#blueprint
1 messages · Page 328 of 1
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.
It does mean that if you simply add a MeshComponent and assign this mesh, it usually points "right", instead of "forward".
That's also why the Character's MeshComponent usually has a -90° rotation applied
I need the Viewport of that, with the mesh component selected.
I want to see where the weapon is facing.
Need a picture of the Weapon, preferably with the little coordinate system in the bottom left visible.
And also with the rotation numbers visible.
local or worldspace?
both seem same result nvm
earlier it kept changing
here is the thing for me.. I tried to rotate this in the actor here and it did not resolev the issue.
but im new to coding so idk
brb
Sorry, had to answer an email. Lemme check.
@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°)
Nice idea let me get with animator who helped make also
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.
i cant really re make my character stands with E key. also i dont understand why my character can pass inside the chair
making my character stands and coming back to Idle seems harder than making it sit
chagpt can't really guide me well
Don't use chat gpt and other LLM to compile a game mechanic for you.
can I run the "AI Move To" node every frame or will that make it too laggy?
I'd say use the node as intended. so fire it and act upon success/fail execution flows
I am trying to combine learning agents with the "ai move to" node thats why I want to run it every frame
i managed to make her sit but needed some help here too, chat gpt mostly guided me add it and explain me the nodes and the connections
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
Sorry to mention you again, but I can't find those 3, would you have their names by any chance?
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
someone is free to guide me and give me some support
?
@sharp ferry breakdown your problem and tackle them step by step.
You can start by just showing UI when you are within the interaction distance.
Don't worry about implementing the animation part yet.
dont use chat gpt to learn is my 2 cent
if i dont have a support like Chat gpt, im TOTALLY blocked, like probably i start with node Input E and then i dont know what to do
You are missing the basic then and chat gpt is not a good way to learn.
Start from the basic framework
Such as understanding input
Use enhanced input
Then blueprint communication next.
There is official video tutorial by epic for these
And documentation too for enhanced input.
enhanced input stands for? the nodes?
all of these nodes?
Its epic implementation for user input
If you are not using it then you are using legacy input
Which should be avoided like a plague outside debugging
to be totally honest not want to waste ur time im understanding nothing of what you saying
Google enhanced input, read documentation
watch some tutorials
Then print something when you press the input
Once you done that then tackle your next problem which is to show the U.I
i've tried they run like speedy gonzales and not explain the nodes, still after 3 days i dont know what a brach
Look up materials for collisions and overlap
What is the Branch Node in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
yes its best to pause it and do stuff, then move around in the video if you have too
For total beginner
- Watch blueprint communication video
- Watch matthew wadstein for most common nodes and example of usages.
the fact is, all of these tutorials they are thinking as programmers, i do not, whats true?? whats false in what logic? what is he trying to do???
its impossible to understand like this
why theres abranch node there and whats all of that nodes after it? is a total zero understanding to me
@sharp ferry
i see so you never programmed so you don't know what a condition is ?
i dont know
Well the video explain what branch does
i think i ried with matthew
Rather than resist you better off watching a dozen times till you understand.
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?
Look at video, try to understand then try to implement something simple your self
the problem is many tutorials are not for beginners that starts from zero like me 😐
To be honest, a sit mechanic isn't that simple. There's a lot of moving parts. If you're fairly new to UE, it'll probably be worth following epics starter stuff first. Also reading up on C++ fundamentals can help. (Class hierarchy, composition and project structure)
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Algo is having trouble decid...
simplest way i found to break it down
do you know what the white lines do ?
unofortunately when getting help it requires you to understand what the helper is trying to explain
and fundamentals are necessary to get anything done imo
Read the msvc version you need.
Its written in the log.
Also remove the one you are not using.
i cant see it
Its written in the text you provide.
ok
i will try
thank you!
- 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
there is not
14.44
at my vs studio installer
Read from the top
Don't be impatient
It literary says the msvc version you need to install
You might have to remove the older one, im not sure
failed
Post log again then post screen shoot of the msvc you installed
OH bro
i have the old one too
i installed 3
so i forgot
i will try again
the first
one is
the ue when i try to remove it
it says it has urneal engine
Just remove unused 14.
