#blueprint

1 messages · Page 348 of 1

gloomy hound
#

you can get at the SET node by right-clicking in the event graph and typing your variable name

#

there's also a variant that lets you set all parameters in one go, typing "set <name of camera rig>" should show that one

past compass
#

is there any method to setting a view target as an HISM instance? or a way to do this without needing an actor ref?, doesn't even need to be set view target with blend, but a way to "focus" in on a specific item when interacting with it. in this case, a computer, but there are multiple in the room, so they are HISMs, but not sure how to properly zoom in and focus on it

gloomy hound
#

it's probably much easier to just create an actor with the static mesh and a camera, then setting them as view targets should automatically do what you want

past compass
#

computer would be more involved tho, so it would make sense for those considerign i want the view target etc

gloomy hound
#

not sure if HISMs can even have code associated to run per instance, probably not, so interaction would be very limited in any case

#

the whole point of these is to make it efficient to have a lot of them at the same time where lot typically means thousands or millions

past compass
gloomy hound
#

well maybe not exactly millions...

past compass
#

lmao well i def don't even have thousands in most cases, so probably overkill but im making houses out of peices so it works in majority of cases, but i do it with interior stuff as well that has multiple in the hosue , but yea no way to get the instance as a view target so i'll have to just make them actors or find a work around for what im tryign to do

gloomy hound
#

if all you're interested in is focusing the view on them, you can probably just have a second camera that you manually point at the instance that you're looking at

past compass
#

yea that works v nicely. just adding the camera is simpler to my setup as my houses are bps, made up of many isms

#

if i had 2 cameras, would there be a method to know which one it would go for?

gloomy hound
#

depends on how you implement, I think

past compass
#

or i suppose i could move the camera itself for each instance

gloomy hound
#

if they're both on your player character you can switch between them by activating/deactivating, I think

past compass
#

i mean 2 cameras in the house bp, so when i swtich, it will nknow which camera to point to

gloomy hound
#

if it's an external camera actor you can just use set view target on that after positioning (and set view target back to the player when you're done inspecting)

past compass
#

taht way i still have 1 camera

gloomy hound
#

you can also look at Gameplay Cameras, which allow you to do something like this as well without too much manual setting of parameters, gives you a graph to "compose" your camera with

past compass
#

i do love where that's headed, but a bit to early i feel to dive fully into it as my main system

#

but i do like it

gloomy hound
#

yeah, documentation seems to be a bit behind, the quickstart refers to things that no longer exist, etc.

past compass
#

yea once that's used fully it will be omega, but i try to stick to things that are used by epic themselves

gloomy hound
# past compass taht way i still have 1 camera

ah, so you don't have a player character that you're working with? set view target only works when switching/blending between two cameras, so if you only have one, it'll switch the view as soon as you reposition, so that might be a bit jarring depending on your scene

past compass
severe coral
#

Hey, do you know why this RemoveFromParent doesn't remove the widget? If I put the RemoveFromParent call inside the created widget and trigger it on the Construct event (like in second screen), then it works fine. However, I'm wondering why it doesn't work in the first screen scenario.

In a different widget where I'm using the same logic, it works fine. But the widget where it doesn't work (the main menu, screen 3) is more complicated and uses switchers. Could that be the reason?

dusky cobalt
#

Also is your game paused or something like that?

severe coral
dusky cobalt
#

Like it's not intuitive but when you drag from Return Value, after 2s it might be actually already null.

lofty rapids
frosty heron
#

it would only refer to the latest reference.

#

say if that is executed with button click, and u click twice. Only the last widget will get removed.

lofty rapids
#

its a pain logically, like in a loop with delay, it only gets the last one

#

an event on the widget that you call solves the problem

#

or you can use construct ig

dusky cobalt
#

Actually true, it's better to handle it in the widget that got created. Much better separation of concerns.

severe coral
#

Yeah, I did that in the created widget's Construct event, but I was curious how exactly the same nodes are working fine in a different widget, and here they don't.

lofty rapids
#

like mentioned check how many times the code runs

#

it may only run once for the other

#

and multiple times for this one

lofty rapids
severe coral
lofty rapids
#

or you mean both one and the other ?

#

i see, so they both actually run, but this one doesn't work

lofty rapids
lofty rapids
severe coral
#

in construct it works fine for both of them. I tiried with variable and it didnt help. However what is strange in construct it happend twice and dont really know why

sly goblet
#

Hi! I’m trying to get my character pawn to physically interact with a rotating arm that’s driven by a Physics Constraint Component. I want the arm to feel heavy, hard to start/stop), not flimsy.

stuck vine
lofty rapids
#

i can see how structures can "break" the code if you have something connected and you reshape the structure or something, but i have not had an issue with it just breaking for no reason

#

🤔

sterile quest
#

How do I remove the characters ability to push things around based on physics?
I've 0'd everything out that could cause this but my character is still about to push things around several times their weight with ease/no resistance.

#

This is in the character movement component.

#

(Mass is also set to 0 in the general setting category)

#

I can also cause other physics objects to bounce and even flip when I jump and fall on one end of them. Something I don't want.

#

Basically the game engine treats the player character as an immoveable object that can cause everything else to move even when the other object(s) weigh several times more then the character does.

simple berry
#

I have a strange issue, im using 5.6 and trying to export a build, however the exported version ALWAYS has debugging enabled still, even when set to shipping build. does anybody know a fix?

lofty rapids
simple berry
#

yes sorry, i mean the packaged version

lofty rapids
#

are you packaging for windows ?

simple berry
#

Yes

lofty rapids
#

show what the window looks like when you do platforms,windows

#

like for me, i picked just picked shipping

#

you may have use project setting (development) selected ?

#

or even development it self selected

lofty rapids
#

also are you using c++ ?

simple berry
#

This is a pure blueprint project, and yes i have shipping selected in the biniary config, as well as the project default in the setting, and tested using for distribution, all to no avail

crimson briar
lofty rapids
#

i just do query only and apply a custom force

#

the physics are fkd imo as far as out of the box settings

#

you can you linear and angular damping thats a definate way to slow it down

#

but shutting it off completely and applying your own forces seems to me to be the best bet so far

simple berry
full badge
#

even i turn physic interaction off the character is still able to push them

#

and it doesn't happen on ue4.10 but appeared on 4.12 and didn't get fixed until now

#

the capsule seemed to be stuck inside the object when stepping off an physical object which launches it

steady night
#

hi, how do i get random location in box ? (box collision) ?

meager latch
#

hello programming wizards can someone help me uderstand why my int point is not changing my screen resolution, i know the logic is working and it is printing out the appropriate coordinates x y but even when i just put one int point as it says it takes nothing happens when i press the button

crimson briar
meager latch
crimson briar
narrow sentinel
#

out of interest is there a way to load an actor without loading it's streaming level its within, I bassically just need details from it but I don't need the actor loaded through-out

worthy frost
#

spawn it in your world

#

you need to spawn it to get an instance

#

why does it have data you need?

#

if it has data you need outside of the actor, why is the data on the actor to begin with?

tidal ridge
#

hey guys i was tweaking on a Combat mechanic by changing the Blueprints abit, so i added a structure to database or array my Attack montages so it can do both lets say Light and Heavy Attacks so i wont have to have two functions that has different attack performaces however it did not work for some reason is there something that im missing?

sterile quest
lofty rapids
#

and the capsule

#

i leave my capsule on query only

#

and the mesh i switch on and off physics depending on if i want to use it

#

i was having similar issues where stuff was reacting strangely i had to turn it off selectively

lofty rapids
#

this is confusing

#

also your not using the attack montages array ?

#

just checking the index is valid for that array, then using the index on two seperate things thats not the attack montages array

lofty rapids
tidal ridge
#

so i made structure for only attack montages to add in the Perform attack function, so that way i could use the function for both inputs such as LightAttack and HeavyAttack without making seperate Attack Functions.

chrome zephyr
#

Does anyone know how to set up camera rotation to support inputs for mouse (laptop) and touch (mobile) simultaneously? I have pawn blueprint which control camera rotation using mouse click with axis mapping node. However when I allow touch, it overrides mouse click. Looks like I can either have touch or click option at one time. It’s for product configurator where we rotate around the object.

broken brook
#

Hello everyone, I want to make it so that when you run you can look back with an outlast type key, does anyone know how to help me?

lunar sleet
#

Alternatively, if you need smoother rotation, you could add a 2nd camera that faces the back and on Started set view target with blend from front cam to rear cam and vice versa on completed

severe coral
#

Hey, as someone who recently started learning Unreal, I’ve often heard that you should avoid hard references whenever possible and use interfaces instead.

But to use an interface, you still need a reference to the target. Aside from using things like GetPlayerController or getting actors from overlaps, you often still need a way to get that reference.

In situations like the one shown in the screenshot, for example, when I’m creating a widget I end up creating a hard reference, right? (I can see it in reference viewer) So in those cases, is it unavoidable and acceptable to use hard references, especially for small assets like widgets?

crimson briar
# severe coral Hey, as someone who recently started learning Unreal, I’ve often heard that you ...

