#blueprint

1 messages · Page 352 of 1

bitter arch
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I was creating a talking AI with chat windows, and for that I want to put a background image behind

dark drum
last peak
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Create macros and functions for parts of your code that you re use

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other than that i guess get used to it

bitter arch
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See the first image, which is a minimized screen, and in that, see the plane on both sides stretched out of the window.
And see the second image, which is maximized screen, and in the plane is small compared to the screen, and I can also see the world outside

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if the background fits perfectly, then I can fit my chat window according to the background image to make it look good.

last peak
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are you playing in standalone or in a new window ?

crimson briar
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It is not much code, yes, but if you ask in general

  • stuck in mud and being in the water seem exclusive. Create an enum for them instead (easier to later add other possible states affecting walking)
  • with an enum you don't need branches, you use a select
  • before select you can use a sequence. So the first pin of the sequence goes into the select - the select handles state specific info. The second sequence pin continues to the general code that should happen after each state, no matter which one it was
bitter arch
crimson briar
last peak
dusky cobalt
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Use enum and switch state

bitter arch
trim matrix
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any ideas on how i can fix this? rn the issue is when trying to add the new ids to the struct’s string array, it dosnt save properly/set properly and on reloading is back to being empty https://blueprintue.com/blueprint/ordd0178/ https://blueprintue.com/blueprint/2v24ecfh/ https://blueprintue.com/blueprint/whwljuzl/

dark drum
merry mirage
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It's because of all the swear words included by disgruntled developers /s

last peak
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#X#** this #X#** function and #X#** this #X#** event too, this #X#** function here is a piece of #X#** it adds data in our #X#** struct but it bareley works because whoever coded this is a #X#**

trim matrix
dusky cobalt
# trim matrix any ideas on how i can fix this? rn the issue is when trying to add the new ids ...

So in here. Ok, you at the start assume that ever clip should be initialized. It's good. So for each pickup, you initialize it, but then
Startingroom of the clip if it's self? Roomamanger.. ok so It's roomanager checks if any of the clip should be added to that room count or something like that.. ok
and t hen there is 2 more checks IsClipActive (please fix namings of your bools)
If Clip Is Active AND the Player Save doesn't contain that clip then add to Clip Pickups for that manager I guess and Remaining clip count +1 for each.. okay.

On the second photo, you are literally just passing the array to be like Set This Array to This.

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You need local variable for that array. Add to it. then plug that local array to the struct.

tawny hedge
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can composite data tables be composed of other composite data tables or it needs the regular ones to work properly?

languid swallow
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AI is scary. It managed to code C++ plugin for Blueprint so I can bind On Actor Move. 1st try, no mistakes. Exciting and scary.

last peak
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Ai totally breaks for more complexe stuff

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But oh well give it a few more years and it will also do that without problems

maiden wadi
# last peak Ai totally breaks for more complexe stuff

The actual amusing part of this is that it only does this if you don't guide it. It's perfectly capable of creating and designing large complex systems. But you have to lead it step by step. It works out rather well if you yourself are trying to get into a concept without wanting to dig for the material yourself. Because you have to go slow and step by step, which makes it do the same.

maiden wadi
last peak
last peak
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For example it created me a 3d array for something that was perfectly doable with a 2d array, it didnt free any allocated memory and put no guards whatsoever in the code for malloc

lucid ore
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Hi all. is there anyone who could quickly help me with a blueprint in vr. I am trying to make something work for a month now but I cant seem to do so and I have the feeling I am very close but since I have 0 prior experience with vr and BP's I would be extremely thankful if I could be in touch with someone to whom I can show my project

crimson briar
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I'm using AI for JS and CSS at work, since I often need small things and can't be bothered. One dumb example was that the ai created a DIV element, but gave it a name LI. Then proceeded to treat it like an LI, breaking a bunch of stuff that was expecting list elements, not divs

languid swallow
crimson briar
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So it works for selfcontained tasks, but you still need to check the code

last peak
last peak
languid swallow
last peak
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How is your game going btw i watched your stream here and there a while ago you were creating a farming game

crimson briar
languid swallow
last peak
lucid ore
# last peak Well whats your problem? Sharing your code here might already do the trick

Yes so I have a simple cone I want to change the material of when I click on a swatch. I am using tags and Gemini pro 2.5 to help me step by step but ofc it gets it wrong. I had a ex colleague of mine who told me the approach he would use but I am confused with the lingo a bit. I will put the message here: "Trace a ray, check if it hits a component that contains the material, save that material as a variable, and then send it through the interface to the object that should change."

lucid ore
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I already tried to debugg and I know the trigger press works (left trigger from the oculus)

crimson briar
# last peak Are you still streaming?