Ignore the rest
I dont want to download file again, can you paste the text
ok
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
there is
limitg
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
You might still have 14.29 installed
i removed the unused 14
Can you go to component and make sure its removed
Then install 14.38 instead of 14.44
Use recommended version imo.
white lines are executions beetwen nodes
If you dont want to watch suggested videos my last suggestion is to just learn basic programming langauge
Any Object oriented programming language
the only nodes i use is in blender PBR materials and some post process stuff
That's what blueprint is based on
yes, so it flows out in a direction, and a branch changes the flow based on condition
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
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
so branch is needed to add the Boolean to my input key?
because there would be no way to add it then?
You are not gonna get far coding without knowing selection, functions/events, objects, polymorphism, and primitive data types.
If i can rewinding back time i will just learn programming language, way easier than looking for basic comperhensive blueprint tutorials
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...
tahts like starting to study surgery from zero
It takes just 3 to 4 days to understand then
No you are just learning the neccesities which is what you gonna 100% use in blueprint
So no, you are wrong
its like learning anatomy of the body
fortunately you can use any language and these things like conditions, logic, functions, variables this all is common in programming
Just pick up python course you can do that in 3 to 4 days then comeback to unreal engine.
Or keep fighting suggestion when you are stuck
You gotta do what you have to do man
Learning is part of the journey, dont leap frog
yes i will check out
Check if you have 14.29 installed, then install 14.38. Uninstall any other version including 14.44
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.
You may like to read this as i use "simple terms" for beginners https://notes.hzfishy.fr/Unreal-Engine/Extra/Unreal-Engine-learning-speedrun
@sharp ferry
it's 100% doable just pretty sure you can't do it in blueprint.
I'm using a plugin where it has it implement it's own importer
so it's deffinitly doable
vrm4u
I should not have asked XD
if the variable is exposed to BP you can change it in a editor utiity blueprint
but given that the nanite stuff is likely editor only, i doubt that most of it is exposed
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:
-
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.
-
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.
-
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.
-
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.
can anyone tell me why I can't see w_BuildIcon in grid panel?
nvm. im dumb i added the c++ class
yeah ive been looking into it ,but no luck so far ;/
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)
which variable do you want to set
lightmap resolution and coordinate index seems to be possible to set
if its possible id love to know how
ahh interesting
as both of those are int
you can create a new function library
create a new function and name it setintpropertybyname
call that function somewhere
and delete the function library
and refresh that node
and you should be able to get it
basically abusing a bug
ill look into it 😄
we might have found a way to do it with python. so no blueprinting
ok
but this def helps
i have made a function library of it if you need
the float one might break since they changed float
perfect
Afaik it just won’t run that node
But it might throw an error at you, find out 😀
I was thinking this, to have a GUID for pre placed items that doesn't result in duplicate GUIDs when you duplicate the actor. I might have to setup a smaller project to test.
I'm hoping 'IsValid' just returns false lol.
That’s usually what it’s there for, to give you a soft landing, but 🤷♂️
Yea it just seems odd to have editor only nodes when you can't actually make editor only BP's (Not unless its a child of an editor only C++ class) (as far as I know that is) I'll report back after I've done a build and tested lol.
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?
Wait, when did the construction script not run for pre-placed actors when the level starts? 👀
checked means true, unchecked means false
does it work when you not overlapped and press f, show the print string ?
not work at all, the only way i managed to make it work is with not the E key input
but i want to print string only when i press E and interact
get rid of the branch check if e works by itself
Thats because actors don't automatically receive inputs. You need to enable input for the player controller of the player that overlaps and disable input when the leave.
i removed variable and branch is not printing anywa
with onkly Key input node and string
you would probably be better of casting to the item in the player bp, where if you possess the character, the input will work
i tried there i can add the variable
cant*
oh
i copied the two nodes in BP_mycharacter
its printing here
hello
but here i cant add the bol variable in my Bp character
why would i do the key input E inside my character BP? its not connecting the BP mesh with my character like this?