A lot of people simplify the hard reference thing too much.
It is not about not using hard references. It is about using them smartly. So two things:
a) not binding together two actors that are not really related - example: casting to a boss enemy inside a player character. The boss is present only in one level of 100 let's say. But by casting to it inside the player, the boss will be loaded with the player on all levels.
b) being careful with the size of assets that are loaded with the actor - example: you have an array of possible weapons on your character. Each wepaon has it's own mesh with textures. Even if you use only one of those weapons, all of them will be loaded with the character in this scenario. SO you should use soft references for them and/or for the bigger assets like textures or meshes.

In case of small widgets it shouldn't matter if you get a hard reference - unless the widget itself has references to other things and will create a chain reaction.

#

And yes, it is not always possible to use soft references - spawning and binding to dispatchers are two examples (although I'm not sure about spawning, maybe the async loading helps with that - but then you can't do anything with the spawned actor since you don't know the class before compiling)

crimson briar
#

Btw if you are interested, I'm basing my information on this very nice video from the official Unreal channel (here it is about cast specifically, but it is connected): https://www.youtube.com/watch?v=S2olUc9zcB8&t=1550s

Watch this recorded session from Unreal Fest Seattle 2024 that uncovers the truth behind Unreal Engine best practices.

Are Ticks really that problematic? Should you make all your meshes Nanite? Is the ChildActorComponent truly cursed? Should you never use Cast?

You've probably heard many of these so-called ""best practices”. Check out this...

▶ Play video
severe coral
crimson briar
#

I see. You could probably avoid the hard reference there by using a soft reference to the widget class. But honestly I never tried it with widgets. And it seems kinda unnecessary, since widgets (of this type) are usually small and self-contained

maiden wadi
#

Even with spawning stuff, you tend to use softrefs from a data asset. But that asset is usually bundle loaded so the softref is always valid.

wispy star
#

Hello. I want to convert Enum to a bitmask in blueprint, and i cant find bit shift. Any way to do that? (without using expensive math)

maiden wadi
#

Widgets are sometimes less of an issue. Depends on the game and how much widget content you have. Usually the core graphics are always loaded anyhow from some other widget. And things like icons or special display images are softreffed from the widget itself.

maiden wadi
severe coral
maiden wadi
#

To preface, you make a data asset that encompasses the concept of your thing. A red apple. A sword, a chair. Etc.This DA has the info you would need to create this object in game. It has stuff like the name, the gameplay class, default stats if needed, etc.

One key note is that it holds the Class. EG... DA_RedApple has a B_RedApple in it. If you specify the following in the DA class you made DA_RedApple out of...

UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, meta=(AssetBundles="Gameplay"))
TSoftClassPtr<AActor> GameplaySpawnClass;```

Then you can have the asset manager load bundles for this DA, and if you make it load Gameplay bundle, the asset manager will internally load and hold GameplaySpawnClass to keep it referenced so that you can immediately resolve the softref without it actually loading anything.

What that means is that you get the benefit of this class not being hard connected to this DA. You can load the DA at any point and leave it loaded forever. Maybe you have UI that needs to show all spawnable things and can be shown from any map. Maybe you're like me and just lazy and want all PDAs loaded cause why not.

But while leaving them loaded, they're not huge. Cause the big classes like this gameplay class are kept softreffed. BUT if you load your bundles before play. What you still get is instant spawning. No need to async load stuff all the time cause the asset manager preloads and holds the things for it.
severe coral
# maiden wadi Are you C++ capable?

I've taken a basic course, but only covered the fundamentals. I'm familiar with the OOP concept, though. I've been working as a 3D TD for the last couple of years, and we've been using Unreal for cinematics. Recently, I got into making games instead of just trailers for them, so right now I'm more of a Python-scripting and visual-programming kiddo. I definitely plan to get more into C++, but the user experience with compiling and iteration has made me postpone it for now. I will add you message to my C++ notes, thank you

maiden wadi
atomic salmon
wispy star
trim heart
#

Hey everyone,

I’m working on a project in UE5 and could use some help. The setup is this:

I have multiple speakers placed throughout the map.

The goal is for the player to go around and turn them all off (I already have this working using an E key interaction that calls Stop on the audio component).

Once all speakers are turned off, I want a door to open, and by exiting through it, the player wins.

I’m a bit stuck on the “all speakers are off → open door” logic.

frosty heron
#

Have an actor that act as a manager for the game play.
Each speaker register it self to the manager, and the manager in turns checks whenever a speaker is turned off.
Everytime a speaker is turned off it checks if there's still any speaker that is On, if not then do something i.e end the game.

severe coral
#

Hey, do you have any suggestions why spawning a particle system for the first time causes the game to stutter?
I have an Intel Core i9-13900KF, so it's a very powerful CPU, and I'm spawning a lightweight effect. I'm using async loading, but it didn't help. My game runs at over 120 FPS, so it's strange to see it drop below 30 for a fraction of a second. When playing for second time this lvl in the same session there is no stutter.

I could preload the effect offscreen at game start, but it definitely shouldn't cause a stutter like this.
Is it time to start profiling? I've never used a profiler before, so I'll need to do some research first. According to stat unit, it's the game thread that drops suddenly.

trim heart
#

the problem is this is my first time using unreal engine and i want very specific steps to make this manager you speak off 😭🥲

frosty heron
#

it's just a blueprint actor class you can drop to the level.

#

if you are not fammiliar with event dispatcher, get your self fammiliar with it.

#

This blueprint actor can hold references to the speakers in the level. Assign event that listen to when a speaker is turned off,
Then all you have to do is just to check if every speaker is turned off each time a speaker is turned off.

trim heart
#

hmm ok thank u!!! do you know any tutorials for this kind of thing? or how what to search to find them ❤️

frosty heron
#

To break it down, there are 3 entities here.

  1. Is the GameManager that tracks the speakers in the level.
  2. Are the speaker class. They can be toggled on and off and when they do, they broadcast an event that GameManager can listen to.
  3. Are the players that interact with the speaker.
#

Don't know any specific tutorial, you can figure this out once you are comfortable with the basics.
Things such as Object references, event dispatcher and blueprint communication.

trim heart
#

okk i’ll see what i can do thank u <.3

lofty rapids
#

What would be the best way to go about making a use functionality of an inventory item, i have it working but was wondering how other people do this ?

full badge
lofty rapids
#

as far as the different ways to do it, i just know how i did it thats why i'm asking maybe there is better way ?

full badge
#

idk

#

what in doing is having a class variable in the item structure

lofty rapids
#

same

full badge
#

the class is an object that can override function

#

then do getdefaultobject to execute

lofty rapids
#

hmm

#

i made a parent, then children

full badge
#

or construct the object if needs world interaction

lofty rapids
#

and they are all stuff you can use

full badge
lofty rapids
#

i went with class reference, instead of object reference

full badge
#

same

lofty rapids
#

hmm ok so you did the same thing lol must be a decent way ig

#

i just spawn them and they destroy themselves

#

and call use on them which you override for each child

full badge
#

i usually just use default objects for execution unless i have to construct them into world

lofty rapids
#

default objects ?

full badge
#

yea

lofty rapids
#

does it have a begin play and tick ?

#

so object would be more efficient then an actor ?

full badge
#

i guess

trim heart
#

i’m trying to recreate this counter, it counts speakers being turned off, but i can’t make it like the tutorial on the left, any help?

full badge
#

so yea there are many limits using it

lofty rapids
full badge
#

https://youtu.be/8ii51IIOdes?si=VdS_wxmTXKe1lpx9
here's a video about default objects

We are going to look at how to use CDOs safely, and also a big warning on what to be careful of when using them.

We can make use of CDOs combined with blueprint function libraries to simulate static classes, which is something we don't have access to in a direct manner in the ADK.

Project files: https://drive.google.com/open?id=1t-d7FFLI3Dj8h...

▶ Play video
lofty rapids
#

be careful "effects the game"

lofty rapids
lofty rapids
trim heart
#

im sorry but i dont understand… im new 🥲

covert delta
trim heart
#

i’m trying to recreate this https://youtu.be/YFtLd-bKl-U?si=4uyXqFOwbZy2t4jh

but instead off killing enemies you turn off speakers

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

I hope this first video in the series gives you a good intro on what design patterns are and how the observer design pattern can be used.

This will be done through the u...

▶ Play video
faint pasture
lofty rapids
lofty rapids
faint pasture
#

Basically you got data driven or a polymorphic DoThing approach

faint pasture
lofty rapids
faint pasture
#

Are these items or things in the world?

