#blueprint

1 messages · Page 330 of 1

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also it's a bit broken if you don't preview in fullscreen but i believe it only happens in editor

visual crest
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Ok how do I use it?

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open the bpw_colorpicker and do something like that

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up to you

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and you can add it into other widgets

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ok i added an event dispatcher

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you should be able to add an event

visual crest
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For the Material what goes into the texture sample?

full badge
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huh

visual crest
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It got lost when I put it into my project

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visual crest
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thanks

surreal peak
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The reference probably broke due to how they work internally.

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true

visual crest
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is this right?

visual crest
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wait no

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the texture render target should be WidgetCaptured

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in the draw material to rt

visual crest
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This will work!!!

visual crest
# full badge yea

The math you use to get you x and y is not correct its off a bit but I have no clue how to fix it.

full badge
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it works pretty fine for me

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are you testing it in fullscreen

uneven crest
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I made an actor that contains a widget. Set the blending mode to transparent so that the transparency background of the buttons can be seen. This then causes the white to glow, and also messes up the texture of the weapon. Any fix?

visual crest
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is it offseted?

visual crest
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?

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oh i see it

visual crest
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what do you mean by offsetted?

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nvm

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i get it now

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fixed it

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@visual crest

visual crest
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is it fixed?

visual crest
# full badge

Can you show me a screen shot of what you changed? I don't think my thing is loading it right

full badge
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i replace the get mouse position to get platform mouse postition

visual crest
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Ok I had to restart my project.

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I see! let me test have to set paths again

full badge
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if you just unzip it into content i think the reference won't break

visual crest
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ah

visual crest
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Oh I see I have to change the render target size too lol Thanks!

elfin lagoon
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after a some hesitation (i think, its may require a massive rework for current heroes/minions system, luckily it's not), i switch characters to two different object types, team1/team2, and this way is work as intended
thank you 👍🏻

compact remnant
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Is there a simple way to get a data layer to not persist transform changes on unload/reload? I'd like to have it reset that each time the data layer is reloaded.

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Apparently I just needed to manually collect garbage on unload. Interesting finding, I'm sure I'll forget in in 2 weeks like every other UE quirk.

astral summit
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I can't put a new line in a text variable in a data table.
Any solutions?

spark steppe
astral summit
spark steppe
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the last one

astral summit
eternal sandal
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How can i make an inventory (array of three slots) thats different for each character and to work in multiplayer? (like when each person picks up a new weapon it gets added to their inventory seperately)

frosty heron
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if you never make an inventory for single player, doing it for multiplayer is certainly a frog leap.

eternal sandal
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i copied this from a guide and it works

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so i guess i have one for singleplayer

astral summit
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Is there a way to make variable an Array that has two indexes instead of one?

frosty heron
astral summit
round grove
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Is there a way to set the performance of spawned lights?

still sigil
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Hey, I'm having an issue with attaching a physics actor to a component. I'm trying to create a sorta Zelda style pick up and throw system. If I uncheck Simulate Physics right out of the gate, it works perfectly fine. The object attaches to the socket and everything. But the second I turn it on, it will completely refuse to attach to the socket in any way. Even turning off Simulate Physics right before the pick up action as shown here doesn't fix it. If it's checked on at any point, the actor will not attach at all. Any suggestions?

merry topaz
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Hi! I'm using UE 5.6.0 and added the Paragon: Wukong asset from Epic. I'm getting some warnings in the character Blueprint. Attaching a screenshot — any idea how to fix? Thanks!

sage jungle
still sigil
terse bluff
still sigil
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Tried that too and it still didn't do it.

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Actually it was on by defailt initially, so I unchecked it to see if maybe that's what was causing it, but it was not.

terse bluff
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Is the Cube a child component of Self (eg. same actor that you pass to the Target of Attach Actor To Component)?

still sigil
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It is, yeah.

terse bluff
# still sigil It is, yeah.

Is it possible that the root of the actor you are trying to attach is just a default root and not some sort of a static mesh of which cube is a child (so cube simulated together with the root of it's actor)?

still sigil
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That is correct.

blissful summit
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How can I make it so that pressed sets to true, and released sets to false?

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it just spams true

terse bluff
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That's the issue, you perhaps want to make a cube to be a root of the actor if it's "main" pickap-able mesh. Otherwise you attach the actor, but cube is sort of separate component still

still sigil
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Hmm. I think I had some sort of issue with my box model when I tried to do that, (Can't quite remember what, it's been awhile.) so I opted to just keep it separate from the root in the end. I did manage to find a work around to my issue by just spawning a separate actor with the physics already disabled the moment it's loaded in. (With it being reenabled once it's thrown.) but I'll keep this in mind in case I run into another issue like this in the future. Thanks for the help. 🙂

nova grotto
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hi guys i wanna make a fighting game jump in bp where you dont have any control after you jump but the jump goes on a consistant arc every time how would i do that?

sage jungle
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you need triggers for specific thing?

lofty rapids
trim matrix
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UE is going to make me crash out... vehicle blueprints with chaos vehicle setup and the wheels losing collision/physics when running game. Now, I think I have attempted all ofthe fixes I came across on google and no change. However, I found when I remove wheel class (set to none) that the physics and collisions now work but the wheels just kind of collapse the vehicle, they just slump over. There's no settins in wheel class to affect physics/collision. What is going on?

blissful summit
lofty rapids
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theres started and completed usually

blissful summit
blissful summit
lofty rapids
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you set the boolean on started

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and set it on completed

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should be fine

blissful summit
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yes thats what i thought too

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but it always false

lofty rapids
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show the code, your doing something wrong

blissful summit
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thats literally all there is to it

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besides adding the input binding to the controller

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its all bp

sage jungle
blissful summit
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maybe I am going insane, I will try it again

lofty rapids
blissful summit
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there is no code

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just BP

lofty rapids
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ya show the bp

blissful summit
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the screen shot i sent

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is all there is

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that input is not being triggered anywhere else

lofty rapids
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because that screenshot is not it

lusty solar
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Hello there ! I've a problem with my dispatchers, they don't seems to work. I've two issues, first I've a OnPlayerLanded dispatcher in my fall state that doesn't want to be deactivated, and secondly, in my jumps states, I use the OnReachedJumpApex to go to the fall state, but for some reason, it doesn't subscribe...

lofty rapids
lusty solar
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in my jump state :

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In my fall state :

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for my others jump state, i use exactly the same binding

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the calls are made by the player movement AC

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I'm following a course so i've my version and the course verions of the states and strangely, in the course verion, the bindings works while being exactly the same code as in mine

merry topaz
# merry topaz Hi! I'm using UE 5.6.0 and added the Paragon: Wukong asset from Epic. I'm gettin...

I figured it out! The issue was caused by the new Enhanced Input system in Unreal Engine 5. With this system, I needed to create new Input Actions (like Move, Jump, etc.), then group them into an Input Action Map.
After that, I had to assign this Input Mapping Context to my character via Blueprint. Once I set that up, everything started working correctly — inputs are now responding as expected, and the warnings are gone. Hope this helps anyone running into the same issue!

midnight field
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I've started segmenting my experimental project into plugin folders, copying a few little utilities from Lyra here and there.

