#blueprint

1 messages · Page 328 of 1

dreamy kindle
surreal peak
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The Weapon Mesh itself is using GREEN (Y) as forward. That's something that UE started ages ago (all their default SkelMeshes are rotated to Y instead of X, because they f*cked this up from the start and sticked to it).
The 3D software they use and used basically handles forward as Y+, and they imported stuff like that and never fixed it. So most other developers and artists just followed that.

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It does mean that if you simply add a MeshComponent and assign this mesh, it usually points "right", instead of "forward".

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That's also why the Character's MeshComponent usually has a -90° rotation applied

surreal peak
# dreamy kindle

I need the Viewport of that, with the mesh component selected.

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I want to see where the weapon is facing.

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Need a picture of the Weapon, preferably with the little coordinate system in the bottom left visible.

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And also with the rotation numbers visible.

dreamy kindle
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both seem same result nvm

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earlier it kept changing

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here is the thing for me.. I tried to rotate this in the actor here and it did not resolev the issue.

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but im new to coding so idk

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brb

surreal peak
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Sorry, had to answer an email. Lemme check.

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@dreamy kindle

Right, so the Weapon is also facing Y+, which means that the Y+ of the Actor and the Y+ of the Socket would align.
And that would exactly result in your Mesh facing backwards. For a clean solution I would suggest the following:

  • Rotate the Weapon SkeletalMeshComponent in your BP_Weapon_Base Blueprint by -90°, so that the barrel points to X+ (red arrow) of the viewport (coordinate axis of the bottom left corner).
  • Rotate the Mount_R Socket on your Kevin_RigV2_4 Skeleton by -90°, so that its X+ (red arrow) faces into the direction the gun should point.
  • In your code that handles attachment:
    • Only call AttachXYZToComponent once (choose either ComponentToComponent or ActorToComponent).
    • Remove the SetRelativeRotation function call.
    • Ensure you using "SnapToTarget" for the Rotation Rule.

(Could be that it's a +90° rotation, but I think both should be -90°)

dreamy kindle
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Nice idea let me get with animator who helped make also

surreal peak
#

It doesn't necessarily require any work from the animator outside of UE. So both things can be done in UE.
You should generally handle X+ as forward in UE, even if the imported meshes come in facing Y+.
You usually just rotate them in the Editor, in your Blueprint then.

sharp ferry
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i cant really re make my character stands with E key. also i dont understand why my character can pass inside the chair

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making my character stands and coming back to Idle seems harder than making it sit

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chagpt can't really guide me well

frosty heron
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Don't use chat gpt and other LLM to compile a game mechanic for you.

tardy pond
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can I run the "AI Move To" node every frame or will that make it too laggy?

visual ember
tardy pond
sharp ferry
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i've tried to follow a beginner tutorial, to be honest I learned NOTHING. the dude started adding and adding like if i'm already able to program and video says in starts its also for people who never approached it

ivory vapor
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Sorry to mention you again, but I can't find those 3, would you have their names by any chance?

sharp ferry
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maybe i should make something even more simple. i wanted to try to add a simple box collision BP and trigger an animation when i get close with E

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someone is free to guide me and give me some support

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?

frosty heron
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@sharp ferry breakdown your problem and tackle them step by step.

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You can start by just showing UI when you are within the interaction distance.

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Don't worry about implementing the animation part yet.

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dont use chat gpt to learn is my 2 cent

sharp ferry
frosty heron
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You are missing the basic then and chat gpt is not a good way to learn.

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Start from the basic framework

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Such as understanding input

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Use enhanced input

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Then blueprint communication next.

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There is official video tutorial by epic for these

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And documentation too for enhanced input.

sharp ferry
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all of these nodes?

frosty heron
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Its epic implementation for user input

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If you are not using it then you are using legacy input

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Which should be avoided like a plague outside debugging

sharp ferry
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to be totally honest not want to waste ur time im understanding nothing of what you saying

frosty heron
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Google enhanced input, read documentation

lofty rapids
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watch some tutorials

frosty heron
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Then print something when you press the input

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Once you done that then tackle your next problem which is to show the U.I

sharp ferry
frosty heron
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Look up materials for collisions and overlap

lofty rapids
frosty heron
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For total beginner

  1. Watch blueprint communication video
  2. Watch matthew wadstein for most common nodes and example of usages.
sharp ferry
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its impossible to understand like this

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why theres abranch node there and whats all of that nodes after it? is a total zero understanding to me

lofty rapids
frosty heron
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Well the video explain what branch does

sharp ferry
frosty heron
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Rather than resist you better off watching a dozen times till you understand.

sharp ferry
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was a 30 mins video and at min 15 i closed beucase i realized once again i was understanding nothing. i was like 1. what are we even doing here? whats the goal of all these nodes?

frosty heron
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Look at video, try to understand then try to implement something simple your self

sharp ferry
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the problem is many tutorials are not for beginners that starts from zero like me 😐

dark drum
lofty rapids
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simplest way i found to break it down

lofty rapids
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unofortunately when getting help it requires you to understand what the helper is trying to explain

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and fundamentals are necessary to get anything done imo

arctic viper
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guys i get build error

frosty heron
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Its written in the log.

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Also remove the one you are not using.

arctic viper
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i cant see it

frosty heron
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Its written in the text you provide.

arctic viper
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ok

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i will try

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thank you!

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  • C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC\14.44.35207
    UATHelper: Packaging (Windows): * C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207
    UATHelper: Packaging (Windows): * C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.43.34808
    UATHelper: Packaging (Windows): * C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC\14.29.30133
    UATHelper: Packaging (Windows): (Family=14.29.30133, FamilyRank=5, Version=14.29.30159, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64, Error="UnrealBuildTool requires at minimum the MSVC 14.34.31933 toolchain. Please install a later toolchain such as 14.38.33130 from the Visual Studio installer.")
    UATHelper: Packaging (Windows): * C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC\14.44.35207
    UATHelper: Packaging (Windows): * C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.44.35207
    UATHelper: Packaging (Windows): * C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.43.34808
    UATHelper: Packaging (Windows): * C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC\14.29.30133
    UATHelper: Packaging (Windows): (Family=14.29.30133, FamilyRank=5, Version=14.29.30159, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64, Error="UnrealBuildTool requires at minimum the
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there is not

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14.44

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at my vs studio installer

frosty heron
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Read from the top

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Don't be impatient

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It literary says the msvc version you need to install

arctic viper
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i'm installing it

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ok so now i restart my project?

frosty heron
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You might have to remove the older one, im not sure

arctic viper
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i removed

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now i'm going to try

frosty heron
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Try to package

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If that doesnt work, post screen shoot of the msvc you installed

arctic viper
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failed

frosty heron
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Post log again then post screen shoot of the msvc you installed

arctic viper
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OH bro

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i have the old one too

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i installed 3

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so i forgot

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i will try again

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the first

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one is

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the ue when i try to remove it

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it says it has urneal engine

frosty heron
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Just remove unused 14.

