#blueprint

1 messages Β· Page 341 of 1

maiden wadi
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I'm not sure I would care about the spline specifically. It's a non trivial problem with a lot of data to sort.

fleet prism
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Hello, Is someone able to help me real quick I made a basic setup to trigger some dialogue when you walk through the trigger box and it works just fine. But what I want to know is hoe to make it trigger only once. Because right now it just triggers every time I walkthrough it

maiden wadi
narrow sentinel
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so got an odd one here so when I run my game in packaged build I get this as the roughly common usage, I've noticed though say I have chrome open as well on something a video or something I find the video is like 5 fps a second roughly

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my packaged runs lovely though from what I can see

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and my GPU sits nicely roughly as you see there about 40% usage

fleet prism
maiden wadi
narrow sentinel
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other way around

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so if I run my packaged game and i have chrome open and I'm watching something what i'm watching runs lower frames

maiden wadi
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Is Chrome focused or the game?

narrow sentinel
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only happens when game is focused

maiden wadi
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And the video is in chrome?

narrow sentinel
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which from other games I've played I've never seen chrome say chugg when playing videos in chrome

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whilst the game is running and in focus

maiden wadi
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Full screen or borderless window?

narrow sentinel
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game is fullscreen

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vsync on and 60 fps capped

maiden wadi
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Seen the other issue, focus on chrome making the game go into low fps mode. I'm unsure if Chrome has anything like that that unreal might be triggering. Do you have any unreal games to compare test with?

narrow sentinel
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so game appears to be running at 60 fps regardless of whats focused

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just seems to be chrome that shows affects when game is focused

maiden wadi
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Curious if swapping to borderless window helps?

narrow sentinel
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let me try

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just gonna load into another game not one of mine see what chrome does

muted gorge
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pls help, I got a problem and I can't solve it, I'm trying to fix it for 1.5 days, I even changed engine versions. I'm getting Is Not Valid from inventory system. I tried to cast the bp first person character and i got cast failed. i promote the player char to variable, and that even made diffrence. im still getting is not valid. I'm pretty sure its giving me error because im getting None when i print it.

Im sorry if i cut yalls conv πŸ˜”

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like how i can chance the variable

muted gorge
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this? im still learning

maiden wadi
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Your first screen has interactwith. You are calling that from somewhere

narrow sentinel
maiden wadi
muted gorge
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is this maybe

maiden wadi
narrow sentinel
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at the moment it seems the issue mainly shows if I have game in Vsync on, capped FPS, fullscreen

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where as doing windowed for example the chrome issue goes away

maiden wadi
muted gorge
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hmmm

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i mean i got functions but they are not implemented or nothing like that idrk

maiden wadi
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You see the prints right?

muted gorge
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i got, is not valid output and it printed "bp inventory system is not valid"

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Blueprint Runtime Error: "Accessed None trying to read property K2Node_Event_Player_Character". Node: Branch Graph: IsValid Function: Execute Ubergraph Item Data Component Blueprint: ItemDataComponent

maiden wadi
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Find the blueprint debugger window, can't help with that on phone. Right click the branch and put a breakpoint on it. Play until it pauses, then look at the blueprint debuggers call stack tab.

muted gorge
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okay letme try

maiden wadi
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It should tell you a list of functions that led to this, like from an overlap or button press

muted gorge
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the branch that comes after the add to inventory function right

maiden wadi
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Err, sorry, the is valid

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Before the prints

muted gorge
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np np lemme do it

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there it is, now?

maiden wadi
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Yeah.now you need the BP debugger window

muted gorge
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i got it from the window bar debug button

maiden wadi
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Yep, open the callstack tab

muted gorge
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i can zoom in if you want

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i mean you are on mobile

maiden wadi
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Double click the server interact in the middle, does that open the BP?

muted gorge
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ohhhhh

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this blue node

maiden wadi
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Yeah. πŸ˜„

muted gorge
maiden wadi
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This will be your issue

muted gorge
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wait a minute thats data component

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should i make it bp_inventorysystem

maiden wadi
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No, the argument

muted gorge
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wait i didnt give it a player char

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ohhh

maiden wadi
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Yeah

muted gorge
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i changed 5.2.1 to 5.5.4 for this

maiden wadi
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Good upgrade though, nicer rendering

muted gorge
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but slower performance for me πŸ˜”

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i use 1060 6g

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im stilling getting it tho wth

maiden wadi
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You don't have to run nanite and lumen, you can run ue4 settings and not use ray tracing features

muted gorge
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but it gave me errors on that to, when i disable nanite

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but lets do not talk about that in here

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hmm now, it gives me the same error, so weird

valid vector
# maiden wadi Good upgrade though, nicer rendering

Sorry for sudden jump in the middle of the conversation

But my project keep crashing on 5.5 as long as I enable nanite/Ray tracing (Which didn't happen in 5.3)
Is this engine issue or there are a quick workaround for this?
Thanks in advance!

muted gorge
# maiden wadi Yeah

can it be a problem about the variables, the bp first person char variable is not instance editable

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no its not

maiden wadi
maiden wadi
muted gorge
maiden wadi
muted gorge
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or the bp_inventory system

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lemme try both

maiden wadi
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Pass it as the player character parameter

muted gorge
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okay, get owner right

valid vector
maiden wadi
muted gorge
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this param

maiden wadi
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If you get the crash log later, tag me with it and I can maybe help better.

valid vector
muted gorge
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which one tho

maiden wadi
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Component

muted gorge
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okay

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am i casting it before is valid or after the is valid

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We are revisiting one of my first series on the channel; the inventory system series, this time with different implementations, improvements, and now in Unreal Engine 5.

In Part 5 we setup our Add to Inventory function.

SUPPORT ME
Patreon I https://www.patreon.com/ryanlaley
Buy Me a Coffee I buymeacoffee.com/RyanLaley
Donations I paypal.me/ry...

β–Ά Play video
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wait a minute

maiden wadi
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You can replace the is valid, cast is also an it's valid.

Technically you should change the parameter type to actor, instead of casting

muted gorge
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wait it says Get Inventory System

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it does not work again and again

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ok im gonna do what you said

pulsar vigil
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Hey guys i have 2 function i have made that do the same thing and i would like to know which one is better for performance, chat gpt already answered but id like your opinion

its about one function that go throught a lot of data table row check and other one that build map to make this data table check once and then just do some map look up

chat gpt said it was far more optimised to use the second function because get data row table can be relatively more expensiv than map look up

your opinion ?
im asking cause obviously the brute first function is simplier to make and understand fast

astral mist
astral mist
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Consider a simple test scenario with the same data set and the same amount of iterations.

muted gorge
astral mist
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But always retrace your steps and double-check everything. Also consider learning simpler concepts first

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First iterations won't work but you'll get a better understanding overall.

muted gorge
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yes. I have a question, he directly added the nodes and it worked, i controlled everything. I changed versions, plus clean projects but none of that worked. My question is, he does and it work, why mine does not.

astral mist
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I think fundamentally the issue is that once you get the same outcome they have in the video you'll probably realize the system isn't what you wanted and you'd be back on square one.

astral mist
muted gorge
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its about the variables i think, he adds it without a reference

astral mist
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I see data tables, interfaces.. nothing fundamentally wrong but rather "advanced" if you are just starting out though

lofty rapids
muted gorge
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no, no. I'm not directly beginner(i think), i can make basic blueprint codes, i understand them.

lofty rapids
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disable nanite i got lik 10-20 fps right off the bat

muted gorge
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i really dont remember

lofty rapids
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i disabled everything that had nanite

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and set a setting in the ini

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now the message is gone

muted gorge
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i get 200 fps i dont need nanite (unlit)

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ohh

lofty rapids
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oh you get 200 fps ?