#

are you trying to use a door or an apple

lofty rapids
#

see i'm using bread in this video

#

but all items need to be able to have there own stuff to be able to do

faint pasture
#

what does Fire do?

lofty rapids
#

then i have another thats Block which makes it act like your blocking

#

for the whole time of the buff

faint pasture
#

So on use it's like:

Stat = AttackSpeed
Modifier = 1.5x
Duration = 30s

#

That's one approach

#

and the cleaner one, that's how you'd do anything stats heavy like PoE or WoW

lofty rapids
#

ya i can see that for stat modifiers, but i want to be able to run any code essentially when i select an item

#

like one that might spawn enemys

faint pasture
#

item can contain a ref to something that can run

lofty rapids
#

stuff like that

faint pasture
#

The simplest approach is to make it all actors

lofty rapids
#

so thats what i did, i have a class ref

#

and i just spawn/use/destroy

faint pasture
#

That'll work in a pinch

#

You're basically rebuilding GAS from scratch

lofty rapids
#

yes i have seen GAS, i just don't know much about it yet

faint pasture
#

I'd probably just do everything as buff actors

#

in for a penny in for a pound as they say

#

Buff_AttackSpeed:
OnSpawn -> Owner.AttackSpeed *= 1.5
OnExpire -> Owner.AttackSpeed /= 1.5

lofty rapids
#

well i did += 1.0, -= 1.0

faint pasture
#

Buff_SpawnEnemies:
Tick -> spawn an enemy

#

btw you can just set the tick rate then you don't need timers and all that in these things

lofty rapids
#

thats a good point

#

because i used a timer 0.1 in them all

#

so the seconds are in 1/10

faint pasture
#

yeah this is the simplest and most flexible approach I can think of. It won't scale and won't be great for multiplayer but it'll work and be dummy ez to do complicated stuff

#

you won't make Path of Exile like this but maybe Zelda

lofty rapids
#

thanks for the response

lofty rapids
#

GAS probably ?

faint pasture
#

Something data driven

#

yes or GAS

#

if you were making PoE you'd have like 1000 stats

plush hornet
#

Hi I hope everyones well. Quick question, why does the actor keep moving even when iv'e released the input buttons, almost like its sliding. I know theres a solution but iv'e forgotten it😵‍💫

faint pasture
#

how is the actor moving to begin with

steady night
#

hmm hey im using a scene capture componend 2d to render my unit in inventory, since its co-op player 2 shows the same as the first one,

#

ive done this before but i dont remember, u had to create a seperate texture for the 2nd player or something right ?

maiden wadi
steady night
maiden wadi
steady night
#

hm okey, and then xD? @maiden wadi

maiden wadi
steady night
#

well that exactly like this right :/?

#

or wait hm..

maiden wadi
#

For the component, yes. Now you need to pass that to your widget.

#

Or let your widget get it.

steady night
#

since its in a material the texture

maiden wadi
#

Before you likely put that in the widget by default. Cause you can reference it globally from the content browser.

steady night
#

i need to change the texture in a material

#

can i do that ?

maiden wadi
#

For that you need to make the material a dynamic material instance and SetTextureParameter on it. And then put the material instance in the widget.

steady night
#

oh wait im dumb

#

or hmm

lofty rapids
lofty rapids
maiden wadi
#

I'm assuming the UI given the references, but need to be sure.

steady night
#

player controller

steady night
lofty rapids
lofty rapids
steady night
lofty rapids
#

looks like your render target is showing

#

but you can change it dynamically as well

steady night
#

hm i got it working with the textture

#

but im trying to apply the mayerial instance thats not wokring

steady night
#

the set brush at the end is the widget

lofty rapids
#

so it's doing nothing essentially

steady night
#

yeah but

#

how do i set it <)

lofty rapids
#

can you do this ?

steady night
#

yeah

#

but then it freezes

#

so dosent work

lofty rapids
#

is there an error ?

steady night
#

no

lofty rapids
#

can you plug it into the target and have it auto create the make ?

#

or does it say no comply lol ?

steady night
#

nagh

#

nope*

#

@lofty rapids

#

any ideas :/ ?

steady night
maiden wadi
#

SetBrushFromMaterial.

steady night
#

hm still freezes

#

is when i use the texture as set brush

#

thats why i need the material

#

but when i use set brush from material it freezes

#

@maiden wadi

lofty rapids
#

what freezes ? the whole game ?

steady night
#

no the image

#

its not rendering

maiden wadi
#

Is your capture component set up to render every frame?

lofty rapids
#

imo this render target stuff can be very heavy on performance

#

maybe just from my experience but rendering another scene is tough on the system

steady night
maiden wadi
#

Doesn't matter. There's no better way to do it.

maiden wadi
#

For a start, remove that TextureTarget so you don't get false data.

steady night
#

done

#

but im changing the dynamic material isntances texture param

#

thats wrong aye ?

maiden wadi
#

Setup seems fine from the blueprintue paste. I don't see why that would freeze.

steady night
#

im creating a render target 2d

#

ohhhh

#

well found 1 thing

#

it looped 6 times

#

when i have it like this im setting the texuter it works for both players

#

but its something about when im trying to add the material it breakes

maiden wadi
#

What event is this on?

steady night
#

wdym what event ?

#

begin

#

play

maiden wadi
#

How many players?

steady night
#

splitscreen 2 players

maiden wadi
#

6 runs doesn't make sense?

#

You should have 2 as a local coop.

steady night
#

i used a sequenser

#

at the end of it i rann the code

#

for all of them

#

but its fixed now

#

so only 2 times it "loops" now

#

so thats fixed

#

i think the issue is when im creating the dynamic material im changing the materials texture param to a material

#

not a texture

#

or thats fine ?

maiden wadi
#

You are giving it a texture though.

steady night
#

oh right

#

yeah

#

but h ow dose it know witch texture im creating tho ?

maiden wadi
#

How do you mean?

#

You have two controllers, two pawns. Which means each controller needs to create a RenderTarget2D, and a DynamicMaterialInstance. Which they then put in their own version of CharacterWB

#

You're creating a dynamic material and a dynamic render target. It's the same thing as making one by hand in the content browser. You're just doing it at runtime without hard coding it to the content browser.

#

I can't explain why putting that in a material would pause it though. I've done this a few dozen times and I've never seen them freeze like that unless the scene capture stopped rendering.

steady night
maiden wadi
#

Only other thing that comes to mind would be slate invalidation, which isn't applicable because both paths would freeze.

#

This is mostly correct. Except the last part. The texture isn't null. Most likely at this specific time of creation the RT will be blank yes. But next pass the SceneCap will render it's view into it, and when the widget paints later that frame it'll render what the scene cap captured.

#

Mostly semantics though. Should be pretty much imperceptible.

steady night
#

hmm

#

but when im chaning the materials "texture param" im changing the texture to a material ?

#

i mean i cant by default change the texture param to a material just hard code textures

#

oh wait im dumb sorry same thing again

#

but im applying an empty texture to it

#

a blank one

maiden wadi
#

For that frame, yes. But it should be drawn to by the scene cap you passed the RT too.

steady night
#

hm ok, so this "should work" ?

#

so somethings the matter

#

am i using the right nodes ?

#

wtf

#

now its working ??

#

i just added a print

#

and now it works ??

maiden wadi
#

Lol. 🤷‍♂️

steady night
#

wtfffff

maiden wadi
#

Unreal™

steady night
#

now it works as intended for both parts

#

O.o

#

i probably just could have restarted and it would "refresh" or something

#

yeah Unreal magic

#

whattahelll

#

this got my head in

#

oh well.. thanks for the help! :p

languid swallow
#

Possible to click to add point to spline in a same or similar way to right clicking on spline segment, but using blueprint utility?

One way I could think of it is to save spline info in array, points and segments, so I can use that to detect location of points with blueprint utility, mouse, trace.
Then I guess also have vectors as segments, and somehow able to detect when I am close to segment, ugh, math. Someone has better idea? I mean, editor is obviously doing it.

simple stone
#

Hi. I need tactical help, because I don't know what to implement it through. I want to implement liquids. Realistic display is not important, formality is enough for me, I have a low poly style. Liquid can be stored in a container - a cup, a barrel, etc., when turned over - it will flow out, it can spill on the floor, or accumulate in some narrow space. The simplest thing I came up with is to imagine the liquid as a bunch of spheres of balls, but render them as a group of objects representing one object. I tried to use the material of slime - which stretches to neighboring meshes, but the effect does not combine well with its own spheres. Perhaps it is possible to display the liquid differently. Because some of the mechanisms in the game can consume liquid, and in general I have a simple physics simulation

sweet imp
#

Total shot in the dark here but has anyone else experience this error before when trying to package? I'm on 5.6.1 and I don't know what I changed, but since I updated some random things I'm getting this error with an actor component. It used to work totally fine. Can't find any info about this error and none of my debugging to try to fix it has worked unfortunately:
[2025.09.03-01.45.18:175][ 0]LogOutputDevice: Error: Ensure condition failed: bCustomPropertyListForPostConstructionInitialized [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp] [Line: 1242] [2025.09.03-01.45.18:175][ 0]LogOutputDevice: Error: Ensure condition failed: bCustomPropertyListForPostConstructionInitialized [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp] [Line: 1242] [2025.09.03-01.45.18:175][ 0]LogOutputDevice: Error: Custom Property List Not Initialized for /Game/_Main/Blueprints/Player/Stealth/AC_StealthDetectionComponent.AC_StealthDetectionComponent_C [2025.09.03-01.45.18:175][ 0]LogOutputDevice: Error: Custom Property List Not Initialized for /Game/_Main/Blueprints/Player/Stealth/AC_StealthDetectionComponent.AC_StealthDetectionComponent_C

faint pasture
#

ok here's a question, can a liquid spill?