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Ignore the rest

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I dont want to download file again, can you paste the text

arctic viper
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ok

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UATHelper: Packaging (Windows): Using Parallel executor to run 4 action(s)
UATHelper: Packaging (Windows): ------ Building 4 action(s) started ------
PackagingResults: Warning: Visual Studio 2022 compiler is not a preferred version
UATHelper: Packaging (Windows): [1/4] Compile [x64] SharedPCH.Core.Project.ValApi.Cpp20.cpp
UATHelper: Packaging (Windows): C:\Program Files\Epic Games\UE_5.4\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(31): error C4668: '__has_feature' �ni�lemci makrosu olarak tan�mlanmam��, '#if/#elif' i�in '0' ile de�i�tiriliyor
UATHelper: Packaging (Windows): C:\Program Files\Epic Games\UE_5.4\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(31): error C4067: �n i�lemci y�nergesinden sonra beklenmeyen belirte�ler var - sat�r sonu bekleniyordu
UATHelper: Packaging (Windows): Total time in Parallel executor: 8.34 seconds
UATHelper: Packaging (Windows): Total execution time: 11.61 seconds
UATHelper: Packaging (Windows): Took 11,86s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\CTTeddy\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4\UBA-Course1-Win64-Development.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 16s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED

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there is

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limitg

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UATHelper: Packaging (Windows): Unavailable x64 toolchains (1):
UATHelper: Packaging (Windows): * C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC\14.29.30133
UATHelper: Packaging (Windows): (Family=14.29.30133, FamilyRank=5, Version=14.29.30159, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64, Error="UnrealBuildTool requires at minimum the MSVC 14.34.31933 toolchain. Please install a later toolchain such as 14.38.33130 from the Visual Studio installer.")
UATHelper: Packaging (Windows): Visual Studio 2022 compiler version 14.44.35211 is not a preferred version. Please use the latest preferred version 14.38.33130
UATHelper: Packaging (Windows): Writing manifest to C:\Users\CTTeddy\Documents\Unreal Projects\Course1 5.4\Intermediate\Build\Manifest.xml
UATHelper: Packaging (Windows): Building Course1...
UATHelper: Packaging (Windows): Using Visual Studio 2022 14.44.35211 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC\14.44.35207) and Windows 10.0.26100.0 SDK (C:\Program Files (x86)\Windows Kits\10).
UATHelper: Packaging (Windows): Warning: Visual Studio 2022 compiler is not a preferred version
UATHelper: Packaging (Windows): [Adaptive Build] Excluded f

frosty heron
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You might still have 14.29 installed

arctic viper
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i removed the unused 14

frosty heron
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Can you go to component and make sure its removed

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Then install 14.38 instead of 14.44

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Use recommended version imo.

arctic viper
sharp ferry
frosty heron
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Any Object oriented programming language

sharp ferry
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the only nodes i use is in blender PBR materials and some post process stuff

frosty heron
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That's what blueprint is based on

lofty rapids
sharp ferry
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i've learned to import textures connect properly to UE, add assets, add collisions, i understood more the Layout of UE to make a mesh a BP actors some stuff id say from yesterday but about codinng nothing

lofty rapids
# frosty heron That's what blueprint is based on

as an example what you could do is put a branch with nothing plugged into the condition, just leave it checked or unchecked, run executions out of true and false with print strings and you will see it switch when you make it true/false

sharp ferry
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because there would be no way to add it then?

frosty heron
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You are not gonna get far coding without knowing selection, functions/events, objects, polymorphism, and primitive data types.

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If i can rewinding back time i will just learn programming language, way easier than looking for basic comperhensive blueprint tutorials

lofty rapids
# sharp ferry so branch is needed to add the Boolean to my input key?

in this video I will cover Variables in unreal engine 5 and give you a quick guide.

Hello everyone and welcome to my channel . My name is Alireza and I`m a cg artist and a Virtual Reality developer .

🟥🟥🟥🟥
If you're passionate about creating stunning environments, be sure to check out my Udemy course on Unreal Engine 5 + Blender En...

▶ Play video
sharp ferry
frosty heron
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It takes just 3 to 4 days to understand then

frosty heron
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So no, you are wrong

sharp ferry
lofty rapids
frosty heron
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Just pick up python course you can do that in 3 to 4 days then comeback to unreal engine.

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Or keep fighting suggestion when you are stuck

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You gotta do what you have to do man

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Learning is part of the journey, dont leap frog

sharp ferry
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yes i will check out

frosty heron
# arctic viper

Check if you have 14.29 installed, then install 14.38. Uninstall any other version including 14.44

gloomy hawk
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Hey guys, im looking into some ways of automating asset settings. from what I could find not everything you can change on static meshes is exposed in interchange when importing an asset. so im wondering if there is some way to automate settings within unreal some other way.
looking to change things like nanite fallback target, fallback relative error, Lightmap UV coordinate Index , Lightmap resolution to name a few.

sick sky
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@sharp ferry

frosty heron
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I'm using a plugin where it has it implement it's own importer

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so it's deffinitly doable

gloomy hawk
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any way would be great haha

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which Plugin are you using @frosty heron ?

gloomy hawk
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I should not have asked XD

spark steppe
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if the variable is exposed to BP you can change it in a editor utiity blueprint

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but given that the nanite stuff is likely editor only, i doubt that most of it is exposed

past jungle
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In case anyone has this problem in the future where they need to save / load a Render Target at runtime in Blueprint here's how I managed it:

  1. Make sure your Render Target's format is compatible with the file type you're saving to. I originally tried to save a RTF RGBAf16 Render Target to .png, but this led to data loss, which would compound every time I saved and reloaded. I had to use a RTF RGBA SRGB format instead in my render target.

  2. To save the Render Target, simply use the "Export Render Target" node. I stored the file path and file name in my SaveGame object so I can load it from a SaveGame slot. Note that the File Path input should not end in "/" and the File Name input must have the file extension.

  3. Setup a simple material to use as a brush to draw to your Render Target. My material is just a Texture Sample Node plugged into the output, with the domain set to UI and blend mode Opaque. Make the texture sample a parameter so you can set it at runtime.

  4. To load the render target, use the "Import File as Texture 2D" node. Create a Dynamic Material Instance of your brush material and set the Texture Sample parameter with the Texture2D output of the imported file. Now that your brush material is using the imported image file, use the "Draw Material to Render Target" node to copy the texture back into your Render Target.

graceful sage
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can anyone tell me why I can't see w_BuildIcon in grid panel?

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nvm. im dumb i added the c++ class

gloomy hawk
dark drum
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Does anyone know what would happen if I attempt to use this in a build? Would it crash, not build or just return as zeros? (its marked as editor only)

full badge
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lightmap resolution and coordinate index seems to be possible to set

gloomy hawk
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if its possible id love to know how

full badge
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basically there are some hidden nodes

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which can set a property by its name

gloomy hawk
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ahh interesting

full badge
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as both of those are int

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you can create a new function library
create a new function and name it setintpropertybyname

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call that function somewhere

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and delete the function library

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and refresh that node

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and you should be able to get it

gloomy hawk
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that sounds so stupid XD

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but great!

full badge
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basically abusing a bug

gloomy hawk
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ill look into it 😄

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we might have found a way to do it with python. so no blueprinting

full badge
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ok

gloomy hawk
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but this def helps

full badge
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the float one might break since they changed float

gloomy hawk
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perfect

lunar sleet
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But it might throw an error at you, find out 😀

dark drum
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I'm hoping 'IsValid' just returns false lol.

lunar sleet
dark drum
sharp ferry
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i'm trying to make something extremely simple: when my BP character get close to the BP mesh with collision box, Pressing E it should pops the Hello message. but its not working. what am i doing wrong?

dark drum
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Wait, when did the construction script not run for pre-placed actors when the level starts? 👀

lofty rapids
lofty rapids
sharp ferry
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but i want to print string only when i press E and interact

lofty rapids
dark drum
sharp ferry
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i removed variable and branch is not printing anywa

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with onkly Key input node and string

lofty rapids
sharp ferry
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cant*

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oh

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i copied the two nodes in BP_mycharacter

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its printing here

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hello

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but here i cant add the bol variable in my Bp character

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why would i do the key input E inside my character BP? its not connecting the BP mesh with my character like this?

lofty rapids
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preferable controller if you have multiple characters

sharp ferry
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when i press E close to the collision mesh is not working

lofty rapids
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so open you player bp, and add a collision box in front of your character

sharp ferry
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if i dont want to add a box collision

lofty rapids
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you can use capsule component

sharp ferry
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ok

lofty rapids
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click on the component in the top l eft

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then go bottom right of details at the bottom

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there is overlap component begin, and end

sharp ferry
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i did this on capsule

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now have the two node

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doing this i dont see a connection with the BP_Mesh

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i had to do this laready on my BP_Mesh

lofty rapids
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show what your doing now

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with your capsuule

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but put a key f event in your character

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with a print string

sharp ferry
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you want me to cast the capsule overlapbegin and end to the casto to BPmesh?

lofty rapids
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and it should fire off when you press f

lofty rapids
sharp ferry
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i already have the two overlapB and end to the BP_mesh

lofty rapids
sharp ferry
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ok its not F is E

dark drum
sharp ferry
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this is what i have now on my BP_Mesh

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i deleted the E key input

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and the print

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because i want on E key not auomaticallly

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then u told me to add the two Overlap node on the CAPSULE BP of my character

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im very confused now

lofty rapids
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usually in a case where you would be doing this, there would be a parent class for things like items

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so you could cast to the parent, and geet the items stats or functions

sharp ferry
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i casted to the BP_mesh but what about my E input?

