#blueprint

1 messages Β· Page 335 of 1

maiden wadi
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πŸ€·β€β™‚οΈ I'm on vacation and I can use a break from keeping Biters from eating my shit while I'm trying to get to space in Factorio. Besides, it's good learning practice.

frosty heron
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https://www.youtube.com/watch?v=cyGhtXsL9z4&t=1964s&ab_channel=CapsuleComputers

This is the reference I am going for. Struggling to workout the logic for the element container.
I don't know if VBox works here when the container it self needs to be expanded / shrinked when there is less element.

Gonna keep testing on my end.

Set in a whole new world we follow the journey of the Endfielders as they try to make a new home on the world of Talos-II. Tasked as the Endministrator, we take on numerous challenges, take on countless enemies in action packed gameplay, and recruit many new faces alongside familiar Rhodes island allies in our time in the Arknights: Endfield clo...

β–Ά Play video
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maybe it's as simple as

If element selected > 0
Elements above selected element offset by X where the elements below the selected element offset by Y

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the struggle comes with the part where, maybe I need to respect a singular (anchor?) point if I want the element to ends in the middle like this

surreal peak
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@frosty heron Wtf, what's the chances of someone posting Arknights after I just watched the first couple episodes of its anime lol

frosty heron
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I never followed the old series, but waiting on ArkKnight endfield, it looks amazing.

surreal peak
frosty heron
maiden wadi
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Watching it at 25% speed, it's a little odd. It's almost like they disconnect the visual. Cause it moves down, but the Y size shrinks so that the others center correctly. But it looks like the fading one slides down onto the one below it. You could mirror that by doing the originally proposed shrink to Y while also fading to 0 opacity. But the hierarchy would need to by like an overlay holding a sizebox and a commonvisualattachment. The attachment holds everything else and the sizebox's y is set to the same size as the rest of the contents desired size. Then the animation lowers the sizebox Y size. It'd give the same effect without squishing the visual contents.

maiden wadi
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@frosty heron
I made the animation rather long so I could click fast enough to test multiple.

Seems to work okay though. Can record in a sec.

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Looks a little neater with the faster animation, but pretty similar to that game's.

frosty heron
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πŸ‘€ πŸ‘€ πŸ‘€ πŸ‘€ πŸ‘€ πŸ‘€

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Checking it out! Cheers.

I was stuck at changing the Y bit, tries to scale it but the container doesn't resize. πŸ˜… .

Gonna end up copying yours 1 to 1 , it looks exactly like what I need. Ty again.

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@maiden wadi Size box does the trick πŸ₯³ . I think you just saved me days of like trying to do something that most likely won't even work :D.

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originally trying to tackle this by trying to evaluate the offset every tick.

maiden wadi
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Could do that too. πŸ˜„ When I was imagining a much more intricate animation set I wasn't really seeing much easy way around doing it than making my own SWidget container managing some custom slots. Performance probably wouldn't matter for a widget like that. Not a lot of entries most likely and not always on screen, but πŸ€·β€β™‚οΈ

frosty heron
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Yeah, i just need this to pick up interactable things around the player. Can't be too much elements for me to consider performance.

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like maybe 1 - 8 entries at most.

dark drum
# maiden wadi

Nice, I bet changing the opacity would be good as well. Thanks for sharing.

gritty aurora
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Hey guys, hope everyone is doing well. I need some help with Loading a Level with a 3D widgets:
I have a 3D widget in my main menu (placed in the world inside a sublevel). Everything works fine, the UI switches between panels, and the buttons are interactable.
But when I click a button that’s supposed to load a new level (using Open Level by Name), nothing happens. I even tried using Load Level (Object Ref) and calling the node from inside the widget, but still no result. Any Advice would be helpful. Here is a video of my setup and the button logic.

verbal parrot
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I am trying to get unique bullet impacts depending on the material hit. Physical materials worked fine so far, but you can only assign one physmat per material and I have a lot of assets that just use one material slot for wood, metal, concrete, etc. I tried physical material masks, but for some unfathomable reason, that only works on master materials, not instances. It would be insanity to restructure my material library to accommodate this, so...how would you make a blueprint read the correct material on impact for assets like this? Hoping you have some better ideas I didn't consider.

lofty rapids
dreamy marten
lofty rapids
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i use material parameter collections for stuff other then materials

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these parameters are great you can run in viewport and adjust on the fly

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great for setting a value, instead of stopping,changing,compiling,running everytime

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just run, and change, np

gritty aurora
gritty aurora
surreal wagon
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So soft references always load async?

frosty heron
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you can think of soft reference as a path.

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if you want to load the asset it's reference you can do with async or blocking.

gritty shale
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Good morning, everyone. Pasting a question in this channel (from UMG) since Im working with blueprints and maybe someone might have a breadcrumb on keywords to look into this.

Im trying to make an app for android that uses stereo rendering (one camera feed for left eye, one for right eye) for VR mounting the phone on a headset. I can't seem to get multiview options in project settings working since it seems to need an actual VR Headset and my phone doesn't have the right gpu to do the mobile multiview thing. So I'm resorting to manually set up the stereo rendering.

However, I have no idea how to actually get that going. My approach has been trying to pull the camera feed and create a material that gets this feed and have a UI image for each eye that shows the feed but nothing seems to be working. Tried using Claude and Chatgpt to help and look online for documentation on doing this but I cant seem to find the right keywords to pull up any info on this. At least on how to set it up.

If anyone has any guidance on where I can look to read up on this, it would be greatly appreciated. This has been a long process so far trying to figure it out but I feel like Im just around the corner to figuring it out.

surreal wagon
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Unreal does not have cylinders as physics primitives because it inhereted that flaw from Physx

opaque dragon
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Morning all. So I am creating, or attempting to create, a save/load system for a project I'm working on. Issue is when the game loads and spawns in any fish the player have previously caught, the collision seems to fail and they fall through the landscape. I set it up if the z-location falls to 0, it will respawn so I can show you all in the video. Eventually the collision catches I'm just not sure what I can do to fix this.

Any help or suggestions is greatly appreciated.

surreal peak
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Could be that they simply fall through the mesh. Or do you have any logic in those fish that alters physics?

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Can try to enable CCD on them (continuous collision detection).

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But that's potentially expensive. Makes more sense to turn off physics imo

manic sage
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"I need to create a pull hook, similar to Blitzcrank's or Roadhog's hook, for my internship project. But I'm having trouble getting it to work. Can you help me? I'm specifically struggling with the Blueprint part in Unreal Engine."

wicked surge
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Thanks for the answer, this makes a lot clear. It sounds like you'd do most things through the AssetManager, and this would load "bundles" of assets at suitable points in the game. It would be nice if it was as simple as these bundles containing DataAssets, and those DataAssets referencing all the required classes for that stage of the game. But from the last line, there's clearly a more complicated relationship between the DataAssets and bundles.

opaque dragon
lofty rapids
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what am i doing wrong here ?

past hull
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Hello, I am trying to create a blueprint that will handle NPC spawn in a "hub", these will be simple roaming NPCs.
The code here makes nothing spawning. I tried printing the location returned by Get Random Reachable Point and I have something, the for loop is working also. In my Outliner on my level, when I play the level, I cant see any BP_Pedestrian.
Maybe I am using the SpawnActor From Class node wrong ?

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Also, I have Nav Mesh Bounds in my level to set up the navigable area of the hub. I have no issue if I put a BP_Pedestrian in the level. It will be roaming in the level on the nav mesh bound

surreal peak
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If you are using a character, or something with collision as its root component, then the center of the actor is the middle not the bottom. So if you give it a nav mesh location you need to offset that by half the capsule height

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Or whatever half-height you need

surreal peak
distant grotto
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How can I rename internal Enum entries? Theyre still returning "NewEnumeratorX" evcen though I've put a name in every field the enum editor has

surreal peak
surreal peak
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You might be better off using GameplayTags for this

oblique slate
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Anyone know how to program UI?
Its day 2 of me learning.
Im coming from Roblox πŸ™‚

  • I already made the gui but i need the bar to move inside another bar
  • The variable is inside of BP_ThirdPersonCharacter
  • The bar appears on screen when inside the collision box
surreal peak
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As they are internally Names and will work a lot better with the DataTable rows

distant grotto
surreal peak
lofty rapids
oblique slate
lofty rapids
surreal peak
lofty rapids
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it's going down into the landscape

surreal peak
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Please use the available docs that everyone else learns with first.

lofty rapids
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z velocity is 25

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idk why it's going down ?

surreal peak
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Pretty low velocity if you simulate gravity

atomic hollow
lofty rapids
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or close to it, the problem is my x is "close" i'm trying to predict it instead for stuff like hills and things like that

hoary summit
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Need someone big brain to give me advice, my multiplayer respawn system - when the 2nd player respawns, the 1st can no longer move.

lofty rapids
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you can see i put a watch on the velocity

lofty rapids
atomic hollow
past hull
lofty rapids
atomic hollow
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Will you write formula here that what is for calculating each point on path

lofty rapids
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and it's not working

lofty rapids
lofty rapids
surreal peak
lofty rapids
past hull
surreal peak
lofty rapids
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so i just avoid that node all together

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it works fine to make a formula, as soon as i try to edit it, i get a crash

lofty rapids
# lofty rapids

this doesn't take into consideration the dynamic angular damping as well

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which prediction probably won't account for either ?

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i just want it somewhat closer then i have it

atomic hollow
lofty rapids
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well i change the damping on the fly with a formula, but thats seperate issue that i can adjust for

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the prediction is going down, this is very strange

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so these values are too small ?

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maybe i can scale them ...

atomic hollow
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Save your each prediction stage into a variable and then debug that which prediction is failing by comparing previous position and current position and next one for each point

lofty rapids
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got it, i just scaled the values up

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seems to work now

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but it's about the same off

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as the math

atomic hollow
lofty rapids
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i thinks its because i change the angular damping dynamically

atomic hollow
surreal peak
languid pagoda
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Question. So when my level first begins my OrbitPivot point is 269 units in front of the camera (dist between).

