that he didn't code it in a friendly manner and you will need to reverse it to get it to work.
For the landscape, trial and error. It's not the most obvious.

ivory vapor
#

Would you have the names of those three? Whatever I look for doesn't seem to find them

past jungle
# frosty heron Whats the goal? Like saving a picture maybe?

Hello!
Sorry for the delay. I allow the player to paint the landscape at runtime by applying brush strokes to a render target that controls a blend mask in the landscape material. So now I need to save / load the state of that render target whenever I save / load the world.

frosty heron
spark kestrel
#

hey guys, just got into the server i have been running into an issue with my climbing mechanics in a 3rd person project. All of the mechanics for climbing seem to work fine except for whenever i approach the wall and call onto the climbing code it will teleport the actor back to the spawn location. Any ideas as to how to fix this?

surreal peak
spark kestrel
#

im happy to do that what would be the easiest way for me to?

surreal peak
#

Screenshots of the parts of your graph that contain the logic you are talking about.
Or blueprintUE website, but I'm usually more in favor of the screenshots. Could do both fwiw.

spark kestrel
#

ok one moment ill get the screenshots

spark kestrel
#

LogScript: Warning: Script Msg: A null object was passed as a world context object to UEngine::GetWorldFromContextObject().
LogScript: Warning: Script Msg called by: BP_ThirdPersonCharacter_C /Game/ThirdPerson/UEDPIE_0_Lvl_ThirdPerson.Lvl_ThirdPerson:PersistentLevel.BP_ThirdPersonCharacter_C_0

surreal peak
#

You aren't actually giving it a component

spark kestrel
#

in which line?

surreal peak
#

Ypu only have one of them or?

#

When you start climbing, at the end

#

Try to give that the capsule component and if that still doesn't work, try to set location and rotation of the character directly for now

spark kestrel
#

in all honestly i had been working on it for a while running into issues of it not registering the walls correctly so i looked up the issue and followed a video from like 2 years ago and it all worked great except the repawn happening so i wasnt sure what it was all about but i didnt want to break the code by trying to adjust it too much. This is my first full project so im still learning one step at a time.

spark kestrel
surreal peak
spark kestrel
#

im using default spawn for now which i believe is 0,0,0. The Capsule Component into that MovementTo got rid of the warning in the output log but didnt stop the teleportation

surreal peak
#

If that still puts you to 0,0,0, then the location you are passing into that node is already wrong.
Start printing it across your code to see where it goes wrong if that's the case.

#

The MoveComponentTo can be replaced with a Timeline or similar, so it's not so crucial atm.

spark kestrel
surreal peak
#

Ah yeah that wasn't visible on my phone. I see it now

spark kestrel
#

but now the issue im running into is after i changed that the rotation is no longer locked in place so as im climbing my character is "spinning" and clipping through the wall and effectively not reading the solid wall in the line trace so it drops the "climbing" structure.

surreal peak
#

I think it wasn't meant to be GetActorLocation

#

I think you wanted to use SETActorRotation

#

While you are using SETActorLocation.

#

The code looks like it was supposed to rotate you towards the wall normal.

#

That's the bad one

spark kestrel
#

well great after i "fixed" that i no longer teleported lol

compact heath
#

Good morning! I have a question about motion matching and manipulating it for top down controls. Am i in the right place for dialogue?

robust belfry
#

Idk why my quality options don't save just the text of combo box

#

AND OTHER

#

only volume save but idk how i've watched a tutorial for it and it's using savegame bp etc

tawny hedge
#

any recommandations for an advanced targeting system tutorial/course, has to include single/multi targets, lock on, skillshots ( projectile, trace, aoe )?

past jungle
# frosty heron In this case, I am not sure then. Im assuming you probably have to serialize the...

Exporting as a texture could work as long as it could be imported again. I see nodes for exporting to texture, but they're editor only and I would need to be doing this at runtime as part of saving / loading the game.