I've run into an issue where a particular data asset is unable to reference another data asset that's in the same folder, but is still able to reference those in the base project folders. Is there something I might be missing?

uneven crest
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I have a 3d actor with a widget that is sent to transparent bledning mode so that the transparency background shows up, but it then causes the textures to mess up. How do I fix this?

tight pollen
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I have a problem, I have 2 actors, the first one creates the second one and sets references for it, in version 5.3 everything worked, and now in version 5.6 it does not set the variable

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some ideas?

uneven crest
tight pollen
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I just changed the version to 5.6

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I use Add Child Actor Component and just set variable (Reference to Parent)

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in 5.3 is ok

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but 5.6 :/

steel shadow
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You set the variable inside the child actor yeah?

tight pollen
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yep

steel shadow
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Show your bps

void glade
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does spawning an actor inside a function delete the actor when the function completes?

hardy merlin
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No. Actors persist until you explicitly destroy them.

void glade
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That's what I thought. Welp.

hardy merlin
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What are you trying to do?

tight pollen
void glade
tight pollen
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and when Begin Play in BP_Test then Ref is not valid

steel shadow
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Any reason it has to be in construct

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Show your validity test

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Try putting it in begin play (the add child)

tight pollen
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doesn't work either

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doesn't set the variable for some reason

steel shadow
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Show validity test

tight pollen
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also Is Not Valid

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it is weird

steel shadow
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I haven't seen that type of get node before.

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Are you in single player

tight pollen
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yes

steel shadow
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Try a normal get node?

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And a normal is valid check

tight pollen
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ok if I set it at start play it works

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but why Construction Script stopped working, it should set variables etc.

steel shadow
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Idk some weirdness with tick/initialisation order

hardy merlin
tight pollen
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previously Construction Script set variables, and now I don't know what happened

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I do exactly as here and it doesn't work ---- UE5.6

hardy merlin
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It's generally a bad idea to spawn other actors inside a construction script, because the construction script will get run over and over during editor time.

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Can you do what you want in Begin Play?

tight pollen
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but I don't spawn actors, I just add components to the current actor

steel shadow
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It's both an actor and component

shell tide
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Is there a way to automate a line break when commenting a node? It’s pretty annoying to press Shift+Enter every time. The ideal thing would be for the comment width to match the width of the node, and then, when typing, it would automatically break the line as soon as you hit the edge of the node. I haven’t found anything about this in the settings.

narrow sentinel
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Anyone ever had this ?

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you can see there the variable is set and valud

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*valid

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but down on tick it seems the variable is not set and is null, I'm bit confused how this can be both valid and not valid. I don't have anything else messing with that variable so

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is there anything I can use to see whats going on ?

frosty heron
lunar sleet
narrow sentinel
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so I instead used the is valid node from the ref so this

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and oddly is seems to be behaving now so not sure what the difference would be between using the is valid node and the validated get thingy

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unless it's what you've said above but yeah odd

leaden tree
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if i dont use construction script, the audio plays, but no analysis can be done

charred granite
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Hey everyone, I'm currently trying something simple, I want to add a wind sound effect when my character is sprinting, and I want it to stop when he stops sprinting (I'm aware there might be better ways but I'm just trying something basic, simple real quick).

I thought by adding it to my sprint logic, that it would work. It kinda does, but also when I STAND STILL and press shift (keybind to sprint), it will also play when I'm not moving. Any tips on how I could solve this issue, would I need to use nodes for velocity or location or something? Here's my current Blueprint node :

steel shadow
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Why do you have a delay of 2 if you already have a fade in time

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Also yeah you could have wind sound tied to velocity maybe recalculate it every 0.1 secs

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And have a non linear curve so it's much more noticeable at higher speeds

charred granite
steel shadow
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Also if you sprint for less than 4 seconds that will give janky behaviour

olive yarrow
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we've established casting ain't bad. on that note though, are we suuuuuuurrrreeee adding too many things to Event BeginPlay is bad?

steel shadow
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Adding too much to anything can be bad

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How much is too much?

dark drum
olive yarrow
olive yarrow
dark drum
olive yarrow
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this is true... hold that thought

dark drum
# olive yarrow

I can't see anything that's troublesome. Granted I'd probably handle things differently.

olive yarrow
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oh yeah i defiinitely still lay my stuff out like a novice. But lemme tell ya it's way better than once was, though i could likely have all those Gets in a custom event of its own... eh what can ya do

faint pasture
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But if the work has to get done, it has to get done. If it's bad enough to make the game a stuttery mess, then either make it be done more efficiently (C++), or spread over time.

olive yarrow
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heard, gimme that knowledge

dark drum
gilded flint
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Hi, how can I detach a actor from my Third person character? I tried detach but when it detached I can't see actor(mop). I think problem is setting world location but how can i set it?

steel shadow
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I feel like unless you're doing something heinously wrong it's mostly GPU time you end up needing to optimise

lofty rapids
olive yarrow
dark drum
steel shadow
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I got massive performance increase by making texture atlases and reducing draw calls on my meshes, unfortunately I need to do it some more I think but some of my original skeletal mesh sources got corrupted

granite nacelle
granite nacelle
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actually it says root then pelvis

faint pasture
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show the skeleton heirarchy

granite nacelle
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got the animations from mixamo, it wasn't always like this it just started happening out of nowhere

faint pasture
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root lock should just mute the root bone anims so if the pelvis is doing stuff to counteract the root rotating then the problem is with the anims

granite nacelle
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also the animation was not modified in any way was just imported into unreal

faint pasture
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look if the animation has the root doing anything but sliding forward

faint pasture
granite nacelle
faint pasture
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Might be a Mixamo export problem I thinik

frosty heron
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You optimize where you need to optimize.

Expensive algorithm that run on cpu side such as dungeon generator, or anything with expensive operation should be optimised.

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You can easily stress out your CPU with shit algorithm.

steel shadow
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Yeah hence the 'mostly'
And bad dungeon generator would class as 'heinously wrong'

frosty heron
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There's no such thing as mostly

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If it's too heavy and can be optimised then do that.

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There's soo many things you can do to optimize cpu side.

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Have good data structure and when possible offload to GPU

steel shadow
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Yeah but it's pointless if you are GPU bound right

frosty heron
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Apple and orange

steel shadow
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Because CPU waits for GPU so if CPU is faster it's irrelevant to optimise it

faint pasture
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It's pretty hard to make something that occassionally results in a 500ms frame GPU side but that's really easy to do with some bigass function CPU side

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in Unreal you have way less control over making the GPU do some big dumb thing than you do on CPU. I can make a function that'll take 10 seconds to run on CPU

steel shadow
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Well yeah but assuming sensible, but not perfect code

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Like not get all actors of class on tick or something and the actors are all enormously complex

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I am right in the CPU GPU thing right? My understanding is both processes start in parallel and when the GPU finishes it sends commands to the CPU, which has to wait to receive those commands and execute them before the next frame is 'called'

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I don't mind beong wrong in fact I'd prefer to be. At lot of my profiler stuff is 'CPU Stall' which I'm assuming is waiting for gpu

runic terrace
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You can see in the profiler what the frame is doing

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If the majority of the milliseconds are used up by the lighting, rendering stuff etc it's probably the gpu

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otherwise it's cpu

steel shadow
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Game thread is mostly CPU stall wait for event

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Render thread is a bit that but is mostly render view family

frosty heron
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If your game take a hit, profile it and sort out the ones taking the frame, be it CPU or GPU.

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That's it.

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No such thing as mostly this or that

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It really depends on what eating your project.

