#blueprint

1 messages · Page 329 of 1

sharp ferry
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well im talking too much, thanks anyway

silent plaza
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hey guys, I think I'm starting to go a little crazy haha 😆 **I can't set an HDPI resolution (Retina, I'm on Mac) that works in the packaged project. ** 🖥️

It works fine in Unreal's Play in Editor, but not in the packaged game.
👉 I've tried all the methods I've found on the forums and youtube (putting code in DefaultGameUserSettings, using the “Set Resolution” nodes) but either it doesn't work, or it crashes the project on launch in the editor....

How do you get the resolution of the packaged game to adapt to the player's screen (Retina or normal)?

This kind of thing is super simple on other engines, but super frustrating on Unreal....

maiden wadi
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Generally speaking, you shouldn't use SetResolution calls in PIE. It functions differently as an editor window than as a standalone window. Always test your resolution stuff in packaged or at least Standalone mode.

But GameUserSettings should have most of what you need to deal with setting the windowed mode as well as the resolution setting.

silent plaza
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I struggle to make it compatible with my retina display (high DPI)... i tried everything but i can't make the packaged project displayed correctly, it is pixelated... which is not the case in the project editor

maiden wadi
silent plaza
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both

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• I enabled NSHighResolutionCapable and confirmed it’s present in the final Info.plist inside the .app.
• I tried setting r.ScreenPercentage and setres via console and Blueprints — no effect.
• I added proper resolution and screen percentage settings to DefaultGame.ini and DefaultEngine.ini.
• I launched the app from Terminal with --args -EnableHighDPI.
• I deleted Saved, Intermediate, and DerivedDataCache to repackage cleanly.
• I tested bEnableHighDPIAwareness=True in DefaultEngine.ini under MacTargetSettings.
• The .app runs fine, but it’s still blurry — not true Retina.

thick prairie
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[EDIT - nevermind, I fixed it after long battle] Hey guys. I have an issue with a simple feature. I'm trying to create a coin that falls down to the ground and after hitting it, disables movement/physics. It aslo should be pickable by player character. My setup is two colliders. One that detects hit with the ground and a 2nd one much larger that detects collision with player character. I've made two extra collision presets called "items" and "floor". Now for some reason i don't get any results on contact (im trying to print name of an actor that is hit) with the floor nor player. I would appreciate any help 🙂

hasty merlin
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how would one go about world items being able to be picked up and added to an inventory? would you create a centralized actor that has all the requirements and then add that to each actor item? or would you set up a class or something and then each individual item references the class?

faint pasture
hasty merlin
faint pasture
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yes you'd want to make BaseItem be a subclass of Actor

uneven crest
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Whats the best way to do this menu system. I know how to customize the gun and all that. I have the logic. I just dont know how to get the gun to show up like that. Its part of the widget but still changes

hasty merlin
steel shadow
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Store it as a variable in your controller

uneven crest
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No i know that but

uneven crest
# steel shadow Wdym get the gun to show up?

i know how to spawn the gun in and everything. idk how to describe it. I have a widget that covers the full screen. I dont know if there is any way to spawn the weapon into the widget almost, so that it keeps the same background as the widget

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thats just a drawup of what i want

steel shadow
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Could make the widget 3d?

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And have the camera face it

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Attach to camera

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And attach gun to camera

hasty merlin
hasty merlin
# faint pasture One thing at a time champ

question out of the blue, is it possible to have widget be attached to a face of a 3d model? im thinking it would be cool to see a book open up and on one page of the open book you see the inventory UI but as the book open and moves around the widget remains firmly planted on that one page of the model

faint pasture
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might need C++ for it though

hasty merlin
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that would be so cool so i think when the time comes ill be learning C++ again lol

faint pasture
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Could probably do something hacky with WidgetComponent by using its material or something

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wait a second I've done it, sec

hasty merlin
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sure 🙂

faint pasture
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yeah exactly that

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yeet the render target out of the widget component and use it in some other material

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thats a nice hacky BP way to do it

hasty merlin
# faint pasture

thats sick. and you can just use layered textures right? like set it to be texture #2 and apply it to just overlap or overlay?

ruby venture
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is there a better way to check what type a data table is? this feels really wrong

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id assume i should be using an actual == object node, but i dont know how to reference the type im looking for

surreal peak
hasty merlin
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any ideas on how to code in blueprints:

If NewItem: Name matches item in {Array}, check quantity.
If Quantity == maxStackSize, continue on
If Quantity != maxStackSize, add to until quantity == maxStackSize and subtract from quantity of NewItem then add to array
Else If NewItem: Name doesnt match item in {Array}, add to array

surreal peak
surreal peak
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Like, what stops from just coding that in Blueprints?

hasty merlin
surreal peak
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It's like asking "can someone tell me how to pick up a hammer, then a nail, then hold the nail in front of a wall, then hit it with the hammer until it's in the wall."

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Right. There are equal operators for names

hasty merlin
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i guess a for each loop with break would work

surreal peak
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Yop

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In Blueprints you won't have a lot of choice

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In C++ this becomes a lot more straightforward

hasty merlin
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dope ty for helping me figure this out

surreal peak
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If you have specific trouble feel free to post screenshots

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But atm I would suggest to get started

hasty merlin
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yea i liked C++ when i was coding in it in highschool but now i want to learn blueprints cause its more fun to use then to stare at text all day. colour == fun

surreal peak
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Sure, just make sure to pick the right language for the job. They aren't exclusive and some things really suck in Blueprints

ruby venture
surreal peak
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But honestly, whenever you have a growing Switch node that could potentially get bigger and bigger, you have a faulty setup to begin with

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Gameplay segments could be created as DataAssets. They can hold all relevant data, including your DataTable. The DataAssets can be referenced via the AssetManager and conveniently queried and loaded by it too via a combination of Type:ID. I think the primary data asset that is exposed to blueprints uses the name of BP class for the ID. You can also hook that up to a GameplayTag but that requires c++.

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You can then map the DataAsset to the Gameplay sections directly or via the Type:ID format.

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And grab the DataTable and other information from it when needed.

ruby venture
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fair enough, ill look into it 👍

hasty merlin
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if i wanted to set a quantity from the NewItem when adding to my inventory, how would i do that? im imagining the item i picked up has quantity 27 but the max stack size is 5. I need to add to player inventory with quantity of 5 instead of 27 and then take the 5 away from quantity of NewItem and circle through that until the quantity is less than 5. the NewItem is a data structure so im not certain how to set that change

jovial steeple
hasty merlin
jovial steeple
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Yes you can edit the value of structure varaibles using code.

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I dont understand what your issue really is

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Other then being confused

hasty merlin
# jovial steeple Yes you can edit the value of structure varaibles using code.

im trying to future proof my code. if i were to drop an item from a mob that is 8 consumables and the palyer picks that up, i need the inventory to look at said item and see if anything it has matches (by name). if it does its going to check the quantity it has already in inventory, for example, 3 of said item already in inventory. i then want it to add 2 of those to its already existing spot in the array and subtract 2 from the dropped item. dropped item should now have 6. then it needs to create a new stack by adding 5 of those to inventory leaving the dropped item with 1. then add that single dropped item to inventory. this should leave the inventory with 3 stacks of the dropped item (only 2 of them are full stacks)

jovial steeple
hasty merlin
jovial steeple
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What is the newitem

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Does this exist on the dropped item actor?

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Ok its a data structure

faint pasture
hasty merlin
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the only part im missing is being able to subtract from the quantity of the data structure

jovial steeple
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You can use the SetMembersIn<StructName> node to change edit certian feilds of a data structure

faint pasture
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yes or just break -> math -> make -> set in a pinch

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what have you tried?

jovial steeple
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If you click on it, you can see the feilds you want to edit

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in the details

hasty merlin
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so in theory this should work?

jovial steeple
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This also works, but I wouldnt recommend it, as if you add new feilds to the structure in the future, you will have to return to this spot in the code to connect the new pins.

jovial steeple
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yes

hasty merlin
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were close i can feel it but how do i fix this?

jovial steeple
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I dont know why its read only.

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Did you create the NewItem varialbe in CPP?