I'm planning to once I have base systems for the current project in place (chill tavern management). Buuut it is probably not the correct channel for this

lucid ore
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What would you suggest I do to make it work for sure? I am using component tag since the swatches are attached to a rotating disct (which rotates around the player) and I thought that would be better than the actor has a tag since it would reference the disc

last peak
lucid ore
last peak
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Like do you want to click on cone 1 save that material click on cone 2 and apply that ?

lucid ore
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so this project is a vr configurator, and I want to change the cone which is a placeholder to the material on the swatches. Since the materials will be specific for the configurator, I will scan them from the client and add them on the disc. Then when the player hovers over a swatch > trigger is pressed > the swatch material is applied to the cone

last peak
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Where do you set up the material on the swatch?

lucid ore
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these ones are imports from megascans since i still dont have the final rl materials

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so they use the paretn framework for materials

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and are all instances

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my initial thought was that the issue could be the "SC_Selection_Trace_Left"

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this is my actor selection BP

dark drum
dark drum
last peak
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All you really have to do is this

on your trace you check for hit actor (your cone)
Either by comparing the class or checking for a interface
if that returns true you have hit your cone
im not familiar with this node picture 1

In your cone you implement the interface in the interface you add a function to switch materials and a input fo your swatch

dark drum
last peak
tired pasture
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Comfyui came out with a tool that would be a great addition of ue5's user interface. Imagine not having to click and drag to seek around large blueprints, but instead just drag a small box that represents the current view around the large blueprint.

lucid ore
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@last peak @dark drum Thank you both for the explanations but I am afraid this is beyond my understanding.. its a pity I got this project since i am the UE Cinematics guy in the office and now im in this jungle hahahha

maiden wadi
maiden wadi
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Material graph on the other hand. That could use that for sure.

last peak
# lucid ore <@278114126465859585> <@430016173694779402> Thank you both for the explanations ...

First create the interface picture 2
You simply add 1 function in there and call it change material
Add 1 input there (either material or material instance or wahtever else your swatch material is)

in your trace function picture 1 you check if the actor you hit implements the interact interface
If yes you get a reference of your swatch and then you get its material
Now you call the function Change material and you give it the just extracted material from your swatch

In your cone picture 3, you click on class default and in the right details panel under implemented interfaces you hit add then you select your just created interface, compile

Now in your event graph you see the added interface function "change material" in your left side panel picture 4, you right click it and you select implement event

Now all you have to do is what you see in picture 5

storm solar
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In unreal if you are saving your game and than loading it. You cannot save object references right? I would have to break that down into something like a struct and than save it.

maiden wadi
maiden wadi
storm solar
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right, but in general you can't really do it.
Gotcha.

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Im useing BP only so i can do a work around for this.

maiden wadi
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Then you 'can'. But it would be only to things spawned on the level. And you'd want to use soft object refs.

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Er. Bad wording.

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But it would be only to things spawned on loaded with the level

last peak
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Guess you could save a id and relink later on

maiden wadi
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If you use C++, you can save pointers. They serialize as pathnames. Which means if that thing exists when you put the data back, it points to an object.

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The general trick is to respawn everything with the same names, or look it up if it already exists. Do this for every object you've saved.

Then now that they all exist, serialize the data back into them. They all exist, so all pointers saved will point to the correct thing again.

last peak
lucid ore
# last peak First create the interface picture 2 You simply add 1 function in there and cal...

Mannn thank you so so much you have no idea how helpful this is! I will try this now and see if it works! One last question since your line trace bp is a bit different from mine, should I change the last nodes as per your suggestion and keep the rest as it is or should I build it as you have it? I will let you know if it works but regardless if you ever find yourself in Berlin shoot me a message I owe you a really nice dinner!! ❤️

last peak
maiden wadi
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Like to work with, or to process?

last peak
# maiden wadi How do you mean by faster?

