#blueprint

1 messages Β· Page 349 of 1

lofty rapids
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you add it when you hover over

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and remove it when you hover out

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so that it only appears when you hover

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is that what you want ?

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or you want it to spawn and be permanent ?

iron idol
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anyone got a lead on how i can fix this. It's referencing a widget that hasn't been changed in like 6 months. I'm not seeing the widget that" horizontal box4" is linked to in reference viewer.

pseudo moss
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Ah no no, Im just asking to make sure I understand where to add the node

iron idol
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i've tried all the tricks such as adding, deleting nodes. moving to different folders. i simply cant get this to go away.

pseudo moss
lofty rapids
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one is mouse enter, the other is mouse leave

pseudo moss
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yeah yeah

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just wanted to make sure I wasnt gonna fuck up the blueprints πŸ˜†

lofty rapids
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once you get that working then you need to assign the name in the widget, to the name of the npc your ref

wispy river
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This may be dumb, but I'm just now diving into BP's for the first time, and I have zero programming background, so everything is brand new to me. I just sucessfully created a script that causes a little health object to shrink and "dissapear" upon "pickup"

I'm super stoked that I got it working and just wanted to share with people who probably know a hell of a lot more about this stuff than I do. 😊

lofty rapids
lofty rapids
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so basically, hover -> get name -> create widget -> set name

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this would avoid the binding as well

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or you can keep the binding incase you want to change his name on the fly ig

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where you have a bunch of seperate ones you won't need the binding

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set the name, by getting the text box as variable

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and do set text

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directly

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it would be the most efficient

pseudo moss
pseudo moss
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d'oh

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would it make this whole process easier if I just screenshared, btw

lofty rapids
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i don't do that just in chat

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but your whole thing is strange because you followed a tut and adjusted it

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i would just do simply

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begin cursor over -> create -> set text to name value

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end cursor over -> remove from parent

pseudo moss
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lemme go try that

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I just want simple, too, dude whycry

lofty rapids
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but what is widget ?

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youve over complicated this and its confusing start over

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what is widget variable ?

pseudo moss
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widget is the

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thats actually a good question, wtf

lofty rapids
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well ...

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your setting widgets visibility

pseudo moss
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waaait a second

lofty rapids
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where do you set it's value ?

pseudo moss
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hang on

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I just noticed something

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Do these two affect different things

lofty rapids
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your doing a bunch of stuff, you don't need a trace if your using cursor over

pseudo moss
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(trust me I hate having extra code, lol)

lofty rapids
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well i can't help because your not making it work, its a mess lol

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i can help you make this better is what i'm saying

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i would scrap it

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it's simple

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or atlest a lot simpler then this

pseudo moss
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I want to make it simple as hell, dude, I was following a tutorial because it was the only one that came close to what I wanted

lofty rapids
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first thing is you have two event mouse cursor start, and end

pseudo moss
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but Im also a complete novice at this, so when youre telling me "begin cursor over -> create -> set text to name value" Im doing my best to keep up and quickly go look up which nodes you want me to add

lofty rapids
pseudo moss
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Yes πŸ˜†

lofty rapids
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do you have a bingind i see

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yes you do

pseudo moss
lofty rapids
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this binding basically says set the text to the return value

lofty rapids
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I really can't because this is out of control lol

pseudo moss
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thats in the BP_NPC blueprint, denoting that the NPC Nametag Ref is the WBP_NPCNametag

lofty rapids
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well yes i see the ref value is a promotoe to variable thing you did

pseudo moss
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would it help more if I just posted fullscreen screencaps, then?

lofty rapids
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it would help more if you watched a blueprint tut tbh

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but i can try t help

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but it's really difficult

pseudo moss
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so the text binding you mentioned

lofty rapids
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and set name

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and if you have the binding set

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it will change when you change the name value

pseudo moss
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cause I understand the gist of what youre saying but where do you want me to put it lol

lofty rapids
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i don't know how to make it any more clear

eager thicket
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Is there a resource that tells me how to craft low/med/high settings with commandline prompts?

I want to create my own presets, rather than use Unreal's default ones

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Or better yet, actual examples

lofty rapids
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i think you should watch a blueprints tut

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woul def help

pseudo moss
lofty rapids
pseudo moss
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I did, it didnt show up.

lofty rapids
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right

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so show where you set widget

eager thicket
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hmmmm. Is it possible to set the overall scaleability of say, the textures in command line?

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so basically the individual commands for textures = medium or shadows = low

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right now I have the console commands up, and I seem to only be finding more granular stuff

pseudo moss
lofty rapids
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where do you set that ?

lofty rapids
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it was promoted to variable

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most likely

pseudo moss
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okay so heres the issue: when I add a "Set Visibility" node, that just comes tacked on with it

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but I had asked you earlier if there was a difference between that kind of Set Vis. node and another kind, and you didnt answer me

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because I cant connect the Nametag widget node to the Target input.

eager thicket
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BeginPlay isn't available on gameinstance BP's. How do I run stuff from the very beginning of startup on GameInstance?

eager thicket
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ah thanks

lofty rapids
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you just need to attach it to the character

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honestly this can be simplified with not creating one and just usinga widget component

lofty rapids
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and search visibility

pseudo moss
lofty rapids
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is it the class that has the binding in it

pseudo moss
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Yes.

lofty rapids
lofty rapids
pseudo moss
lofty rapids
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it should show the name

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if you have it set right

lofty rapids
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for now just set the visibility to visible on the widget

pseudo moss
lofty rapids
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...

pseudo moss
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Ohhh waitaminit

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Im dumb

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youre correct lol

lofty rapids
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you don't need a trace, and you don't need a create

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i only said remove, because you had a create

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you already have a widget

pseudo moss
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okay now if it's set to "visible", and I test it in-game, then the npc's nametag box just stays on screen

lofty rapids
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ok, thats ok, is it the proper name ?

lofty rapids
crimson briar
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@pseudo moss if you type this into ChatGPT, it should give you a valid enough way of doing it. I did it on my end and it looked fine, but copying this much text is annoying.
"Unreal Engine 5 Blueprints
Step by step how to add Widget Nameplate to a BP_NPC via a widget component. The widget will have Text element that needs to be set to a name on begin play"
Then you just set hidden in game to true on false with your capsule hover events

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Or I could copy my answer to make sure it is valid, but it will take some picture splicing lol

lofty rapids
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don't use chatgpt if you don't know what your doing

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it's a horrible learning tool

crimson briar
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Yup, it is bad to use it for learning. But I didn't find a good tutorial for this on youtube, and your discussion here isn't working I think

lofty rapids
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it's a simple thing, i think they need some tuts on blueprints in general

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so they can figure out whats going on

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if you have a widget, its as easy as setting the visibility on and off

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its like a 5 minute thing

crimson briar
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Not everyone has the same level of UE comprehension

lofty rapids
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yes thats why i just keep trying lol

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but the basics need to be known for help imo

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otherwise might as well just do it for you

pseudo moss
lofty rapids
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is it showing the proper name, or what does it show

pseudo moss
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Nope

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still empty

lofty rapids
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and the widget type is the type of that kind ?

pseudo moss
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and the box is visible from the beginning of gameplay, and if I mouse over it, it still shows up. And when the mouse moves off of it, it disappears

lofty rapids
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did you set the default name to something ?

lofty rapids
pseudo moss
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okie dok

lofty rapids
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set the name variable to ad efault value

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see if that shows up

pseudo moss
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Nope, still empty

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Right now, this is the whole BP for the OnMouseHover part.

lofty rapids
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so what is the widget class ?