well you usually use inputs in the character bp or controller
preferable controller if you have multiple characters
i did that but idk how to connect that to my mesh Bp
when i press E close to the collision mesh is not working
so open you player bp, and add a collision box in front of your character
can't i use the capsule?
if i dont want to add a box collision
you can use capsule component
ok
click on the component in the top l eft
then go bottom right of details at the bottom
there is overlap component begin, and end
i did this on capsule
now have the two node
doing this i dont see a connection with the BP_Mesh
i had to do this laready on my BP_Mesh
show what your doing now
with your capsuule
but put a key f event in your character
with a print string
you want me to cast the capsule overlapbegin and end to the casto to BPmesh?
and it should fire off when you press f
no don't cast to the capsule
i already have the two overlapB and end to the BP_mesh
^
ok its not F is E
The verdict is that it builds without errors. (I did a shipping build) Using the 'is valid GUID' just returns false. This is amazing. 😄 (for my use case anyways)
this is what i have now on my BP_Mesh
i deleted the E key input
and the print
because i want on E key not auomaticallly
then u told me to add the two Overlap node on the CAPSULE BP of my character
im very confused now
here, now instead of doing the cast to player, cast to the thing you want to overlap
usually in a case where you would be doing this, there would be a parent class for things like items
so you could cast to the parent, and geet the items stats or functions
i casted to the BP_mesh but what about my E input?
i just want that when i press E near to the box collision it triggers Hello
ok so add the e key event and print string hello
test this out make sure when you hit e it prints
i cant add E key in there
with the two overlapB /E
is there where i have to do it?
i understood their function
you want to add the e key event to the graph
gonna try
i want to add the message when i press E only when im overlapping with the box collision of my item
take it one step at a time, get the e key actually working first
like this, like i did now, adding the Input KEY E is just spamming always when i press e
but i did that
yes, is it showing the print string
i want it to do with the box collision
show what you have now with the 3 events ?
ok so now create a boolean on your character like you did with the other thing
and set it to true/false after begin/end events, comming out of the cast top execution
thats the success path
true on begin, false on end
you want true to be able to interact
which doesnt matter but is just better imo
ok what now
plug the variable, by draggin it of and doing get, into the condition of the branch
so your saying, when i press e, if this is true
and you have set it to true on overlap
nice is working
but why i had to craete a variable on the mesh Bp then?
thats confusing me
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
LIKE This what we did is just making my capsule interacting with any collision box i guess
is this what we did?
or is gonna interact onlyt with that one because is casted to BP_my character?
so my Bp character is casting to the mesh and the mesh is casting to the character
you made it so if your overlapping that kind of bp, then print hello
got it
yes but you dont need the stuff on the mesh
because you used the chartacter
in what case i would need stuff on the mesh BP?
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
i would as i mentioned, make a parent class of items, and create all the children and all the children will be interactable
and you just cast to the parent, it will catch whatever child your interacting with
i dont know how to do
inheritence can be a bit much
u mean is harder?
it's just parent/child inheritance is a whole topic
i would like next thing to trigger animation when E on specifics box collisions
but already tried with the sit one before and was hard and failing
also getting out of the animation was even harder.
yeay ea
then just play montage
the easiest way is to put this node in, and then play montage
i did that before but encountered so many errors and bugs in positioning and exit the anim
you can use an anim state
like a boolean that triggers the sit state in your anim bp
thats more #animation territory
i did some stuf on state before
i mean trying to make the sitting anim
wasnt working
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
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?
try compiling really fast and that might allow you to
yeah Its compiled
its strange. Ive alway been able to change the nodes settings when selecting the node..
its in the event graph
i could not tell ya. usually when i am unable to edit something i just compile and then i can
could be cause its not connected in the exec line?
maybe io need to set my ui back to default. This project had the tabs moved around
moved here: #enhanced-input-system message
put this into #enhanced-input-system youll get more luck i think
https://blueprintue.com/blueprint/wfztumsw/
here is a basic bubble sort, but the idea is instead just comparing the floats in the array, you would get the data from the structures and compare that instead
this is a translation from js to blueprint on a bubble sort algorithm
i think my issue is actually where i refresh the inventory as im clearing the variable i set before i see it lol
that might be an issue ig
now i need to figure out how to get aroudn taht
Im kind of new to bp but why is it sometimes functions are in the Functions tab on the left but some are not?