When orbiting is enabled the pivot points moves to the object that is traced.

When orbiting is disabled I want to reset teh OrbitPivot back to 269 units in front of the camera.

This is my BP logic so far that is NOT working . Any help would be appreciated.

past hull
# surreal peak Try offsetting them upwards

So I dont understand, I added a simple Z offset like you said. They are clearly colliding with the nav mesh bound but they are static. If I put a BP_Pedestrian in the level it works fine

lofty rapids
surreal peak
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There is a drop down that controls when an AI Controller should be spawned.

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It's probably set to Placed In Level or so.

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There is an option to do this for Spawn and Placed.

surreal peak
past hull
lofty rapids
surreal peak
atomic hollow
past hull
# surreal peak Yeah, also difficult to know hehe

Also if you dont mind I have another question that I cant find any answer on the internet. The Get Random Reachable Point in Radius function have a high density on the center, so its not ideal to spawn NPCs in a hub. Is there any way to get a random point in the whole level that is covered with nav mesh bound ?

surreal peak
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You can look into "EQS".

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Environmental Query System.

lunar sleet
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That’s not ideal anyway, better to have a bunch of set spawn points, to prevent collision bugs and the like

surreal peak
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That lets you write more custom queries that you can execute that return points.

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They usually start with a "Generator" that generates a set of points. e.g. a grid of points with x distance between them.

past hull
surreal peak
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And then you can put filters on them, to limit distance etc.

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Predefined spawn points also work, but if that's not an option, then EQS is a good alternative. Just make sure you don't make them too expensive.

lunar sleet
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EQS contexts to generate a bunch of points around a point and so on

atomic hollow
lunar sleet
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Nope

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It’s been around since 4.27 or such. It’s long been trialed and tested. Any experimental flags have to do with potential finishing touches that they planned but didn’t complete

atomic hollow
lunar sleet
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That flag does not actually mean what it says in this context

atomic hollow
lunar sleet
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Yes, it’s just not a priority

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EQS has been extensively used and it works fine. But you do what you want

lofty rapids
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idk about it

potent scarab
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Hi all, not sure if this is the right channel as it might cut across a few.

Trying to get the experimental data chart plugin for UE5 to work (im using 5.5), the sample set up works with a strut and a simple data table. ideally I would like this (pie chart) to read from a string/float map I have set up that collects and works out my values on run.

  1. Does anyone one if its possible to switch the input on the plugin on the input to accept the map
  2. Is it not worth the effort and is I more straight forward to create an array that the map sets on run.
  3. I also picked up ChartsProPieChart from FAB but again the BP for that was confusing where to start to get it to use a map.

Very much learning as I go here. Pie charts / data vis does not appear well covered for UE - if anyone has YT recommendations or direct advice please let me know.

UE Site for data charts plugin : https://dev.epicgames.com/community/learning/tutorials/MPDr/fab-the-unreal-engine-data-charts-plugin

Epic Games Developer

Everybody loves a chart :), but it isn't immediately obvious for end users how to include a chart in a vanilla Unreal Engine project. This has recently ...

tropic wolf
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I keep running into an issue where spawning a BP runs its construction script correctly, but then making any change and recompiling that BP recooks the actor incorrectly.

If I drag out a new instance of that class after recook it will also be correct, even though the actors placed earlier have not.

This is the code in the construct script that behaves differently depending on the context

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It's supposed to create a mat override and set a team color based on that

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But it reverts to this after a recompile

atomic hollow
atomic hollow
tropic wolf
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Not the full logic but the things after aren't necessary and not responsible

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team variable is just 0-6 depending on the team your on

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which references a list of linear colors (inside Set Team Tint)

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But I'm not getting tracebacks on anything

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It's just consistently recompiling wrong, and compiling the correctly the first time

atomic hollow
tropic wolf
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This is only happening on players without a controller

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but I suspect that's the case because player characters with controller aren't initialized until play (and this always cooks correctly on the first go)

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I'm using this same code on all non-player actors as well, so it's used in other places without issue

atomic hollow
potent scarab
tropic wolf
atomic hollow
atomic hollow
languid pagoda
atomic hollow
sharp ferry
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how does RAGE of rockstargames work? is very different from UE? is accessible to people?

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sorry for the weird question just curious

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does it work with nodes like BP?

lofty rapids
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this is wild lol

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has anyone seen something like this to improve accuracy ?

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in theory it should work ? i think my numbers are correct

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does to integer round ?

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it's still off a bit at really large scale, but much better then without it

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i wonder if it even matters for 21 ? ai says its more accurate

maiden wadi
# wicked surge Thanks for the answer, this makes a lot clear. It sounds like you'd do most thin...

It's a pretty simple concept if you break it down. If you have a PrimaryDataAssset, and you tell it to load a bundle. It will parse through it's properties for all soft class and soft object properties, and load any with the specified bundle and internally hard ref them so that they won't be collected. (Note that later on when you unload the bundle, this isn't forced, if something else hard refs the object it'll stay loaded).

What this does is allows you to have a PrimaryDataAsset for something, like the unit, with a softclass on it. That class can have all of it's visuals and stuff. Like the following with this meta.

UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, meta=(AssetBundles="Gameplay"))
TSoftClassPtr<ASomeUnitClass> GameplayActorClass = nullptr;```

Then after that you can use nodes like AsyncChangeBundleStateForPrimaryAssetList, and pass in the assets you want to add or remove bundles for. I would pass in AddBundles here with an entry for Gameplay if I wanted to load this GameplayActorClass on that PrimaryDataAsset.
maiden wadi
# lofty rapids

I don't think this'll do anything anymore now that all floats are double, will it?

lofty rapids
solemn folio
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Hey everybody! I'm currently working on a stealth game where you play as a drone, and i've run into an issue regarding the enemy AI. I'm currently using AIMoveto and navmeshes for the enemy to follow the player as that is what i'm used to doing for most of my projects. The issue arises when my drone flies a certain distance above the ground, in which the AI stops moving and stops following my drone. If anyone could provide a fix or potentially even an alternative method for this kind of enemy logic, i'd be more than happy to receive it.

maiden wadi
# solemn folio Hey everybody! I'm currently working on a stealth game where you play as a drone...

The only fixes I know of for that is to either project all movement calls to the navmesh, or change your character so that it is actually on the ground but visually hovers above where it actually is.

The second is the easiest. But of course it has major drawbacks. The first can be done semi easy, but usually requires making your own movement nodes that do an automatic projection to the best placement.

solemn folio
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what if i cast a line trace from the drone to the floor and make the enemy move towards that?

maiden wadi
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That's what I mean by your own movement nodes. You can of course do this with the existing nodes if you use the move to location instead of move to object, but then you lose the automatic following ability.

solemn folio
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yeah i'll try that cause its more scalable

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thanks again man

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i wish I could reward answers in some way in this discord

maiden wadi
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Nah. Helping is enough of a reward. πŸ˜„ I spent a lot of time learning in here as well.

solemn folio
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IT WORKS! thanks a lot man!

supple kiln
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Hey everyone,
Has anyone tried implementing a camera lag effect using Epic's new Gameplay Camera system?

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I guess I'm going to need to make my own lol

maiden wadi
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I keep meaning to check out the new camera system. Just haven't gotten there yet. πŸ˜„ Too many other todos to learn first.

spring magnet
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How would you guys approach designing a system to handle dynamically spawned physics items in an open-world game? World Partition seems like a red flag because it would always try to spawn the "original", and moving a physics item away from it's initial cell will despawn it.

spring magnet
# supple kiln Store them into an array?

It's moreso a 5km by 5km world with 100,000 to 500,000 actors that all have data relevant to the savegame within them and they need to behave as expected in an open world game, but without world partition constantly resetting them or despawning them if you move them away from their original cell.

supple kiln
spring magnet
# supple kiln Oh wow, I didn't get to that part yet hahha

I'm sitting on the idea of allowing a single DataLayer to hold all of them initially, and on the first initialization of the savegame, I would iterate through every world cell and cache every object's GUID as a key in a global map, each pointing to a small metadata struct as the map value, which would contain the world location, class of actor, and name of the compartment in the bytearray-style savefile for that object.

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Then as the player moves around, refer to the global map (or a spatialized version of it, i.e., Cell_Coord -> GUID map) and then spawn them on demand, in parallel with World Partition

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The thing is, this seems like so much overengineering to get "persistent actors" working in an open world. You'd think there's a standard solution available but I can't find one.

supple kiln
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So you need a system like this one?

spring magnet
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Yes I have over a dozen chats with o3 on the topic lol

dark drum
dark drum
# spring magnet How would you guys approach designing a system to handle dynamically spawned phy...

I recently set something up with level streaming. I had a world item manager that managed saving/loading of the world items.

When a level was unloaded it would save the relevant data for the items and then destroy them. When a level is loaded it checks if the pre placed items should exist (present in the saved data) if not there it'll destroy it. If it should then it'll apply the saved data. It'll then spawn all the remaining items that were saved.

I also used a few tricks to to manage what 'world' the world item was currently in by having volumes in the streamed levels that updated it on the world items when they enter the volumes.

Definitely not a simple thing to setup though. Hopefully this will give you some ideas.

spring magnet
# dark drum I recently set something up with level streaming. I had a world item manager tha...

