#blueprint
1 messages · Page 339 of 1
interesting
even here
show your inputs
the function one??
where you are trying to set hit as output
show your inputs, you have one called HIt ?
i think that may be the conflict
its Hit oni right
i renamed that
that should fix it
the name is Hit from the begining oni
do you not understand what i wrote ?
show your inputs and outputs
not just the outputs
it's because you have an input Hit
repeating in text is wild lol
people skim stuff ig
Is there a reason to commit name shadowing
yes
Just name your variable uniquely
you can't have input and output same name, this is your problem
bruh then in dis vid???
the inputs are your "function parameters"
they also mispelled length
😭
idk maybe a differnt version supports it ?
it doesn't matter what you name it tbh
hmmm
so i've got a wierd issue
i do this to create a menu widget when player wants to
I then do this based on the button press they do on the widget
first time they say clicks resume game works fine
do you create this widget more then once ?
this code runs, however I have an odd issue where the second time they open the menu this resume game event seems to fire when they try to resume game by the ESC key which is done by this
.
no just once
you have two of the same event ?
do I
well by what your saying
your saying it runs another resume game ?
not the originally ?
or what are you saying is the problem ?
i found the issue
it's this
that spawned menu var isn't correct so the second time they try opening the menu it'll fail does the resume game function
so what your saying is it's going to false ?
yeah so I never nulled the spawned menu ref after removing the menu so after the first occasion it was being seen as a valid ref even though the menu was removed from parent etc
so it bassically was acting like menu was open when it wasn't
it failed
Have you looked into GASP? It does that, but it's also dependent on animations
You mean the leaning bit?
most likely just using blend space with direction as the value.
love it how widget work fine both in PIE and standalone game but then in game packaged build they oddly don't work the same
In whaat way?
on one of my widgets a button etc appears when the ship is in position however in packaged build this doesn't seem to happen so just checking I've not done anything wierd so barewith
is there a way to see if the game is packaged build or not ?
are your anchors correct ?
for instance if you have something on the right side, are you using the right anchors ?
only asking cause I do a PSO loop checking but because it's editor the PSOs have prob been done already
^
this would probably be an issue when you open a window compared to pie
like if you have something on the right side, but it's set to a left anchor
it might scoot off screen
I reckon I've prob logic somewhere
check your anchors for sure
so turns out which is what I thought it was user error issue
bassically handed double checked stuff still worked within the gameplay level and only checked stuff worked in test playground level so was actually really simple issue
can someone explain to me the correct way to get info from one actor into another and get info from an actor into a widget and explain it like I'm 5.
I'm watching video after video but I just cant understand it fully ._.
so the idea is you have variables in a blueprint right ?
and those variables are a part of that blueprint class
It will be easier if you say us what is unclear or what exactly you want to achieve and how you try to do it
give me a moment ill give you some pictures
The sleep event happens on an actor, when that actor sleeps it creates a integer, i want the integer to be written out on the widget text block.
The only way i have been able to change it was with create widget but then it just creates a number on top of the other which just becomes unreadable. what is the best way to update the integer that is created when the actor sleeps
but if i do get widget from class, how do i then make sure it knows which textblock to send the info into?
so what you want to lookup is "references"
you create a reference to the widget, then you use that reference
to get the variables from the widget
don't do get widget from class, create your widget, promote to variable
use that reference
do the create and promote on begin play
and just use the reference when you need it
i do that on the character, but this happens on a seperate actor
i usually put these in the HUD, but for simplicity begin play is fine
right so you need to get actor of class, your player
then pull out and get the reference
or even get player pawn
but your missing piece is "references"
give me a moment to try
so you promote to variable on the player, this creates a new variable that lives on that player or whatever bp you do this on
like this or am i still off?
why are you setting the reference ?
in the first image you set it
what are you trying to do in the second image ?
i can swap it to a get, but im confused how i get the integer sent over to the widget
well based on image #2 you need a bit of learning about how blueprints work
specifically variables and there scope
and references
from my point of view, i have no idea what your talking about
yes, thats what im trying to understand. i am lacking a lot of info and im taking some courses etc, but im always so confused how getting information between them works
it's pretty simple
when it comes to getting information between classes you are very much correct. I am very new to all game making
get the reference, get the variable
variables live on a class
you need to access that class to get the variables
and each reference is an instance of that class
so when you create the widget
and promote to variable
this variable lives in whatever blueprint you do that in
and to get it from another
you need a "reference" to the other blueprint
then just drag out, and get the variable
comunicate between multiple blueprint easy and efficient in unreal engine 5
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videos not helping ?
ive been watching a lot
but i always get confused, i feel like i did understand it a bit in the past but after coming back im struggling more
ive done some in the past and i am following new ones too
you can scroll up and read what i wrote
thats about as basic as it gets
the data lives somewhere
you need to get access to where it lives
in order to access it
and get actor of class is a good choice
if you have no way of targeting the actor
personally ...
I put my widgets in the HUD class
this allows me to get them from anywhere pretty easily
but it's easy just to use begin play of character, just if you die and respawn it will fk it up
i feel like part of the issue is that there is so much to learn and when i try to create something i always learn something new a bit to late. i have been able to make a lot in the past tho, so some parts i get and some i just dont
everybody learns different
your missing "scope", "references", and "variables"
mostly scope
when getting info between character and widget in the past i found it pretty easy, but now that i need it from an actor it feels so difference, but i have now been able to get the right variable into the actor
ok good so it works ?
no, im probably messing up somewhere else, but im gonna try to change things around a bit to see if i figure it out
on begin play i made a reference from the return value of the create widget, then i made a reference again from the variable i want to change, is that correct?
why are you make a reference again ?
your adding stuff that isn't necessary
just make the reference
and then when you need to access it
get the thing, and access it
...
nice, yea ill have a look into that one
so on my actor i now have event-> setting variable->Get actor of class which is character->set variable tied to widget
Am i still off?
idk take a screenshot ?
if a ss is a pain theres also blueprintue.com
which is pretty cool site
so when i drag out from get actor of class it does give me the option to choose the variable and im guessing also setting it to the wanted integer
yea ive used it a bit
what are you doing here, setting a variable on the character to top face name ?
top face name is the valid number ?