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Because you can eat all your budget in both cpu and gpu

steel shadow
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Yeah I did and I see CPU stall wait for event

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So I'm assuming CPU is waiting for gpu

runic terrace
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both is kind of waiting for each other

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it takes both of them to generate a frame

steel shadow
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Well I think GPU waits on CPU a bit to actually execute its own (the gpus) commands

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But I think that is a lot faster

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Than the wait of the cpu

cyan wren
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Super new to unreal, like this is one of my first blueprints new

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Im wanting to color shift a health bar depending on the amount of health a player has, i dont know how to return the numbers to the thing though

full badge
cyan wren
little helm
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I'm working on localization. I've setup the localization in my game but font is not supported in some languages. Is there any way to change the font in all the widget at once ?

surreal peak
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But if you would want to change that specific style instead of swapping it out then the style is definitely the superior solution than hard coding that stuff on each TextBlock

merry mirage
dark drum
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Its an interesting problem I've often pondered from an accessibility setting perspective, mainly for text size. One of the big issues is that changing the size and font of text could alter the UI layout. (Just something to be aware off)

I would go down a similar route epic did with common UI and create a data asset for defining fonts for text. You could then have it specify a font for each language. The data asset can then have a 'GetDesiredFont' function that returns the font based on the current language.

You'd most likely need to create your own custom text widget that binds to some central manager that detects when the language has changed. Of which would just make it fetch the desired font from its assigned data asset again.

inland walrus
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I use this method (dt) of getting my dialogue (map) but I can only get 2 variables whilst using a map, is there a way I can get more per dialogue? i.e. audio wave too

lofty rapids
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map, string key, to structure value

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right now you have string key, string value ?

frosty heron
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A map is a key value pair

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You most likely didnt pick the correct data structure.

lofty rapids
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i know blueprint structures can be a menace, but i definately think in this case it's what they need

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"there are known issues with structures in Unreal Engine Blueprints, with users reporting them as unstable and prone to corruption"

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it's better to make your struct in c++ if you can

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it's either a map of string to structs, or a bunch of seperate maps which is a nightmare

inland walrus
frosty heron
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You can think of map as a dictionary

inland walrus
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Everything currently works but I wish maps could add more than one extra variable as I am going to have to have multiple maps for 1 dialogue

lofty rapids
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struct ftw

frosty heron
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Read or watch some materials before usage imo.

inland walrus
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Everything I have works, and I can make it work using other variables, I just wondered if it was possible to do it all in the same map etc

lofty rapids
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well you can read above to see what to do, you can definately do that

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it's string key, to struct value

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but like mentioned you may need some tutorials on what exactly a map is

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and how it works, so you can do this

inland walrus
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Alright and when you say read above, are you referring to the c++

lofty rapids
lofty rapids
frosty heron
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Remove the if

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Just do it unless you want to shoot your self in the foot

inland walrus
lofty rapids
lofty rapids
# inland walrus I'm already using a structure?

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just backup your project

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and make backups often incase the struct breaks

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because in blueprints structs have been giving people problems, ig they are not very stable

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i have not had problem yet, but i have not edited a struct that i use a lot

lofty rapids
frosty heron
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But what would be the key be?

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If you need to know the index and you dont need to find a value by the key then a map is not for you.

lofty rapids
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the key is a string

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thats what they have a map with a string key, and they want more values

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atleast thats what i gather

kind estuary
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oops wrong channel

frosty heron
kind estuary
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actually, how do i save a reference to another actor, in the save game? Is there something im missing?
When i load it the reference is now None <-
Id swear i figured this out in the past.

frosty heron
lofty rapids
frosty heron
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Object reference that is created not at run time will exist though, e.g the one you place in editor

kind estuary
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lets say you have a Unit, and then you have CurrentBuildingReference (Actor reference) reference

frosty heron
kind estuary
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When you load this one will be None

frosty heron
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For my old game, i just the state of the character. When loadong new game, create a new actor and load the saved state.

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Haven't got into a more advance save technique

kind estuary
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these references all become None when loading

frosty heron
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Told you already run time object are destroyed when you exit the game or level.

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So when you load it back up the object reference cannot be resolved

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As its point to something that no longer exist.

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Ask in #cpp if theres a way to seriliaze it

kind estuary
frosty heron
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Don't ask chat gpt

kind estuary
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thanks

lament spear
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Hey guys, Is there anyone who have worked with Convai plugin before? i am struggling with something and i need help.

lofty rapids
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they don't have a discord ?

narrow sentinel
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Anyone know how to stop camera placed in the world from being selected ??

lament spear
narrow sentinel
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it seems when I click and drag in say the top view near a camera thats placed in world it's selecting the camera aswell even though it shouldn't be

thin panther
lament spear
lusty solar
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Is there a way to keep a CreateEvent ref into a variable in BP ?

frosty heron
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Function pointer?

sage jungle
frosty heron
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Ye but I'm trying to figure out what he mean

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I mean delegate can be a variable? Not sure

sage jungle
frosty heron
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I mean its not really useful in bp anyway

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Imo

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But I'm no programmer so take it with grain of salt.

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Not like you can pass function as a param in bp

sage jungle
lusty solar
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I have a bug where one of m dispatchers wont unbind, and it's already been like three days that i tried to debug it so i asked GPT if it has an idea and it told me to get the ref. That surprised me because i did'nt saw it was possible

frosty heron
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Stop asking chat gpt for this

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Debug where you unbind and whwre you bind.

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It may be you bind after unbinding

lusty solar
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yeah i'm kinda desperate

sage jungle
lusty solar
frosty heron
frosty heron
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There's no reason that unbind does not unbind

frosty heron
lusty solar
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bind first, then unbind, there is no problem in the order

frosty heron
lusty solar
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but when i land in another state, it also call the land in my fall state

frosty heron
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Well im c# an event is just a collection of pointers iirc.

I wonder if you can actually see what function bind to a delegate if you debug the project with an IDE.

sage jungle
frosty heron
lusty solar
frosty heron
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Your project wont even build if you have any error

lusty solar
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it's probably not that i know, it's my frustration who talked

frosty heron
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Im gonna head to bed but maybe show others how you bind and unbind.

lusty solar
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those are my bind/unbind

lusty solar
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another strange thing is that i use the exact same calls in other states and it work just fine!

lofty rapids
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looks like two different signatures ?

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i mean basically the same

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but you got extra -> stuff on the unbind

lusty solar
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because it has a hit parameter i guess ?

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will look that

lofty rapids
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well they both do

lofty rapids
lusty solar
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those are old catpture, they both have the -> hit now, and the issue still there

lofty rapids
lusty solar
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that what gpt said, but that what i've always done and it always worked

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and still work in my others states

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okay, i tried creating a new function bind to the dispatcher, and it seems to work, for now

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okay it works

sage jungle
lusty solar
lofty rapids
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it's not possible in blueprints lol

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theres no event type for variables

sage jungle
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delegate do not support return value, only void functions (but it's supported on c++)

lusty solar
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i still don't know why it fixed it but as long as it works, that what matter

lofty rapids
sage jungle
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ChatGPT and other AIs will often ensure you have a solution

lusty solar
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after 5 hours of searching, it was my best option

sage jungle
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you need to use think option with gpt and Unreal
(and still doubt his answer)

lofty rapids
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i use it for all kinds of stuff, but its wrong so often that it kind of not as usefull as it could be

lusty solar
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i think it's usefull to guide your search towards things you havent thought of

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that was what i asked, i telled it what i've done and the result that it gives and i asked where should i searched next

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but it tried to solve the problem itself anyway...

dark drum
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GPT is a good sound board and can help prevent spending several hours navigating googles poor search results as you try to find relevant search terms for something you know little/nothing about.

heady plover
#

Greetings to all. I'd like your help regarding a list of all static mesh inside a Map using all actor class and print functions to get the text from the output log and then transfer it to excel for organising the assets.