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I dont have much experience marking variables as read only, I wouldnt know

hasty merlin
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this is all in a function with the input being the NewItem. I set it up so that when i hit "E" it adds an item and passes taht info into the function

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and then that variable is what im using

pseudo tulip
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If you set the readable blueprint in .h, you cannot set it

jovial steeple
pseudo tulip
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Case Cannot set in the blueprint

hasty merlin
jovial steeple
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You can however mark the NewItem function input as a pass by reference, this will allow you to actualy change its value.

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Or you could redesign how this works in general.

hasty merlin
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still says read only property. ill just turn it into a var and then use taht

jovial steeple
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I typically have a function output called remaining items, or something along those lines. This output would then be used inside the dropped item blueprint so that it could know how many items it needs to have after the inventory componet was done interacting with it.

jovial steeple
hasty merlin
jovial steeple
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A variable on what?

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How would this variable translate over to the dropped item

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And let the dropped item know how much more it should have left

hasty merlin
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NewItem input becomes the new variable and then i can edit the quantity. once its fully added how it should be then i can work on the next item i pickup

jovial steeple
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Im not following

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If you want to call, I can help you more

hasty merlin
# jovial steeple If you want to call, I can help you more

i cant atm since its super late but tomorrow if youre free id love to hop in a call.

my theory is that since the input is not directly editable, i can just promote to variable and edit the variable. once the function is done and the next item is to be added it starts all over

jovial steeple
hasty merlin
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gracias sir

naive egret
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hey @lofty rapids I found out the Problem so it was Use cursor as touch that caused the problem with the Actor not being selected once I disabled it everything worked as it should

astral summit
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Hello , If I have many conditions and many functions, what is the correct way to organize them so that they can be easily reused? Currently, I merge the code into a single event and end up not benefiting from reusing the conditions and functions again

dark drum
tawny hedge
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how can I make sure a timer runs instantly, it doesn't seem to work with time 0 but works with a really low value like 0.01. Needs to run only once

tall plinth
tawny hedge
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arms are rotated in 2 different directions, try placing a socket on the arm you want to run the trace off eventually with an arrow to be able to check it's rotation, rotate it to the desired way and trace from the socket location/rotation

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or use the camera instead of the actor itself

tawny hedge
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because it depends if it has a delay or not, it can be 0 or another value and it takes values from a data table. So I wanna run the same code if it's either 0 or a higher value and just apply the delay if it's the case. As a workaround I'm using 0.01 default value instead of 0 and it runs, but i'm curious how to actually run it with 0

lofty rapids
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imo

tawny hedge
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well, to ignore it, obviously, i tried to skip the timer but the skill doesn't fire that way even if I call the event directly, bypassing the timer.

lofty rapids
tawny hedge
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I did but the skill doesn't fire lol

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it doesn't fire if I set it to 0 either, but if I don't branch or bypass the timer and set the delay to 0.01 it fires

lofty rapids
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so you want the event to fire if its zero ?

tawny hedge
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yes

lofty rapids
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branch it, run the custom event if zero

tawny hedge
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i did but it doesn't fire lol, that's the weird part

lofty rapids
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just call the event directly on the zero branch

lofty rapids
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it should work

tawny hedge
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this was it's set to 0 in the data table, and it should run off the spawn skill event since it's not higher than 0 but it doesn't. If I do like in the second picture and it's set to 0 it's the same. In both cases if I set the variable to 0.01 it runs both ways

lofty rapids
lofty rapids
tawny hedge
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the state only changes to casting delay if the delay is > 0. otherwise it's idle by default and it should run

lofty rapids
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right but it only works when you change that state

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as a test, change the state before the > 0 check

tawny hedge
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well it's fine anyways as I won't have any instant casts without previous animations but was really curios how to run a timer with time 0

lofty rapids
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a zero timer makes no logical sense

astral summit
chilly crane
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Quick rundown, I have a melee trace system.

It fetches all sockets on the equipped weapon, and sets a counter, while looping over that number. It constructs a socket name from the index, and search for it, checks it's valid, and proceeds to a trace if it is, then checks if hit, checks the correct characters where hit, then checks if that particular point has already hit the hit actor. If not, it adds that actor to the list, and does what it needs, then subtracts 1 from the counter. If it is in the list, it just skips & subtacts 1 from the counter. When the counter reaches 0 it sets a var to true again, allowing the timer event to fire off a new trace sequence. However, sometimes certain traces seem to finish before the one set before it. I don't think that needs to be an issue for my given system?

sharp ferry
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@lofty rapids if I want to make that my character not pick up that exact box but spawn the box from zero on the hand make lots of difference from my last nodes?

woven sky
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does anyone can help me fix this errors?

sharp ferry
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i mean when i get close to a box Type,she doesnt pick up that box but generate one of that type in the hand

lofty rapids
sharp ferry
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but maybe i should keep this method and once we cooked the product, the box pop out

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but for instance

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for the ingredtients its better is i dont pick up the singualr bottles, but spawn and use the one static in the space as ''reference'' of what we dropping

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you get what i mean?

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just the bottles stay there on the table as a ''reference'' of what we picking up'' and once i click E near the bottle, it spawn on my hand but not pick up that one. like if the bottle on the table is a storage item

frosty heron
woven sky
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It's a camera manager but for multiplayer

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Game

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And when I play the game it gives me this errors

frosty heron
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In multiplayer game, everyone is running their own instance.

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Each player have their own world.

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So an instance may be valid in one computer but not the other.

woven sky
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this code is on game state btw

frosty heron
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Don't matter and calling rpc on game state is weird.

woven sky
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and run every tick

woven sky
frosty heron
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So step outside from unreal,

When is the function triggered? Who do you want to call it?

frosty heron
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Why is your function need to be networked BTW?

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Is this a server initiated event?

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Otherwise what's the point of asking or communicating with others when you want the camera to go to the closest player.

tall plinth
woven sky
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cause to work this sys i need all the players know the x values

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of the other players

frosty heron
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What is x values

woven sky
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the location of all players

tall plinth
woven sky
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the x location value

frosty heron
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Arnt you just checking the closest player

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This is soo simple

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It make no sense to have any sort of communication what so ever.

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Run function -> get closest player -> do w.e with the camera

woven sky
frosty heron
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No RPC needed. Why do I need to tell the server or any other player if I am switching my cam to the closest player.?

Think of a spectator mode in multiplayer game.

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Get out from game state.

Do the logic in your controller

woven sky
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ok

frosty heron
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Understand that every player run their own instance, they run their own code.

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Your job is to sync everyone world so it feel they share the same world.

woven sky
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ok so if i make this on my controller the errors will be gone

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??

frosty heron
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No

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You need to understand how everyone have their own world.

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Instance may be valid on a machine may not be valid on mine.

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You probably should look at the pinned material.

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And see how actor replicates.

woven sky
frosty heron
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Read a dozen of times, practice, fail, repeat.

woven sky
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ahmm ok but my problem here is not the replucation lmao

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is the validation

frosty heron
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What validation

woven sky
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i mean the error says one value is not valid

frosty heron
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Access none means you are trying to access null instance

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If you dont have the variable readily available on the machine that is calling the code when it's expected, then that's your problem.

Read the pinned material over and over.

frosty heron
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Wizard tips and tricks and exi guide is a must read imo

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And replication is actually just the basic of multiplayer.

It is unfortunately a beast.

faint pasture
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OnRep_PawnWeAreAllLookingAt is fine in Gamestate, that's how I'd do it.

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And multicasting it instead could make sense if you don't want to have to design around the potential race condition

sharp ferry
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hi, is it difficult to find devs as revenue share based projects?

