#blueprint

1 messages · Page 343 of 1

unkempt plover
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ok so now I have something like this, its able to fly away but really really slow

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and its shaking around too much, it doesnt fly smoothly, it moves back and fourth and gets too long stuck in place, moves weirdly

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so they're just shaking around, not flying

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Target Location is this

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x: 0 y: 0 z: 10.000

unkempt plover
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ok I fixed it

tacit cobalt
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Does anybody know about difficulty scaling through (UI settings in Menu) in Blueprints??

frail oar
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Why did you mark it all in spoilers?

muted gorge
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i dont really know

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nevermind im done i think

proud bridge
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yo how do i set this root component of the foliage actor as movable? do I really have to edit the C++?

full badge
proud bridge
limpid karma
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I'm really struggling with this. I need to mask the areas where the green static mesh overlaps the borders. I first tried a stencil mask but that only removes whole meshes not parts of meshes (i also found it very confusing to set up).
Then i thought it might be clever to use a world aligned material on the static mesh moving within the swing timer, but i've been going around in circles trying to get this to work.

The border graphic is a texture material applied to plane, the same for the background. The timer works with two static meshes moving along a spline and checks for collision when the player clicks.

I created a plane that was the same scale as the border plane and tried to apply the world aligned material to it with a texture made on the same scale as the border so it would fit perfectly, but for the life of me i could not get the scale or tiling of the material to match.

Is there a simple way to do this that i'm missing?

faint pasture
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got any more pixels?

icy jacinth
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I believe that’s exactly what I’m doing, but I haven’t been able to adjust any of the parameters from the Healthbar MID variable

inland aspen
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Greetings everyone, I had a question regarding the delay node. Should we avoid the use of delay node and if yes then what should we use instead of delay.

maiden wadi
little agate
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Guys, is this make sense?

maiden wadi
little agate
maiden wadi
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In general if I stare at it long enough, yes. But I don't like this graph. It's putting two concepts in one which is widget creation and widget communication. And it muddles the ideas because if we're talking about widgets communicating with the subsystems I'm not sure why the PlayerController and HUD are even on here. Widgets talking to the subsystems and listening for their events is perfectly fine and normal. But this graph makes me almost think you're routing some back through the playercontroller to the hud to the widgets.

faint pasture
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If it can just be the thing that created it then good

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nothing else needs to hold a ref to the ui, it can just bind to dispatchers and such

maiden wadi
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Funny enough I don't even really use HUD anymore. Things that need request menus generically through CommonGame. Only things that hold refs to UI are GameplayAbilities for special cases.

little agate
maiden wadi
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Which is fine. I do get that. But like I said, it muddles the two concepts. Creation and communication are very different things. If you need them in the same graph I would find a way to separate them more clearly somehow.

little agate
maiden wadi
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Funny enough, despite all of the general UI recommendations in tutorials and such, I don't use the PlayerController or HUD almost at all anymore.

little agate
little agate
maiden wadi
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My UI is added in one of two ways. Either it's a HUD or Menu. HUD here being a heads up display not the AHUD actor. These are usually general concepts for the gameplay area. For example the main menu has a hud widget, the combat game has a hud widget, the map editor has a hud widget. It usually determains the default widgets placed in it as well as what widget to show when you press escape, etc.

HUD and Menus are added via PushContentToLayer. How that happens differs. For example opening an inventory from the playercontroller is bad for me. Inventory exists relative to the pawn it's on. If I'm controlling said pawn. I also need the inventory to close based on gameplay state. Maybe they get knocked out or take damage and there's a settings to close inventory for those times. For this reason pushing the widget and listening to be able to remove it is an ability. The ability pushes the widget to a layer and saves a ref to remove it if needed.

More generic widgets like the options menu are just pushed from other widgets using the same PushWidgetToLayer call.

The other way UI is added are UI Extentions. More generic tagged areas in existing huds or menus.

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For quick testing, I still use AHUD beginplay to push the initial HUD widget. But even then if I was shipping I'd wrap it in the similar thing Lyra has for experiences that can activate. But after that initial push the AHUD does basically nothing else.

faint pasture
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What's the owning object for CommonUI?

maiden wadi
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How do you mean?

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It's a LocalPlayerSubsystem. So the ULocalPlayer technically.

little agate
storm obsidian
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Hi. Have a question. How do I can make trace or smth else for detect actors that are "inside" of 3d widget?
Need to record what actors are covered by widget.

lofty rapids
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probably make it do it within a range so you don't loop through everything for nothing

storm obsidian
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through checking the position is in the square
i don't know how

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that exactly what am i asking

lofty rapids
storm obsidian
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can't get what to do next

lofty rapids
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and check if they are in the square

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it will involve some math

storm obsidian
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ah, got it

lofty rapids
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or you could use a really fkn huge scaled collision box

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and some depth calcs

storm obsidian
storm obsidian
lofty rapids
# storm obsidian

"If the point's x-coordinate is within the box's left and right boundaries, and its y-coordinate is within the box's top and bottom boundaries, then the point is inside the box. "

ruby cliff
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Hello, can you recommend any tutorial series that would teach how to have player vs. NPC's interact with blueprints? So that for example, when the player walk close to other actors, they run away or fight etc.?

lofty rapids
storm obsidian
thin panther
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i imagine you know the width and height of the field, in which case you can easily figure out from the screen center,

desert flint
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how can i make it so my arm/grapple actually locks on to what was hit, so it doesn't move around whenever i move. or so it doesn't move away from the object when the object/mesh got stuck on something

steady night
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hey im using a particle effect at "circle indicator" but when im moving its blurring as hell

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if i remeber there was some setting in the material that made it "static" or well not static but it dident act liek this

lofty rapids
lofty rapids
desert flint
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im doing the same for the moving object, but making it so i can move it around slightly

storm obsidian
steady night
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on character bp

steady night
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i remember there was some settings that solved it

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cant find the right combination x>(

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🙂

shut blaze
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any way to get this physics panel instance editable?

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help? :/

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guess I have to set em manually

lofty rapids
shut blaze
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alr alr, still annoying not all options are changeable, but I guess I got enough

maiden wadi
shut blaze
steady night
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@maiden wadi wasent it you who told me how to fix the particle blurr thingi :/ ?

shut blaze
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the cube has the physics, idk how to add for the whole actor tho

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so I think that is the problem

maiden wadi
maiden wadi
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Actors themselves have no transform. It's a misconception with their helper functions. All SetActorTransform does is move it's root component for example. You can have one actor and make two different balls bounce from it with two different static meshes.

steady night
chrome nebula
maiden wadi
steady night
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not using post process and motion blurr is disabled :/

maiden wadi
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Can you drop a post process volume in the level, set it to infinite extents and disable motion blur on it? For science?

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Cause I can see even your grid is bluring a tiny bit and I'm not sure if it's video or that.

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The only other thing I can find even remotely relative is something to do with skeletal meshes.

steady night
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hm

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i had this issue before, a while back but someone told me about some settings in the material that solved it

maiden wadi
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I mean you can avoid that by setting the translucency pass to ofter motion blur, but that shouldn't have any affect with motion blur off.

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Discord, that wasn't the part I said to quote.

steady night
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xD

maiden wadi
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But it might be worth trying to change that translucency pass to after motion blur.

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Maybe someone fucked it up with recent graphics works.

steady night
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how do i change the translucency "pass" ?

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or wdym i need to hcange

maiden wadi
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This in the material

steady night
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ah

maiden wadi
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Last stop if this does nothing is anti aliasing

steady night
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ok changed it and it stopped, but now its not transclucent

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really

maiden wadi
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O.o

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That shouldn't make it non translucent?

steady night
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well it dosent blurr but its not hidden behind the mesh now

maiden wadi
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Ah, right cause it renders later. I dunno. But if that is the case you have some sort of post process messing with it.

steady night
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hmm

lofty rapids
steady night
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hmm

maiden wadi
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Emitter?

steady night
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is there a setting for that ?

maiden wadi
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That looks like a plane with a material on it. 👀

steady night
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its a emitter

lofty rapids
maiden wadi
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Hmm. Not a bad idea. I migh thave to profile that sometime. I did it on RS2 with just a plane attached to the marine with no collision.

steady night
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i mean i could do that also tbh...

lofty rapids
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does that fix it ?

maiden wadi
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His motion blur is off globally and I had him put an infinite extent volume in the level with it off.

lofty rapids
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makes sense

maiden wadi
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So I dunno. I'd mess with other post process settings maybe. May be something other than motion blur.