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in the component

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is it some container, or the actual title

lofty rapids
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it should say npc name here or whatever

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right above your character

pseudo moss
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the widget class is "WBP_NPCNametag"

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Aaah hang on I just figured something out

lofty rapids
pseudo moss
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it's just in completely the wrong place, lol

lofty rapids
pseudo moss
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So when I was following that tutorial video

lofty rapids
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blindly following tutorials will do you no good

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wdym it's in the wrong place ?

pseudo moss
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the guy was dragging out Actor assets, and was naming them via the Details panel in the Editor Viewport

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thats where that naming option should be

lofty rapids
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are you not understanding this is a process

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you take it step by step

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now you now the name variable is working

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wdym in the wrong place ?

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do you mean it's not the name that you set in the details panel ?

pseudo moss
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No, it's not, lol

lofty rapids
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right but i only know what i know from this side what you show me and what you do, this is how you fix things you take it one step at a time

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it's the only way, you don't just magically fix things, it's not possible like that

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but the idea with debugging is to take things one step at a time

pseudo moss
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So the option to name the NPCs should be in that Default panel right there on the BP_NPC, not in the WBP_NPCNametag widget.

lofty rapids
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ffs

pseudo moss
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Cause ideally I'd be able to drag many of these out and name them all without having to dig into the widget itself

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(also because, you'll notice in that other screenshot, theyre BOTH named "Biff", which is also a problem)

lofty rapids
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yes i know that your not even understanding at all

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are you reading what i write ?

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i know the proble i'm trying to help you fix it

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and honestly it's a 5 minute thing now it's been 1 1/2 hours

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its a process step by step

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now you know the name variable is working

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so now you have another name variable this is on the npc

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correct ?

pseudo moss
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Correct

lofty rapids
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ok so basically you want to set the name in the widget, to the name on the npc

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because they are two different variables

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you can do this on begin play of the npc

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get the name variable from the npc

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get the widget reference

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drag out from the reference, and do a set name

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and plug the name into name

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which is fkd i would name them different even tho the scope is fine

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because telling you to plug name into name is literally what you need to do

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but it's confusing to say that lol

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then when you run it

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it will get it from the details panel

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set the widget variable

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and bingo, done

pseudo moss
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unless you meant "Set Display Name"

lofty rapids
lofty rapids
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it will be a node

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don't get the name from the widget

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set it on the widget

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"set name"

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you dont need that function

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you could use it, but this is the same thing

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atleast you don't need it

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when i say "set name" thats what i mean btw

gloomy hound
quartz tapir
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Hello! I've been working on making a

distant grotto
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variables from a parent class I made arent appearing in child blueprints, ive ticked instance ediable and expose on spawn in the parent. is there anything in the child I need to check?

gloomy hound
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I think the problem is when people think that simply using an LLM is actually learning

gloomy hound
lofty rapids
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ai has just been in my experience not bery good with things and often wrong'

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so i just wouldn't suggest anyone learn from one

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or try not to get your facts from it basically

pseudo moss
distant grotto
lofty rapids
gloomy hound
# lofty rapids ai has just been in my experience not bery good with things and often wrong'

yes, true, they can sometimes hallucinate things or mix things up, but generally I've found Gemini to be quite capable for ping-ponging ideas; sometimes you do have to correct it and occasionally it just doesn't understand that it's wrong or it goes in circles, but like I said, if you halfway understand what you're doing it's still quite good to give you a quick overview of things along with references on where to go for further reading

distant grotto
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I was looking at the big one at the top 🀣 , thanks!

lofty rapids
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and copyright is sketchy with ai stuff

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so like for me i don't use it for code

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so that my code is my own and copyright

gloomy hound
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I don't let AI write any code, it's purely a research tool

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or, at least I use it as such

lofty rapids
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ya i use it for stuff and its nice

pseudo moss
# lofty rapids "set name"

Kay Ive been trying out multiple combinations of what I think you mean. But if you could explain it a bit more clearly, it'd help.

lofty rapids
gloomy hound
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I've tried using things like Cursor but they tend to slow me down

lofty rapids
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but honestly go watch a tut on blueprints specifically variables

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oops

gloomy hound
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what you need to do is get the actual widget that you've got associated with the widget component (drag off of the "Widget" node and search for "get widget")

lofty rapids
# pseudo moss Kay Ive been trying out multiple combinations of what I think you mean. But if y...

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gloomy hound
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once you've got the real widget you need to cast to whatever class that was (the nametag thing)

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then you set the name variable in the nametag widget

lofty rapids
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you shouldn't have to cast

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i think it's already a nametag widget

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it should be the Widget component on the same bp

gloomy hound
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the "get widget" node returns a "user widget" reference

lofty rapids
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there is no get widget node

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where do you see that ?

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it's just a variable called Widget

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it is a get

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but it's not the get widget node

gloomy hound
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that widget node is the widget component, right?

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so it doesn't actually represent the widget that they created

lofty rapids
pseudo moss
gloomy hound
lofty rapids
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πŸ™…β€β™‚οΈ

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your just pluggin random shit in at this point

gloomy hound
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heh... first, get rid of that set name node, it doesn't do anything

lofty rapids
pseudo moss
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Okie dok

gloomy hound
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then drag off of the "get widget" node and cast to your nametag widget class

gloomy hound
lofty rapids
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they are in the the same bp as the widget

lofty rapids
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do you not understand what "drag out" means ?

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or what is not connecting here ?