I thought about serializing the rgba data. I don't know how smarter people than myself might do it, but that would be over 1 million pixel values to read / write in blueprint, even for just a 1k texture. Doesn't seem viable.

frosty heron
past jungle
frosty heron
#

I see but in any case it should be a cheap ass operation

#

if your computer can draw and update in real time, then your computer can easily store the bits.

past jungle
frosty heron
#

I wouldn't try to optimize it yet, just try to serialize the bits and load it first.

#

it's a one time operation anyway. How bad saving a 1024x1024 can be.

#

formats

lofty rapids
#

is the only way to change to windowed mode using the console command ? there are no project settings ? i looked in windows section of preferences it doesn'tt have a setting

#

i mean in a packaged build

frosty heron
#

I can switch between fullscreen/windowed/borderless in package using that.

lofty rapids
frosty heron
#

should show you something

#

That's where you can change screen resolution, scalabilities, screen mode, etc.

lofty rapids
frosty heron
#

should give you an enum option where you can pick between fullscreen, window mode and borderless.

lofty rapids
#

i was looking for a straight set to windowed node, or a set game settings node, had to use get game user settings, then set node

frosty heron
#

you need to find the code that actually does that. With blueprint, it lives in the GameUserSettings.

#

can't pull a node out of thin air, it has to belong to some class, somewhere.

#

unless it's a static function I guess.

lofty rapids
#

makes sense

#

it would be nice if this was in it's own node though

#

set game settings, or set fullscreen mode

#

i mean you can always make a function to simplify this, but this would be convenient

visual ember
#

no, because you are not overriding the settings object

#

you get the object and act upon it

#

to set would mean to have second settings object and set it as a value

#

but not sure how consistent engine is with this approach 😛

frosty heron
#

Ehh, there's probably only one user setting object

#

I have my money the object is a singleton

#

Get Game User settings should return you the same object reference, where ever you call it.

#

you can test it with print string

#

No time to experiment my self.

lofty rapids
# lofty rapids

where would you put this for optimal switch time so thats it set and doesn't full screen then go back down at any point, the game instance runs first correct ?

frosty heron
lofty rapids
#

so i can open multiples and test some stuff

frosty heron
#

Dunnoe if this is available in blueprint but I used GameInstance::Init to do stuff.

lofty rapids
lofty rapids
#

how do you adjust timing in a packaged build ? as far as whats loaded and when ? i have a few ideas about it but the loading order is different in a packaged build ?

visual ember
past jungle
# frosty heron formats

Turns out there's an export render target and import file as texture 2D node that are not flagged as editor only. I'll see if I can use those for my purposes. I haven't yet found a way to delete files in blueprint though, which I'll eventually need to prevent save game folders from filling up with unused textures.

frosty heron
#

but that doesn't address the part where you convert texture to a render target.

#

this is not blueprint territory imo and you may get better help in #cpp

#

for what you are doing, I wouldn't even use texture.

#

just serialize the bits then load the bits when you need to restore the state.

#

I guess 1. Find a way to store the bits in format of your choice.
2. Find a way to load the bits back to a target render target

past jungle
#

I would prefer that, but the blueprint nodes exposed for render targets are weirdly limited. There are functions for reading pixel values, but not writing. There's even an operation for converting an entire render target into an array of structs made up or RGBA bytes, but no node as far as I can tell for writing to a render target using that same array of bytes.

#

As far as converting the texture to a render target, the "import file as texture 2D" node outputs a texture 2d, which I imagine I can use in a material parameter and then draw material to render target.

frosty heron
#

blueprints are made for designer not programmers

#

if you want to unlock the true potential of unreal then do what you have to do.

#

or live with the limitation

past jungle
arctic viper
#

guys in my game i have stamina/sprint but when i hit left shift the progress bar goes up bıt when i release it it does get the stamina value can someone help me?

snow halo
#

Hi I seem to be having a problem with a widget.