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Disabling AA is also a start too maybe. I don't remember when they mess with frames.

steady night
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i found it

steady night
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or i found my other project using the same particle and that one works

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just trying to find what i changed

narrow sentinel
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Anyone help I'm using floating pawn movement for my Space Ship AI Movements however it seems a bit clunky on it's movement where it seems to jerk as it move towards the target location

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I'm doing this on tick of State Tree Task for when I want the ai ship to move

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I've noticed as well that the AI NPC which moves around the space station a character type also seems to have this jerky movement as it moves around

maiden wadi
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The ship jittering means it's colliding with something most likely.

The thing inside of it jittering is more likely that the CMC is sometimes fucky with it's bases and corrects weirdly. I don't recall how to fix that.

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Assumptions though. Hard to guess without seeing it in action.

narrow sentinel
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i'll get example after i've ate

narrow sentinel
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It's calling add movement input

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As the ship has the floating pawn movement component on it

dusky cobalt
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Isn't this Normalize mode making it jerk?

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I think you could just use Lerp there?

narrow sentinel
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So the normalise just makes sure the direction going into the add input node is what it should be

lofty rapids
dusky cobalt
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try this one

narrow sentinel
dusky cobalt
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delta time from tick, and interpspeed 1-10 as you want speed

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and plug it to set actor location

narrow sentinel
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So can I not use floating pawn movement here then ?

lofty rapids
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and use that in the interp

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add direction, set to last

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interp from last to desired

narrow sentinel
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Ive lost you here haha sorry

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So the target direction would be the out of the interp

dusky cobalt
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yes

lofty rapids
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this is what ai says to do

dusky cobalt
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I think you can plug GetActorLocation to the Current

narrow sentinel
dusky cobalt
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the best if you try 😄

narrow sentinel
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and then the world direction of the add movement input will be the last direction ?

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or target direction

lofty rapids
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ya it would be last direction

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you can set it before or after

narrow sentinel
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well i'm gonna need to see if this will work in terms of how state tree tasks work

dusky cobalt
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bro it's like 30 seconds pulling nodes and trying? and tell us if it's working lmao 😄

lofty rapids
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it's just a vinterp

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i use interp quite a bit personally

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it smooths stuff out real well

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and lerp if you can get the alpha right

lofty rapids
dusky cobalt
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it will fix your issue which was jerking

narrow sentinel
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it does fix it why does it though out of interest cause it's just a world direction so how would that cause jerkyness to happen ?

dusky cobalt
narrow sentinel
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arr right okay fair enough yeah the logic might not be perfectly sound

desert flint
dusky cobalt
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like what logic you have that it gives these results

desert flint
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break hit point

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i can send images if you'd like

dusky cobalt
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when you hit something you need to start timer by event looped with like 0.02 - 0.05 speed that takes the thing that was hit and starts setting its location on this timer to the location of your arm, when you stop holding input then it clears timer and drops the item

desert flint
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its on event tick

desert flint
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i'm pretty sure that's what i'm already doing

dusky cobalt
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you need to describe how EXACTLY you want it to be working

desert flint
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i want it to be literally stuck to the object/floor

dusky cobalt
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how do you regulate the length of arm?

desert flint
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and not move the cord/arm at all

desert flint
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oh wait

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do you mean, like if i get past a certain distance, it disconnects?

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or just how far i can be when i hit the object/floor

dusky cobalt
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yea because you need to lock the lenght I guess in time of hit otherwise it's gonna be really weird

desert flint
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i mean. it shouldn't matter with whats going on

dusky cobalt
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it matters a lot, also you shouldn't cast because it limits you

desert flint
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how does it matter?

dusky cobalt
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get Hit Actor ref and Set this Actor location to the location of your arm

desert flint
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what does it change about the fact that my arm isn't actually locking on to the object/floor. simply setting the location which can be moved

dusky cobalt
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how are you setting location of something that you hit?

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it's event tick and this thing is getting set as Target which event tick is using?

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and completed action should set target to null so it would be dropped

dusky cobalt
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Input Action -> Hit - > Set Target
Event Tick -> Get Target -> Set Target Location to Get Hand Location

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you can use Sequence to put it on different pin, just this logic

desert flint
dusky cobalt
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Sequence node let's you add pins so all these things can be executed at once but are just separated like roads, so it's easier to see execution and flow

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won't distrubt what you have already and can let you add another road

desert flint
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Gotcha, so how can i fix this problem...

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with my arm

dusky cobalt
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Input Action -> Hit - > Set Target
Event Tick -> Get Target -> Set Target Location to Get Hand Location

This is how you make sure things are sticking to your arm.

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and the wiggly thing of your arm you handle yourself

desert flint
dusky cobalt
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you can get Hit Actor from that node

desert flint
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ok ok

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and what is "target"

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a variable?

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ohhh

dusky cobalt
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yes, Promote that Hit Actor to variable

desert flint
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wait

dusky cobalt
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and then use that variable on event tick

desert flint
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would i get my character, or my arm mesh?

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for the hit actor

desert flint
dusky cobalt
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just Actor, no cast

desert flint
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alright. what happewns now?

dusky cobalt
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you need other way to choose if these are t hings you can hit (collision channel maybe, PickableChannel)

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Line Trace By Channel gives your Hit Actor, right?

desert flint
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yep

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but location would be a vector

dusky cobalt
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you have variable now Hit Actor, use it to Set

desert flint
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ok.

dusky cobalt
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take it slow

desert flint
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and what do i plug into "Set"

dusky cobalt
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you can drag from it a nd Get Actor Location

dusky cobalt
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plug this Hit Actor to your variable

desert flint
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so i plug it to where the arm goes

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and..

dusky cobalt
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and 2nd thing you have to do, when Input Action is completed you ahve to set Hit Actor (your variable) to NULL, so just call Set without plguing anything

desert flint
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it doesn't move

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however now it stays put when i pick up objects

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actually nvm it bugs out, bad

shut blaze
# maiden wadi Actors themselves have no transform. It's a misconception with their helper func...

yeah ik
but I need to make different puzzles in my game
I dont wanna make a different blueprint just to change one value
for example I have a cube I can move around freely, and another that is locked on the X axis
by whole actor I mean, somehow add phisics for "the root" so even if I had other meshes it added physics to everything
(was trying to find a way to show physics properties in the details panel)
but yes its a bit illogical what I just said, I just wanted to make them instance editable :/
I think I can only code it tho

maiden wadi
shut blaze
maiden wadi
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This sphere here. I can edit it's physics settings. This is settings in the details panel in the level editor.

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BP it is from

lofty rapids
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Probably not selecting the mesh in the details

shut blaze
maiden wadi
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Click the cube.

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You're looking at actor details. You need to pick the mesh.

shut blaze
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OH NO WAY

maiden wadi
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😄

shut blaze
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This whole section was dimmed for some reason 😭

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thanks dude

simple raptor
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(Pretty new here) Is there a way to bind an event without having the delegate line I want to bind the event in one spot but have the functionality somewhere else in the blueprint but trying to do so leaves the delegate line running across the screen

trim matrix
maiden wadi
trim matrix
simple raptor
trim matrix
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so their collision shrinks and dosnt get blocked by the level collision

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there a crouched capsule half height variable in character movement component

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what about just changing that

trim matrix
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is that not what im changing when im setting the half height?

full badge
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like if the half height is changed by character movement, it will adjust the location of your mesh and capsule automatically to stop them from clipping into ground

trim matrix
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so, yes? no? 😭

full badge
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it is

trim matrix
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so if im doing that already whys it clipping in the ground😭

full badge
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character movement component will adjust half height first when crouching, then adjust location

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but you only adjust the half height and didn't adjust location

full badge
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since the cm component already adjust the half height

trim matrix
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huh?

full badge
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when you call the crouch function it will adjust the half height

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and offset location

trim matrix
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it didnt tho. which is why i set the half height

full badge
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it's off by default

proud bridge
mental trellis
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I have this same error, but gave up on it. I let somebody else package now 😂

supple needle
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Hi guys! I'm trying to simulate my vr basketball game with mouse and keyboard. I tried using a first person character but it's only able to do the basic movement, look and jumping. i've been working on this for about a week now and still no progress. what should i do to make it work? or is there an easier way to achieve this?

proud bridge
mental trellis
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He does not.

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I assume he has different package versions.

proud bridge
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this is so messed up. i feel the only solution for me is to upgrade my project to 5.5 to use DOTNET8. but i have a custom server integration which i heavily modified to me own needs which is only supported by 5.3. Now i have to rewrite all these server codes again if I do upgrade

untold fossil
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Hello. Can the time value in a Timer By Event be set dynamically or is it an initial set only?