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then it doesn't matter

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i thought you were having performance issues

muted gorge
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i mean it is unlit

muted gorge
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im still getting 160fps with overclocked gpu

lofty rapids
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if your gettin 150 fps or so in game then your fine lol

muted gorge
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I wish that was my only problem

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its not a problem even lmao

lofty rapids
muted gorge
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wait letme the screenshot

lofty rapids
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so you have an interface function that takes a player character

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but in the image you have nothing plugged in

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so are you trying to find the correct node ?

muted gorge
muted gorge
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it doesnot work with a char variable too πŸ˜”

lofty rapids
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so whats the error ?

muted gorge
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im trying to fix it since yesterday 12pm

muted gorge
lofty rapids
muted gorge
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its not, and i dont know how to

hearty notch
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Does anyone know if it's possible to edit a class reference's variables from the editor before creating them? like here

muted gorge
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i mean its not set

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i think

lofty rapids
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so did you try get owner ?

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you'll probably have to cast like mentioned

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get owner, cast to bp third

muted gorge
muted gorge
lofty rapids
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ok so first

muted gorge
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hmmm letme try it

lofty rapids
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with the get owner and the cast

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the get owner alone probably won't work because it's not an actor its a specific bp

muted gorge
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at the tutorial, he did not referenced it too

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but it worked

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so weird

lofty rapids
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he must set the value at some point

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maybe later in the video, or you missed it

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or it could just be an error that they left out in the cuts, this stuff does happen

muted gorge
muted gorge
astral mist
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It must be set otherwise watch the entire video in case he mentions any mistakes (and the first comments typically)

astral mist
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your "is valid" is empty also in that screenshot

lofty rapids
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ya thats a big problem lol

astral mist
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You are introducing errors on top of errors. Maybe take a coffee break

muted gorge
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i mean it was not, it was connected to a variable

lofty rapids
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did the fix work ?

astral mist
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Right now it will always fail. But that's a secondary issue to the playey character not being set :p

muted gorge
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if you are talking about the empty is valid, than nope, but that you said im still trying

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can we vc tho, i could stream

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i got no mic

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πŸ˜”

lofty rapids
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thats the issue for sure

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it's empty

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definately will fail

astral mist
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πŸ€·β€β™‚οΈ

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debug the object and watch the execution path. it'll stop there.

lofty rapids
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seems like you missed something in the videos

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or just misunderstood

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i'm sure they plugged something in to that

muted gorge
astral mist
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they probably meant to check if Target was valid

muted gorge
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this is the item data actor component

muted gorge
muted gorge
astral mist
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It's a complex system for a beginner (multiplayer replicated inventory?) take it easy don't panic. You'll get there.

muted gorge
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i have 25 days to publish

astral mist
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And we all miss tiny details sometimes.

lofty rapids
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it's empty and will always fail like mentioned

astral mist
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Maybe start a video or two on basic debugging techniques

muted gorge
astral mist
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watching variables, breakpoints, etc.

lofty rapids
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i was talking about the problem with the cast failing

icy gust
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Hey y'all this is probably pretty simple but I'm sleep deprived and just want this to work before I go to sleep. Google has failed me.

Basically I just want this function to trigger when these enemies are detected as dead. When I use On Tick for the branch it works but throws errors the whole time because the Enemies aren't spawned on Begin Play, they are spawned after another trigger so the On Tick can't find the reference until they are spawned and it doesn't like that. I feel like there's gotta be a simple answer but I'm stuck...

astral mist
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Seems you are flying blind so to speak right now

muted gorge
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hmm

astral mist
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nothing will ever execute.

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I feel the basics are being misunderstood here :p

icy gust
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I get that

lofty rapids
muted gorge
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so the bp_inventory system, is valid is the problem

icy gust
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I had the branch connected to on tick

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but that doesnt work

muted gorge
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it was the problem back when its connected

astral mist
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spawn them on a FOR loop

lofty rapids
astral mist
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on completed do whatever you want. and check the spawn options

lofty rapids
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and don't cross lines like that

astral mist
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there's an option to always spawn as well.

lofty rapids
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put it on tick, but check the references

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don't pull from the spawn

astral mist
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seems a loop would work fine.. with an array. but I've no context here.

lofty rapids
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spawn like normal

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but promote to variable

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and use those references in the tick

astral mist
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also but why is he repeating three times the same code? different locations or?

icy gust
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yes different NPC's in different locations

lofty rapids
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well they said they are spawning three things

astral mist
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maybe step back a bit and figure out if this requires a known pattern solution

lofty rapids
astral mist
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based on this I would have an array and loop through them. meaning I could have more than 3 or less than 3 and nothing is hard-coded

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their locations are a product of a spawn point or a preset variable

lofty rapids
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yes an array would be best, so you can have more then three and add/remove them easily

muted gorge
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im gonna watch the video and come back

astral mist
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as engage said you could otherwise store the return values from the spawn functions and check anywhere / anytime

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also perhaps introduce event dispatchers or another communication method

lofty rapids
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maybe a manager actor, that you can use to control this stuff

muted gorge
astral mist
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so your spawn manager (or whatever this is) can have a grasp of everything

muted gorge
lofty rapids
astral mist
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yes typically you can have a manager (and also consider how many of these will spawn at any given point in time to perhaps consider an object pool as well)

lofty rapids
astral mist
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3 of the same class is meh.

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it's already loaded and you have a finite amount. wouldn't worry about it

lofty rapids
icy gust
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its kind of working now, but some reason one my NPC's is spawning and immediately dying now and I don't know why lol

astral mist
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sleep works also.

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for yourself.

muted gorge
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what does irrelevant mean tho

astral mist
lofty rapids
muted gorge
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ohhh, okay

lofty rapids
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it means it's pointless, not needed

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because the problem is pretty obvious

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once you see it lol, these things happen all the time

astral mist
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place despair gif here.

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The "is valid" nodes are required to avoid unhandled cases. Say you are given a bad reference you have to handle it or at least try not to use it.

muted gorge
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OHHHHH

astral mist
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Any code that assumes or works on an "open loop" principle will tend to fail eventually.

icy gust
astral mist
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But. If you don't have an input object. Common sense mandates it should return this isn't a valid reference. Null and all.

astral mist
lofty rapids
icy gust
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I was trying to find a way to enable the event tick only after they are spawned

astral mist
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You have no sense of state and each code assumes too much.

lofty rapids
astral mist
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consider after each one spawns storing their reference onto a variable. Then check against these variables if they're valid.

lofty rapids
astral mist
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I'll make a coffee I think engage is set to the same frequency.

muted gorge
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why it has success, and mine does not

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expose on spawn i think

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right right right

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uuu im reliefed

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this feeling

astral mist
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if the cast is failed it should also "asdasfafga"

icy gust
muted gorge
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yup

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to try it

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asdjasdjashdjkahsd

lofty rapids
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don't worry about it

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your success is the path at the top

muted gorge
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hmm okay

lofty rapids
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you can right click and make pure i think

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if you really want it to be exact

muted gorge
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I LOVE ITTTT

icy gust
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like this?

lofty rapids
muted gorge
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now letme add destroy actor

lofty rapids
# icy gust like this?

kind of, but like i mentioned already promote to variable and use the variable on tick, instead of dragging from the actual spawn, but basically yes thats what i mean, just not that way

astral mist
# icy gust like this?

this is terrible code store the Return Value onto a variable. this won't work for more than one frame.