If a slot has an item, then clicking doesn't work.

The only way it works if when I double press fast.

But when a slot is completelly empty, then it works any way. Single press works only on empty black slots.

#

I dont want to double press fast on a transferable item slot to get it to move to the other side, that's kind of confusing, I would to have more consistency... Empty slots work with a single click

#

This is the slot im using

sick sky
snow halo
snow halo
#

but thats just an image though

sick sky
#

well image blocks hit i think

#

just open your item widget and see the visibilty value of all elements

snow halo
#

IMG_Icon is inside of this overlay

sick sky
#

by visibility i mean the visibility enum in the details panel

#

each UI elemnt has one

#

you need something like Visible & not hit testable

snow halo
#

I've set this overlay to non-hit testable and I've also just set it to all children

#

still same problem

sick sky
#

put this on all elements

#

to test out

#

(not on the slot)

snow halo
#

But this will cause an unexpected side effect which is not really wanted

#

which one specifically should I set to non hit testable?

#

which one is specifically causing the problem?

#

This is what will happen if I try to compile

#

its not letting me affect any change

sick sky
#

do you have some code runnong on construct ?

#

also, i usually have the item widget handle the clicks

#

and the slots doesnt

snow halo
#

oh yeah, I got this on pre-construct

#

its probably why its not changing

maiden wadi
# snow halo

Don't set it on every element. Set it on the root element and set it for not hit testable self and all children. So they everything else still functions as intended when this isn't blocking them.

paper smelt
#

Why am I able to move the object from side to side? I want to move it along a spline. It attaches and does move along the spline but the issue is When its following the spline it is still is able to move side to side if I move my hand side to side.

maiden wadi
snow halo
#

do you mean to say that i should also be setting it via code to non hit testable

#

if row not found? etc.

snow halo
#

I fixed it

#

I actually had an override function - on mouse button down 🖱️ 🐭

#

the problem is that no slot has an itemID

#

I've made a duplicate of my slots

#

to distinguish character inventory slots from chest slots

#

so on begin play each itemID is going to have a unique name ID, im even setting in a variable at the end to save it 💾

#

but in the end when I go and make a click event 🖱️this itemID will no longer have data inside of it 🗃️📝

#

everything inside has been removed 🗑️

snow halo
# snow halo

This is kind of like a russian doll, each doll hides another inside, getting smaller and smaller. 📦 Box inside of box. 📦 Also a related fact about it is. Im passing the character reference like a baton here to validate it. 🏃‍♂️➡️🏃‍♀️ passed down like an Olympic torch of data 🔥... And so each thing will have the valid inventory_system_component actor reference which holds all the remove from inventory, add to inventory logic etc etc. But im not sure if this is going to be the right way to update the widget.. ⏲️ (But anyway thats another problem for me to handle later)

chrome kelp
#

Hey guys, is there a way to view return types of nodes in the material editor? In regular BP it's all color coded, but in the material BP graphs they are all white

compact heath
#

Okay im going crazy over here. I imported Motion Matching Animations to my project and I'm trying to manipulate it to be top down. Going for the "Seven the days long gone" vibe. The most trouble i'm having is getting my character to break idle root motion so as to turn in place when following the cursor. I've looked everywhere and I can't seem to find where the problem is. Has anyone done this before and been able to succeed?

robust belfry
#

i will reply tommorow

crisp moon
#

so i have a widget it show that it is new.
after player clicks it in all instances it needs to disappear but i wasn't able to.
is there a way.

midnight hound
#

hi. i am working on timelines and need to fire specific event while middle of animation. how to check the track time and update animation in blueprint. tq

oak holly
#

Hi guys, anyone know if there is a node like the Evaluate Curve node (in RigVM) in standard blueprints?

last peak
midnight hound
lusty birch
midnight hound
lusty birch
#

but curve asset needs to be external

oak holly
#

I see, thanks @lusty birch , thats really helpful!