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maybe on reddit i can find some proper section? do you know any?

charred granite
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Hey everyone, I'm not sure why my enemy AI wont die when my enemy's health hits 0 or lower. When health hits 0 or -2 for example, then I'll have to shoot it one time for it to die.. This is my current blueprint

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To elaborate more on this issue :

So If I did 25 damage per hit for example, I would have to shoot it 5 times.. instead of 4 times .
4 hits should bring it to 0, but it wont die, It'd have to hit it one more time and then it'll die.
I've also tried changing the "less or equal to" node to "equal to", but it doesn't fix the issue.

full badge
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set health variable before you check health

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you're doing the check first

charred granite
south yacht
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Hey!
I have ABP and Control Rig node.
In my Control Rig I have Vector var with some data.
How I can transfer vector's data to my ABP ?

south yacht
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Control Rig 🙂

lofty rapids
south yacht
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Sure things

violet bison
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I want to tether a player so he can't leave a certain distance from the anchor point
how to accomplish it? I think it's using physic constraint

south yacht
lunar sleet
lofty rapids
south yacht
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That I can set it as CR spawns or edit it in sequencer and nothing else

craggy mortar
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Hi

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Could anyone here teach me

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Why is this all so complicated

sharp ferry
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i watch tutorials, followed a pick up and drop and i was like, how can he start to think this logic his own...

craggy mortar
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Ye

sharp ferry
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even if i study how programming works im sure BP is all another world to discover.

craggy mortar
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Could you help me get into coding or 3d modelling

sharp ferry
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i wish i could make games my own, even simple stuff tbh but everything in UE seems like sooo difficult for begginers

sharp ferry
craggy mortar
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Could you help me with modelling

sharp ferry
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what you need to know?

craggy mortar
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How to make cool stuff weapons beasts

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Make houses

lofty rapids
sharp ferry
# craggy mortar Make houses

that's alot of works, especially on UVs, the best advices as people give me here too about coding is the same, watching tutorials mostly

craggy mortar
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I don’t want to watch tutorials

south yacht
craggy mortar
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They mean

sharp ferry
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and do simple stuff at first, i started doing 3D with a lowpoly bottle, i suggest the same, model it, place seams UV, texture it. the process is always the same

craggy mortar
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How do I even do that

sharp ferry
craggy mortar
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K

sharp ferry
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also baking from High mesh to Lopoly mesh, with retopoly, and I suggest when u get to Retopology to use an addon that is named ''quadremsher if you're on blender'' also remmeber to work on Symmetry.

craggy mortar
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Btw how do I make weapons everyone says it is easy but I feel like it’s Albert one styles theories

sharp ferry
craggy mortar
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Ye

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I wanna make a boss fight in unreal engine

sharp ferry
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you wanna start modelling rifles or like swords and stuff like that?

craggy mortar
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Ye

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It’s so complicated

sharp ferry
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rifles are hard to do. anyway i suggest you to check out ''Hyper 3D'' its an AI mesh generator, it gives a real good base mesh to start with. for instance if i have to make a coat, i start with hyper 3d then i retouch it my own and retopology

craggy mortar
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K

sharp ferry
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anyway this has nothing to do with #blueprint so is wrong talking here

craggy mortar
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I known

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Go to DMs

twilit hill
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Hi everyone, I'm not a programmer, but I'm working on a Blueprint in Unreal Engine to arrange my book meshes side by side in an array.

Right now, I'm using a fixed spacing value to place each book, but this causes problems sometimes the books overlap, and other times there's too much space between them.

What I want is for the spacing to be calculated automatically based on each book mesh's width, so that the books align properly side by side without gaps or overlaps.

In my Blueprint, I currently use a "spacing" variable that affects the X value of the transform location. Instead of using a fixed spacing, I’d like it to dynamically use the width of each mesh.

Can anyone help me figure out how to do this?

lofty rapids
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make a point called current position

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get the bounds of the new mesh to add

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and use that to position it, might work

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set the current point to half the distance

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or the extent i think is half

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then when you go to spawn it, add half the new one, spawn it, add another half

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and your at the new point

ionic solar
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hi

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is there anyone here who can help me with a small problem im encountering

twilit hill
mental rampart
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is there a way to get the camera of player controller 0?

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put another way: is there a way to get the camera from the player controller?

lofty rapids
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theres a node called Get Actor Bounds

twilit hill
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is this you mean?

lofty rapids
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you want the actor bounds of the current selected books

twilit hill
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Yeah my bad, should be actor bound.

lofty rapids
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you want a variable currentx

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basically you'll keep track of the currentx

twilit hill
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I have a varibale called current position. type vector. is it right?

lofty rapids
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float

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since your moving in a line you can just adjust the x

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or y depending on your rotations

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the idea is the first you do is move the currentx + the last box extent

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which is half of whatever box was last

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so you'll need another variable, lastExtent

lofty rapids
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i just looped over all of them instead of getting randoms

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but this is the idea

twilit hill
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I kinda get it, lets see me trying. thank you man.

mental rampart
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how do i get the location of the flying camera you pilot when there's no pawn in the level?

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does anyone know the node?

mental trellis
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You can get the current camera location/rotation from the player controller, iirc.

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Or its camera manager at the very least.

north lynx
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Hi!
I have a 3D and 2D character in one level. Using a laptop that displays a 2D character projection by using Scene Capture Component 2D.
I am currently trying to get the player to start controlling the 2D character after interacting with the laptop, but his view stays in place of the 3D character. Unfortunately, the 2D character, despite getting input as planned, does not move on the screen.
Any ideas what I am doing wrong?

twilit hill
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I though I understant, but I guess I'm too dumb to understand whats going on here. I did it, but doesnt work. the books are separated from each other far way ahhahaha

lofty rapids
lofty rapids
twilit hill
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yeah I'm using mesh array component.

lofty rapids
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ya get component bounds should work

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but save the mesh as a variable

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so you can resuse it at the end when you add the mesh

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because if you pull of a pure node each time the random will run

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so you only want that to run once

mental rampart
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What setting do I change to lock a shadow in place for a mesh (regardless of its rotation)?

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So the shadow doesn't move, it's basically static

lunar sleet
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I think you’d have to lock the lighting in place

mental rampart
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is this a setting on the mesh itself or..?

spark steppe
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i guess you have to render it twice

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once for shadow only (without rotation) and once without shadow

mental rampart
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Good suggestion, but then how do I hide the shadow mesh while retaining the shadow?

mental rampart
spark steppe
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no

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there's likely no way around rendering it twice

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because some vertexes might just be hidden from the renderer when they got culled by e.g. Nanite

mental rampart
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ok, thanks

twilit hill
twilit hill
spark steppe
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your order of operations is wrong and your variable naming is confusing, LastPosition seems to be LastOffset...

lofty rapids
spark steppe
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and each extend is only applied once, while it should be twice

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[Extend, BookPos, Extend], [Extend, BookPos, Extend], [Extend, BookPos, Extend], ...

lofty rapids
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it's missing the add the half at the end

lofty rapids
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fix those issues and it should be good to go

lofty rapids
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as far as the blue line that goes backward

lofty rapids
twilit hill
lofty rapids
sharp ferry
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hi, im practing on a new example very simple thing. i want to spawn an object getting close to a box collision BP. i managed to do it but i only want to make the spawn a little bit forward of my character

mental rampart
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is it possible to spawn a copy of a mesh from blueprints?

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or spawn a copy of a blueprint from itself?

twilit hill
lofty rapids
spark steppe
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this is all so messed up 😄

lofty rapids
twilit hill
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yeah

lofty rapids
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move the red, and comming out that get, do promote to variable, and then put that set in the green between the two other sets

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then use that variable for you get component bounds, and also for your set static mesh

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right now the problem is your getting the component before you even set the static mesh, so it's possible it's the last ones value i'm not even sure

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you want to have the value at the green spot in execution, not draw a line backwards

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i wouldn't be surprised if you got an access none with that setup and im surprised it even worked

spark steppe
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ignore the weird y offset, it's because they have different pivots

#

leavea a lot to be desired, but just to show you how to do the basic math right

sharp ferry
#

i have the problem that now when i spawn an object with Input key E the other things with E like picking up box or start anim stops working

lofty rapids
sharp ferry
#

i added this

#

i added on the going outside disable input and seems like works, is ok?

lofty rapids
sharp ferry
sharp ferry
#

so when i get out of my box colision spawn

#

input of that logic disable

#

is right?

lofty rapids
sharp ferry
#

yes

#

in this case only on the box collision

#

i did this on the bp mesh

#

no my character

#

do i even need a player controller on that disable input?

lofty rapids
#

it says what it does if left blank

#

is this one player ?

sharp ferry
#

''get player controller'' u talking about?