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Understand that "Return Value" won't be there for Tick to see it.

muted gorge
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yes sirrrr

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yall are the best

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thanks for the your patience tho πŸ™

astral mist
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we are all learning something new every day.

lofty rapids
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it's often the simple things that get people caught up

muted gorge
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i got the same error and i didnt see it

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he got an error*

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in the video

astral mist
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You'll trip a couple times before you consider avoiding the stone.

lofty rapids
astral mist
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Meaning from experience you'll learn what to check and you'll most likely just see the mistakes.

lofty rapids
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but they have cuts where it's like, this is an error, this is the fix, or they fix it at the end

astral mist
golden kayak
# icy gust like this?

When you spawn the actor, store it as a variable. Then use that variable to check isvalid on event tick. The way you have this setup currently is funky.

astral mist
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clearly they're often just following what they've done and going back and forth on a second screen

lofty rapids
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you get used to it, and notice the errors

astral mist
golden kayak
astral mist
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I think sethithy fell asleep.

muted gorge
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already

golden kayak
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Does anyone need help who is here right now?

astral mist
golden kayak
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Pours coffee okay, next...

astral mist
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Double espresso though.

astral mist
muted gorge
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oh no

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it does not set the arry

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array*

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rahhh

icy gust
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I think I got it

icy gust
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This works, I'm not sure if its "proper" but it does work.

astral mist
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unconventional but it should because the set is just returning the handle at this point and it does indeed exist

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consider grabbing the variable as a "get" to separate the nodes though

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so your "tick block" isn't directly tied to your spawn code

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then of course know that this is running on every frame for no good reason :p

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in fact more than once.

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(tick rate defaulting to 0.0)

icy gust
astral mist
icy gust
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lol fixed

fallen glade
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Is it possible to create a folder in the level using an editor blueprint?

lofty rapids
icy gust
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because the function works and doesn't throw errors, but having it on tick isn't idea

muted gorge
lofty rapids
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but this is on tick shouldn't be bad

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i would run a do once after the true

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so it doesn't keep setting the value

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but it's not too bad

icy gust
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just checking a different variable

lofty rapids
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but the do once stops the setting of the variable over and over

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but you could also just flip a boolean to true

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like isAllDead

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and then check at the beginning of tick

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this will basically shut it off

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but you'll always be checking the variable

astral mist
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and when I saw the pattern (repetition of 3) that's when I suggested the loop and the array it keeps things much simpler

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at the moment you have to do everything 3 times

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your other issue (design wise) is checking for state on tick. where you could have a manager that knows how many enemies were spawned and will get informed every time one dies - then if the total amount have died it can proceed to respawn them or whatever.

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if you divide the problem into smaller sections you'll get it working in no time

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the "get informed" portion could be through an event dispatcher or an interface -- just two common methods

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Consider the code reusability of modularity and how hard-coding limits your productivity in general :p

icy gust
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If nothing else this is a functioning proof of concept for myself and I'll refine it another day

astral mist
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I know. Perhaps an event dispatcher would work just fine but you'll have to practice using them

fallen glade
astral mist
astral mist
muted gorge
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I got another problem i dont really know why this error exists

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why i got this error*

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not exist*

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i got L(ocal) Has Failed

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i checked the Any Empty Slots Available

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but it does not go through the branch

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wait letme ss

royal granite
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hi im new to game engines! does anybody know how to allow the character to turn or rotate while being restricted from moving, im trying to replicate the system in Valkyria Chronicles

fallen glade
muted gorge
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but I dont know how to make that 😭

royal granite
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ohh il look into that and give it a try, thanks!

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i just started 2 days ago lol

muted gorge
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no problem

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lmao

muted gorge
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there it is

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that print is just chilling

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nevermind that

icy jacinth
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How can I adjust the parameters of a MI when it's applied to the brush of an image component in a widget? Most everything I've tried is causeing the healthbar to appear distorted in the HUD

lofty rapids
astral mist
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If you double click on the texture itself it probably defaulted to something else although I'm not certain that's the primary issue but that aliasing seems to be related.

muted gorge
#

engage

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gushh

muted gorge
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system does not work again

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πŸ™ 😭

astral mist
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Ryan is about to receive an invoice!

muted gorge
icy jacinth
astral mist
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But the texture group itself I mean.

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It could still fall victim of different filtering

icy jacinth
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Ah - the material is 100% procedural, no external textures used

royal granite
lofty rapids
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usually

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are you using the camera to turn ?

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or what are you trying to do rotate the chracter ?

royal granite
lofty rapids
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it will run when you can't move

muted gorge
#

engage how did you disabled the nanite

royal granite
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ohh false, but what should i connect it with? just to only make it rotate

lofty rapids
lofty rapids
muted gorge
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this was the error i was getting

lofty rapids
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but search NaniteEnabled == ture

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in the content browser

royal granite
muted gorge
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okay i found a mesh

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that i used already

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actor*

lofty rapids
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so there is only

muted gorge
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not mesh

lofty rapids
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one ?

muted gorge
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yes

lofty rapids
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one thing with nanite enabled ?

muted gorge
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yup

lofty rapids
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did you search in all ?

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ok right click and disable nanite on that thing

muted gorge
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yes i did

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nanite support right

lofty rapids
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right click and disable it

muted gorge
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i did

lofty rapids
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ok

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so now it doesn't come up in the search right ?

lofty rapids
muted gorge
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i need apply changes

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and i applied it

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now im gonna check it

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now it doesnt show up

lofty rapids
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is the message still up ?

muted gorge
lofty rapids
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ok

#
[SystemSettings]
r.Nanite=0
muted gorge
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do i need to restart

lofty rapids
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close

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and add that to your DefaultEngine.ini

muted gorge
#

ohhhh

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okay

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i did it via console

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aaand its gone

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thanks!

lofty rapids
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np, that message bugged me for awhile

muted gorge
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yeah me too

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this project is my 12nd project, same game tho

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πŸ™

lofty rapids
#

12 ?

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or 2 ?

muted gorge
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wait a minute

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when i said 2

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it was for inventory, i changed 2 projects for inventory

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but the whole game is 12

lofty rapids
#

thats a lot of versions you have already

muted gorge
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yes, but alot of them are not working properly

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the previus one was beautiful

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got dialogues etc

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now starting clean again πŸ˜”

royal granite
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i found out that Get Control Rotation turns the character towards where's the camera facing, but i cant seem to find a node that connects it on false in the branch node

mental heart
#

i have lot of part of my Ui that are pixelated in Unreal engine, i don't know where it's come from ?