Right now when i want to save something i get the actor and then i pull all the data out of it
Location / transform
All variables that need to get loaded like current health, stamina, mana etc etc

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If i could just save the entire ref that would spare me a lot of work

tired pasture
lucid ore
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@last peak so I did everything as you suggested but I am a bit confused as to how I can add the blue swatch node on the line trace BP 😅

lucid ore
tired pasture
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ah

last peak
lucid ore
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I also added the change material interface within the "does object implement interface" node*

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ahh make them variables right

last peak
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I dont know how youve set it up
What is your swatch? is it a widget? a 3d object?

lucid ore
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its a 3d object

tired pasture
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this is what noars talking about

last peak
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plug that right before you do change material

lucid ore
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i feel so dumb with this 🥴

last peak
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1 sec

maiden wadi
tired pasture
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line trace by channel -> break hit result -> drag out from hit component -> get face index -> then right click graph and bring in the get material from collision face index node

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there might also be a get material from hit comp also but i don't have ue5 running right now to confirm

last peak
last peak
last peak
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@lucid ore
Do you want to click on your swatch first and then suck out that material and apply that to the cone as in do you have several swatches or one single one ?

dense forge
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Hey guys, I have some errors in my code that don't affect gameplay and I'm not sure how to go about fixing them. One involves one of the UI systems and the other has something to do with spawning players in.

lucid ore
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yes when I click then it applies it

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@last peak

last peak
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That you change on runtime

lucid ore
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no I will have approx 25 swatchews

last peak
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Ah crap

lucid ore
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yeah I realised that this would work with a single one

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or that multiple will result in a issue

last peak
# lucid ore or that multiple will result in a issue

Ok not a big deal then do what Cecil said line trace by channel -> break hit result -> drag out from hit component -> get face index -> then right click graph and bring in the get material from collision face index node

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How is your swatch actor setup does it have a parent ?
Swatch base actor -> leather black child

lucid ore
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they do have the disc as a parent since the disc rotates on controll

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and they are movable

tired pasture
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you can then set an interface on the cone actors and have a boolean that enables or disables the application of the material change when you click on one of the swatches

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that'll handle being able to set an arbitrary number of cones at the same time

last peak
tired pasture
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no, the cones will aways be listening for the event to fire off, which won't happen until you select a swatch

last peak
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This was his original

last peak
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And what unreal version

last peak
lucid ore
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its only 2.38gb ue5.4

tired pasture
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idk, there's a million ways this can be done. each one fitting the situation more than others

lucid ore
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i apologise for the confusion :/

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i am also so confused never done such projects

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its driving me crazy

last peak
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Its just that im not 100% sure how its set up

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i only have 5.5 and 5.6 :/

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Otherwise i could do it on my machine

last peak
lucid ore
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No nothing

last peak
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This one is it added to the component in your swatch `?

lucid ore
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besides the ac_actorselection which is used for applying a overlay material when hovered

tired pasture
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the swatch being an actor, would probably have a static mesh or cube in the blueprint that the material is set to

lucid ore
last peak
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Then he calls hit actor in one of the components

polar citrus
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Youll need to disable the "Play on Open" option within the Bink asset and manually open it whenever desired

last peak
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Create a new interface, call it "swatch interface"

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Add it to all your swatches in your case now to leather black

last peak
lucid ore
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same interface as before or a default one

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Swatch Interface

last peak
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Create a new one and call it Swatch Interface

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Dont add anything into it just a blank interface

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Restore your first trace bp to what it was originally

last peak
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Open the interface where the function "hit actor" is stored it should be bpi user interaction

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Add a new input to hit actor

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Type material(or whatever your swatch material is)

lucid ore
last peak
lucid ore
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i added the interface to them all

last peak
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The one you had originally

lucid ore
#

oky give me 1 min

last peak
lucid ore
last peak
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Bpi user interactions i guess

lucid ore
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so i open bpi right

last peak
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yes and you should have the function hit actor in there

lucid ore
last peak
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Click it and add a new input

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Details panel bottom right you have to scroll all the way down

lucid ore
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yes what am i looking for

last peak
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Inputs

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You need to add a new input

lucid ore
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yes but in the input

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what kind

last peak
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Try Material interface

lucid ore
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done

last peak
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compile and maybe name it swatch material

lucid ore
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renamed and compiled

last peak
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hook it up like this

lucid ore
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ahh it crashed, ill redo the last step quickly

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and when i do this i do it inside the line trace selection right

last peak
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yes

lucid ore
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alright give me a few minutes I am so sorry

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sorry my heads a bit of a mess now, how do I get the change material node again?

