#blueprint

1 messages · Page 342 of 1

lofty rapids
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your pulling twice here

sterile trench
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That was for the print string just to send screenshots here
That was my bad

lofty rapids
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not just that

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comming from the make

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you have two seperate lines

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this will also run twice

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cache that value as well

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befoer using the second time

sterile trench
lofty rapids
lofty rapids
sterile trench
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Spent 2 days on this and now have writing this again XDDD
Oh well, lol

lofty rapids
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use fresh gets not the set

sterile trench
lofty rapids
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keep the print string

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geez

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you want the print strings

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idk you need to fix that tho

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but i see you think all hope is lost, this is usual

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lol

sterile trench
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Dude, I'm sorry if I seem difficult
I have a learning disability and sometimes it takes me ages to get things, lol

lofty rapids
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thats fine

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i'm not exactly perfect lol

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but you want the print strings

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but use the cache value

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so that you can actually see what you ahve

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before the pure nodes were causing it to look fkd

sterile trench
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WHAT THE ACTUAL HECKKKKKK

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IT STARTED WORKING AFTER RESTARTING THE ENGINE

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I DIDN'T TOUCH A THING

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somethings I want to kms while using unreal

lofty rapids
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easy fix

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but with pure nodes

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it be like that

sterile trench
lofty rapids
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they run for every line connected to it

sterile trench
# lofty rapids it be like that

The pure node thing was just for the screenshots for our convo
I accidently plugged them in there instead of the variable I had right underneath it
It was still bugging out
But it magically started working after an engine restart

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Anyways

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Thank you ❤️

lofty rapids
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i'm just saying for next time make sure you got accurate info

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but ya a restart can definately help if things looks fkd

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typically if things look ok and it's not working, the first thing to do is restart

empty anvil
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I'm playing a muzzle flash particle in an anim montage but its positioning is off and for some reason changing the different offset variables here does nothing, how come?

novel aspen
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do you mean that i make DataAssets at runtime and save them later? i'm not doing anything like that, just saving DataAssets in editor and then try to use them at runtime

dusky cobalt
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not on runtime just in editor enums/structs files

novel aspen
muted gorge
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why i get Unknown from a value, I referenced everything

dusky cobalt
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this is how my data assets looks like

novel aspen
dusky cobalt
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hmm okay, never heard of that

novel aspen
jagged moss
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sometimes when I reimport a data table everything breaks afterwards and i have to reload everything. sometimes its enough just to reload the UI blueprint and the main character but some times i have to reload nodes too. is there a way to just reload everything at once?

rose citrus
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How can I save a render target as a texture? I have a photo camera with a scene capture, and on input it captures scene. I can see the photo i took on a material with the render target, but how can I save that to a texture so I can set it as an image on a widget, and then take more photos and save each one seperately?

frosty heron
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I have an array of paths of all the saves image file.

junior creek
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hi everyone!
I'm having trouble with my ragdoll + character movement. When using a physics handler to connect a ragdoll manny to the player, the original manny capsule (and collision) remains in place.
Is there an easy way to make it follow the ragdoll?

frosty heron
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When you need to load the image just load with import as Texture2D

empty anvil
rose citrus
junior creek
empty anvil
frosty heron
# rose citrus oh it has to be exported? It is for co-op and I want everyone to be able to see ...

You cannot replicate an image file out of the box. There's plugin for it though

If you dont want to replicate , you can just call the function locally on each player to export and load.

However each player will not the same thing this way as everyone is running their own instance and there is delay. So picture taking a picture while everyone is running around. The likely hood that everyone sees the same exact picture is very low.

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Coop or competetive makes no different here.

junior creek
rose citrus
frosty heron
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But for multiplayer the same principle applies. You will not see the exact same photo.

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If you want to make it the same, you do have to replicate the image from the person that is taking the photo.

maiden wadi
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Big data, much bandwidth, many bits.

slow pumice
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Hello
When i create a function with some "for each loop" in a row. link with the "completed" pin.
Will the function stop and move on to the next function when the first loop is finished or when all loops are finished?
on my exemple, is the function 2 will get trigger avec the first each loop or the third of the function 1 (imagine there are some node avec each "loop body") ?

maiden wadi
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To be more explicitly clear. Function2 cannot in any way shape or form, no matter what you do, ever execute before anything inside of function1.

distant grotto
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is it bad to pull variables forwards like this? From what I understand the only issue is that they might be out of date if later nodes are executed on a different frame

heady terrace
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I did this yesterday and it worked. I was absolutely sure I tried this already, but I must have forgotten it or I was too hasty. Thanks @spark steppe

slow pumice
heady terrace
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Hi Harvey, I was able to get this working after switching a few nodes around. Everything works. Thank you!

steady night
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anyone got advice on how to Trace in a cone ?

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like this *

maiden wadi
lofty rapids
spark steppe
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sphere trace and math to filter out wrong results

steady night
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aye thats what i have in mind tbh

atomic solstice
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Anyone familiar with arrays?
Trying to cycle through a bunch of levels but I dont know how to "add 1" to the Array Element output.

frosty heron
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You will also need to check if you hitting the end of the line, otherwise you will try to access index that is out of bound.

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If index + 1 >= array length then do nothing

astral mist
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I would go with the latter unless there's some very specific reason not to.

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it's just obtaining the dot product between the normalized forward vector and directions then check that the cosine is larger or equal to the cone angle you want.

vestal dragon
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so how do i communicate from a widget to a actor?

lofty rapids
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the first thing you need is a reference

vestal dragon
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trying to have a cash var show in a widget but it changes from a different blueprint

lofty rapids
frosty heron
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The widget just read the cash variable from the actor.

lofty rapids
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bind makes it so you just change the variable and it will update in the widget

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pretty nice tbh

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but i think it runs on tick

frosty heron
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You can pass the reference of the actor when you initialise the widget.

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After that its just getMyActor-> cash

vestal dragon
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ok thx

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@lofty rapids here is my code for it is this right?

lofty rapids
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it makes sense what you did there, got your cash value and passed it to the widget

vestal dragon
lofty rapids
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and check if your cast is failing if it is running

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the image on the right

vestal dragon
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so id have to join as a vr

lofty rapids
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oh thats a bummer you can't just test things

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that makes the development process a lot harder imo

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in order to resolve a problem, you need to be able to test things

vestal dragon
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well yea but i can only really simulate

vestal dragon
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like with a bool

frosty heron
vestal dragon
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oh

frosty heron
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You dont want an event to call for money to update. You do that by binding delegate. The actor shouldnt need to ever tell the widget, hey do this

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The actor should work with or without the widget.

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One way depedency is important.

Your widget job is just to read.

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Not being told what to do by other source.

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This may sound not matter but it matters a lot, especially down the line.

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If you are still struggling with blueprint coms i would slow down on multiplayer.

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My 2 cent is to start getting familiar with event dispatcher and have the widget to just read.

vestal dragon
frosty heron
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Condolences but all the best

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@vestal dragon https://youtu.be/y4fE2JdFdvY?si=6jITCmu0pttEURAC

I would personally recommend this channel.

The Mediator Pattern:
Software Design Patterns are like a guide on how to write good code, whether you're using Blueprints or C++, knowing good software practices is a MUST!

This video goes over the mediator pattern to build a "Combat manager" to coordinate actions between multiple enemies and the player.
We will also be combining the mediator ...

▶ Play video
lofty rapids
vestal dragon
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nvm

faint pasture
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or just have a cone mesh and use it, depends on what you're actually after

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Consider the small circles as the origins of the trace and the object. If you need this hit to be detected then you'll need an actual cone collider

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If you're ok with that being a miss but this being a hit then dot product filtering will work for you

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basically the dot product approach can tell you if the origin of a thing is in the cone, not if any tiny piece of it is.

vestal dragon
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still just wanting to mainly fix thatg

faint pasture
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It's the same idea

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the UI should care about the things in the game world, the things in the game world shouldn't care or know about the UI at all

vestal dragon
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oh

faint pasture
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Instead of:
"Pawn tells UI to update the display for health"
it should be:
"Pawn broadcasts to whoever cares (dispatcher) that its health has changed, they can do whatever they want with that information"

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that way pawn doesn't need to know or care if it has a hp bar, it just says "hey my health changed whoever is listening" and goes about its day

vestal dragon
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well i got that code from a forum

odd compass
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Does anyone know of a way to get the collision response that was triggered when a collision component is overlapped?

vestal dragon
faint pasture
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nothing is casting here

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cast is not an action verb

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it's not a "send"

vestal dragon
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i mean the ui should get info and not bp

faint pasture
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yes

vestal dragon
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ok

faint pasture
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I mean the dispatcher can be sending info but the important thing is that it doesn't know or care who's listening

vestal dragon
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how would i do that?

faint pasture
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you can add parameters to a dispatcher

vestal dragon
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bc its supposed to updat when a player presses the button

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it would show cash

faint pasture
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you want "press button, widget shows how much cash you have"?

vestal dragon
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no

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its a vr thing it shows the cash you have when you press it

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whitch is the point of an interact box

faint pasture
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In CashDisplayingThingy:

Interact -> get InteractingPawn.Cash -> update display

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make sure the thing getting interacted with knows who's doing the interacting so it can pull info from them

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who being the pawn or playerstate or whatever

faint pasture
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ok so it sounds like you have what you need

muted gorge
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is it possible to record every frame with any camera, it gonna be a item, as a hand recorder. (im gonna sleep, i can check 10hrs later)

faint pasture
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You could do some stuff with video encoding etc

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it's much easier to record the data used to draw that frame (objects and motions), that's WAAAAY less data than the video

celest trench
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Does anyone know if it's possible to attach GPU spawned meshes to still rotate with a CPU mesh? Trying to have GPU only ISMs spin on the planet they spawn on
I noticed that if I spawn the GPU mesh it doesn't attach to the parent actor in the same way that spawning a CPU mesh does

vestal dragon
faint pasture
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print it on tick

vestal dragon
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i cant find what is wrong idk

fleet prism
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Hello, I was following a tutorial to the T and I'm not getting the same result any help? The tutorial in question is "Unreal Engine - Grab - Move - Throw and rotate objects tutorial" by Qworco - Unreal Engine. By the 11 min mark he finishes the basic set up and Is able to move the cube around I am not sure what is going on did I mess something up or dose it just not work I did everything he did. Is anyone able to see what is going wrong and why its not working as intended. I've attached a short clip showing all my blueprints

tiny tundra
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My fbx came in super-small and I want to change the scale. I figured I could just change this number but nothing happens. I tried hitting Reload after and still no change, what am I missing?

graceful sage
fleet prism
graceful sage
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Been awhile since messed with physics handle

agile loom
fleet prism
tawny hedge
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fighting hard with a Fill & Spill inventory mechanic, any recommendations for a tutorial or some info for best practices? I wanna avoid duping and stuff like that

fleet prism
graceful sage
graceful sage
graceful sage
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Ok so does implement interface you need to select the interface

fleet prism
graceful sage
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Im on mobile and you posted a video or else I'd post the screenshot

fleet prism
graceful sage
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Np

fleet prism
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I'm a visual learner so it can be a bit hard sometimes

crude hearth
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what's the best way to have settings in UE

like i want each settings to have a description a type and a name and i want to be able to save it and also cast to it and check it in runtime

surreal peak
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I think Lyra has a GameSettings plugin that offers most of what you want

crude hearth
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so i need to download it and copy the files?

astral summit
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Guys, I have two arrays. One contains actors, and the other contains the integer points of each actor. The two arrays are identical in index. I used a sort node to sort the integer array in ascending order. Now I need to make the actors' index the same as the integer array. How do I do this? Is there a simple solution?

dusky hemlock
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Why don't you use a map?

astral summit
dusky hemlock
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why do you need to sort it?

astral summit
dusky hemlock
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you could just manually sort them instead of using the sort function so you can swap both indeces with one operation

tame pecan
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Have I been dreaming when I've seen you can change the class of a component in a child class like in C++ FObjectInitializer::Get().SetDefaultSubobjectClass<MyCustomComponent>("ComponentNameToOverride")

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but in the BP menu

dark drum
frosty heron
lofty rapids
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probably a custom sort node would be better

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where you can sort by value and it sorts the keys

errant prism
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Hey, are there any people in the community that work with vehicle integrations, mainly the vehicle template from unreal ? Hope I got the correct chat category to ask 😄

astral summit
astral summit
frosty heron
dusky hemlock
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you didn't read the original message

frosty heron
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You dont sort map though because index is irrelevant

frosty heron
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If you need the index then dont use map.

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W.e the use case is.

astral summit
# frosty heron Array

I have two arrays. I want to sort the points in ascending order, and sort the players with the same point index

frosty heron
astral summit
frosty heron
lofty rapids
frosty heron
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When your sort condition is met, store temp value to swap the index.

lofty rapids
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and is there is a sort in Blueprint ?

little agate
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i would just create another array of int and sort it, assuming the array content is the array index of both array

lofty rapids
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must be custom ? or did they add it inew version ?

astral summit
frosty heron
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Sort your self manually, create a new array / temp array as the sort happend.

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Look up bubble sort if you need starting point.

lofty rapids
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custom sort would be best you can sort both arrays at once

astral summit
lofty rapids
little agate
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just make a struct and merge the data into single array god damnt

astral summit
dark drum
astral summit
little agate
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bubble sort

astral summit
lofty rapids
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copy that and make it custom to your own needs

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but like mentioned instead of two arrays, an array of structs would better

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so you only have to sort one array

astral summit
lofty rapids
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make a BFL, called tools that you can migrate to your projects

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it's pretty simple, no copy/paste

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sorting wasn't even built in untill recently

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you had to use c++ or a custom sort function anyway

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but a function that you pass the two arrays, sort the numbers, and alter both arrays as long as the indexes match up would work

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or even a manager actor with functions on it is ok, but the bfl is nice imo

lofty rapids
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so instead of making a sort function, you just alter the data a bit

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either way its some code and isn't that simple

little agate
muted gorge
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sorry for latency, i was sleeping

lofty rapids
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you want to "record" every frame ?

muted gorge
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capture

meager spade
little agate
meager spade
little agate
sand shore
meager spade
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I've never bothered trying to sort stuff in BP, that was the reason I started doing stuff in cpp to begin with

lofty rapids
sand shore
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I hadn’t seen anything about them

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So they must be new(ish))

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Aside from like Sort Ints or Floats

meager spade
little agate
tawny shore
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Hey! I'm facing a problem. I made a Main menu widget,everything works fine,except the Play button. When i press on it,the level doesnt load. Here's some screenshots about the level blueprint and Play button graph

lofty rapids
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put a print string at the begin, does it say hello when you press the button ?

tawny shore
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when i press play in the editor,i can switch between the main menu,settings,credits,etc.. Only the play doesnt work

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idk

lofty rapids
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so debuggin is something that really helps narrow down the problem

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and the first thing i would do is check if the play event is firing off

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basically when you have a system that has many parts, you need to narrow down which part is the problem

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another thing is i'm not sure the code after load level will do anything if it works properly

tawny shore
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ima check again at the main menu graph,maybe the level bp has something

loud tree
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Well one thing I notice, probably isnt THE problem, but you're not actually focusing on the widget you're creating.

tawny shore
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So i got it 😄 The default map was the "Untitled map",and in the Open level i wanted to open the same level,so thats why it wasnt doing anything

muted gorge
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my tab key input action (it is input action) does not work on client, but it works on standalone and listen server

dusky crane
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Is there a way for me to check from which graph a specific function got called when using breakpoints? i have a function which gets called 8 times instead of just 1 and i dont know what could be causing it 😅

muted gorge
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use blueprint debugger

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window bar > Debug > blueprint debugger

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and then call stack

dusky crane
muted gorge
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no probleem

sonic spruce
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i need some help with blueprints, its not making sense to me. Does anyone know why this works

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but this doesnt

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like it prints the on / off strings, but doesnt actually deactivate the PortalCamera

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Whereas in Event begin play it works just as expected

lofty rapids
sonic spruce
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just fails silently

lofty rapids
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the worst kind of fail lol

lofty rapids
lofty rapids
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atleast to match your original code

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you didn't clear when you set active in the begin play

sonic spruce
sonic spruce
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if i turn the portals on, framerates drops from 60 to 30, the clear is only there to visualize if a portal is on or off ^^

lofty rapids
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yes render target is tough on fps

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do you need it live ?

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i see so your trying to turn them on when you overlap

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so they are not always on

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makes sense

dusky cobalt
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Try to print on tick if it’s enabled or disabled. Also this actor overlap you didn’t specify what thing should overlap it or stop overlap so anything can be triggering it. Grab from other actor and check tag or anything if it matches, then turn on and off. @sonic spruce

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It means that even floor might cause overlap or not overlap and it’s just getting confused maybe ?

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 causing the healthbar to appear distorted in the HUD. The parent maerial is set to UI and no textures are used

sonic spruce
lofty rapids
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but your saying the settings work, but they are just not working correctly ?