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Meaning that each time the event is triggered in a loop, can the value that is provided in the Time input be changed or not?

proud bridge
lilac storm
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Hi everyone,
I need to build one unified system for NPCs, but there will be many different NPCs with different actions.It is NPCs inside of hotel

For example:
1.A woman at a buffet table picks food onto her plate, then goes to a table, pulls out a chair, sits down, and starts eating with the utensils on the table.
2.A bellboy takes luggage from the player’s hands, carries it to a cart, grabs the cart handle and pushes it to the hotel room, unlocks the room with a key, then takes the luggage and places it on the bed.

How can I make this modular ? And NPC can dunalically interact(grab, put) object in the level?

dreamy marten
lofty rapids
supple needle
teal tendon
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Here is the thing I was trying to create first person shooter locomotion for my character. But the thing is, that when I move forward, backward, left or right, the whole body kind of lean towards it even though I am using layered per bone and cutting off the upper body from spine_01. If you take a closer look at the hands, it would look like that they are kind being dragged and not staying still which looks weird. Any ideas on how can I fix this?

lofty rapids
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i think you picked the wrong blend space type, you want blend space 1d for simple stuff

astral summit
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Does this command (stat slate) display only game statistics?
Or does it display the game and engine statistics?
And how can I make it display only game statistics?

lunar sleet
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You can do stat fps, stat unit

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But to properly disregard the engine’s effect on it, run it in standalone or packaged

vestal dragon
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idc

pulsar hazel
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is there a way to make an specific point light not be detected in a scene capture component?

ancient bolt
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doing a little blueprint to swing randomly some bulbs, doing it with an array system but the delta seconds and time dont work well, it goes at light speed

maiden wadi
maiden wadi
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There may be simpler guides. But it's essentially you tell the GPU to just make the vertexes move about based on some math.

hazy rain
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Is it possible to get objects based on the folder they are in in the level editor?

maiden wadi
zinc ermine
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what is the best way to set up AI aiming, aim offsets?

faint pasture
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Do it the same as your player's pawn

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Doesn't matter if it's driven by an AI or PlayerController, the pawn is a thing who's "look direction" is defined by the ControlRotation

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that's 1 way to do it and the most common

finite meteor
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<Project>
<PropertyGroup>
<NuGetAudit>false</NuGetAudit>
</PropertyGroup>
</Project>

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This will disable the audit check, so be careful.

spare basin
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Hey guys, newbie to game dev here, I'm trying to make a game about playing as a ball moving through some obstacles to help me learn how to build some different things in the game, however, I currently can't get the ball to move relative to the camera, I'm using the older input system just to get the hang of things, I intend to change it out at some point, the problem is commented in red

maiden wadi
spare basin
maiden wadi
eager thicket
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does anyone know a good tutorial for option saving in unreal engine? like save files?

maiden wadi
eager thicket
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Yes, but more specifically one that explains how options settings are saved to a text file or something, that is then loaded on startup

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if that makes any sense

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if that's not possible, a good options tutorial in general would be fine

maiden wadi
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Hmm. Skipped through four so far and they all hurt in the soul.

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Omg. This one is using combo boxes for everything. Never touched gamepads apparently.

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Lol. 😂 Make a settings menu, then start changing settings in game with the console command instead of making them settings for the showcase.

maiden wadi
# eager thicket Yes, but more specifically one that explains how options settings are saved to a...

Matt Aspland's is probably the closest I'd come to recommending I guess. He commits an offensive warcrime with hard coding his resolutions, but the rest of it is at least decent. None of them really explain much about how they're saved and none of them are doing anything not in GameUserSettings.

I can't go into super detail at the moment, but the correct way to handle it is that you're supposed to save local settings to the GameUserSettings. Usually you extend this in C++ and add anything that isn't there.

Then there is a Shared settings which is a savegame.

The primary reason for both is that Local is meant to house stuff specific to the hardware you're on. Shared is meant to house stuff that can travel with the user. For example if you have two PCs and one is worse than the other and you're colorblind. One PC can have lower local graphic settings and the other higher graphic settings, but the color blindness setting can be shared and end up on both.

That said you can get away with one or the other for simpler implementations. In BP only you're stuck with mostly using game user settings for what is in it and doing any extra settings in the savegame regardless of them being local or shared intentioned.

As far as how they're saved. GameUserSettings uses a config file. It's just an object that is created early in the application launch and reads config variables from GameUserSettings.ini. When you save your settings it writes back to that config file. Everything in it is already set up to load at engine start for you, so fairly automatic.

For a Savegame implementation, you have to load the savegame yourself as early as you can. GameInstance's init function is an okay place. You can even keep it in GameInstance for easier reading globally from the places that need to get the settings. Then your options menu simply needs to read and write to it per setting similar to the GameUserSettings calls and save it to slot as well when done.

sacred canyon
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how do I properly set up variable jump height? the built in max hold time is fairly useless as it relies on just the "Jump" node so cant be used with anything else (also allows pressing against ceilings) so I need to create it manually, found a bp setup for it before but cant find it at all now

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sacred canyon
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I said variable jump height

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like hold space to go higher tap space quickly for small jumps

graceful sage
sacred canyon
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huh

icy gust
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Any one see a reason that both the begin and end overlap would be firing at the same time?

civic abyss
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Hi everyone!
I’ve created a journal system in my Character Blueprint, with a page rotation mechanic already working (in 3D form, not a widget with images that represent pages).
Now I’d like to add a widget — containing text and possibly other elements — directly onto the paper pages, with each page showing different content.
Does anyone know the best way to set this up in UE5?

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tawny hedge
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I reparented my character to a wrong one, reparented to the correct one and now all class settings are gone, also mesh and everything, is there any way to fix?

maiden wadi
tawny hedge
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restarting editor yes, reloading asset how?

maiden wadi
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Restarting the editor would reload it.

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You have the correct parent in the top right, but you get no class details or components?

tawny hedge
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i get the components, but all the class settings and component settings are messed, either unticked or different who knows what values. I had to set the mesh to show up in the actor editor but doesn't show up in the world, and it;'s not hidden

maiden wadi
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O.o HiddenInGame is true or false?

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Should be Visible and HiddenInGame that affect that.

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But in general I don't think you can reset them easily. If you get lucky you might be able to put a previous version of the file back from the autosaves.

tawny hedge
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oh nice, I will try autosave

maiden wadi
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You know where you find them?

tawny hedge
#

yeah but it's old af T_T

#

i worked on the char today and latest is 10 days ago

#

was a nice save tho, ty, didn't know about it

maiden wadi
#

Yeah. :/ Could maybe copy it in and set a different name. Open it and see if it loads. If so you could just copy settings maybe.

frosty heron
untold fossil
#

Hello. Can I add a variable of this type to a struct?

#

I can't seem to find this variable type in search when creating a new variable. However I can promote the input for a open streaming level node for example into a variable.

frosty heron
#

if the bp is loaded the world will be loaded, so you will end up loading the world without even opening it.

#

only soft ptr to the world should be used. I don't think it's available in bp.

sacred canyon
#

alright Ill just ask the robot as usual

frosty heron
#

especially CMC

#

if anything it makes me want to punch the monitor becuase it spit non existing functions all the time.

sacred canyon
#

yeah sometimes, often not but if anything I often struggle to understand the way it types it since it cant show a blueprint graph of course

#

usually its more about giving me the idea of what to do rather than actually solving it for me

frosty heron
#

often pen and paper ain't enough. Afterall we know what we only know. I tend to look at other people code and example project for ideas and implementation.

#

I don't know if enhanced input already have anything built in for something like holding or tapping. But I see someone using macro that just checks the time the key is pressed and released.
If less than X time then it's a tap, if more then it's a hold. An exec pin will be fired for respective action (tap / hold).

dreamy marten
dreamy marten
untold fossil
#

I just resorted to loading by name. Not super ideal, but yeah it is what it is I guess shrug

dreamy marten
#

That color is always for soft object refs

frosty heron
eager thicket
#

You've given me more than I could ask for

frosty heron
#

Stay away from matt aspald multiplayer tutorial

#

Also a war crime

severe coral
#

Hey Im using text components inside my blupeirnt and everything works fine except one issue. How to control text wrapping with longer text? Is this even possible to create more than one line in this compoent?

eager thicket
#

@maiden wadi one last question (or two, I guess) what should I do instead of hardcoding resolution? Also, where do you reccomend I handle the saving logic for options/game settings etc? Currently the options specific stuff it is inside the widget blueprint that specifically handles the options, wondering if this is acceptable

maiden wadi
# eager thicket <@143471961723371520> one last question (or two, I guess) what should I do inste...

IMO the widget should just be a portal. Use it to access and request affects. If you need to put the logic somewhere I would either make a subobject for GameInstance and store it there, maybe even in the SaveGame class you do the saving with anyhow, it can double as a manager maybe. Or in the GameInstance itself. If you were in C++ I'd recommand a LocalPlayerSubsystem, but doing that easily in BP only is more tedious and difficult.