I guess the user made functions go into the left and the details can be set but unreal functions details cannot be edited?
i think that is pretty much accurate
those on the left are usually custom functions on the bp itself
while the other ue builtins could be anywhere ig
but bp specific stuff is in the left
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
and im not sure how to make it a pure function
then put it on the execution path
idk if you can actually transform a regular function to pure or not
what version of unreal are you using that it's deprecated ?
5.6
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?
These are my springarm settings and I have orient rotation to movement checked.
Your optimization doesn't work
The inner loop can't get smaller like that, it has to be full range
You have to iterate over all elements, swapping neighbors, either N times or until no swap happens
im not following. tbf im using chatgpt to make this and i wont be touching chatgpt again once this inventory UI is completed
You check the element 0 with element 1, if 0 is bigger than 1 then swap. Then you check 1 with 2 and so on. If you had to swap at any point, you have to repeat the loop again. You stop repeating the loop when no swaps happen.
thats what is supposed to happen right?
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
Use the gameplay debugger to see what’s failing.
But also make sure your code even reaches that point in the execution path using a breakpoint maybe
what is the gameplay debugger?
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
I tried that and it didnt help me
c thanks
Visual logger
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
it 100% executes
and visual logger didnt help
and gameplay logger doesnt start
I guess I just create a new project and copypaste verything
@tardy pond are the Npcs pre placed?
print out target location
yes
yes I did
the target location is always 700 700 0
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
its usually something stupid like that
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*
no it doesnt
even if I set the default movement mode to flying
hmm never messed with flying npc´s so i wonder how you would make that work, but thats for another time
I think that setting just changes the way the char moves. There’s no out of the box solution for flying navigation, you either have to fake it, buy some plugin or make your own
ah okey,
and by changing hte way the char moves is that its ignoring some pathing i assume or something
No, just stuff like how it’s affected by gravity and such, superficial details for the most part
I did this to make characters fly toward a location (no obstacle avoidance)
Using a MoveDirectlyToward task with these ⬇️ settings and changing the character movement mode to Flying
nice thanks good to know, ill save that for the future
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
Try #materials
hmm im trying to instantly stop montage when npc dies, but somethings wrong ?=
That branch is connected to what exactly?
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
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
One uses navigation and the other doesnt I think
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...
@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.
You don't need to pass anything for the montage, (You can but redundant imo)
checking if any montage playing is most likely redundant too.
it will just stop playing montage if there's one playing.
Does anyone know how to reposition the pivot point for a collision box in the blueprint viewport?
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.
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?
^^Ok figured out my issue. Wasn't working because of Nanite
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 🤔
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.
dang, I guess Ill look into niagara or something then.. thanks
what is a bt?
behavior tree. State machines for A.I
a thanks
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
Yea its fine, however, the array will be a copy on the other end. Its what it means when it says 'No value will be returned by reference', aka it won't be 'Pass By Ref'.
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
You should research interaction systems. The moment you need to interact with more than one type of item you need one. There's lot of different types.
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
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.
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.
i used the flip flop to end my animation with E repressed
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.
https://www.youtube.com/watch?v=u-JxS8yy6ao like this?
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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...
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.
i dont want the animation with its time
well i guess this is more complex than it seams
seems*

That would be one way to do it. With you being new to UE, I would suggest you watch a few different videos from different people. (not actually creating anything at this stage)
not really, I am dumb as hell but manage to pick up blueprints in general after a LOT of failures.
just get used to disappointment and most importantly just try to learn.
I would say time consuming. Once you know what needs to happen its just going through the motions.
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.
It's a phrase the means their opinion.
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
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.