#

yes one player

lofty rapids
sharp ferry
#

but reading the description is not understandable at all

lofty rapids
#

hover over it

#

basically no you don't need it for one player

sharp ferry
#

aah

#

because i already have ''self on the enbale/disable input right?

#

since i've already ''self'' on these i dont need to make clear what player again

#

right?

lofty rapids
sharp ferry
#

removing it it doesnt spawn anymore

#

empty u mean on 0?

sharp ferry
lofty rapids
sharp ferry
#

casting nadine is my character nadine

#

means that when my box collision overlap with my caspule of nadine event starts

#

no?

lofty rapids
#

ya it should be if the thing overlaps with your character

sharp ferry
#

yea If

twilit hill
# spark steppe

sorry to bother you by having another question, but why my random doesnt have an executio pin?

north lynx
spark steppe
lofty rapids
#

is this multiplayer ?

twilit hill
#

thanks to @lofty rapids aswell for all the help.

north lynx
lofty rapids
#

ok, and what happens exactly, can you see the character, but it just doesn't move ?

north lynx
#

I have 2D Character on the map and can't make him move, even if the input works

lofty rapids
north lynx
#

I have print string on the end of the movement 2D, and I can see that it responds

#

Yet the character still stands in place

#

I'm unpossesing the 3D character, possesing the 2D character on map, enabling the input, and loads the IA_Move2D for inputs for 2D Character

north lynx
lofty rapids
#

make sure the axis values are comming back correct

north lynx
lofty rapids
#

set the x to 10.0 one way, and y to 10.0 the other

#

he should start moving

north lynx
#

Nope, still standing still

#

Even 1k doesn't work

lofty rapids
#

i c so your values should be correct and it print string

#

so it's just not moving

lofty rapids
north lynx
#

PaperZDCharacter

lofty rapids
#

oh idk anything about that

#

but you could hard code the movements as well

north lynx
#

It's plugin for making 2D games in UE

lofty rapids
#

ya i've heard of it, i just don't know what the character has and doesn't

#

what do the components look like in this character ? is there a movement component ?

maiden wadi
#

It's a normal character that uses a sprite instead of 3D mesh.

lofty rapids
#

does he fall like normal on to the floor ?

north lynx
#

oh my gosh

#

8h of my work, he was stuck in place for some reason

lofty rapids
#

he was probably spawning into the floor

#

making him not be able to move

north lynx
#

Yeah, makes perfect sense, I just didn't think of that

hasty merlin
#

how would one reccommend setting a mesh? i want to have a couple items drop from a monster upon its death but im not certain how to set its mesh. I know i can set static mesh but to choose the correct one for each automatically im not sure of. should i just store the static mesh with the item data in my data structure? or is there a much more efficient way?

north lynx
#

@lofty rapids Thank you very much for that journey 🧡

lofty rapids
#

it's fast lookup time

#

and you can get the keys, shuffle, and spawn them

hasty merlin
#

Map of uniqueID?

lofty rapids
#

ya, uniqueID key, value is a static mesh

hasty merlin
#

so if i wanted an RNG setpu of say leather, bones, earth crystal, each word would be a uniqueID and then it could set all of that into my fsitemdata?

lofty rapids
hasty merlin
lofty rapids
hasty merlin
#

what about if i could set every item ahead of time except for quantity and then select that and it will autofill everything i need?

lofty rapids
#

just have an array of structs

#

and get a random one

#

you can edit the struct after you retrieve it

#

either an array or a map of structs

#

and build it out either randomly or manually

hasty merlin
#

whats the difference between array, set and map?

lofty rapids
#

something you can iterate through and access based on index

#

index 0 is the first, index 1 second, etc...

#

so theres no real id there other then the index

hasty merlin
#

what about set and map?

lofty rapids
#

as far as map goes its a key valye pair set, so it's basically a list of key/value pairs, if your key is a string, and your value is a static mash, you can find based on the key say "some item"

#

and that would retrieve the static mesh

#

assigned in the same key/value pair

#

idk much about a set, but it's something to do with a list of unique items

#

tbh i never need it

hasty merlin
#

so if i were to set the key to be a string say "SwordOfAwesomeness", could i set the value to be the FSItemData?

hasty merlin
#

and i can set all of that info inside the map?

lofty rapids
#

yep

hasty merlin
#

icon, static mesh, itemtype etc?

lofty rapids
#

try it out

hasty merlin
#

i tihnk a map is exactly what im looking for

lofty rapids
#

i usually prefer it for a lookup because it's O(1)

#

Altho "accessing an element by its index in an array is indeed O(1)"

#

it's easier to remember and look up with uniqueids

#

plus you can get the keys, and get only things with a certain prefix

#

stuff like that is cool

#

you can get the keys, get a random element from that array, then find that string in the map for a random item

hasty merlin
# lofty rapids

where would you store the map? inventory actor ocmponent on firstpersoncharacter?

#

or just like another actor taht i place in the world so everything can access it?

#

also it would be more like a sequence with each pin having a chance to spawn set item and with quantity range of X

lofty rapids
lofty rapids
lofty rapids
#

and just drop it into the level

#

this way you can have things like the random function you can run as well

#

but i put most of the stuff i want to persist in the game instance

hasty merlin
#

this looks correct right?

lofty rapids
lofty rapids
hasty merlin
#

wont be modified at all. do i need to click instance editable or blueprintreadonly at all?

#

probs not instance editable

#

and expose on spawn?

lofty rapids
#

i mean i don't think you need them, should you need them they are there

#

begin play -> get actor of class -> promote to variable

#

use the variable to access the itemmanager

hasty merlin
#

and in my enemy bp should i have a special function for choosing the drop chance? im thiking in the parent of it all atm

#

ItemDropChance() function that has you input up to 4 strings and then for each string, runs RNG then sets quantity in another RNG and outputs the strings and quantity to be used in EnemyDeath() which will take that info and spawn droppeditem with stated info

lofty rapids
#

whatever works

#

what is RNG ?

#

Random Number Generation ?

hasty merlin
#

random number generator. i want to set each additional item to be less and less. 100% for first option, 50% for second option, 15% for third option and 5% for 4th option. each run separately

#

so i could have 1-4 drops. if i get 2 drops it could be the first and 4th option or the first and third option etc

lofty rapids
#

#game-math might be better for this theory of random numbers

hasty merlin
#

ill check out tehre after for the RNG. i just need to get the rest setup to correctly find the info

lofty rapids
#

ya maps are pretty simple to use, find the key, get the value

#

if you add the same key, it overwrites the previous

hasty merlin
#

can i switch on string from array?

#

i ahve Items array for testing and its a string

#

im thinking something like this where i set the items in the child which will be the physical enemy and then it inputs into the drop chance. then on each string it runs to do its RNG stuff and output quantity and string for each item

#

i guess if i throw a ofr each loop in there

frosty heron
#

Comparing strings is nasty imo

#

Use gameplay tags

#

ItemRarity.Common
ItemRarity.UnCommon
ItemRarity.Rare
Etc.

hasty merlin
#

something like this. but how do i set the storagedata adn then pop that into droppeditem?

red briar
#

can anyone spot whats wrong? ive been debugging for a while but idk what im doing

#

it selects the last item each time, its a random number generator with probabilites

lofty rapids
lofty rapids
#

so that when you hit true, set the response value, then break, it doesn't do anymore checks you have found the value

sharp ferry
#

hi, where can I try to propose my game project idea as revenue share project?

red briar
#

ill do a bit more debugging rq

#

hmm...

lofty rapids
#

make sure total is set to zero before you start

sharp ferry
red briar
#

i got it now

#

thanks a lot for the help, you got me in the right direction :)

#

was doing this subtraction wrong

#

its working now, thanks a lot

lofty rapids
#

ok it i would not pull from the setter all the way to the other side, i would use a fresh getter

red briar
#

yeah thats a good idea, ill do that

lofty rapids
sharp ferry
#

i managed to post mine

faint pasture
#

every getter is fresh

fleet prism
#

Is someone able to point me in the right direction? I'm trying to get this crate to explode on impact I want to be able to hit it just once and have it fully explode but I cant seem to get the desired effect It also moves when shot at which I don't want. I followed this tutorial "Introduction to Chaos Destructible Mesh in Unreal Engine 5 - Learn The Basics in 7 Minutes!" but cant figure out how to make it how I want it to be. I tried to find other tutorials but to no avail.

steel shadow
#

First follow tutorial exactly, then fiddle with settings. Noob guess is that whatever threshold of 'damage' you need to destroy the mesh you have set way too high.

broken wadi
warm hare
#

What do I need to add to my door logic to make it auto close if I leave it open?

lofty rapids
faint pasture
#

assuming direction is valid long after finished, not sure if it is

#

careful though, you have 2 states representing what the next interaction with the door should do when you should have 1

#

assuming direction is persistent you should use that as your state. It's the last direction the door went, either opening or closing

#

then you can lose the flip flop and the do onces

broken wadi
#

When projectile hits box add a transient field so it does physics stuff. Alternatively you can just make a new BP with only the transient field(s) in it then spawn it in at the impact location so it can be used with other explodeable actors too.

warm hare
warm hare
last peak
warm hare
last peak
#

What do you think where you should place it?