My Map contains approximately 300 unique assets which were combined into packed level actor BPP Mass to design the level but the total actor count became 40k plus and I need to make a list of total model names inside a particular area or loaded world partition in this Map.

I was able to get a list of the total 300 model names inside the Map using get.all.actors function , a for loop and print functions to get text in the output log.

tldr: I can get a list of all models inside the Map but I require the list of those which are inside the viewport or certain area or inside a cube or inside a loaded world partition.

sick sky
#

just avoid reddit most of the time

dark drum
spark steppe
#

also helps digging into the right part of the engine

#

or getting lost for a day...

gentle urchin
#

Describing some thing i dont know the name of, and often getting several relevant terms i can move forward with

#

Like Hirth Couplings

graceful sage
#

I feel kinda dumb rn. I've create material instances before but I can't seem to get this to work or remember how to do this. I'm trying to make a material instance of the material selected for "Progress" which is an image widget. What am I doing wrong/forgetting?

lofty rapids
graceful sage
lofty rapids
graceful sage
#

ugh problem was widget hierachy design issue

#

so wasnt visible

storm solar
#

Does the standard save/ load game function not work on loading certain variable types?
I'm trying to save and load third person character data and nothing is being update. But updating an int works fine.

thin panther
#

are you just trying to save a reference to the third person character

storm solar
# thin panther define third person character data

Base third person character BP with demo project that is parent of Character BP. I save the contents of it in a save game BP under a third person character variable type.
It looks like it's saving it as reference.

unique bronze
#

hi devs, I kinda need a recommendation.
For a spell projectile Im using a Sphere Collision as Parent which evaluates the overlap events, but now I cant scale it with the projectile together. The spell grows, so should be its collision.
Im using User Parameter to scale my niagara particle up at runtime, this works flawlessly, but the Collision Sphere cant be increased at runtime, would you suggest not using Sphere Collision but something else instead?
Any consistent and more efficient way to scale collision and particle equally at runtime?

#

I got so far with your help everytime I got stuck, appreciate any help again!

frosty heron
#

Is scaling the whole actor dont work?

frosty heron
#

Since you are cross pinning

storm solar
# frosty heron Your load game path will always goes to cast failed.

from save ref to cast to bp save. I thought so too but It doesn't fail for me.
(I was following the tutorial as close as i could https://youtu.be/kdJ4_pry8GA)

Here's how you save simple variables using Blueprints in Unreal5-!!
If you enjoyed this video, please consider becoming a Member :)
https://www.youtube.com/channel/UC2U5mRfclG1Rrr1ztNkpGKA/join
Or joining the Patreon Squad directly:
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It makes a huge difference, and really helps ensure I'm able to make the best v...

▶ Play video
unique bronze
# frosty heron Is scaling the whole actor dont work?

You mean like this? It worked, thanks a lot! I had to divide the number by 100, for some reason particles are in range of 1-100 ok, buit 1-100 for Actor Scale 3D its 100-10000. Dividing by 100 the same number which is given to particle feels kinda dirty tho 😅 , but it works, so its okay, Im open for any other way! Thank you!

frosty heron
#

This is a mistake

frosty heron
storm solar
frosty heron
#

Thats not the same picture as the one i repli3d to.

frosty heron
#

The top right pic

unique bronze
thin panther
#

What Coldsummer says is right, however you do have another issue. Saving an actor reference only works if it's an editor placed actor. The third person character shouldn't be, and thus that won't work

#

Stick to saving simple types, if you want a good save system, give C++ land a visit

frosty heron
#

Also dont load in UI.

Widget should just read state.

storm solar
frosty heron
#

Lol

#

I mean you are not even showing the same function when replying to me.

#

Oof no kidding the tutorial actually load and save in UI 😵

storm solar
frosty heron
thin panther
#

it's setting a variable and the bottom is reading the same variable

storm solar
thin panther
#

crossing execution lines like that is still a no no in my book, but it is technically valid

storm solar
frosty heron
# storm solar So why is it not failing?

I dont normally cross pin because that's invalid way of connecting your blueprint nodes, but i can see why it work on this instance.

What you should do is plugging the save game variable that you have unpinned there and not the one from the set node.

storm solar
storm solar
frosty heron
#

Yeah you are still cross pinning which is a no no.

Just because it work in this instance doesn't mean you should cross pin.

As for object created at run time they get deleted when you open a new level or exit the application.

#

So when you load an object reference (blue pin) it will just return null as it point to something that no longer exist.

#

Actor placed on editor time however can be saved as their path can be resolved.

storm solar
storm solar
#

thats what im doing atm.

frosty heron
#

Where does your code fail?

#

Before loading you can also check if the save file exist using DoesSaveFileExist.

#

If you never create the .sav then you may not be loading anything.

storm solar
#

it succeeds.
It's not having an issue in that regard.

frosty heron
#

state the actual issue

storm solar
frosty heron
#

Actor reference will be valid for editor time placed actor.

#

If you cant get it then you are doing something wrong and we have yet to see the part that you are trying to load (save game ref aside)

#

Also you have to define "actor data". Blue pin = object reference.

Gets deleted at map change or when one exit the game.

Saving a reference (blue pin) will only be valid for editor only placed actor.

If you are spawning your character through defsult game mode, that is created at run time, not editor placed.

frosty heron
#

Print string the player reference, if it's not null then you indeed have load the actor reference.

#

Do note ofc. Loading the reference doesn't mean it will load any previous state what so ever.

#

It will just find the object reference, you will still have to save and load the states (e.g abilities, hp, etc or any other data type you may have)

storm solar
neat haven
#

I'm trying to create a system where the player click on an object, a widget will pop-up with a button with the text "walk to", making the character walk to that object. I tried chat-gpt and gemini to help me with that but now I'm stuck since I don't know how could I get a reference to the controller inside this widget. Btw, if I'm not doing this following the best practices I would really appreciate someone to point me to the right direction/resources. Right now this code gets compiled but event though the location of the chair is printed, the character still doesn't move.

lofty rapids
neat haven
neat haven
lofty rapids
#

index 0

neat haven
#

so this?

#

Still does not work

lofty rapids
#

did you set the controller in the override ?

#

world settings, game mode override, what does it say for your player controller class ?

tight pollen
#

how can I get parent class from child actor?

#

example: BP_Book is child of BP_Item

frosty heron
tight pollen
#

how can I get BP_Item class

#

from BP_Book

maiden linden
#

I'm looking to find the current Y rotation of an actor and convert it into a float

lofty rapids
#

right click the Y, promote to variable

frosty heron
# neat haven one player

If the game is not networked and single player then look at top down example blueprint. It already handle movement part.

tight pollen
#

is it possible without C++?

lofty rapids
lofty rapids
#

thats about as close you can get in bp

sick sky
faint pasture
steel shadow
steel shadow
unique bronze
tidal ridge
#

hey i dont know what channel talks about unreal blueprints but for Aim and shooting EnhancedInput why not connect it to trigger than Completed and Canceled?

lofty rapids
#

so it would just keep flipping back and forth while you held the key down

hardy merlin
#

Is there a way to compare the values of the component of two actors and see the differences? For editing purposes.

tidal ridge
lofty rapids
#

and this would keep flipping the boolean back and forth

#

as for if you use started and completed, once you press it's true, holding doesn't do anything, and on release its false

full badge
tidal ridge
lofty rapids
hardy merlin
full badge
#

maybe it's the max step height in character movement component

tidal ridge
lofty rapids
tidal ridge
#

oh, so the branch would not help at all?

lofty rapids
#

you have if it's true set it to true

#

if it's false set it to false

#

so it's not flipping back and forth actually

#

it's just doing nothing

#

but the second way is what you want, trying to do this with triggered sounds like a pain

hardy merlin
tight pollen
#

Do you know any tips for optimizing lights that cast shadows and are movable?

frosty heron
surreal peak
#

That value will be true on pressed and false on released.