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what does the material look like ?

icy jacinth
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The material is pretty identical, with the exception of the shear applied in the widget. adjusting the parameters in the material show everything working as intended, but when I try to adjust the parameters from the widget (the blueprint in the original message), it causes the distortion with the segmentation 🤔

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(I should say, I can't figure out quite how to adjust the parameters in the first place - but trying to create or get the Dynamic Material Instance for the image causes the distortion. I'm not sure if not being able to change the parameters is related or separate)

astral wyvern
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Hey I'm trying to animate a widget in an out the screen, but the size of that widget can change. So right now, sometimes part of it remains on screen, takes longer to get to screen, etc. I tried relative transform animation but it's not working. Any ideas?

vestal dragon
violet bison
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how to make sound cues fade out?

surreal peak
lofty rapids
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this way you have a reference

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then you set the material to that instance

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and use the variable to change the parameters

icy jacinth
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Ahh, I think the 'create dynamic texture' is what I was missing. I'll give that a shot once I can - thanks as always for the help, engage!

lofty rapids
shell lance
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hi guys, just came across this video, and it left me confused. Should delay nodes be avoided? Should we always use timers in production code?
https://www.youtube.com/watch?v=KUYRBPagAY8&list=WL&index=10&t=44s&ab_channel=DoppelgangerStudios

sand shore
dire trench
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Less control, you cannot end a delay the way you can end a timer

sand shore
shell lance
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but in a lot of cases there doesn't seem to be any disadvantage of using delay?

sand shore
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A strict rule you follow 100% of the time will likely mean you spend an excess of time working around your choice

shell lance
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I mostly use C++ and we have to use timers there, but I guess delays are fine for simple logic in blueprints?

sand shore
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I see delays in production quite a lot

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I also convert delays into event driven patterns sometimes

shell lance
leaden shale
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Hey everyone, I've been having an issue in which my assets, when switching, are snapping from the top instead of from it's position. This has only been happening since I've updated to 5.6. It was working fine in 5.5. Would anyone be able to help me on this?

dire trench
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I have absolutely no idea what happened in the above video either, I can confirm it did only happen by updating from ue5.5 to ue5.6 😅🙃 Set Skeletal Mesh seems to have a jump/spawns a bit above their actual lock points when set oddly. The skeletal mesh component is already attached to the character.

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No code or bp changes besides the update.

jagged moss
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Can anyone see what im doing wrong? the one with 8 works, the one with 4 does not. I have rebuilt this from scratch and even copied it but I cant get the one with 4 to work and i dont see what im doing wrong. Its suppose to find the highest forward vector and save it

maiden wadi
jagged moss
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ive been stuck on this for hours and i just cant figure it out, tried rebuilding it so many times, maybe there is something else causing the issue but im not sure what it could be

maiden wadi
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For a start you could debug draw your values near their arrows.

jagged moss
maiden wadi
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Not entirely sure what you mean here since a character is already kinematic. At least their capsule movement. But if you want it to be similar to the spectator, put it in flying mode.

jagged moss
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any thought on why forward vector is negative on one and positive on the other even tho both using the same arrow components?

edgy marsh
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I want to make car pawn into clients but car pawn's inputs are not working on the client working in only standalone how do i fix it?

maiden wadi
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For walking mode, no. You need gravity to walk, kind of a prerequisite. Flying mode will act identical to the spectator pawn though if that is what you're after.

faint pasture
maiden wadi
# edgy marsh I want to make car pawn into clients but car pawn's inputs are not working on th...

For a start, basically never use GetPlayerController in networking stuff. You always have contextual ways to get the correct controller related to what you're doing.

For example, look at your Event Possessed node, it has a Controller.

That node won't do what you want it to do though. If you look at it's tooltip it states it only runs on the server. "Event called when the Pawn is possessed by a Controller. Only called on the server (or in standalone) "

Override ReceiveControllerChanged instead, that has a NewController. You can use that to pass to your subsystem getter node.

vestal dragon
maiden wadi
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There should be a set movement mode function I think. I can't recall off hand. But you should be able to set it either by default or on beginplay.

faint pasture
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Not sure if that's hte best way to do it but it does the job

maiden wadi
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It'll work. Realistically you shouldn't need to apply these at runtime. Walking, Flying, Driving, Boat inputs are all separate and should be so that you can set them separately in the options menu. You can just apply all of the contexts at the start of the game and rely on possession to change the controls.

jagged moss
maiden wadi
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Yeah I dunno. :/ I was thinking the same thing when I wrote that, that it'd be hard to make the arrow face the wrong way.

edgy marsh
edgy marsh
# faint pasture

I want to possess the car pawn but Inputs started not working its only working in standalone

faint pasture
edgy marsh
faint pasture
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start at the input node and show the whole path

#

this multiplayer?

edgy marsh
faint pasture
# edgy marsh yes

so where's the bit where the client tells the server that it wants to do a possession?

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between your input and the possess call you need a run on server event somewhere

edgy marsh
faint pasture
edgy marsh
faint pasture
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the client has to tell the server it wants to possess something

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and you don't need to pass over the controller, just use the pawns controller on the serverside, not get player controller 0

edgy marsh
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instead of player 0

faint pasture
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sure

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because player 0 on the server might not be you

edgy marsh
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still not working though

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like this

faint pasture
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just pass a ref to the pawn you want to possess over

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and it should be called ServerPossessCar, you are telling the server you want to possess the car

nova imp
#

I have a question that mixes a bit of Blueprints & Materials I posted it in both channels (hope that's ok)
I'm trying to make a material that can give me an outline that adjusts to the "tiles" as a group outlining the whole shape when multiple pieces are put together. (the red lines are the actual planes & the blue lines are the material effect). The screenshot is a prototype of the system I got to work but it requires having around 16 material instances with 3 or 4 layers on each and a lot of selects or branches. I just don't want to believe that this is the only way to do this. (not an expert on materials so maybe I'm missing something). I've thought about using a more modular approach with just one material and way to many lerp nodes but I worry that it'll be too heavy as to my knowledge unlike static switches lerps still have to "load" the nodes that won't be visible. Any help is appreciated thanks in advance 😅

rose citrus
#

Can I only set variables from the AnimBP on Update Animation? On the Enemy BP, I get the Anim Instance, cast and set a reference to the AnimBP, then on Death Event, I get AnimBP ref and set isDead. The variable doesn't change in the AnimBP.

#

Usually I just use the Enemy/player References from their AnimBP to set variables, but was trying to see if I can set it from the enemy/player BP instead so it's not setting the variables every tick

maiden wadi
# nova imp I have a question that mixes a bit of Blueprints & Materials I posted it in both...

To start, lerps are fine depending on where you use them. Using a lerp at the start of two very huge diversions of shaders with several hundreds of instructions on both sides is not so great.

And to be clear, there's no loading here. It's on the GPU, everything is loaded, it's simply processing those shaders each frame.

But to get the blue outline, I'd probably default to something like the post process outline stuff. Create a mask out of your meshes by marking them with a custom depth stencil value that you can read in the post process.

nova imp
kind willow
#

I'm trying to create a point&click game and use 2 widget buttons to rotate the camera. When button is hovered over, camera rotates, but the issue is that the buttons also consume mouse clicks, meaning that objects in the rotation zones cannot be clicked (See 2nd image, where the trace hits just stop on the sides)
Is there any way to make the buttons pass the clicks trough?

#

I guess I could use images instead of buttons, but then the logic of "is hovered" would have to run per tick

lofty rapids
#

this way you don't even need the widget

kind willow
lofty rapids
#

ya usually you get the screen into a -1 to 1 or 0 to 1 range

kind willow
#

For some reason get cursor position and get viewport resolution would give me 2 different values

lofty rapids
#

i have not done that yet in unreal tbh

kind willow
kind willow
lofty rapids
#

the viewport one, and the other one ?

kind willow
#

I also used this, but as I said, the value shown by get mouse position and get viewport size are calculated completly differently and seemingly not compatible

#

I cannot determinate the centre of the screen

faint pasture
kind willow
lofty rapids
#

center of the screen should 0.5,0.5

kind willow
#

0,5 would be like half a pixel from the left

#

Usually I'd divide the mouse locatrion by screen width to get a dot product, but the screen resolution and mouse position numbers are completly different

idle crescent
#

Has anyone tested at what instance count removing instances stalls?

lofty rapids
#

this way always 0.5 is center

kind willow
lofty rapids
#

this gives you 0 to 1

kind willow
lofty rapids
#

left to right

#

no matter the size of the viewport

#

so 0.5 is always center

#

i use zero to one a lot in unreal lol

#

but there is also -1 to 1

#

so zero is center

kind willow
# lofty rapids

Huh, not sure what I did wrong before, but yeah, this works. Maybe I multiplied the wrong thing?
If I can't figure out the button thing, I'll use that instead. Thanks 👍

lofty rapids
#

just say if you greater then 0.8 your on the right, or less then 0.2 your on the left

#

or whatever numbers make sense

#

this is easy just flip some booleans

kind willow
#

Yeah, I can take it from here, I just didn't know how to get the value right I guess

atomic solstice
#

Is this bad practice?
I have a simple button BP that triggers stuff when I click on it, but I also wanted to press G to trigger it.
Aren't I supposed to put Keyboard event stuff like this into the PlayerCharacter BP's or is it ok to put inside the button BP?

maiden wadi
#

Really requires context of the game type. What is clicking on it? Are we an FPS/TPS game pointing the camera at it? side scroller with character standing on it? etc.

atomic solstice
#

Initial button press requires me to look at the button but I don't want the G key to have to "click" on anything.
I just got tired of constantly running over to the button to trigger it during runtime. I guess its just for testing purposes? Was curious if I'm comitting some cardinal sin for BP's 😅

#

@maiden wadi

maiden wadi
# atomic solstice Initial button press requires me to look at the button but I don't want the G ke...

If it's just for testing, it's kind of whatever. 🤷‍♂️ But for future reference, it may be easier to trigger it from console. Makes it easier than setting up inputs on things.