#

What do you want to do?

warm hare
# last peak What do you want to do?

Basically. When I open the door It will either close after walking through it after 3 seconds. So I imagine I would place it after my timeline

last peak
#

Now you just do your entire code to open the door inverted

warm hare
muted mason
#

How can I make a loop action without using the event tick? I put this but it only appear once, I don't know if I need to triggering again since I checked loop on the set timer by event, pls help this is the first time using ue xD

steel shadow
#

You need to connect the 'event' pin to the event

#

And define an event by right clicking and type 'add custom event' and select what comes up. You can name it what you want

muted mason
#

Ah so basically the script runs when the begin event is happening, but the loop itself is an event

last peak
# warm hare So essentially flip the sequences?

There are a few ways, what are you doing in your timeline? on update you get a value out of your timeline track and set the rotation of your door to it
You could just multiply that with -1 and play the timeline from start

steel shadow
#

The loop is not an event, it calls an event on repeat

#

Connect logic to your event you named 'loop' and that logic will run every 3 seconds unless you manually stop it

muted mason
#

This is working

steel shadow
#

That is an infinite loop

mental trellis
#

That would work if you unticked "looping".

muted mason
#

Yeah

#

But if I put something on false it should stop, right? But will check constantly if it's true or false..

#

Will that be hard on cpu or smth like that?

mental trellis
#

You'd need to check before re-entering the set timer node.

last peak
muted mason
#

How could I do it without breaking my computer cpu? xD

mental trellis
#

There's nothing cpu breaking in that blueprint... if you untick looping.

last peak
#

You wont break your computer but what are you doing is

You start the game
you set a timer- the timer triggers the event loop then the timer gets destroyed and you instantly create a new timer that triggers the loop after x amount of seconds

steel shadow
#

Oh yeah I forgot that about resetting timers

#

Otherwise it would just hang

#

Eventually lol (actually still think it would hang eventually right with 2^n calls at 3n seconds)

muted mason
#

Ok so, if I uncheck looping, they will only to the timer once, so I can let it check so I have something that is constantly checking a variable

mental trellis
#

Checking a variable is fine.

muted mason
#

I basically wanted a tick event but after a delay time, not every frame, I don't know how good it is

mental trellis
#

You can set the length of tick.

#

Not sure if BP accessible.

last peak
#

now the logic in your loop event gets triggered every 0.1 secs

muted mason
#

Is this looping event hard on usage? I was thinking I could use this to check if there is something in a certain hitbox area

last peak
#

Well its cheaper than tick ...

muted mason
#

Like, if any objects are in this cube hitbox area they get instantly destroy

#

Actually I think there are blueprints made for that

steel shadow
#

How long is a piece of string

#

Doing it per 0.1 seconds is better than tick whatever it is

last peak
#

Exceptions are things like animations, you need them on tick

muted mason
#

For now I want to understand how to properly use blueprints, I watched a 1 hour tutorial and I only got some basics

#

Now as a normal person I will start practicing by creating elden ring 2

last peak
#

Ye, timelines and timers are one of the first things you want to learn

#

Do you have any coding experience whatsoever?

muted mason
#

timelines being the order of the blueprints?

muted mason
#

And by "learn Unity" I mean I mostly copy and modify what chatgpt was cooking 💀

last peak
#

You need to know the different datatypes, that should be number 1
What is
A bool, integer, string, vector, float

Then absolute basics, build a blueprint that prints hello world to the screen as soon as the game starts

Then how to create timelines and timers, what your doing right now

Blueprint communication, how and when to use casts, interfaces and components, what are references and pointers

#

Create a second blueprint that prints hello world to the screen when the player presses e, keep all the printing logic in bp2

muted mason
#

I made a game in block coding on a website called Thunkable, I understand the logic of the coding, I know about the variables and stuff, it's like I know the gramar and the time articulation but I don't know the word itself, I don't know what bp should I use and when, as you said I need to learn more about it

#

Also, I put the bool on false, it display the good text, and I uncheck the looping, but the event is still looping in the game

last peak
#

can you explain from event begin play what happening in the code with your own words ?

muted mason
#

The game start - A timer of 3 second start - At the end of the timer it's an if branch, if the variable attached to the branch is true, will display the top text that is true, if it's false, then it's the bottom text, and the whole timer/check/display is a function that I called Loop

#

Ah, I know

#

It's because I link the function with the.. function

last peak
#

ye dont do this

#

loop shouldnt be connected to the timer

#

it should be connected to your branch

muted mason
#

You mean the if branch? But on the if branch it's the variable that is checked

#

ah, you mean the white wire

#

But in that case the loop function won't have the timer inside it

steel shadow
muted mason
last peak
#

ye

#

like that

steel shadow
#

Disconnect the branch coming off the set timer

#

Or tbh does not really matter but I think you still don't quite understand

muted mason
#

You mean like this?

steel shadow
#

Yes

muted mason
#

Ah, it's working, but in that case, when I reffer the loop function somewhere, it won't have the timer included

steel shadow
#

Now your 'loop' event that your timer calls every 3 seconds, will perform the check at seconds 3,6,9,12 and so on forever unless you end it

last peak
steel shadow
#

The timer is not contained in the event. The timer calls the event

muted mason
#

Yeah, but could I add it in the event so when I call the function, it will have the timer (with the loop), the check and the display

steel shadow
#

It's good that you are avoiding tick when it's not needed, that's good coding practice

muted mason
#

We made a game in Game Maker, it was something small but we got fps problems because we made almost everything in tick xD

steel shadow
#

You can set actor tick in settings

#

If you run everything on tick, you can adjust tick rates per actor

#

Save you redesigning everything

muted mason
#

I will try to avoid using it, and only keep it for things that need to go very smooth or stuff that I don't know how to set up otherwise

#

Ok, the timer is not something hard to add in front of the function, thanks for helping me guys, I understood a bit more how the event call works

steel shadow
#

Tick is basically an event that calls every frame
So if you have 100 frames per second, it's like a 'set timer by event' triggering every 0.01 seconds

#

An event that calls every 0.1 seconds is 10 times more performant than that

last peak
#

Its bad practice almost always because it also makes your code framerate dependant

muted mason
#

Yeah, I hate that all the games in this days have bad performance, so I will try to optimize them how I can xD

#

Same with my blender models

steel shadow
#

Well, not if you have custom tick rate @last peak

#

It's usually just 'hero' units you run per frame (or animations ig),a lot of stuff you can get away with 0.1 second ticks or 0.5 seconds if they don't have anims

muted mason
#

How can I fast delete a link without right clicking on the node?

steel shadow
#

Alt click the link

muted mason
#

Is it a good idea to create an actor with a lot of code in it and put it in the scene as a main "data base", or is better to split the code on multiple actors, like some on the character, some on the mobs, etc (more for random stuff not for basic functionality like character walking or anything like that)

last peak
#

Put the code where it belongs to

#

you should encapsulate as much as you can

#

and use a lot oomponents

muted mason
#

I was thinking to make a actor with functions, and then on the other actors call upon the functions

#

The actor would act as a functions library xD

steel shadow
#

Probably better to organise things to try and minimise unnecessary cross actor referencing

#

Unless your game is huge probably won't matter performance or memory wise, but might get confusing

last peak
muted mason
#

Ah ok

last peak
#

A component is like a backpack with code that you can strap to any actor

muted mason
#

So you will do less cross referencing because all the actors you're working with have the functions ready in their own script?