  • i have the Texture in 256*256
  • the texture group is on Ui , compression setting on UserInterface2D
    Can someone have a idea Why it's still pixelated ? maybe the problem come from my Original Texture but i don't know how to identifie the problem
lofty rapids
#

make it 256x256 as well

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and then does it look pixelated ?

royal granite
# lofty rapids

connected it but does nothing tho, its just connected on the Movement Point system

mental heart
#

ah never mind i have a size box on top

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the size box is 100*100

lofty rapids
mental heart
lofty rapids
#

if you stretch an image from it's original pixels it will not look good

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except for something like svg

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scalable vector graphics

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you can scale the shit out of that np

royal granite
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im just using the default 3rd person template

lofty rapids
#

but pngs your pretty much stuck with close to the original or it looks weird

#

it shouldn't be too bad tho

lofty rapids
lofty rapids
royal granite
#

well the template has two ways of rotating tho, from forcing the character to follow the camera and following keyboard input

lofty rapids
# mental heart

if you want to scale something like this use the plugin: svg importer

#

and make this an svg

#

that should let you have a nice circle at any scale

#

personally i would have ai generate the file

mental heart
lofty rapids
#

if you can export, it should be able to import

#

idk much about it, but i know thats how you get scalable graphics

#

it's literally in the name

#

because this is a common problem with images

#

you can smooth it out like how these things upgrade the resolution of stuff with formulas

#

but thats a bit too much, if you can use svg just go with it

mental heart
#

i will try this with the person who make Ui in the project tomorrow ! thanks for the response and the help !

sterile quest
#

Not sure what's causing this. Not familiiar with this play-in-editor error not how to resolve it. I am able to play test in the editor but the feature I am trying to add doesn't work.

#

Trying to add a actor component highlight when the player looks at an object.

mental heart
# sterile quest

How always wondering how do you achieve to have this angle on the node link ?

maiden wadi
sterile quest
#

Oh gotcha. Yeah, it's electric nodes. A paid plugin

maiden wadi
royal granite
jagged moss
#

whats the best to unlock options depending on choices?
I want to have a list related to a database. there will be multiple comboboxes menues and depending on the choices in each the choices change for the next.
If the first is A then the next will have A1 A2 A3 A4
But if the first option is B it would have B1 B2 B3 etc.

What nodes are best to make something like this?

lofty rapids
#

you want it so it turns, but doesn't move is the point right ?

royal granite
#

yeah, but i cant seem to make the character turn in place using stop movement immediately as it creeps bit by bit

#

i just need velocity to be zero

#

since the character turn via keyboard (WASD) already suffices

lofty rapids
#

ya get rid of all that stuff

#

you just need x

#

so you can rotate left and right

#

10 * x axis

#

the white comming off false

royal granite
#

imma try

lofty rapids
royal granite
lofty rapids
#

10 is pretty fast change that number for different speed

royal granite
#

although my bp looks different (im on 5.6)

lofty rapids
#

so you get x, y, and z

royal granite
#

omg i can do that? bruhhh

lofty rapids
#

yes it's great lol

#

you can split any struct usually

royal granite
#

finally done it!!, got that dopamine from that eureka moment, after being frustrated the whole day lmao

#

thanks a lot!

icy gust
#

Ok figured it out, Incase anyone else has this issue. I just put the collision onto the enemies instead of the player and that seems to work fine, I just have to destroy it when they die so it doesn't interfere with the ragdolls.

royal granite
#

new problem, im trying to set the rotation based of WASD, but so far ive only managed to make the character face where the camera is pointed at by using W

maiden wadi
#

Usually you don't set the character's rotation directly. You set it's controller's control rotation. And in this case Characters have a setting to follow their velocity instead of control rotation.

royal granite
#

ohh, so how do i make it follow it's control rotation?

maiden wadi
royal granite
#

im trying to make it turn in place tho

maiden wadi
#

These settings here. Control Rotation will usually be your camera's direction. Try making sure UseControllerDesiredRotation is false and OrientRotationToMovement is true, assuming your WASD moves the character in the direction you want.

lofty rapids
#

and s back, a and d point left and right ?

royal granite
#

yeah that exactly

#

but still follows camera whenever W is pressed

#

so far it only responds to W following where the camera is looking at

royal granite
frosty heron
# lofty rapids

If you dont account for delta time, the rotation will not be frame dependent.

#

More fps = faster turn

lofty rapids
#

so i put the x axis in the compare

#

and add to the control rotation of

#

z

#

to point left and right

#

you can do the same with y

#

and you would point straight,left,right,backward

#

from control rotation

lofty rapids
royal granite
#

il see if i can make it work, its 5 am here and i havent slept yet

#

thanks again

steady night
#

How do i launch unit "Away from self" ?

faint pasture
#

that x HowStrongYouWantToYeetThem

lofty rapids
steady night
#

Away from player

#

Based on where they are standing

faint pasture
#

You probably want to add some Z so it's a knock back + up instead of just back, so they actually leave the ground a bit and carry some speed

lofty rapids
#

like this ?

edgy marsh
#

when possessing a character after character gets in the vehicle I can't control my character I can only look pitch and yaw axises

#

inputs are not working

lofty rapids
edgy marsh
#

Offroad_Pawn

granite halo
#

Is there a better way to get references from the player blueprint in the animation blueprint than doing this?

#

This is what I've always done to reference bools and vectors that I want to use for animations.

edgy marsh
lofty rapids
lofty rapids
#

why would he be walking

#

he should be driving

#

you need to possess the character again ?

#

the original one

#

if you want to move around again

edgy marsh
next hollow
lofty rapids
# edgy marsh

you don't possess anything, theres nothing plugged in where it says Exec

#

use the return value from the get actor of class

edgy marsh
#

this is old code

#

I'm already possessing it

#

I used to use return value of get actor of class

astral mist
maiden wadi
# sterile quest

Are you certian that this is passing back a valid component here?

sterile quest
#

Hmm, odd. It's not valid.

#

Any idea why?

cedar ibex
#

@maiden wadi Hello again, its me the guy from yesterday who ask about 5.5 Crash, here is the log

spark steppe
#

you got a lot going on in that log... but your main problem seems gpu device lost.

#

did the project work before? did you update video card drivers?

cedar ibex
spark steppe
#

this could be an driver issue, but the error you get is so generic that it's impossible to pinpoint the exact issue

cedar ibex
heady terrace
#

I need to find the best way to do cool C++ stuff in Blueprints. Suppose in C++ I wrote UClass ClassA

  1. Then in another C++ class a public uproperty TSubclassOf<ClassA> is declared, which can be filled in Blueprints with any subclass of ClassA.

  2. Back in code, when I wanted to use the Blueprint Class, I would just grab TSubclassOfClassA, use GetDefaultObject() to get the UObject, then cast the returned UObject into ClassA. Easy peasy.

There is no TSubclassOf variable type in Blueprints. Closest I can find for now is Soft Class Path. How can I accept a BP class and turn it into an object in a Blueprint's Event Graph (i.e. paragraphs 1 and 2)?

#

Thanks in advance, and let me know if you need clarification on the question.

#

Given the SoftClassPath, I have tried using it to Async Load the Class or Object Asset, but Casting it to ClassA fails. No TSubclassOf<A> variable exists in Blueprints either.

spark steppe
#

that will also accept child classes

heady terrace
spark steppe
#

either works

heady terrace
#

I thought I already did that? But now I need to find an equivalent BP node to 'GetDefaultObject()'?

spark steppe
#

which doesn't exist

#

why would you even want the CDO?

heady terrace
#

The CDO is fine because I'm not changing any values in these BP classes at runtime.