If you have an object with say a custom event named MySuperCoolCustomEvent, you can trigger that on all instances by doing "ke * MySuperCoolCustomEvent", ke standing for Kismet Event, the * is for all instances. You can put the exact name in there too if you only want one instance and you know it's object name.

icy gust
#

Anyone know why pressing E isnt working here? It works fine with the same function in a seperate blueprint but it doesn't fire at all in this one. Both have the same input and modifier settings

#

this is the exact same setup in a separate blue print that works fine

#

the overlapping works, its just the E press does nothing

sick sky
#

where is the working and not working BP event node placed ?

icy gust
#

Nvm I fixed it and it was super simple, I just had to enable the input for this one for some reason

#

I'm not sure why the other one works without that though

dusty cave
#

So I've been doing some testing lately, and found a way to get similar results to multicast, but without replication nor calling server events.
I do this by binding Event dispatchers from Data Assets onto regular events triggered by the player.
Apparently, data assets work similar to the gamemode, by letting the player get server-level clearance.
Is this useful, or should I stop this tanget of research?

rustic sundial
#

is there a node for assigning a tag to an actor or component?

#

I want to be able to spawn a mesh into the world during runtime and give that mesh a random tag with each spawn. How can I achieve this??

next hollow
#

Get the tags array, and add to it.

onyx tapir
rustic sundial
#

Are you talking about the gameplay tags or are you saying I need to make my own tags array

onyx tapir
#

It's an array of names that all static meshes come w/ same as actors, no need to create your own.

atomic hollow
# icy gust

you will need to enable the input for the actor to get it.
it is in class defaults, search receive input or something same.

fleet prism
#

Is anyone able to let me know why this is not working properly? The goal is to have the door open when you put the box in the hole and when you take it out the door will close. and this works my problem is when the cube is sitting in the hole instead of the door staying open it will constantly open and close. So how do I make it so it stays open when the cube is in the hole?

atomic hollow
# fleet prism Is anyone able to let me know why this is not working properly? The goal is to h...

the two events for overlapping can be triggered multiple times very fast and is not suitable for this situation
Find distance between the overlapbox position and the box position that need to be placed in the hole and check on tick every 3 to 5 times per second depends on your situation. And see if the distance between them is nearly some threshold the door will be opened else the door will be closed.

foggy otter
#

any idea why this instantly crashes the editor every time? for context, im doing listen server multiplayer. this gets run on all computes. tho running with only 1 player crashes too. are these guards somehow not enough? the material itself is fine, manually adding it to the camera works no problem. im on 5.5.4

zenith egret
#

Hi, I am experimenting with the new gameplay camera system. I am facing an issue with the Rotation Offset. Whenever I set the x, for example, to 1, the value keeps on accumulating leading to wrong behavior and the camera ends up in a weird pose.

I tried different offset spaces but they all behave in a wrong way ..

appreciate the help, thank you

dusky cobalt
#

is the hole a box?

maiden wadi
# dusty cave So I've been doing some testing lately, and found a way to get similar results t...

I'm unsure how your test was set up, but this won't work normally. I'm assuming that you're testing in PIE? If so, I assume that you're getting a broadcast off of the static asset. Your data asset is application global. It's similar to a static mesh asset, you don't want to load it twice just to display it in two different PIE instances. Similarly with data assets that are meant to house unchanging static data, there's no reason to load them twice so you get the same asset in both pie instances.

I'm assuming that you bound a dispatcher to this on both pie players somehow and made one broadcast, which ran events for both pie instances for this reason. As a point of test for this, you can see the callbacks even if you're in a non networked pie test in two separate standalone instances.

In a real situation there is one single class that can determine networking and that is Actors. You have to have an actor channel to communicate with the same actor channel on another machine. ActorComponents and other similar subobjects all use their owning actor's channel to do their networking. Data assets have no owning actor and no context to do networking.

maiden wadi
frosty heron
dark drum
frosty heron
#

They dont but what he is doing has nothing to do with replication or rpc

#

He just bind the event on all machine and they get called when it get called.

This is the same as like having an overlap event in an actor and thinking theres some sort of multicast or rpc happening.

visual crest
#

I need some help with gimbal lock. I am rotating accessories via UI. Any time Y is around -90 or 90 X and Z do the exact same thing as each other

maiden wadi
#

Manually recreate the rotator.

#

Like... You're at 0 yaw, 0 roll and 89 pitch. If you add 2 to pitch, recreate this by flipping yaw and roll. Move them to 180 and 180 and then set pitch to -1.

visual crest
kind willow
#

How do I get the skeleton object reference from an animation asset?

maiden wadi
# visual crest Ok how do I do that in nodes?

Editor isn't open so can't do it. But the simplest way would be a function library. Make a function that takes in a Start and Delta rotator. Normalize them. Createa new local variable called EndRotation. Add each axis of both rotators together and set them in this EndRotation. Then do branch checks to see if the pitch is > 90 or <-90. If so invert EndRotation's Yaw and Roll by adding 180 to it. Normalize them again and return.

visual crest
#

or delat be get transform rotation + slider value? If its current were would I update my current rotation Variable?

maiden wadi
#

Start is the current rotation of the object. Delta is how much you want to rotate it by, so the slider value

visual crest
#

thanks

cedar remnant
#

Good morning! I have a general BP question centered around how the engine executes BP nodes.

In the pictured example, Do rows 1, 2, 3, and 4 execute on different frames? Or do they all execute on the same frame?

maiden wadi
#

So this is all execution blocking. Has to happen in order.

cedar remnant
maiden wadi
#

I'm not sure how best to explain this. Are you more familiar with any written languages?

cedar remnant
#

As long as the node isn’t Async I’m good?

#

I’ve written a good amount of C++ in Unreal though some of the technical terms of scripting language might be foreign

#

Calling events is just like calling different functions in C++ no?

tight pollen
#

I have fps drops, I don't know why, I didn't have this before, I don't know if the editor started to malfunction or what

#

wait for task

maiden wadi
#

I put your macro in an if statement because I wasn't sure of it's internals, but it looks like a stopper, so similar to a check.

#

But your code in BP there would run the same as if you wrote it like this in C++.

#

the exception migh tbe that macro. I'm not sure what you're doing inside of it.

maiden wadi
# tight pollen

This at least looks like editor stuff. If you're profiling game stuff I would advise doing it in Standalone at least. Cooked is better. In editor you get a lot of false data you have to sift through like slate time being really high. If you're profiling the editor on purpose, hard to say with just slow paint path. Need more data in the profile to know what widget is causing that paint function.

cedar remnant
floral stump
#

this blueprint was compiled originally in 4.26 and it gives this error in 5.4

#

but if I recall a fresh Set Text from the return value it fixes the issue

surreal peak
thorny kestrel
#

Is it possible to connect input value from different event/exec results?

In the picture, the above and below logic are the same (begin/end overlap)

But I cant connect the other actor to the above logic, I have to copy and paste the whole thing down.

Any methods in solving this?

full badge
#

then just use the variable

thorny kestrel
full badge
#

im also annoyed by this
another solution is to create an event and pass the variables as input
then just call the event

thorny kestrel
full badge
#

as long as it has no return value it can take multiple input

#

you can do the same thing with your own actors/components

#

you can also directly pass an array of that object

tight pollen
#

In Anim BP

#

how can i fix it?

jagged moss
#

Why isnt there just a checkbox if pressing enter is gonna commit or not? do i really need tons of functions to make it work?

maiden wadi
jagged moss
# maiden wadi Need more context. What is your issue here?

when using a text with multiple lines in a widget it consumes the Enter key and makes a new line when trying to press enter to send.
I swapped it with a normal edit box and it works now, but i could not get it to work with the Multi-line Editable text

crude hearth
sick sky
crude hearth
#

OMG Thanks

spark steppe
#

or use a chooser table

tranquil path
#

Hey, I have a question. I’m working on a Hearthstone-like game, but in 3D, with cards as 3D models. Right now, I just want to animate them with some simple translation, scaling, and rotation.
However, in my project, a single card is made up of multiple skeletal meshes assembled to look like a real card (for now, they all only have a root bone).
I’d like to know how to create these animations and how to play a single montage that would apply to all skeletal meshes at once for example, if I want to shake the entire assembly and store that in one montage.

tacit kayak
tranquil path
tacit kayak
unkempt plover
#

Hi I have a question, I have a really big world, and in that world I have some animals. It looks something like this from above. I have created some places where some random animals exist for example this one...

But on runtime I want the player to be able to take one of these animals, like think for example of a horse. Take this horse by the lease and move it somewhere else in the map. So I want to move that nav mesh box somewhere else in runtime. aka recreate it, this will be the box which the horse will move around in... So the animal NPC will not be able to move too much, but only move within a short box or sphere radius.

#

I tried to look this up on youtube, but I was able to find something like this.. https://www.youtube.com/watch?v=YAStYjqSVzA&t=307s&ab_channel=GamingDev2020

Use the Fully Dynamic NavMesh and apply Navigation Invokers to it.