#

Well, thanks for the help again, I will go to sleep for now, good night 😅

steel shadow
#

I prefer my 'moms spaghetti' method of code organisation

charred granite
#

Hello, I can't get my enemy AI to spawn on my locations. Maybe I'm overlooking something but I cant seem to find the error in my blueprints. I've also deleted and re-added the navigation mesh, but the result remains the same, my enemy AI don't seem to spawn on the given location. Here are my nodes from my Game Mode Blueprint.

#

In the world settings, I've also selected the correct Game Mode that I created for the level

steel shadow
#

Where are you setting your spawn locations

#

Also the right screenshot, can you show a larger version?

charred granite
# steel shadow Where are you setting your spawn locations

I've placed 2 enemies in the map, copied their location as a reference, and pasted that into both variables SpawnLocation1 and SpawnLocation2, as shown on the right picture node.

Sure, I'll try to take a larger picture, I'll have to split it up prob. Wont fit my whole screen 😆

steel shadow
#

Try adding say 50 units to the zombie z spawn. Could be they spawn too low clip the ground and it gets ignored.

charred granite
steel shadow
#

If those zombies are there already and they collide with each other, the spawn might also get ignored

charred granite
steel shadow
#

Transform also contains scale

#

Are you copying the scale too?

charred granite
charred granite
steel shadow
#

Well that should spawn at least one zombie

charred granite
#

It doesnt seem to work unfortunately

#

ill keep looking

steel shadow
#

What situation is this occurring

#

You have it in game mode begin play

#

But that can trigger before you load the level

#

Do you travel to the level from somewhere else? Eg a menu level

charred granite
#

so maybe that's causing potentially issues

steel shadow
#

Well yes if that menu level uses the same game mode

#

Pretty sure begin play will call in the menu level

charred granite
steel shadow
#

But you can call your 'start game' from inside the level blueprint

charred granite
steel shadow
#

Put some print strings in your spawn code, might help you see what is going wrong

#

How does the menu > zombie level transition occur?

charred granite
#

The thing is, even during the editor the zombies wont spawn, it's not in the packaged game but even in the editor

steel shadow
#

Ok well put some print strings to see what's happening

#

Btw I just realised if you have current wave = 0 that won't spawn anything

charred granite
#

I thought UE used a zero index?

steel shadow
#

Yeah 0 won't spawn stuff

#

It does but your setup doesn't accommodate that

charred granite
steel shadow
#

Well 0 will never work, now add some print strings or breakpoints

#

Where do you set 'current wave'

charred granite
#

The current wave was set to 0, so I changed it to 1 and that solved it. Took me hours and hours, should ve asked here sooner

steel shadow
#

No worries, I am very bored tonight

charred granite
#

haha

#

thank you so much man! appreciate it

#

now I can finally sleep haha

celest bluff
#

I am using Unreal Engine's Default ABP_Manny animation. I am trying to designate the mannequin to "look at" a pawn. Right now I cast to Unreal's Default BP_FirstPersonCharacter (I installed both first and 3rd person start up files) and looks only at the player.

There are many things that I want to do, but what I want to do first is to identify how to set an instance editable variable for an array of pawns (that I designate to look at). I can figure out the rest.

surreal peak
# celest bluff I am using Unreal Engine's Default ABP_Manny animation. I am trying to designate...

You'll need to have an overlap sphere in your Character that registers overlapping Pawns. And on Begin and End Overlap of this Sphere you'd want to add and remove the overlapping actor to and from an array (after casting it to Pawn or Character!). That array would be a variable you have to create inside your character class. Presumably of type pawn.

Then you can get that array inside your AnimBP. Or you add a function to your character that loops over the array and returns the closest entry and call that in the AnimBP.

#

Player Index and GetPlayerCharacter aren't the right thing for that.

#

That's a local coop thing for player controlled characters only.

celest bluff
# surreal peak You'll need to have an overlap sphere in your Character that registers overlappi...

I do have a trigger zone for that type of thing and I was also thinking of using pawn Sensing instead (yes I am working with AI, but it is irrelevant atm). I was thinking I could use "On See Pawn" and threshold rather than on enter and on exit.
But yeah, I was asking about how to replace the cast and allow for an instance editable variable array of pawns.
From what I'm reading, I should just use an interface.

paper smelt
#

I suck at math, can someone please tell me how to make the mouse actually move the widget interaction component all the way to both sides of the screen? (Its clamped but it is allowed to go all the way. The mouse itelf is also clamped and can not go all the way, also preferibly please tell me how to start the widget interaction component in the middle of the screen weather then in front of the mouse https://blueprintue.com/blueprint/4bqztord/

void glade
#

So. I'm having an enum problem. I have a gun that can fire different types of shots. I was planning to use an enum to switch between the shot types, for ease of use. But uh....when I try to use this, the enum won't switch what's it in. This screenshot shows something to fire the earth shot, then switch back to basic bullet. This never happens. Instead, the earth shot keeps firing. Is there something I'm doing wrong here? I am on 5.4 if it makes a difference.

paper smelt
celest bluff
void glade
paper smelt
void glade
#

Did that. It never triggers. I put a print statement in to make sure the statement was being reached. It was.

paper smelt
#

Cuz you set it back to default one instantly so if you have any checks with the enum its not going to work

void glade
#

It just says "Nah, I don't feel like it."

paper smelt
#

Are you able to call in pm?

void glade
#

Hmmmm? Call in PM?

paper smelt
#

Call in personal messages

#

so like a 1 on 1 call

#

so we dont bother the people already in the calls

surreal peak
void glade
#

Sure thing.

paper smelt
#

Ok ill priv message you call when you want and we will fix your issue

surreal peak
#

If you need to address multiple actors that do this share a parent class then you can just keep an arrays of actors and ensure they have the interface to retrieve the look at location.

#

Otherwise it's enough to have an array of the Pawns/Characters

#

But you need to construct the list/array runtime. Either via overlaps or pawn sensing or whatever else you want to use. Instance Editable is for selecting already existing actors in the scene. That doesn't scale well at all.

surreal peak
#

That's probably all there is to it

#

You currently set the switch to always be the same value

#

It's an input after all

celest bluff
surreal peak
#

That's a nightmare to keep updated by hand and won't take into account runtime spawned actors

celest bluff
surreal peak
#

Still not how you do this

#

That's just bad design for this feature

cursive wren
#

Anyone know a good guide where I can try to replicate the Xenoblade battle system?
Preferably using PaperZD?

tropic peak
#

I'm having issues with Attach Actor to Component node.

Using my interact system I want to "grab" an item from the floor, attach it to a scene component in my player BP so it's visible in my fpp view.

The attach node returns "true" so apparently the attach worked, but it has no effect on the item - it stays on the ground.