#

The original problem is... if I add a public ClassA Soft Object Reference to a Blueprint class, I can't assign any BP child-of-ClassA to that Soft Object Reference. Β―_(ツ)_/Β―

#

Anyway, what I should do is get rest. Sorry, I picked the wrong time to ask this question in the discord server.

heady terrace
sterile quest
next hollow
# sterile quest

With zero context. (that i've read so far)
Values can be valid, but the actual object ref is invalid.
AKA, able to get display name, but not being valid.
Since, is valid checks for null, and marked for garbage

steady night
royal granite
#

anybody know how to make a character stay in one place, but can move into directions using WASD and Camera + W (basically turning in place), like there is an invisible cylinder wall preventing character displacement

i tried set actor velocity to 0, but i doesnt work as the characters creeps forward bit by bit ( i think i need the speed to overide and be a constant of 0)

steady night
#

try setting that to 0 also

royal granite
#

where is that tho? im new to unreal and just used the 3rd person template, havent delve much into that since im not adding sprint in the game

#

OHHH, nvm found it in character details in viewport

#

thanks

#

hmm it still moves tho despite these

maiden wadi
# cedar ibex <@143471961723371520> Hello again, its me the guy from yesterday who ask about 5...

Just got a chance to glance over this. Yeah your primary issue is here.

    - Device 0 Removed: DXGI_ERROR_DEVICE_HUNG```
Could be a lot of things. It's not as easy to diagnose as the DXGI_ERROR_DEVICE_REMOVED error, which is essentially... Try different drivers, lower your card's clock speeds, fix thermal paste, don't use a laptop without keeping it plugged in.

Hung usually means application derped. Infinite loops in shaders, etc. Since it's two different cards. I would start by making a blank level to see if it can be reproduced. If it can I would start with stuff in the project's graphic settings. Turn off some advanced features. If it cannot be, then it could still be project graphic settings, but it could also be something not cooking well from the level maybe.

It might help narrow your search in that it seems this card at least was stuck on LumenReflections and TranslucencyLightingVolume code.
cedar ibex
lofty rapids
lofty rapids
royal granite
#

made my own i think, and i dont know anything of what im doing

frosty heron
#

Feed value to the delta time and interp speed.

#

Trying to do a tank movement (classic resident evil / dino crisis)?

#

Can just add rotation, why do you care where the character is looking at if you are trying to do resident evil classic movement.

royal granite
#

in valkyria chronicles, where the character is looking at is important, since they cant counter attack or intercept fire if theyre not looking at enemies

royal granite
#

not yet kekw, double checking stuff

#

FINALLY IT WORKS, ahem

#

ima fine tune delta and interp

lofty rapids
#

yoou don't tune delta

#

you usually plug in the delta time

#

you can use: game delta seconds

#

you fine tune the speed

sterile quest
#

Also what info are you missing that would help you help me?

royal granite
jagged moss
#

I want an inventory system showing as a list in the UI. I made something but its not good and im sure there are better ways to do it. most my items will be in a datatable where it will have a name and information about the item. i might also add damage to weapons etc there but not entirely sure if it will be added there or elsewhere yet.
I would like the inventory to be a bit like skyrims kinda.
Im currently looking for guides on youtube, tho the one issue is that I also need to be able to add items manually through text. I did make this but before spending more time on an inventory system that is pretty bad long term. what are better options and how should I tackle this?

lofty rapids
frosty heron
#

You can use that unless you want to support slow motion.

#

You can get the actor delta instead. Cache the value from tick and use that.

sterile quest
#

What I don't get is why does the get node for the array output the object name that it supposed to but it's stiill saying it's not valid.

#

I.e. Why is it always going the Not Valid route when it's getting the correct actor component?

next hollow
sterile quest
#

UE5 be like
This convo is making me think of this. lol

next hollow
#

BP wise, garbage only really comes from the destroy function calls.
(destroy actor, destroy component)
Have you tried implementing the destroy function on either this component, or on the actor that has this?
To see if its firing, to verify this is the cause of your issue?
(If this project involved custom C++, you can directly mark something as garbage)

royal granite
lofty rapids
lofty rapids
# royal granite this?

this sort of thing is usually run on tick as well, are you running this on triggered ?

sterile quest
royal granite
#

yeah its on triggered, i just connected it on "False"

lofty rapids
#

ok but idk how smooth that is compared to tick

#

i would probably use that boolean on tick

#

and run off the false of that

#

this would really smooth out the rotation imo

#

tick->allowMovement(branch)->false->do rotation

next hollow
sterile quest
royal granite
next hollow
pine nebula
#

Does anyone know if sync SaveGameToSlot's return value (for whether we save succesfully) is separate from writing that save file to disk?

When we quit our game after it's done saving (after it returns true), the save file actually gets corrupted (we detect it by loading save slot then casting fails) when it's either on an old device or when the device is having low computational power.
For example SaveGameToSlot returns true -> quitting on a quest 3 never corrupts it. Doing so on very old quest 2 will corrupt it if you quit quickly, even after the success. Doing so on a very old quest 2 while it's recording or on call with someone, corrupts it if you quit a bit after the success. If you wait a long time after success though, it won't corrupt.

That's making me think that the success boolean is seperate from writing to disk or something, just wanted to confirm if anyone knows that true?
If so, is there any way to detect when it's truly done saving on a sync save game to slot? I don't want to be loading game from slot while it's still writing to disk to check - and DoesSaveGameExist doesn't check whether the save is corrupted or not (since we don't know if it's corrupt until we cast it).

frosty heron
#

Which you can get on the actor's tick function.

sterile quest
royal granite
#

although regardless of value in the Interp Speed, the character snaps quickly to the cardinal directions of WASD

lofty rapids
sterile quest
royal granite
#

i tried 10, 100, 1000, to a million but it looks the same

royal granite
lofty rapids
#

and show the tick, hopefully with a new branch

maiden wadi
#

Can you show the full code for that debugging your're doing with the prints and checking validity?

royal granite
royal granite
#

i dont get it at this point, kept brute forcing everything the whole day

lofty rapids
lofty rapids
#

i'll see what i can come up with for a smooth rotation about the point where you press the keys

#

i'll try this, it's interesting

royal granite
#

well im new to the engine, and being a game dev in general

lofty rapids
#

you don'tt need twoo branches

sterile quest
#

And the Set Function

#

https://youtu.be/EtUlqupLfRI?si=YAKnuRWw7KXJY32o
This is the tut I've been following

Explored how to create a powerful and customizable Highlight Component in Unreal Engine. From attaching it to actors and working with tags to adding parameters and events, you now have the tools to enhance your projects with stunning highlight effects.

If you found this video helpful, don’t forget to like, subscribe, and hit the notification ...

β–Ά Play video
#

Only about half way through though

sterile quest
#

If there is a more streamlined way of doing object highlighting when hovered over I am open to it.

lofty rapids
#

or perhaps the component class is not static mesh component ?

sterile quest
sterile quest
#

And it is a static mesh.

lofty rapids
#

in the video he adds the component dynamically

sterile quest
#

It's added prior to runtime.

#

Where in the video does he add the component on the fly?