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i just want that when i press E near to the box collision it triggers Hello

lofty rapids
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test this out make sure when you hit e it prints

sharp ferry
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i cant add E key in there

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with the two overlapB /E

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is there where i have to do it?

lofty rapids
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you see those two red things

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those are events

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they trigger at certain times

sharp ferry
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i understood their function

lofty rapids
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you want to add the e key event to the graph

sharp ferry
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gonna try

sharp ferry
lofty rapids
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take it one step at a time, get the e key actually working first

sharp ferry
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like this, like i did now, adding the Input KEY E is just spamming always when i press e

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but i did that

lofty rapids
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yes, is it showing the print string

sharp ferry
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is spamming E when i press E

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hello*

lofty rapids
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ok

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yes

sharp ferry
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i want it to do with the box collision

lofty rapids
#

show what you have now with the 3 events ?

sharp ferry
lofty rapids
# sharp ferry

ok so now create a boolean on your character like you did with the other thing

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and set it to true/false after begin/end events, comming out of the cast top execution

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thats the success path

lofty rapids
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you want true to be able to interact

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which doesnt matter but is just better imo

sharp ferry
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ok what now

lofty rapids
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plug the variable, by draggin it of and doing get, into the condition of the branch

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so your saying, when i press e, if this is true

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and you have set it to true on overlap

sharp ferry
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nice is working

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but why i had to craete a variable on the mesh Bp then?

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thats confusing me

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i deleted the variables on the Bp_MESH is working anyway, so i dont know why i had to create a variable also in my mesh Bp

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LIKE This what we did is just making my capsule interacting with any collision box i guess

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is this what we did?

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or is gonna interact onlyt with that one because is casted to BP_my character?

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so my Bp character is casting to the mesh and the mesh is casting to the character

lofty rapids
sharp ferry
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got it

lofty rapids
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because you used the chartacter

sharp ferry
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in what case i would need stuff on the mesh BP?

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so basically if i want to make interact my character to any object around i just need to make the collisions boxes to overlap with my capsule overlaps

lofty rapids
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and you just cast to the parent, it will catch whatever child your interacting with

sharp ferry
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i dont know how to do

lofty rapids
#

inheritence can be a bit much

sharp ferry
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u mean is harder?

lofty rapids
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it's just parent/child inheritance is a whole topic

sharp ferry
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i would like next thing to trigger animation when E on specifics box collisions

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but already tried with the sit one before and was hard and failing

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also getting out of the animation was even harder.

lofty rapids
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ya you want a slot in your anim bp

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do you have that ?

sharp ferry
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yeay ea

lofty rapids
#

then just play montage

sharp ferry
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i can also do or try with a basic one

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i mean from my rigged mixamo character

lofty rapids
sharp ferry
lofty rapids
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you can use an anim state

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like a boolean that triggers the sit state in your anim bp

sharp ferry
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i did some stuf on state before

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i mean trying to make the sitting anim

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wasnt working

hasty merlin
#

can someone help me with setting up a bubble sort? chatgpt is failing me. im trying to sort inventory by rarity (ive given values to each rarity in getrarityvalue function) but this seems very confusing to me

maiden girder
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Why is it when I select a function node in bp's the details appear to be empty and there is no way to change the function to be pure?

hasty merlin
maiden girder
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yeah Its compiled

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its strange. Ive alway been able to change the nodes settings when selecting the node..

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its in the event graph

hasty merlin
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i could not tell ya. usually when i am unable to edit something i just compile and then i can

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could be cause its not connected in the exec line?

maiden girder
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maybe io need to set my ui back to default. This project had the tabs moved around

stone nymph
lofty rapids
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this is a translation from js to blueprint on a bubble sort algorithm

hasty merlin
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i think my issue is actually where i refresh the inventory as im clearing the variable i set before i see it lol

lofty rapids
#

that might be an issue ig

hasty merlin
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now i need to figure out how to get aroudn taht

maiden girder
#

Im kind of new to bp but why is it sometimes functions are in the Functions tab on the left but some are not?

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I guess the user made functions go into the left and the details can be set but unreal functions details cannot be edited?

lofty rapids
#

i think that is pretty much accurate

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those on the left are usually custom functions on the bp itself

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while the other ue builtins could be anywhere ig

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but bp specific stuff is in the left

maiden girder
#

the reason why this is an issue for me is because the pure function GtRandomPointNavigableRadius is depreciated and unreal asks me to use the GetRandomLocationinNavigableRadius but its not a pure function

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and im not sure how to make it a pure function

lofty rapids
lofty rapids
maiden girder
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I dont think it was originally made to be on the execution path?

lofty rapids
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put it on the red

lofty rapids
maiden girder
#

5.6

lofty rapids
#

i would just put it on the red

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the red circle in the image

maiden girder
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alright

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compile so I guess it works

short ivy
#

I am calling this camera location clamping function in my event tick inside the character bp.

I am also calling this "RotateActorToTarget" event from the weapon actor component attached to the character bp whenever there is an enemy to rotate the character to.

Each of these two on their own do work fine, together however they make the camera glitch. Does anyone have an idea whats the reason or how to fix it?

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These are my springarm settings and I have orient rotation to movement checked.

faint pasture
#

The inner loop can't get smaller like that, it has to be full range

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You have to iterate over all elements, swapping neighbors, either N times or until no swap happens

hasty merlin
#

im not following. tbf im using chatgpt to make this and i wont be touching chatgpt again once this inventory UI is completed

dark drum
hasty merlin
tardy pond
#

do you know what I can do if "ai move to", "move to location or actor" and "simple move to location" all dont work? I have a nav mesh bounds volume and it is scaled correctly

lunar sleet
#

But also make sure your code even reaches that point in the execution path using a breakpoint maybe

tardy pond
lunar sleet
#

A UE tool that helps you debug AI issues

#

Google it to learn how to use it

#

Also visual logger is actually going to be more useful

#

Same as above

tardy pond
tardy pond
lunar sleet
#

It’ll actually give you a relatively verbose answer to the problem, but again start with basics like breakpoints

#

Cause if your code never executes, nothing will log

tardy pond
#

it 100% executes

#

and visual logger didnt help

#

and gameplay logger doesnt start

#

I guess I just create a new project and copypaste verything

steady night
#

@tardy pond are the Npcs pre placed?

steady night
#

You wanna put placed in woorld or spawned as auto possess Ai

#

thats your issue

tardy pond
#

yes I did

tardy pond
steady night
#

and the NPC is using CMC ?

#

Character movement component*

tardy pond
#

bru I am so stupid today

#

I put in 700 700 700 not 700 700 0

#

thats why it did not work

#

thanks for helping

steady night
#

its usually something stupid like that

tardy pond
#

xD

#

yes

steady night
#

im expert at those

#

im i wonder if u enable "fly" on the npc cmc would they then go to the location ?hmm

#

can fly*

tardy pond
#

even if I set the default movement mode to flying

steady night
#

hmm never messed with flying npc´s so i wonder how you would make that work, but thats for another time

lunar sleet
steady night
#

ah okey,

#

and by changing hte way the char moves is that its ignoring some pathing i assume or something

lunar sleet
#

No, just stuff like how it’s affected by gravity and such, superficial details for the most part

dense schooner
steady night
rapid smelt
#

What's the name of the material node/s I would use when let's say Im making a material where it can detect the top of the object for some kind of vertical fade effect

steady night
#

hmm im trying to instantly stop montage when npc dies, but somethings wrong ?=

lunar sleet
#

That branch is connected to what exactly?

tardy pond
#

what is the difference between "move to location or actor" and "simple move to location"/"simple move to actor" ?