For the resolution... sec. Editor is booting after a code change.

#

You can access them here. This will give you resolutions that the user's hardware has reported they can use.

#

Btw @frosty heron Random fun fact I just discovered after years. BP Cast node only does a if (thing), not an if(IsValid(thing))

next hollow
#

lol
I found that out super recently as well.
It was trolling me for like 3 hours one day.

maiden wadi
#

Yeah, I had some AI stuff killing components off and suddenly got spammed by it and was just staring at the BP code like "Wtf?... There's a cast node there, htf can it be pending kill after a cast node that does a validity check?!... Unless..."

next hollow
#

Yeah, same exact thing.
Destroyed a component, but kept a ref to it behind a cast.
When garbage collection triggered, all errors would stop.

#

I wonder why cast isn't an IsValid?

maiden wadi
#

Unsure. I find a lot of C++ users for some reason don't actually do IsValid a lot.

#

So, maybe just habitually overlooked. 🤷‍♂️

#

You can't cite performance. It's a BP node.

next hollow
#

I used to do just if(blank) when I first started, not realizing the specific C++ difference.

#

I had assumed it was just some magical version of IsValid, and was working well so far. 😛
Then, it stopped working correctly...

maiden wadi
#

My general rule is that if I'm just pulling data from it I'll do a simple If. If I'm doing anything nonconst, even passing it out to something that could ever do something non const, it gets an IsValid

next hollow
#

This feels like the same thing, that I learned in BP a while back (with GC, and how thing still exists, but has the garbage tag)
So, you could still pull values from a invalid ref, cuz its memory data still existed, and the engine just is waiting for cleanup

narrow sentinel
#

so question about streaming levels, you can obvs make then visiable or not at runtime question is from my kowladge loading a stream level brings stuff into memory

#

so if say I wanted to still affect objects within the stream level i'm turned visibality off on so nothing is rendered on that stream level would I still be able to call functions etc on the objects which reside within that level ?

rancid moat
#

How can I make simple pixel operation on a Texture/Render Target?

maiden wadi
maiden wadi
# rancid moat yeah

I don't have my old code for that. I was encoding some data for shaders into an RT. But from memory it was just calling uhh.. Either calling DrawBox or DrawMaterial on the canvas.

#

I have some code somewhere for drawing lines, we use it to draw notes on an RT for bug reports. But that is less pixel specific.

jagged moss
#

is it possible to add a list from a datatable inside a button etc so when I name the button(text) i can choose from a dropdown menu instead of writing in each name manually? i thought i could create an enum from a datatable in the editor utility script

maiden wadi
steady night
#

hey guys i have an issues with my projectiles for my "guns" the projectiles rotates follows velocity and it works for most projectiles, while some are using niagara emitters as visuals but the niagara emitters dont rotate, they are set to local space any ideas what could cause that ?

#

example, the first ones dont rotate at all while the other one works as intended. so thers something in the Niagara thats locking it somehow

jagged moss
maiden wadi
#

It allows you to set predefined text values from a stringtable. Such as... Sec Need to open a side project so I don't mess stuff here.

jagged moss
#

no worries, take your time

#

i saw a video where someone did this from an enum, but i was hoping there was a way so i didnt have to fill it out manually

maiden wadi
#

Ah, that's a little different than I was thinking. I thought you just wanted to be able to pick some text that way, not a type.

#

I mean that looks like they're just using an enum? Then using it's value somewhere for something probably?

jagged moss
#

yea it is, but i was hoping i could do it without manually filling out an enum

#

like if it became 100 different things instead of naming each by text i could use a drop drown etc.

#

just if there was a way to save time

maiden wadi
#

Is the text just strictly for display?

jagged moss
#

If i could add more variables to it it would be nice too, but anything would help. its for a skill tree-ish where i would need the name on a button with the skill and then when hoovered i need a description

maiden wadi
#

What defines your skills? Datatable entry I assume?

jagged moss
#

yes

#

since the "original" was made in google sheets it helps me to just import

maiden wadi
#

You could use a datatablerowhandle. And just set that. Then let the widget populate from it.

#

It lets you pick a datatable, and then a rowname for it, and the rowname is a dropdown like that.

jagged moss
#

would i need to make individual buttons for each then? the picture was from a button that was reused, but its not a problem if i just need to make more buttons

maiden wadi
#

Not new blueprints. You'd place the same button in another widget and set it's instance editable property.

jagged moss
#

okei thanks, ill look into it and see if i can figure it out ^^

steady night
#

hm how dose this work

#

pin 1 get multiplied by pin2 + pin 3 ?

#

or 1 x 2 x 3 ?

lofty rapids
#

1 * 2 * 3 * etc...

steady night
#

ah ok

#

make sense

#

lol

jagged moss
#

I made something that works that i need to repeat a few more times, but it got a bit too complex and before i finish it i wanted to check if there was another way that was easier.

I got 5 or 6 different variables, only 2 will be "active" at the same time.

The 2 that is active should be added together and sent to the next part of the logic.

If one is no longer active it should be removed again.

Is it possible to use a bool to stop an "Add" node?

#

tag on reply pls

trim matrix
#

if i am saving and loading my game, and i save the player transform, and the current level name, then on load i load the level and set the players transform. why does it instead load spawning to the player start actor in the level instead of the set transform from the save, the save and loading functions are inside my game instance bp

lunar sleet
trim matrix
#

i am using it for when the player first enters the level on a new game,but when they save the game i want them to be able to spawn where they saved/left off

lunar sleet
#

Maybe the transform is not valid, or fails due to collision present and spawns at default, or likely, your initial spawn logic is occurring after the load spawn and overriding it

#

I’d start by printing out the values of the new xform on load to see if they’re even correct

trim matrix
#

it does spawn the player at the transform for like a split second then to the player start

lunar sleet
#

Right

#

So then your player start xform logic is occurring afterwards

trim matrix
#

i do have a loading screen widget i made i thought possibly could overlay while some logic to fix the player being spawned in the wrong spot is happening, but thats as far as ive gotten w trying to fix this aside from shuffling the nodes around

trim matrix
lunar sleet
#

Yep, so that logic might be loading after your logic

frosty heron
trim matrix
#

how do i do that?

frosty heron
#

Override the relevant function in game mode that spawns the character at the player start.

#

You will have to figure that one out, I haven't touch it.

lunar sleet
#

Might not even be in the GM, I can’t recall where Epic put it

trim matrix
lunar sleet
#

It’s important to note that BeginPlay events don’t necessarily fire in a specific order, if that’s where these logics are initiated

frosty heron
#

The logic should be handled in the GM so it doesn't fight the existing function that spawn the player in the player start.

frosty heron
trim matrix
frosty heron
#

Try handle starting new player

#

Or spawn default pawn at transform 🤷‍♂️

#

Check if save game exist. If not call super (or call to parent in bp i think )

#

If save game exist, then spawn set actor transform. Done.

icy gust
trim matrix
frosty heron
faint pasture
#

to find out if the generic savegame object it creates is a NH_SaveGame

frosty heron
#

If you load from your main menu you should already have your save game object reference set in your game instance.

trim matrix
faint pasture
frosty heron
trim matrix
frosty heron
trim matrix
#

i am trying..

frosty heron
#

You should already loaded your save game file before the map is even open.

#

E.g at the main menu.

trim matrix
#

thats what i have setup..

frosty heron
#

And the answer has been given.

trim matrix
#

no? you told me to overwrite the function in the game mode, how am i using what i set in my instance bp in the game mode?

faint pasture
frosty heron
#

If you already loaded and set your save game object then use that object to pull your saved variable.

faint pasture
#

and what type it is

trim matrix
#

i have already...

frosty heron
#

Get MyGameInstance->GetMySaveGameObject->GetMysavedTransform

#

Don't even need to cast if the save game object variable is already the type.

frosty heron
trim matrix
#

if i am doing this in game mode.. how am i getting my instance's shit in it, yall have confused me

faint pasture
#

the game mode can get the game instance

frosty heron
#

GameInstance is persistent object. You can get it anywhere.

trim matrix
frosty heron
#

GetGameInstance-> cast to my game instance -> get save game ref -> get transform

faint pasture
# trim matrix

ok so assuming this is in game instance

Spawn default pawn at transform -> get game instance -> cast to your game instance class -> get save game ref -> is valid? -> yes -> read stuff off it

frosty heron
#

The node is called GetGameInstance

#

Right click on empty space and type that.

trim matrix
frosty heron
#

Im going back to sleep

#

Feel like im just repeating my self

trim matrix
#

thats rly not my fault.. im sitting here trying to understand, no need to act shitty

frosty heron
#

Im not adriel have also said what to do. You are soo eager to reply, please take your time to read and implement.