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...
The issue is you were following, not watching. There is a difference. Following comes later. Just watch a few to start with. Absorb what they say and why they're doing something. (assume they discuss it)
as i said, several tutorials are like ''add this,, connect. done''. ok but hwy
so pick up programming tutorial which explain the concept that you need from absolute zero.
then you don't have to learn blueprint.
do you suggest any that is not 6 hours long?
After that Matthew wadstein videos are good at showing examples of most common used nodes.
I will say take 3 - 4 days to learn it. Though the basic can be learn in a day, it might take more time to consume.
you can't expect to know a lot of codings in just a day time.
it takes us months and a life time.
yes i can imagine
im checking his channel again but i can't find a playlist about programming for begginers or stuff
Conciser looking at different channels as well. People often explain things differently. Finding someone that explains things in a way you understand can help.
it's all blocked here
don't think its free
and there are no videos
shouldn't i start with C#?
that is closer to BP
Any object oriented programming will do
BP is based on C++.
It covers functions, objects, polymorphism, switches, control flow
Pretty sure its free, did you try?
it's all locked
Only further lesson is paid gated
and i logged in with google
like 2 things on 6 are unlocked
what if i watch it in my motherlang
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.
unfortunately this stuff is not like quick way to learn, it can be complex
im following in my own language much more simple D
makes sense
i have python web open but
i cant press past anymore
is that thing open that now allow me?
ctrl+D
wdym "press past" ? and wdym "python web" ?
not working
im on Main.py web
to not isntall all
i can test here
ah now is working the paste
following this tutorial https://www.youtube.com/watch?v=XHzDHJ-BgvU
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 ...
maybe join a python discord
some people in here might know about python because ue uses it
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
makes sense
he explains all the basic concepts, types of variable in 60 mins
i found a 6 hours tutorial before but was too complex
ya about an hour should get you a bunch of the basics
yes but i need to make my own tests i dont go on until im sure i understood
yes take your time, learn and practice the concepts
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
i think the most common is bool,integer,float,string,array
So the bolean is mostly for a on/off
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?
@static coral screen shoot your blueprint UNCROPPED
You will learn all the primitive data type, follow along.
is this what you mean? After reload, Parent Class and Native Parent class are None after I try to open the blueprint at which point I get the following error:
the error:
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.
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++?
Yeah because you will need to build with Development config to update the development binaries (running from .uproject)
"After Reload" meant I close and open the UE Editor
yeah you maybe running outdated build
- Close editor now if it's open.
- Open your IDE.
- Build for Development / Debug.
- Run the project from your IDE by clicking the play button.
after that, read this, quite important. You may potentially break your project if you fall into some caveat that comes in unreal.
Gain months’ worth of Unreal C++ experience in a single article.
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!
why cant we destroy components from another actor?
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
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.
afaik you can't
you need to make a function on the owner if you want to destroy it from outside
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
I understood the logic of how phyton works but has nothing to do with BP
I need to jump on learning BP
hi hopefully this makes sense, im trying to recreate how the camera in this first clip works when moving the player left or right. i am just using the third person template but i wasnt sure how i could try to get the same camera effect in my player bp
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 -
This is because OwnerNoSee and OwnerOnlySee are badly named. They have actually nothing to do with the owner and are about whether that actor is the ViewTarget or not.
An example of t his is that if you're spectating someone, you do not own their character, but their character will be your view target, and you still need to see the same things they see.
You can get close to that with tuning the lag settings on the spring arm component
how?
Mess with the lag and rotation lag settings
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
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
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
if you are in a code-project, I have an small plugin here: https://github.com/gradientspace/GSBlueprintUtilities that adds sort functions that also return the sorted index, which you can use to iterate through the original list in sorted order
im only using blueprints for this but ty
Bubble sort is probably the easiest one
funny you should mention that, i have this set up as i did a working bubble sort by rarity and tried to convert it to a nameing one but AI is failing me pretty spectacularly
its trying to tell me to use a compare string node that doesnt exist
you pull of a string and then you type ==
Then you can choose compare exactly string or compare case insensitive string
i assume this is the one you mean but then if its false i swap?