so now you set the variable on the character
but that doesn't do anything with the widget
unless you use bind
honestly i would just use now bind in the widget
or even set the variable on the widget itself
by dragging out of the get actor of class, getting the widget ref, then setting a variable on the widget
then bind the value to the text
probably would be best bet
this way when you change the variable on the widget, it would update automatically
yea that worked, when i did it i remember thats how ive dont it before. i dont understand how it knows when to update without an event saying it but does it just get it everytime it updates?
i think the bind is just like having it on tick basically, i'm not sure how it works under the hood. but in theory its the same as having it on tick as far as functionality
ill have to look into it as i try to avoid ticks as much as possible
i think that is what confused me before but i think this was how i manage to "cast" before to by making a bind too
thanks for the help tho ^^
Yeah keep it up @jagged moss , I'm learning blueprint communication too. I’m still working on understanding the Cast, and I’ve put together something to practice. So I have a BP_CubeGuy with a FirstName variable exposed, and I dragged two instances into the viewport. One is named CubeGuy1, and the other is CubeGuy2 (as indicated in the FirstName variable).
The Cast starts from a BP_Hero that is not placed in the viewport but appears after the game starts. The goal is to display CubeGuy1 when I press A and CubeGuy2 when I press E. Here’s the result: everything works perfectly, but is this the right approach?
Hello, does anyone know how I could solve the stretching on the angles of this pyramid shape? It only seems to occur on triangle shaped stuff, I tried googling a solution but cant seem to find the cause of this.
I'm using 2 different shapes for this material, so that's why I decided to go with World Aligned textures/nodes. My blueprint below :
now remove one from scene, then add one back to the scene
and you see they are flipped
this is a bad way to get specific actors
to update widget i did this, it seems to be the easiest way, also when adding a print string i can see it uses ticks so it might be a better way if you want to save on the ticks a bit. the only thing happening on the actor now is setting the variable
nice, now your dice roll and you get the actual number ?
cool mechanic dice roll i made a game that uses that but have not actually done 3d dice yet, might try it out
yes, there is still some kings that im working out but the dice works pretty well and my mechanics for it was simpler than what i found online, just an issue with rolling multiple but i think i understand the issue
ya i think i'm going with the component on each face, highest z approach as well
seems like the best way to do it
i think it might be even better to mark down each rotation of it and casue then you avoid "cocked dice"
thats more an issue when having a D20 etc tho, i migth do something like that later
btw, i know its the wrong channel for it but how hard is it to make material like shown on the right side here for my dice? i got the dumbest way to colour dice but its nice for making prototypes. it takes me about 2 minutes to make a dice and set its colours so when i import it i can just input any colour i want like this
from creating the dice, to colour it to import it into ue it takes less than 5 min and i can add the colour i want later
materials are really nice
you can do so much with them
i would use a collectionparameter
whats cool about these is you can run in the viewport and change the param on the fly
i get confused by the uv wrapping etc so i avoid it and do it with stamps in stead and when its imported i get it like this, the original materials was just simple textures made in paint
so you can get a good adjusted color
yes
but i havent seen anyone else make it the way i do and i think my version might anger some artist x'D
when i import the dice theyr done with material like this setup but with simpler colours, then i applied the beginners content colours
the only thing i did in blender is convert the file so its ready for ue
indeed
scalars and vectors only
for collectionparameters
but 5 minute process is nice
this what you can do while its running, dial it in
you dont really need any knowledge either, the dice i make in a dice maker program that is free, then i open it in the shittiest 3D program known to man, 3Dbuilder, then i use 3Dbuilders stamp tool and apply paint colours to the object, you can stamp as much as you want and when you click "complete" all you did becomes one material. then do that on all sides you want. save it as obj. and open in blender, convert it to the correct file and then import into ue5 and its ready to add the correct textures
yes
it's a lot, easy for you, but a pain for me
the picture i took in ue5 is just after the import, but i changed the textures only
it takes less than 5 min if i try to be quick, but yes, as someone who know how to do it properly its probably better ways to do it x)
when its imported it has as many materialslots as you chose to add with the stamps, then just choose what material you want
right yes i have done a bit in blender
what usualy stops me from finishing a project is blender and colour theory x)
Indeed, there are flipped... Damn. Then, what is the best way to fetch actors?
seperate classes is the easiest
as far as "best" depends on what your doing exactly, you could have a variable thats an enum on the actors that you get all actors of parent class, loop through and check variable value if it's set to the one you want, pick that one
I see. Well I still have a lot to learn!
Just to add onto what engage said, be care when using the get all actors of class. Sometimes the array it provides can be large if there's a lot of actors of the given type in the scene. Looping through them in BP can cause performance issues.
If you're wanting to get specific actors for things like quests. It might be worth you making some sort of actor manager that allows you to register and actor with a name/gameplay tag and then retrieve it using the same name/gameplay tag.
Storing the value here and on the actor using a get actor of class for the one holding the create widget, then calling the actor creating the widget to output it in the widget worked better, i think what confused me was where to store the value
Event Dispatchers are you're friend. The dice can have an event dispatcher called 'OnDieUpdated' that can be called when it's number is updated.
This can allow multiple things that need to do something when the die updates can do so whilst also receiving the number. It also has the advantage of not requiring tick as things will only update when they need too. (When something has changed)
or even a map of string->actor ?
where string is the id
I was thinking, like motocycle. when they turn you see the body move as well on the Z axis. but it's exagerate, i just one something similar but really slight
i know it's the Pitch, but i don't know how to calculate it
You could but Names tend to be better for look ups. I would use Names over strings for look ups as they aren't case sensitive. Plus there's some performance advantages.
its working okei-ish atm, but how would i set this up? i am using some in a tutorial im doing but i havent fully grasped it all yet. if the dice has it, can I then call it to add it to the widget? the widget is where the tick happens currently. i could remove the tick function and add an event that gets called with the event dispatcher?
Has anyone had issues with 5.6 and setting movement mode to Swimming?
^^ Above works when I set it to flying, but if I set it to swimming, it does nothing
If I add a physics volume and set it to Water, that works. But manually setting to swimming does not
Yeah tested in a fresh 5.6 project, and yeah, its broken
Does anyone know how to setup the widget interaction component input correctly?