lusty birch
#

there are also nodes for curve table, so you can store all curves in one happy table

midnight hound
sharp ferry
#

Im planning to learn to make my character sit on a chair today. As first thing
Is it gonna be hard?

blissful grail
#

Not really

sharp ferry
#

So im gonna do now the animation first and with chatgpt that supports me i need to understand all nodes as well.

sharp ferry
#

Total beginner in programming too

blissful grail
#

Don't worry about those things. They don't matter. Just work on doing it.

sharp ferry
blissful grail
#

And you won't until you just start doing the work.

#

It is an easy enough goal. That I can assure you.

#

So go forth and be excellent

sharp ferry
#

Got it, im gonna try

#

Today i managed to add sounds, to the room, steps syncro and lights with chatgpt supports

blissful grail
#

Look at you. Already doing awesome. Just keep it up.

keen atlas
#

I do not get how these two values can even be None.. They are Widget of this blueprint

maiden wadi
keen atlas
#

No, but I believe I might as well be. I call it on the same frame as the Spawn I think..

steady night
#

hey im confused, im getting false on first branche if save game exists then i create a save game object then i cast from the load and it fails, what is the "load game form slot" getting the save from ?=

next hollow
#

Its gets it from the files.
Creating a save just creates the internal UE memory of it, you would need to "save to slot" to be able to then "load" it later.

steady night
#

ah'

#

so this basicly insteadf

maiden wadi
next hollow
steady night
#

hmm still getting cast fail

next hollow
#

Check the savegame folder.
It may not allow the creation of a savegame that is blank/ 0 bytes of data.

#

Or, that string is blank.

steady night
#

yeah it was blank

#

my bad *

sharp ferry
#

im still trying to make my character interact With E key to the chair, it supposed until now to teleport on the chair because i added also a Hittarget on the chair. what am i doing wrong?

steady night
#

@next hollow how would i "clear" a save slot via blueprint ?

#

just "delete game in slot" ?

maiden wadi
#

You can just delete it.

steady night
#

ah ok

midnight hound
#

hi. i need to animate the widget inside another animation. it should have a fade in kind of effect. problem is i have a border in my widget and i am not able to render border using render opacity property. any idea?

midnight hound
faint pasture
#

it's all the same thing, just much easier to follow

steady night
#

ha yeah i know, im only doing some tests now x)

sharp ferry
#

can someone help me please

#

my character should be able to telport on the chair when im close with E

#

but its not

#

i dont even have errors below i dont get what is wrong

faint pasture
sharp ferry
faint pasture
#

the white

#

execution starts at your input event, and proceeds down the white lines

#

Nothing after GetAllActorsOfClass will happen, that's the end of it

sharp ferry
#

i dont understand, i have my Input that supposed to be E my first red node. i have the White line on pressed what should I move

maiden wadi
#

Look at the right of the GetAllActorsOfClass node.

maiden wadi
#

There's an unhooked white triangle.

faint pasture
#

white is the Do Things path

sharp ferry
#

when i get close

#

i see no hello

faint pasture
#

show your code as it is right now

#

if that bool is false then execution will stop at the branch

#

are you sure your input is even set up right? Have the input just print something

sharp ferry
#

turned bool true

#

and same

#

not works

#

yea

#

input is E

#

i sho wu

faint pasture
#

What class is this code in?

sharp ferry
#

BP_ my character

#

my main character

#

i made all the nodes inside there as i should

#

i also added the target and collision box to the chair

#

properly

faint pasture
#

Hook the input up to a print node, make sure the input is working

maiden wadi
#

Adriel (show your code) — 12:01 AM
show your code as it is right now

sharp ferry
#

the box colision is big enough

faint pasture
sharp ferry
#

yea it is

#

yes

faint pasture
#

show your code

sharp ferry
#

1 sec

#

doing

faint pasture
sharp ferry
#

yes it prints Hello now

#

but as u said if i remove the first print the second is not

faint pasture
#

ok then either the bool is false, or there are no chairs to teleport to

sharp ferry
#

my bool is with the eye closed

maiden wadi
#

If it prints once, the bool is false.