Yep
the issue with doing that is that its not actually organized correctly, its close but not quite
Ah well i dont know if you can use a equal exactly string for the bubble sort but thats the node to compare strings
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
hmm isnt there a sort array node since 5.4?
theres a sort string array but since im using a structure to save values like that, i cant sort by string
or can i?
Wait, what exactly are you trying to do ? sort the structure depending on this string value?
im trying to add a sort into the UI element of my inventory system. by rarity works but trying to get alphabetical is not going smoothly. I just need these boxes to appear left to right both A-Z and Z-A
but right now it not quite doing it correctly in order
But i have no idea how your inventory is set up
atm its just a manual input of these "items". the structure looks like this
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
i tihnk thats what i tried doing with this
why are you only to lowering one side of the comparison?
sorting in c++ is much easier imo
Ok so all you need now is the is equal string node right?
I would start by sorting by the first letter until there's no more swaps, then do smaller sorts for the second character and so on.
Hes using the sort array node so no need to manually sort it
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)
i wanted to originally do it that way but im not certain how to do that at all
Start by making a function that takes the 2 structs and the enum representing which property to check, and returns a bool
Where?
Disregard AI, just use I
once i get these working im not touching chatgpt with a 10foot pole for UE
It's fine but you need to at least know what it's talking about, you can't just cargo cult it
It isnt great, 4o mini / high is ok
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.
im using 4o mini high and its helped with other coding things like my website but blueprints is just an impossilbity
im elarning sorts as i go XD
are you straight blueprints ?
I cant count how many times it hallucinated some nodes together
"To change the landscape on runtime all you have to do is add a set landscape node"
i really recommend you sort in c++
Its way easier
i set my project up using blueprints, is it possible to use C++?
Sure just add a c++ class
and if so how? i need it
Yes but get to know what you're doing first
save a backup of your project first
However if you never used it in unreal it might be overwhelming, you need a ide like rider or visual basic
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?
maybe a bubble sort but idk how other sorts work yet
i tihnk my biggest confusion at the moment is swapping the indexes in the one i was setting up with AlphabeticalArray
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
i ahve this at the beginning which i didnt show before hand
put that inside the ShouldSwapElements bit inside the loop
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
any more ideas for this?
have you got the lag to work yet?
it'll do it
and what were the results?
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
have you switched to using orient rotation to movement?
yes... sent the screenshot of it already
Orient rotation to movement should to the trick tho ...
well.. it didnt
Show what it did do
ive sent a clip
again adding lag. only changed anything when moving the mouse input for camera which isnt what im trying to do
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
that fixed the issue of the camera not rotating but now the controls are rotating, w is no longer forward etc
Here are two methods I have found to sort an inventory. One being for Unreal Engine 5.4 and above, and the other for the previous versions. The newer one of course is more powerful but the older one sitll has some usecases.
Patreon: https://www....
i tried this method and it worked
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
ill take a look here
cast to pawn nvm. I just hate that updating from 5.5 to 5.6 (potentially) caused this issue
that is so much smaller and simpler and thats what i was trying to do (i failed miserably) but that is what i am oging to use! Thank you for finding that!
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
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
your saying if the relative z plus the speed is greater then the vertical limit then don't do anything, else it will set the new relative rotation
But how cant the relative speed Z be not greater than vertical limit?
Isnt the relative speed the whoe infinite Z space?
anyway i did the reverse
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
if it works thats great
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
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.
The code for my grenade system doesn't work as I get these errors after trying to throw the grenade
This is the code for the first error (in BP_PlayerCharacter)
Any help would be lovely 😄
how could i make sure the controls rotate along w the camera? rn its messy
means you are calling a function on a null object.
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.
How can I fix this?
My game is a multiplayer fps
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.
So try get pawn owner for example? I'm figuring this out from copying a lethal gadget and making it into a tactical gadget
I've copied all the functions, variables etc and renamed them to Tactical instead of Lethal
incase there was a confusion
Is there a way to get the variable for the current downwards acceleration/drop of the projectile movement component?