#

I haven't seen him do that yet, only about halfway through the video atm

#

Also the tagged Component isn't what fails

#

You can see the errors that are created at that link

#

The ActorComponent BP is what's returning errors, not the actor that I tag its component.

lofty rapids
#

maybe i'm not understanding

#

what is failing ?

sterile quest
#

Because of that I don't know how to make it valid.

kind wharf
#

hello, I need some refresher on some BP basics.

basically this problem.

let's say i have BP_Parent and BP_Child , BP_Parent has a function here, we're renaming some function parameter name.

while some was okay, but there are few that had this problem. normally this is kinda easy to fix, im checking whether there are preventive measures, better practices, and cleaner approach in renaming things so that we can try to avoid this problem in the future
Image

lofty rapids
lofty rapids
#

renaming shouldn't be an issue, it's deleting that usually makes this error

kind wharf
#

i might be wrong in this and might be exactly the points you mentioned too

sterile quest
lofty rapids
#

which it should be

sterile quest
#

Okay. How would I go about doing that?

lofty rapids
#

ok so you don't know much about unreal yet ?

#

as far as what even is valid does ?

#

maybe you should watch a tut on blueprints

#

so you can better understand what i'm saying

#

you want to check the output of the get owner node is valid

sterile quest
#

Doubtful. I was under the impression that it checks if a object being fed into it is a valid object.

lofty rapids
#

and your isn't so

#

you need to figure out why

sterile quest
#

Okay. So maybe I know more then I realized. lol

lofty rapids
#

this is debugging 101 you'll be doing this a lot lol

sterile quest
#

And gotcha.

#

Yeah debugging is...not my specialty. I am an artist first, and a programmer loosely second. lol

#

I appreciate the help tho

lofty rapids
#

np, i can help so much though from this side of things

#

and ifi you don't know how to check if something isvalid then idk what to say

#

except watch a blueprint tut

#

because it's one node that you plug into execution

sterile quest
#

Using a print string node to check what's coming in from Get Owner node

lofty rapids
#

yes thats another option

sterile quest
#

That and breakpoints is about all I really know when it comes to debugging

lofty rapids
#

but isvalid is a very usefull thing you should know

#

and just using it is pretty simple

#

just put in the execution

#

i think you should watch basic tuts, i'll say it twice lol

#

like some blueprints tutorial

#

about execution, and functions, input output

#

but the point is you have a node plugged into isvalid, and a node plugged into that

#

the question is which one is a problem

#

so you know that the last one is invalid

#

but what about the owner

#

is this valid ?

sterile quest
#

Well that was fucking easier. Would help if I put the ActorComponent on the child class I want rather then the parent. I feel silly now...

lofty rapids
#

lol

sterile quest
#

This is clearly what I get for trying to do BP programming when tired....

lofty rapids
#

it's always something so silly tbh

#

it happens all the time, but breaks are awesome

sterile quest
#

Thanks for the help Engage, and the others involved.

lofty rapids
#

programming is funny like that, you work all day and its something so stupid lol

#

like, wtf really ?

astral mist
#

so it helps if someone else can take a look at the problem.

lofty rapids
#

yes after awhile i tend to try to come on to discord and try to get someone else to look at it

#

for sure a second pair of eyes is essential

astral mist
#

"isvalid" is indeed very useful and an important aspect. code shouldn't assume.

#

even if your entire process is highly deterministic just don't risk any assumptions.

dusky cobalt
#

also writing things out helps and often when you try to describe the problem with details you will find what you are actually missing

spark steppe
#

rubber duck debugging

faint pasture
#

Also something not being valid can be 100% perfectly ok

#

MyCurrentWeapon is not valid when I don't have a weapon

echo wave
#

Anyone familiar with how GASP is built able to answer a question? Wondering where GASP takes measure of the X & Y velocity values for interpreting the animation, when you properly normalize diagonals so that you don't move at hypotenuse speed, GASP starts moving you in unusual ways, either slowing the animation or stuttering the movement speed, wondering if anyone knows where you'd normalize GASP diagonals.

novel aspen
#

Why references in DataAsset keep reseting between editor sessions? For example when i use this DataAsset in blueprints code, icon reference is valid, but when i close and open editor again, it's no longer valid until i reopen this DataAsset

graceful sage
novel aspen
#

no, just reading from it, i also tried to run packaged build, references are broken there too

#

Primary Asset id is fine, but references in it like mesh or icon aren't

novel aspen
# graceful sage Are you changing the asset in code?

also, they don't really get lost from DataAsset, they are just like "hidden" until i reopen asset

if i open DataAsset i don't need to reference something again, it's already there, but for some reason at runtime is not valid in packaged build and after editor restart

prime stump
#

Hi, For my interaction system I am using a component that lives on my character pawn class which also handles displaying the interaction widget by creating a widget component and just displaying the widget at the location of the interactable actor once the player meets the conditions required for interaction, however I also have a widget that displays when the player is overlapping an interactable actors sphere radius which displays a widget that indicates the actor can be interacted with but I have this 'indicator' widget being handled on my BP_Interactable_Base class instead of my BPC_PlayerInteraction component where my 'interaction' widget is handled.. so I want to move this logic from the base class over to the component because that's probably where it should be really.

Right now I have a widget component that displays the 'indicator' widget when the player overlaps and stops overlapping the actors sphere radius (handled on BP_Interactable_Base), I think what I need to do instead is have the BPC_PlayerInteraction component create a widget component for every interactable actor the player is overlapping with and display the widget at the location of those actors and then destroy the correct widget component when leaving an actors sphere overlap whilst also keeping it displayed on any other actors the player is overlapping, does that sound about right or is there a simpler or better way of handling this?

next hollow
#

I love importing FAB assets. πŸ˜›

maiden wadi
#

What in the actual fluffsticks?

#

Did someone have a siezure with the copypaste and just roll with it?

next hollow
#

I guess? lmao

faint pasture
#

What makes a thing interactable?

prime stump
# faint pasture What makes a thing interactable?

I am using the pawns capsule component's overlap events to check if the actor they're overlapping implements the BPI_OnInteract interface and has a 'Interaction Overlap' tag so I can make sure the actor they're overlapping is the right overlap for interaction.. as for the conditions required for interaction that is that the player must be within the Interaction Overlap and must be facing the object via dot product checks that happen in the 'Choose Interactable Actor' function which sets a 'Current Interactable actor, this all happens on the BPC_PlayerInteraction component which handles the interaction widget being displayed/removed.

My BP_Interactable_Base on the other hand currently has a box overlap as the 'Interaction Overlap' and then a sphere overlap for the 'Indicator Overlap' and then just a widget component for displaying the indictor widget which i'd rather the BPC_PlayerInteraction component was doing instead so this base class wouldn't have any overlap or widget code

#

The player can only interact with one actor at a time so the interaction widget is only ever displayed on the 'Current Interactable Actor' and removed when its invalid (by no longer meeting interaction conditions), however the indicator widget can be displayed on multiple actors as it depends on how many actors the player is overlapping

#

I'm thinking I can just check for an 'Indicator Overlap' tag and use the same Handle Overlap events to detect when the player is inside the sphere overlap of an interactable

#

Just not sure what the best way would be to create and destroy widget components as and when needed when overlapping or stopping overlapping each actor

faint pasture
#

InteractionComponent:
Begin Play -> add overlap collider to owner:
Begin Overlap? -> Update
End Overlap? -> Update
Update -> Choose which item to select and show the widget (or hide it) using data from selecteditem
Interact -> selected item? -> interact with it

prime stump
# faint pasture InteractionComponent: Begin Play -> add overlap collider to owner: Begin Overlap...