#

after testing I didnt see any difference

#

except that "move to location or actor" has more options

sharp ferry
#

can someone help me to understand in #animation how Can I repeat the same input animation with E on a differnt box collision with a different animation? for some reason i can't use other OverlapBegin/end event on my BP character

faint pasture
maiden wadi
#

I can't show anything under development at the moment. But you're free to look at the official stuff posted on Steam under "Atre: Dominance Wars". We also did an Inside Unreal stream a while ago, but the graphics have been iterated on and changed quite a lot since then. The stuff on Steam is about the same I think. https://www.youtube.com/watch?v=MSEc-Ur1Ek4&t=4354s

This week we'll be sitting down with some of the talented team Ironward, the minds behind the stunning Atre: Dominance Wars. We'll discuss some of their unique uses of the recent PCG tools, how they approached their tech art, and more - all as an indie studio. As always, don't forget to participate in our live Q&A!

Steam Game Page: https://stor...

▶ Play video
zealous moth
#

@tardy pond one is meant to be used in a bt (former) while the latter is meant to do a fire and forget event. Both use nav data.

frosty heron
#

checking if any montage playing is most likely redundant too.

#

it will just stop playing montage if there's one playing.

fleet fable
#

Does anyone know how to reposition the pivot point for a collision box in the blueprint viewport?

celest bluff
#

This is just a general question for Audio. When you have a plethora of multiple voice lines, do you still just use an array or is my approach flawed? I have many characters with many individual lines of their own.

tiny tundra
#

Trying to do Set Owner on some grouped meshes - the goal is to do Set Owner No See. I can see that the grouped static meshes are being correctly selected, and I assign "Set Owner" and it doesn't give me any problems, but when I go to check who the owner is, it still says it is whatever the "Root Component" was (therefore, not letting me do Set Owner No See correctly). Any ideas what I could be missing?

tiny tundra
#

^^Ok figured out my issue. Wasn't working because of Nanite

unique bronze
#

are many custom primitive data manipulations at the same time cheap?
lets say a horde of zombies getting AOE'd, all in the circle need to flash when taking the damage, any way to have the flash performant?
Dyn Mat Instance is likely not performant on large horde

#

chatGPT suggests vertex color, but this still requires CPD to be altered runtime 🤔

frosty heron
#

primitive data is the least you have to worry about when doing massive hordes.

#

your skeletal mesh, animation or character movement component will likely butcher your fps.

unique bronze
#

dang, I guess Ill look into niagara or something then.. thanks

frosty heron
#

behavior tree. State machines for A.I

tardy pond
final berry
#

Hello! I'm trying to send an array of structs via event dispatcher. Is that even possible? Because I keep getting this note, when I send a single one it works fine though

dark drum
sharp ferry
#

i wsih i could understand how to use the same logic to start an animation with my character on the mesh BP but on a different mesh and animation

#

this is what i've done until now, character re pressing E stops and go back to walk again. but as i said i need to play a different animation on Object B

#

what's that emoji means

dark drum
sharp ferry
#

im understnading what im doing in this

#

first time

#

im interacting witth both item with the same anims for now

#

i need a second anim on the second mesh bp

sharp ferry
#

interaction system is so generic to research?

#

@frosty heron what's so wrong?

frosty heron
#

Don't use legacy key, nested cast is bad structure.

And the most alarming of all is the use of flip flop node there, sure fire way to get bugs.

dark drum
# sharp ferry interaction system is so generic to research?

Its a system that allows the player character to interact with objects/items in the world. You need to put the effort it to learn what they are, the different types and figure out which one is best for your particular project.

Building one could take an hour or several weeks but unless you know what they are, their purpose and how to build a basic one, you'll be banging your head on a wall every step of the way.

sharp ferry
frosty heron
#

Assuming sitting down or any animation to be played required some time to be played.

The fact you can toggle witbout accounting that is a bug in plain sight.

#

Flip flop dont really have a place outside simple prototype because you cannot change the internal state.

#

If you dont know its limitation, dont use it.

sharp ferry
# dark drum Its a system that allows the player character to interact with objects/items in ...

Support Me & Get These Files Here: https://www.patreon.com/codethings
CodeThings Community Discord: https://discord.gg/ngVv7JQJMT

Ready to make your first-person character even more robust? In this tutorial, we'll be building upon our existing true first-person setup and adding an interactive system for our item blueprint. If you missed the pre...

▶ Play video
dark drum
# sharp ferry interaction system is so generic to research?

For context, I've been working on a hyper modular interaction system for a few months now. (keep adding and tweaking to it) When i worked on a 'sit anywhere' sort of mechanic, that took a few weeks. There are often a lot of moving parts and you'll need to understand a good portion of whats happening. Researching different approaches and potential setups is vital.

sharp ferry
#

well i guess this is more complex than it seams

#

seems*

dark drum
frosty heron
#

just get used to disappointment and most importantly just try to learn.

dark drum
frosty heron
#

my 2 cent still the same, if I can tell my old self, I will just pick up object oriented programming course, which takes like 3 - 4 days to learn.

sharp ferry
#

what 2 cent u mena

#

mean*

dark drum
sharp ferry
#

most of the time i watch them i understand nothing, just copy and paste what they do. but like this atleast i was sperimenting and step by step understanding what happening

#

even if its not working and full of mistakes

frosty heron
#

Learn programming language, it's as bare as it can be.

#

instead watching another how to make a full system tutorial.

#

you will just end up copy paste and still clueless.

sharp ferry
#

indeed i dont want to waste time copy and paste watching videos that i won't understnad

#

i do want to understand what im connecting and what im doing and adding...

dark drum
sharp ferry
#

as i said, several tutorials are like ''add this,, connect. done''. ok but hwy

frosty heron
#

so pick up programming tutorial which explain the concept that you need from absolute zero.

#

then you don't have to learn blueprint.

sharp ferry
frosty heron
#

After that Matthew wadstein videos are good at showing examples of most common used nodes.

frosty heron
#

you can't expect to know a lot of codings in just a day time.

#

it takes us months and a life time.

sharp ferry
#

im checking his channel again but i can't find a playlist about programming for begginers or stuff

frosty heron
dark drum
sharp ferry
#

don't think its free

#

and there are no videos

#

shouldn't i start with C#?

#

that is closer to BP

frosty heron
#

Any object oriented programming will do

dark drum
frosty heron
#

It covers functions, objects, polymorphism, switches, control flow

#

Pretty sure its free, did you try?

sharp ferry
frosty heron
#

Only further lesson is paid gated

sharp ferry
#

and i logged in with google

#

like 2 things on 6 are unlocked

#

what if i watch it in my motherlang

lofty rapids
# sharp ferry do you suggest any that is not 6 hours long?

This video covers basic programming and coding concepts—such as variables, loops, functions, inputs and outputs, and object oriented programming—and how to think like a programmer.

Audio and video by Zachary Fruhling for Share Professional Learning.

▶ Play video
#

unfortunately this stuff is not like quick way to learn, it can be complex

sharp ferry
#

im following in my own language much more simple D

lofty rapids
#

makes sense

sharp ferry
#

i have python web open but

#

i cant press past anymore

#

is that thing open that now allow me?

#

ctrl+D

lofty rapids
#

wdym "press past" ? and wdym "python web" ?

sharp ferry
#

not working

#

to not isntall all

#

i can test here

#

ah now is working the paste

#

Imparare da zero tutto Python in 60 minuti è una bella sfida. In questo corso completo vi spiegherò tutto quello che c’è da sapere per programmare in Python in modo facile e comprensibile. Partiremo dal classico “Hello World!” ed arriveremo alla programmazione ad oggetti. Questo mega tutorial è diviso in capitoli e potete spostarvi al ...