Need to optimize your Dynamic NavMesh? Check out this video:
https://youtu.be/II5agHlxUe4

Check out the other video for Dynamic NavMesh with Nav Modifiers!
https://youtu.be/0AQzDuRtZnM

Follow along:
00:19 - Setting Up The Dynamic NavMesh
01:17 - See How The Dynamic NavMesh Wor...

▶ Play video
#

Dynamic Navmesh and navigation invokers. I also tried reading a bit into the documentation of "Modifying the Navigation Mesh" at dev.epicgames.com but It didn't have anything related to moving nav-mesh in via blueprint in runtime

maiden wadi
#

I'm not sure I'd rely on Nav areas for this so much. Usually it's best to do these kind of restraints in your actual AI code. Your navigation mesh stuff should be kept stupid simple because it's fragile enough as is. It costs a ton of frametime to update sometimes and the more you can avoid that the better off you are.

unkempt plover
maiden wadi
#

Yeah, not sure there. I know some open world stuff uses nav invokers on the aI themselves. How they manage complex pathing I'm not entirely sure because I fought that in some of our bigger maps in an RTS. Wanted to get rid of the huge navmesh volume around the level but couldn't really come up with a way to use invokers well.

#

Realistically I don't think that the navmesh around the level would be an issue for us with a static level. But our maps are 100% generated. So it's a chunk of time at load after the map is generated that we can't just cook with the map. 🤷‍♂️

unkempt plover
# maiden wadi Realistically I don't think that the navmesh around the level would be an issue ...

https://youtu.be/9LiqhyYdpks

I found something better

In this video we’re going to optimise the navigation and pathfinding in our games using navigation invokers and nav mesh bounds volume! This means the AI can only move within a certain radius around the player, outside that radius they will remain still.


🔗Resources

...

▶ Play video
#

but this is for AI pathfinding to the player. I tried to do the same thing only this time instead of giving the player this component. I gave it to my NPC. But still doesn't work as intended. It didn't change the nav mesh.

I used the command: ShowFlag.Navigation = 1 to debug it

#

I also changed the following settings in project settings

#

I guess this isn't really made for passive NPCs but for hunter ones that chase you

odd compass
#

Hello, does anyone know a way to fix the Project World Location To Widget Position node, my issue is that when an actor is barely off screen the node will project the widget in a 3d Space rather than a 2D space, and when the player is facing far enough away (for instance, facing the complete opposite way of the actor) the node will fail and project the UI at (0,0) in a 2D space. I have some pictures of in-game and of my blueprints

visual crest
thin acorn
#

If I teleport my character high into the sky and let them fall, they clip into the Landscape at the ground and keep falling while being stuck in the ground.
The character is the basic FirstPerson one provided by UE5

#

I think the issue is with how I'm teleporting the player

#

This works, no idea what the differences are

visual crest
#

I need some help with gimbal lock. I am rotating accessories via UI. Any time Y is around -90 or 90 X and Z do the exact same thing as each other. Authear tould me what to do but I flubed it up some where and I am not sure how to fix it.

#

Any help would be awsome. This whole gimbal lock problem thing I just can't wrap my mind around it at all... I just don't get why X is not all ways X and why and Z can become X.

maiden wadi
visual crest
#

What do you mean manualy normalize pitch?

maiden wadi
#

Basically if you have a pitch that is 93 make it 87. If it's -93 make it -87. If it's 120 make it 60. Etc.

#

Actually that might not help either. 🤔

visual crest
#

If I did that then items will not be able to be in certain positions and 90* angles usaly look the best

maiden wadi
#

I'm not sure you can solve it entirely without saving pitch as it's own thing fully outside of the component's current rotation.

versed sun
#

I took an easy route and clamped it -89.9 to 89.9

maiden wadi
#

Cause the issue is, you set pitch over 90 from like 10 degrees over 85 to 95. You normalize that to 85 and flip roll and yaw. But now what happens when you need to up pitch again. You get gimbal lock by going up again.

Some weather systems save the rotation as a whole 0-360 value and just set it directly.

versed sun
#

can you change your < and > to 89.9

visual crest
#

I can but what good is that?

#

I changed it it did nothing....

maiden wadi
#

This is a showcase for using the current rotation to add vs saving a persistent rotator and adding to that and using it to set current.

visual crest
#

so just get current and add?

maiden wadi
#

No, that'll get stuck. That's what red is doing.

#

Blue is just a rotator variable that gets it's pitch added to. Sec. I can show this a little better.

#

Look at the blue numbers for P. Bottom is the rotator, top blue is the current rotation of the arrow. Note that the rotator's P just keeps getting added to.

visual crest
#

I see

#

So sliders might not be the best thing here then?

maiden wadi
#

Sliders are fine. In fact if you're using sliders you could set their values directly from the slider and it'd avoid issues.

visual crest
#

I have been using slider and still having gimbal lock problems

maiden wadi
#

Your pitch slider is set between -90 to 90?

#

I assume you're talking about a literal USlider in a widget.

visual crest
#

Yes and I have -180 min 180 max I have also tried 0 min and 360 max

maiden wadi
#

Test this. Set the component's RelativeRotation directly from the slider values. Yaw and Roll should be -180 to 180 and pitch from -90 to 90

visual crest
#

It kinda works but you really have to fidle with it to get the rotation you want and X and Z are still constantly getting mirrored

#

I checked with AI and Chat gpt says i should use Quaternions instead of Euler like I currently am but I have no clue how to do that and its instructions are extremely confusing.

maiden wadi
#

You can't do that in BP. And it doesn't so much apply here. Realistically you won't get much better than setting the relative rotation from your slider values. Quats are for things like flight rotations or spacewalk rotations kind of thing.

#

I'm not fully sure what your issue is with the mirroring and such.

#

Maybe if you were using a gimbal wheel thing. Like the rotation tool in engine, quats might help. 🤷‍♂️ But for sliders for each angle, not so much.

heady burrow
#

question, is there a way to have a second tick node? I want to encapsulate the workflow of my RTS piece creation block

#

so for example, if I want to move the soon to be ghosted piece actor, I have to put that in the tick execution line

#

no idea how to do it differently

#

ideas welcome

maiden wadi
#

A Second node, no. You need to either make two functions called in order, or do sequence nodes.

heady burrow
#

bleh

mental rampart
#

when you "blend" between two cameras, does that mean the view itself blends from one location to another?

#

or is it "blend" in the video editing sense

lunar sleet
mental rampart
#

a smooth transition between locations or like a windows movie maker blend

lunar sleet
#

It will move a ghost camera between camera a and camera b yes

mental rampart
#

ah ok

#

thankyou

#

So i have a camera facing down on a car, but when the car flips over, the camera flips over too and goes through the floor (because of the way its rotated) how would I make it so the camera is always in the top-down position no matter what the car is doing?

#

bit of a loaded question but hopefully someone has an answer

maiden wadi
#

Is the camera always supposed to be facing down?

#

Like typical top down camera following what you're controlling?

mental rampart
#

it's a generic chase camera for a car. i guess by "top down" i mean it's angled downwards like any car game has

#

my bad, probably should use better wording

lunar sleet
#

But if that doesn’t work maybe have the camera a separate actor and change its location on tick to match the car’s location (offset for your camera angle) but not its rotation

dusky cobalt
#

Did you put the camera into same blueprint as car like it’s your main character that you follow ?

mental rampart
dusky cobalt
# mental rampart yep. it's the same bp as the car.

yeah so it follows something it's attached to, like it's relative location will be to whatever it is attached to, if you want to have camera that is separate from anything and is like in top-down games then create pawn that you posses and put camera on it, you can make a toogle that you click space and it will follow the car or unlock from it as well if you want

lofty rapids
surreal peak
#

Or use the PlayerCameraManager to just return the camera location and rotation you want.

trim matrix
#

Good morning, I'm creating a dual wield mod for the game Oblivion Remastered and I'm having some issues with I believe the blueprint logic or animation blueprint?When I get ingame and press my desired key to switch to my animation BP nothing happens. Still only unsheathes 1 blade so not showing my dual swords either. I know I haven't setup hitboxes and have only got the logic for the right and left attack put down for now, I want to make sure I can get the swords showing ingame and that I can get even 1 animation to play before creating the rest. I also am assuming that I have the parent classes for my animation blueprint or my logic blueprint incorrect. I'm baby brand new to this stuff so I'm honestly not too too sure what I'm doing lol

lofty rapids
#

and it's when you press k

lofty rapids
trim matrix
# lofty rapids any errors ?

Not that I can immediately tell, the game doesn't crash and Im able to successfully do the console command to add the mod to the game and load it it's just doing nothing when I press k

lofty rapids
#

can you print messages in the game ?

#

put a breakpoint on the set anim instance

#

does it hit when you press K ?

#

idk about modding, but normally you can print string when you press K

#

this way you can see if the key is registering

#

which it should be, but with debugging you should confirm things not assume

trim matrix
#

I see, Ill setup the print string and see what happens. I appreciate your responses and help!

storm vigil
#

Do we need to async load (soft objects) animations sequence or montage in the weapon blueprint for weapon animations? or its footprints are too low to add another logic
Btw, im using semi procedural, so its mostly the idle and reload animations leftr

maiden wadi
mental rampart
#

How do I possess an external camera that is seperate from the controlled pawn?