Oo thanks for the response! Yeah I initially toyed a similar thought. I had a volume-based grid that matched the world partition grid too, but for better accuracy I scrapped it for just mathing out the item's actor locations. I didn't finalize this though because I was worried about the needless spawning and despawning of all the items that have been moved to another cell or destroyed completely. In my mind, for a single tick, a huge wave of items will be spawning in and then disappearing, and that didn't sit well with me. How did it go for you?

dark drum
spring magnet
maiden wadi
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Not much else you can do though without clear ideas. Make it bad. Then realize why it is bad and make it good. πŸ€·β€β™‚οΈ

dark drum
# spring magnet I'll think it over. I'm still leaning toward a massive dictionary of GUID -> Met...

I used a map var where the key was the world object a soft obj ref, (Get level -> get outer) and then an array of world items in it.

World items registered themselves, passing the world it should belong to too the world item manager.

But as Authaer said, you've just got to make something and see what does and doesn't work.

It's a complex system so it'll probably take you a minimum of a week or two.

spring magnet
desert flint
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does anyone know why the object im picking up gets closer each time i pick it up? (i believe its in this code, i could be wrong)

desert flint
sweet leaf
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I'm looking for a hand having an enemy take an action (specifically moving the character) before the AI controller takes over.

Right now i'm just trying to implement a very simple "move + 200px in the x direction" but i'm running into a few issues.

Now I do have a working AI controller and behavior tree and the navigation works fine when it has a running ai controller, but I want to have potentially different actions happen on spawn before the AI takes over (i.e. walk left onto the screen, or walk right onto the screen, or fade in and move slightly in the y direction if it came in from a door)

I've tried using simple move to, but that requires an attached controller to work, and as soon as I spawn the default controller the character goes right into it's behavior tree and ignores the attempted move. Spawning the ai controller and using the Move to Actor is presenting the same issue.

Normally I might also try something like a timeline and lerp the character into place, but i'm trying to make this all happen in a "SpawnAction" function that is called when my spawner creates the enemy.

So yea, trying to think of solutions and just kind of coming up black to achieve what feels like should be a really simple thing

warped wagon
warped wagon
pliant salmon
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I want to create dynamic "PixelStreaming2 Video Producer Render Target" but I seem to be required to create an asset for each video producer render target object... how can I work around this?

desert flint
warped wagon
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ohh you are saying that interact range is closer, right

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i misundertood you, i thought the actor is getting closer

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you are setting the distance of object, and using to calculate range again. the range should be static, not dynamic. right now in your code, if you pick up for example 100 range of object, you have to pick up from that range. because you are setting the base range value.

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make a new variable and put it here. and don't change it anywhere.

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should work fine this way, if i understand the problem correctly πŸ˜„

desert flint
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the object i am picking up

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it is getting closer to me each time i drop and pick it back up

warped wagon
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after the trace hit, try to make the calculation manually. get your actor location, and hit actor location. use distance vector to calculate and set it to float

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let's try this way first

warped wagon
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so we can understand that calculations are correct or not

desert flint
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what do you mean "calculation manually"

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i'm confused, sorry im a bit new lol

warped wagon
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when you are getting the distance from line trace, don't use that output. make your own calculation for distance

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this is just making sure that distance is correct, it might work or don't

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if this is giving the same result, we will investigate the dropping section.

desert flint
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Okay, ill try this later, im currently not home

desert flint
# warped wagon

so i tried just doing this, it kind of works. it works for a hand made mesh but not a normal geometry cube, it usually works with glitches every then and now with it phasing through the floor and it teleporting infront of your face if you grab it whilst moving

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Also, i just found out that if i hit the mesh at a angle, it will try to move the block to the center of where im looking. no matter what so i think thats whats going on, i have no clue h ow to fix that though.

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its to do with this for sure, but i don't know what i could change.

thin umbra
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hey i'd like someone to help me in this enigmatic condition
what does it mean when my screen glitches like this?
it becomes partially black and it extends things
and how to fix this??

thin umbra
dark drum
native ingot
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apologies, as this is kind of bridging the gap between UI and blueprints, and thus I dont really know how to classify it. Im very new into UE5, and Have been messing around with some tutorials, attempting to work towards understanding blueprints, aswell as creating a "The Finals" Style movement system. I created a dash ability that simply launches the player in their current movement direction, and along with it, a UI icon that I scrapped together in Krita (as seen in the photo). I want to create a "Progress bar" that will represent the cooldown of the ability, expanding from left to right untill vanishing at the completion of the cooldown. Problem is I cannot seem to find any usefull tutorials on the internet. I watched one tutorial which convinced me that a "Progress Bar" element is the way to go, but as for how I will link it to my cooldown progress, Im in the dark. I additionally linked my code for the Dash, and underlined the "Cooldown," which is simply a delay. Thanks so much, and sorry for the essay :) Edit: though this is probably not the proper channel for this, if you happen to know any tutorials on UI that you can recommend, Please let me know. (not sure on the rules, so if allowed, link here. if not, you are welcome to dm them to me if you feel its appropriate)

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thinking more about it, a simpler question would be, is there any way to link the remaining value of the delay to a variable, so that I can reference it in other code?

minor thunder
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Hello ladies and gentlemen! I am new to unreal engine and have been working with the firstperson template. i am trying to attach an actor to the FirstPersonMesh on its hand socket. it looks visually correct in the mesh previewer and the shadow looks correct in game but looks visually incorrect from the players POV. Does anyone have any idea what i could be doing wrong when attaching the mesh to my character

dark drum
native ingot
faint creek
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Hi guys, how can I make one enemy alert other enemies? I tried using a task, calling all enemies actors but doesn't work.
Somebody could help me please?

chilly thicket
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hey guys anyone who can jump into a call and help me with some protoyping?

lone wyvern
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Hi!
Sorry for the long reply.
I hope this information will be useful not only to you.
I added to my plugin SystemMicControl the feature to switch the microphone device for VOIP chat without restarting the game.
If you have any question let me know.
Enjoy!
https://www.fab.com/listings/5262e4aa-d47e-4deb-b0c4-fd8e0e583ba8
Works via vanilla engine:
IVoiceCapture::ChangeDevice
FEOSVoiceChat::SetInputDeviceId

verbal parrot
#

How would you make a line trace get the correct material off something like this (wood, metal, glass)?
It's all one material slot, so physical material is out. Physical material masks technically work, but not on material instances, which is a dealbreaker. I figure there has to be a simplish blueprint solution to this I'm missing. It seems like a such a common feature.

dark drum
verbal parrot
dark drum
#

You can create one the same way you would a BP. Its just an object where you can specify the mask texture, size and tiling.

Once created you can set it on the material and select the physical material that would be used for each of the main colour bands. (Red, Green, Blue, Cyan etc...)

faint creek
dark drum
verbal parrot
dark drum
dark drum
faint creek
dark drum
verbal parrot
dark drum
#

@faint creek You are correct, BB's don't support arrays but you can create a custom uobject to act as a wrapper which holds the array.

faint creek
dark drum
steady night
#

Hi, im having issues with The DPI scaling, i just want when the resolution is higher like 3840 x 2160 the scale of all UI is 2.0 Size, but its not working really what am i missing

dark drum
keen prism
#

Hi, I'm currently working on an FPS game and I need to create a hand control rig for holding a flashlight.
My goal is to make the left hand (with the flashlight) follow the direction the character is aiming with the camera, so it always points toward the same direction. Please can anybody help me with this ?

#
  • i'm using full body from TPS project
steady night
steady night
dark drum
steady night
lofty rapids
steady night
#

better to show this,

#

when i toggle between the different ones, it onyl changes the first time

#

the other times it dosent change anything

#

am i not suppsoe to set it to a hardcoded value ?

#

this shows nothing is happening after the first one *

lofty rapids
#

what does the select resolution function look like ?

steady night
#

that only changes the buttons Enable/disable no functions in it other then that

lofty rapids
#

which looks like it's working

lofty rapids
#

or just after you click one, the rest don't work ?

steady night
#

yesh the rest dont owkr

lofty rapids
#

is it a specific one that breaks it, or just you can click any one at first ?

steady night
#

not a specific one

#

any one

#

dose it matter if its standalone/PIE/or in viewport ?

lofty rapids
#

try it in all of them see the difference

steady night
#

no difference

lofty rapids
#

try to change the res when your not in fullscreen

dark drum
#

Yea fullscreen can be weird for changing the res. In PIE, fullscreen is actually 'windowed fullscreen' which doesn't handle res changes as gracefully. I would test in just windowed mode.

steady night
#

ok so i tried this

#

now stuff changes but the UI is untouched each time dosent change at all

dreamy marten
inland aspen
#

Hi everyone, I am new to UMG. I wanted my editable text block to accept string which can be a combination of any alphabetic, numeric and 2 special character "@" and "." , how to make it take only the desired input strings.

lofty rapids
#

time dilation doesn't effect physics ?

dark drum
lofty rapids
#

it didn't seem too make a difference

#

i could see if effected the material, and the animation when i set it to global high value

#

but the actual physics seem to be the same

dark drum
lofty rapids
dark drum
lofty rapids
#

same thing

#

custom time dilation at 500 not doing anything

#

it should be super fast i would guess

#

i want to speed up a physics simulation, but it doesn't seem to be working

dark drum
lofty rapids
#

ai says i need c++

lofty rapids
dark drum
lofty rapids
#

the physics stayed the same

dark drum
#

Odd, I could swear it worked. Maybe I'm misremembering. 🀷

lofty rapids
#

i've seen videos its supposed to work, atleast thats what i have seen a couple working videos

lofty rapids
#

really strange

#

custom not working at all

#

slowing down global seems to work, but speeding it up doesn't seem to have much of an effect

lofty rapids
narrow sentinel
#

anyone know how I can set a breakpoint to trigger on any instance of a class

#

I have an issue where a break point is cleary being hit but seems for some reason it never actually breaks

maiden wadi
narrow sentinel
#

A user widget

#

Derive bp widget of user widget

maiden wadi
narrow sentinel
#

on a function that is called but a parent widget it lives on

#

and that parent widget has its function called but the HUD which owns the Parent widget

maiden wadi
#

But what event originally triggers the callstack?

narrow sentinel
#

so the breakpoint is being hit now like it's pausing execution

#

I did do a full rebuild of the solution though so

#

so now new problem which I can't work out is I'm trying to get the saved audio levels and I can see I'm setting in the audio levels when pressing save but when I load them I seem to get the defaults

#

turns issue was load race issue

lofty rapids
narrow sentinel
#

so anyone know what would cause UE to not create the GameUserSettings file

#

I deleted it thinking it would give a fresh start but now after deleting and re running PIE the file isn't being created by engine. any idea

maiden wadi
narrow sentinel
#

yeah the GameUserSettings.ini

maiden wadi
#

It probably won't recreate it until you make a change to the settings.

narrow sentinel
#

would FPS be a user settings ?