▶ Play video
lofty rapids
#

maybe join a python discord

#

some people in here might know about python because ue uses it

sharp ferry
#

but there u can test the codes

#

for a beginner i guess is ok

#

i made my first variable var_num = 20
var_num = var_num + var_num +2
print(var_num) getting 42

lofty rapids
#

makes sense

sharp ferry
#

he explains all the basic concepts, types of variable in 60 mins

#

i found a 6 hours tutorial before but was too complex

lofty rapids
#

ya about an hour should get you a bunch of the basics

sharp ferry
#

yes but i need to make my own tests i dont go on until im sure i understood

lofty rapids
sharp ferry
#

For now minutes at minus 23 all clear i did my own experiments

#

But not started yet to use bool variable, i think in BP are mostly bool

#

All the tutorials i was doing smth was bolean variable

lofty rapids
#

i think the most common is bool,integer,float,string,array

sharp ferry
#

So the bolean is mostly for a on/off

static coral
#

Hi, I have an issue with Blueprint Classes inheriting from C++ classes. I have a C++ class that derives from GameModeBase and I created a Blueprint class from that to set it as the default GameMode under Project Settings / Maps & Modes / Default GameMode. However, the Blueprint class does not show up in the selection box. Whenever I close the editor and open it back up, the Blueprint class does not have a parent class any more. This probably explains my first issue, but why does the Blueprint class forget its Parent class?

frosty heron
#

@static coral screen shoot your blueprint UNCROPPED

frosty heron
static coral
#

the error:

frosty heron
#

Hard to tell but I will just recreate the blueprint.

Delete the current one,
Close editor,
Open your IDE, build and run from there.

#

Don't have the project open when building.

#

@static coral Im gonna assumed "after reload" mean you open the uproject.
You may be running outdated build. There's little to no reason to run the game from .uproject if you are doing C++ project.
Always run from your IDE.

static coral
#

I am very new to Unreal Engine and so far I have always started the editor from Epic Games and inside the editor I started Visual Studio. Is that not what you are supposed to do when using C++?

frosty heron
#

Yeah because you will need to build with Development config to update the development binaries (running from .uproject)

static coral
#

"After Reload" meant I close and open the UE Editor

frosty heron
#
  1. Close editor now if it's open.
  2. Open your IDE.
  3. Build for Development / Debug.
  4. Run the project from your IDE by clicking the play button.
molten aspen
#

So many problems that I had to solve, but they're resolved now. Once I got the duplicate bp references cleaned up I ran into some order of operations bugs where my player pawn Begin Play was firing before the character actor was spawned but only in the packaged game. I was able to successfully push a packaged build out last night.

Thanks again for all your help!

#

Alpha release is done. Now to get started on converting everything over to C++.

#

And I'm a week ahead of schedule!

kind estuary
#

why cant we destroy components from another actor?

maiden wadi
#

You can.

#

You just call DestroyComponent with the correct component reference.

kind estuary
#

this doesnt work

#

im trying to destroy a static mesh component from another actor

#

this actor is PlayerController, and the target is BP_Campaign Manager (Actor=

#

The only way to do it is to make a function inside the actual target actor

maiden wadi
#

That should work if that is a valid component reference. Have you tried to reverse loop over the array to destroy them? Because if you destroy it and don't realize it and you leave index 0 null, it won't do anything on a second press for instance.

#

Also double check this input is being ran as well.

spark steppe
#

afaik you can't

#

you need to make a function on the owner if you want to destroy it from outside

snow halo
#

Hi I have a question... I have made a loop-based system that creates slots automatically based on the size of the array... My goal is to put a branch somewhere & deal with the kind of logic that say "don't pick up chest" if it's too heavy, or it has more than one valid items inside of this array.

The complexity of it is that both of these loops have lots of items. So they always have 30 & 30. Both chest & character slots. But I need a way to distinguish them between valid and non-valid slots, slots that carry an item and slots that don't.

#

This is the set up in a nutsell

#

what I need to measure is the Chest Slot valid items amount

#

I tried to put a counter on the Loop Body execution of the for each loop, but that always counted the size & space of the inventory

#

it didn't count the number of valid only items existing in one of these slots

#

And this is an example of what it looks like inside of these slots

sharp ferry
#

I understood the logic of how phyton works but has nothing to do with BP

#

I need to jump on learning BP

trim matrix
tiny tundra
#

Trying to find a solution for this - I can set an Owner for Landscape, but I cannot set Owner Only See or Owner No See for it -

maiden wadi
faint pasture
faint pasture
trim matrix
#

i have, that only does w the right stick or mouse camera input, i dont think thats what my issue is, the reference clip im only moving the left stick for both but in the game im referencing the camera rotates and the player moves along with it

faint pasture
#

You'll want to bring orient rotation to movement into the picture

#

Capsule should orient to movement always, spring arm and camera chase it with lag

trim matrix
hasty merlin
#

is anyone able to help me with sorting a structure by a string?

#

im trying to sort alphabetically by pulling a text and converting to string (from a structure) and then compare them

tranquil river
hasty merlin
last peak
hasty merlin
#

its trying to tell me to use a compare string node that doesnt exist

last peak
#

Then you can choose compare exactly string or compare case insensitive string

hasty merlin
last peak
#

Yep

hasty merlin
#

the issue with doing that is that its not actually organized correctly, its close but not quite

last peak
#

Ah well i dont know if you can use a equal exactly string for the bubble sort but thats the node to compare strings

hasty merlin
#

its giving me the order of "EarthDust, Decapitate, Fireball, Earth Crystal, Potion of Healing, Sword of Awesomeness"

#

earth crystal should be before earthdust and both after decapitate but before fireball

last peak
#

hmm isnt there a sort array node since 5.4?

hasty merlin
#

theres a sort string array but since im using a structure to save values like that, i cant sort by string

#

or can i?

last peak
#

Wait, what exactly are you trying to do ? sort the structure depending on this string value?

hasty merlin
#

but right now it not quite doing it correctly in order

last peak
#

But i have no idea how your inventory is set up

hasty merlin
#

atm its just a manual input of these "items". the structure looks like this

last peak
#

what you can do is loop trough the struct save every single string in an array, sort it and then populate the inventory on that order

hasty merlin
faint pasture
lofty rapids
last peak
dark drum
last peak
faint pasture
#

Just make a single SortInventory function and make the comparison polymorphic, instead of implementing 5 different sorts

#

that way if it works on one property it should work on the others, if it doesn't, then the problem is in your comparison, not the rest of the sort

#

bool IsAGreaterThanB(yourstruct A, yourstructB, SomeEnumRepresentingWhichPropertyToCompare)

hasty merlin
faint pasture
#

Start by making a function that takes the 2 structs and the enum representing which property to check, and returns a bool

last peak
hasty merlin
faint pasture
#

It's fine but you need to at least know what it's talking about, you can't just cargo cult it

dark drum
last peak
faint pasture
#

ChatGPT is great at explaining how a bubble or quick sort works, it's not great if you don't know what the actual mechanics used to implement the sort are.

hasty merlin
lofty rapids
last peak
lofty rapids
#

i really recommend you sort in c++

last peak
lofty rapids
#

and way more efficient

#

on a large data set its significant difference

hasty merlin
#

i set my project up using blueprints, is it possible to use C++?

last peak
hasty merlin
#

and if so how? i need it

faint pasture
lofty rapids
last peak
#

However if you never used it in unreal it might be overwhelming, you need a ide like rider or visual basic

lofty rapids
#

ya it's a bit much if you never programmed #cpp can help

faint pasture
#

Working just in BP is fine if you're a beginner. You can do a lot with it.