#

With those triggers it will also only call once per, not constantly.

cyan wren
#

New to unreal, trying to make it so object hit by hitscan have impulse applied, wondering what im missing

#

sorry for the messy nodes

full badge
forest summit
#

Cards are just static meshes that I'm adding force to if that matters

tribal dock
#

Hi! I'm trying to create a "ground pound" attack. I've created a mesh and I'm scaling it for the collision of the attack, but if the player is still the overlap doesn't register! What could I be doing wrong?

unique bronze
# frosty heron The scale may be defined by the Niagara particle

Sorry I cant follow 😅
If I scale actor without scaling niagara, niagara wont scale up, but the collision sphere with actor does, which is good.
For that I scale niagara with a User Paramer applied on uniform scale.
They both scale independently since scaling the actor wont scale its niagara particles, so I have to scale them both at the same time in BP.
But for some reason the scales differ, like one is linear, the other exponential, and I cant figure it out to even do the simple math, since the numbers show the same, its like Im missing some vital info about their scaling algorithms.
Its like they are internally having some kind of different calculations, but its not *100 😐 otherwise I would have just /100 and gave it to the actor if it were that easy

little helm
#

I'm switching the language in my game from english to japanese and then back to english.
When I play game in unreal editor in standalone Mode then it works fine.
But when I do the same in shipping build then the words which translated in japanese got hidden in build.
How to solve this issue ?

full badge
sour warren
#

Does anyone know how to cycle through active splines in blueprints? I have 4 splines in the same blueprint, and I want a particle system follow each different path every time I push a button. Now I only managed to have the particles follow the first-created spline. I tried to use activate/deactivate nodes in the event graph but still can't cycle through splines.

maiden wadi
lofty rapids
lofty rapids
sour warren
# lofty rapids what bp is this in ?

I created a monochord instrument with a movable fret, and a particle system animation, so when the fret is at 1/2 of the monochord length the animation is a 2-phases sine wave, when the fret is at 1/3 of the length the animation is a 3-phases sine wave, when at 1/4 of the length the animation is a 4-phase sine wave, etc. So I have this blueprint with the monochord (a cable) that when plucked should fire th particle sys animation, and there is also the fret referenced to the button, so when I push the button the fret moves and the selected spline should be the right one. I created the splines directly into the BP viewport and I would like to activate and deactivate them with the push of the button, like this:

  • push 1, fret position 1, spline 1 for animation
  • push 2, fret position 2, spline 2 for animation
  • push 3, fret position 3, spline 3 for animation
  • push 4, fret position 4, spline 4 for animation
lofty rapids
#

i think this should work

sour warren
#

the particle system is a niagara custom one with the reference to the BP_monochord into the scratch module

sour warren
lofty rapids
sour warren
#

the reference from the particle system is in the scratch module, but it references the whole BP

#

and it seems it uses the first-created spline, so if I delete the first spline it uses the second, etc

lofty rapids
#

?

sour warren
#

they represent the string vibration as a standing wave when the fret is at 1/2 and 1/3 of the monochord length

#

you see that is the string with the fret, and above there are the 4 sinewaves at different frequencies as 4 different spline paths

#

each colour is a different spline, so a different path for the particle sys

lofty rapids
sour warren
#

is placed in the level

#

this is the blueprint, I tried activating and deactivating the splines but it doesn't work

sour warren
lofty rapids
# sour warren

what does the spline user paramater dropdown look like ?

#

i'm thinking you want to set the parameter

#

so you have it set to an actor, but you should be able to change this paramter

#

and it will change the actor

sour warren
#

so I have to create it in the splines blueprint?

lofty rapids
#

i'm, why does your dropdown show the search ?

#

thats a bug i've seen before

sour warren
#

probably because there is nothing there for it to use

#

how do I create tje spline user param in the blueprint?

dark drum
#

Does anyone know how I can get the current world/map as a soft object ref?

lofty rapids
#

and plug the new spline into actor

#

might work, but i'm not sure if thats the parameter name

#

i think it is

sour warren
#

oh ok so i have to use this for each spline and it gets triggered at every button push, right?

lofty rapids
sour warren
#

ok it makes sense, thank you, I'm trying now

lofty rapids
mental heart
#

Hello , I Try to Implement a explosion With a knocback in Radius of the explosion and with a strength relative to how far you are from the center. I want to achieve something like the explosion of the mine from the kit of the Sniper from Risk of rain 2 for the people that want to have a idea of what i want for result.
For this i use the node LaunchCharacter but i Struggle to achieve a good result when i'm on the ground and the force is Horizontal to the ground, i know that it's because of the ground friction but i doesn't find any good tutorial on the Web that can help me to do this correctly, does anyone have a idea or some good tutorial for that ?

#

but for when i'm in the air already in motion i have a pretty good result

sour warren
steep oyster
outer brook
#

Hello fellas.

Topic: Question about good tutorial for Moving Cubes in a 3D ThirdPerson ActionAdventure

Does anyone know a good tutorial for a "Move Cube" mechanic like the the old 3D Action Adventure games??

I've tried many custom-made versions but I am still not statisfied with the results. I was just wondering, is there any "Best Practice" or "Professional" method of moving a cube with a ThirdPerson Character? Keeping in mind obstacles, gravitation and maybe also rotation of the cube?

mental heart
steep oyster
lofty rapids
#

you can also change the friction on the fly

mental heart
frosty heron
#

@dark drum What's the purpose? To save the soft reference to a save file?

mental heart
dark drum
frosty heron
#

You can construct SoftObject with an object ref I think.

steep oyster
frosty heron
#
TSoftObjectPtr<UWorld> CurrentWorld = GetWorld();
dark drum
frosty heron
#

working on a plugin?

dark drum
#

This gets me the world object but it's only of type 'Object' so converting to soft ref just means its an 'object soft ref' which can't be used when trying to load the level.

inland bluff
#

our reconnection issue ended up being something simpler we were able to find on our client logs

dark drum
#

My current idea (still a work in progress), is to use a data asset that stores the soft ref as a string in a map where the value is the actual world soft ref. And then have a function that fetches it from the map.

As far as I can tell this seems to work but one would need to make sure the list is updated if the names are ever changed.

frosty heron
#

Yeah I don't know how to expose UWorld in blueprint alone.

#

it's freaking hidden in the variable detail panel.

mental heart
frosty heron
dark drum
frosty heron
#

@mental heart just can't do it with bp alone.

mental heart
frosty heron
#

maybe epic don't trust designers, as they may end up loading levels that are not even loaded.

mental heart
#

It's a ref to the World Asset i think no ?

frosty heron
#

working 100% in bp sucks

mental heart
#

ok mybad i didn't think you can actually do that, i will try next time i need it

#

Thank for the Discoverry

frosty heron
#

I need this to save the level the player played last.

dark drum
#

With a bit of trickery you can also use the soft ref version in sets and maps.

frosty heron
#

seen people using Map with strings and all that to save 😦

steep oyster
frosty heron
#

Imagine if they rename the map, the game will end up being borked, especially people that update the game.

dark drum
#

My current direction is probably the best I can come up with in BP only land. Still need to add them to a list but it'll get the search string automatically with a press of a button.

lofty rapids
# lofty rapids

this can get you the current map, is it the wrong type of reference ?

frosty heron
#

lol

#

@lofty rapids yeah we can drag and select promote to variable

#

@dark drum

dark drum
# frosty heron

That errors for me when I connect it to an execution path.

frosty heron
#

oh wait

dark drum
frosty heron
#

i get what yyou mean

#

right

lofty rapids
#

something like this ?