#

like toggling for max FPS to be used

maiden wadi
#

I can't recall if that is one off hand. Scalability settings, uh... Windowed mode, resolutions, etc.

narrow sentinel
#

so i now just can't see to get it to recreate the game user settings

#

thats what I use to call bit now I call the apply settings cause apparently the save settings is called within it

surreal peak
narrow sentinel
#

yeah defaultEngine.ini

surreal peak
#

It's probably landing in your Saved/Configs folder instead of the main Configs one.

narrow sentinel
#

so ive checked a couple of ini files and can't see Vsync being forced off in any of them

surreal peak
#

Idk why you jump between thoughts so much. You were just talking about the GameUserSettings.ini not recreating.
It's probably in the saved folder. The one in the normal configs folder doesn't magically recreate iirc.

narrow sentinel
#

sorry so the recreating I found it now put it in a windowsEditor folder rather then the windows folder

#

this is a new issue I didn't realise i had until going deeper into where it put the gameusersettings file but now thats done, I'm trying to figure out in editor when doing PIE what is forcing VSync off unless thats meant to happening when running editor

neat wharf
#

Is there an option to use blueprint to set the correct language in the game (as in Windows) when a player first starts the game?

#

and so that it only works once and not every time it starts the game (I don't know how to check if there is already a language save in the game files)

flat coral
#

Is there a way to make it so physics forces can't turn an object, but things like SetActorRotation can? I'm trying to make it so my player pawn doesn't rotate when it bumps into things. I would have thought that's what "Ignore Radial Impulse/Force" did, but those flags had no effect. Meanwhile, "Lock Rotation" does too much, it prevents the pawn from rotating even by control input.

narrow sentinel
#

not sure if thats right or not but yeah this new issue is Vsync, is it meant to be forced off when in editor in PIE

#

so it seems that editor forces Vsync off for some reason but in packaged build it doesn't it'll rely on your game user settings

#

not sure why epic do that

surreal peak
#

If you package your game it will land somewhere else.

narrow sentinel
#

fairs just wanted to make sure

#

yeah it lands where i'd expect when running packaged game

surreal peak
#

Playing in Editor has all kinds of strange limitations.

narrow sentinel
#

yeah seems Vsync being one of them haha

surreal peak
#

If your VSync stuff works in Standalone and packaged, then I would ignore that problem.

#

iirc it was also always a huge annoyance to test resolution stuff in the Editor

maiden wadi
# neat wharf Is there an option to use blueprint to set the correct language in the game (as ...

You don't have to do this normally. Unreal automatically tries to detect the closest localization you have to the user's OS settings. EG say your native game language wasn't English but something else. And someone in England using EN-gb locale starts the game. You have the game localized for EN-us and your default project language is say.. ES? The EN-gb user will have their language defaulted to EN-us because it's the closest language in your loc files to them.

On the other hand if you want to pop up a widget allowing the user to pick a language first thing, then that's a you thing. You simply save flags. HasDoneFirstInitializationSettings? If no then show the widgets and set settings, else go straight to the main menu.

narrow sentinel
surreal peak
narrow sentinel
#

so out of interest on my pc my packaged game runs wuite well at around 40% GPU usage. On another system where it has a Nividia GTX 1060 GPU it runs not that well around 10 til 20 FPS. is there anything I can do on the other system to see what might be causing the low fps etc

past hull
#

hello,
Can you see whats wrong on this code ? Its from a custom ai controller that is implemented on an NPC blueprint. The result locations array is empty on the get query result but the EQS is working when when testing with a EQS TestingPawn

maiden wadi
maiden wadi
narrow sentinel
#

is there any resource avalible out there to guide how to do that ??

maiden wadi
#

There's probably a few. Is the other machine yours?

#

I would generally look around for Unreal Insights guides. You can enable flags in the console if it's not a shipping version and also run the trace from there with a "trace.file" and "trace.stop". Then you just open the trace in Unreal Insights and see what is costing time each frame.

brittle blade
#

Can someone help me with my movement? I just started today and am following a tutorial to make a game, but when I press WASD it only moves me right.

narrow sentinel
maiden wadi
past hull
brittle blade
maiden wadi
past hull
maiden wadi
#

Don't swizzle them all. Every one of those is one 2D direction. +X. W should have no modifiers. S should be just inverted. D should be swizzled, A should be swizzled and inverted.

distant grotto
#

why it lying

brittle blade
maiden wadi
brittle blade
#

ah okay

narrow sentinel
brittle blade
maiden wadi
narrow sentinel
#

Sweet, and when I'm looking through the insight afterwords what am I looking for anything specific

maiden wadi
narrow sentinel
#

Well i was hoping there would be a way to somehow force the game to run as if it was on a lower spec system but I spose thats not possible cause well obvs you need the hardware there

past hull
maiden wadi
#

Sure. You just pass self instead of the get controlled pawn.

brittle blade
#

does anyone know if the SM_DoorFrame static mesh still exists? i cant find it

thin panther
past hull
maiden wadi
warped wagon
#

Hi guys, i have a mesh that needs a physical material. i made the physical material of materials but this is my problem; simple collision is bigger than the mesh, so bullet can't reach the material so it returns default phys material. so in static mesh settings, i set the "simple collision physical material override". but it still returns default. do you guys have any idea?

past hull
#

I just needed a reference to self on the AI move to ahah

distant grotto
thin panther
# distant grotto

Your breakpoint is on the output of a latent node. You are not in the same callstack that you want to check. You're checking the result of something that happened much later

desert flint
#

when i pick up a object with my code, it makes it so i grab the center, but i want to pick it up by a certain angle, such as it in the corner. is there a way to stop it from correcting where the tracer hits it to the center? i believe its this part effecting it, but i don't know how to fix it as im new

#

i can send a video if i didn't explain it clearly

paper gate
#

Ive seen a few posts and videos about using Data assets for verious things, most commonly attacks in a combo.

I get the general idea and use for them, but could someone help clear this up? If I make a primary data asset whats the difference of me making a child of it vs just a pure data asset? as far as I can tell the data asset is a "simpler" version that just lets you set variables but not add custom code. So if I wanted to add slightly unique functionality to them I should just use children classes? Or am I miss understanding their uses

maiden wadi
# paper gate Ive seen a few posts and videos about using Data assets for verious things, most...

A data asset is similar to a static mesh. Note that I mean the visual one, not the component that you put a static mesh in.

The DataAsset class defines what data the asset can hold. Just like the static mesh class defines that it holds mesh and material data to display a static mesh.

The DataAsset instance is simply a collection of data based on it's class, you can populate each instance differently similarly to a wall static mesh and a haystack staticmesh being the same class but with differing visual data.

languid sentinel
#

Hello, is there a way to make an animation track keep playing while the sequencer is paused?
in my cutscene I want to pause the sequencer when showing dialogue,
but still want to loop the last animation so the npc looks like idling or looping their activity

paper gate
#

And thank you for that analogy thats a really solid explination

maiden wadi
#

Personally. I'm not sure I'd use data assets for this. My first recommendation would be to use GAS and make them abilities. As that's exactly what they are, activatable abilities. Past that I'd recommend copying that methodology and makaing each attack an instanced uobject owned by the user.

#

Like, to be clear I'd probably have a data asset for an attack, but only to describe it. As in put it's name, it's ability, it's icons and such all in the data asset and use that to grant the ability and show it in UI, etc. But for the actual code of playing montages and applying damage and whatnot, that I'd put in the Gameplay Ability.

paper gate
#

noted but all time trying to do here is "beef up" my attack system right now its just an array of montages. Ive seen posts online of making them into data assests that way yyou can store extra data on each assest as they are called from the array

#

ik GAS can do a lot and ive been meaning to learn more of it but I dont think I need ALL its functionality just yet

maiden wadi
#

You don't have to use all of it's functionality right off the line. Just start by making your attacks into abilities. Grant them and learn how to activate them.

#

For example. If your current attacks are nothing but montages. You can set this up simply. Make a class from GameplayAbility like MyMeleeAttackBase. Put your montage play and damage application code in it. Make subclasses of it that change the montage played. And you can even put the other descriptor stuff in the ability for now and move it out to DAs later just to simplify the initial setup.

#

Add an ASC component to your character, grant the attacks, and then activate them to see them used.

paper gate
#

that does sound simpler than I thought it would be, Im "ok" at CPP can most of that be handled in BP's ? at least for a trial run?

maiden wadi
#

You don't need C++ for GAS until you get to Attributes. It does help a lot when you start getting into structuring things and exposing some stuff for simplicity. But you can use abilities 100% from BP to start.

paper gate
#

ok cool, then maybe I will take the plunge, ive heard about all the cool stuff it can do it just seemed a bit daunting at first
do you have "recomended" starting point so to speak? I only ask cause I know epics offical documentation can be very hit or miss at times

pulsar osprey
#

so with a skeletal mesh, you can either play an animation using an ABP or just an animation asset. I just want to use an asset because an ABP would be overkill.
is there still a way to bind an event to when a firing on the animation is complete?

maiden wadi
# paper gate ok cool, then maybe I will take the plunge, ive heard about all the cool stuff i...