I currently have an actor in the scene with a widget component. The widget that it is attached has just two buttons. The widget interaction component does trigger their hover calls, but not their presses.
I currently have it set up so that input gets received from the C key, and somehow whenever I press the key to interact with the widget nothing happens. But hover calls do occur. The second image shows the widget blueprint, with what does get called, and what doesn't. The third image shows the UI in world the world, along with the print screen showing the hovers occuring.
Sorry for taking too much space with the images, if anyone knows how to fix this issue it would be appreciated.
so you can't click on them regularly ?
or that works
Nope
I can't click on them when the widget is in the world
The interaction component does call the Hover function, but not when I try to click on them
so the hover events work, but the click doesn't ? isn't there also a pressed ?
i'm assuming that doesn't work ?
The button in the UI comes from another button UI that has those two actions binded for the same call
I also did them individually and nothing
so it's these events that are not firing ?
put a print string on the clicked in the image
yep
you already know that these are not firing
yep
I can validate that they work when they are attached to a character, but not when trying to get input through the widget interaction componnet
My though was that maybe the interaction component itself isn't passing the funcitons as it should, but I have no way of knowing if this is right or wrong
You are talking about leaning. And you use direction and blend space for these.
You dont rotate the capsule at all the feet will clip the ground.
You can make new animation out of your walk and run animation, where you rotate it by 45 degrees. You then bundle those animation in a blend space and use direction to drive the leaning.
Finally that blend space will be additive to your walking and running animation.
Anyone know what is the requirement for a BP function input variables to have description?
I tried:
@param[in] VariableName Thedescription
But it didn't work, I remember doing it in earlier versions of UE but on 5.5 doesn't seem to work, did they change how it is done?
@param VarName Stuff about VarName
Each parameter description is the rest of the line following the name, one description per line, one line per description. No [in] suffix for param.
This is how I remember it working from UE4 and its also the syntax used in native C++ comments to do the same
You may need to refresh nodes or recompile or both, though
@sand shoreThanks it did work in a normal bp however I also tried for asset action utility bp function but didn't work, do you know what might be the cause??
nvm my bad, it works inside blueprint graph but not when executed
Ehh, maybe someone else can help if they want
Thank you, maybe its just not possible you did more than enough 🙂
out of interest what would be the best way to extend this spline length both in x axis as I want to have them dynamic extend to the length needed.
well i have an idea of how to do it but just wondered is there a performant way I should do it
Does this make sense for a Sign In event?
I have a feeling that output pins wired from the Target - Username nodes should be wired to something, but I'm not 100% certain
Might as well be the impostor syndrome, since I'm re-learning coding as I code
so this is supposed to sign in ?
your getting data from a save ? what is this data ? the login info ?
Keeping non encrypted password is wild imo
well technically is should be hashed
imo thats the best way to store passwords
in web dev it's common practice
Its common practice everywhere. No one should store the actual password letter by letter
Anyway that aside you are just loading the .sav file. You can just convert that to the text, where the password should be converted to bunch of ***** for display because you dont want youe lil bro to see your password on screen. Do you have any actual issue atm?
Yes sir
Local save, at least
Will work on backend down the road
is there an issue ? i see you left things unhooked
That is what Im not 100% sure
Compiled everything and got no error
Im not sure what you are not sure about
What error are you actually expecting?
Btw the text remains empty. You want to convert that string to the text for display.
As for the password, format first then set the text.
Not expecting an error, per se
Just double-checking that logic flows correctly
Well atm the text will remain empty unless you set a value to it.
Also provably use the set text function instead setting the text variable
These 2 for example, I have the impression they should be hooked to something
depends on what your goal is
Yeah well tbe username text box not gonna magically fill it self
Convert the string to text and use that value for the text box
the username and password the saved information ?
or is it the available login information that you need to check ?
if your just trying to set the texts to the saved values plug them in like already mentioned
So... you can switch player and stuff, so i thought "ah if i just attatch this weather actor to the player controller it'll go where they are!" nah.
I'm trying to have this spawned actor go to and follow wherever the player controller/controller character is. Any ideas?
Switching player dont have anything to do with attachment. It will just look at the active camera of the new pawn is possessed.
2nd player controller dont have a real physical location. Its 0,0,0 at best.
You will want to attach the actor to the pawn you possess not the player controller.
dangit, that's what i was doing before i just hated transfering the rain actor
You can have some sort of manager that bind an event when the controller change possession.
Where you just attach the rain to the new pawn everything the controller possess a new pawn.
Event on possess -> attach actor
@olive yarrow actually you can do all this in the player controller. OnPossess event will give a reference to the new pawn iirc.
OnPossess -> get rain, attach it to the NewPawn
Hello, is is possible in BP to get a world soft object reference from a ulevel asset ?
so I have a line trace that starts from the top going downwards
this line trace is supposed to hit my static mesh floor but it never does
instead it his all the way down to the landscape, it will find the landscape if i make it too long, but it ignores my static mesh, why?
Can anyone verify that Swim movement mode is broken in 5.6 when setting it in code/blueprint? It works fine setting in a physics volume, but thats it
Check your SM collision setting. Also is the sm part of the actor that is line tracing? Because the bool ignore self is set to true.
it's always like that
Crazy
You kind of need water to swim. You can't swim in air, you fly in air.
Technically yes, but the fact that it can be overridden without some hacks
Is this a bug with 5.6.0? Instance editable variable in an actor component only shows up in the details panel of an instance in the level, not in the details panel of the blueprint itself (pawn),
How can i extend a bone/joint (or group, wtv) to a specific location?
Hello, Im using this timeline to add recoil to my game, but I noticed that the recoil is super high at high frame rates and really light at low ones, can anyone help me make this consistent across frame rates?
why is this happening? i can show code too if anyone interested in helping
You need to remove the widget from the viewport where key f is when you leave the trigger.
End overlap-> get the widget-> remove from parent
this is what i havew
Does anyone know why my Setting for Anti-Aliasing isn't being set?
can someone help me here? This feels like it should be the easiest thing ever but its not doing what I want it to.
I have an actor thats nothing more than a collision box and a vector you can set in 3D space (like in picture 1). Then it sends that vector to my camera system that should just be setting to that location (see picture 2) but the end result is the camera gets set to some location off to the side?