#

Right now, could you implement a sort without any documentation at all?

hasty merlin
#

i tihnk my biggest confusion at the moment is swapping the indexes in the one i was setting up with AlphabeticalArray

faint pasture
#

bubble sort is fine for how small your arrays are, I'd recomment just making a bubble sort that uses the struct comparison function I mentioned earlier. Then it's super easy to change which property you're sorting on

#

And yes having the C++ implemented String array sort do the work for you will technically be a bit faster but it's not worth the trouble to make sorting on name be done completely differently than sorting on the other properties. Just set it up like this:

SortInventory(EPropertyToSortOn, bool bDescending)
???
???
???
foreach
???
ShouldSwap(YourStruct A, YourStructB, EPropertyToSortOn)
???
???
Inventory is sorted

#

ShouldSwap(YourStruct A, YourStructB, EPropertyToSortOn)
switch on EPropertyToSortOn
????
return bool
????
return bool
????
return bool
????
return bool

hasty merlin
faint pasture
#

then you can make sure the structure of your bubble sort is correct, and then just implement the ShouldSwap for the different properties

#

and ascending and descending should be outside of it

#

you just invert the result of ShouldSwap based on ascending or descending

faint pasture
#

it'll do it

trim matrix
#

it hasnt done it

#

ive used both rotation lag and just camera lag

faint pasture
#

and what were the results?

trim matrix
#

again. didnt do what i sent in the reference clip. it just added lag when moving the mouse camera control, which isnt what im trying to do

faint pasture
#

have you switched to using orient rotation to movement?

trim matrix
#

yes... sent the screenshot of it already

last peak
trim matrix
#

well.. it didnt

faint pasture
#

Show what it did do

trim matrix
#

ive sent a clip

#

again adding lag. only changed anything when moving the mouse input for camera which isnt what im trying to do

faint pasture
trim matrix
#

yea mine isnt doing that

faint pasture
#

All I did was turn off use control rotation on the spring arm and tune the lag speeds

#

Those are the only changes from default 3rd person template

trim matrix
#

that fixed the issue of the camera not rotating but now the controls are rotating, w is no longer forward etc

lofty rapids
#

i tried this method and it worked

olive yarrow
#

peoples, my navmesh now requires me to use get actor navmesh location instead of get actor location - how can i get a detected actors navmesh location

hasty merlin
olive yarrow
#

cast to pawn nvm. I just hate that updating from 5.5 to 5.6 (potentially) caused this issue

hasty merlin
sharp ferry
#

im trying to follow tutorial where im making a mesh fly up and stop with a vertical speed/limit both used and a branch on false, i dont understand how the vertical speed and limit can be > of eachothers...

#

my brain is not understanding why False in this case and how the two variables can be one > the the other.

#

so basically im saying: if the vertical z limit is > then (the measure i gave) it should stops?

#

ah i forgot the ''destroy'' actor'' node on true branch

#

i think i may be understand, i inverted adding a < and inverting the true and false. so when my vertical limit is going upper then my 1000 Meters value it destroys

#

so basically i think the logic is: when is above my variable value limit on Z the (so its getting false) it destroys

snow halo
#

Hi I made a loading & saving system. It mostly works except with when it comes to my stats component ( progress bars like health, energy, thirst, food, etc. )

#

So when I save the values I can see them being stored here, but somehow they dont come the other side properly

#

when I press Continue game, all my stats get set back to 100,100,100,100

#

This is how im doing the load function, when you click load game

#

& here I've added FGet_Dame_Data, which gives you all the data.

Notice how all the data here are looking correct (They're not all 100,100,100,100) They're less than 100

#

Data passes through here as well without any problem. (This seems to be the last data dealing function)

#

but now if I press Play ▶️ everything will break 💥 and it will default, back to the defaults 💀 ❌

#

perhaps @dark drum might know something about it because this was based on his youtube oxygen stat system tutorial

lofty rapids
sharp ferry
#

Isnt the relative speed the whoe infinite Z space?

#

anyway i did the reverse

lofty rapids
#

relative z is your relative z location on the z axis, you current movement it up at a rate of a variable

#

and stopping when you reach the vertical limit, which is in a variable

#

and this would be better if you interp i think

#

and use delta

sharp ferry
#

The mesh destroyes

#

When go above 1100

#

So i said if its false destroy mesh

lofty rapids
#

if it works thats great

sharp ferry
#

Because i guess it goes 1100.1

#

Yea but tomorrow need to clear more in my head the logic

#

Of the z relative with my variable

#

I tried also to se my limit variable on 300 and wasnt even appearing the mesh

#

I move the mesh and i wonder how my relative could not be less than 300

#

Should ve worked

#

I followed a beginner tutorial btw not did my own

ancient dagger
#

Anyone know how to make cloth physics simulations work with the Set Leader Pose? basically, my character is modular, and all the body parts are connected with the "Set Leader Pose" node, including the hair mesh, however, i can't seem to make it work with physics, it doesn't seem to work. and yes, the hair does have a physics asset.

cobalt gulch
#

The code for my grenade system doesn't work as I get these errors after trying to throw the grenade

cobalt gulch
# cobalt gulch

This is the code for the first error (in BP_PlayerCharacter)

#

Any help would be lovely 😄

trim matrix
frosty heron
#

say you want to make the Player -> Eat

#

in this instead, the player points at nothing in the world hence accesses none.

#

it's your job to set the point the reference to an instance that exist in the world.

#

if the game is multiplayer then well that's not gonna get easier to grasp since every clients have their own instance of the world.

cobalt gulch
#

My game is a multiplayer fps

frosty heron
# cobalt gulch How can I fix this?

by understanding how pointer works, you need to set the reference.

You are calling set visibility but on NOTHING.
You need to actually make sure that you are pointing an existing instance (for example, if pointer is a pointer to a player character, then you need to point at some player in the world).

#

if you are still in the process of understanding object reference, doing it in multiplayer makes it a lot harder.

#

as the error could be thrown by any player.

cobalt gulch
#

I've copied all the functions, variables etc and renamed them to Tactical instead of Lethal

#

incase there was a confusion

idle crescent
#

Is there a way to get the variable for the current downwards acceleration/drop of the projectile movement component?

maiden wadi
idle crescent
#

Is that in blueprint?

maiden wadi
#

It is. You should be able to get Velocity either from the movement component or the actor, I don't recall off hand. Then break that and pull the Z value.

idle crescent
#

I'll check that, thanks!

paper stone
#

Question, there doesn't seem to be a simple ternary assignment in blueprint, e.g. to do something like:
r = IsValid(object1) ? object1 : object2

There seem to be 2 general approaches to organizing this in blueprint. Which of the following 2 options in the screenshot do you prefer?

spark steppe
#

2 is a trap

#

in your case i would use 2 tho

#

just beware that if you plug any pure node into it, it will evaluate it, regardless of which case it selects

paper stone
#

ok in this case these are simple vars so i don't think i run a risk of using a pure node. i do prefer 2 because of the simpler execution line honestly

frosty heron
sharp ferry
#

@lofty rapids how can we read this now

#

i reversed it

#

basically i said, when my vertical speed + my vertical limit are < relative location Z --> True--> keep going until 1100 (the value of my vertical limit) False---> Destroy the object (because we going above my value that is 1100 Mt) is right?

#

in this case im using Float variables that are to assign decimal numbers

#

as value, to custom a parameter, in this case the speed of the object and the vertical limit i want to get to

dark drum
dark drum
dark drum
lofty rapids
zealous moth
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Anyone has any documentation on how to implement http data sync? Not websocket, simple read/write with a website or server.

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Is this multiplayer or online service related??

unique bronze
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hello, my Hold and Release Trigger on Enhanced Input Action, triggers "Ongoing" immediately for some reason despite having 10 seconds hold threshold, I cant figure out why 😓

maiden wadi
unique bronze
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Im not sure I understand, does it mean that Ongoing isnt activating 10 seconds later? I want to press, hold for 10 seconds and then trigger while still holding, regardless of released or not. Do I have to build an external timer for this case?

maiden wadi
unique bronze
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Ahh I see, I think I misunderstood it totally! It triggers because the "Release Threshold" was met after release, now your sentence makes sense to me, would have been great to have the extra exec for "Ongoing But Not Released" too. Thanks a lot!

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Hmm so when I want a Fireball to shoot with LMB, and also charge by holding LMB, I cant do it in one Action, it has to be done in separate Actions called LMB_Charge and LMB_Shoot? Both using the same LeftMouseButton but different triggers?

maiden wadi
tawny hedge
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any ideas how to get access to actor variables in spawn actor by class when using a select node for the class itself? like in the screenshot above. Not needed on the spawn node itself but even if I drag off the return value node, it works when selecting the class directly in spawn but cannot get access to the variables when using the select node for the class

maiden wadi
unique bronze
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Ah .. didnt think of using Cancelled, Charge is what will be first and if it didnt happen, then its shoot, thanks for this!
So better way you'd say is to do it like this? The doc says that each Action is like Crouch or Jump, so I assume Shooting and Charging both are different actions too 🤔 No Ability system, not yet, but need input for some stuff Im trying out.

tawny hedge
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ohhh so they need the be childs of the same main class

unique bronze
maiden wadi
tawny hedge
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So in case of having let's say a projectile with it's own variables like speed, time, if I also have another class with width, height they all need to include it regardless if using them or not

maiden wadi
# unique bronze Ah .. didnt think of using Cancelled, Charge is what will be first and if it did...