#

is it this?

maiden wadi
#

You don't possess it. But if the camera is on a separate actor from the pawn, you can SetViewTargetWithBlend on it.

analog heron
#

Hey I am getting this weird issue with opening a level in UE5. I've have a collision end level that simply opens a level by object ref if it's player. But for some reason it keeps trying to open that last level then the new one and flips back and forth. I've been stuck for ages on this and it makes no sense what is happening. Here's a video of the issue happening. I have tried the same method on a different project and it worked just fine. It's most likely a simply fix and I'm being a moron but I can't see why this is happening. Cheers for any help with this.

#

nevermind I was just being stupid

dusky cobalt
civic oar
#

I couldn't get this event feed on the bottom left of the screen to work entirely properly--it does update the first slot though, but the bottom three slots never update correctly. I created what is called a "structure," which I think is the equivalent of a container, which contains the text box itself and the text. So I iterate through the structures in the "Event Slots" array, update the text in that text box and store the previous value in the "Text To Move Down" variable. That's as far as it works, something happens after that which fills the other three event slots with empty text.

#

Here's where I construct everything:

maiden wadi
#

Check your Get node. It has a circular dark blue pin. Change that out for a Get(by ref) instead of Get(copy). It'll have a dark blue diamond pin.

trim matrix
dusky cobalt
#

Also preferably you should get to know Enhanced Input Mappings and use Input Context Mapping with Input Actions.

trim matrix
#

I was just looking into the enhanced input mappings in project settings I'll definitely give this a shot thank you very much!

dusky cobalt
#

Yeah, and mosty likely current issue is just that Input Mappings are not possible to be used from Character, their place is in PlayerController

#

and btw these that you are using are valid for debuging and just doing things quick

maiden wadi
#

You can use input mappings from a character?

civic oar
dusky cobalt
#

that is why these dont work

trim matrix
#

I just changed the parent class to player controller

maiden wadi
#

Input needs three things if you're using enhanced input.

trim matrix
#

Which makes sense controlling the player since im trying to do dual wield animations

dusky cobalt
maiden wadi
#

Your input mode needs to be set to Game or GameAndUI.

The pawn with the input needs to be possessed, our the input needs to be in your player controller, the level, or some other actor you have explicitly called EnableInput on.

You need to have the correct input mapping context applied with your input actions.

#

Past that, you can put input actions in any class mentioned in the second thing above and they'll work.

#

The input mode functions as a full "you can or cannot have game level inputs", the input context mappings function as a filter, and possession is just a special case for enabling input in the actor.

#

Does Oblivion Remastered use Enhanced Input or are they still using legacy controls?

#

There are some debug key inputs you can use that'll ignore the context mapping filters as long as the actor has input enabled to make sure that's not an issue.

trim matrix
#

Ohhhh I see I see, I know it was made in ue 5.3.2 so maybe enhanced? I wouldnt wanna assume im not too sure

#

I did try and change the setting to possess but that resulted in a crash Im hoping since I now have the correct parent class set I should see results or I hope so

maiden wadi
#

Likely enhanced input then unless they went to a lot of trouble to backport it. Which wouldn't make much sense.

quaint vortex
#

Hey. I have a question - i would like to set Expose on Spawn to Struct, but i don't have that option. Is it removed or i made something wrong?

maiden wadi
#

Or some NPC, etc.

maiden wadi
trim matrix
quaint vortex
maiden wadi
quaint vortex
maiden wadi
maiden wadi
trim matrix
quaint vortex
maiden wadi
#

Huh.. Neat. The gate for that is quite small.

#

Can you test creating a new BP struct and check if that shows?

#

What is in your item struct?

#

It's also worth the question of whether saving everything and restarting the editor fixes it?

quaint vortex
quaint vortex
quaint vortex
maiden wadi
#

I'm trying to recreate the issue. But from looking through code, I can't see a reason for that. It's worth a note that a lot of people start C++ for this reason. Blueprint structs are notoriously cursed for multiple reasons.

#

Yeah I can't cause it even purposely doing a circular dependency. 🤷‍♂️

quaint vortex
#

I recreated references by hand and works. Good that it's beginning of project and was only few to fix.

trim matrix
dusky cobalt
#

You need to create new class with a PlayerController as parent. Then in your level you settings (GameMode) you set that PlayerController as the one you want to be working. When you enter the level it will then use that PlayerController class. Inside it you can just add these Input Actions (keys) -> and then execute do x and do y.

These should also actually work from your Character.

Btw if you show what you have so far or what you are looking at it would be easier to probably help you. Also did you try to print anything and did it work or not?

trim matrix
#

My combat idle animation is playing when I get ingame but thats about it

dusky cobalt
#

add these nodes to your character

#

these are related to player controller so you will ahve to use GetPlayerController node first instead of self in my case

#

and same for ShowMouseCursor (it's also in PlayerController)

trim matrix
dusky cobalt
#

Let's figure out first if your inputs are working

trim matrix
#

It wont let me compile without a target

#

I also don't know how you got self to connect to player controller

dusky cobalt
#

you need to use GetPlayerController because you are not doing it in PlayerController

trim matrix
#

Sorry Im so new to this the ins and outs and all the logic gets overwhelming very quickly

dusky cobalt
#

Take it slow and try to understand small things first and basics. Yes, this is one part of making input beeing recognized. It's all about trying and trying. If it doesn't work still don't worry there might be something more that needs to be done.

#

Did you watch any like really basic tutorials to get a bit more info about UE or did you jump straight into it 😄

trim matrix
#

I always dive right into the wolves lol

#

I figured most of it wouldnt apply since im modding a game and not making my own

#

So I'd need to adhere to any kind of stuff Oblivion Remastered has already done or so I assume. I dont know anything lol

dusky cobalt
#

oh it's not gonna be easy to skip a lot of things without literally giving you step by step solution which you won't learn much from it

#

it's ok to ask questions, but I would start with check pinned messages, there is a blueprint introduction tutorial

#

then you can watch tutorial about Enhanced Input Mappings

#

this will already give you a lot

trim matrix
#

I appreciate it, I dont want to sit through a 2 hour video for input mappings but im sure i'll figure it out eventually

#

Thank you guys very much for helping me out and responding today!

dusky cobalt
trim matrix
dusky cobalt
#

is this Character spawned in the level?

#

this CosmicDual..

trim matrix
#

Ingame? Yeah I spawned the blueprintlogic

#

At least I think I have the right one spawned lol

dusky cobalt
#

can you check what did you put into level?

trim matrix
#

When I load p in game the combat idle animation from my stuff is playing and yes I will

#

Okay so I have no idea what I did differently but I made a test to copy to clipboard that K is pressed when I press K and it recognized that input!

dusky cobalt
trim matrix
#

But now my dude is in a tpose lol

#

And the actorr I spawned in is my dualwieldlogic blueprint

dusky cobalt
#

oh, instead of copy to clipoart search for Print node

#

and test, it's much easier to see

#

you can write there something and it will show in the left corner, so it's perfect for debuging things

#

also if it works the T pose is because of logic on Event Tick

#

put print on event tick so you can see what it does

trim matrix
#

Do devleopmental only nodes like that work in game? Or is that in level editor

#

I figured I couldnt test stuff in the level since it doesnt operate like oblivion re ingame does or I assume so

dusky cobalt
#

what do you mean? how are you testing it? are you packing the game?

maiden wadi
#

Development Only nodes work in editor and cooked builds that are not Shipping.

trim matrix
maiden wadi
#

You don't have a way to test mods in PIE? O.o

trim matrix
#

Im not sure what pie is but I just assumed the level wasn't the same environment as being ingame in Oblivion so things would behave differently

maiden wadi
#

PIE is the Play In Editor. Little quick test tool.

#

And 85% of things function same. There are caveats, but for input handling, spawning, messing with animations and such, it'll be 1:1

trim matrix
#

Oh shoot yeah that will eliminate the hassle of going back and forth

#

Thank you

trim matrix
#

I do be asusming things

dusky cobalt
#

also if you packaged with Shipping then you don't see Debug tools

#

all other modes allow you to see prints/debug tools

trim matrix
#

I am in development and Ill look up how to place my dude in the level and control him

#

Let me stop asusming and try

maiden wadi
#

I had to test our last project a lot in Standalone/Cooked. 🤮 Ugh, never again.

dusky cobalt
#

what was the reason why btw?

maiden wadi
#

Just some bad structure we never changed. Moving from lobby to combat game is seamless travel. And you can't test that in PIE.

dusky cobalt
#

ohh, yeah....

sharp harbor
#

Hello, good day, I added leg ik foot placement and stride warping to my character, but my character's feet are digging into the ground and I can't figure it out. How can I fix it?

trim matrix
# dusky cobalt Don't assume, just try

So small update, Inputs are being recognized but not playing my attack animations my combat idle animation plays but when I move its just my static combat idle pose rather than my attacks or walk animation

naive elm
#

Been editing a blueprint a lot. Now it started to randomly crash the engine when changing some variables in editor, how bad is this?

void jewel
#

What is the reason there is no possibility of using timelines in components? I see there's plugins for it and you can essentially recreate it yourself using timers etc. - but still curious why epic just didn't include this themselves? the fact that it's been so long makes me think there's some good reason to not use timelines in your components specifically?

dusky cobalt
naive elm
dusky cobalt
dusky cobalt
naive elm
#

just default vars that are defined in components that come with the engine

#

will change it, crash, reopen, change it again and it doesn't crash

#

totally random vars too

trim matrix
maiden wadi
#

Chances are you may need to install editor symbols to get a better crash report, but with luck maybe not.

naive elm
#

ill post it if it crashes again

civic oar
#

I.e. the Get node is now getting a reference and the dark blue dot is now a diamond

maiden wadi
#

Realistically. I would consider just saving an array of times. How you display it in UI is an issue for UI. And I say that because you have to separate gameplay and UI.