Like im not even doing any crazy math here, is there something with the vector handel I dont understand or something?
Hello, Im using this timeline to add recoil to my game, but I noticed that the recoil is super high at high frame rates and really light at low ones, can anyone help me make this consistent across frame rates?
hi, i need some help. I have customers that spawn go to a shelf, take an item, go to the checkout counter, and then leave. My behavior tree works when i star a level with customers already placed. But when i use my spawner the customers get stopped when its time to go to the counter
i have all my code in bp just let me know what functions u wanna see
so what is your timelines, 0 - 1's ?
or much higher ?
anyway, the common fix is use delta time
it goes from 0 to 3
i multiply the alpha by deta seconds?
i believe so , but you may need to multiply the result by a bit to get it to be the right size
not sure if it will help, but it's worth a shot
it does seem to work better right of the bat
thanks dude
so spawning a customer makes it fail ?
It still works for the placed customers who where there prior to level start, but the characters who spawn find "none" instead of the bp_counter
intersting
are you doing anything on beginplay of character or game to those customers that you might not be doing to a spawned one ?
heres the bt, the placed customers get thru the whole thing, the spawned customers get stack at move to targetcounter
the bp_customer is the same for both the spawned and the placed
so has bought is never set in the spawned ones ?
it gets set after they finish task_buyitem, which they are able to complete but after its set and they go to the second sequence they cant find the move target
so there having a hard time finding the exit ?
they wont even get to that point they get stuck at move to target counter
well your tree looks strange, i'm still learning about it so bare with me, but you have is set, and is not set ?
on the same thing ?
why do you have two blackboard conditions in each one ?
yes so the customer buys the item but has not paid for it yet, when he buys and pays for it he goes to the third sequence
lol all good, im so stumped i cant even think up a reason why he can get to the shelf and get the item but not get to the counter
so it's stuck on move targetcounter
exactly\
how do you set that target ?
i believe it's not completing the moveto ?
or it would move to the next node to the right of it
correct, so i set it in the my customer ai controller
hes trying to complete it but he cant find the counter
but the ones that i place can find the counter
right, but it's not finding the target, so either the target isn't set, or they can't get there for some reason
its not setting
show where you set the counter in the blackboard
begin play
you only have one counter ?
check out actos length on a spawned one
print string it
ok u just helped me figure it out lol
so i did this in the spawner and the customer and it didnt work
but if i change begin play to on posses in the controller it works perfect
idk why i didnt try in the controller
do you plan on having more then one counter ?
yes, theyll be placable as well
ok because get actors of class, get zero is just weird, you can do get actor of class, single
but if it's just a placeholder it doesn't even matter
its just a place hold there was only one currently in the level and i just wanted to make sure it worked
makes sense
thanks again man!
just you can use regular get actor of class, saves some spaghetti lol
true idk why i did it this way, btw do u have any projects ur working on?
yes, a few
any on stwwam i can wiishlist?
nothing for sale yet, i'm still messing with the engine
facts let me know if u do i owe u big dog
i'm currently working on water material
it's interesting materials are awesome imo
its np, i like to help
thats dope are u trying to put this on fab or is this something for u?
eventually i will be making materials and tools to upload to something like fab ...
but for now it's just for me
thats awesome man! keep at it, and thanks for help again i had to get you on speed dial
is there a way to switch between two cameras of different actors, for example: I have a player, yes I know how to swap cameras within a player, but, whenever I try to swap it onto stationary camera of a different actor.. it seems that FOV been changed but the camera - doesn't
Using SetViewTargetWithBlend?
When I spawn a geometry collection and cause it to break by running into it or impulse, the level 0 collision for it still stays and blocks the player. Anyone know how to solve this or what might be causing this?
@lofty rapids hey, sorry to ping but I figured you'd know the most when it comes to this since we worked on it yesterday
I wanted to move the potion names from an array to a data table, so I swapped the 3 parts where it uses a array and for each loop with break to use a data table instead... but now it's only printing 2 ingredients instead of 3 (When using 3).
Any idea on why? (I've commented changed so you know what is updated)
Anyone got a good video on how to create a shop system or more or less a npc interact system to do deals with contraband
ok so it's not matching the amount of ingredients ?
or it is but, you have 3, and it's saying you only have 2 ?
i think the problem is in the original logic
i believe you did everything correctly
but the problem is it's matching the total of the ingredients not the total you have in slots
does that make sense ? it's getting 2 from the ingredients, and then saying yes you matched two of them
Yeah that makes sense
instead of saying you have 3 slots, match one with 3
The original logic worked though which is strange, unless it didnt and I was just unaware of it
Thank you for the response btw
you probably just didn't come across this, it's whats usually called an "edge case"
where the logic has an issue, usually at a low percentage of the time
So it's always getting 2 before it gets chance to get 3
what you want to do is figure out how many slots are filled, and use that number
yes most likely
I thought thats what we was already doing here
for instance if they were ordered the opposite it would get the one with 3
we are checking the amount of matches to the current recipe
nothing to do with your slots
well
the isvalid is for your slots
and it does match the slots lol
Ah ok, so basically make a new variable on the add ingredient button it +1 interger
so you need an integer
and you need to figure out how many slots are filled in your inventory
Hello there ! I was following a little VFX Tutorial with a blueprint part in it to add some movement to it, and make it follow the ground.
I'm very new to blueprints and there's a compile error I don't really understand in the FollowGround BP (I have the exact same as in the tutorial which doesn't have the error)
Does anyone have an idea as to why ?