#

get owner world, doesn't give you the current level, but the current world, if you open the level by instance it seems to take to the origin level

dark drum
#

This just prints none.

lofty rapids
dark drum
#

I'm not event sure what 'Typed Element World Interface' is. 😅

lofty rapids
lofty rapids
lofty rapids
dark drum
lofty rapids
dark drum
lofty rapids
#

unfortunately since your using only blueprints your limited

#

i would probably use a function in c++ for this it makes sense because it's easy in c++

#

sux to have to do c++ for say one thing, but it actually works in c++ from what i read online

#

or you could setup world partition

#

i have read that that is what the error for get world is all about

#

but a function that returns the current level reference as world object looks doable in c++

spark steppe
#

its a one liner!?

#
UFUNCTION(BlueprintPure, meta=(DefaultToSelf="Object"))
static TSoftObjectPtr<UWorld> GetWorld(UObject *Object){
  return IsValid(Object) ? Object->GetWorld() : nullptr;
}

put that in a UBlueprintFunctionLibrary and you should be good

surreal peak
#

return IsValid(Object) ? Object->GetWorld() : nullptr;

#

You could have gone for the actual one liner.

spark steppe
#

changed it, thanks. i need my caffeine 😄

tight pollen
#

I use Lumen in my project and I have low FPS, but in other project I also use Lumen but I have 110 fps

#

some ideas?

dark drum
tight pollen
#

and my project:

#

does Memory usage matter that much?

lofty rapids
#

i wonder why it's so different, and wdym "default project" ? a template ?

lofty rapids
tight pollen
#

template

lofty rapids
#

is the "default project" a template ?

#

the same template ?

tight pollen
#

the same only expanded

lofty rapids
#

right, so what did you add ?

#

must be what you "expanded"

tight pollen
#

but see the CPU and GPU usage is practically the same

#

so either memory usage has an influence or some option in Project Settings

#

but I don't know what

#

profiler doesn't show me what exactly affects FPS

#

weird

#

on Low settings I have less FPS than on Cinematic

#

Low = 56-62 Cinematic = 70 - 75

#

but how

#

ok, I need to play around with the options, thanks for the help

granite nacelle
#

child blueprint wont follow the logic that is in the parent blueprint, the problem is the child blueprint will attack once then starts to random roam but when the parent blueprint attacks it stays on the player until the player moves. the parent has Move to player, random roam, attack player custom events

faint pasture
#

yo what the hell

#

How can that not be valid

sick sky
#

i assume your talking about when this fire at the beginning of the game and not on leaving

surreal peak
#

Aka use the other EnhancedInputLocalPlayerSubsystem node that needs you to plug the Controller in.

faint pasture
surreal peak
#

It's probably the second one that just doesn't work in Blueprints.

    /**
     * Get a Subsystem of specified type
     */
    template <typename TSubsystemClass>
    TSubsystemClass* GetSubsystem() const
    {
        return SubsystemCollection.GetSubsystem<TSubsystemClass>(TSubsystemClass::StaticClass());
    }

    /**
     * Get a Subsystem of specified type from the provided LocalPlayer
     * returns nullptr if the Subsystem cannot be found or the LocalPlayer is null
     */
    template <typename TSubsystemClass>
    static FORCEINLINE TSubsystemClass* GetSubsystem(const ULocalPlayer* LocalPlayer)
    {
        if (LocalPlayer)
        {
            return LocalPlayer->GetSubsystem<TSubsystemClass>();
        }
        return nullptr;
    }
#

Although, it's the other way round, right.

#

The one with the input works.

#

Yeah honestly no clue. The nodes are auto generated after all.

#

So apparently there is a UK2Node_GetSubsystemFromPC node. And that node only works for ULocalPlayerSubsystems.

#

Ah, I found it. So the normal GetSubsystem node that most other Subsystems have is also supported for the ULocalPlayerSubsystem. It uses Get_FunctionName = GET_FUNCTION_NAME_CHECKED(USubsystemBlueprintLibrary, GetLocalPlayerSubsystem); for that one.

#
/*static*/ ULocalPlayerSubsystem* USubsystemBlueprintLibrary::GetLocalPlayerSubsystem(UObject* ContextObject, TSubclassOf<ULocalPlayerSubsystem> Class)
{
    const ULocalPlayer* LocalPlayer = nullptr;

    if (const UUserWidget* UserWidget = Cast<UUserWidget>(ContextObject))
    {
        LocalPlayer = UserWidget->GetOwningLocalPlayer();
    }
    else if (APlayerController* PlayerController = Cast<APlayerController>(ContextObject))
    {
        LocalPlayer = Cast<ULocalPlayer>(PlayerController->Player);
    }
    else
    {
        LocalPlayer = Cast<ULocalPlayer>(ContextObject);
    }

    if (LocalPlayer != nullptr)
    {
        return LocalPlayer->GetSubsystemBase(Class);
    }

    return nullptr;
}
#

Assuming the ContextObject is automatically passed into this (that's why the pin is not there and probably this), that node will only work in UserWidgets, PlayerControllers or LocalPlayers.

#

And no, it won't give you an error or prevent you from using it.

neat haven
#

I'm trying to get the phys material of a surface when i click on it but always return None when printing the result. How can I fix this? When i hover over break hit result and phys mat of it, appears a messsage saying that i must set bReturnPhysicalMaterial to true in the queries params for this to be returned. Should i do anything about that?

sharp ferry
#

hi, it's difficult to teleport my character through a box collision into another room/level?

#

i just want to get close to a door, press E and my character teleport to that new starter point or something

surreal peak
#

Cause you can't set the return phys material flag on the convenience one.

surreal peak
sharp ferry
#

i just want it to load the new map and leave the other behind

surreal peak
#

Yop

cyan wren
fathom mica
#

Is there anything I have to do to support subclassing a primary data asset and loading all of them or is this just not supported, i cant figure it out for the life of me. I have it working if i specify each subclass directly in the asset manager, with the _C and everything, but i just want to load all assets of the one main blueprint base class... am i using this wrong?

#

All in blueprints

#

Essentially I have a blueprint that subclasses primary data asset, call it BP_Item, then i have two subclasses of that BP_Weapon and BP_Armo. I'd like to load all BP_Item's from the asset manager. I can do it if i specify each as a different element in the asset manager, but not if i try to get all items.

#

In this example it's fine because it's just 2, but i don't want to do this for 60-100 things when they all inherit from BP_Item

languid furnace
#

how can i make a "turn in place" system on a FPS character , i tried looking up some tutorials but they were all TPS characters so they couldnt help much

maiden wadi
maiden wadi
# fathom mica Is there anything I have to do to support subclassing a primary data asset and l...

Oh. No I made a function for it. Because I hit the same snag. 😬 I had to grab all of the types in the asset manager and for a given asset, find all assets who's base class were a child type of said asset's class.