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watch some videos

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stop just blindly plugging shut in

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you'll never make things this way

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or it will make things difficult

pseudo moss
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wow

gloomy hound
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I think you guys are talking past each other, looking at the earlier screenshots, the "widget" variable refers to the widget component, you can't just go set the name variable on that

pseudo moss
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I step away for 10 seconds and get insulted, thanks

lofty rapids
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i apologize if you think so thats not what i'm trying to do

pseudo moss
lofty rapids
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understanding the fundamentals is the only way to make something thats not a copy of a tutorial imo

gloomy hound
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looks like earlier you said the widget that you created was stored in a variable called "NPC Nametag ref"

lofty rapids
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but maybe someone else can help i'm just frustrated tbh

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its nice you want to try and learn but i am not the one for the basics

pseudo moss
gloomy hound
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sigh

lofty rapids
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ok so i'll let you know this and maybe someone can help you, the variable isn't the widget with that name variable or you don't have it as public

brazen stirrup
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hey all, Im tring to make a stealth indicator to tell players where the enemy is when they are alerted, but so far my widget would sometimes invert

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here is the logic

gloomy hound
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go back to that "get widget" node you had earlier, drag out from it and cast to the WBP_NPC_Nametag

brazen stirrup
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as you can see the widget is inverted ( the second one on the bottom)

gloomy hound
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then you should be able to set the name variable

lofty rapids
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depends on what that variable is set to if that'll work

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but it's worth a shot for sure

gloomy hound
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not sure I understand from those earlier screenshots why there's a create widget node, the widget component should create one internally if you've set a widget class

pseudo moss
gloomy hound
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that's because NPC Nametag Ref isn't initialized anywhere, hence it's "None"

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forget about that one

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use the "widget" -> "get widget" -> cast to WBP NPC Nametag chain that you had earlier

lofty rapids
gloomy hound
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heh... thought you'd ask, so I prepared this

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to break it down: this gets the widget created by the widget component, casts it to the nametag widget and sets the name variable on the nametag widget

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so now you've transferred the name of the NPC to the nametag widget

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that doesn't do much good by itself because the name is now only in a variable stored in the widget, but not shown in the widget itself yet

lofty rapids
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the component that is Widget

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and you shouldn't need to cast because it's already that class

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you probably had another variable

gloomy hound
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you probably want something more like this, actually, which will directly set the value of the text field in your nametag widget

pseudo moss
gloomy hound
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hm? I didn't add any pins, just dragging off existing pins

pseudo moss
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Thats... odd, then, cause I cant do that when I try to Set Name.

lofty rapids
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widget variable should already be the type because it's a component

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they should just drag from the left in the components

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and use that variable

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and just set name off that

gloomy hound
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that's exactly what I did there, but it's a widget component, you can't set name off of that

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you want the name to go into the widget itself, not the widget component

gloomy hound
lofty rapids
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πŸ˜†

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they have a binding in the widget already

gloomy hound
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@pseudo moss you still have that nametag widget, right? you've added a text component to it, named NPC_Name_Text or similar?

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wait, what?

lofty rapids
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and it works

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because it displays default

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it's bound to the variable name

gloomy hound
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oh... heh... if there's a binding for the NPC_Name_Text component to the name variable of the widget, then the first variant that I posted should work just fine

lofty rapids
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and i'll say it again because i feel like it needs to be said.
you probably don't need to cast anything

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you already picked the class on the component

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maybe you do and i'm wrong but i'm pretty sure you don't

gloomy hound
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picking the class on the widget component doesn't change the class of the component itself

pseudo moss
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I dont have the ability to drag from the "Cast to" node and plug it into the "Set Name" node, though. No blue pin pops up. It just says "make a new node", or I can plug it into the pink "Name" node, but then that makes picrel.

gloomy hound
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the widget class you configure in the widget component will tell the widget component to create a widget of that class and display it in the component

gloomy hound
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what you're doing there is set the variable "Name" of the local actor, which is the NPC, but you've already set that name

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you want to set the name of the nametag widget, so you need to drag out of the blue "As WBP NPC Nametag" pin and search for "set name", which then creates a new node with the blue "target" pin

pseudo moss
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omfg.

lofty rapids
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you need to cast

gloomy hound
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that's a crucial difference because it means you'll be setting the "name" variable of the nametag widget

pseudo moss
lofty rapids
lofty rapids
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so yes i forgot that part so sorry about that lol

gloomy hound
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yeah, just missing the one step, but otherwise pretty much what we ended up with

lofty rapids
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awesome good job

gloomy hound
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ha!

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@pseudo moss you do realize that if we ever meet in real life, you need to buy @engage and myself a beverage of our choice, right?

lofty rapids
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stevie and mike joined the party

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doesn't that seem simple tho

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now that its done lol

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not even a lot of nodes

gloomy hound
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also must feel really good to see this working now...

lofty rapids
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copying is one thing, but understanding is another, i would still suggest you watch videos and learn the basics

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i can't really stress that enough i usually do

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but part of the confusion was my fault at that point i missed a step but i was already frustrated lol

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helping can be hard tbh

gloomy hound
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sounds like Aspland's video didn't do a very good job to begin with

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πŸ™‚

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just kidding, I like the guy

pseudo moss
lofty rapids
gloomy hound
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reminds me a bit of the Project Titan character

lofty rapids
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i'm stuck with mixamo because i suck at that stuff lol

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i'll learn it eventually i have made a couple attempts

gloomy hound
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heh... I'm not even pretending that I will learn character modelling or animation and go straight to existing assets

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I tried learning, but I'm just no artist, probably never will be either

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alternatively I try to find people with complementary skills

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the Aspland video doesn't actually use a widget component, so a bit difficult to transfer to this use-case

lofty rapids
gloomy hound
lofty rapids
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i publish it on itch but ya i had to declare that lol

brazen stirrup
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Guys how do I make multiple enemy indicators per enemy like mgsv

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I've already got it working for one but not multiple

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It only tracks one enemy as of now, and I'm tracking the enemy via the tick function

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I also tried passing the enemy as a actor to a widget and the location is always 0,0,0

gloomy hound
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hm... what's mgsv?

gloomy hound
pseudo moss
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but they have some animations

brazen stirrup
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Sorry not at my pc

gloomy hound
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which indicators are you trying to add more of? the white/red round things on the enemies?

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@brazen stirrup how are those currently implemented? widget components?

brazen stirrup
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The white ones

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I'll send some screenshots when I'm home

deep plover
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Hey so i have a small little issue that when my level streaming volume starts loading something the game stutters really badly and then goes back to normal.
Is there a way i can make it load for longer/somehow add a delay between asset loads so it smooths out the process?

next hollow
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I'm in C++, but yeah I'm using the direct Object / UObject class.

topaz goblet
brazen stirrup
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the enemy is being passed onto a funciton in the widget and reserved as a variable

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but when I read the enemy the loc is always 0,0,0

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the tick is in a widget bp btw

lime yoke
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For some reason, this multi box trace by channel isn't working properly but if I put the same code outside of this function it works.
What I expect: Drawing a box trace that can damage all detected enemies.
Actual result: Even in situations where the hitbox is very big and enemies are close, only one is going to be detected.

In the blueprints hits it's length is only of 1.