What am I missing here?

tropic peak
#

I don't need a socket 🙂

sharp ferry
#

it's difficult to make a siystem where my character clicking key E on the door teleport on a nother room?

tropic peak
#

it's not

sharp ferry
#

as a begginer is accessible?

tropic peak
#

you need an interaction system (even basic)

sharp ferry
#

i guess i just need to set up a different spawn zone on an input with box collision?

tropic peak
#

first step - learn how to interact with the door actor

#

can be based on overlapping collision boxes

sharp ferry
#

got it, i will try again as a spawned the money on the box collision with Gemini goolge

#

yes

tropic peak
#

there's a ton of tutorials on this and it should give you an idea on what to do next

sharp ferry
#

gemini managed to help me to understand fully the process of spawing an object with my character on a box collision

#

when overlap

sharp ferry
#

i guess it requires to make another BP character

tropic peak
#

nothing is hard, some things just take more time. you can do it

sharp ferry
#

because rig is diff

tropic peak
#

i can't help with clothing/animations, it's something I'm terrible at

sharp ferry
#

got it ty anyway

tropic peak
#

skip that for now and make sure the player teleports to the right place

dark drum
sharp ferry
#

i dont understand why my movement in UE5 with click right and wasd became soo slow

tropic peak
#

it was an issue with the child actor, it overwrote the masters function

#

silly mistake

lofty rapids
sharp ferry
#

waasnt lagging

lofty rapids
#

probably just a bug, if a restart fixes it thats usually the case, unless you didn't save and something you changed got reverted

charred granite
#

Maybe I'm understanding the logic incorrectly but my zombie spawn logic doesnt want to spawn 20 zombies total, divided over 4 different locations, so should be 5 per location.. It never matches and is always incorrect. My blueprint below, I split it up in different pictures as it's pretty long

#

It only seems to spawn 15 total

charred granite
charred granite
#

guess ill just leave it broken like that, no idea why its acting like that

#

it works but it doesnt seem to spawn the even, correct amount

lofty rapids
charred granite
lofty rapids
#

this will spawn 20 items with 4 different transforms

#

just set the array of transforms index 0,1,2,3

#

to be the four transforms you want

#

but this spawns the same item

lofty rapids
#

so you basically link the two up

#

get the transform, get the classname

#

from the two seperate arrays

#

or you can use an array of structs which hold the transform, and class reference

#

either way works

#

an array of structs is easier to maintain, but the two seperate arrays with matching index works as well

#

then you can use last index as your total spawn, and the amount in the % is the amount of spaces

#

just make sure you have the proper stuff in the array, which i would probably do some valid index checks or something but this is the basic idea much simpler then the multiple loops solution and it works

#

i've heard structures in blueprint could break the project

#

so two arrays might be better, if this wasn't an issue i would use a struct instead because it seems most fitting

charred granite
#

I'm pretty new to blueprints so it's a bit confusing rn tbh, I'm also not sure on how to get those orange and purple "GET" array nodes

lofty rapids
dark drum
lofty rapids
# charred granite I'm pretty new to blueprints so it's a bit confusing rn tbh, I'm also not sure o...

How to use arrays? How do arrays work? How to do a queue?

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silent plaza
#

Hello everyone 👋 does anybody know how to package a project with Retina compatibility for Mac ? I'm on M1 Pro but when I package the project it is blurry like it doesn't apply retina resolution...

pure gyro
#
Epic Developer Community Forums

Hi everyone, I’m packaging a project for Mac using Unreal Engine 5.5, and I’m facing two persistent issues: The game looks blurry on Retina displays Despite setting r.ScreenPercentage=100 and adding NSHighResolutionCapable in the Additional Plist Data, the game still runs at a lower logical resolution (not matching Retina sharpness). wh...

lofty rapids
lofty rapids
#

just loop 1 to total/4 four times

elfin lagoon
#

i need to make gate passible through for one team and not passible for another
but changing collisions response dont look like a good idea, bcz in the middle of action characters of a different teams can be close enough to enter, when collisions response is changed
how to do it in a right way?

lofty rapids
lofty rapids
charred granite
#

thanks tho guys, really appreciate you taking the time to help me and create blueprints to show alternatives

#

Also english isnt my native language so certain objects/topics are a bit hard to understand with specific terms. I guess I need more time and practice

elfin lagoon
lofty rapids
#

one for team A, one for team B

#

and set the gate to block for the proper team

vapid hatch
#

so im importing 2 blueprints from a colleague

we have a common code/blueprint base, so it should just work
it finds the references to most other BPs correctly, but there is 1 it doesnt find. its another blueprint, it exists with the same name in both our projects.

but because its not found on the first loading attempt it just gets deleted immediately without me being able to fix the reference or anything, so now i get errors that the components are missing

anybody know how i can fix this?

lofty rapids
#

default it to ignore, and set the opposite team players to block

#

or default it to block, and set the aligned team to ignore

lofty rapids
#

you may want to set the channels on load get all your characters and do it automated

#

depending on how you have your characters setup

lofty rapids
#

are you getting accessed none ?

vapid hatch
#

as soon as i load/open the relevant Bp

lofty rapids
vapid hatch
#

the class/blueprint it should be using exists, but it doesnt use it for some reason

frail spade
#

Hi, all. I feel kinda silly asking this, but is there a comprehensive guide for integrating Steamworks API? Stuff like detecting the Steam overlay and adding achievements? I've found a lot of guides and info, but a lot of it seems to be outdated or missing information. I'm also a first-time game developer, so some of it is going over my head. Halp?

storm solar
#

I have enhanced input setting and am setting up a key binding menu for the player.
As an example I have an input maping context that has a confirm action.
The inputs for this action are the enter key on the keyboard and circle button on the gamepad.
When updating the binding for these keys using map player key, all actions that have multiple keys get rebound to the last input in the action set.
So if the confirm action has the enter key and circle button, both inputs are now set on the circle button and not the game pad.

inland walrus
#

this is creating the buttons and setting the button text correctly, however the map value is only printing 1 value doesnt matter which button is pressed.

lofty rapids
lofty rapids
#

unfortunately that event is running "later"

#

and pulling from that value when it runs

#

which is not the current one in the loop

inland walrus
#

Ah so I shouldn't use this method?

#

I thought I was on to something using a map xD

lofty rapids
#

well everything is ok, this is a classic misunderstanding of execution flow

#

the loop body runs

#

but the click event doesn't happen untill you click

#

and when you do that, is when it pulls from that pin

inland walrus
#

I see

lofty rapids
#

its not really a map issue

inland walrus
#

Is there a way I can still use this method or should I find a new one?

sharp ferry
#

I was thinking about the whole systems of cooking the "product" picking up every singular reagent/bottles... is gonna be impossible to me. I tried to follow Gemini to help me with the first pick up the first product (not really picking it up but spwaning the dame type once overlapping collision) i totally got blocked when i have to set up the animstion in the ABP.... i dont even know how to do it

#

I did that following a tutorial about picking up snd dropping, now i have that system with a different holding animation on the dame BP chsracter i dont even know how I could implement a new one there

#

Why it all had to be so difficult in.UE

lofty rapids
charred granite
# lofty rapids

So took a little break and watched some videos and managed to create this exact node now without issues, but still wont work. The zombies only spawn at one location and wont spawn at the other one's added to the arrays. It will only spawn 5 zombies at one location, not at the other locations.

lofty rapids
#

do all four

charred granite
#

oooooh

#

omg 😄

lofty rapids
#

if you want to spawn the same thing just set them to the same

#

it was probably throwing a accessed none or something

charred granite
#

kk makes sense now,, will try it

lofty rapids
#

thats why a structure would be better, but blueprints structures can be quite a hassle

#

but this way you just have to keep the indexes matching up

#

or you could say if there was no valid index in that array, set it to a default as well

#

to make up for mismatches

charred granite
#

they do bounce slightly on each other when spawing, prob have to check the collision presets

#

but thank you so much man!!!

lofty rapids
#

where it says always spawn ignore collision

#

thats what it's probably doing

#

try, try to adjust position but always spawn

#

and they will group hopefully

#

might work, might be shitty idk

lofty rapids
#

it's one way to do it i think, you could then call a custom event with the proper inputs on your original bp

#

so it would look like loop -> create widget, set variable, in the widget click -> get variable -> call custom event

charred granite
#

mvp

hasty merlin
#

how do i fix this? what do i need to call? inventory component is inside BP_FristPersonCharacter

lofty rapids
#

get component of class ? @hasty merlin

hasty merlin
#

doesnt seem to be that

lofty rapids
#

if you drag out from the return value

#

you don't see a get component ?

hasty merlin
#

like this?

lofty rapids
#

and click on the component

#

at the top right is variable checked ?

hasty merlin
lofty rapids
#

it should be there

hasty merlin
#

ahh i ahve to cast to bp_firstpersoncahracter first then i can get the component then get variablearray

lofty rapids
#

i missed that step lol

hasty merlin
#

i made it like that late last night when my brain was mush

inland walrus
muted vigil
#

which one is better for better performance, toggling widget with visibility or adding to viewport and removing it?

hasty merlin
#

so like, i know im messing something up but im not actually getting a difference in the spawn amount. what am i doing wrong?

lofty rapids
#

you have to set it back at that index

lofty rapids
muted vigil
#

i have developed the system based on visibility route

storm solar
unique bronze
#

hello! arent we able to scale the Sphere Radius of a Sphere Collision Component at Runtime? Nothing seems to work scaling the value up with a Timeline and SetSphereRadius

charred oyster
#

Hey, I have a projectile and I want to draw a laser to show the player where he is aiming. Currently, I have a gizmo doing it so it only works in dev mode but not in shipping mode. I'v added a spline and added the spline points. But how do you give some style ? I want a laser that will be stopped by other actors in the scene like walls.