tidal marlin
#

But overall, it's cool:)

thin acorn
#

When I run Save Game to Slot, where does it actually save during development? Online it says in a folder called Saved but I have no such folder in my ContentBrowser

hollow edge
thin acorn
hollow edge
#

Your probally not misunderstanding me I was just thinking of what it could be and I'm probably wrong, and sorry ic mislead you

thin acorn
jovial thicket
#

hi all!
I've encountered an interesting problem.
5.6, default third person template. Everything is ok.
If i want to make my own bpcontroller and bpcharacter (from same parent class as the template), if i do everything the same as in the template, the rotation doesnt work. I even examined with diff tool and there is no meaningful difference.
What the heck could be the problem?

jovial thicket
#

if i use the standard tps character with my new controller, the rotation doesnt work, only the move. If i switch back to the original tpscontroller, it works. So the problem exists with only the controller, too.

round haven
#

Morning all! New to here because I have a problem and wanted some help. I have a BP that allows the mannequin and metahuman to spawn in the correct place, but soon as I switch to my own model made in blender it now spawns out the ground. I have also noticed, that the BP doesn’t show the character but just the default image now.

I have checked to see if the skeleton was not at 0,0,0 - I checked that it’s placed at the bottom of the mesh, which I can see it. Not sure what else to do?

jovial thicket
#

what does this mean? : it now spawns out the ground.

#

can you place it on the ground? Is it a character bp or an actor?

crimson briar
round haven
#

Yea, was exported as is from Blender, I was using that AI sight that creates the model, then another site that auto rigs, which imports to Blender, where I can edit a little and export. I assume I need to set some scale for it on Blender? I haven't used blender and didn't want to have to learn another program lol

round haven
maiden heath
#

Hi guys, Question: where can I find the "OnRep_Pawn" function, because I can't find it in the "Override" of the Functions. Thank you very much

crimson briar
maiden heath
crimson briar
#

Yes. Are you making a multiplayer game?

maiden heath
#

Yeap

maiden heath
crimson briar
maiden heath
crimson briar
#

Then it is possible they were talking about C++ AController::OnRep_Pawn

#

You can't override it with blueprints

simple stone
# tidal marlin In Unreal-engine, as far as I know, there is no water system for your case only....

the task is simple - a liquid that is attracted by gravity can be scooped up with a bucket and carried.
I came up with a solution through spheres, for example, but their rendering is terrible, perhaps it is possible to make a render much better, so that a group of spheres is drawn as one lump of mucus.
perhaps it is possible through a particle system. I really don't know, because I don't have much experience, but as a logical model, the example with balls that roll is ideal, I will be able to register hits, a fence and simulate primitively

#

but I don't know how to draw two meshes that are next to each other as one mesh. I can create a mesh manually by polygons, but ue5 will die from these operations. Maybe this effect can be achieved with shaders or something else?

tidal marlin
#

Maybe.

tidal marlin
#

In long - i will write little later.

simple stone
#

probably need material that will display correctly?

#

shader maybe to avoid overlapping

#

Like this

round haven
#

Does this work for fixed camera and getting the mouse to make the character point in that direction. Like a Twin stick top down?

dark drum
# simple stone probably need material that will display correctly?

Announce Post: https://forums.unrealengine.com/showthread.php?105615

In this week's live stream Ryan Brucks and Sam Deiter will cover the various uses of the Custom Material node. Ryan Brucks also explains how he used Custom Material nodes to achieve the liquid "metaball" from the beginning of the ProtoStar demo.

ProtoStar: https://www.youtube...

▶ Play video
dark drum
simple stone
#

Thank you very much. I will study this, that's what I need, it looks very similar to what I'm looking for.

round haven
round haven
#

@dark drum Do I need to make a 'SetControlRotation' in the functions or something as I am unable to find anything when I right click and search

round haven
#

I found it, but still didn't work, I have been trying a load of different settings, "Use Yaw" "Orient" etc combos of true and false.

#

This is the full movement code, maybe there is an issue with it. WASD does the moving around and rotates correctly, camera doesn't move at all.

mental rampart
#

I want to follow this 2 min tutorial for save game settings. Is anyone more experienced with saved games able to tell me if this is missing anything major or if it's good enough? https://www.youtube.com/watch?v=kdJ4_pry8GA

Here's how you save simple variables using Blueprints in Unreal5-!!
If you enjoyed this video, please consider becoming a Member :)
https://www.youtube.com/channel/UC2U5mRfclG1Rrr1ztNkpGKA/join
Or joining the Patreon Squad directly:
https://www.patreon.com/RoyalSkies
It makes a huge difference, and really helps ensure I'm able to make the best v...

▶ Play video
iron bone
#

Hey what's the deal with the "Saved" folder in an unreal project ? It's ballooned over time to be 4 times as big as my content folder and it's making backup a bit tedious. Can anything from this folder be deleted? Thanks

next hollow
#

I think all but the config can be deleted.
I don't back it up to my source control at all.

dark drum
dark drum
dark drum
dark drum
round haven
#

I tried both on and off

#

Completely lost now

mental rampart
#

I feel like save games is something I want to get right

round haven
#

omg, worked out the camera rotation 😄 one node caused the problem!

#

Now I just need to make the wasd smooth again and it will look amazing

dark drum
mental rampart
#

integers (these dictate what settings are selected in graphics), in-game points, what int of level the player is progressed to

#

so basically im saving ints, floats, strings, etc

#

hope that answers things

dark drum
mental rampart
#

A single save slot seems okay for now yeah.

I don't mind if something goes into multiple save slots tho

sudden spear
#

I have a very weird problem here:
Spawning a tile with a 2D location that I get from an (previously filled) array.
But it is actually spawned at a different location that I don't know from where it gets that value 🤨

#

Spawn Actor from Class should just take the input parameter but it doesnt

dark drum
# mental rampart A single save slot seems okay for now yeah. I don't mind if something goes into...

So for things like graphic settings and what not, its best to use a config file with the 'Game User Settings', however this isn't exposed to BP. I'm not sure if there are any other way to do it.

As for the in game data, save game objects should be fine. It doesn't sound like you'll need anything complex so any reasonable tutorial on save game object would probally teach you what you need to know.

dark drum
sudden spear
#

...building the grid in the construction script

#

just a sec..

dark drum
# sudden spear There are just two print strings

Yea it looks like it's what I described above.

So the random node will get evaluated on the print string node and return a value. When it gets to the Spawn actor node, it'll get reevaluated and produce a new random entry. (because its a pure node)

sudden spear
sudden spear
sudden spear
round haven
#

With raytracing from the mouse, checking if it’s above ground to trigger if the player should point in X direction. How do you deal with the mouse going off screen and not triggering because there is nothing rendered under to trigger.

mental rampart
dark drum
mental rampart
#

ah i see

lofty rapids
#

and i think either way you can check for a blocking hit

#

does it block off screen ?

supple hound
#

Hello, my character won't stop moving to the right and i don't understand why. When I connect my Input Action to a Print String it gives me 1 /0 and -1/0 in the respective positions, but when I run the game everything goes to the right still.

lofty rapids
round haven
supple hound
lofty rapids
#

using physics ?

round haven
lofty rapids
# round haven

on true set the target, on false and true interp to target

round haven
supple hound
faint pasture
round haven
supple hound
remote meteor
round haven
#

This correct ?

#

hmm nope XD

round haven
#

Yes, I need more of a walk though as I don't know UE5 and I am learning

#

to me, I understand what you're saying. I just don't know how to action it and what to link etc

faint pasture
#

rinterp to point at target always

#

Hit? -> Yes -> set target -> rinterp
-> No -> .................. -> rinterp

#

and also you don't need to set show mouse cursor every frame

#

it's redundant

knotty scarab
#

quick question, which one should i use to obtain the string representation of a byte (enum)?
(i assume the last one)

faint pasture
#

just debug

knotty scarab
#

yeah i just wanna know which one would work

faint pasture
#

probably both

#

have you tried?

knotty scarab
#

no lol, thats why im asking

#

i wanna make sure

#

ig ill just try the FName & FString one

round haven
faint pasture
#

it's a property of the playercontroller I think

knotty scarab
mental rampart
#

Just piggy backing off the last topic about save games:

When is the absolute earliest I can load saved games / graphics settings? I am wondering which BP I should use to ensure it loads as early as possible

knotty scarab
round haven
cobalt gulch
#

Gadget BP

#

Spawning BP

#

How come the gadget isn't being possessed by the player character? It doesn't seem to set the view camera either

faint pasture
#

that doesn't sound right

#

you should tell OwningPlayer's controller to possess self

cobalt gulch
faint pasture
#

is owning player set right off the bat?

#

is it valid?