Edit: Found the solution. The Trace Response "Enemy" in the Enemy Blueprint was set to "Block" when it should be Overlap.

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For some reason the hitbox works if I set the enemy response to overlap instead of block but the trace doesn't seem to actually be hitting. My main concern about this is that the when I switched to overlap, my softlock component stopped detecting enemies. Wtffff

gloomy hound
frosty heron
dusky cobalt
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Damn, I started changing some collision things and I'm confused with one thing.

If on building or other 'static' things I set collision on capsule to NoCollision, they don't fall down, but in case of Units if I do it, then they will fall down through Landscape. Do I have a bug or is it that Characters with CMC or something need to have collision on capsule to move and not fall down?

frosty heron
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CMC is tied to the capsule collision

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this is why CMC out of the box is not used to custom shapes.

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if you are making a tank for example, well good luck.

dusky cobalt
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So this is it?

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they fall down because of no collision on capsule?

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even though they currently have static mesh that should block Landscape and not fall down, but in this case it must be somehow overriden?

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while building without cmc don't fall down through landscape

frosty heron
dusky cobalt
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i at least have to make capsule Query Collision so they don't fall

dusky cobalt
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or I have a bug?

frosty heron
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Not sure without seeing anything.

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but CMC is mostly for humanoid character, adding extra collisions to make it behave otherwise doesn't really work from my experience.

lofty rapids
dusky cobalt
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it's driving me a bit insane, I hope it's CMC that makes it behave this way

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if I make exact same settings on building / unit then unit will fall down and building not

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and landscape doesn't even block Building object types or anything, it just doesn't fall

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so it just must be that CMC needs capsule collision to need to have collision for calculations etc. right?

frosty heron
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Why does your building have CMC?

dusky cobalt
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it doesn't have

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that is only difference between building / unit

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and unit falls down and building not if they have the same settings

#

setting even just Query Only on capsule fixes this problem on Unit

#

but I'm wondering if this is it the case or not

frosty heron
#

So units are falling down but building don't?

#

if that's the case, check the unit collision channel and how it response to landscape and vice versa

dusky cobalt
#

and the landscape doesnt even block Building object type

#

but in case of Landscape I have to block Unit object type and on capsule of Unit set Query Only at least and to block Landscape

#

Well I just hope this is it and not some crazy hidden bug

iron idol
#

just checking in again to see if I can find anyone with some insight on how to fix this problem. A year into my project and this is the first time i have had the engine nag me on open.

When I click on HorizontalBoxSlot4 it brings me to a widget that does not point to the trigger thats failing in reference viewer. I've tried cleaning up redirectors, deleting temp folders, moving the files to different folders to see if UE would clean things up, validating assets and even editing them and recompiling. I cant seem to make it go away.

lofty rapids
iron idol
#

the box exists, but there is no reason there should be a reference to the trigger in this widget. like at all. this widget is easily 8 months old and has not been changed in a very long time. Its reporting a slot being the issue but i have gone through great lengths to see if the slot is actually the problem and i genuinely dont think it is.

lofty rapids
#

what is wanderingtradertrigger ?

#

i'm guessing you have a horizontal box, and your adding children ?

#

are you doing this dynamically ? or just static ?

iron idol
#

so the box isnt related ot the trigger. when i clikc the box in the engine report it directs me to a much older widget that was created long before this trigger exists. the trigger is for an NPC that was recently added. there is nothing connecting this trigger to the widget that UE is reporting in reference viewer and this makes sense as they should not be connected in any wya

lofty rapids
#

so your saying it's a bug ?

#

it's unlikely, but is it 5.6 ?

#

"for an NPC that was recently added"

#

and it has nothing to do with the horizontal box ?

#

are you using custom widget as children ?

iron idol
#

i mean i'm inclined to believe its me, because thats the more logical explanation. but i keep messing with it and i cant seem to find the problem. i've gone as far as to empty every child out of the horizontal box one by one, saving and closing hte engine and reopen to see what the error says and its all over the place.

#

i'm on 5.4

#

5.44

lofty rapids
iron idol
#

if i remove them one by one it will change the slot that reported. once it was totally empty it moved the error to the canvas panel. but then if i add any child back, no matter what child it is, it goes back to a horizontal slot

#

and the slot number changes

lofty rapids
#

so if you remove all slots

#

it says canvas panel

#

show that error

iron idol
#

and again there is no reason they should be connected at all. i just made this npc. there is nothign in the npc code that directs to this widget

#

sure

lofty rapids
#

it doesn't matter if they should or shouldn't

#

code can be fkd up like that

#

and assumptions are wrong very often

iron idol
#

yea, i get that i could easily just be missing something. what i more so meant is that when i created this npc trigger i am positive i didnt put this widget in any of the code or variables

lofty rapids
#

and you restarted the engine ?

lofty rapids
iron idol
#

yea many many many many times. i'm on like day 2

lofty rapids
# iron idol

so where does it take you if you click on canvaspanel

iron idol
#

the same widget

lofty rapids
#

ok right and this is a blank widget now ?

#

how many canvas panels do you have ?

iron idol
#

no its ot blank

#

1

lofty rapids
#

any code in the graph ?

iron idol
#

yea

lofty rapids
#

and nothing ref this wandering stuff ?

iron idol
#

no

lofty rapids
#

show where you create the widget

iron idol
#

its not even possible

#

this was created LOONG before the npc triggerexisted

#

and has not been changed in a very very very long time

lofty rapids
#

ok so if you get rid of the npc trigger

iron idol
#

and the code is quite simple

lofty rapids
#

it doesn't show up ?

iron idol
#

so i was considering this as much as i would hate it

#

but i feel like its potentially not safe?

#

like if the reference doesnt exist

lofty rapids
#

well idk what the problem is but if it works without the npc trigger

#

then it's the trigger

iron idol
#

idk i'm scared of just nuking it lol

lofty rapids
#

and would need to see the code

iron idol
#

which code?

lofty rapids
lofty rapids
iron idol
#

yea so i just dont know what to do πŸ˜•

#

yea i could probably do that

lofty rapids
#

the code in the trigger

#

since you didn't change anything but that

#

thats definately the problem

iron idol
#

oh yea thats super simple

#

but i think its actyually more likely that its somewhere else and UE is reporting wrong. i actually didnt get this error until after all the code had been written.