Gotcha, I'll try that
you can do this at the beginning before the rest of the code, just check if isvalid index 0, if so add 1
then after the three checks you'll have how many slots you have filled
and use that integer instead of total from the recipe
As you can see in this part of the tutorial there's no error, hence my confusion
Using the same invalids? but just do it before it runs the loop?
different ones, new ones
well not before the keys
Got you
Would it be 3 different branches again?
can you show a picture of the whole thing thats in the video ? because i can't tell what kind of blueprint it is
yes
set the integer to zero before the three
you can do another sequence
makes it cleaner
Here's the other part
So about the exact same thing as I have
Wouldn't that cause an issue if say the user does this? (leaves the middle or top one empty?)
you have the wrong get owner, you want target is actor compont
you can see the different
no it will be fine
you will get 2 at the end
Yeah I saw that when taking the screens
I see
do another sequence
with four pins
the top three the checks and adds on true
the fourth continue the execution
Thanks !! I didn't look at the other get owner possibilities since it showed this one first 🙂
Got you, is this right? (not plugged in yet)
yes but there is a ++ node you can use
which automatically does the + 1 and set
Got you, you mentioned putting a set 0 node before the 3, is that before the 3 branch or after?
right before the sequence
so that every time it runs, it sets it zero, and gets the amount you have filled
if you don't reset to zero
this number will just keep increasing every time it runs
gotcha
Now I need to do a check here, does it matter if I do it before or after the current branch?
Probably before
just change the bottom number to the new value
no new checks
same check
oh okay
different value
so we dont need total anymore?
plug the new number into that dot
like so?
it should work give it a try
hold on i think you need more logic
i think you want the total number
yes
put back the total number
and add an AND
so check if it equals matches equal total
and if the total matches the new number
that will fix it
no the bottom one, ingredients added == total
Oh
Thank you so much man
I need some help with this Blueprint I have where it needs to be 5 before the mesh can be spawned
but I don't know how to make it where once its completed it subtracts 5
in this case just set the variable to zero
drag out from the cast and do set currency
put that on the true execution
just set it to zero
or you can subtract 5 but it's hard coded anyway
if you want to subtract 5, make a variable which is the amount, then get the variable, subtract amount, set the variable
yo can anybody help me make a blueprint that when a oject moves a animation plays?
what sort of animation plays ? is the animation on the same object ?
like a walking animation
so do you have the animations already ?
yes
is it just one animation you want to play ?
do you have an idle animation as well ?
i mean i do but idk if il use it
Need to check out how to implement an animation blueprint and specify it on the skeletal mesh.
or like can i make it so it detects when im moveing and how fast so i can make joging and sprinting later
probably #animation can help, you want a simple anim with blend space and probably a slot
il ad that later tho not now
thanks
yes by using a blend space which just blends based on an input
so you would put your velocity length in there and that would give you your speed
and you would basically tell it to play idle,walk,run based on that
and it will blend hopefully well
yo can you get into a vc its my first time dooing with the blueprints on unreal and i dont realy understand
not really, but i can open up a project and try to explain it it's not that bad i think let me check tho
or can you tell me what blocks i should get and how to arange them
so you want a blend space 1d
this will make it simple
i mean you know whats easy so yeah shorre
i mean it will be easier
so right click and search blend space 1d
you need to make this
this?
ohh kk
you'll need to make two class
the blendspace
and the animbp
but first the blendspace
you will see what it does pretty cool
yes
alr i did it
select the skeleton
ok
so you'll see your in there and you got your animations on the bottom right
mhm
on the left
under horizontal axis
the maximum axis value
it's set to 100
so this is the blend space goes 0 to 100
but you want it higher like 500-700
i use 600
but your velocity length is going to be big like that
alr i did
then find your idle animation on the bottom right and drag it in
drag it all the way to the left at 0.0
alr
then find you walk and drag it it in
at about 100
ok
alr
it looks good
ok so save that
alr
now you got to make animation blueprint
alr
okay
so now you need a few things
okay
make sure your in the animgraph
which you should be
does it say result on the node ?
yes
i mean "output pose"
this?
alr i made the machine
are right double click that
you should see entry ?
right click on the graph and add a state
alr
yes
double click idlewalk
k
like this?
ok so put it to the left of the output
and in the bottom left create a new variable
a float
name it Speed
okay
then plug speed into the blendpase
and the output of the blend space into the output pose
lar i did it
so that speed variable is driving this blendspace
that 0 to 600
that is the speed
go on the left dbl click animgraph
and plug that in the to ouput
compile
and you should see him being idle
wait the last part whats a dbl
oh
my fault i ten to abbrev things
np
if he goes idle then you did it correctly
so ths is the final thing
result
when you hover over note, what does it say ?
yup hes idle
yes
idle is good
now set your variable to 100
he should be walking
this is just a test
how do i set the variable to 100 ( sorry my first time
so you created the variable at the bottom left
and now you click on it
and at the right
there is details
so now this is your variable
scroll down
and in default value
change it to 100
he should be walking
hes stil idle
show the bps
first the one with the blendpsace
you probably didn't plug the variable in i'm guessing
or somethings not connected
like this?
no what is all athat ?
in the blendspace
thats fine
you held ctrl and it looked good
leave that fine
you don't have your anim stuff connected
i'm talking about in the anim bp
where you have the blendspace
like every thing looks conected
well it's not
because it would show him walking
if you hold ctrl and drag on the blend space, does he start walking ?
show the bps
ok show the whole blend space
looks like you have three keys on the blend space, you only want two
whats the third one ?
2 of the same one i missclicken
Hi ppl, Im using a spline with Add spline mesh component to create some tunnels, I have a tunnel section mesh and that is placed all over the spline, but I keep getting this gaps betwen the section meshes, any idea how can I fix it? Already tried making the mesh longer but that doesnt solve the gap issue, just makes the section longer.
and show the value changed ?
this?
and he's not moving just idle ?
yep just idle
not working
thats weird maybe i missed something but i literally followed through and did the exact same thing and it works np
why is it purple ?
idk it just it
thats probably the issue
how do i fix it
i have no idea what you did
mee nighter
remake the blendspace
make a new one
and just change the horizontal axis
maximum to 600
and then drag in the stuff
and replace the other one
because for some reason it shows a curve on there
like this?
yes
now drag the idle to zero
and the walk to 100
then save
and replace the other one in the animbp
see if the curve comes off
stil purple
you'll have to ask in #animation i'm looking into it but i never seen that before
your doing something the wrong way
Hello Sourcers. I need help about a Save Data blueprint used in a Character customizing project which manages different slots. Now... all I did was to just rename that blueprint to separate male and female characters slots saves but as result no slot can be found anymore and i don't understand why. Shouldn't a name change get all the references to that automatically updated? I couldn't figure any solution to the issue, I really hope you yours help. Thanks
so you saved to new slots, and now you can't even retrieve from the old one ?
whats the save/load code look like ?