faint pasture
#

Do you know what casting is?

trim matrix
#

litteraly in process of doing that.

faint pasture
#

the save has been loaded

#

it's SaveGameRef

#

just read the data off it

trim matrix
#

well ive been told both so 💀

frosty heron
#

You are just misunderstanding we are saying the same thing.

trim matrix
#

again. sitting here trying to understand

frosty heron
#

Well i dont know what you mean by being told both.

faint pasture
#

Here's what your code should do verbatim in english

OK we want to choose where to spawn the player's pawn at.
Let's see if GameInstance has a save game ref.
OK it does, let's read the last saved position off of it.

frosty heron
#

Sounds like you were told something that contradicts because its not.

trim matrix
#

you said to check if the save exists

frosty heron
#

Yeah? Or you can just check if the save game ref is valid.

faint pasture
# trim matrix

You want to be overriding the function that returns a position or transform. That function returns an actor to use as the start spot. You won't have an actor wherever you saved the characters position at.

trim matrix
frosty heron
#

Yes that's better.

trim matrix
faint pasture
#

just in the wrong function

#

gotta read what these functions are doing

frosty heron
#

@faint pasture should it be on handle player start?

faint pasture
#

Either that or spawn pawn at transform

#

whichever one lets you manually set the transform of the pawn

frosty heron
#

Sounds good

trim matrix
faint pasture
#

You return the pawn here

#

just choose whether to use the incoming trnasform or the one from the save game

#

this is where you actually spawn the pawn

#

spawn it at the incoming transform unless there's a saved one, instead spawn it there

trim matrix
#

sothis,

faint pasture
trim matrix
#

set actor transform?

faint pasture
#

no

#

this function here has to spawn a pawn

#

and return it

trim matrix
#

spawn actor of class class being the thirdperosn bp?

faint pasture
#

protip, you can have multiple return nodes

faint pasture
trim matrix
#

closer to this?

frosty heron
#

Almost there

#

Might want to change the spawn rule to adjust location, always spawn. Otherwise you may end up with no pawn if for some reason the location is somewhere between the floor or a wall.

trim matrix
#

do i need to promote the class to a variable, it wont let me drag it into the spawn actor node

ruby sapphire
#

This is a random spawn of 3 objects in 6 different places, how do I stop it from spawning 2 objects in the same place?

faint pasture
faint pasture
trim matrix
# trim matrix

making the class the clas of my player bp just gives me a freecam even when adding a possess node

uneven lynx
ruby sapphire
#

thanks

royal vale
#

hey yall im not sure how to exactly ask this question but,
Im looking for a way to use a dropdown selection (like an enum) when calling a function. But i need that selection to associate itself to a certain class so that I can use that certain class in the function.

For instance in my pics, i want to pass that input into a setter of that type of class.

#

how can i do this?

lunar sleet
royal vale
lunar sleet
#

If it’s to spawn an actor from that class and depending on the scale (i.e. how many diff object classes you can choose from) you can do switchOnEnum and get class, selecting that specific class. If you have a lot, you can probably even pass the enum’s text value and convert that into an actual class name

royal vale
lunar sleet
#

If you do this manually it would be switchOnEnum -> Shotgun -> SpawnActorFromClass Shotgun already selected in the dropdown

#

And so on

#

One spawn actor node for each return type

#

For each execution path you’d just save that spawned actor into the same variable if you need to use it generically (but you’ll have to cast back into it later if you need to access class specific things)

royal vale
#

ah yes , i see how that would work for your example. But I have other check in the function prior to spawning the actor and need to ref the inputted class prior to spawning it

lunar sleet
#

Then you need to go the other route where you turn the text into a valid class

#

I’ve done something along these lines where I pulled a text/name from a DataAsset and spawned the class from that name

#

I don’t have it in front of me but iirc I think you can use one of the conversion nodes to convert a name to an actual class name

royal vale
#

typed in "conversion" but didnt see an obvious answer crying

lunar sleet
#

But it might very well be that I did something like have a DataAsset for each object, and looked up that specific asset using the keyword, and the DA referenced the class within it - in fact I’m almost 💯 that’s what I did

#

Sorry, it’s been a minute, I’m having a hard time remembering but the latter is probably what I ended up using

#

Given I had to use it to create a sort of card system within the UI that also allowed spawning an object from that class

royal vale
#

haha k! , ive never used a data asset before , so ill google that and try to give it a go . TY!

royal vale
#

@lunar sleet So i was able to get my objective done via this method. I guess only downside is I have to create the variables within the function (if that's a downside idk? 🤷‍♂️ ) . Still going to check out the Data Asset method as well though

faint pasture
#

what defines what Shotgun does?

royal vale
royal vale
faint pasture
#

whenever I see parallel enum entries and classes that's a smell, just pick one.

#

I'd use the classes though since it's an open-ended set, there's infinite possible pickups you'd make

royal vale
#

please explain! whatcha mean? yes the things listed in the enum are all child classes from BP_Pickup

faint pasture
#

why have the enum then?

#

you have to add an enum entry AND a class to make a new thing

#

just have the classes

#

you just need a list of all the subclasses of Pickup somewhere to be able to pull from

#

data table, data asset, just an array, whatever

royal vale
#

im using the enum , so that when i call the function , i can just simply choose from the dropdown. I can get the same thing from an array of type BP_pickup?

faint pasture
#

copy that function and change the ability enum to a pickup class ref and see what you get

lunar sleet
#

Yeah, def use inheritance where the case allows

autumn pulsar
#

Hey I'm wanting to store an array of structs, but I want to be able to put something in it, but then later be able to remove that specific one from the array, what would be the best way to go about that?

#

I can't really use map because I won't be able to generate specific keys for it

#

Specifically It's a modifier stack

#

So I might have two 2x modifiers in there

#

I can't keep track of indices because those can change when stuff is moved

royal vale
#

yay! so clean . now i dont have to add to that function for every new ability :))

#

i didnt know that when I change from object to class within the function inputs that i get that dropdown during a call , TY!

lunar sleet
autumn pulsar
#

kind of ended up deciding that maybe a uobject would be better

#

that way they can just self destruct themselves or whatever

faint pasture
#

imagine having a drop-down for dog breeds vs having a drop-down for individual dogs

royal vale
trim matrix
#

if i click play standalone game it also works fine, but when built it just goes back to the titlescreen

kind swift
#

Two characters (player and other). Player is setting "currentobject" variable from an array of objects based on which one of it they're looking at. When I reference Player in Other's BP and try to get it it says currentobject is "class unknown" and out of scope and won't execute blueprint after the Is Valid (cause it's not valid apparently). But why?

#

I am getting a ref to Player first.

next hollow
trim matrix
dim halo
#

Does anyone know if you can change the input mapping context - interval value when the trigger is pulse during run time

#

Is the only way to do it by changing the mapping context

stuck vine
maiden wadi
#

You can have an entry like this. And then as long as you put your maps under a folder named Maps in the content browser, they'll get cooked.

little moat
#

Should this work for assigning an index to each npc? The controller where I'm getting the array from uses "Get all actors of class"

little moat
#

It works

jagged moss
#

Does bolean by ref not work if the reference is coming from outside the function?

versed sun
#

I think you need to set your Input bool to Pass by Ref

jagged moss
# versed sun

Thanks, ill give it a try ^^, what i did was make everything and have it work, but when i collapsed by function it stopped working.

heady burrow
#

is there a simple way to scale a vector lenght? grok/chatGPT keeps saying to use vector * float, but there is no such node

maiden wadi
heady burrow
maiden wadi
#

You can also do a LiteralFloat and plug that in as well.

heady burrow
#

took me forever to find it I thought the IA was trolling me

maiden wadi
#

Lol, yeah. I'm still not a fan of the new nodes to this day. :/ All they do is annoy me when trying to use them.

eager bridge
dreamy marten
#

<@&213101288538374145> This Yuliza guy is spamming everywhere ⬆️

maiden wadi
edgy marsh
#

Hello , when im trying to possess car in the client inputs starting to not working

faint pasture
#

you want on controller changed or whatever it's called

#

event possessed only runs on server IIRC

desert flint
#

when i grab the ground and move around the skeletal mesh starts spazzing out like crazy (this also happened when i replicated this with a cord component). also when i grab a object instead of the ground, and move it inside a wall or near the ground, the cord/skeletal mesh doesn't stay attach to the object, it simply just moves in the location where the block would be

so i just need to make it so it can actually anchor to the ground/object rather than simply setting the location, any idea how to do this?

edgy marsh
# edgy marsh

When possessing with client 1 its starting to affect client 2

maiden wadi
# edgy marsh

From OldController, you should check if it's valid and disable input if yes.
From NewController you should check if it's valid and enable input if yes.
You should delete GetPlayerController and almost nearly never use it.

edgy marsh
#

still not working though

warm hare
#

What would be the best way to start with applying a damage effect to the screen when my character is at low health? I made it as a post proces material

maiden wadi
lunar sleet
maiden wadi
warm hare
maiden wadi
#

MPC properties are global. This'll work as long as you're not splitscreen.