#

as in i had opened the project after all that code was written and was not getting this error

lofty rapids
#

i mean it's highly likely ue is correct

iron idol
#

i agree

#

i mean my reasoning is just my reasoning

lofty rapids
#

but you can just go with the fact that its a bug, idgaf

iron idol
#

i'm inclined to believe its on my end

lofty rapids
#

but i would need to see more

#

ya round n round

#

take out the code for the npc

#

see if it errors

iron idol
#

i'm just stating that since i wasnt getting the error after the code was written it makes me think the problem is somewhere else

lofty rapids
#

it's obviously this trigger you added

#

when you add code, and it errors

#

and you didn't change anything else

#

the problem is the code

#

or the bps or whatever

#

99.9% of the time

iron idol
#

so i added a dynamic spawn system

#

but that code isnt in the trigger

#

but the error started showing after that

#

again that code is not in that trigger though

lofty rapids
#

i see you have a notify box

#

are you using it ?

#

as in with this new system, are you using a widget ?

iron idol
#

the notify box in the widget is not related. thats some old garbage from when i first started out

iron idol
#

are you talking about the dynamic spawn?

#

i wasnt sure what exactly you were referencing

lofty rapids
#

this is a problem when you add code

#

now you don't know which is the problem so you need to figure it out

#

something you added is using a widget ?

iron idol
#

the trigger is referencing a widget, just not that widget

lofty rapids
#

ok so take that out

#

and does the error go away ?

iron idol
#

as in take out the widget in the trigger that thee error message is not referencing?

lofty rapids
#

as in anything that your trigger is using a widget

iron idol
#

okay gocha

lofty rapids
#

just comment it out for now, unplug it

iron idol
#

will this error likely prevent packaging?

lofty rapids
#

lets just figure out how to solve this, idk how it will effect things but warnings/errors are not usually a good sign

#

if you want to leave it i would suggest not to do that

#

always fix the issues

iron idol
#

yea i mean i want it gone for sure. i've got a pretty long standing recdord on this project of having now launch errors. i was just wondering if i can keep working while i try to solve it

#

and i unhooked all the widgets but i'm still getting the error

lofty rapids
#

do you have a widget component on your npc ?

iron idol
#

no

#

the npc literally only has 2 variables

#

its extremely simple

#

its just a trigger for bringing up an unrelated widget

lofty rapids
#

show WanderingTriggerable

#

the components

iron idol
lofty rapids
iron idol
#

about 14 months

lofty rapids
# iron idol

does the error come up when you open the project ? right when you run it ? or when you press E ?

iron idol
#

yea its not like a problem in run time

#

its just the engine nagging me

#

like when i open it

#

it never pops up again

#

thats why i was asking about packaging

lofty rapids
#

try it, idk about this error i would remake the widget tbh

#

could be corrupt widget

iron idol
#

thats unfortunately my guess as well

#

do you think its the widget or the trigger

lofty rapids
#

like i mentioned

#

when you change things, and there is an error

#

its usually what you changed

#

thats why, you should change things slowly

#

not many at a time

iron idol
#

yea again i didnt

#

this was after i added the dynamic spawning

#

hopefully it is the trigger though because the widget would be horrible

#

its literally all through my project

lofty rapids
#

start with the trigger

#

just save your project

#

back it up, then start removing things untill the error goes away

#

then you can go back to your saved project, and fix it

iron idol
#

sounds good. thanks for taking the time to take a peek at it. i know it can be frustrating helping with a project you are unfamiliar with

#

i have a backup

#

but i did a lot of work

#

i would like to not lose it

lofty rapids
#

i mean i'll say it again if i have to

iron idol
#

yea

lofty rapids
#

sometimes this is just the only way lol

iron idol
#

i get it

#

and i appreciate your time

lofty rapids
#

np, i like to help if i can

#

wish i knew more about it to fix it

#

but honestly editor problems i'm not familiar with

#

mostly runtime i know a lot better how to fix

iron idol
#

yea same. if it was run time i would likely be able to fix the issue.

fiery flower
#

Hi, Why is TryGetPawnOwner invalid? When I set a breakpoint and checked, it appears invalid

#

ABP correctly selected:

crimson briar
#

Because you are looking at the Blueprint, not at an instance of this actor

fiery flower
#

it's same in runtime

crimson briar
#

When you set the breakpoint on the node after IsValid, does execution reach it?

fiery flower
#

yes

crimson briar
#

I don't know the details but I know there are sometimes ordering problems - something is initiated before other thing. It is possible it is invalid for some time before the owner is ready

#

Also I think you shouldn't check outputs on nodes after the breakpoint

#

Because they well, didn't happen yet

tawny mural
#

hi i have been working on smooth actor transition from locA to locB but i missing one thing is attach to place where its need to be if player didnt move (so locB) is the same everything works but if locB is moved then will created locC cause of locB != locC and i want to attach to locC i use Move Component to it has some form of attach that position but i cant do this with more objects in the same time. do you some1 know how to do it?

fiery flower
#

ok, i think it's not issue

#

@crimson briar thanks

dapper fern
#

I can't make appear the Blend Poses By Enum for an Enum type that exists in the content browser, the editor doesn't seem to detect it, anyone knows how I can fix this ?

frosty heron
#

have you try just making new one?

dapper fern
#

Weird

frosty heron
dapper fern
#

Aaaaaah shit my bad... it's the word "by" that was filtering it out of the results...

brazen stirrup
maiden wadi
topaz goblet
#

If I add a UI widget to a canvas, how do I update it's position in the canvas?

I have a main container UI that consists of a Canvas with a background image child, and then I'm adding a custom UI widget as children to that canvas.
Struggling to find the BP function that I can use to update the X and Y position of the widget added

brazen stirrup
brazen stirrup
onyx tapir
round haven
#

New issue, need best step for auto fire. I have a IA_Fire which has Pressed & Released options. It is a Twin Stick top down, and I have the Camera and Fire weapon in BP_Character. This holds a cached location for the camera and mouse, which in turn helps the weapon point in the same direction with the added input on the FireWeapon custom event on the BP_WeaponBase. At the moment, I am unable to add the FireWeapon to the Create Event Node drop down, is there another way to add automatic fire, if mouse pressed and stop when released?

crimson briar
round haven
#

Yea, I thought that might be the issue and steps as I can remove the input and it works but then the weapon just doesn't work. I will try and rework the cached location input.

crimson briar
#

If the location is calculated in this blueprint, you could make it a variable instead of passing it through the event

round haven
#

No it's in the character BP, this is the WeaponBase. I planned to build off the BP

#

for more weapons and characters

#

Childs*

#

I would put the IA_Fire into Weapon but then I have the issue of calling the cached location of the mouse from the camera to the weapon

crimson briar
#

Then you could make a function on the Player "GetTargetLocation" and call it whenever you need it - either through a direct reference to the player or through an interface

#

You can also sort of avoid using a timer and use Delays + a Gate... but Timers are better and more reliable

round haven
#

Oh, so I should try and make a new function. Call the cached location from the charactor to that. Which then should allow me to remove that input and replace the location end on the Line trace

crimson briar
#

Yes, but you need a reference to the Player holding the weapon, not sure if you have it already, how the weapon relates to the player and if it is a multiplayer scenario.

round haven
#

At the moment, it's just a muzzle on the arrow in the mesh, just to get the BP working.