There were some characters presets already created as samples. adding new ones was no problem, the only problem started when I changed the name of one bp. It's kinda complex, I checked whatever was related to that file and I noticed some "Cast to" nodes were still using the old name but even recasting them didn't work. I try to screenshot some
This is the load/save code in the character's customizer BP
and whats it doing nothing ?
show where you call them
are you passing zero to load as index ?
I'm using an old asset I bought years ago and was never updated since 5.2 and the developer basically disappeared so I cannot get support. I've tried to find what actually makes the call to load the slots but I think they named those bps badly...
that line doesn't exist originally, I connected that in one of my attempts to find a solutuion but I unlinked that one now
check if the cast is failing
put a print string on it
did you make the two children of the one ?
or are they seperate bp ?
everything seems separated. I've found this code in the widget where slots are supposed to get loaded and saved
I'll try what you suggested now
a quick print string, check on both save and load
No warnig or error message pops up closing the player but I know that means nothing...
well thats good
but if the cast failed it doesn't automatically error, unless you try to use the value from the cast
off of cast failed at the spot where you connected the save and load
Besides Level Blueprint, is there another way to automatically generate functions that can be called from Console?
Ideally something like a component or game mode that can be on multiple maps.
I did it like this and no string message came up
I'll try doing the same in the widget
so the cast isn't failing
put a print string on success
see if the code is actually running
the widget did give the error
damn... I'm hating widgets so much... they are definitely a true pain in the ...😏
So... what's seems happening is the character's editor does communicate with the saved data but the the widget doesn't
and that's why I cannot see any
make sure it's the correct slot name that your saving too, thats why it would be nice to see where you call the save
it would show that
but tbh you can just disconnect it and try SaveSlote
in the savegame event
I've spent the last 4-5 hours searching for that
Those are the only files I renamed adding "FemaleCharacter_" to the original
check the slot name your saving to is the slot name your loading in the wiget
Cheat managers are a common thing for this. I think Exec marked stuff in Controller might also work.
and this is how it looks like the Saved Data file I renamed
it should be because I didn't make any change in there
but at this point I'm sure of nothing
Can cheat manager be derived in blueprint? Can I have more than one at a time?
It can. It's specified in the PlayerController. And I don't think you can have multiple CheatManagers, but they do have... I think extensions? Effectively the same thing as the manager, but you can register multiple.
Thank you
I'm lost, totally. It seems I really can't fix it. I would try that suggestion but I dunno what exactly you meant with that.
All I did was changing that damn BP name... makes me go back to a couple decades ago when I was working with Macromedia Flash and Actionscript... and a single dot put in the wrong place could break an entire project forcing to make it all from scratch. 😩
Quick question. I have a widget being used as part of a BP actor, when I play-in-editor standalone it won’t receive clicks (likewise won’t work in a build - but works just fine in editor, shrug). I’ve done ton of research to address it to no avail. I just need to get it to work right now, so trying a janky alternative method (I can still track cursor movement over the UI, although the widget won’t “see” the cursor. I am making a UI element in the widget “follow” the XY of the cursor, so that works. What I need is an easy way to see if that “follower” is over my button element that I want to click; how can I check if one UI widget is located on top of another? (Short of comparing XY coordinates, which I suspect will be the answer)
And plenty of quick spam too, I see.
A thousand pardons
Anyway, irrelevant. I realized I had a solution under my nose - that standalone mode is obviously still detecting my mouse position over a widget, so I can just use that (make sure it’s within x and y coordinates) then just check for a mouse click. Whew.
i am passing a int value to this macro which is latent
any ideas why i dont have the correct value after the async action got executed ?
i tried using a macro local var instead, but after the async action its fucked up
seems like the macro is 1 monolith and not a standalone graph like a function
meaning the local var is shared
Anyone build apk for Android at target API level 34 ?
In my case I got a storage permission notification and quit the game.
At lower target api, my app works but the play store minimum target api level requirement is 34.
Hello, I am currently debugging my level sequence during runtime,
is it possible to make the level sequencer editor playback also got played along when I start playing my level sequence in runtime?
I would like to know when the playback stop and move again
Macros have local variables you can create. Try saving it to that.
Are you trying to save to the phone or so? Haven't done any mobile stuff in ages but iirc at some point the access to storage got strictly limited.
Not saving anything. I actually don't need the external storage. But somehow the manifest file automatically adds that permission. Even after removing that permission.
Shown is WidgetA ("unitPopup_world") which contains Widget B ("PositionTrackingButton"). Something occurs which causes Widget B to fire it's function AltClickEvent. I want to AltClickEvent to just fire a specified function on Widget A (it will be different in many cases, as Widget B will exist on many other buttons such as Widget A which is currently holding it). Is there a simple way to do this (or something like it?)
I got something to work but it is far from ideal and I am sure everyone who reads it will curse my name. Basically I will set a boolean on Widget B to TRUE - Widget A's Event Tick will check if that bool is TRUE, reset it to FALSE, and do something unique on itself (Widget A). Sucks but it works for my deadline in a few hours.
I will potentially have a ton of objects doing this at once so I am sure there is a far more elegant solution, but I can slot that in later I am sure.
Oh god please don't do that in tick
Just use an event dispatcher
Create event dispatcher in widget B
In widget A Event Construct get the dispatcher from B and bind an event to it
Then when B fire its function you can call the dispatcher, and A will listen and fire the bound event
let me try. I have used event dispatchers before but I am still foggy on how to use them correctly.
Think of them like a radio broadcast
The one who has the dispatcher (in this case B) is the radio station with the mic, and "broadcasts" when an event is happening
And all of the other objects that you want to react are "listening" for the broadcast, and do smth when they hear it
Awesome looks like it worked. here's widget B w / Event dispatcher
And here it is being called on Widget A
Yep, that's how dispatchers work
Perfect. Thank you!
I have a question of my own
I'm making a 2D platformer in Unreal (I know)
I want to have an actor with a tilemap component act as a "damage" tile
It works fine when the player character lands on it, the OnHit triggers correctly
But when the character just walks on the tile, OnHit doesn't trigger
That's odd. Normal Paper2D Character?