Unsure about recommendations. I learned from trial and error and having people like Kaos to bother with a hundred questions. πŸ˜„ Realistically, I'd just start with some basic stuff and search for your specific cases. Do your attack abilities for a start. Maybe add some cues for the damage applications like blood splatter or hit effects after that to learn how to use cues. And if you want to jump into C++ after that, dive into some basic Attributes like health and whatnot and learn how to affect them with gameplay effects.

little agate
#

guys, for player hud input using common UI (like interact or choosing some entries), you guys usually use enhanced input mapping, or common UI input mapping, or maybe both. I am trying to understand how both of this mapping works

languid sentinel
# desert flint probably

I dont find loop option in animation track like in ABP,
it's more like I want to keep playing the animation until player input to dismiss or play next animation,
I tried using ABP but it's gonna make a lot of state when the cutscene grow later

desert flint
spark steppe
maiden wadi
jovial drum
#

One of my developers made this for the combo system (as in left click -> left click -> left click will do a simple attack combo but left click -> right click -> right click will do a different one)

and i dont think this looks 'ideal' set up for it but needed a second opinion

maiden wadi
jovial drum
#

yeah i am not a fan of this, how would i go on about adding an ability system then can you give me any pointers?

maiden wadi
#

GAS already exists. People have done combo systems with it. You'd have to do some digging to find some write ups on it. Alternatively you could similarly write your own. But the core necessities are that you need to be able to activate abilities in a sequence and have them be interruptible via gameplay reasons like stuns or the user simply stopping inputs.

jovial drum
#

oh I see, wait GAS as in the game animation sample project?

maiden wadi
#

Gameplay Ability System

graceful sage
jovial drum
#

oh I see

#

alright thaks

spark steppe
#

idk how this is related to ability system...

#

you need to use enhanced input with a combo input action nvm, it's a sequence

surreal wagon
#

ref viewer is not here, is it a plugin?

dense hinge
#

Hi. I have a struct with a bunch of variables, and I want to use an enum to show specific variables for each enum entry. Is that possible to do without coding my own class?

rocky spruce
#

Hi all!

Does anyone know if there is a tutorial or a show that sets up how to check the remaining amount left of an Actor Blueprint class? I am trying to figure out how to call my custom event after the user has attached each blueprint screws of the four blueprint screws to the drill. I can't seem to find anything similar to it online, like if you collected all 8 pages or all three items, something happens like a cutscene, a user interface message, etc.

rancid swift
#

Hi,Why does GetPlayerController return NULL in the Level Blueprint of Level B when I load it from Level A, even though it works fine when I run Level B directly?

rancid swift
dense hinge
rancid swift
#

create a Enum and change type to that enum

rancid swift
narrow sentinel
#

anyone know how I'd launch my UE 5 game with launch options as I need to run it with the following options

-tracehost=<MAIN_PC_IP> -trace=cpu,gpu,frame,log,bookmark

#

unless it'll do that already, it was packaged with development build so

dense hinge
maiden wadi
narrow sentinel
#

ohhh okay let me try that

rancid swift
maiden wadi
#

You can't do that in BP. It's a C++ feature to show and hide other properties based on conditions.

dense hinge
maiden wadi
#

You can make a class's stuff private in BP. Not a struct's. Because struct's don't have programming in BP, so there's not really a point to allow private usage on them.

dense hinge
#

Right, ok. So what I want isn't possible then. Thanks both of you πŸ™‚

surreal wagon
#

What am I doing wrong?

maiden wadi
#

Likely a wrong cast. You're probably looking for a StaticMesh, not a StaticMeshComponent. There's no reason to async load a StaticMeshComponent.

surreal wagon
#

I have an array of soft reference static meshes, I want to convert it to a static mesh component which is what the bp has

#

Wdym there's no reason to do that?

lofty rapids
#

casts don't "convert"

#

well kind of i guess

maiden wadi
#

You can't convert a static mesh to a static mesh component. A static mesh component displays a static mesh. They're not interchangable. There's no reason to load a static mesh component because it's a singular class that is always loaded by the engine. You load static meshes to display inside of a static mesh component.

narrow sentinel
#

so i've click on connect on Unreal insights on my main machine yet I don't see the session to get the data etc from the target machine which is running the game, any ideas at all ??

rancid swift
#

Hi,Why does GetPlayerController return NULL in the Level Blueprint of Level B when I load it from Level A, even though it works fine when I run Level B directly?

lofty rapids
#

level blueprint is bogus

rancid swift
lofty rapids
maiden wadi
rancid swift
maiden wadi
#

Wait, a sublevel or like an openlevel?

lofty rapids
rancid swift
lofty rapids
# rancid swift yes

did you set it in the game mode override ? i think it should still work without that but just to make sure

maiden wadi
#

Sublevel or a whole new level though?

rancid swift
maiden wadi
#

You're sure the beginplay is running though?

rancid swift
#

yes

#

the strange thing is ,its was working before

maiden wadi
#

There's no reason a new primary level shouldn't eventually be able to get the controller.

rancid swift
#

if run this level directly it works fine

maiden wadi
#

You'll need a debugger to breakpoint that getter function then. πŸ€·β€β™‚οΈ

lofty rapids
#

you may need to set it manually, thats what i would do

narrow sentinel
#

so anyone know how I can check if the trace thingy is running on the target machine cause at the moment I can't see on unreal insights on my main machine any trace thing coming through

#

but when I click connect it says it did succesfully connect

rancid swift
lofty rapids
#

and player controller

#

in world settings

rancid swift
rancid swift
lofty rapids
#

like was mentioned above you may want to break point it, or even just a print string make sure it's running

rancid swift
inland aspen
#

Greetings everyone, I am kind of new to unreal engine. In my project I had converted a string to int to get its ascii value. I want to subtract 32 from it if it is an alphabet in lower case. Till here everything is fine but now I am not able to convert int into char like we do in c++
{ int a=65;
char b= a;
cout<<b;}

lofty rapids
rancid swift
lofty rapids
#

i see, do you possess a pawn ?

#

or you can't because no controller ?

rancid swift
lofty rapids
rancid swift
lofty rapids
#

but you can fake it with a string that acts like a map, but you need to input all the chars

#

lucky for you you only need a-32 to z-32

#

pretty simple to map it

maiden wadi
#

I'm curious what the use case for that is?

dark drum
rancid swift
dark drum
lofty rapids
rancid swift
maiden wadi
inland aspen
inland aspen
# lofty rapids

No actually I was trying to use something else other than ToUpper

lofty rapids
#

ok

dark drum
# rancid swift yes

I would create a new controller just for the login screen and move the logic to that.

lofty rapids
#

"ABCDEFGHIJKLMNOPQRATUVWXYZ" < split to array, get index

rancid swift
lofty rapids
inland aspen
# lofty rapids "ABCDEFGHIJKLMNOPQRATUVWXYZ" < split to array, get index

Actually what I am doing is that I have a editable text box, upon receiving a English alphabet, I am getting its ascii value. Now I was just wondering if there is a way to convert this ascii value back to string (not as a number but as an alphabet) like we can do in C++ using

int a=65;
char b= a;
cout<<b;

lofty rapids
lofty rapids
#

something like this might work

#

but it's just the displayable characters

#

"a string containing all printable ASCII characters (32-126)"

#

i would add some validity checks and dump a char if it's out of range

inland aspen
#

Let me try this method

lofty rapids
#

it's nice because it just spits out empty if it's out of range

#

but i would put a valid check, maybe a success boolean

quick coyote
#

Hello,i need some help with a Landscape bp,i fix a few things but cant do the texture flatness at the ground

quick coyote
#

can i send link yo unreal bp page so u can see it?

lofty rapids
#

i mean i usually don't follow random links

#

can you show an image of what your trying to do ?

#

the question is, what are you trying to do ?

#

because idk what texture flatness means

lofty rapids
quick coyote
#

ga page where u can copy ur blueprint and show ppl

lofty rapids
#

ya thats a good place for it

quick coyote
lofty rapids
lofty rapids
#

it will actually make the nodes it's pretty good, it's not perfect but it will show close enough, it doesn't show default values

quick coyote
#

if u serch textura is the newest one at 5.6

lofty rapids
#

also you can send screenshots

#

but ya i'm not looking around for this thing

#

just send it somehow

quick coyote
#

give me sec

lofty rapids
#

the question still remains, what are you trying to do ?

#

but hopefully some code will show this

quick coyote
inland aspen
lofty rapids
# quick coyote

and you created an instance ? then you need to apply it to your landscape

quick coyote
#

yes

lofty rapids
#

di you create the layer info ?

quick coyote
lofty rapids
# quick coyote

ok so it's working, but one of the settings isn't working properly ?

#

probably #materials can help with this sort of thing

quick coyote
#

sems like idk, i try few thing but cant make it dont look flat

lofty rapids
lofty rapids
lofty rapids
#

they are just colors

#

atleast thats what it looks like

#

you could maybe add some noise to the roughness

#

multiply the texture by a noise texture

paper gate
brittle blade
#

Anyone know why my AI isnt chasing my character? this is my blueprint and my behavior tree for it

lofty rapids
lofty rapids
rapid smelt
#

Are active ragdolls completely broken in unreal 5.0.3. i tried to make one with a preview animation and the physical animaiton profile and previewed the simulate physics in the physics asset window and it doesnt move at all

rapid smelt
neat wharf
#

could someone tell me how to use handle callback in gameinstance? because so far it crashes me by something like

Cannot call UnrealScript (GameInstanceMain_C /Engine/Transient.GameEngine_0:GameInstanceMain_C_0 - Function /Game/FirstLaunchMenus/GameInstanceMain.GameInstanceMain_C:OnGameServerSet) while PostLoading objects"```
languid pagoda
#

Does this seem like I set up my trace correctly? I get a random trace outside of my intended target along with the correct trace out to the camera (green sphere)

#

nvm was set to triggered instead of started

dark drum
brittle blade
raven quartz
#

Im adjusting a day night cycle level blueprint. I want to change the 'exposure compensation' of my camera. How can I connect the 'camera settings' variable to set node which has the value 'exposure compensation'?

lofty rapids
narrow sentinel
#

So bit confused here you can see the set power input and distrubrute power aren't being called

#

yet when I do a unreal insights I get this

#

it appears the function is being called unless I'm not reading right whats happening in Unreal Insight

languid pagoda
#

how would I get the < node to return the value of the lerp if true?

narrow sentinel
#

hmm okay it seems I was looking too early into the graph

brittle blade
lofty rapids
# brittle blade

where do you set seeingPlayer, because thats what would control the switch as you can see in your tree, it says if not set, and if set

#

and weird seeingPlayer isn't even in your blackboard ?

brittle blade
lofty rapids
#

when do you set it ?