#

Before I start all this and try and get the function to work, is there a way to have a back up of the current build and revert back to it if I was to make to many changes and forget what I did or break it completely and just reopen the back up

frosty heron
#

it's mandatory for any dev.

round haven
#

I have only been using UE for about two weeks, therefore still learning

#

thanks

frosty heron
burnt tundra
#

I'm not super good with blueprints. I've been trying to say FString text = success ? "Level cleared" : "game over";

I have a branch, how do I create a string from a branch?

crimson briar
# round haven Before I start all this and try and get the function to work, is there a way to ...

It is not going to be the best solution because I would need more info about goals etc of the project.
But with what you showed:

  1. Make a variable of the type of your character inside the Weapon. I'll call it CharacterRef
  2. After Set CurrentWeapon, drag from the CurrentWeapon and type in "Set CharacterRef" and set it to Self (so the character that spawned it)
  3. Now make the function to return the TargetLocation
  4. On the weapon call this function through your CharacterRef , connect it to End of the trace.
  5. Clean up the unnecessary input
#

But like I said, it is a modification to what you have, not the best solution

frosty heron
#

If the bool is true, it fires the true pin, on false, it fires the false pin.
What you are asking doesn't make sense.

I don't recommend using hard coded string but regardless, you can add extra input param to your OnLevelCleared delegate. So pass in a string, the same way you pass the boolean.

round haven
crimson briar
burnt tundra
round haven
#

I have before and just deleted, which is not a issue atm as I am learning but if it was a larger project I would be upset and mad

frosty heron
#

basically Set Text to Level cleared on true and Set text to false on game over (in blueprint)

burnt tundra
frosty heron
#

make the text variable.

brazen stirrup
round haven
# brazen stirrup Anyone ??

Have you tried ChatGPT? Normally I use that along side screenshot and tell it what I want. Ask it to explain the nodes and steps. Normally works, but not always. If you need a quick answer

brazen stirrup
#

Yeah it didn't work

#

For context in trying to replicate the mgsv enemy indicator

brazen stirrup
round haven
#

Normally I find "Please do a step by step for someone new to UE5"

#

That normally works, only sometimes. i get to the point where I am completely lost lol

dreamy kindle
#

Hi all does anyone know why a rep notify to assign a client weapon and replicated weapon puts the weapon in random wrong order sockets or placement for host and clients each having backwards or wrong 1p and 3p attachment results? Thanks!πŸ™

gloomy hound
gloomy hound
# brazen stirrup I did ask it again and it gave me a better answer so I'll do that

You should find out what's going on with your enemy variable. Chances are that if get actor location returns 0,0,0 then the actor really is at that location. Could be that the variable isn't pointing to the enemy that you think it's pointing at, or maybe you're not moving the enemy actor but rather just one of the components or something like that

gloomy hound
#

Maybe print out the name of the enemy and check that it's really the one that you want

#

Also, how do you get a reference to it? I.e. how do you set the enemy variable?

jagged moss
#

I have some issues that when i try to package a game it seems im loosing references. at first there was a struct that had an issue and after reloading everything i had issues on one widget blueprint that references another. the only way to fix it was to rewrite and place all nodes again even tho everything was correct, AI said it was because the GUID had changed.

Im still learning but can i get a hint of what i need to learn or read to figure out how to keep the references when building?

If i understand it correctly I loose the reference to the BP_UI and the Trait Point variable. all works in editor ofc.

brazen stirrup
lime yoke
trim matrix
#

hey, im trying to make a system in my game where if my player runs, they have a footstep noise that gradually gets louder the longer they are running, then to decrease again when they stop running or hold still, then the loop restarts (w plans to later hook into ai pawn sensing) but for rn im having issues getting the noise level to increase properly, i think its prolly w how my input action is setup? im not sure its setup as a bool but on my players tick theres a function to increase and decrease the noise level depending on if running is true or not, but when i put a print string it flickers between two numbers instead of increasing, im sure im prolly also not going about it the best way but i thought id ask bc im stuck lmao 😭

jagged moss
#

something like holding to run starts it, then releasing run button resets it

trim matrix
#

not yet but i thought that it may get clunky w a timeline like wouldnt it keep restarting itself instead of continuing from the last noise level, like the only other way i can think of explaining is like a stamina system but not, like i want it to go back down to a low volume (stamina system would have stamina climb back to max) like longer run is held, louder the volume of the footsteps get once they are a certisn volume the meter is full and the ai can hear the player, if the player lets go of the run input the meter empties and they can run more, if they hold still it does the same, but if they keep running its clamped at the max value/volume

round haven
#

I made a TargetDummy to test if damage is working. I then had a Health variable set to 100 in that BP. Have I wired it up correctly? Currently the damage should be 20 - Therefore, 5 shots should kill the target. Health = Damage - Set Health. If 0.0 then destory. Currently, the damage is registering because I have a Print string, that picks up the hit from IsValid True apply damage.

pine carbon
#

Something of a "Best Practice" question here, but what would be a recommended way to make a Blueprint superclass enforce implementation of some of its functions in inheritors? An equivalent of an Abstract class, essentially.

jagged moss
#

idk if that is what you ment

pine carbon
#

If the best answer is to use C++ and make a real abstract class, that is also an option, but if this can be achieved in Blueprints, I'd like to do so. I've found a couple of potential ways to achieve that effect, mostly by manually raising errors, but I want to make sure I go about it in a well-structured way.

trim matrix
# jagged moss idk if that is what you ment

i mean like, if the player lets go of run and its decreasing already, they then press run again, will it continue from the level its at or will it start from the beginning?

jagged moss
#

play continue where its at, play from start restarts it, reverse makes it go back down in the same pace as it went up, and revers from end will make it go to the end and restart. I think you want play and reverse

trim matrix
#

hmm ok

jagged moss
#

the variables on it you make yourself

trim matrix
#

lemme try timeline instead

jagged moss
#

so have 1 variable like a float go from 1 to 100, then when you start to run you "play" and when you stop to run you "reverse"

trim matrix
#

so the float just as a varibale not as a float track

jagged moss
#

doubleclick the timeline to create a time, the length of the timeline is how long it takes to be max noisy, and then place one dot at the start of the timeline at time:0 and one at max time. the first dot should be 0, then the next dot should be whatever the highest number should be

jagged moss
trim matrix
#

so then have the timeline off the input action for running?

jagged moss
#

like this, this timeline last for 1 second and 0 is the lowest float and 1 is the highest, when its halfway it will be 0,5

trim matrix
jagged moss
trim matrix
jagged moss
#

you can choose if you want a straight line or if it should increase faster or slower as it goes