#

I don't see you setting OwningPlayer

#

you set Owner and Instigator

#

Owner is a controller so you can possess it with that

#

This is kind of a mess, you can delete most of what you have IMO

#

What's the goal here, describe what should happen when this thing does its thing

cobalt gulch
#

I have a system where you have tacticals and lethals, this is a tactical and when you press the button for the tactical it makes you hold a tactical BP which once thrown spawns in a Tactical gadget

faint pasture
#

ok so why do you need to possess it

#

are you meant to no longer be driving your pawn when you throw the thing?

cobalt gulch
#

Yeah so you control the pawn and steer it left and right

#

Sort of like a controllable plane

#

And when it hits a surface it unposses the gadget and reposses the player character

red briar
#

can someone spot whats wrong in my camera smoothing? it locks the player camera. this is ran via tick

cobalt gulch
#

@faint pasture

dark drum
faint pasture
#

is your camera using ControlRotation or are you manually driving it?

#

Which is the smoothed rotation and which is the target in your setup? ControlRotation can't be both

faint pasture
zinc ermine
#

anyone created a charged attack mechanic like in soulsborne games? what is the best input mode, how to speed up and slow animation etc

cobalt gulch
#

Is it referencing the wrong controller

faint pasture
#

What you showed was referencing a nonexistant controller yes

#

and having it possess the previous pawn

iron bone
#

can there be multiple channels for custom render depth?

rough bobcat
#

Hey guys i am making a utility library plugin through which i am adding all c++ functionality to bp so developers can do all things from bp and also adding some useful functions that will make things easier here are some functions related to level let me know if this are useful or not

sullen violet
#

Hello, I'm trying to display a character in a widget. My character has the ability to change clothes using a separate component, so I haven't found anything other than creating an heir and spawning it under the map. However, I believe this is an unoptimized solution. I need to provide local lighting for the scene displayed in the widget.

astral summit
#

HI,
Can the position of the text cursor for typing be changed in Blueprint?

dark drum
# rough bobcat Hey guys i am making a utility library plugin through which i am adding all c++ ...

I personally don't think they're that useful. I can't remember when I last used the level name to load a level. I use the soft world reference.

As for the game mode override, I kinda feel that if you need it then its probably a bandage to bad project structure.

I'm also not sure what the point of 'Actors To Copy' would be.

The load level with loading widget could be useful though.

Of course all this is just my initial thoughts. Do you have some examples showing how they can be used and what problem they solve?

dark drum
dark drum
rough bobcat
# dark drum I personally don't think they're that useful. I can't remember when I last used ...

Thank you for your feedback i will replace level name with ref because it is more convinient.
And using a single level for multiple game modes is a common thing in games but we need to add that to options string where we need to pass path to game mode which is not convinient so using this you can easily select game mode.
And open strings are a bit tricky to ready if you have many options so instead of string you can define options in map and get options map which i much easier.

#

And i think open level with async is really helpful since i use it myself in my projects

#

Btw this is just 1 library from 10s of other libraries in the plugin

paper glade
#

Hey everyone. I'm trying to use Billboard components to display sprites for a 2.5D game. I am trying to scale some of these components during runtime, but for some reason, they aren't changing size. Despite the fact that I have confirmed with print nodes that the value of its "Scale 3D" variable is being changed, the way the billboards appear doesn't actually update in the PIE window. Does anyone have any insight from experience with scaling billboard components and can help?

dark drum
dark drum
thin panther
#

Wrong channel :P

icy jacinth
#

Could use some help in how to finish up this interaction system. Basically, it uses a custom blueprint for a collision box which is added as a child actor to an interactable object. This is used to detect a line trice to determine which interactable object, if any, the player is looking at. Depending on the item type, the player should be able to interact in one of three ways:
A. Some objects may just need the interaction button pressed.
B. Some objects may need the interaction button held.
C. Some objects will react differently depending on whether the button is held or pushed.

The input action in the IMC has a hold trigger with the hold and actuation thresholds both set to 0, allowing for a radial progress bar in a widget to fill as the user holds the key for the required amount of time (scenario B).
The existing logic covers both Scenario A and Scenario B, so I'm struggling with figuring out how to adapt it so that Scenario C can be achieved in certain situations too. I thought about using an enum on the box collision BP that can indicate which use case is neded for the given item, and using a switch on enum node in the actor component. However, most everything in the Try to Interact event will need to be duplicated -- is there a more efficient way to do this?

thin panther
#

@paper glade what's up?

rustic lotus
thin panther
#

lol thanks

rustic lotus
#

a bit of lounge chat on the blueprint one 🙂

paper glade
thin panther
paper glade
#

I was responding to that person who offered some advice because it was insightful however it did not work still

thin panther
#

I'm on about your eye roll react, which wasn't in response to you :P

paper glade
#

I thought it was, my bad

thin panther
#

nah someone posted a question asking about a C++ IDE after a while of speaking in #cpp, I didn't end up noticing they deleted their message lol

maiden wadi
#

People who delete messages are weird.

thin panther
#

it definitely makes things more confusing looking back on them

paper glade
#

I removed the eye roll react since I did it on false pretenses

thin panther
#

it's all good, I just wanted to make sure there wasn't something I was missing 🙂

maiden wadi
#

Nah, not like that. 😄 There's often people around here that like... Have a conversation and then just delete it all after 15 minutes.

thin panther
#

yeah I know what you mean, that's what I'm on about too.

You scroll up and see replies to nothing, or go to search for a message you know you saw that no longer exists

#

Bonus points if it was helpful advice

#

More bonus points if it was some not often talked about topic 🤣

maiden wadi
#

I had the strangest thing with that last night. I couldn't search my own messages. And better... I found it. Referenced it in another chat, then went back and was scrolled down so I searched literally what I had written and still couldn't find it searching.

thin panther
thin panther
maiden wadi
#

Nah, was on PC.

thin panther
#

ah

icy jacinth
# thin panther After a quick glance, could you not determine this by passing in the held time?,...

For sure, though the issue is that different objects have different requirements for interaction, and the requirements can be contradictory. So for example, passing in the held time would work for scenario C but not for Scenario B (which needs a hold time and should not trigger after a mere tap).

But, I think there's still something to that idea - might just need to mess around with the logic a bit. Thanks for the idea!

maiden wadi
thin panther
paper glade
crimson briar
#

Btw the trigger is on Released

icy jacinth
#

Thanks both! That should give me enough information to make it work, I appreciate it!

crimson briar
#

Although my solution won't work completely since you want to display the hold time. You would need to hook some code for this up to the Ongoing pin I think? Not sur eif it works with the released trigger though

red briar
#

not sure where i'd ask this, but how would i remove this overlap in a spline mesh?

mental rampart
#

How do I make sure the right game instance BP is set for my game?

maiden wadi
round haven
#

Question, I am using a Twin Stick style top down and I am using Rinterp. When the mouse is near the charater he snaps very fast if the mouse is close. Is there anyway to smooth that down?

odd kiln
#

Hi all !

#

I have a little question

#

It's for organization. While I'm making the code of "Attacks" for my Character, should I put this into a "Collapse to Function" or "Collapse to Nodes" or "Collapse to Macro" ?

#

What's the best in term of performance/organization ? (if you have any idea)

lofty rapids
#

it really matters what your doing i think as well

odd kiln
#

Ok thanks I will think about it ! Thank you very much !

crimson briar
# odd kiln It's for organization. While I'm making the code of "Attacks" for my Character, ...

Functions and events, and code in the general graph - depends on your taste I guess.
Function - it can have local variables, which makes it useful when you need a lot oif local variables and don't want to have a spaghetti in the graph. They can't have delays or similar things that are async. Can be pure, so no execution pin, just outputs a value
Collapse nodes - this is simply for organization purposes, behaves the same as not collapsed.
Macro - they are way different. For example, a foreach is a macro. I would advise to not use them for organization purposes

odd kiln
#

Ok great thank you so much for all these informations !

round haven
#

What do I need to search for to get this

#

I am trying to make the charactor dash

thin panther
round haven
#

Thank you!

#

I was looking for a float

#

How do I get the pin green?

runic parrot
#

is there any way to remove assets from fab?

round haven
#

I dont think there is I have been trying for a while

runic parrot
#

T_T

#

that + personalized tags would be amazing

round haven
#

I have no idea why there is no right click remove. Seems like a question people have been asking for a while

crimson briar
round haven
#

just worked it out thanks

granite nacelle
valid elbow
#

I often get this error (access to pending kill or garbage) on the "Is valid node" ? Is this a bug or do I need to have another check here?

steady night
#

hi, my postprocessvolume makes my emissive shine att 1000x strength

#

anyone know what setting is controlling that ?

mental rampart
#

Can I call the Game Instance (the one set in the project settings) from ANY point in the game itself without casting?

#

For instance on a widget or in a character BP

steady night
#

yeah

#

you u need to cast to it from that instance

mental rampart
#

cast it how?

steady night
#

but u can always get "get game instance" and cast from that to the

mental rampart
#

ah ok

steady night
#

the info in game instance saves across levels but i guess thats why u want it

mental rampart
#

Would it be a good thing to put all my "game settings" here?