Cause we have a CoreItemDefinition which we base everything off of, because it's got some basic UI data in it that we can use to display for any definition. But we specify them separately cause some systems use some types, other systems others, but here I needed them all and had to write that. :/

Alternatively, your other option is simply making a function to grab them all into an array of assetIDs maybe.

distant grotto
#

is there a way to add custom movement modes in blueprint?

charred granite
#

I was trying this tutorial but those nodes seem to be outdated in latest UE version. Has anyone recently created any overgrowth using the PCG plugin? This seems outdated and I cant seem to find any up to date tutorials

https://www.youtube.com/watch?v=BpFiVLNemXc

Hello guys, in this quick and simple tutorial we are going to learn how to apply Moss into any Mesh using the PCG plugin in Unreal Engine 5!
↪️Project Files: https://bit.ly/GorkaGames_Patreon

🔥Learn the basics of PCG: https://youtu.be/0YiDT08W_q8
Make this process 100x faster with this tool:https://bit.ly/GraphN_GorkaGames

Join my Disco...

▶ Play video
tight pollen
#

Hello, how can I use Sphere Collision to check if it overlaps with PointLight?

#

can anyone help me with this??

graceful sage
#

specifically where?

frosty heron
#

Does a light have collision?

sick sky
#

no

frosty heron
#

Well overlap requires the object to have collision.

#

You can check bounds every tick maybe to handle the overlap your self.

warm hare
#

What would be the best way of adding a mechanic where my flashlight intensity decreases with the battery power?

frosty heron
#

Abbandoning flip flop for gameplay code would be a good start.

#

also don't cross pin.

warm hare
last peak
frosty heron
last peak
#

Eg, if battery power < 50 - set itensity (intensity / 2)

warm hare
frosty heron
last peak
frosty heron
#

Your battery logic should live inside your battery

#

what you are doing there is horrible design.

#

Ideally you have a component too to handle the interaction but for learning sake, you can handle the generic interaction in the character.

#

Interact->Object

#

and the object can implement interacted logic

warm hare
frosty heron
#

so for a abttery it will decrease

frosty heron
#

is that really from a tutorial.

last peak
#

Hehe gorka style tutorial

frosty heron
#

Handling input outside a centralized object (character / controller) is terrible

warm hare
# frosty heron is that really from a tutorial.

In this Unreal Engine 5 tutorial, I will be teaching you "How To Create A REALISTIC Horror Flashlight In UE5 (4 SIMPLE Steps!)" The mechanic listed in this video are a "must have" mechanic that are included in MOST popular horror games today which will make your game visually pleasing. Even though this tutorial is geared towards horror games, th...

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frosty heron
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also after destroy actor nothing else matter

frosty heron
warm hare
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So I see lol

frosty heron
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I am not trying to be smug, you can ask in other channel or other people opinion.

warm hare
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You are fine. i am learning there is a lot of better ways to do things in unreal. It seems I am running into ways that aren't the best

frosty heron
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imo what you can do now is work on general interaction component.

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your system should work with any interacted object

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a battery can decrease/increase it's life.

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an apple can be eaten.

warm hare
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Okay cool.

frosty heron
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a door can be opened, and so on.

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Might want to look at some material for component.

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there should be a decent interaction tutorial... though I don't know any.

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maybe somone can share.

warm hare
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Thank you for your help

violet bison
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is it normal for bone references to be lost after delay after tick?
weird thing is the actor reference wasn't lost

frosty heron
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Any reason why you want to delay there? I dont know when the cached value of a pure function is cleared but i am betting that cached value from pure function is safe to use only within the same frame.

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If you must use delay, cache the result to a variable and use that variable instead.

surreal peak
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You are basically "lucky" that UE saves the data inside the Pin of a Node, as they are Objects themselves.
If you were to try and do that in C++, you'd notice that you can't just magically grab the return value of a function "a frame later", as the function body you would be working in has to finish "this frame". At which point you'd be forced to save the result to a variable. Which is precisely what you'd need to do in your case here too.

cyan wren
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Im wanting to create an inertia based damage system, i am very new to unreal and im wondering if theres a way to make a blueprint that will apply to every physics object within my level? I really dont want to copy and paste the script into every single crate i place into a scene

violet bison
surreal peak
surreal peak
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You could save somewhere if the Event is bound or not, and if your overlap registered you can then handle that accordingly.

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Or you stick with the frame delay, but then you have to cache the HitResult.

proud magnet
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Hey can anyone give any insight to this question? Haven't gotten much from it and with how much its bottlenecking my gamethread i really want to figure it out. https://forums.unrealengine.com/t/how-to-disable-metahuman-face-setup-and-features/2590988

dark drum
proud magnet
frosty heron
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Why does if you hit the head you have to wait a frame?

maiden wadi
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Race conditions are fun. 😄

dark drum
frosty heron
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Oh i didn't read the last bit properly.

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but yeah just cache the result if you have to wait a frame.

violet bison
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if no delay, and the projectile is shot right point blank, the event isn't bind when the hit event triggers

lofty rapids
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maybe delay untill next tick

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i use this node sometimes to fix these issues

frosty heron
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that's what he is using.

lofty rapids
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i see it now lol, should of scrolled

graceful sage
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Hey all. I have an issue with timers. It works fine when im running just one of these but if I click more than one button at a time it goes out of sync. I'm experimenting with using get world delta seconds but still issues. My question is how should I do this timer? I read timers are frame dependent but also I've read they aren't. Can anyone clear this up for me?

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Would I benefit from doing this in c++?

lofty rapids
graceful sage
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experimenting

lofty rapids
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so usually what you can do

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is multiply the number * delta

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to get a frame independent value

graceful sage
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what number

lofty rapids
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whatever number you want to base on the frames

graceful sage
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i tried multiplying by my "build rate"

lofty rapids
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but honestly i think your timer doesn't need to multiply by delta for time

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"timers in Unreal Engine are generally frame-rate independent"

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"However, the precision of timers can be affected by significant frame rate drops"

frosty heron
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The issue here is that calling SetTimer while it's still counting reset the timer.

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that's why you have an issue when you click your button twice.

graceful sage
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the issue is when theres more than one at a time the first ones progress finishes but the money isn't drained yet so the code when money left to complete is delayed and out of sync with the visual of the progress bar

frosty heron
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So there are ways to go around this in bp.

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you need to offload the timer to an independent object.

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Actor component can be one of them.

graceful sage
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thats not my issue i dont think

frosty heron
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Or UObject.

graceful sage
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im talking about a seperate instance of this widget

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not clicking the same button

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If i say click the command center then barracks the command center finishes its progress bar and the ready text appears delayed

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by about 5 seconds or so

graceful sage
frosty heron
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I don't understand this logic.

lofty rapids
# frosty heron

are you invalidating it when your monety to complete is <= zero ?

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or wouldn't this just keep going ? when do you stop it ?

frosty heron
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-1.f per call but at what rate?

graceful sage
frosty heron
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AmountToSubtract = ValueToDecreaseOver1Second * DeltaTime

graceful sage
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ive mainly been using .01 for build rate

frosty heron
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if you are going to use delta time

frosty heron
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otherwise take it away from your equation.

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but for a progress bar, I would totally do it on tick.

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So it update smoothly if my computer is capable of rendering fast FPS.

lofty rapids
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finterp ftw

frosty heron
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doing it on timer will gate the potential, regardless of the player's machine.

graceful sage
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ok so I should update the material instance dynamic on tick?

frosty heron
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you can take away the timer and just do the whole logic on tick.

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though I can't guide you step by step, it's hard enough for me to read my own spaghetti, let alone someone elses.

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Event Tick -> if bBuilding -> Evaluate (Go decrease your money or update the progress bar)

lofty rapids
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using tick does involve some maths

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but it will be smoother

frosty heron
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simple math

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Timer apart from not updating frequent enough, some people will put it at 0.0001 causing way more overhead than using tick.

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and the less FPS the user have, the more they are tanking the timer.