sharp ferry
#

i turend also on the eye but same not working

#

i switched the eye to open and same

faint pasture
#

the eye doesn't matter

maiden wadi
#

Does it print once or twice?

sharp ferry
sharp ferry
#

the second is not printing

#

the first was

maiden wadi
#

Cause the bool is false.

sharp ferry
#

i switched to true

#

is not working anyway

maiden wadi
#

Then something is setting it false.

#

There's nothing to stop that print besides that branch.

faint pasture
#

If the input works, either the bool is false, or there are no chairs

maiden wadi
#

Chairs don't matter.

#

That isnt' a for loop.

sharp ferry
#

i have the BP_chair

#

all setted there

faint pasture
#

Show where the bool gets set

sharp ferry
#

is B is vicino a sedia

faint pasture
#

show how that bool gets set true

sharp ferry
#

i thought was on true?

#

im cofnused

faint pasture
#

You probably have some code in your OnOverlap that set the bool, unless you want to be able to sit in the chair from across the room

#

show all code that changes that bool

sharp ferry
#

showint that part now

#

i think yea i did smth wrong here

faint pasture
sharp ferry
#

are off?

faint pasture
#

they are not connected

sharp ferry
#

i forgot to connect the white exe ?

#

damn

lofty rapids
#

is therer anyway to set a delay when you close the window ?

sharp ferry
#

was this the issue?

#

ok now is triggering Hello

#

but is not teleporting on it

#

it should teleport on the chair

lofty rapids
#

i need to be able to pause it for a second

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while i execute something

maiden wadi
#

Or like PIE?

sharp ferry
#

I also have a sittarget properly placed on the chair

lofty rapids
#

i could just put a close connection button, but i was hoping to automate it

maiden wadi
#

If you want to dip into C++, you can override uhh...

sharp ferry
#

i don't understand why is not teleporting my Bp character to the HitTarget i've placed on the chair

#

can anybody help me to finish the task

faint pasture
sharp ferry
last peak
maiden wadi
last peak
last peak
sharp ferry
#

it downst allow me to connect a string to the GET node

lofty rapids
sharp ferry
#

i tried

#

is not triggering Hello

last peak
#

And why do you think that is ?

lofty rapids
#

the white lines are important

sharp ferry
#

i dont know how to execute a string from the GET one

#

i see only blue nodes

maiden wadi
# lofty rapids ok, i was hoping to keep it blueprints

No luck there I don't think. If you just want a message send, that's easy, do it on Destruct, that runs when it's removed from parent. But if you want anything that should remove this widget to do an animation before and then remove it, you have to override that so that it won't remove it before the animation.

sharp ferry
#

two print strings on row

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think i got it

#

print string to print string

faint pasture
last peak
#

Into the nether 😄

sharp ferry
#

im blind

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is not saying hello

#

oh no its working hello now

#

so from there thres no mistake

last peak
#

So now we know that your execution works untill you print hello for the first time#

#

Whats next?

sharp ferry
#

yes

#

the problem is the Hittarget

#

i connnected another one to the last node

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to set actor location

#

a print to execu set actor location is not saying hello now when E

last peak
#

Why should it say hello`?

sharp ferry
#

in this case is saying hello

#

but still my character is not teleporting to that hitarget

#

and i connected the last print to the last node nothing happening

#

says hello but my character not moving to that chair

maiden wadi
#

Show your currrent code again.

sharp ferry
#

it says hello

#

when press E near chair but still no teleport

last peak
#

Ok where are the other print strings ?

sharp ferry
last peak
#

XD

sharp ferry
#

the problem is from Hitarget

#

we checked before it was fine

#

what am i doing wrong?