PaperZD actually
I'm thinking it has to do with the capsule collision position
But if I put it lower then the character sprite floats above the ground
Are the pink and red are two separate components?
Yes, the pink platform is just a tilemap put directly in the level
The red tile is an actor with a tilemap component
Odd. I'd expect it to hit then since the capsule is swept moved.
Unsure what you can do short of swapping it to an overlap of a slightly larger collider. Unless you want to go digging into engine source.
There is the other possibility of going the other way and having the character tell the floor actor through an interface or something that it's touching it. Feels odd, but might be better than sticking colliders everywhere.
it only swept horizontally
I was thinking about that yeah, but it would mean that the character is constantly checking what's under it
It should still hit the floor though.
the current floor variable from character movement component should help
if shouldn't if the damage component is at the same height as the one he walked off
That makes no logical sense. You're colliding with pink. You move right and you should collide with red. You're stepping off of one and on to another. The fact it doesn't cause collision notifications is an engine bug for sure.
The only time it shouldn't run an on hit is if you roll along the same object. You have to leave that object and return to it for a second hit event. So not every step should cause a hit, but stepping onto it for the first time should.
if you actually step off it it will hit
but from that picture it won't change into falling mode
so it only sweep along the direction you move
which won't hit
He's stepping off of pink and on to red. They're separate components. It should cause a hit event on red.
that's an ue moment
for some reason it only counts if you walk into it
or fall onto it
if the sweep didn't hit it didn't hit
Ok what are my options then
get current floor variable from character movement component
and check the hit component
should be a hit result structure in it
So there's no way to keep the logic in the tile only? I have to be detecting it from the player?
you can also just simply put a trigger box a little above it
when overlap player do the dmg
but that could cause some problems
yeah but I wanted the object to be flexible and have multiple variations in size, which is why I was excited about tilemap component
If I need to adjust the trigger box for each variation that's gonna be a pain
you can write some simple bp to set size depending on the bounding box of the tiles
what kind of problems?
like it still triggers if you're not really touching it
Oh yeah I see
since the way how triggers work
should be fine if they're like 1cm above the actual thing
Alright, thanks for the help
Does Value Range on a variable not actually clamp despite the description?
I think that only applies when setting the value in the editor, not actual runtime when modified. For that you might need to use the clamp node
thats what the ai says about it "The range just limits what the editor slider allows you to pick"
Anyone knows why a level blueprint cannot store a reference a actor in the level?
Yes it can
Though you shouldnt use level blueprint if you dont know its limitation.
Level bp cannot communicate with other blueprint class.
Hmm If i do the right click to create reference
Any gameplay code shouldnt be in level bp.
it works, but i cannot create an actor var in level BP and assign an actor to it
Be in game mode?
Depend on what you want to do. You will place your logic in the appropriate place.
95% of the time is not level bp however.
Outside the scope of very simple code where the context is just that level alone and some simple prototype code, you dont want to use level bp.
But do you know why my level bp cant store a ref of a level's actor inside a variable?
Your level bp have access to the actor in the level as long they are placed in tbe level.
It just keeps saying none
Select the actor in the level, right click empty space and you will see the option to drop the reference.
Then you can set that to your variable
I can't set it directly from the variable? by using its eyedrop?
Don't think so but i will just say drop the level bp all together
What you can do is create an actor
This can be your level manager
Drop it to your level
Create var then you can use the drop down
Oh well there you go?
Doesnt let me pick or use the dropdown to select a actor in the level, could be a bug?
It doesnt work though it stays none
Don't know but level bp for your game plag is cursed as f
I wont worry about these detail and save your self some time from shooting your own foot.
The moment you need to talk to other bp class you will hit the wall.
If you need a manager for your level, just create an actor bp and drop it to the level. You will be able to use the drop down + communicate with other bp class.
Those are just the default inherited variables, I only made 1 Actor var
Meh, Im gonna assume its a bug
This works well though, thank you
Its a better approach imho. Just place one in the level and when you want to grab a reference to the manager you can just use get actor of class because there should only be one instance of it in the level.
This class is what is called as singleton.
And whats better you can reuse this same manager in another level.
Without repeating the code!
Where your level bp logic cant be applied to another level w.o repeating
Doesn't Unreal expect us to use GameMode as the singleton?
Game mode is also a singleton, but its responsibility is to define the game mode (rule, etc)
If it make sense to place the logic in game mode then do so by any mean.
But think about something like the world item spawner
Level BP is for level specific non gameplay stuff?
Its a legacy tool that can be used for quick prototype

Hello, is it possible to call GetAllActorsOfClass and then get-by-ref from the resulting array? I don't seem to have that option available.
Most bp operation is by copy but the copy is the address, so thers no real performance hit.
The actor pointed by the address is still the same.
Ok thanks, but I'm confused because I thought I could usually get-by-ref from an array, but like I say, that option doesn't seem available from the array pin on GetAllActorsOfClass
The method output an array.
Its an existing method, you dont have a say wether the output returned by value or ref.
You can do that when you define your own function.
Probably gotta save it to a variable first (:
An array of pointers doesn’t need a by-ref getter because if you need to modify the thing stored in the array you just set the array element.
The purpose of a by-ref getter with respect to structure arrays is so that you don’t have to Get -> Set Members In Struct -> Set Element — you just Get by-ref -> Set Members.
My guess would be that it doesn’t let you make a pointless by-ref get (as you’re not able to override the pointer in the array easily with reference semantics in BP syntax and maybe not at all)
Can I make Animated Widget Blueprints Like for example the text on screen scrolls across the screen
yes, UMG has it's own sequencer to create all kind of animations
and you can do it procedural if you want to take things like screen resolution into account
bottom bar
animation
Hi, does the IsA node create a dependency with the ObjectClass?