#

MPC = Material Parameter Collection, for completeness.

warm hare
#

my current code for health

#

You mean like this?

#

Basically I want the glitch effect to show whenever I take damage, and when low health the screen will crack

maiden wadi
#

Glitch can be done one of two ways. Either animate it with a timeline or set your material up to take a LastTimeDamaged, and lerp from CurrentTime however you like mathematically.

#

The screen crack depends on how animated you want it. For an immediate thing you can just set the MPC here in this function you showed based on health percent.

But this can also be animated with a timeline by using play forward and pauses and such based on where you want the cracks to be.

warm hare
maiden wadi
#

I would start with your cracks, ignore the glitch for a moment. You need your current and max health.

CurrentHealth/MaxHealth = HealthPercentAlpha

Healthpercent alpha will be a 0-1 value that you can set in your MPC. The post process can read from this and set cracks visible if HealthPercentAlpha is within the range of like.. 0-0.4 or whatever for 40% or below.

#

Once you are comfortable with the immediate MPC sets, you can make a timeline and experiment calling it to set the MPCs over time.

faint pasture
#

read the code and understand what it's doing

warm hare
maiden wadi
#

Do you mean for the value to be 0? And what is Switch?

maiden wadi
#

That as well. 😄

faint pasture
#

Protip, just put every little code block like its own little world. It'll rule out all these pin draggin bugs

#

What's the test for setting the scalar parameter value, that Player Health < 70? Then do just that. Just drag another player health get in there and make it its own little thing

#

Just like that, perfectly readable and skips whole classes of bugs

warm hare
# faint pasture

No that was just to test if the damage screen shows up sub 70hp

warm hare
faint pasture
warm hare
warm hare
faint pasture
#

show how you're setting the MPC parameter value and how you're using it in the PP material

#

first just get the PP material to apply at all, make it bloody all the time

warm hare
faint pasture
#

and make it use the parameter from the MPC

#

and then set that parameter in your health managing code

warm hare
tiny mural
#

Welp I’m going out on a limb here and will ask for assistance here. I’m doing a Soulslike game project in Unreal but I’m accessing none for my StatsCompoment(sets health and stamina). Here is what I have so far

#

I did a validated get for OnStatValueUpdated and while it does pass true the validated get for StatsComponent isn’t valid

maiden wadi
mental rampart
#

if zero, that means the framerate limit is unlimited?`?

maiden wadi
#

If memory serves that is correct.

tiny mural
maiden wadi
# tiny mural I see. I’ll try to use the validated get within the Intialize function and see i...

To add to this though. If you are at reusing this widget, don't forget to also unbind the current StatsComponent before overwriting it and binding again.

And if I'm understanding this correctly the StatsComponent is on your Character. But you're reading it from your Controller. GetOwningPlayer here is a controller. You'll probably want to add a GetControlledPawn between that and the find component call.

faint pasture
# warm hare So how do I even do that.

Just don't take it off. Make the material itself. Read the parameter from the material parameter collection. Then when you change the parameter in your blueprint code the post process will just fade in

warm hare
steady night
faint pasture
warm hare
flat coral
#

Here's a fun question: Does A=B in this example?
(O_LevelDataWrapper has no code)

maiden wadi
#

How.. Is B not set?

#

You don't mess with it in the widget do you?

flat coral
#

I can move the print before the list view add to assuage that concern if you want!

#

And yeah it's just a UObject. It's got no code, only one variable, it's just there because my level definition is a struct but ListView needs an object, so I have an object holding the struct

#

same result

flat coral
#

I'm trying to figure out why my level select menu stopped being populated, and it turns out the data to populate it just... disappears

lunar sleet
#

Bp structs? 🙂

maiden wadi
#

Like... Is it only the FText?

#

Does everything else get set?

flat coral
#

Nope, the whole thing's nulled out

maiden wadi
#

That's insane. I've never seen that before. 😂 There's absolutely no reason that shouldn't be valid directly after the create node.

flat coral
#

Fixed it lol

#

"If I've told you once I've told you twice" approach

maiden wadi
#

Out of curiosity. What happens if you delete the create node and recreate it?

#

Maybe it's internal nodes are herpderping.

#

Cause the Construct node should expand out into setters for every ExposeOnSpawn internally. Maybe they're broken somehow?

maiden wadi
#

That's Epic™, truly Unreal™.

flat coral
#

I'm gonna move on because it's Fixed* but I'm just stuck thinking about how that solution proves how insane the problem is. If the issue was anywhere else, if my widget was fucking it up, if my print statement was somehow bad, whatever, then THIS wouldn't have fixed it

maiden wadi
#

Is this 100% bp? Object class and struct?

#

Also what engine version?

flat coral
#

100% BP. The whole project is almost 100% BP

#

and it's 5.5.4

maiden wadi
#

Nice, got that version for work. Will have to try that out. 😂 See if I can break it as well.

flat coral
# maiden wadi Nice, got that version for work. Will have to try that out. 😂 See if I can bre...

Couple more facts if you wanna go down this rabbit hole

  1. This code used to work as originally written. I made the level select list months ago and just noticed a few days ago that it had stopped being populated. I don't know when it broke, I don't use that title menu often for development but I'm prepping for PAX right now. However...
  2. Also as part of that I had to unfuck my packaging, where one of the main problems was a bunch of issues where some class had an old version of a struct. I mitigated it by basically deleting Binaries / DerivedDataCache / Intermediate / maybe Saved, to force a full recompile from scratch
  3. That happened between when this worked and when it broke, though admittedly there were also months of time
maiden wadi
#

I'll just say that the deleting of generated files "shouldn't" cause this. Well, nothing should cause this, but.. 🤷‍♂️

#

If anything I'd expect refreshing generated files to fix things like this. But not in BP.

onyx tapir
edgy marsh
#

there's no controllers except player controller

#

in the standalone those inputs are not working as well

frosty heron
#

The controller of the pawn

#

The node is get controller

#

NOT GetPlayerController with index.

next jewel
#

Anyone know why this isn’t working in my level blueprint?

-I have 5 child classes that inherit from 1 parent.
-I created an array of type, parent class and filled it with the child classes.
-Nothing spawns in this configuration.

If I choose a child class manually in the Spawn node (no array input) the actors of that child class spawn just fine. Am i using the wrong array type? Can’t seem to figure out what’s going on.

desert flint
marble tusk
next jewel
#

Not sure why they are defined as class ref types

marble tusk
#

idk, I'm not too familiar with that to know what the issue is. Maybe someone else knows

next jewel
full badge
next jewel
next jewel
tough kiln
# next jewel Interesting will do that going forward ty. Sadly though that did not fix this pr...

So what's happening here is that you're declaring your variables but not defining them. You're saying, this variable will be of type X but not actually assigning a value.

Firstly, use a for each loop on your target points, then you guarantee to stay in range. Then, instead of your current class selecting logic, use a select node, plug the random integer into the bottom left pin, plug the wildcard output into your class argument in the spawn node, then you'll have dropdowns you can select your classes in i.e. 0 = class A, 1 = class B etc

little moat
#

Can someone help me find out why my variable isn't updating? I have an array in my AI controller for the future locations of my NPC's. Then in the NPC bp I have a pure function to get the future location of the current npc and then another function to update it to the array. The problem is that when I print a string from the array at that same index I added to it shows coordinates 0, 0, 0

#

I can provide code if someone wants to help me with this, would be greatly appreciated

barren depot
#

Hi guys,
I was trying to implement saving and loading system of the states in my game!!
I was watching this video btw: https://youtu.be/IptnIONb6yY

But im having some problems while implementing it

so rn while im picking up the key and saving it and loading it, the key is destroyed but its not changing the HasHODKey bool variable to true inside the player and im not able to open the door as HasHODKey is not true
Can anyone please guide me to solve it?

barren depot
little moat
little moat
#

Idk if you're doing that already but just check that first. Check if it's actually changing the state of it in the save class

barren depot
#

I am having HasHODKey variable in savegame

little moat
#

Okay good

#

Get it on beginplay in the character and print the state of the variable

barren depot
#

but when the player is collecting the key, it should change the haskey variable of bp_door to true but its not changing into true

little moat
barren depot
barren depot
maiden wadi
# edgy marsh then which controller should I use?