last peak
#

You are trying to debug, you have a bug in your code now you need to figure out whats wrong
To do that you need to print everything to pinpoint where the error is

#

First you print the reult of get all actors of class - get 0 - print string to see if it even exists, then you print sit target to see if that exists and finally you get world location and then you print that aswell to see what location its returning to you

sharp ferry
#

ok 1s. is ok

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seems like last one is not

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working

#

set actor location

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like this? is not working

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this supposed to be last print check

last peak
#

You need to connect something to your print string or else its useless

#

blue pin into pink hole of your print string

sharp ferry
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done

#

there were

#

a node execution not connected

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the get all actor of classs not connected to the last one

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finally

#

now i will add the anim

#

thank u

#

still not clear how to connect a print in such a situation btw

last peak
sharp ferry
#

whast that .

#

dot node

last peak
#

it converts vector into string

sharp ferry
#

and what message it pops out like this?

last peak
sharp ferry
#

it automatically generated the display name to me too

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In string?

#

should says in string maybe

last peak
#

you get all actors of class
Then you get index 0 which means the first one you find
Then you get its display name convert it to string and then you print it
For the second print you get its world location which is a vector x 100 y 100 z 0 then it converts it into a string and prints it

sharp ferry
#

why would u get its world location

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i dont underttand

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understand why x2 string here

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the final one

last peak
#

if you want to teleport your character you need to know its location

sharp ferry
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yea the first string isnt enough?

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its already to get all actors

last peak
#

The first print will show you the display name which is
Bp_Chair

#

But if it doesnt work for you you have to go step by step trough your code to find out where the issue is

sharp ferry
#

i managed to add the animation but now the problem is she's inside the chair and if i move the Hittarget, pressing wasd movs she not stay blocked on the chair

snow halo
#

i have a npc skeleton imported from fabcom for my ue and to that skeleton body BP i have a lot of seperated skeleton meshes inside of it as componets, so head is a different skeleton, arms etc, but that blueprint follows on every skeleton the same animations, im just wondering how to use it because that seems kinda complicated, also it has a delay on begin play 10 seconds and then simulated physics on all but some stay up and never touch the ground or they move kind of weird when they are being simulated, like the skull stays up 5 meters or 10 meters above the ground

#

they dont fully touch the ground but they do fall down and they do have physics

faint pasture
faint pasture
#

Yes it is

#

That should be 1 skm

snow halo
#

whats cool about it I guess is that the skeleton seperates

faint pasture
#

You can do that with a skeletal mesh anyway

snow halo
#

I wont be able to get it to seperate its bones if I have 1skm

faint pasture
#

yes you can

snow halo
#

how?

faint pasture
#

just do it? Bones can go anywhere

snow halo
#

I mean I would have to go to blender to unite all these bones right?

faint pasture
#

yes

#

or whatever made the thing

snow halo
#

but when how would I seperate them again?

faint pasture
#

vertices are weighted to bones which can do anything

snow halo
#

I didnt make it, like I said I got it from fab.com, its not mine, so I wouldnt make it like this, but the creator who made it seems to be officially backed by unreal as unreal sponsored their content for free some months ago and the creator seems to be having a lot of star reviews on their assets

snow halo
snow halo
faint pasture
#

Here's a skeletal mesh being blown apart

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What's your goal for the seperation, what do you need separation for?

snow halo
faint pasture
#

I mean what use case, for death effects etc?