So things like remembering what settings were selected on an options widget

steady night
#

tottaly depends on you project, i would not do it like that,

#

use a local save/load system for all settings

mental rampart
#

so a local save/load system would be... what?

#

ah wait i think I understnad

steady night
#

when u start your game again u want the previus saved settings loaded.

crimson briar
round haven
#

I want to dash once and then I want to wait, this kinda works. What do I need to do to get it working?

#

Done it

quartz tapir
#

Hello! I've been working on making a flying pawn that the player controls (this is a space game, think spaceship) and I've been runing into issues with my google-fu on this one - Using the Add Controller Yaw/Roll/Pitch nodes works fine for this demo, however the pitch always remains at the world Y axis, so if the ship rolls in any way, it pitches on the world Y axis instead of what should be the ship's Y axis. Is there a term for what I should be looking for?

eager thicket
#

Is it possible to switch something based on the value of a float? So 60 = switch 1, 120 = switch 2, etc

#

And if so, what switch would I use?

faint pasture
#

the angle from char to mouse really does change that fast when you're close

faint pasture
#

What are you trying to do here?

eager thicket
#

when I open up the settings menu, the current FPS limit is read, and then it should ideally change a switch which changes the UI widget

#

hope i made sense

#

ugh i'll just do this

#

its gross but idk

tulip trout
crimson briar
#

I would just do a switch on int and convert from float. If you don't care about the decimal precision there is no reason to not do it.

faint pasture
#

You should have some limited set of entries if it's not meant to be fully wide-open and able to take any value, and use that as the source of truth, never the actual limit from the settings

#

I would have an array of entries.
As for what an entry is, that depends. Probably a tuple of floats and text

round haven
#

I’ll show code tomorrow when back at the pc

faint pasture
#

Whether or not you want that is up to you

#

Mouse drives TargetRotation which is interpolated over time to output ActualRotation

#

that way there's a "speed limit" on how fast homie can beyblade around

round haven
#

The issue I have is just not feeling the snappy turn. If I can slow that when the mouse is near then that will be great. I tried adding numbers to the rinterp but the rotation just stopped. I’ll have another look tomorrow and tag you.

eager thicket
#

not sure quite what u mean

faint pasture
eager thicket
#

im probably missing something

dusky moth
#

i have an object with a mesh and a material, but in the scene as this object moves the material moves along the object, as if trying to tile it according to world space, instead of moving with the object like its stuck onto it. whats happening here

next hollow
faint pasture
#

you should never rely on equality of floats

faint pasture
#

show the mat

dusky moth
#

yea that was it, it was some grid material, i guess its meant to be used for active mesh shape changing and scaling in editing for more active tiling

eager thicket
#

lmao im just trying to be lazy and not undo this

spark steppe
#

holy shit

#

round that float and use switch on int

lofty rapids
spark steppe
#

i thought you can set them in the details?!

#

i may be wrong tho, not 100% sure

eager thicket
#

im trunacting a number of 60 (which becomes int = 60) and feeding that into switch on int?

#

doesn't that mean I need 60 switches on the switch?

spark steppe
#

yea apparently, so forget what i said

eager thicket
#

ah ok

spark steppe
#

i thought that node was more user friendly

#

i would still round and compare to integer values tho

#

as a general rule of thumb when you want to compare floats against integers

spark steppe
#

yea i've seen some do it with integer, which is a bit cleaner

#

but at this point he might just keep his 5 branches....

eager thicket
dense cairn
#

can someone tell me what this error means "Blueprint Runtime Error: "Accessed None trying to read property K2Node_ComponentBoundEvent_OtherActor". Node: Destroy Actor Graph: EventGraph Function: Execute Ubergraph BP Bullet Blueprint: BP_Bullet"

lofty rapids
#

show the code where you destroy actor

dense cairn
#

new to ue/coding and just playing around to see the results and so far... this does cause the "ai" to "die" and seems to actually unload the projectile cause before it did the top half it wouldnt unload the projectile so it bogged down fps quick

lofty rapids
dense cairn
#

sooooooooo end goal is a very basic zombie/wave game and this is me playing around with the engine and im attempting to make a projectile to shoot the ai lol

next hollow
#

Just delete that top line

dense cairn
#

in my character bp i have a trigger that spawns the projectile

next hollow
dense cairn
#

ahh so was it cause it was trying to call from both events?

#

also worked lol thanks

lone fern
#

hello

lofty rapids
lone fern
#

can someone help me with my problem?

dense cairn
#

ahh gtk thank y'all.

lone fern
#

okay so when i try to package my game this error pops up

#

i have packaged the game before

#

and it worked

#

now

#

i tried everything with double checking the mass

#

and the physics nothing worked

rotund quartz
#

Did anyone had this problem with Gameplay Camera plugin, collision push node wouldnt activate no matter what? I have it in the camera rig and it is enabled but doesnt work at runtime

The debugger tells me its disabled

odd kiln
#

Is there a way to call an Event when a booelean's value changes ?

next hollow
#

If its for networking related, then on rep, if its just in general, then in theory you would control the value, and as such you know when it changes.
Otherwise, can really only do a tick or timer, if its something super indirect, or specific.

odd kiln
#

I thought maybe I could use a Macro to track the value ?

#

Is it a good idea ?

next hollow
#

Just have a function that is used to set it.
Now changes are tracked, and an extra event can be called.

Can also be done with a macro.

odd kiln
#

Ok thanks !

#

It seems that when I'm trying to use a Blueprint Macro Library my Engine freezes..

#

I can't even pin a variable into my BP

atomic solstice
#

Anyone familiar with structs? am I approaching this wrong?
I made a struct for different arenas (i.e. name, level, respawn) that I load in at run-time, but since the arena's actors start unloaded, I can't seem to assign things like PlayerStarts unless I place them into the main Persistent Level.
Is there a proper way to work around this?

maiden wadi
atomic solstice
#

playerstart (array) Oh wait realizing I only need 1 slot 😅 , but I think the problem still remains?

maiden wadi
#

Can you show the struct in question?

atomic solstice
maiden wadi
#

You'll want to change the type to a Softref.

#

HardRefs imply that the thing can hard ref it. But they're in separate levels which are meant to be loaded and unloaded. If you unload the level with a hard ref, you'll forever lose it.

Softrefs are a pointer/path. The pointer can point to the object if you resolve it. But say the level isn't loaded. Then you load it. You have the path to resolve it as well.

To visualize a little better, the path in question is probably like MyWorld.MySubworld.PlayerStart13 or whatever.

atomic solstice
#

ohhh ya that makes sense. Thanks! ya I even already used it once for another variable with a similar issue.

hidden rampart
#

Hey everyone. Is Montage firing Interrupted instantly as it starts playing, but the animation/montage is actually playing if I let it, is this normal behavior?

#

I'm having a problem where the AI runs a task, which calls an event in the char, which is literally just plays a montage. But the montage instantly fires interrupted, and I hooked both interrupted and completed to CallAttackEnded -> which is bound to task finishing. so the task instantly fails and gets called in a loop forever. But if I dont Call OnAttackEnded after the montage fires Interrupted, the montage actually plays just fine. I'm trying to understand why this is happening and I can't for the life of me. I stripped the entire animbp down, its literaly just 1 anim hooked into 1 slot hooked into last output. And no other Montage playing code anywhere.

odd kiln
#

Should I use Soft Object References for my Attack animations of my Characters and Enemies ?

eager thicket
#

My game sets itself to a strange resolution. It should be 2560 x 1440p, but it instead sets itself to 2544 X 1400p.

This is on any screen mode. How do I fix this?

#

Because of this issue, lots of things are broken (for instance, selecting widgets is more inaccurate)

fleet prism
#

Can someone help me out quick I've been making a game using blueprints and I'm using the first person template. and currently when falling I cant control my direction I fall with whatever momentum and direction I was in making it difficult especially when platforming. Is this something I need to change with the actually player blueprint itself or just a simple settings change?

odd kiln
#

In the "Character Movement Component" maybe

fleet prism
topaz goblet
#

Trying to make an inventory system
I have items that are child actors of a base actor item.
All actors have to have a transform, right? But, when an item is in the inventory / bag, I just want it to be an icon in the UI, not an actor in the world? Should I be trying to save the item information as a struct, that gets applied to a spawned actor? Or... I've been stuck on this for a bit.

My current setup is data assets to store base item. Actor blueprint to store additional properties and functions needed. But, I was thinking about someone dragging / dropping the item into their inventory. Which would mean removing it from the game world space (not sure on terminology there), and become an icon. Items can have individual properties. Things like +1 damage, or similar.

#

I think one thing that makes this challenging is that the inventory could hold multiple types of items. Armor, weapons, consumables, materials, etc.
So, I have an enum for 'item type' that I can utilize....

#

All items inherit from the baseitem blueprint actor

boreal basin
#

Wonder if Grug has yet to check on this.

thin panther
# topaz goblet Trying to make an inventory system I have items that are child actors of a base ...