It's velocity's Z, unless I'm misunderstanding the question?
Is that in blueprint?
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.
I'll check that, thanks!
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?
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
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
@trail horizon Don't advertise in unrelated channel.
Head to #instructions
#salary-jobs #freelance-jobs #volunteer-projects
@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
The first thing that jumps out is that you have 2 versions of your stats. There's no need to have them in the character BP as they're in the stat component.
You could create a function to handle the top one. 'A else B' when you pass in two objects and it'll just return A if it's valid or else it'll return B.
It could be a good way to simplify it.
So like this:
Note A and B are pass by ref and const.
personally i just do this
is basically the reverse of what you had before, before you had if (z + speed) > limit, now you have if (z + speed) < limit, same thing just reversed
Anyone has any documentation on how to implement http data sync? Not websocket, simple read/write with a website or server.
Is this multiplayer or online service related??
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 😓
Of course it does. It should be triggered that will run at the end of the timer that is current "ongoing".
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?
This doesn't sound like a Hold And Release. Check the dropdown, there should also be a normal Hold that will trigger regardless of the released state.
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!
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?
This is a more complicated question than you may realize. The short answer is that you can do it in one action. You simply do the norm one on Cancelled and do the charged on Triggered.
Realistically though this isn't really input territory as much as Ability System. But that is a much longer conversation and assumes you're using something like GAS or similar.
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
Do these actors in the select node all share a base class with the variables?
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.
ohhh so they need the be childs of the same main class
And that main class needs the variables, so that you'd pass those classes as that type so that the node knows what properties to show.
Otherwise you have to use multiple nodes and just have large switch cases.
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
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.
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?
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.
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.
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.
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?
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 😅
Yeah, that about tracks. 😄
Thanks!
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
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.
Okay, sounds like a good start, appreciate it!
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.
what are the Options for
i need the level im loading to have something like an argument when it loads
It's a string that you can parse in the game mode. Not sure if accessing it is C++ only
yeah im testing and its not working in BP
Is there a new system to write nodes in a more organized and easier way instead of the default Blueprint?
Can't replicate my left hand IK
i used game instance for this

Depends what you mean by more organized. There’s electric nodes plugin and the like, if you want fancier noodles. Otherwise organizing your code properly is your job. Use comments, collapse things to functions, use modular coding etc
It's not. It's BP exposed. There are helpers in.. I think KismetSystemLibrary? Or maybe GameplayStatics to ParseOption and GetIntOption and such. And you can access the string from GetGameMode->OptionsString
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;
Hey, sorry to bother, but I understood that I wont come around C++ when I use GAS?
In a nutshell, what do I miss out on if I try to use it BP only?
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.
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))
Ohhh nice, thanks dude!
That works!
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
ABP
the box should atleast realease on the ground
try the stop montage node
are you trying to play animation none and that is supposed to reset it ?
yea is on none as he suggested
i can't read your code, the picture is too zoomed out
1 sec
i know this is still way too hard but i wanted to add a pick up drop system ot it
usually the slot is in front of that blend also
atleast i think so, you might want to ask in #animation
Does anyone know why my inputs may have stopped working? They were before and I didn't change anything to them.
i moved there
dthe key w isn't working ? it's not printing hello ?
where?
I mean, character is just an intermediary
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
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?
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.
@lofty rapids i applied the scale to the trasform of the childs other BP boxes
because werent in right position on the hand
so i just copied and pasted the 3 parameters to the other boxes
but when i pick up the second and drop it, it drops smaller than how i pick up
looks like World of warcraft when u take the sword behind ur shoulders and its smaller lol
so I just need C++ to create the Attributes, or can they be changed via BPs once created? I know basic syntax (of Java) and some basics of OOP, Syntax of C++ wont be hard if its not full blown logic
the first box i applied the scale with my BP system and its ok the second is giving me problems with the drops scale
yea it rescale 1 but i dont get why so small
probably get the scale of the held item before you destroy it
its not that small
use the scale thats on the held item
it picks up with the poper size
i ddi that
i copied all of them 3 parameters
i sho wu
your spawn node
it sets it to 1.0
instead of setting it to 1.0,1.0,1.0
get the scale from the thing syour holding
and spawn with that scale
might fix the problem
its exactly what i did
i got this scale of it u see where i have my curson
cursor
your not understanding what i'm saying
and copied pasted on the BP second box
he did this method with all of them 3 boxes of him, to me is not working
if i swap the scale there its messing with also my first box i guess
isnt that the global scale of all of them 2?