This is the reason I brought up the ability system thing. Generally it's not a good idea to put all of this on your input system because your abilites can have largely varying factors here.

Even in the simplest case, lets say you have a Firebolt and a Frostbolt and Firebolt has a charge time of 2s. But Frostbolt has a charge time of 2 and 5 seconds for multiple finished states depending on when you release it. You can't do this cleanly with the input system without hard coding it as well so things like implementing charge reductions and such become very hard unless you handle this in an ability by ability case where you can just simply use one input of "UseSpell" to tell the ability in question when it was started and released.

unique bronze
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I thought the Input System was supposed to replace the old Mapping system, and such a trivial thing is not easy to do with it surprises me 😅
What would you recommend for me to do if I dont want to dip into GAS yet but need to make right and leftlick holdable, which depending on time will increase a niagara user parameter float and then release the spell?
Is this the situation were you'd say absolutely getting into GAS then?

maiden wadi
# unique bronze I thought the Input System was supposed to replace the old Mapping system, and s...

It's about scalability and cleanliness mostly. With the example above you have two different cases. Lets assume you have this input where you trigger the selected spell and like Hotkeys 1 and 2 pick them.

Now, you can handle these both off of the same input easily because they're extremely similar. Lets take for example you want a basic version to fire if not held for 2s. You want a bigger version to fire if held for 2s. And on the Frostbolt you want an even bigger version on 5s.

First of all we're already doing switch cases here to determine which spell we're deciding this for. And this switch is for anything from the released time check to the particle parameters/systems. And we also have to handle complex issues like what happens if we decide to press 2 while charging 1?

Moving into GAS this becomes as simple as simply deciding which ability is active at the time. You grant Firebolt and Frostbolt to the character, and on 1 you deactivate Frostbolt and activate Firebolt. Vice versa for 2 press.

When the ability activates it starts listening for input press and release in itself, this is entirely outside of the character now. When the ability deactivates it cleans itself up and stops listening for input.

Now you can do anything you like on pressed and release by tracking the pressed time and released times and what you want to do all within this one blueprint, including effects and whatnot and it can be as complex as you like without ever affecting a single other ability because it's self contained.

Meanwhile if you handle all of this off of a single input in the character, you're going to be debugging every single spell every time you add anything or make a change because anything touching this system affects them all, which isn't a good thing.

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And of course this is before we get into anything like more varying abilities. Like maybe some neat spell where you create a ball of fire by holding, but have to release and press it quickly again to boost it forward instead of just releasing, maybe losing the charge or not pressing the button damages the caster. We're in way different territory now than the simple press and releases.

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Realistically. If you're on a deadline, I'd say just go with the inputs and be done with it if everything is going to be press and release at the same time. Maybe just do it even if you're not on a deadline. But I would strongly recommend checking out an ability system like GAS just for the ability to fragment out stuff like this into manageable chunks. It'll make planning and execution of stuff like this in the future a lot easier.

unique bronze
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if you handle all of this off of a single input in the character, you're going to be debugging every single spell every time you add anything or make a change because anything touching this system affects them all
sounds like a complete nightmare

yeah for now I just press and release, and need to distinguish between Fireball Shot Charged and Fireball Shot uncharged, I think I could ask how many second it was since Ongoing, then if its longer than 0 + HoldThreshold then its a Charged Shot even if it didnt increase in size.
This is currently all I need, for both MouseButtons. I understand correctly that getting if it Charged Fully (aka Hold Threshold reached but not released), is not possible like this and needs to be hardcoded?

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No deadlines, just learning and applying, Ill think about looking at GAS, gamedev apparently is learning, while learning other two things while learning something else inbetween 😅

maiden wadi
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Yeah, that about tracks. 😄

unique bronze
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Thanks!

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yeah that solves it, thanks a lot again, I can work with this for now, just have to be sure to switch to GAS once I realize its getting all too complex

maiden wadi
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It shouldn't be too painful. Mostly just enable it. Add an AbilitySystemComponent to the character. Make a Fireball ability. Grant it to the character's ABS in the character's Beginplay and then play around with the ability's activation and input stuff to learn it.

unique bronze
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Okay, sounds like a good start, appreciate it!

odd hornet
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Hello. I'm working on a spline based train simulation. I have problems with the impulse simulation when two cars collide. It sometimes works right, sometimes not. It even happens at higher fps. Here are 2 videos where the problems can be seen. The function is connected to event tick.

kind estuary
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what are the Options for

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i need the level im loading to have something like an argument when it loads

thin panther
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It's a string that you can parse in the game mode. Not sure if accessing it is C++ only

kind estuary
astral summit
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Is there a new system to write nodes in a more organized and easier way instead of the default Blueprint?

keen ore
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Can't replicate my left hand IK

kind estuary
lunar sleet
maiden wadi
thin panther
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ah that's good to know

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thanks 🙂

ionic junco
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Hello, I'm working on extending a UChaosVehicleWheel class to allow designers to tweak certain values in Blueprint. I'm confident my C++ is okay, but less confident about UPROPERTY specifics.

My question is, is there a way to use something like EditCondition to hide and show these UPROPERTY values in the editor based on the truth of an enum?
Sorry if I've asked in the wrong area, it's kind of both C++ and Blueprint related.
I've provided the arguments I want to use as the Edit Condition, but of course this does not work correctly in editor.

    UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "GAS|Wheel")
    EAxleType AxleType = EAxleType::Front;

    // Front
    UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "GAS|Wheel", meta=(EditCondition="AxleType==EAxleType::Front"))
    bool bAffectedBySteering = true;
    UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "GAS|Wheel", meta=(EditCondition="AxleType==EAxleType::Front"))
    float MaxSteerAngle = 40.f;

    //Rear
    UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "GAS|Wheel", meta=(EditCondition="AxleType==EAxleType::Rear"))
    bool bAffectedByHandbrake = true;
    UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "GAS|Wheel", meta=(EditCondition="AxleType==EAxleType::Rear"))
    bool bAffectedByEngine = true;
unique bronze
maiden wadi
# unique bronze Hey, sorry to bother, but I understood that I wont come around C++ when I use GA...

TLDR is Attributes.

I tend to explain GAS as... Abilities, Attributes, Cues, and Effects.

Abilities do things, they're the actions spawn a grenade or fireball projectile, handle inputs, play montages.

Attributes are stats. Health, Cooldown Reduction. Mana, MovementSpeed, etc.

Cues are visual things, such as a grenade or fireball explosion particle, a sparkly green regen affect around the character, etc. They spawn emitters and affect material parameter settings and such.

Effects are definitions and state of how attributes or cues should be applied to things. EG something like a GE_RenewSpell might have a period of 0.5 and grant 1 health for 2 health per second and have a cue specified that puts the green particle on the character. So when this affect is applied that health regen and particle are automatically done and when removed both stop.

Attributes are the only thing that are C++ required. But I've heard there are plugins that allow them in BP, but i've never personally checked them out.

maiden wadi
# ionic junco Hello, I'm working on extending a UChaosVehicleWheel class to allow designers to...

Your C++ looks fine. But if you want them to hide you also need to add EditConditionHides. With your current code theyh should only disable and enable.