You don't strictly need item subclasses. An actor item which represents the pickup in the world (separate from the equippable). containing an itemdata struct. The actor populates itself from the struct data, like associated mesh and whatnot.

Then when you pickup, pass the itemdata struct to the inventory. You could even make the passing lighter, and have it pass a row name to a data table (this won't work for dynamic data such as stacked items or durability), or a data asset which each thing can independently look into and take whatever it needs from. Vice versa for dropping, spawn a base item, pass through the item data

topaz goblet
#

My data is dynamic. Each item has unique properties. Durability, sharpness for weapons, additional armor rating for well crafted armor, etc.
Which is where my brain kind of broke.
In my weapon subclass, there is a struct for 'weapon modifiers', in my armor subclass, there 'armor modifiers'. I can spawn them, they seem to work. But, struggle in creating a container that will hold them. I guess my hope was that I could just take 'base actor' as the item reference to the baseitem or ... class reference? Then, just store a big array of references to the items. Then, the wrench that kind of ruined me on that, was the actor transform, and other world space stuff. I originally though, make it invisible, stick it somewhere in the screen. But ,that feels no bueno. lol.

After all this, I started thinking maybe I should just have a struct that stores all the data I need. But... the structs would have to be different for each item type. And, how would I store those structs because the struct would be different for each item type.

#

Which, now has me thinking... maybe my container just needs to have an 'add item' and then sort into an appropriate array that specific to the item type. Storing the data asset type, in addition to the modifiers specific to the item type.

#

Multiple arrays like... "armor container", "weapon container", etc.
Just wanting to make it a more generic container, so adding item types in the future isn't too much headache.

next hollow
#

I just use objects everywhere personally.
Allows for per class C++/ graphing easily.
Easy data storage, not some semi goofy struct stuff (at least in my opinion)
Easy to do valid check, with normal C++

When an item is dropped, I spawn an actor, give it an inventory size of 1, and put said item in it.

#

I can easily just add a new var to child b, with different funcionatily, without issue, sorta deal.

topaz goblet
#

Sounds like lots of ways to approach this... hahah

#

Doing a side quest (new project) to just focus on the system. haha

next hollow
#

Yeah, it very much depends on intended use case, and how many difference there could be in what items do

#

At a stupid basic level, could have a struct.
It points to a data table of static values, and then has like an array of floats for dynamic values (such as quality, durability left, and etc)

#

Or, you could be like me, with full objects, for easy custom graphing, adding new vars, and in C++ land, easy replication.

knotty gale
#

Hello I'm new to blue prints and such mainly an artist. I am trying to spawn a little object in the bounds of a table that is beeing spawned by a vr system. But it's not working anyone can tell if my logic is wrong?

#

These are my nodes for now

#

I get the bounds of the table and then add the extent to the origin of that table

#

To get another position I multiply by -1 one of the extents

lunar sleet
crimson briar
# knotty gale Hello I'm new to blue prints and such mainly an artist. I am trying to spawn a l...

The code looks relatively okay - at least it should work. But if you use the table origin + the extent as the spawn point, it is possible the object spawns under/inside the table depending on their sizes and the object pivot. Since origin from this function is the middle of the actor.
I would suggest adding a DrawDebugSphere node with your location as the origin of it (set the duration to like 5s) - to test if the location is correct first. There could be a problem with the table bounds or with finding it etc

knotty gale
#

So i suppose his origin is actually the top of the table which is good for me

#

but it spawns de cube in the middle of the world

#

i'll try adding 2 of these

#

at the locations to see what happens

#

or maybe is it because it's in the main code and not on a custom even?

#

not pretty sure

#

this is on a blueprint that has an Event begin play plugged to it

dusky cobalt
#

Can you print Origin location? I think it might be that it's relative location and not World Location so it gives like 0,0,0 ?

crimson briar
#

Nah, origin from this function should be in world space

knotty gale
#

wait i'll se what i get with the spheres

knotty gale
#

So yeah there is no debug sphere

#

and the cube still spawns in the world origin

crimson briar
#

Did you make sure to have the duration to be at least 5s, so the sphere doesn't disappear right away?
Also it leaves two possibilities:
a) the table you find has no bounds - not sure what is the type of things you get in foreach since I didn't use VR. You can check the origin and extent if they are not zero
b) you are finding something that sits in the origin, not the table

knotty gale
#

I can correctly spawn a cube on top of it if i do a

#

did the duration on 25 and nothing happens

#

no spawn

#

maybe if i try this?

crimson briar
#

The last thing I would check is adding a 1s delay before the foreach (only to test it) - since it is beginplay, maybe the other actor is not yet properly initialized. But other than that - weird

knotty gale
#

I think i might know what it is

#

i'm trying to get an anchor

#

and the anchor might not have actual bounds

crimson briar
#

Possible

#

Bounds are 0 when there is nothing in the target contributing to them. If it is only a scene component - it will have a transform but no bounds

knotty gale
#

seems like i'll just have to define some coordinates based on the tables from the world and that's it

#

thanks anyways at least i know how to get the bounds now

gloomy hound
#

huh... I was going to say that "the actor not having any bounds doesn't explain why the origin is <0, 0, 0>", but I just tried this and indeed if I use an empty actor, no matter where I place it, "Get Actor Bounds" returns origin <0, 0, 0>

#

if I add a sphere to it, the origin is actually correctly reflected

#

works also with a collision sphere or a billboard

#

so maybe just modify your anchor actors to contain any kind of bounds?

crimson briar
gloomy hound
#

well, the documentation for the origin output pin says that it is "set to the center of the actor in world space", which I would interpret to mean the same as "actor location"

#

but yeah, maybe since it doesn't have any size it also can't have a "center"

#

still somewhat confusing

#

also <0, 0, 0> is still some sort of center, so it doesn't necessarily make any more sense than defaulting to the actor location

#

so the actor still exists in space, but it doesn't take up any space... mathematically the center is still at the actor's location

#

anyway, I also just realized that this MRUK is Meta's XR Utility Kit, so it may not be possible to do much about it

#

unless perhaps if the table are actually child actors of that utility kit room actor thing

#

I suspect they aren't because otherwise they'd be taking up space (i.e. have bounds) because of the table mesh associated with them

knotty gale
#

I seee

#

but how do I acces that property?

#

but i don't think I could do that unless i attach an invisible volume to it

dense hinge
#

Hi, I'm having a brain fart moment.

I'm trying to calculate the forward / back / side based on player input. This does do that, but it's all in world space, and not rotated relative to the player. What do I need to do to take into account the player capsule's rotation so the forward is always forward to the player, and not world-space?

#

Replaced image, since it wasn't showing everything

knotty gale
#

btw should I use a set timer for next tick or a timer by function ?

#

I'm trying to interpolate the position of the menu based on the distance it already has a branch

crimson briar
dense hinge
dark drum
# knotty gale

If you want it to interp smoothly then you'll need to do it on tick. However I would use the by event version of the next tick timer. This allows you to pass in a delegate so it wont break if you rename the function.

gloomy hound
gloomy hound
#

then again, not familiar with that plugin at all, so I don't know what that volume would be

#

going back to your original problem, if you want to spawn something on the table, probably best to get a reference to the table and then use the extents of the actual table

#

it would help to understand what these anchors actually do or how they are placed

knotty gale
#

I already know how to spawn something on top of all the tables

#

but i wanted to see if i could do it on the bounds

dense hinge
knotty gale
#

the metaquest3 scans a room and places the tables by itself

#

hmm yeah I see

gloomy hound
#

isn't the forward vector enough for your purpose? or does the character not orient to movement?

crimson briar
dense hinge
#

@gloomy hound @crimson briar Here's footage. Notice how if I'm pointing north in world space, it works just fine. But if I rotate even by 90 degrees, it keeps the world space rotation. I want it to rotate with the player.

The whole point of this is to be able to get the position of where the dash needs to end so I can use that with the traversal system. In this case, start is player location, and the end point would be the direction the input is pressed

#

In the end, what I was missing was the Rotate Vector node

crimson briar
#

I was about to suggets rotate vector around axis, I didn't know you can just use a rotator for it

dense hinge
#

In any case, thanks a lot for your help, to the both of you

gloomy hound
dapper schooner
#

Hi all, after 10 years i decided to go back to Balls :D, I seem to have hit an issue i have no idea why its being problomatic, i have a ball that moves in the direction the camera is facing, all good, moves just how i want, but if it hits a bump and goes into the air, it pretty much sort of floats, it doesnt seem to be adhering to gravity like it should! i even migrated all the logic to the character BP just so i could use the gravity scale in movement component and it doesnt seem to be having any affect? any ideas why the gravity would be so off

#

ahh nm, think i found it, seems the mesh collision wasent bending with the spline

#

causing collisions to be in the air

#

using complex as simple seems to have made a difference

inland walrus
#

Anyone know what could be making it so that my UI buttons dont work after I close and reopen the widget?

topaz goblet
gloomy hound
#

this can sometimes happen when you fade out a widget but don't remove it from the viewport and then you might create a new widget when you reopen, so you've actually got two instances there

#

could also be that your "1 year later" transition screen now sits on top of everything, faded out but still consuming input

round haven
#

Anyone else follow online guide and still can’t find the node they’re looking for 🤣 or ChatGPT telling me to do something and I sit there blank because I just can’t find the node it suggests! Any tips ?

lofty rapids
#

so that it embeds

#

i don't want to download it

gloomy hound
#

streaming is just another form of downloading 😝

lofty rapids
sharp sparrow
#

Hello, I have a question. First of all, I wish you happy hours. Coming to my question, I know that thirsty and hungry are variables. However, do things like cold, temperature, energy, poisoning, and illness also appear as variables?

sharp sparrow
thin panther
#

Anything that you need to track and store is a variable to some degree.