#

or do you permanently need just a skull running around for a long time

snow halo
#

yeah I think that would look very cool

faint pasture
#

You can totally do that with a regular single skeletal mesh

snow halo
#

not running around but should have smart ai logic similar to my bear or my chicken

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although more like the bear which is a hunter type animal that chases you to kill you

snow halo
#

and I barely made the other things work

#

using state trees which I found kind of easier than behavior trees

#

and that after I realized that coding all the ai logic into bp would be superrrrr complicated, I tried it and code got sooooo big and complicated and didnt work properly

#

and realized ok instead of ai logic inside of the actor bp itself i must have it inside of state trees

#

but I kinda hate state trees because they're so complicated too

#

and kinda hard to understand

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i have very simply state tree logic at the moment

faint pasture
#

ok so what's any of this got to do with the model being 20 skeletal meshes in a trench coat

snow halo
#

Im just wondering btw... how did you do this seperate meshes logic?

#

you said it was skeleton mesh?

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if its static mesh compoentns then I know how to do that too i think

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if I show you how cool the skeleton death effect looks you'll think you wanna keep it too.

faint pasture
#

it's a ragdoll where the bones aren't constrained to each other

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that's it

sharp ferry
#

i managed to do it and also block the wasd movts but hold the camera

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i thought was more simple i need to re understand what i exactly used and did, but its done

last peak
#

Isnt that totally nuking your performance ?

spark steppe
#

the irony is that it could be one with many static meshes which use nanite 😄

#

i'll go back to struggling with the basics i guess... ||use a leader pose component!||

snow halo
snow halo
#

I prefer to use LOD

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nanine isn't really performative on small poly meshes like this one

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I've been told by many professionals that nanite is even worse for performance if meshes are not very extremely high poly, like this skeleton, the components of it aren't that geometrically complex

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edit: ok it's around 20 k per SKM component (it's kinda big in total)

#

i thought this would be much lower 💀

maiden wadi
last peak
#

If i enable nanite on a project with models that have up to 20k each i get a heavy performance drop

snow halo
#

20k isn't low complexity

last peak
spark steppe
#

that's all pretty irrelevant without context

maiden wadi
#

But have you profiled why? And what kind of scene are we talking about? The newer systems work together to perform better as a whole. They have a higher entry cost, but with any complex scene they'll be immensely lower cost than older systems without things like distance meshes popping in and whatnot.

spark steppe
#

you can't test nanite performance in a small scene, you must test it within a reasonable scene in your final game, and then everything possible should use nanite

snow halo
#

My thinking is, 20k by 20 SKMs

last peak
#

Something like the city sample and that traditional lod's are almost always more performant by a lot

spark steppe
#

bullshit

maiden wadi
#

Super complex scenes. Not models. There are a lot of other considerations like massive drawcalls reductions and whatnot as well.

#

There is a higher entry cost. But it's more than worth paying for any game that isn't pong.

last peak
# spark steppe bullshit

It seems to be the case for all my projects too, i have tried it a few times over the years and i never archieved higher perf with nanite enabled

#

Now to be fair my scenes were not ultra reallistic scenes with 1000000 triangles on screen

maiden wadi
#

Lol

#

1,000,000 triangles is nothing.

spark steppe
#

that's 2 1/2 skeletons for the other guy 😄

maiden wadi
#

Here, have a couple dozen trees. There goes your million triangle count.

last peak
#

What trees are you guys using?

#

if you use the nanite trees then sure .... mine have more like a few thousand

maiden wadi
#

That's like 300 trees or so. Now lets talk about the grass. And the rocks, and the mushrooms, and the characters, and the thousands of other meshes. It adds up quickly.

faint pasture
#

Nanite is basically a moderate base cost but kinda cheap/free scaling right?

spark steppe
#

i feel like dense non-organic areas also benefit because culling scales better

faint pasture
#

What about modular vehicles you think?

#

100+ meshes per player, plus the level

last peak
spark steppe
#

if you use lumen + vsm you are most likely always better with Nanite

snow halo
# spark steppe i'll go back to struggling with the basics i guess... ||use a leader pose compon...

use a leader pose component!

I probably will not use that asset at all or I might use another one just for simplicity shake. But Im just curious for learning and knowledge sake, is ladder pose component a plugin?

i'll go back to struggling with the basics i guess...