So for example, instead of..
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "GAS|Wheel", meta=(EditCondition="AxleType==EAxleType::Front"))
Do
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "GAS|Wheel", meta=(EditCondition="AxleType==EAxleType::Front", EditConditionHides))

ionic junco
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Ohhh nice, thanks dude!
That works!

sharp ferry
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I've followed a tutorial about pick up and drop a box on YT, i was wondering if someone can help me to undersatnd why the box keep dropping not on the ground and why after dropping it my ''Holding'' animation keep going on. it should stops

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the box should atleast realease on the ground

lofty rapids
lofty rapids
# sharp ferry

are you trying to play animation none and that is supposed to reset it ?

sharp ferry
lofty rapids
sharp ferry
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1 sec

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i know this is still way too hard but i wanted to add a pick up drop system ot it

lofty rapids
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usually the slot is in front of that blend also

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atleast i think so, you might want to ask in #animation

sharp ferry
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you mean the montage of the dropping or picking system?

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i moved on animation talk

idle crescent
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Does anyone know why my inputs may have stopped working? They were before and I didn't change anything to them.

idle crescent
lofty rapids
snow halo
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I dont have this data actually inside of the character, I only temporarily store them there so that the function can kinda be less spaggheti, thats why I made variables and then I connect these variables and pass them to the other side

flat jetty
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Hey guys, I'm creating a moba style character movement, where our camera is free, and we can click to move our character.
As you might guess, my character is the default pawn. But i dont make this BP_Camera as a posses pawn etc. It wont get the inputs like Mouse X etc, preventing to move my camera.

What kind of workflow I should follow situation like that?

maiden wadi
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The Camera pawn should be your default pawn. You should spawn and set ownership of a second pawn for the character and enable input for it if needed, usually.

sharp ferry
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@lofty rapids i applied the scale to the trasform of the childs other BP boxes

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because werent in right position on the hand

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so i just copied and pasted the 3 parameters to the other boxes

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but when i pick up the second and drop it, it drops smaller than how i pick up

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looks like World of warcraft when u take the sword behind ur shoulders and its smaller lol

lofty rapids
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here where you spawn the item

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you set the scale to 1.0

unique bronze
sharp ferry
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the first box i applied the scale with my BP system and its ok the second is giving me problems with the drops scale

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yea it rescale 1 but i dont get why so small

lofty rapids
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probably get the scale of the held item before you destroy it

sharp ferry
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its not that small

lofty rapids
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use the scale thats on the held item

sharp ferry
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it picks up with the poper size

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i ddi that

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i copied all of them 3 parameters

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i sho wu

lofty rapids
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your spawn node

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it sets it to 1.0

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instead of setting it to 1.0,1.0,1.0

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get the scale from the thing syour holding

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and spawn with that scale

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might fix the problem

sharp ferry
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i got this scale of it u see where i have my curson

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cursor

lofty rapids
sharp ferry
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and copied pasted on the BP second box

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he did this method with all of them 3 boxes of him, to me is not working

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if i swap the scale there its messing with also my first box i guess

sharp ferry
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isnt that the global scale of all of them 2?

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if i change that one my first box mess up too

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it gets bigger

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idneed

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i tried

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  1. 2 2
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drops big as hell the first too now

maiden wadi
# unique bronze so I just need C++ to create the Attributes, or can they be changed via BPs once...

Mostly to define. There are some overrides and such. You essentially create an AttributeSet object that your AbilitySystemComponent will maintain.

Once you define the AttributeSet class, you populate it with attributes, you can have a lot of attribute sets or only one, however you prefer to define it.

After that it can all be altered in BP via the Effects. But you can also define strict limits inside of the attribute sets too. For example if you had an attribute set for Health. You'd have like... Health, MaxHealth, and maybe HealthCap.

Then you can override the Pre and Post AttributeChange functions and make sure that Health will never exceed MaxHealth, and MaxHealth will never exceed HealthCap.

C++ is fairly easy if you have any sort of coding background. The only annoying thing is setting it up to work with Unreal. Bit of a startup.

sharp ferry
# lofty rapids ^

i changed that scale, it drops bigger is not anymore equal on the first one too, the second box pick up ok but drops small

sharp ferry
sharp ferry
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pick up like this but drops small

lofty rapids
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set that scale to the item you picked ups scale so it matches

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should fix the problem

unique bronze
sharp ferry
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yea its dropping like is 1.1.1

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but not have to be 1 1 1 on first place

sharp ferry
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like apply it

lofty rapids
sharp ferry
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i did rescale but always drop as 1 1 1

lofty rapids
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you see where you spawn the thing that drops ?

sharp ferry
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i have multiple items to pick up and drops, if i set the sclae there to 2 2 2 or bigger my first box mess up

lofty rapids
sharp ferry
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i do and i think i undersatnd what u want me to do

lofty rapids
# sharp ferry yes

do you see in the bp where your grabbing the thing and you change the transform ?

lofty rapids
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save the scale somewhere before you set the transform

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i would do it when you pick it up

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get the scale of the item, and store it in a variable

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then when you spawn, plug the scale in

sharp ferry
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i dont undertstand that

lofty rapids
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you pick an item up correct ?

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do you know what a variable is ?

sharp ferry
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but my variable

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is global for all the 3 boxes

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the other boxes are just childs BP

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the trasform is global on 1 1 1

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my first box is properly on 1 1 1 scale in start, thats why is proper, the second is not, it starts with 3 3 3

lofty rapids
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i wish i could help better ig, but i said what would probably solve it

sharp ferry
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it should be proper size on 1 1 1

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im sorry i dont know how to do that

lofty rapids
sharp ferry
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yea but my second is smaller on 1 1 1 by default

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idk why

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indeed my nodes will always re drop it as a 1 1 1

lofty rapids
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a good tutorial on blueprints still is important

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because your not understanding so its hard to help

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i also sometimes have a hard time explaining

sharp ferry
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in blender you just need to make the mesh bigger then ''apply all scales''

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and it gets back to 1 1 1

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here idk how.

lofty rapids
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well in any case i circled your issue, and you could do what i said

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maybe a few tuts on storing variables

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might helps

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as far as i understand atleast, that is the solution

crude hearth
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does anyone know a good tutorial on how to implement a good stealth mechanics?

sharp ferry
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is like if i applied a new scale

lofty rapids
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i see so instead of hardcoding the scale in the items

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you just scaled the mesh

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so 1.0 is normal size

sharp ferry
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yes

lofty rapids
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not a bad solution but you can't adjust scale of an item

sharp ferry
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i modelled it small in blender

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in UE i just made it bigger and applied the scale to 1 1 1

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is fine

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just to adapt it to the other assets dimension

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i guess everything should be 1 1 1

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also my character

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thanks for you help though

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i would like now to swap my pick up anim and pick up a bottle for instance

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always using the system created

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maybe i should just copy and paste that one and change the Box variables made

lofty rapids
sharp ferry
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maybe making similar variables like this

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but on the bottle

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sorry ''components

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i think is the purple variable to just need to change

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make a new one

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with the bottle

lofty rapids
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i would use the parent class

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and just create children

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and all the children will be interactable if you set it up right

sharp ferry
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ah need to understand whats BP parent class

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whats a parent class

lofty rapids
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so objects have a hiearchy

sharp ferry
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i thought was under BP menu options

lofty rapids
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and it's usally a parent->child relationship

sharp ferry
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yea my boxes are childs

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of the main parent

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box

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system

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is this what u mean?

lofty rapids
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yes

sharp ferry
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thats it but i cant

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beucase i have a purple variable that is referring to the box only with its own montage

lofty rapids
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i see

sharp ferry
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so i thought maybe if i do that new variable on the bottle and make the montage with holding bottle anim it works

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i would need to add that on the same nodes and a double play montage but idk how to, thast hard

lofty rapids
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normally you would probably use an interface for this, or some sort of function you call on the child, but is defined in the parent

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ideally all your interactables should have a common parent, if not then you can use interface ig

sharp ferry
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the guy made me do that purple node idk what is that

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the only varaible is making me connect to my BP Box is a trasform

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why?

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oh i get why becuase he made me do that purple class node that refeer to the box

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its a reference class variable, no idea what is that

lofty rapids
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it's basically the name of a class

sharp ferry
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that one i guess is connecting my BP character to the box

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but idk whats a class variable

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and why purple

lofty rapids
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the color is just somethings have a color

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but it's a class name, look up what is a class in unreal

sharp ferry
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how possible that thing also automatically generate a Dropping box node call function?

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i dont remmebr i crated a dropping box variable or anything