#

if the event node works as intended then i think this should work

#

run a print string on update and see what the variable is as it changes

#

or use an event tick

sweet jetty
#

hello i am trying to add my Bpc_Inventory component to my Third person character but when trying to search it doesnt show

trim matrix
jagged moss
#

if i understood what you ment

trim matrix
#

which one 😭

jagged moss
#

when you run and stop running, do you successfully set the "Running?" bool correctly?

trim matrix
#

yea

jagged moss
# sweet jetty

im not sure, but you might need to add another component and then in that component choose your inventory one

jagged moss
# trim matrix yea

to test if the timeline works, drag of the "update" pin and do a print string. then drag of the noise value into the string, then during play you can see if it changes as you want to

#

you can also hook the value up to a "Bar" in the viewport to see the noise go up and down

trim matrix
#

its printing now so it stopping at 1 is bc the timeline length is 1? so i need to increase the length of the timeline so it takes longer to reach max noise?

sweet jetty
#

nvm i just now realised my stupidity i made a actor not an actor component

jagged moss
trim matrix
lofty rapids
# sweet jetty

i think because its not an actor component but an actor

jagged moss
trim matrix
#

ahh

#

ok

jagged moss
#

having it go from 0-1 can be good for adding to a bar later as you get f.eks. 0,56 etc instead of 56. but if you use max 100 then you can devide it to add into a bar later

#

i recomend watching tutorials for stamina bars, and then instead of using stamina you change it into noice

trim matrix
#

i setup a bar, i have it going from 0-5 w a length of 10

trim matrix
jagged moss
jagged moss
trim matrix
#

should i move it into the player bp instead of binding it in the ui, that way it will go off the update of the timeline n match the speed?

#

also attempting to make sure the noise level only increases if the player is moving, but i feel like im not doing it quite right?

jagged moss
#

is there a "is moving" on the character you can use and set that to a bool, then use that bool on your branch?

#

the update will update on tick i believe so it happens very often, use it to set the noise only

lofty rapids
gloomy hound
# sweet jetty

judging by the icon on that Bpc_Inventory it's not actually a component but an actor

gloomy hound
trim matrix
lofty rapids
#

so that it plays only when it's not playing

#

and also reset on completed

gloomy hound
#

you could probably just do it on started and stop the timeline on cancelled/completed

lofty rapids
#

right but you want to repeat it

gloomy hound
#

or actually reverse on cancelled/completed

lofty rapids
#

also a do once on reverse

#

then reset it

#

just so these things are not going off on every tick

#

imageine play,play,play,play

#

i'd be surprised if it works

gloomy hound
#

I think for timelines the play will be a no-op when it's already playing

#

it's the "play from beginning" that you want to avoid

#

avoid doing on tick, that is

lofty rapids
#

idk, sounds legit

gloomy hound
#

but yeah, irrespective you don't need or want to muck with the timeline state on tick

lofty rapids
#

i would just do a do once

gloomy hound
#

the started event only happens once when you start pressing the control mapped to the action

#

completed/canceled is executed once when you stop pressing (or it gets interrupted somehow)

#

so you shouldn't need a do once, it's basically a built-in do-once

lofty rapids
#

and if you put it in reverse and holding it down is it not going to to play again

#

and not reverse ?

gloomy hound
#

you put the timeline in reverse on completed/canceled, so when you release the control the timeline will play back in reverse from where it was

#

if you then press the key again, started is executed and if you hook that up to play it'll start playing from where it left off

#

in either case it'll play until the end (or beginning in reverse) and stop

#

unless you've configured the timeline to loop

#

it's really quite convenient for this sort of seamless transitions

#

like if you have a door you want to animate to open when you enter a trigger box or similar, you can hook up a timeline's play to the trigger box begin overlap to have the door open and when you leave the trigger, wire up the end overlap to the reverse and it'll start closing seamlessly

#

because the timeline keeps the state internally

#

tremendously useful, can also be configured to be replicated for multiplayer

trim matrix
#

im lost 😭

lofty rapids
#

before you added the branch ?

trim matrix
#

yea before adding the branch it was working but now need to add a check to make sure players moving before it updates it bc rn just pressing the input and holding still increases the noise level variable

gloomy hound
#

hmm... it's a "run" action, how can you press it and hold still?

lofty rapids
trim matrix
lofty rapids
#

and also

#

so off of complete

#

do a sequence

#

and reset it

#

πŸ€”

#

so that if your increasing and it drops below 5.0, it reverses

#

and it doesn't hit play again which i think would fk it up

trim matrix
lofty rapids
#

it's just a guess anyway worth a shot

trim matrix
lofty rapids
lofty rapids
#

i don't think so atleast

trim matrix
simple stone
#

I'm making a low poly game, I need an effect where liquid is pouring out of a bottle... Does anyone know a good example? This is a simple Niagara effect, without physics simulation

trim matrix
#

atleast thats what it looks like its doing

lofty rapids
#

hmm so you want when your holding down the triggered it fills all the way and then stops ?

#

or just keeps refilling ?

trim matrix
#

if the holding down is stopped at all, the number should decrease, then when pressed again start filling back up from whtever number its at

#

only increasing when held down and moving or "running"

lofty rapids
#

just inc a variable on trigger

#

slap a boolean on it

#

call it a day lol

trim matrix
#

should only stay a ceritan value if its completely full or completely emptyt

lofty rapids
#

ya clamp it

#

clamp is great for that

trim matrix
#

i was trying that but when i did it it stayed at 2 numbers and kept flickering

lofty rapids
#

honestly i'd do it on tick

trim matrix
#

i was

lofty rapids
lofty rapids
trim matrix
#

it didnt work

lofty rapids
#

probably because your just doing on running false subtract, running true increase

#

so if your holding down the key and running it will increase

#

but holding down the key and not running decrease

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hmm

trim matrix
gloomy hound
# trim matrix

this is doing the delta time multiplication at the wrong point

#

you need to multiply the rate by delta time before you add it to the noise level

lofty rapids
#

right you want to multiply the amount by delta

trim matrix
gloomy hound
#

if you multiple the result of the addition by delta time, you'll always get a fairly small number and store it in noise level

lofty rapids
trim matrix
#

do the same for the subtraction? flip the order

gloomy hound
#

yeah

trim matrix
#

that fixed the weird flickering of the numbers now the only issue aside from the ui ill get to that, is the increasing happens even if player isnt running

lofty rapids
#

show what you have now

trim matrix
lofty rapids
#

whats the value set to

trim matrix
#

15

lofty rapids
gloomy hound
#

also hook up canceled to the same node as completed

trim matrix
#

kk

lofty rapids
#

is it working ?