#

i mean are you reading my questions because you answered like three times without answering

brittle blade
#

i have no idea what you mean when you say "when do you set it" i just started yesterday give me a bit of context bru

lofty rapids
#

so if you never change it, then it will never goto find the player

brittle blade
#

oh can u tell me how to do that

#

thats what the guys video tells me to do

#

Hello guys, in this detailed and simple tutorial we are going to learn how to make a full First Person Horror game in Unreal Engine 5.
β†ͺ️Project Files: https://bit.ly/GorkaGames_Patreon

πŸ”Š FREE SOUNDS:
Footstep: https://freesound.org/people/RonaldVanWonderen/sounds/110099/
Jumpscare: https://freesound.org/people/dangthaiduy007/sounds/3416...

β–Ά Play video
lofty rapids
#

because your obviously missing something

brittle blade
#

and yes i did go through the whole thing

lofty rapids
# brittle blade what am i missing?

Hello guys, in this detailed and simple tutorial we are going to learn how to make a full First Person Horror game in Unreal Engine 5.
β†ͺ️Project Files: https://bit.ly/GorkaGames_Patreon

πŸ”Š FREE SOUNDS:
Footstep: https://freesound.org/people/RonaldVanWonderen/sounds/110099/
Jumpscare: https://freesound.org/people/dangthaiduy007/sounds/3416...

β–Ά Play video
lofty rapids
lofty rapids
brittle blade
#

just this

brittle blade
#

U helped me there

#

I did all that but forgot to link true with the arrow lol

lofty rapids
#

ok, glad it works

brittle blade
#

bro the mansion asset in that video is like Β£70. theres no free haunted houses and idk how to build my own

lofty rapids
#

getting assets is tough

#

idk much about building my own stuff either, i just been learning and trying stuff out, i got blender for stuff like that, meshes

#

theres modeling mode in unreal, you might like that to build something

#

but anything really good you'll end up paying for

#

for characters i use mixamo, and for models i hope to find a free one somewhere on the internet, but it's definately not easy, liscencing is big time and the work is not easy

brittle blade
#

yeah wish i made this when the asset was free

faint pasture
# brittle blade

You have redundant state, you don't need a bool bSeesPlayer when you could just have a YourPawnClassRef PawnISee and if it's void, you don't see them, if it's valid, you see them, and the ref is who you see.

neat wharf
desert flint
#

when i pick up a object with my code, it makes it so i grab the center, but i want to pick it up by a certain angle, such as it in the corner. is there a way to stop it from correcting where the tracer hits it to the center? i believe its this part effecting it, but i don't know how to fix it as im new

#

i didn't explain it very well, ill send a video of whats going on. its centering it whenever i grab a corner and i want to fix it from recentering.

narrow sentinel
#

Anyone know if there is a way to get the level name that an actor lives within ??

#

i'm bassically trying to unload a stream level but need the name of it from the actor player is interacting with.

#

nevermind figured it out

verbal parrot
lofty rapids
desert flint
#

i want to be able to pick it up by the corner

desert flint
lofty rapids
desert flint
lofty rapids
#

the function

#

grab component at location with rotation

desert flint
#

ah

lofty rapids
#

is that built in or you made that ?

desert flint
#

its built into unreal

#

it's a physics handle component

verbal parrot
desert flint
#

not sure if its related to that or not

verbal parrot
desert flint
verbal parrot
#

Hm. Not the same problem I had. Update looks good. Could be how you calculated the distance? In your grab, take the distance pin from the line trace, don't calculate it with the actor positions

desert flint
#

Hit actor > Get actor location > distance vector > distance of object
get actor location (player

verbal parrot
#

I know, I'm saying you don't have to. I suspect the problem is that you calculate the distance off the player, not the camera. Regardless, line trace already comes with a distance parameter, so you don't need to worry about calculating it at all

desert flint
#

so i got told to do it with hit actor and what i am doing right now.

#

Nevermind, i just changed it to distance and now it works great. It must have been because i had the code how it was before you helped me

#

thank you so much.

verbal parrot
#

No problem! I happen to have the exact same mechanic in my project and spent hours troubleshooting it before someone else helped me here... because math is hard

desert flint
verbal parrot
#

Oh no, nothing that cool. I just like grabbing and throwing physics objects like in immersive sims

desert flint
#

ah

#

also, if you don't mind, i have 1 question. i want my code to work how it is right now, but i want to make it, so if it touches a solid object such as a wall, it won't move and it'll stay attached to it, like a grapple hook.

#

is there any way to implement that

verbal parrot
#

Needs an entirely separate function that you branch off, by checking if the object is simulating physics, has a specific tag, or some other attribute. Wouldn't know anything about building the actual grapple hook function however

desert flint
verbal parrot
#

Sorry, would have to look that up myself. Not that experienced in blueprints yet myself. Luckily, it's a very widespread mechanic, so I'm sure there's lots of tutorials for different behaviours

desert flint
#

yeah

faint pasture
keen prairie
#

Could somebody please help me find a good UE5 tutorial that meets my needs? I've been searching for an hour and I must be getting my terminology wrong because I can't find anything on such a simple topic.

I'm recreating an old, 2D, top-down RPG as an HD 2D-3D hybrid. Despite the game being in a 3D space, I need to recreate the player movement found in old 2D RPGs, like The Legend of Zelda or PokΓ©mon - seemingly grid-based, moving in increments matching the tile dimensions upon button press but also maintaining their walk speed when the button is held down (not pausing with each increment), detecting collisions before the sprite enters the tile they're not supposed to overlap with.

For a movement mechanic that was so popular not too long ago, I can't seem to find any modern tutorials that follow it. So far, I've only found 2D top-down movement tutorials that use free movement, and TBS or city-builders that utilise a grid for interactions with the mouse. Could someone please recommend some resources?

faint pasture
#

start with spheres and cubes

#

a grid is defined by rounded coordinates

keen prairie
#

I am brand new to Unreal Engine. I've done some courses here and there, but I don't have much experience, especially with debugging issues. I appreciate the confidence tho

faint pasture
#

You got enough to do this if you know what a variable and event/function are

#

Start with a pawn that moves when you press the button, with no concern for collision or anything. Just press button, moves gridsize units in some direction

#

Button -> TargetLocation = CurrentLocationRoundedToGrid + GridSize x 1,0,0
Tick -> VInterpToConstant Self.Location towards TargetLocation

#

Then later you can add the trace to check if button should set a new target location (can you move there)
Then even later you can detect when you've reached the target and if a button is currently down, set a new target.

desert flint
#

it would just attach to the wall

#

and the cord wouldn't move

faint pasture
#

detect hitting the wall (event hit)
Stop movement (whatever that means)

#

if it's being moved by physics you need to turn on Simulation Generates Hit Events

desert flint
zenith jungle
#

hey guys im running into a weird issue with my cpp enum. Im doing a simple boolean comparison but for some reason when there are 2 different values it still returns true??? Does anyone know how this happens?

Devving on 5.4.4

maiden wadi
zenith jungle
maiden wadi
#

It's hard to say without seeing the code in the screenshot and where the current execution is. But I would try some print debugging IMO. The blueprint debugger isn't always very reliable. Barring any serialized weirdness I can say that if your enum is 100% set to Normal still by the time the == runs then that == won't be true. You can't derp that with C++ anyhow, it's a pretty strict class. You can' thave two values == the same thing for instance because they're based on their index.

zenith jungle
#

so the debugger in the blueprint might be giving me the wrong info?

#

would you look at that youre right. The debugger is just displaying the wrong info....

desert flint
#

how can i check if im grabbing an object/physics handle component before executing the rest of the code

graceful sage
proud magnet
#

Alright here's a problem with my savesystem that is stumping me. Attached is somewhat of a Flow Chart of how the system works. (sorry if it looks insane) I'm noticing that things aren't saving between PIE sessions, especially the Collectable "Memories". Despite the MemoryObject being added to the CollectedMemories array, the array doesn't seem to get saved at all. Can anyone with save system experience comment on this?

maiden wadi
proud magnet
faint pasture
maiden wadi
#

No, if they're preplaced you can save a reference to them with a softobject ref. But you'd still need an associated struct with everything you need to save in them.

faint pasture
#

The physics handle is your grabber. The things you can grab are anything that's simulating physics

maiden wadi
# proud magnet Alright here's a problem with my savesystem that is stumping me. Attached is som...

To clarify. The light blue variables like this are called pointers. They're memory locations, where that object lives at the moment in your memory. You save this location, you load up the save, you look at that memory spot again and find nothing there, this is because when you loaded the level, everything was created at whole new addresses in memory. This is why you have to serialize everything down into POD types with some sort of association and either look back up the object or recreate it, to restore the game.

proud magnet
proud magnet
maiden wadi
#

One option is to uniquely name them. Either via FName or GameplayTags. Pretty foolproof and not likely to break if you say.. delete one in the level and make a new one somewhere else in the level, as long as you've set their instanced editable properties correctly.