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If someone set a timer 0.01 second and a user FPS is soo bad it takes 1 second to render the next frame.
That timer would call the function 100 times.

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100 times updating progress bar, in the same frame...

maiden wadi
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For a performant, simple building system, you don't even really need tick except for the widget.

StartTime
TotalBuildTime
BuildSpeedMultiplier
CurrentEndTime

StartTime and CurrentEndTime can be set at build start based on TotalBuildTime and BuildSpeedMultipler. And if anything adjusts BuildSpeedMultiplier, you simply update your CurrentEndTimes.

Now the only thing you need is a single timer for the shortest build time.

Your UI and anything else can tick at it's own pace. You pay a lot less networking and CPU/MemoryWrite costs for state updates.

graceful sage
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Trying to wrap my mind how I'd need to do the math lol

maiden wadi
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Math for which part?

graceful sage
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so should I be lerping the money down?

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I'm just not sure how to use the delta time to do what I want I guess

maiden wadi
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Do you know what delta time is?

graceful sage
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I'm gonna have to look more into it I guess. Especially when I'm too tired lol

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the time passed since last tick

maiden wadi
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Right. So you know that someone who's running at 60 fps has a deltatime of like 0.01666666 or so.

Lets say you want to change the value by 10 per second.

You take your speed of 10 and multiply it by the deltatime. This gets you like 0.1666666

Now run this math 60 times as if you are passing 60 frames. Your value at the end is roughly 10.

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The point being that the framerate is going to fluctuate from anything realistically between 20 to 200. That's a deltatime of anything between 0.05 to 0.005. But if you use this math. You'll always get a final value of 10 per real time second.

dark drum
graceful sage
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So I need to subtract from the money by these values?

dark drum
lofty rapids
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multiply that number by delta time

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also use finterp or ease if you can

austere orchid
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Hey everyone, I'm trying to avoid the hassle of manually routing 10+ Enhanced Input Actions through the player blueprint. I have multiple IMCs for different gameplay systems, for example, a pizza station with its own actions like Rotate Pizza, Add Topping, etc. Ideally, I'd like each system to handle its own input logic without cluttering the player blueprint. What's the best way to go about this?

lofty rapids
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player controller ?

austere orchid
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trying to avoid having them all there though

lofty rapids
austere orchid
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thanks a bunch

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did not realise it would be that simple lol

fallow umbra
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Hello, me have broblem catCheck

For a Pawn Actor, Skeletal Mesh with Physics Asset for collision as Root Component
Set Vehicle as Collision Preset

If I set the Vehicle=Ignore as default and then change it in-game to =Block it doesn't work at all, it changes nothing.

But if I do vice versa, Block as default and then in-game to Ignored it works without any issues, I can even toggle it back to block and it will work

What am I missing, I'm about to pull my hair, spent one hour to find out this 😅

lunar sleet
fallow umbra
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Thanks for the tip but that's the first thing I tried, it just automatically reverse back to Ignore, probably because i use smoothsync (client authority) for the player vehicle.

It's just weird how it works one way but not the otherway,
eitherway will do block default, ignore on begin play and set block when i need too

low summit
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can some one please help me with some ue5 animation blueprints?

graceful sage
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@maiden wadi This seems to be working

lofty rapids
graceful sage
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its nice

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lol

lofty rapids
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i don't have it

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5.3.2

graceful sage
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5.6

lofty rapids
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another reason to upgrade ig

graceful sage
lofty rapids
graceful sage
lofty rapids
graceful sage
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it works if theres 2 but anymore it actually freezes.

lofty rapids
lofty rapids
graceful sage
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seperate instances of a widget

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hm for most part works but sometimes one gets stuck

lofty rapids
graceful sage
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depends how high the cost is

lofty rapids
graceful sage
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yes

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or it wouldnt work lol

lofty rapids
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does it still bog down when the others are off ?

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on the third one ?

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or just three at a time is slow ?

graceful sage
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seems when I have four when the 3rd one finishes the progress stops

lofty rapids
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the progress on the fourth stops ?

graceful sage
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id show a video but its too big

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nvm

lofty rapids
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or make it so you can embed it

graceful sage
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I think it I might need to do it in a seperate uobject like coldsummer said I think

lofty rapids
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most people won't download random files from the web

graceful sage
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its okay i gotta get ready for work anyway

proud magnet
dark drum
dark drum
graceful sage
lofty rapids
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100 is a rediculous fast interp

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i would try: money = money - (cost * delta)

faint pasture
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What's the approach to having a single parent class for all characters in the game, and not having it have a billion components? Is having the AIController and PlayerController add components to the character on possess decent?

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PlayerController adding camera, AIController adding sensing components, etc

maiden wadi
# faint pasture What's the approach to having a single parent class for all characters in the ga...

IMO, I tend not to care so much. If you need the performance of less component, you're probably already pushing for ECS territory. And there's plenty of systems where you can benefit as a player from the same stuff that AI uses for perception and the like.

For things like the cameras on the pawns, that's easily fixed by just not having one and putting in a decent camera system that doesn't need the components.

sour warren
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Does anybody know how to trigger different metasound triggers from BP? This is my metasound patch, and I have 4 different triggers, I want to trigger each of them in different situations from the same BP. There I tried with SpawnSoundAttached -> ExecuteTriggerParam but the sounds stop midway and they don't follow the metasound ADSR behaviour

astral summit
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Why didn't UE5.6 develop easy ways to animate an actor using spline tools or something similar?

full badge
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you're able to bind an actor to another actor with spline component

proud magnet
cyan wren
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instead of the canvas centering on your mouse its putting your cursor in the corner

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idk how well im explaining

frosty heron
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See if this helps.

cyan wren
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im trying to give a crate a health bar, target self doesnt work and i have no idea how to make the mesh link at all

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been stuck for a bit

frosty heron
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How do you want to display the health bar? start by doing the widget first.

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at the end of the day, widget just read value from the owner (in this case, the static mesh).

cyan wren
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i dont plan to have a visible healthbar and right now my visualization is debug text

frosty heron
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Why not? are you saying your print string is incorrect?

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at the start the woodcrate should have a hp of 25.

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On damage taken, it should be current hp - damage.

cyan wren
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im tired, i didnt mean to say bar lol, i meant to say pool* my bad

frosty heron
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well anyway, what's the current issue.

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are you not getting correct values on your hp?

cyan wren
frosty heron
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So your TakeDamage event is never called, is that the issue?

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need more info here. Show the code where you apply damage.

cyan wren
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hold on, sorry couldve done this better

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hitscan applies damage to hit objects (or it should)

frosty heron
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does it apply the impulse?

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you may need to ensure if the hit actor was ever the actor you are trying to hit, you can do this by print string the HitActor.

cyan wren
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im getting this runtime error when i shoot at my crate

frosty heron
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The instance doesn't have an owner.

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so your event is never binded.

cyan wren
dark drum
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You need to use the standard 'onAnyDamage' event. It's available on all actors. (Something along those lines)

For additional context, it just an event you can implement.

frosty heron
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Well let it bind to self, I suppose.

Also reading online it seems you need to specify the damage causer. Just make it the object that is doing the line trace.

cyan wren
cyan wren
frosty heron
# cyan wren thank you both, you guys are badass

well I am just guessing not much of a help but nice that you got it working. Personally for me, unreal damage system is soo ancient that no one uses it for a project outside game jam imo.

Like it does work but anything more complex, we might as well write our own.

dark drum
cyan wren
dark drum
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Damage types are pretty cool.

cyan wren
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i have experience with other engines and i kinda know C#

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but..

frosty heron
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unity dev detected

cyan wren