if i change that one my first box mess up too
it gets bigger
idneed
i tried
- 2 2
drops big as hell the first too now
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.
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
i setted general scale as im seeing on my BP preview of the box
i circled the reason i believe
set that scale to the item you picked ups scale so it matches
should fix the problem
Okay, great, thanks for the info! 🙂
like that it gets bigger on the ground, pick up resize, and drops still small
yea its dropping like is 1.1.1
but not have to be 1 1 1 on first place
how do i resize it bigger and then set scale 1 1 1
like apply it
^ scroll up i can't repeat it a bunch of times in text it's just odd
i did rescale but always drop as 1 1 1
you see where you spawn the thing that drops ?
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
yes
are you even reading my messages ?
i do and i think i undersatnd what u want me to do
do you see in the bp where your grabbing the thing and you change the transform ?
where?
yes
save the scale somewhere before you set the transform
i would do it when you pick it up
get the scale of the item, and store it in a variable
then when you spawn, plug the scale in
i dont undertstand that
yes
but my variable
is global for all the 3 boxes
the other boxes are just childs BP
the trasform is global on 1 1 1
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
i wish i could help better ig, but i said what would probably solve it
"When you spawn an actor with scale 1.0, it will reset to absolute scale 1.0, ignoring the child actor's default scale settings."
yea but my second is smaller on 1 1 1 by default
idk why
indeed my nodes will always re drop it as a 1 1 1
a good tutorial on blueprints still is important
because your not understanding so its hard to help
i also sometimes have a hard time explaining
to atleast understand how to re apply a scale propelry would be great
in blender you just need to make the mesh bigger then ''apply all scales''
and it gets back to 1 1 1
here idk how.
well in any case i circled your issue, and you could do what i said
maybe a few tuts on storing variables
might helps
as far as i understand atleast, that is the solution
does anyone know a good tutorial on how to implement a good stealth mechanics?
i fixed goin into Modelling mode and resizing the box and it automatically reset the scale to 1 1 1 with my new size
is like if i applied a new scale
i see so instead of hardcoding the scale in the items
you just scaled the mesh
so 1.0 is normal size
yes
not a bad solution but you can't adjust scale of an item
how not i just did it
i modelled it small in blender
in UE i just made it bigger and applied the scale to 1 1 1
is fine
just to adapt it to the other assets dimension
i guess everything should be 1 1 1
also my character
thanks for you help though
i would like now to swap my pick up anim and pick up a bottle for instance
always using the system created
maybe i should just copy and paste that one and change the Box variables made
put it in the player controller
maybe making similar variables like this
but on the bottle
sorry ''components
i think is the purple variable to just need to change
make a new one
with the bottle
i would use the parent class
and just create children
and all the children will be interactable if you set it up right
so objects have a hiearchy
i thought was under BP menu options
and it's usally a parent->child relationship
yes
thats it but i cant
beucase i have a purple variable that is referring to the box only with its own montage
i see
so i thought maybe if i do that new variable on the bottle and make the montage with holding bottle anim it works
i would need to add that on the same nodes and a double play montage but idk how to, thast hard
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
ideally all your interactables should have a common parent, if not then you can use interface ig
the guy made me do that purple node idk what is that
the only varaible is making me connect to my BP Box is a trasform
why?
oh i get why becuase he made me do that purple class node that refeer to the box
its a reference class variable, no idea what is that
it's basically the name of a class
that one i guess is connecting my BP character to the box
but idk whats a class variable
and why purple