Then you can just save a map of like GameplayTag/StructOfWhateverDataYouNeededToSaveForThis

#

Anything more requires a bit more advanced understanding of serialization and restoration that is a fairly project wide practice and should be done from the start, IMO.

proud magnet
# maiden wadi Anything more requires a bit more advanced understanding of serialization and re...

Understood thank you so much. I'm just trying to add in a simple collectable system towards the end of finishing this game, probably shouldve had that from the beginning lol. Everything you wrote makes sense to me conceptually but I'm a little lost how to actually implement it. I won't waste your time asking for step-by-step help but do you possibly know of any good tutorials or keywords to look up that would help me?

maiden wadi
#

I mean if we're talking about literally like a walk over, pick up, show in a UI type of thing like most Ubisoft games, I'd probably just make a datatable of them and make gameplay tags to tag each one and put the data for them in the datatable. Make them set themselves up from the datatable, let the UI show from the datatable, and then all you need to save is a literal array of gameplay tags or a tagcontainer.

#

Then your BP just becomes more or less a display and function object in the level that you set a gameplay tag on in the level editor.

proud magnet
proud magnet
graceful sage
#

Anyone know the proper way to scale your minimap with the correct size to match the "view/focus area" on the minimap

mellow folio
graceful sage
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like the representation of your current view on the map

mellow folio
#

That could mean like 12 different things

#

What type of game is it

graceful sage
#

like cnc ie

graceful sage
mellow folio
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If the camera is angled like a standard 3d RTS....you need a robust way of drawing a widget that is basically a skewed box....it's a non trivial problem requiring much consideration, like whether the camera pitch or yaw can change

#

One simplistic starting place would be to draw a widget on your minimap at the location of your camera, just like you would with any other object on the mini map, then experiment with the ways to represent your camera pitch dynamically on that widget

maiden wadi
# proud magnet Yup, its literally just an object you interact with that adds to a counter then ...

I wouldn't do that, IMO. There's major conceptual issues with using third party data for gameplay tracking. For one you tie yourself to their systems which isn't good for dev debugging. The other is that if you ever release on more platforms like EOS, consoles, etc, that becomes a nightmare quickly with having to tie in with each of them. I would just keep a local record for the player, and at granting time also apply it to their OSS achievements. They should stay in sync mostly.

graceful sage
desert flint
desert flint
proud magnet
faint pasture
desert flint
snow halo
#
PackagingResults: Error: [Compiler] Spawn node  Create Widget  must have a class specified. from Source: /Game/FirstPerson/UI/MainMenuLevel.MainMenuLevel:PersistentLevel.MainMenuLevel```


what could be causing this error? πŸͺ³  This is my level blueprint which I suspect where the problem could be, I have a create widget node, but the widget inside of it is fine, and it works, there's nothing wrong about it afaik, so whats the problem? πŸ€” πŸ”Ž
tough badge
#

General question, how would you guys approach making the Blue Prince style room generation? Do you just make level instances and spawn those in when the player makes a choice or what's the best way to go about that?

maiden wadi
inland aspen
#

Hi, so I have created a system where I am using editable text box to add text. Now I want to delete an element from the text but the problem is that in my delete system, it is only deleting the last index element (first in last out). How to change it so that I can delete any value from the given text correctly?

rocky spruce
#

Hi all!

I have a question about increasing integers and setting the total amount. I have a case where when you press the input, it calls the custom function. When it happens, it increases the integer amount of the bolt by one. The total or maximum is 4. Increasing the current amount is doing what I want. My problem is that if I press the input again, even if it reaches a total of 4, it still continues above 4, going to 5, 6, 7, and so on.

My question is, how do I prevent the increased amount from going above 4? Like when it reaches 4, and if I press the input again, it will not increment by 1 again, and it will stop.

marble kettle
#

Unless I'm reading your blueprint incorrectly. You're incrementing the value before doing your check

marble kettle
marble kettle
#

Sorry. If it's LESS THAN ( < ) not greater, my bad

maiden wadi
lofty rapids
#

i could be wrong, but thats what it "sounds" like

rocky spruce
#

Ah, that's what it was called! That's what I needed. Thank you!

paper jasper
paper jasper
# paper jasper

Hi I seen to have this issue from the gorka guides rpg tutorial does anyone have a fix

prime stump
#

Hi, I’m using this function to choose an actor that the player can interact with using a dot product check to make sure the player is facing the actor, the Dot Product Threshold is set to 0.5 which mostly works fine so the player cant be looking away from the actor they’re trying to interact with when interacting however I’ve also noticed that as the player gets closer to the actor, even when directly facing the actor, the Dot Product starts getting closer to the threshold of 0.5 which then makes the dot product check go false which then doesn’t allow interaction.. now I can decrease the threshold from 0.5 to say 0.3 which then allows the player to get closer to the actor before hitting the threshold but that also allows them more leeway to not be facing the actor to interact with it which I don’t want

Is there a way to adjust this dot product check so that it doesn’t hit the threshold by the player being β€˜too close’ to it but still allows for the same 0.5 threshold so the player has to be facing the actor to interact with it? Essentially the player should be able to get as close to the actor as the collisions around their meshes allow and as long as they're facing it they should be able to interact with it

Vid: https://drive.google.com/file/d/1dFecgzwaNhbZGeP9sj5MwkidbZ_MfJTv/view?usp=sharing

maiden wadi
# prime stump Hi, I’m using this function to choose an actor that the player can interact with...

There's not enough info here. What kind of gameplay is this? FPS/TopDown, etc? If it's FPS or TPS, then you can't really fix this easily without doing a kind of hacky ZeroZ of all vectors before doing the dotproducts. But that just feels bad because you want it to remain in the center of their camera. If this is a topdown kind of style, you should be ZeroZing the vectors so that they're on an even level and it's more intuitive for the game type.

surreal wagon
#

Would someone kindly tell me how to use the blueprint after loading?

#

(the cast always fails)

#

cast to bp_sodacan also fails

spark steppe
#

get sure that your level placed actor doesn't have the value of the variable reset. sometimes it doesn't sync to actor instances which are in levels

dark drum
spark steppe
#

the nodes you posted look fine, it should work if you have a valid soft ptr

surreal wagon
#

I'm trying to do a vending machine that async loads a can when the user interacts with it

#

The can is a blueprint because on beginplay it gets randomized so i can't use a static mesh

dark drum
surreal wagon
spark steppe
#

now spawn 100 of them in the same place with physics and you'll get a nice soda can explosion

dark drum
surreal wagon
dark drum
little agate
#

wait, what happened if we spawn 100 cinematic metahuman at once

west hedge
#

Hi guys, I'm making stuff similar to this video and started to wonder if there is a way to rotate on all 3axis instead of only 2
https://youtu.be/FjkOQvmu3fI?t=120
If anyone already did something like that/know how to do it please helpπŸ‘€ (Couldn't do arcball myself unfortunately)

Hello everyone,
Welcome to the next part of our series on the Unreal Engine 5 inventory system!

In this video I will show you how to Move and zoom in on your 3D Item widget

Previous video: https://youtu.be/eDU5-IY3oZM
Discord: https://discord.gg/Yh7w5GBU7k

Playlist: https://www.youtube.com/playlist?list=PLrudBLqLfaTS4um1O8ncySgOQu0rNDF9Q

Pa...

β–Ά Play video
atomic hollow
lofty rapids
#

i'm trying to use a custom depth stencil, if i plug in scenetexture color to emissive it's not glowing
ai says i need to rebuild unreal with source or theres an issue with unreal version 5.3.2

#

because i set everything how it's supposed to be according to this shit ai

atomic hollow
lofty rapids
#

i think it's not working, the stencil isn't showing in the visualizer, but i think i set it up correctly

atomic hollow
lofty rapids
#

this is on the mesh in the actor

#

so it should be by default be on the mesh placed in level ?

lofty rapids
#

the visualizer is just black screen

#

i enabled it in my project settings as well

atomic hollow
# lofty rapids

why mine one is disabled today custom depth with stencil is enabled in project settings

lofty rapids
#

enabled with stencil

lofty rapids
#

check render custom depth, then you can set the stencil value

atomic hollow
#

@lofty rapids
mine side works look at settings the material is post process material

lofty rapids
#

i'm using customstencil

#

your using postprocessinput

#

do i need to put this in a post process material ?

#

or it can just be regular ?

atomic hollow
atomic hollow
unique bronze
#

hello, I need some help again, I need to break down an array into their own elements but keep them as array length of 1, how can I do it here without another for each loop?
I need something like Make Array but with dynamic index selection

#

Appreciate it!

lofty rapids
atomic hollow
lofty rapids
#

does it show a color ?

atomic hollow
lofty rapids
#

mines is black

#

idk why

#

it's not showing

atomic hollow
lofty rapids
#

not the one applied on the mesh

atomic hollow
lofty rapids
atomic hollow
lofty rapids
unique bronze
# atomic hollow explain what you are saying

I have an array with two sockets coming in, I want to spawn two actors and pass them each their own element of that sockets array. So Actor 1 Spawns -> Gets index 0 from SocketArray, Actor 2 Spawns -> Gets index 1 from SocketArray.
Each Spawned Actor needs to receive an array with length of 1, means one element max. which is index 0 and for second loop index 1

atomic hollow
unique bronze
#

I could do if index is 0 then make array from index 0, else if index is 1 then make array from index 1, but that feels kinda wrong with just two indices

lofty rapids
atomic hollow
atomic hollow
unique bronze
# atomic hollow if the length is one why you are using array to set on that character

Because of how it handles the Sockets, it needs an array. All Im trying to do is to get the index 0 and 1 with each iteration and pass the elements from index 0 and 1 to each spawned actor once. I tried with get, which would mean get THIS index -> make array then set this array. The problem is that the second spawned actor also gets its array made on index 0. Im looking for Make Array but where it says [0] its a dynamic index input instead.