Your gameplay class should just say This is an array of times.

The UI can display n entries and fill as many as it can and display -- or whatever for non filled ones.

#

That is also to say, your UI should never store gameplay state either. So your times should go someplace more gameplay related. Either the playerstate, GameState, Car, some LapManager, etc.

civic oar
#

Yes, that happens elsewhhere in the VehiclePlayerController. The blueprint class im working within is the VehicleUI, the HUD

maiden wadi
#

The VehiclePlayerController has an array of your times?

civic oar
#

Yes, stored in a class called Lap

maiden wadi
#

Do you have any event dispatchers that run when a new lap or whatever is added/updated?

civic oar
#

The event dispatcher happens every time the driver hits a split, a checkpoint essentially.

#

So yes essentially

#

the event dispatcher just sends with it a split time, a string

#

But I could modify that if that's related to whats going wrong

maiden wadi
#

So your UI could bind to that and do an "UpdateDisplay" function whenever it's called and also at construct and just pull the active state of the laps and display them.

#

A single textblock could display what you have their currently as well.

civic oar
#

{Linebreak} in format text?

maiden wadi
#

In a single textblock? You just format it. You pick your lap times and just format each line in. Like...

civic oar
#

Got it

maiden wadi
#

If you want more complex displays, intro animations, etc. You should look into DynamicEntryBox for a dynamic setup where each line is it's own widget, etc. But this will be an okay start.

lofty rapids
#

because it's pure select runs both no matter what ?

maiden wadi
#

Ah, yeah probably. Branching it is. 🤷‍♂️

#

Unless you like log warnings. 😄

trim matrix
formal talon
#

I'm new to Unreal and want to make a tower defense game. Can you recommend any YouTubers?

maiden wadi
trim matrix
#

I was looking into animation montages

maiden wadi
#

The StateMachine is mostly for like.. General stats. CrouchIdle, Crouched, Walk, Run, RunWithWeapons, WalkWithWeapons. That sort of stuff.

#

And yeah, Anim Montages are what you'll use to play a slotted animation on top of your state machine so that they blend together.

#

AnimMontages are for like, attacks. Or like cheers. Gun shooting kickbacks, sword swings, clapping, etc.

#

Like you should be able to walk and do all three of those things, so you need your state machine moving the parts the montage doesn't override still and the montage does targetted animations on top of the state machine.

trim matrix
#

I did see that you'd add sections to make sure the attacks flow together

#

And unreal just knows when to stop the attack and stuff?

maiden wadi
#

It's based on the montage asset you create out of your attack animation.

#

I haven't personally gotten heavily enough into it to mess with like attack interruptions and such like if you swing and something happens halfway through like a parry, that kind of stuff. But I imagine it would essentially be stopping the active montage and playing another. But how you handle that kind of stuff is heavily dependent on your ability system. I'm not sure if Oblivion is using GAS or their own ability system, like what usually constitutes an "attack". These are usually wrapped inside of an ability that plays the montage and such.

trim matrix
#

It's been so challenging, fun, and rewarding diving into all this UE stuff

maiden wadi
#

It is certainly an experience. 😄 Sometimes great, sometimes terrible.

unkempt plover
#

I shrunk my blueprint nodes into as much of a packed space as possible so that I can capture this in one picture.

So what im making is a bird that will fly away when you approach it. On the begin play I've put a 40 second delay so that I can see it fly away. The problem is instead of them moving upwards (vertically) it moves horizontally

unkempt plover
#

ok so I made a mistake, as in I didn't notice that only these 2 parts of this code are being executed

#

Now it's gonna look something like this

#

it flies away smoother, but still it's not flying upwards

full badge
#

so it still acts like it's walking

unkempt plover
trim matrix
maiden wadi
#

Nice. 😄

full badge
#

if you don't need the bird to avoid obstacles you can just do add movement input

unkempt plover
keen sun
#

I want to work on realistic car drifting phyiscs but there isnt much content available on this topic can anyone help if they have any experience or their know any available resources that are helpful

dusky cobalt
#

Ok, this one is funny.

I have Actor with a BoxCollision that should affect NavigationMesh. I put it in the level, but the BoxCollision Extent first is set to size (1,1,1).
On Begin Play it should be updated to whatever size it should be (from data asset).

The problem is, it doesn't update the affected mesh?

The 2nd photo is after BeginPlay, you can see the square (it's the modified size, which is like 50,50,50), but the affected navigation mesh doesn't change.

What is funny is that If i put on begin play to Set Actor Location (same x,y) and Z +1, it will work. Do I really have to hack it that way for the nav mesh to register the new 'obstacle'?

unkempt plover
#

the green part generates on top of trees at the very top but not on the bottom of my flat landscape

#

could you explain again what the issue is with this problem you're having?

dusky cobalt
#

So as you can see on the first picture, there is a small red area. This small red area is caused by the CollisionBox (but it's so small you don't see it yet).

Then this Collision Box actually gets resized to 50,50,50 (yellow box in 2nd picture). This is the thing that should affect navigation, but it doesn't update the area (it should be bigger).

Finally on the 3rd photo I hack the system by Set Actor Location on begin play, which actually refreshes it and finally registers that this big box is affecting navigationm mesh and so now you see the area around is bigger as it suposed to be, kind of.

#

@unkempt plover

#

For your landscape, I have similiar problem I think, but i'm not s ure what was causing that. I created new level with new ladnscape and it started to work, You have to set it Used For Navigation that is for sure (but it doesn't help in my level that was bugged).

#

In the bugged level I also copied landscape from other project so it might be it.

dusky cobalt
#

did you also run Build Paths?

unkempt plover
#

if you copy paste they can have the same name and if you delete one it deletes both etc.

unkempt plover
dusky cobalt
unkempt plover
#

it generates like this

tight pollen
#

some ideas

#

reference also is ok

dusky cobalt
unkempt plover
dusky cobalt
unkempt plover
dusky cobalt
#

because it's dynamic for every actors based on data asset variable

#

like every actor will ahve different dimensions

#

measured in tiles... so one is 2x2 one is 1x1

#

and i'm updating it live, but without hacking it's not auto

unkempt plover
#

maybe trying this could also solve my problem

dusky cobalt
#

no, I just have to Set Actor Location to the literally same location 😄

unkempt plover
#

🤔

#

sounds very weird

dusky cobalt
#

ye it updates the Obstacle area..

#

like look this is if i hack it

#

and this if i dont

#

doesn't register the Obstacle area around it

#

but for your issue try to create new level and just put navmesh and click P

unkempt plover
unkempt plover
#

someone on reddit fixed it like this

dusky cobalt
#

he exported it from the fresh project

unkempt plover
#

so its likely that my global unreal engine nav mesh is broken

#

maybe I need to uninstall unreal engine and re-install it? Im not sure if that would fix it. I tried everything literally

dusky cobalt
#

i dont think so, because it works on the trrees instead of land basically

#

so it works, jsut has weird settings

#

maybe you need to modify agent radius or something

unkempt plover
#

maybe i need to download another unreal version

#

I need to exhaust all the possible causes

#

ok it works on a new level

#

ok now it works

#

that was just a weird engine bug

#

I had to open a new level and add a nav mesh there, so now it will work on your main level

crude hearth
#

what am i doing wrong i just want that my equip animation will take as long as the equip time of the weapon

dusky cobalt
narrow sentinel
#

bit of a stupid question here but how would I input sensitivity in this so the mouse vertical movement does or does not affect as much the movement

#

if that makes snse

lofty rapids
#

This is you speed of movement

narrow sentinel
#

so the it's instance editable but from what I can see it does work but only when it's between 0 to 0.2 ish

unkempt plover
#

question... I have a blend space here...

it goes from idle, to walk to hop.