Ive already got the interaction logic and widget itself being displayed correctly on the Interaction Component, but how would it work for displaying an indicator widget on all other interactable actors that the player is overlapping that aren't the 'Current Interactable Actor'?

The sphere overlap on BP_Interactable_Base (the Indicator Overlap) will be triggered before the box overlap (Interaction Overlap) but you can overlap multiple Indicator Overlap's of multiple interactable actors at one time so the indicator widget should be displayed on all of them

#

This is how i set Current Interactable Actor just in case

faint pasture
#

If you want to show a little thing on all in range and the big thing on the one being targetted, then select the one being targetted, set it to show the targetted status thing, and the others to show the InRangeButNotSelected

#

I'd still do it all from the single component on the pawn though, then you can just nuke all widgets and recreate on update instead of having to tell actors to stop showing stuff

#

The InteractableActor doesn't need to know or care if it's in range or selected, it should just sit there until InteractedWith is called on it

prime stump
prime stump
# faint pasture That's 4 states a thing could be in: Not In Range In Range Selected InteractedWi...

So how should I go about actually setting or detecting these states? My HandleInteractionOverlapBegin/End events are hooked up to the pawn's capsule component so I can detect when I've hit anything but ideally without casting to the actual BP_Interactable_Base class, wanna avoid coupling them if I can.

Do I just need to check if OtherActor implements the interaction interface and add them into an array like I'm doing now which would determine the ones that are 'In Range', then use that array to determine when one becomes 'Selected' by the player meeting interaction requirements? (the Choose Interactable Actor function), but how should I set up the logic on my interaction component to create widget components on the pawn for every interactable actor that's 'In Range' that just displays at the location of the actor (not creating a widget component on the interactable actor directly), but then removing that widget component that is displaying at the location of the actor when the player has stopped overlapping that specific actor while keeping any other actors their overlapping still displaying? I'm not entirely sure how to set that up properly while having the interaction component do it all

#

I hope that makes sense πŸ˜‚

grand oasis
#

Anyone have any ideas as to why my niagara systems aren't showing up? says they are spawned and set when I print to log. works in begin play. but not construct. suppose you can't add components in construct

faint pasture
#

You don't really need to keep track of any state besides the one selected

glass blade
#

@near bloom sry for the ping, is there an example project for the loco tips tutorial? Would be cool to explore a made project

near bloom
glass blade
near bloom
#

I use this plugin as a base for all of my locomotion plugins/systems then extend from there

#

There is no data asset impl there but it does do most of the other stuff including anim states

#

Guess I should link that repo on the wiki somewhere

dusky cobalt
tiny tundra
#

how do I hide this big obtrusive icon from my BP?

tiny tundra
#

there it is

icy gust
#

Anyone ever have an issue where you Widget stops working after a few inputs? Like all the options work but it completely freeze the buttons a few inputs. the game isn't freezing just the widget

white edge
#

For Animation Blueprint, where should I post my question?

Should it be here or somewhere else?

white edge
#

Thanks!

I can't see that somehow, Until I clicked

dusky cobalt
white edge
#

Oh right, I forgot about that hahaha

I've posted my question, thanks once again πŸ˜„

dusky cobalt
icy gust
#

It's toggeling another widget as visible and not visible so I dont know why its affecting this widget.

dusky cobalt
icy gust
#

Didn't work

#

I have a very similar function that doesn't cause the issue

dusky cobalt
#

So it works one time and then it doesn't? Or it works 3 times and then it doesn't?

icy gust
#

it works two times, like toggle on, toggle off, broken.

dusky cobalt
#

So it's hidden at the start?

icy gust
#

It can be either

#

this is a pause menu, so you can open the menu then toggle the main UI visibility

dusky cobalt
#

So when the menu is up the game is paused?

icy gust
#

yes

dusky cobalt
#

In your PlayerController do you have a node that Set Input Mode UI Only or Set input mode Game and UI somewhere/

icy gust
#

I do not

dusky cobalt
#

Ok so try to Get Player Controller -> Set Input Mode UI Only after you set Hidden, and Set input mode Game and UI after you set it to Visible.

icy gust
#

Like this?

#

Because this didn't work

dusky cobalt
#

where are you pausing game?

#

also try to print boolean of IsVisible and click if maybe it returns true but it's not visible

icy gust
#

Im pausing the game from the player controller

#

I tried to put it there too and it didnt help

#

I put a break point on both set visibility nodes, they both work but after the second it still breaks

graceful sage
#

I would use a bool instead of flip flop. It can cause issues

icy gust
#

wait i think i found the problem

#

i think the gameplay ui is taking priority or is being set above the options menu when its made visible, therefore blocking the options buttons

#

Is there a way to set "layers" for widgets so the gameplay ui is always below the options menu?

graceful sage
#

Can you show a screenshot what you mean

dusky cobalt
#

you can set z-index of all widgets so they are above/below each other

graceful sage
#

^

icy gust
#

where would I find the z-index? I googled it but can't find it

dusky cobalt
#

but I think you can only set it when your main base is Canva Panel

dusky cobalt
#

or you have to remove the gameplay ui before adding option menu

frosty heron
#

And kinda hard to trace.

dusky cobalt
#

yeah its not solution in this case for sure

icy gust
#

Im not seeing GameUI anywhere

dusky cobalt
#

I would start that your GameUI or GAMEHUD widget (or whatever you call it) should be created in HUD class and not in PlayerController.
Then inside that widget I would add Panel/Border or some place and call it ResumeMenuPanel for example.
Then when you want to add/remove the ResumMenuPanel you get PlayerController->GetHud-> and here you can cast or have interface ToogleResumeMenu -> Add/Remove widget (which is just Add Child to ResumeMenuPanel on GameUI).

vocal radish
#

With Blueprint, I want to create a market place that opens when you click the e button on the computer. I want players to buy items from there and have those items spawn at a certain point. Can someone knowledgeable on this subject help me?

fleet prism
#

Hello, I was following some tutorials trying to get the result I want. basically what I'm after is once you hit the trigger box you get some narration with subtitles and it works great by itself But after that's done playing I want a door to open up in the wall. So I was told to use timelines and after watching another video on that I made an actor for my door added the timeline to it and placed it in the level whare it needs to be but now I don't know how to connect the two. and make then play out as intended.

versed sun
jagged bramble
#

Say, is it okay to have multiple save game objects in the same game instance?

maiden wadi
#

Nothing against it so much. Can be cleaner to use a subsystem for it, but can't use them in BP. :/

spice shore
#

hello there, i seem to be having an issue with collision whist using a spefic skeletal mesh asset, and im unsure how to fix it honestly

#

theres also a issue where the player slightly moves left on going forward, which i think is related

crude hearth
#

it prints valid in the event construct but not when i am calling the function

help i am losing it

dusky cobalt
#

how do you create UI_Weapon? how does it get reference to these variables that you check if they are valid?

#

do you pass them when you create that UI_Weapon widget?