There's always a contextual way to get a controller when you need one. Widgets have an owning player I think it's GetOwningPlayer in a widget. Pawns have a controller that possesses them which as ColdSummer pointed out can be gotten from GetController.

GetPlayerController just grabs the first controller of the game. For the host this is their own controller. So if you do things with the controller expecting it to be for the client, this breaks.

little moat
#

Doesn't matter where really

steady night
#

if i leave the draw time to 4 shouldent the "trace" last 4 seconds then ?

#

or draw time is purly for testing purpose and the trace just happens when called ?

maiden wadi
steady night
#

yeah so purly debugging tool really

#

ty

little moat
#

Although there is a new issue

#

I mean not sure if it's an issue but yeah

#

My array has an empty item

narrow swift
#

i want my enemy bp to attack when the player is in the attack collision box but idk why it doesn't go true can anyone help

narrow sentinel
#

out of interest is there a way to break on when say an exception is hit ?

#

I'm getting my game to work on level streaming method cause at the moment I'm getting odd issues happening like in this video

lunar sleet
narrow sentinel
#

and for a glimps you technically can see through to outside

lunar sleet
narrow sentinel
#

so for now ignore that exception question

#

I think I want to solve this other issue first

dense depot
narrow sentinel
#

anyone have any idea on the culling issue I seem to have out of now where

#

the video above should show it, happens mainly when players going around a corner it's like some stuff renders in odd timing so you see the pop happen

dense depot
#

i need some help with something aswell. i have a system where i want to rotate the player. the movement need to correspond with where the camera is located. im stuck on getting the movement to work succesfully. right now with this setup you see if i rotate the player start capsule component in the world 90 degrees, it works quite well for 0 and 180 degrees. the other 2 degrees work aswell but the animation doesnt work. also, i dont want to have to rotate the startcapsule as you can imagine. how would i resolve this issue?

lunar sleet
mental rampart
#

My impression is "get supported resolutions" is giving too many resolutions that will never be used. is there an easy way to disable some obviously errenous ones?

#

or do i need to do that manually

maiden wadi
#

What is errenous about them?

mental rampart
#

This is a pet peeve, but I never liked when a game gives me every resolution under the sun

maiden wadi
#

It's not every, it's just the ones that your graphic drivers report that you can use.

#

I can't recall the last time I've actually had to pick a resolution in a game. But I tend to just leave things in BorderlessWindowed rather than Fullscreen or Windowed.

mental rampart
#

Is borderless windowed = fullscreen windowed? 🤔

maiden wadi
#

I think so, yeah.

#

It uses your desktop resolution.

mental rampart
#

ok, thanks

maiden wadi
lofty rapids
#

are you asking in general ? because the loop has nothing plugged in ?

kind swift
#

I'm still learning about what tf to do with loops. What do I need to do with the top pin

frosty heron
#

Top pin is whats executed for every iteration.

#

Maybe just start with print string if you have no idea what the pin does.

mental rampart
narrow swift
mental rampart
#

What growing up a console gamer does to a brain

#

I recently played Crow Country on steam, I can't tell you how positively I reacted when the settings were nice and simple. Granted, that's got old school graphics

desert flint
#

i have a hook that shoots out that can lift objects and move them around using physics. I want some objects to feel heavier than others and i have no clue how i can assign strength to my arm, and assign weight to objects and make gravity happen between those 2 numbers.
from what ive been told, id just connect the two numbers somehow into a vinterp node, but i don't know what to do for most of this.
i can send over screenshots of the code if needed.

narrow swift
#

i wonder how i didn't know about that node and its pretty useful, i always used tags for things like that @dense depot

hardy merlin
#

Anyone have an example of using a State Tree for character controls,

hardy merlin
maiden wadi
maiden wadi
#

I think it also heavily depends on game type and such. An RTS or RPG is going to have a shit ton more gameplay options than other games. Anything competitive had better come with graphic settings so that people can have their 9001 FPS. etc.

desert flint
hardy merlin
mental rampart
# maiden wadi I think it also heavily depends on game type and such. An RTS or RPG is going to...

Yeah, absolutely. I think you represent the fairest viewport, from an industry standpoint.

For me, stuff like this where the graphical settings are extremely granular, where the user has no hope of really comparing and contrasting certain individual setting without opening and closing the menu repeatedly, this is unnecessary at best and an attention gravity well at worst.

It's good to ask "if it's an option, put it in" but the opposite question should also be asked "what settings are unnecessary or can be put under a broader graphical option?" etc.

#

Of course I'm partly dying on this hill because I just don't want to spend the next month on UX/UI

mental rampart
#

Call of Duty: Warzone

maiden wadi
#

Lol?

#

Wow, these are.. badly categorized. :/ Like a primary case.. Wtf is NVIDIA DLSS settings doing shown when you have FSR enabled? The others like qualities should be categorized together like Unreal's scalability settings. DOF isn't a quality setting it's a feature, it shouldn't be in the middle of quality settings.

lunar sleet
#

I mean badly categorized but definitely useful

mental rampart
#

oh wait

#

my mistake

#

this is not the UI

maiden wadi
#

Yeah, I'd 100% put every one of these in an options menu. But never like this just thrown in carelessly. I mean five minutes of sorting this would go a long way.

mental rampart
#

fair

#

still tho

#

why have one vsync setting when you CAN HAVE TWO

#

my sensory overload = 😭

#

I'd have scolded the UI designer sideways and told him to combine the two vsync settings

maiden wadi
#

Lol, that's actually kinda common among FPS players, weirdly. They don't want their GPU burning out in a menu but are fine with it being a heater while playing. Though it's usually a framerate limit and not VSync.

desert flint
#

trying to make it so i can pick up objects with weight with a telekinesis like thing. how do i set up my vinterp node to where i look and the mass of the object with my strength

#

do i subtract the weight and my strength.... or what should i try to do to replicate physics

mental rampart
#

i guess it's a probablem that perpetutes itself maybe? poorly optimized FPS games necessitate more user defined options, where before they didnt

#

Trying to think how such huge option menus became a thing

mental rampart
maiden wadi
#

It goes a long way to hide unused settings for things though. As a case example. VSync is useless when not fullscreen. So when our menu swaps off of Fullscreen, we hide non related settings except for resolution which we still disable. Just important to see the resolution it's rendering at still even in Windowed.

mental rampart
#

Now we're talking

thin panther
#

If you're still struggling, you could have "simple" and "advanced" settings so that you can streamline things but provide granularity to those who want it

maiden wadi
#

Yeah. I mean I'm on the opposite end of that spectrum. I groan and roll my eyes when there's no settings in a game. 😄 Settings are awesome. User preferences are very good things. But part of UI/UX is being able to present a billion things to the user in a non overwhelming way.

#

I think a lot of UX designers get a little stuck on the "less clicks" rule. So you get a lot of stuff that is flattened. And while less clicks is generally good, specially for repetitive areas, it's not a one stop solution to stop user friction with the software.

jovial steeple
#

Omg I hate settings in games

#

Have to give a pass on PC because of graphics settings and audio device settings. But so nice when I just load some simple console game and don’t have to worry.

#

Omg I hate gameplay related settings.

#

To many times, they just reason to make the experience less carefully crafted by the game dev.

#

Just ranting

maiden wadi
#

But again, this is highly game dependent. Consoles have less hardware to support, less buttons to use, less ways to input. Most games made on console account for this with doing UI differently and not relying on the mouse, and having to work around not have a keyboard with a lot of separate ways to hotkey things. You get people who hate keyboards, or people who hate mice and want to do as much as they can on one or the other. Specially in competitive type games. And there are already so many different standards for game types that it's hard to onboard people without supporting multiple styles that they might be accustomed to already. You can ignore this on a console because everyone uses the same 14 button + two analog stick controller.

The hardware is vastly different between user as well. As a console you're hooked up to a TV and you have the same GPU and CPU as everyone else, so you can tailor the experience to the console. You can't do that on a PC because you need to allow the person running an ancient 970 card to be able to somewhat play at least while still allowing the person with a 30xx+ card have nice visuals. I mean even Console games have started having a Performance and Pretty mode. But they don't need to be as granular about the controls because there's a massive lack of tech diversity to have to account for.

jovial steeple
#

It just stresses me out when I load a game for the first time, and I just wanna click new game, but theres this options menu to click on first worrysad

#

and then the options menu be spoiling the game omggggg

#

Like didnt know there was a driveabe tank in the game, and now it spoiled it

#

and like omg what difficulty and I supposed to play.

#

so stressfull

#

also... i feel like im losing cause of my keybinds.