#

but the problem is I never see my bird walking, it just slides and the animation is frozen
but the idle animation works when its not moving

full badge
#

should update navigation

dusky cobalt
lofty rapids
#

just hardcode the speed to test it

lucid ore
#

hey guys, I had a quick question. I am working on a vr project where the disc (checkered) is around the player. The idea is to make it rotate with the oculus left joystick controller. I must say I have no experience with vr and blueprints for interactivity but basically I want to have smooth rotation when the joystick is interacted with and stop in whatever position is was when the player stops interacting with it. I used gpt 5 and gemini 2.5 pro but they can only get me so far. Could someone help me out please? Thanks in advance! ❤️

lucid ore
#

*when I compile i get no errors but it still does not work. GPT told me to use a get player controller on event begin for the vr pawn but i cant seem to find that specific blueprint, only get player controller id and another one

inland walrus
#

Is it possible to make the mouse the target some how but only on the X & Y? I want my niagara to follow the mouse and leave trail etc and setting the location glitches the trail

#

I basically need to replace sprite with mouse

rare venture
#

Is there a node that gives me the value of INT_MAX?

#

I can’t find anything in the docs the mentions something like this so asking here

maiden wadi
#

I don't recall there being one but I could be mistaken. I've always just coped it into a literal int node.

maiden wadi
maiden wadi
lucid ore
maiden wadi
lucid ore
#

I see its because i used gemini. hmm any direction on how I could connect it? I hope its not too complicated since I dont want to take a lot of your time either

#

or any resources I could look up for something similar

maiden wadi
#

You just need to connect the white triangle from the UpdateRotationAxis to the Set node

lucid ore
#

omg haha damn

maiden wadi
#

Your Set node has no execution here, so it won't execute.

lucid ore
#

oh my it works! Thank you soo soo much

maiden wadi
#

🥳

lucid ore
#

i spent 3 days on this..

#

hahah cheers all the best to you

maiden wadi
#

Welcome to gamedev. 😄 You'll spend three more days on something derpy shortly in the future too. Seems to be a constant.

inland walrus
maiden wadi
#

Hmm

rare venture
inland walrus
#

I did this and it works but the plane doesnt move with the camera

#

so if I move away from the plane, the niagara stays in its place

maiden wadi
inland walrus
maiden wadi
# inland walrus

What I would do is use the other function it's a little more clear. Half sec, I need the editor open.

#

@inland walrus Oh, right I updated main branch. Oof. Okay. We'll do it from memory. Uh.. There's a node called.. Line Plane Intersection (Origin & Normal) I think?

#

It's similar to the one you're using, but you can specify a plane location and direction easier than using the Plane struct.

#

So you can make your character the plane origin.

inland walrus
#

got it, I'll try that, I just did this and it worked too

maiden wadi
#

I've never learned how to use the Plane struct. 😄 Probably should someday. Never had a reason.

inland walrus
maiden wadi
#

I think in RS2 we have some similar effects where our materials render on top of anything else. I don't recall how that's done. But it'd probaobly be the easiest solution ehre to make your particle materials do that. Otherwise you're going to be doing derpy projection and traces.

inland walrus
maiden wadi
# inland walrus I've put a plane right in front of the camera and changed the W target. It works...

https://www.youtube.com/watch?v=sLAEee1t29g&t=1906s
This is what I meant by the material thing. The 0% Critical is UI. But the yellow text below it and the arrow with it are in world space. They're a plane and a text render. And they're actually underneath of those containers. If it wasn't for the late render material you wouldn't see them here. But that makes them always draw through anything. And we don't have to do complex placement.

Episode Start 00:00
Loadout Stuff 04:35
Mission Start 17:01
Mission End 34:50
My Main Loadout 38:19

Plan your strategy and undertake real-time combat missions, in this sequel to the best-selling tactical game Red Solstice!

Welcome Executor!

It's the year 117 After Earth and you have a very important mission. You were awakened to lead the C...

▶ Play video
muted gorge
#

Hi guys me again, I have an system in my mind. But it's really complicated because of my limited knowledge 😭. I don't know I should type it directly here, because I didn't get the copyrights, about the game mechanic. And if I send the idea, can somebody steal the idea? I'm really nervous about that

#

It's not like Inventory or other systems...

maiden wadi
muted gorge
#

right now

#

because I checked a lot and It's different from other games

#

where is rules channel tho I wanna check something

maiden wadi
#

I didn't say someone did it. 😄 I just meant someone has probably had it or similar. But either way. Systems are eh. Unless you're Nintendo and want to sue everyone.

muted gorge
#

thanks for the channel

#

i will be bake

#

back*

#

okay I came back

#

so I can put a job volunteer thingy

#

but if people make theyre own game with the project details?

#

I'm really afraid of that

#

😔

#

im trying to develop the game for 1 years, im still designing the things and note them since 2023

#

all the effort 😔

maiden wadi
#

Someone made a project named Sekiro. Someone else made a project named Jedi: Fallen Order. They're essentially identical at their core. Gameplay ideas are cheap. What you do with them matters. If you have an IP, get it copywritten.

muted gorge
#

hmmm

#

can I say that the some details are private for leakability/stealablity reasons

sand shore
# muted gorge can I say that the some details are private for leakability/stealablity reasons

What you’d probably be most interested in doing is getting them under contract, if it’s protection you’re after. You may be able to get them to sign based on rev share. You can claim the rights to all work they create (or allow them partial rights, for their use and portfolio, or even allow them commercial use) - and in that contract you can specifically stipulate that your existing works and IP derived from it are yours.

I’m not a lawyer or anything, but if you’re not getting an agreement like this, it’s going to be a lot more difficult to have standing if you ever need to sue.

If you can’t afford to sue, it’s pretty moot

#

But for general help inquiries, just share what you’re comfortable with

sand shore
lilac storm
#

Hi everyone, I need some advice on implementation.
I have a small market with NPC vendors, and each vendor should perform many different actions.
For example, a fish seller might:
Arrange fish on the shelves ,
Then place fish and go cut a different one with a knife,
Then maybe go clear the floor.
So basically set of actions where npc needs to interact with environment (fish,knife, mop etc and it should natural)

Should I create a series of Level Sequences for each vendor?
Or would it be better to use a Behaviour Tree for each one, considering I need many different vendors with unique sets of actions?
or there are other some better ways?

maiden wadi
# lilac storm Hi everyone, I need some advice on implementation. I have a small market with NP...

Given the possible dynamic nature of this. I'd personally be inclined to start making smart objects or actors that prompt the correct behavior that can be placed near them and they can access. Maybe give them cooldowns and they can randomly pick or pick by priority, etc. This way you can simply link the behavior and do it for each one separately as a level designer. And your possibilities become endless as a designer. So in this case, behavior trees. Or more accurately one behavior tree that is tasked to go to the spot and perform the action.

muted gorge
#

ohhhhh

#

thats really good idea

#

thanks!

sand shore
#

Not necessarily a good idea

#

You might not get much payoff

muted gorge
#

ohhh, okay

proud bridge
#

Hey is there anyway to mask the background blur available in UMG?

maiden wadi
proud bridge
faint pasture
trim pollen
#

Is it me or is the json package garbage? You can't have nested parameters, cant create a json file / has to already exist... is this a skill issue?

maiden wadi
trim pollen
#

The json blueprint nodes are part of a package. It might come with ue by default, dont remember.

#

Sorry i mean plugin not package

keen sun
#

I want to work on realistic car drifting phyiscs but there isnt much content available on this topic can anyone help if they have any experience or their know any available resources that are helpful

muted gorge
#

how can I input the object?

pulsar osprey
#
  1. only a single branch is getting used there
  2. what is being passed in the event? it looks like they are already player controllers
muted gorge
#

i fixed the single branch, the passed thing is controller type (old, new)

#

if the player uses old controller it gonna cast to player controller as old controller

#

if it is new it gonna cast to player controller as new controller

#

ohhh waitt

#

bruh, okay my bad

#

its old controller not "old"

#

my begginerless

paper latch
#

Would anyone happen to know in which version of Unreal this feature showed up for running Editor Utility blueprint? It's there in 5.6, but wondering if it's brand new, of if it came sooner

paper gate
#

Ok I have encounted a bug that makes zero sense. I made a brand new anim notify state. Made a brand new variable and tired to add it to the graph to set it to a value
and its telling me that it cant because its "read only" If I just made both things fresh out of the box how is it read only? and how can I fix it

icy jacinth
#

I'm still having some trouble updating the parameters of the Material that's used for my healthbar widget. I've added the logic used to generate the material, the logic I'm attempting to use to adjust the parameters of the material in the widget, and a view of the distorted rendering. The two issues are:

  1. The distorted segmentation of the healthbar -- I've narrowed this down to the Set Scalar Parameter Value node for Total Segments.
  2. The parameters of the Material are not being set via the logic in the widget.

No texture is used in the material, and I've verified that the required variables (color, Healthbar MID, Max Total Health, etc.) are valid

lofty rapids
icy jacinth
lofty rapids
#

thats interesting

icy jacinth
#

(Also I couldn't find a node for setting a dynamic texture based on your suggestion yesterday, but I'm currently creating a dynamic Material Instance in Event Construct and binding it to the slate brush of the image component)

sharp harbor
#

Hello, good day, I added leg ik foot placement and stride warping to my character, but my character’s feet are digging into the ground and I can’t figure it out. How can I fix it?

lofty rapids
lofty rapids
sharp harbor
unkempt plover
#

Today im using this method to get my bird to fly, but it just disapears

unkempt plover