Is there or has there ever been anything in Unreal or game development in the past that you "struggled" or "struggle" with that other people would find basic?

spark steppe
#

but after all, you got to test on your own in your project, in a reasonable scene

#

lucky enough it's not a big deal to switch between nanite and old LOD system

last peak
#

I would rather use Nanite and dont create Lod's if it would work reasonably for me 😄

spark steppe
#

use google, and don't search for "ladder pose component"...

#

unless you want ladders

last peak
#

I just never made it work

faint pasture
#

What's the approach to hard surface skelmeshes and nanite? You just have a skeleton and attach static mesh components or can it treat a skeleton with no weight blending as static and nanite it?

spark steppe
#

you have to attach them manually

#

i think since 5.5 there's also nanite for skeletal mesh support, but at least for me, there wasn't much performance difference yet, maybe it's better in 5.6 now 🤷

snow halo
spark steppe
#

i said wrote that

sharp ferry
#

Tomorrow i will try to make her stand up always with E key

blissful grail
maiden wadi
#

Our current project has both set up. All meshes have LODs for non nanite uses and whatnot. RTS with topdown camera and some pretty highly detailed meshes and such. If I turn off nanite, my framerate drops by about 10-50% depending on zoom and content. It's never better without Nanite.

#

In fact, having it off also causes me a lot of heavy spikes from shadows. VSMs really hate non nanite meshes.

blissful grail
#

My games still perform better than if I had Nanite on. So it still depends on the project.

limpid flicker
dull tiger
#

Hello, does anyone know how I could create a setting in my settings menu to change audio output device during runtime? My game has VOIP and woudl like people to change their microphone

#

if anyones done this before, I'd be willing to pay for you to explain to me

surreal peak
#

@dreamy kindle One small note: Replicated Actor that get attached have Attachment usually already replicated by the Engine.

#

It could be that you are fighting that already existing replication path with your OnRep attachment.

#

Just something to keep in mind.

#

You are also attaching twice. It should be enough to only attach either the Actor or the RootComponent

#

And if you use SnapToTarget, you need to ensure the Socket is rotated correctly.

dreamy kindle
#

Ok I will try that and other things thanks 🙏

surreal peak
#

I feel like the Socket is just 180° off.

#

Or the bone it's attached to is rotated wrong in the 3D software already. Who knows.

dreamy kindle
#

whats weird is I tried rotating the socket inside the skeletal editor and it worked before as a non attached weapon item

#

only in code after attachment it seems to stick

surreal peak
#

Hm yeah, the problem will be easier to debug once you posted the additional info.

dreamy kindle
#

ok let me seek to do that, im still a bit new to BP but trying to learn thanks for replys

surreal peak
#

How does it look like if you toggle that

#

And also show me the numbers in the details panel on the right please.

dreamy kindle
#

numbers for mesh

surreal peak
#

I just noticed I should have additional asked you to select the animation you are using when playing as a preview. My bad.

dreamy kindle
surreal peak
dreamy kindle
#

hm strange that the root is stretched

surreal peak
#

Can you select that specific Animation and take the 3D picture of the Socket twice more?
Once with Relative and once with World (the button I pointed at in the earlier picture)?

surreal peak
dreamy kindle
#

hm weird

surreal peak
#

The root bone should be where the 3D Gizmo is in that image.

dreamy kindle
#

I didnt make these anims but thats new to me its like that

#

yeah let me ask

surreal peak
#

All good, just trying to see where the rotation comes from

#

Can you please show me a screenshot of the actual Weapon Blueprint?

#

With the MeshComponent selected?

#

I want to see if it's additional rotated there.

#

So far, the Socket seems to already be wrong, as in UE the RED arrow is FORWARD (at least for now..).
Meaning the socket should be rotated 90° counter clockwise to point the red arrow to the "right" (right, based on that image).

#

But it depends a bit on the Weapon Blueprint.