#

wait these are variables of text blocks and you cannot access them?

dusky cobalt
patent wasp
#

When you are in input mode game and ui for a widget, if you hold a mouse button, you can drag around and move the camera, as well as the mouse disappearing. How do you turn this feature off?

graceful sage
maiden wadi
tawny shore
#

Hey guys!
I'm new to UE5 and I'm building a main menu for my game. I've noticed people use two different methods for handling menu screens like Settings, Credits, etc.:
1.Everything in one widget.
Using something like a WidgetSwitcher to show and hide different panels.
2.Multiple widgets.
Creating a separate widget for each screen and adding/removing them from the viewport.

I'm wondering if there's any significant difference in performance between these two methods, or if it's just a matter of organization and personal preference?

lofty rapids
#

and also show mouse cursor in the controller

sterile trench
#

Hey guys, I am in a bit of trouble
I have a GUID for each that helps identify the said actor
The GUID is stored in a structure inside an actor component and I have an object pooling system and each time I want to hide/show the actor, I use GUIDs to identify which ones are in the active pool vs the inactive pool
The problem is that the GUIDs keep changing by themselves e.g. a pool via a pool manager actor and then for each actor in the pool, I assign a GUID to their actor component and then whenever that actor says, I have hit a specific threshold, the actor component hides the actor and sends the GUID to the pool manager so it knows that the actor is now inactive and not active.
But the problem is that the GUIDs for the same actor change with each call and I cannot identify the correct actors.
Can anyone help me please?

lofty rapids
#

as far as are you making your own variable ?

dusky cobalt
#

Anyone knows why I cannot get Action Value when using Started and only when using Triggerd? Do I really have to block it with bool and unlocking on Completed?

sterile trench
sterile trench
lofty rapids
dusky cobalt
lofty rapids
#

or it's not there, i don't see it atleast

sterile trench
# dusky cobalt Anyone knows why I cannot get Action Value when using Started and only when usin...

I think, because started only runs one time and tells that the action has started and triggered runs as long as the input is held so the input needs time to reach from 0 -> 1?
If you want the input only once you can use a do once and and reset it on completed from triggered and that should work 🀷
A boolean input would be better at that point
Because axis inputs are better for movement, especially with the controller where the player could have any value between 0 and 1 depending on the position of the thumbstick
You you wnat triggered with axis input, otherwise, use boolean input

sterile trench
lofty rapids
#

how is that possible ?

#

are you running another create ? or running this code again at some point ?

sterile trench
lofty rapids
#

yes makes sense

sterile trench
sterile trench
# lofty rapids ok but your saying the id is changing ?

So these are all the GUID created from the code
The GUIDs aren't being created or changed from anywhere else
The stored GUID is printed when it hits the threshold
And then the GUID is returned to the pool manager so it can hide that actor
But the stored and returned GUIDs are present nowhere in the created list
And when I print the GUID on tick, it changes after a random amount of seconds

lofty rapids
#

i'm not following all this stuff, wdym is printed after a threshold ? and why is it creating so many but assigning one ?

sterile trench
# lofty rapids i'm not following all this stuff, wdym is printed after a threshold ? and why is...

It is creating so many coz each one is for a different platform but the one returned was never created and is not present in the "created" print strings

To explain, I am trying to create an endless runner and I need everything stored in a pool rather than spawning 100s of meshes at runtime.
When I have a loading screen, I spawn 15 actors from my object pool manager and assign their pool manager components a unique GUID and then I hide these actors, disable their collisions and add them to an array of unused actors for later use.
Then my game starts, I call an actor e.g. a platform to be shown on the screen.
The pool manager gets a platform actor from the unused actors array and then shows it on the screen.
But when a certain threshold is hit, (in my case when that platform is out of the camera frustum), I get that platform's GUID, search it in the active actor's array and then hide it again.
The problem is, the GUID that was assigned to that platform's pool component at creation is not the same when that platform returns it's GUID to the pool manager when it wants to be hidden again.
I have print strings at 3 different places in the top image, When a GUID is created (white for each platform, 15 total), when the platform returns its GUID (yellow) and when the pool manager searches the GUID to disable that actor (white at the top)
The yellow and the top white GUIDs should be the same since they are from the same actor's pool component and they are not being changed form somewhere else. But they are not the same and they are also not present in the original 15 GUIS that are being created.

lofty rapids
#

is the one it returns wrong, or the guid the pool searches wrong ?

lofty rapids
#

the top two are both different

#

show when you get the guid on both of those

sterile trench
# lofty rapids so the white is supposed to be the yellow, or vice versa ?
  1. The original GUID created for each platform. These should be all the GUID present in the project and no other GUID should exist.
  2. The GUID that the platform returned when it wanted to be hidden
  3. The GUID that the pool manager got from the platform

2 and 3 should be the same coz they are the same exact things and come from the same variable that I created! But they are somehow not
And 2 and 3 should be present in the white ones coz those are the only GUIDs I created
IDK how 2 and 3 changed but they shouldn't coz I never changed them

lofty rapids
#

you only create in the manager ?

#

i would hope the variable would be on the manager actor that is your pool manager

#

and you have one

sterile trench
# lofty rapids show when you get the guid on both of those
  1. Creating the GUIDs. This will run 15 times coz I am spawning 15 platforms at the start
  2. When it hit's the player, it prints its GUID and says to the pool manager to despawn itself
  3. The pool manager getting that GUID and trying to despawn

The second and third GUIDs should be the same and should be present in the first GUID list but they're not
(sorry for the spaghetti, I am just so frustrated with this)

sterile trench
sterile trench
# lofty rapids you only create in the manager ?

Yes, I only create GUIDs in the pool manager itself and no where else
And I have breakpointed the code so the GUIDs are being stored only the form manager itself and not being changed in the code after the fact

sterile trench
#

The component is also useful to have different despawn delays and for each actor and not repeat the boilerplate for each actor
But this is now becoming a headache

lofty rapids
sterile trench
#

That's the structure in which different settings for the component or that actor are being stored
in image #1, I store that metadata, including the GUIDs
in image #2, when a certain threshold is met, in this case getting hit by the player, the GUID is sent to the pool manager to despawn or hide this actor
in image #3, the pool manager tries to hide that actor based on it's GUID, but it currently cannot find that actor since it's GUID changed somewhere along the way

lofty rapids
#

i know what it's doing, you wrote about it already

#

or what it's supposed to do ig

lofty rapids
#

the guid created is not what you see in the print string

#

because it's a pure node

#

so it runs twice, one off each line

#

so fix that first

sterile trench
lofty rapids
#

cache the guid

#

and then use that in the input and print string

#

so it's the same

#

then check what the guids say

#

every line connected new uid will create a new one

#

this is how pure nodes work

#

but after that you will see which one is wrong if there is two different ones at the top

#

and go from there

#

hopefully atleast one matches lol

sterile trench
lofty rapids
#

the point is to get a correct view on whats going on

#

and narrow down the problem

sterile trench
#

Just quickly changed it and got the print strings after storing the values from the stored structure itself but same results

lofty rapids
#

so still neither one matches ?

lofty rapids
#

cache the value, and use that in your prints and storing

#

you have two connections

#

this will draw the new uid twice

#

not just on the print string

sterile trench
lofty rapids
#

but comming off the break

#

do you see what i'm saying