#

im less efficent cause of my keybinds

#

stressfull

#

but ofc, super game dependant.

maiden wadi
#

IMO you shouldn't be showing an options screen first thing unless it's specially for accessibility like language, brightness, maybe color blindness, etc.

jovial steeple
#

90% of the time however, asside from graphics and technical stuff, I feel like the game could have just been designed better to avoid half the options menu. Idk the last time I played a nintendo game and had to think about keybinds. They just make it easy to learn and intuitive.

jovial steeple
#

And dont force me into decisions before ive played one frame of gameplay.

#

Ngl sometimes character creators get on my nerves with that. Some games, the class choice ends up dictating alot of the game, and you cant switch it later.

#

How am i supposed to pick which one I want before I even pressed W once worrysad

#

At least let me play a short intro before choosing

#

I like it when games just show the bare minimum in a condensed format, before the game starts

#

Just the few screens that let you select screen brightness, and basic accessibility stuff.

#

Then put you right into the game

lunar sleet
# jovial steeple Ikr just dont show me.

Lol yeah then people start giving bad Steam reviews cause they’re like “omg, this game doesn’t even have this option”. Meanwhile they just had to open the options menu. You can’t win with entitlement

jovial steeple
#

People always get mad man, even add the options in and they still mad

#

People just like being mad

#

Everyone needs drama in their life, they just me making it up

dense depot
dense depot
sand shore
#

And then I have to guess when I can bail out of the game to open the main menu

maiden wadi
maiden wadi
paper gate
#

Got a bit of an open ended question for you guys. Im trying to do something like this for my character.

Where when they turn 180 they will kind of stop for a split second and do a turning animation, and quickly come back up to speed. I think I know all the parts for it I'm having trouble figuring out what should be handled by what.

Meaning should I handle this mostly with a root motion animation? Should I turn the whole character via something like a timeline instead? And what would be the best way to detect that 180 turn

#

also shoulda mentioned the character in question is a 3D character but moving in a side scroller fashion

lofty rapids
#

then it's just a matter of animations

#

is it the animations, the movement, the camera or all that you don't know how to do ?

paper gate
mental rampart
#

Fullscreen seems to not give me fullscreen... while windowed does. What is going on here?

#

If I hit fullscreen in a seperate game window, black bars appear on the bottom

paper gate
#

because in my head I would do "detect 180 turn" and play turning montage, but then where to wrap the movement, should it be via root motion of that same animation or thorough some other system. And again with the whole 2.5D part of my project im not 100% sure what the best way to even check that 180 turn would be

maiden wadi
mental rampart
#

in standalone, fullscreen ends up giving black bars at the bottom where the windows taskbar used to be

#

while windowed removes them and appears to give an actual fullscreen

maiden wadi
#

O.o

mental rampart
#

yeah :/

maiden wadi
#

Let me check my code in a sec. But I'm pretty sure that's all mine does.

#

Yeah. Just calls into SetFullscreenMode.

mental rampart
#

hmmm, this is odd

#

there's a video of it if that helps

#

hmmm, i've just had to fake things. Fullscreen gives windowed fullscreen, while windowed gives windowed

#

im avoiding actual fullscreen for now

maiden wadi
#

Your desktop resolution is also 1440?

mental rampart
#

i think it's 1440p yeh

maiden wadi
#

Curious if the black bar goes away if you change resolutions.

mental rampart
#

I'll test that in a bit

maiden wadi
#

Cause I know that you can end up with black bars from aspect ration of the camera being clamped, but that's usually both top and bottom or left and right, never like one side.

#

I would have assumed the same would be true for any aspect ratio mismatches.

mental rampart
#

So forcing a resolution set after seems to work

#

i can't set resolution after since the functionality isnt there yet

#

it removes the black bars at least

#

im curious tho

#

is there any reason I can't just use windowed fullscreen instead of fullscreen?

#

it seems to give the fullscreen effect i need without any inherent downside

maiden wadi
#

It highly depends on the user. Fullscreen has been reported to both help and harm some people over FullscreenWindowed over the years. I don't personally think there's any real difference other than Fullscreen allows resolution change. You can streatch the game across the screen and render it at a lower resolution... But in these days that's kind of a waste cause you can just use upscalers now which do the same thing, better, and keep your game sharp looking.

mental rampart
#

that sounds like you don't mind if I make "fullscreen" = windowed fullscreen lol

#

seriously though i appreciate the in-depth explainer

#

I don't know how i'd get this knowledge otherwise

maiden wadi
#

Like over a decade ago, I used to never use FullscreenWindowed in games. I had to lower my resolutions cause shitty video cards. These days it's a whatever thing. I'd say as long as you allow a setting to clamp the cursor to the game, then it's unncessary, but I'm sure you can find people online who would disagree.

mental rampart
#

What's the node to clamp the cursor to the game?

maiden wadi
#

It's part of uh..

#

Shit, complex topic. 😄 You know them as InputModes unless you're using CommonUI

#

SetInputModeGameAndUI, SetInputModeUIOnly, both should have a.. clamp cursor to screen or something similar setting.

rapid panther
#

Hello. I've tried all the trial and error methods. It definitely seems like an engine-related issue. However, I need this version, the 5.6.1 blueprint, which is 16 kb. I need to update the mobile game to this version for compatibility.

The problem is, the mobile game I made with Unreal Engine 5.5.4 blueprint runs flawlessly. I updated the game to 5.6.1 blueprint without making any changes. I packaged it for Android. When the game is first opened on my phone, it looks exactly as it is.

I closed the game on my phone and opened it again. This problem occurs. It also doesn't trigger the button placements correctly.

rapid panther
#

Can anyone help?

maiden wadi
rapid panther
#

I'm not an amateur. Everything is as it should be. Cutout region etc.

#

Of course, I might be making a mistake that I've overlooked.

mental rampart
#

no problems with the common ui side of things

maiden wadi
#

CommonUI makes SetInputMode's pointless, cause it does them internally using...

mental rampart
#

so commonui doesnt require clamping in the cursor?

maiden wadi
#

Ah, Mouse Lock Mode

#

You'd make an option and grab that here.

maiden wadi
rapid panther
maiden wadi
#

Oh. Wow. My brain completely ignored that. 😂

rapid panther
#

normally

#

This is a big problem. Despite reporting this issue to Unreal Engine 5.6.1, it hasn't been fixed. However, I need 5.6. Otherwise, the game will be removed from Google Play.

maiden wadi
#

Seems to be an android specific setting for the project? Uhh.. Sec. Google is vague.

rapid panther
#

That's why Google won't remove it. Google wants me to update it to 16 KB. This was only done with 5.6. My game is currently live on Google Play with 5.5.4. There's no problem with that. However, there's this problem with the 5.6 port.

maiden wadi
#

Do you have an AndroidManifest.xml?

rapid panther
#

no. use default

#

The android manifest created in myproject folder is not changed.

maiden wadi
#

Is this checked in project settings?

rapid panther
#

yes. but not this problem

#

The whole problem stems from a collusion with the AI. We suspect incorrect caching. Because the game opens normally when first loaded and opened. The problem persists when the game is closed and opened again.

maiden wadi
#

All I can find is that you need something like this in your Manifest file. 🤷‍♂️
<activity android:theme="@android:style/Theme.NoTitleBar.Fullscreen">

rapid panther
#

Epic documentation. It warns that the manifest function to be performed must be here. For the blueprint project. Here is that tag. My previous attempts always gave an error.

maiden wadi
#

I dunno. It's a pretty specific issue though so I would ask in #mobile if you haven't already.

rapid panther
thin acorn
#

I can't for the life of me figure out why this Actor BP (just a StaticMesh) won't generate hit events. I just want it to collide with WorldStatic or WorldDynamic things, just like the player does

eager thicket
#

Gosh, fullscreen is a nightmare. When I set different resolutions three consecutive times in fullscreen mode, my GPU crashes. I use this code for it. Anyone know?

lofty rapids
desert flint
#

I'm trying to make it so the objects im picking up have weight, such as, if its a bit too heavy for me, i can't pick it up all the way, but i can kinda throw it a bit and i can drag it on the ground if its far too heavy.

#

how can i define a strength of my arm (already in a variable), a strength of the object (i already have that defined), and then make it replicate physics based off those numbers

#

(fyi there will be several different objects with different weights)

lofty rapids
desert flint
lofty rapids
#

So your always feeding it the current

#

And a target

desert flint
#

hm

#

what does current and target vector mean

#

like

#

is the current the current location?

#

and target where i want it to go?

lofty rapids
#

Yes

desert flint
#

Ok

lofty rapids
#

Exactly

maiden wadi
desert flint
#

i get that

#

but

#

where do i incorperate the weight into the mix

#

for the target place

lofty rapids
#

The interpretation speed possibly