Check screen shot to see what I currently have

Thank you in advance for any tip or help

spark steppe
#

no idea if there's a method for it tho

charred granite
#

Hey everyone, I'm back with another issue ofc.. 😄 I believe its a setting or issue with the collision preset of my enemy AI or my character. When I try to kill my AI, the bullets sometimes get blocked by other enemy their collision sphere I believe, as shown in the picture. Which prevents me from shooting multiple AI sometimes.

In the enemy blueprint I did set a node to disable the collision for corpses on the floor, but it still seems to be causing issues somehow.. Or maybe it's the line trace collision not set up properly.

On the side note, I tried setting different point damages for when I hit the head and body but the collision sphere seems to mess it up, and I'll hit the collision sphere instead of the head or body. I tried changing the collision presets too but no succes...

Thanks for your help.

balmy belfry
unique bronze
spark steppe
#

might be easier to just scale it with it's component scale

flat coral
#

I've got a function which has a name, but the name doesn't appear? You can see in the tooltip it's named CreateSlotSave but in the details and nodes, the name is empty

#

The wild part is that if I duplicate it, the duplicate function inherits that error?

#

And yes, I've restarted the editor

faint pasture
faint pasture
#

Spooky, I'd nuke it and remake

flat coral
#

Oh now THIS is funky. This is what happens if I try to reference that function in another class

charred granite
# balmy belfry So you want your trace line to only hit the skeletal mesh and ignores the capsul...

Correct, I've currently removed the specific point damages for headshot and bodyshots as it wouldnt work, but i'll show you a screenshot of my line trace set up.

I feel like the enemy collision sphere causes issues as it will sometimes block me or the other AI, and it will take damage instead of the actual mesh. Here a picture of my line trace, the last 2 pictures of the node are prob irrelevant as it's for the particle effect and sound.

flat coral
#

Somehow, having a single input named DisplayName causes the function itself to lose its display name?! It must be colliding with some invisible parameter that determines that

balmy belfry
distant grotto
#

Is there a better way to do this, or is this good?

I want to set the enum based of whether the fall time reaches a certain threshold.

#

I feel like it might be possible with some sort of select node instead of two branches

humble lynx
#

Hey guys, If i could have some help on this id appreciate it! been trying to get this working for 4 days now. So i have a Widget BP it has a base image its just a simple circle with some color, then i made an arrow too both made in Figma, took those into UE5 added in a canvas panel then added in 2 images one for the base circle and one for the arrow i got the arrow spinning in a circle with mouse movement but controller on the other hand is not working well. For controller i overrided the On Analog Value Changed Function within the widget used a Get Analog Value out of Return made a vector 2D set that then passed it into a custom function. Now inside here i took the value used a break Vector 2D took the X&Y plugged them into an Atan2 (Radians) Converted that R2D added 360 then did % Float node using the returned value out of the add for the top pin and for the bottom pin i put in 360 then set the final angle and plugged that into a set render transform angle, target being the arrow Image. But all the arrow does is flip flop from 45 (Top RIght of the base Image) to 225 (Bottom Left of the base image) Also the pivot point of the Arrow IMG is Y=1 X=.5 that makes it so the arrow rotates around the center of the base image. okay i can get some images but if you ever have played mass effect or something with a dialouge wheel thats what i'm trying to make so i'm making a radial menu with choices to choose from for npcs now my arrow is gonna rotate 360 degrees around a center point these pictures should help visualize what i mean:

charred granite
charred granite
#

really been havin a hard time with collision presets, clueless. Ill keep digging

visual crest
#

Is it possible using blueprints to get the color of an object under the mouse courser?

faint pasture
#

Maybe maybe possible, pretty hard to do I'd think

#

"Color of the object" is a thing very late in the rendering path

#

You probably need to go through a render target and post process material

visual crest
faint pasture
#

and color pick from the render?

visual crest
#

so I need to get the current widgets color and save it

faint pasture
#

you need to do the same math in your code as the material does

#

that's infinitely easier

#

You presumably have some math somewhere that goes from position to color, in a material probably? Do that same thing in the code

visual crest
#

ok so its not just as easy as haveing an image and hovering a mouse over it lol. No I have no math or any thing yet Just a color wheel as an image lol

#

So where do I start?

faint pasture
#

basically anything that involves data going from the gpu to the cpu can be a right bastard

#

right click in BP and type get pixel color, what are your options?

#

turn off context sensitive

visual crest
faint pasture
#

That's probably the best tree to bark up

visual crest
#

ok any tut or hints? Thanks for the help BTW 🙂

#

Never even knew about this node

faint pasture
#

I'd start by figure out what it wants for Image and in what format

#

figure out some way to plug your color wheel image into Image

visual crest
#

ok

visual crest
# faint pasture I'd start by figure out what it wants for Image and in what format

I could not figure out what goes into that image so I asked chat gpt and it said it wont work for what I want and it said the only pure blueprint option is to convert to HSV to RGB and gave me this function.
Input: UV (0–1 range)
→ UVOffset = UV – (0.5, 0.5)
→ HueRadians = Atan2(Y, X)
→ Hue = HueRadians / (2π) + 0.5
→ Saturation = Clamp(Length(UVOffset)2, 0, 1)
→ Value = 1.0
→ HSVtoRGB(Hue
360, Sat, Value, A=1)
→ Output: RGBColor (LinearColor)

#

Before I even try to make it I need your opinion on wither or not this will work GPT likes to tell lies! And I have no desire to spend hours making BS that don't work

hardy merlin
#

In the editor, how can I determine the distance between two actors? Not through blueprint, but with a tool.

inland walrus
blissful grail
hardy merlin
#

Yeah, really wish it worked in perspective mode

lean flax
#

Has anyone here done some profiling in regards to the performance of events vs functions in BPs, or have some insight to this matter? Are functions generally faster than events?

blissful grail
#

You're in BP - it legitimately doesn't matter.

#

The main differences between an event and a function in BP is that functions can have return values and they cannot have latent actions.

#

Events cannot have return values but they can have latent actions

#

I wouldn't think there is actually a measurable difference between the two however (perf wise).

harsh blade
#

i was wondering
in the main blueprint window where u add ur meshes and such
is it possible to parent a skeletal mesh to another skeletal mesh's bone?

fierce birch
#

I have a question about saving data, im trying to save an inventory component's sots that are apart of a crafting bench, the problem is how do i tell the bench at spawn to find the right data, in other terms if i try storing an id, the id for the bench will be destroyed on end play but not in the save game, so all of a sudden we have an id thats just sitting there. I thought about getting the bench location and hashing it which would work because the location remains consistent, so i would be able to use the location has to look up an id. Im not sure how to approach this, but at the end of the day the main issue is how does the bench know which data to load

faint pasture
#

attach at socket or bone

harsh blade
faint pasture
visual crest
#

Does any one know how to make a color picker for runtime? I have spent many hours and tried several things and nothing works.

full badge
#

try this

#

or just copy this if you don't feel like downloading it

visual crest
full badge
#

you need to create a rendertarget for it to work

visual crest
#

wait thats for things in the world I need for UI 😦

visual crest
full badge
#

oh

#

you're making it to capture ui?

visual crest
#

Yea I need to make a color wheel for my character creation

#

I can't belive there is not a built in widget

visual crest
#

Can some one tell me what I am doing wrong? The print string should be returning 0 to 1 but it giving 1 to 2

full badge
#

just made one working in ui

#

@visual crest

visual crest
#

Wow thank you!

full badge
#

it's very simple tho

#

you can just promote the return value to a variable and use it