#

Creating a 3rd array which always gets cleaned and set will prob work, but its an extra variable too

unique bronze
atomic hollow
#

@unique bronze
then you will need to increment an (int var by 2) on after each spawn and then get that (variable) for second index and that (variable - 1) for first index

atomic hollow
unique bronze
#

A bit, but I think I didnt explain right?
I want to break an array into its elements, and spawn an actor each taking one element from that broken array, is this really good with some counter variable just for that?

faint creek
atomic hollow
unique bronze
#

Okay thanks!
Is there any particular reason why this is different from what the for each delivers from its index? I thought it outputs the index the array element its currently at, which means 0 and 1 since my array input is always length of 2

atomic hollow
dark drum
unique bronze
lofty rapids
lofty rapids
atomic hollow
lofty rapids
#

it doesn't seem to work, which is a bummer

atomic hollow
lofty rapids
#

it doesn't work, i don't mind a few more shaders lol

#

but if it worked that would be nice

atomic hollow
lofty rapids
atomic hollow
lofty rapids
#

it's still not doing what i want

#

maybe it's the material, i did get the stencil to actually work

#

by changing from translucent

polar citrus
#

Ive got a bink related question as it has been acting very weird. My Bink video is acting weird that when I begin play on a level, it automatically begins playing without me ever opening it up or calling it which is the weirdest thing. Even after I close the level, if I dont open it and then close a gameplay isntance in which it is playing, it continues to play the audio. Im thinking this may be a memory issue and Ive been trying to control the play, but I havent had any luck. Does anyone have any suggestions or tips and tricks? Ive attached a recording to visualize whats going on.

onyx token
#

let's say i have a couple buttons, and i wanna put icons on them using an atlas texture. (i'd like to use 1 material to display both the border & icon so i can add effects to both, so just overlaying an image and adding the texture there is not very neat...)

Do i have to write a construction script to create those buttons, get a dynamic material instance for each and every one of them, and move the UV by a little bit to display a different part of the atlas? rescWTF

or is there a way to just access material parameters without doing all that blueprint stuff, or making a bunch of material instances?

onyx token
#

???? i have to do THIS for each and every button just to access the material parameters??? rescWTF

#

this is the only way i got it to work

#

that can't be right stare

#

i must be doing something wrong...

tawny hedge
#

how can I do wildcard input without any errors? for a library function

lofty rapids
tawny hedge
#

bleh, so I need to define the possible wildcards in cpp first?

sand shore
tawny hedge
#

oh lol so it works with macros?

#

weird asz engine

sand shore
#

Maybe? Depends what you try to do- macros do have their limits

tawny hedge
#

just calculations

sand shore
#

Or you implement the function in C++

tawny hedge
#

for each loops

#

and setting a variable

#

input exect and wildcard array > output exect and maybe a float or enum

#

no dealys or anything

sand shore
#

if its just calculations you’re after, you can try the Math Expression node

tawny hedge
#

would like to have it in one place as I need to reuseit a billion times, so if I change something I would need to change everywhere

sand shore
#

But there’s nothing out of the box that will allow you to implement wildcard handling inside a BP function

rapid dirge
#

Is there a variable I can add to a structure that includes both UTextures and UMaterialInterfaces? Something that includes AtlastedTextureInterface. I see that there is an image in the brush but i dont need everything else in brush.

lofty rapids
#

random rotation, forward vector * size ?

#

as far as your second issue i believe thats usually solved with custom channels

tawny hedge
#

random point in bounding box

#

center > player location
half size > use X & Y and let Z on 0, can run some traces with branches to check for collision and chose another point further away or increase the bounding box

#

well yeah, spawn the box then spawn the actor

#

you can input directly your stored location to center

#

depending on where you call the bp logic will be either owner if it's a component, another reference to another location etc. In my screenshot it's ran on an actor component

lofty rapids
tawny hedge
# lofty rapids

isn't that exactly the same thing as random point in bounding box but with less control?

lofty rapids
#

no it's in a radius

tawny hedge
#

ah yes

lofty rapids
#

it's very similar tho

tawny hedge
#

I think square xD

lofty rapids
#

so you can set the radius and they will spawn in that radius

#

if you were to get random in bounding it would be anywhere inside the box

#

you could also go with a radius range

#

which is good to mix it up

#

in theory it's exact

#

minus floating point precision lol

#

i would set a range value thats a scale of the full radius

tawny hedge
#

would random float in range 0-360 also work instead of random float * 360? do both have same effect?

lofty rapids
#

i think it's the same

lofty rapids
#

custom channel is the way to go for that should be fairly simple, you make a channel default to ignore, put block on the landscape, just watch out if your trees have blockall it might set to block, so you may need to do some custom collision settings

eternal sedge
#

Hi, I have a question about Launch Character.
I’m not sure why, but on the server, the character’s mesh sinks into the ground after launching, while on the clients everything looks fine β€” the mesh doesn’t sink.
Does anyone know what might be causing this? (Multiplayer problem)

languid pagoda
#

guys, what is the Object wild card for Actors?

thin panther
#

an instance of that actor

#

A cast is a type check

#

You're asking "is this generic actor I have this more specific type?"

#

Like asking "is this piece of furniture a chair"? And if it is, it gives you a casted reference to a chair, so you can do things that you can only do to chairs

#

Or say you have an animal, with a reference to a land animal you can check things that would apply to any land animal, like it's heart rate, or how many legs it has for instance. Some specific animals do things that others don't though. You'd have to cast your animal to a dog, and if it is one you could then get it to bark

languid pagoda
thin panther
#

That's because of the type

lofty rapids
#

it's already a startercube, so its a useless cast is what its saying

thin panther
#

If your reference is already of the type BP_StarterCube, you don't need to ask if it's a BP_StarterCube because it physically couldn't be anything else

#

It could only be null, which is easily queried by the IsValid node

lofty rapids
#

you can also do a multi trace and check all hits

vivid flicker
#

before I do anything against the rules. I am asking here, can I ask for full time help on a project in UE?

maiden wadi
vivid flicker
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ok, thank you so much

prime stump
maiden wadi
dark drum
frozen moth
# prime stump Hey, I ended up doing it the 'hacky 0 Z" way but it seems to be working exactly ...

dude, you're doing weird thing.
just do something like

FVector CharacterLocation = Pawn->GetActorLocation();
FVector CharacterDirection = Pawn->GetActorForwardVector();
FVector DirectionToObject = (Object->GetActorLocation - CharacterLocation).GetSafeNormal();
bool bInFrontOfCharacter = FVector::DotProduct(CharacterDirection, DirectionToObject) > 0.0f;

In blueprint it would be something like on the screenshot (I made this in a character blueprint for this screenshot)

prime stump
# maiden wadi It's not specifically hacky so much, that was probably a harsh wording on my par...

Ohhhh I think I see what you're saying, you mean where they're looking as in where the camera is looking? My interaction is set up so they have to be facing the actor but as in the character themselves has to face the actor in order to interact with it, the camera can be looking where ever as long as the character is facing the actor, so far that new set up seems to let me get as close as I want without fucking the interaction up lol

frozen moth
maiden wadi
prime stump
frozen moth
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regardless of the distance

frozen moth
frozen moth
shut blaze
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Is it a "good" idea for a game that has like 30+ levels
to have 1 single persistent level and just load and unload streaming levels?

maiden wadi
frozen moth
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streaming levels have async loading and unloading in blueprint, so it can be smooth experience

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just try it and monitor perfomance

shut blaze
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alr, its a simple game
mostly the same meshes/actors for each level, so I think it will be fine

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thx

prime stump
# frozen moth why use some threshold? Just 0.0 works fine

Without a threshold the player can interact with the thing without facing it properly which I don't like.. the player shouldn't be able to interact with that door like this SS, the 0.5 threshold made it so the character had to be facing towards the middle of the actor to interact with it

frozen moth
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and checking X distance of it in screen space

empty wraith
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Is there a way to get the currently selected spline points in editor and perform operations on them? I'm trying to do it via an editor utility widget, but I'm open to C++ or other ways if that's not viable.

frozen moth
glossy crag
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is anyone available?

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im trying to seperate Z axis camera lag from XY and cant figure it out

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Im using the default TP character blueprint

full badge
glossy crag
full badge
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and use get relative location instead of get world location

glossy crag
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like this?

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this stopped the weird overshot camera but now it just does nothing it seems

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oh i see

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wait theres no get relative location function when i look it up

full badge
# glossy crag

the get actor location should also be replaced to get relative location

full badge
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should show up if you drag out from camera reference

glossy crag
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found it

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it still isnt adding the Z lag for some reason

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I have it as low as 0.2 just to make sure its working

full badge
# glossy crag

the get world location node should also be get relative location

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and interp speed shouldn't be 0

glossy crag
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kk ima try 10

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no dice

full badge
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oh i forgot camera is attached to the actorπŸ’€

glossy crag
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yeah its the default TP blueprint

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its just got the followcamera and camera boom

maiden wadi
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The short answer is that you need to set the camera component to be absolute, so that it won't move with the spring arm normally. Then in your tick function you interpolate it from it's current location into place using it's relative location.

glossy crag
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idk if i can do that tho with the default TP blueprint

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the component isnt editable

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im very new tho so excuse me if im wrong

maiden wadi
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Click the camera to show it's details panel and then look for the Location/Rotation/Scale stuff. There's a dropdown on them.

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You need to set that to either World, or Absolute, I can't recall off hand. Editor isn't open.

glossy crag
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it only shows Relative and World

maiden wadi
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Set it for World then. That'll make it no longer follow the spring arm by default.

glossy crag
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ohh gotcha now it says absolute