trim matrix
#

yea just it dosnt matter if the player is moving or not just perssing it increases n letting go decreases so functionally is partially working

gloomy hound
#

you don't have the velocity check in there

trim matrix
#

off tick or input

gloomy hound
#

you can probably replace the check for "running?" by the velocity check

lofty rapids
#

i would use an and or or boolean

gloomy hound
#

and then you don't really need to set the "Running?" variable in the input event either because you're not really interested in whether you're running, only that the velocity is beyond a certain threshold

lofty rapids
#

your velocity check if <= 5 true -> subtract

#

false -> running check

#

or you can use use and boolean, and say if > 5 && running

#

so that if <= 5 it goes to false

trim matrix
lofty rapids
#

i would put it on tick

trim matrix
#

the velocity check or both

lofty rapids
#

the velocity check

#

and the branch

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put it before the running check

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and go true the next branch

trim matrix
lofty rapids
trim matrix
#

ok thats working, now im not sure what id need to do for setting the audio n footsteps to sync up their volume to the noise level variable

white oxide
#

Anyone have any idea how come my door stutters 45 deg when overlapped?

#

Kind of hard to spot, but it "transforms" instantly 45 deg as soon as I collide with it

lofty rapids
white oxide
lofty rapids
white oxide
#

It moves as intended back in place

lofty rapids
# white oxide

can you hit the two buttons in thats center everything ?

white oxide
lofty rapids
#

hmm

lofty rapids
#

just when you first bump it the issue ?

#

or it keeps doing it ?

white oxide
#

Oh weird

#

It's working fine now

frosty heron
lime yoke
frosty heron
#

seems like multi box trace for objects return everything that matches an object type.

The first block hit only apply to multi trace by channel.

#
Returning Single or Multiple Hits
When tracing, you can choose to return the first thing that matches the criteria hit by the trace, or you can return everything hit by the trace that matches the criteria.

Special consideration is given to Multi Trace by Channel versus Multi Trace For Objects. When using Muli Trace by Channel the trace will return all Overlaps up to and including the first Block. Imagine shooting a bullet through some tall grass that then impacts a wall.

Multi Trace For Objects will return everything that matches an object type the trace is looking for, assuming the component is set to return trace queries. This makes it great for counting the number of objects between the start and end of the trace.
lime yoke
#

I see. So that's the main difference.

#

Thank you, it makes sense now.

barren tangle
#

Hello, it's not possible to have that node outside the Ability System?

crimson briar
barren tangle
#

but some usefull input are missing 😒

crimson briar
#

Weren't there two of them? Or am I thinking about playing an animation, not a montage

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You want the first one for more control

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But yeah, inputs are not the same

barren tangle
#

yes i want the one with also anim root motion translation scale

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to be able to adapt like that outside the PlayMontageAndWait node

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is there a way to update that ?

tawny hedge
#

use the ability instead, you can use it inside the character and just use it for that simple montage

round haven
#

Pulling my hair out with this, why can't I do full auto?

frosty heron
#

Triggered runs every frame

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use started instead to run once per click

round haven
#

Tried start too, same result one shot

tawny hedge
#

you clear it on completed

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it clears after 1st shot

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unless you're using advance action input with hold value

round haven
#

I was trying to have it clear on mouse release

tawny hedge
#

it will clear it

round haven
#

I tried changing the Enhanced input to press and release. That didn't work too

tawny hedge
#

in the IA_Whateveryounamed it, chose trigger hold

round haven
tawny hedge
#

yeah

#

now the input event will show different options including during hold

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or ongoing smt like that

round haven
#

The problem with hold, it no had a time delay after pressed and then shoots but it's fully auto and the FireRate value is not taking effect

tawny hedge
#

you can still use it on pressed and completed to clear it

#

like this

round haven
#

Did a test, if I break that connection then holding the mouse will still auto. Therefore, IA_Fire is not working at all

#

The BP_Character had the fire control by the looks of it.

tawny hedge
#

weird for me it's working

round haven
#

Is that all in a character? I am trying to build a weaponbase to child off for other weapons but in my character I have a IA_Fire function calling the BP_WeaponBase with the line trace.

tawny hedge
#

it can be anywhere. but yes, i've done in on the character

round haven
#

I must be conflicting some where with some of it in character and weaponbase

tawny hedge
#

i would check the fire rate

round haven
#

Doesn't matter what I change it too it doesn't change

tawny hedge
#

if you print string just after the Fire event begins do you see it print only once?

round haven
#

Even breaking this, using Hold in the IA still fully autos. Therefore, something is over writing this and allowing it to shoot

tawny hedge
#

yeah then something is up with the firing event

round haven
#

Which is going to be this

tawny hedge
#

can you go on call or video?

round haven
#

I can but but not today with kids making noise in the back ground. I am going to have to rework the BP_Character calling of the shoot

round haven
#

Reading up "Actors (like your Weapon BP) don’t receive input mapping context" Therefore, I need move the autofire to the character bp for the enhanced input.

barren tangle
tawny hedge
#

yeah. use the montage node inside the ability and just call the ability on the character

tawny hedge
#

is there a way to properly call console commands within blueprints that are separated by a space? for example "showdebug abilitysystem" calls 2 commands, "showdebug" & "showdebug abilitysystem". I only want to call the "showdebug abilitysystem"

sweet jetty
#

Hello, I have successfully made a hotbar style inventory where i can pick up and drop items. I am now wondering how exactly to make the items I pick up usable in the hotbar the most easiest way, lets say with left click.

tawny hedge
#

Event OnClick -> Do stuff

round haven
#

@tawny hedge worked it out! Not sure if it's tidy but it works!

#

Now I have single fire, or hold and auto

#

Character runs the fire/auto - weapon bp handles the rest

tawny hedge
sweet jetty
#

That wouldnt work 1. I am not clicking a button it is a hotbar where i scroll to change slots 2. The items are consrently changing

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I have dropping the items set up

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Its just using im not sure how to go about

#

Good point

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But the actuall functionlly of using the item where would i code that i thought that would go in the item actor itself not the inventory

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Ok thank you hopefully this will give me the base information to do it

round haven
#

Anyone know why I can't hit the TargetDummy?

#

I tried coming off that but couldn't workout what I put to it

pine carbon
#

Oh you can just do that?

#

Awesome.

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If that is the case, what is the usage of Interfaces?

#

I seem to have misunderstood them.

round haven
#

Still can't get this damage to work

pine carbon
#

What if I want to force implementation?

tawny hedge
round haven
round haven
#

Just need to make the target accept the damage and store the new value until 0

tacit pine
#

Hi,
i dont even know what to call it,
but i need the math for this type of rotation
-rotating the y gizmo in world space does this random numbers in the right , like a cross section between all the three axis
i'll explain more if needed.
any advice or guidance will help