Yes, yes it does..
some time between when i went to bed and turned back on my PC my games FPS decided to tank... How do i go about seeing whats suddenly doing the damage?
and it randomly went back to normal... huh...
is this why people use Unity? 😂
So got an issue where my projectiles aren't hitting the ship, the ship skeletal mesh collision is this and I've added collision boxes on the phyics asset aswell
the projectile collision settings are this
now I would have though because the ship collision has block for projectile settings on and the projectile is of that object type surly the collisions would be recieved etc
If anyone has a sec I could still use a hand with this. Its driving me nuts that what I'm pretty sure is a super basic operation isnt working. But maybe im missing something idk
anyone able to help me with my issue please as I can't understand why the projectiles aren't causing collision responses on the things they hit
check root collision/create physical root collision. I hate projectiles, wait until you add them to a pool it gets worse
so at the moment I'm using a box collision as the projectiel detection for if it hit something
and I can see the box collision is moving with the projectile etc just seems to not be getting destroyed or any component hit events being called
you can see there the full projectile layout and I don't see what can be causing the issue
oh so turns out the root component has to be the thing doing the collision
I always thought that wasn't a hard set rule but it seems to be
To anybody familiar with StateTrees: How would you go controlling the flow of a StateTree using a bool that is set (and unset) in an outside / actor blueprint?
I'm trying to detect the completion of a turn that is done on a tick function in my character BP in the StateTree, but can't get it to register and control the stateflow properly.
E.G. I want the state to go:
- Idle
- Turn to face target
- Move to target
I don't want the StateTree to move to step 3 until 2 is finished
Try #gameplay-ai
if its just a variable on your actor, just use it as a context value in your transition conditions
or enter conditions mb
Hey peeps, for some reason my skeletal mesh is dissapearing on some angles, any idea what may be causing this? I think I disabled culling just in case, but no luck
Not really bp related, you could try #ue5-general or #animation maybe
Hi, I'm making a 2D platformer in Unreal
I have a camera attached to a spring arm on the player, but I'd like to constrain the camera to the X-axis, and not move up and down along the Y axis
Is there a simple way to do that?
Ideally I'd like to avoid detaching the camera and making it follow the player in a tick event
a custom camera actor is best for this
but i think you can constrain it
Why do you need an array of pointers by ref?
but actually you would constrain the character to a specific axis
not constrain the camera
but for sure a custom camera is perfect, with interp on tick
Yeah unfortunately I think that's the only option
that would be the simplest
that's all the spring arm is doing under the hood anyway
just lose the spring arm and in tick, put the camera where you want it to be (in world space)
Weird that there isn't an option to constrain the camera to an axis like there is for a character
that'd be a bunch of stuff to add to scene components, it's simple enough just to do it yourself.
constraining really only makes sense in the context of physics or movement components
actually attaching and tick doesnt have that much of a difference
when you move a component, all child component transform are also updated
movement is on tick
the only thing you save is when you are not moving
Thanks. I am setting a bool (bRotationComplete) at the end of my rotation process which is done on a tick in the Actor BP. I've added a check for this bool (which is definitely getting set properly) into the conditions for my Rotate state, but the state never advances to the next state (STT_MoveToNode). Can you see any flaws in this setup?
@Robotvirtual , actually nm - your suggestion to put the check on the ENTER condition for the MoveToNode task rather than on the Transition of the FaceNode worked!
ya thats what I was about to type lol.
I think my issue was I was forgetting that, although the bool is getting set on a tick, the check that happens within the facenode task only ever happens once regardless, so it would check at the beginning and never again.
the thing you need to remember with state trees is any nodes that are on the same level all try to happen at the same time, and the tree just picks the first node it CAN enter
that too possibly
what you wanna do with state trees is either nest the nodes in a way that they ened to step into each other. Or give each one a unique enter condition and the tree will ...well enter, the one that it has "permisison" to
However, now something weird, the 'facenode' task seems to be ticking itself! When I have debug print in the task you can see the enterstate firing off constantly. Not sure what that's about ...
in your picture above idk what the enter condition (if there was one) for "move To" was. But it was hitting "face", performing the task and then jumping back up to root. then repeat
the variable that lets this task leave is being set on tick? Is that a one time operation or is it happening constantly?
It's one-time, after I verify that the rotation has reached its destination, although there may be some weirdness in that evaluation now that i think about it since it has "tolerance" ...
better context:
Oh wait...
Oh nm, yeah , for some reason my task STT_FaceNode is firing like crazy during the rotation which is weird as I thought tasks were one-and-done unless you specified otherwise.
This is all a headache because I just need a damn smooth rotate node that works like the AI Move To node (ie latent) so I can control the logic flow within the task to wait for the rotation to complete the way my move task waits for the move to complete :/
they are one and done, the thing is whith state trees is they will ALWAYS bounce around as their conditions update
thats why each node needs clear enter and exit conditions
Ahh hok
whats probably happening is your tree enters and goes to "face" begins the operation and is then allowed to leave too early. at which point it says "job done" and goes back to root and loops in on itself
so you need to give it an entry condition that makes it only able to enter once until the job is 100% done. And probably make its transition stament FORCE it to go to move to otherwise it will default back up to the root
So, basically, my 'Face Node' task will keep firing (on tick) so long as bRotationComplete is FALSE?
This makes sense! Let me try that.
I'll make a bIsRotating to try to gate the re-entry of the task...
The basic gist is you probably want something like this
Yep, it sounds like I'll need 2 conditions with an AND to do this...
this is one of my nodes in my project. Its got 2 entry conditions to make sure it only enters under specific circumstances. And its exit states can send it to one of two places depending on what happens
BTW @lofty rapids srry to @ you but I saw above you were talking about a camera system thing. Do you think you'd have a second to help with an issue im having with mine?
I think its a pretty simple issue but for some reason its kicking my butt
That's the condition to ENTER, leaving is the task being complete, typically
I think bRotationComplete is redundant, or it at least being external is
possibly, whats going on ?
You enter FaceNode, and you exit when FaceNode thinks its done
this is my orignal post
im working on a camera system all the interp and blending stuff works just fine and dandy
but for some reason trying to do a simple. "go to this specific location" ends up with some kind of offset
@lofty rapids ^
Yeah, my issue is that I need a bool to check when FaceNode is ready to move on since the actual rotation has to happen in a separate actor BP on tick, so I need to check the bool that exists in that BP.
PS - Can anybody explain the difference between State COMPLETED vs State SUCCEEDED here?
do you call this event on tick ?
compleated = it ended, period
succeeded means it actually succeeded in doing its task
you could end up with a compleated if it failed too
yes
this is the main driver of the camera