Poisoning might be a few variables if you have things like duration and whatnot

thin panther
sharp sparrow
#

I think things like poisoning and illness are effects that will pass with time.

thin panther
#

So illness and other ailments might be a few things, firstly an identifier as to the type of illness, and perhaps a duration of how long it's active for/time remaining

inland walrus
#

@lofty rapids @gloomy hound Thanks for the responses and apologies on the delayed response! I managed to figure out that I had another widget blocking it

lofty rapids
#

very usueful

#

where you could have some like
FXAmount - float
FXTime - float
FXType - enum

#

even a map string to structure instead of FXType

#

idk if you can map enum

sharp sparrow
#

I understand, I'll try. I'm developing a survival game that I think is really cool. I really want to include these kinds of factors. However, I sometimes run into minor issues. When I encounter such issues, can I ask you?

lofty rapids
round haven
#

Need a little help, I have the BP_WeaponBase spawn to the WeaponRoot, I think? It was in the World spawn on play. I want to set up IA_Fire to trigger the fire and shoot the line trace but I can't workout how to add it

#

I created the IA_Fire and it's in the Enhanced input Left click mouse.

#

Current line trace is like this

#

I am here, it says to then call fire weapon but I can't find any fire weapon or am I being stupid

crimson briar
round haven
#

I thought the line trace in the event graph was that?

#

Like this?

#

Just noticed this

meager spade
round haven
#

Nope

meager spade
#

Connect the exec pins

round haven
meager spade
#

Look at the screenshot I was answering to

round haven
#

I am new, I have no idea what I am doing

meager spade
#

After Spawn Actor connect the execute pins

round haven
#

Oh

fallow yarrow
#

I'm having an issue with child components and interfaces. I got an actor with couple of child components with an interface on them, and I manage to trigger the interface function if I reference them directly, however when I use Get Children Components and Get from the array, it's not working. Any idea what the issue might be? EDIT, and of course, right after post the question, I found the answer with an post about casting to child component and then use getchildactor, and then it worked. Doh. Typical, I rubberduck myself 😛

round haven
#

At least I am getting some messages now lol - No trace line yet but that you for pointing that out @meager spade

meager spade
round haven
#

I wanted to make sure it actually hit first before moving on

meager spade
#

Nvm you have to change the enum value, and then expand allows you to specify a duration

round haven
#

Thought this would've done it

meager spade
#

Read all the pins on the node and you'll figure it out

round haven
#

Thanks

lofty rapids
round haven
#

Shoot from the character in a top down.

pseudo moss
#

Hi there! I desperately need help. I'm trying to create a blueprint where, when the player mouses over an NPC, their name pops up and they change material. I'd been following a few tutorials, as there wasn't one specifically for mouseovers. So here's what happened:

In Image 1, you see in the bottom left the name is blank. This is true in-game, too. But I'd followed a tutorial that said to make a custom interface (img 3). This interface would then be applied to the NPC actor blueprint class, and I could enter in custom names for each NPC I placed in the level. Then the tutorial said to do a linetrace, and if the linetrace hits that NPC class, it would tell the engine to pull up that SPECIFIC NPC's name (img 4).

The problem is this: even if I customize the NPC's name (in the Details panel of the mesh, NOT that little "Name" thing from Img 1), it doesn't show up. Only that "Name" panel affects the NPC's name, and it applies to all of them, not just one. Please help. 😭

#

(Also I just saw in that 4th image, the "Interface" option in the Object Has Interface node was empty, but I just selected the interface and it still didn't fix the problem.)

round haven
#

Got it working

#

Just need to input damage, distance etc in and that part is completed and I can move onto the next step of the plan! enemy AI, god help me!

faint pasture
crimson briar
#

Also the default debugging method for things like this is to add prints on each true/false branch so you can track where the point of failure is. Or add a break on the last nodes (F8 or F9 when a node is selected, don't do it in loops) so the execution will stop and you can analyze previous variables and outputs

lofty rapids
crimson briar
lofty rapids
#

oh i see it's an interface function, but i don't see the implementation

round haven
#

Cached location is from my camera rotation for the Top down view and where the mouse is pointing to rotate camera

faint pasture
round haven
#

It's all working, just finishing off damage, firerate etc - Making sure one things is done at a time and working

pseudo moss
topaz goblet
#

Do blueprints have the equivalent of a public get, private set?
So, things can access it's value, but can't set it? I mean, without setting variable private, then creating functions.

faint pasture
#

C++ can do that so BP can read but not write

#

afaik things created in BP can't tho

crimson briar
topaz goblet
pseudo moss
#

but then again I was also following a tutorial video 🥴

crimson briar
pseudo moss
#

Et voila

crimson briar
#

SO it is connected. Hmmm

pseudo moss
#

So in there the name text box is empty

#

but I just noticed

#

in the event graph for the BP_NPC, it's still showing the name

crimson briar
#

If you change the name on the individual actors, it can be empty there

pseudo moss
#

Ohhh wait a minute

#

OKAY, okay, so in the blueprint for the NPC's nametag Widget, its got the name

#

but if I blank out that name, then the NPC's nametag in-game is also blank.

crimson briar
#

Are you sure you gave the actors placed in the level their names? I see you have the Name on the BP_NPC exposed, so I assumed so. Otherwise it will be empty, since default is empty

lofty rapids
crimson briar
#

🤔

pseudo moss
#

Lemme post the tutorial vid I followed, god knows if it'll help, but: https://www.youtube.com/watch?v=GXcGAvik2cc

Hey guys, in today's video, I'm going to be showing you how to create a system in which the name of the object you are looking at, will appear on screen. This is to inform the player of what item they are looking at, or can interact with.

#Ue4 #UnrealEngine4 #Ue4Tutorial
__________________________________________________________________________...

▶ Play video
lofty rapids
lofty rapids
#

what you probably need is an update to the ui

pseudo moss
#

h-how do I do that

pseudo moss
crimson briar
#

Yeah, it is a binding so it should update. But to be safe you can print the name before setting it to make sure

pseudo moss
crimson briar
#

I see the tutorial you followed is slightly different, it deals with one widget, not many

lofty rapids
# pseudo moss

you have multiple of these ? or is the ref the same for them all ? and also where do you actually set the ref ?

crimson briar
#

First issue. You create a widget on each cursor over. You should add a check and only create it if the ref is not valid

#

Also expose the Name inside the Widget, so it can be assigned during the creation of the widget here

pseudo moss
#

Ohhh

#

okay so just to confirm Im understanding correctly

crimson briar
#

Or maybe you just placed it in the wrong bp by accident?

pseudo moss
#

okay hang on, one thing at a time 😆

#

Im trying to wrap my head around what Im telling it that's wrong/incorrect

#

cause it DOES spawn the text widget above the NPC's head, but the name isn't customizable UNLESS I do it from inside the widget's graph itself, and only from that one custom function

lofty rapids
#

i would just have a widget component

pseudo moss
#

and thats the problem

lofty rapids
#

and assign it on begin play

#

or is this a hover event ?

crimson briar
pseudo moss
lofty rapids
pseudo moss
lofty rapids
pseudo moss
lofty rapids
pseudo moss
#

Yup!

#

also when I add that Linetrace custom event in, it'll fire the linetrace, but the NPC's nametag won't change, either, kek

lofty rapids
#

are you getting errors when you hover, then end cursor over, then close ?

pseudo moss
#

so Idk if that linetrace command is even required

#

lemme check

#

Ahaaaaaaa

lofty rapids
#

because you didn't destory the thing

#

remove from parent

#

on end cursor over

pseudo moss
#

Lemme try that

#

I should also warn you now Im a concept artist first, """programmer""" fifth

#

should I add the "remove from parent" node at the beginning of the blueprint or at the end of it?

lofty rapids
#

what you did is a bit confusing

#

but fix the error first

pseudo moss
#

you're telling me 😆

lofty rapids
#

and see if that helps

lofty rapids
pseudo moss
#

it would appear I cannot find the remove from parent node facepalm one sec

lofty rapids
#

get the ref, drag out and search: remove from parent

lofty rapids
#

and then you should see it pop up, then disapear when you mouse out

pseudo moss
#

Aaah found it

#

thank ya!

#

and this should be done on the "on end cursor over" blueprint, correct?

lofty rapids
#

wdym "this" ?

#

the remove from parent

#

yes