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otherwise I have everything set up as you reccomend

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ahh you said it before

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i check it now

last peak
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I dont think you need it right now

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Ah maybe you do

lucid ore
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bcs now since i deleted the other things I dont have the blueprint interface change material

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only the swatch interface

last peak
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What we have now is Linetrace hit swatch - takes the material - sends it to actor selector component

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Correct?

lucid ore
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from what I understand yes correct

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i am keeping the hit actor for the highlighting feature*

last peak
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Lmfao

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I wish i could take a look at the entire code haha 😄

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Can you pack it for me? i cant send it back since i have to upgrade it to 5.5 but i would understand wtf is going on in the codebase

lucid ore
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Yes I will

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thank you so much

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dev package or final build?

last peak
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Dev

lucid ore
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ah its failing

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unknown error

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i guess it sums up the whole project xd

crimson briar
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To be honest if I got no errors on the first packaging of my project I would go buy a lottery ticket

last peak
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Just add the entire project to a zip file

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You dont need to build it

last peak
polar citrus
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At least cook it, thats what you should probably do intermittently after pushing changes and new features into the game

last peak
lucid ore
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No i unfortunately dont :/

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I will just zip the whole project with all its contents and send it to you

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God bless 🫩

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how should I send this?

last peak
lucid ore
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oky

last peak
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or github or any other file hoster of your choice

lucid ore
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alright gimmie a sec

worn path
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Hello!

This may be a stretch since im using something from FAB but ill try and ask.

I currently am using this player, i converted it to top down from thuird person with controls and everything, but the issue is the player is looking at the ground.

I want the top down effect wherte the playuer ios constantly looking forward.

(This is like real early on its all placeholder assets from the fab item. its called ultimate chjaracters)

I can show the blueprints if needed just wanted to knwo if anyone had any initial ideas. I was thinking it could be something with the IA_look control but meassing around with it i cant figure it out. I also tried messing with some pitch variables but camera math confuses the heck out of me.

thank you guys!

lunar sleet
worn path
last peak
# last peak

For anyone interested in this problem it was just a missing tag on the cone he wanted to change

fierce birch
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hello all im applying an impulse to my ai and its not able to apply the impulse I simulate physics and etc but its not working. when i take the root physicsbody out of my physics asset it applies the impulse which is weird my constraints are good as well. If anyone can help that would be appreciated thanks

devout bane
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I can not get "AttachComponentToComponent" to work
I know for sure I am using that mesh and set it prior to attachComponentToComponent

hexed cosmos
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how can i get something like radial force actor but directional?

rose anvil
devout bane
worn path
devout bane
rose anvil
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I guess that as long as it doesn't move you're fine

spice cradle
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@lofty rapids hi there

lofty rapids
#

?

rough bobcat
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Hi guys i wanna make some tutorials but don't have any idea or topic, please suggest me some ideas

lofty rapids
fierce birch
fierce birch
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but i have to have it so they can stand up right

lofty rapids
rough bobcat
fierce birch
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im getting the owner->mesh

sand shore
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Along the way you can make much more constrained tutorials on BP features that you use while building or optimizing

fierce birch
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again this all works fine if i delete the root body in the PA, so there is an issue somewhere

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in the ragdollstart function I do this

lofty rapids
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you have an npc ?

spice cradle
fierce birch
lofty rapids
spice cradle
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can i talk in private?

lofty rapids
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lol

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creepy

lunar sleet
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It must be some proprietary npc grab system lol

lofty rapids
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you want to make them do "things" to each other

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ooh thas nasty

rough bobcat
spice cradle
lofty rapids
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i usually talk in here, and thats a bit nsfw type of shit

spice cradle
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i see

sand shore
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Those types of grabs will usually require your models or art to be created in a way that supports it

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What aspect are you stuck on?

spice cradle
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good question, i stuck thinking about how the NPC will react on different sides of this "grab", because he will be pulled closer to the player like the gravity gun in HL2

sand shore
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Yeah, any type of synced animation requires both actors to kinda be interped together

spice cradle
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I said pulled but dragged is the more correct term

sand shore
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But you probably don’t want them to look unnaturally floated

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For that

spice cradle
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yeah

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i remembered now the whip mechanic of Indiana Jones TGC

lilac juniper
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Hey guys, when using blueprint structs I'll often run into an issue with unreal dropping saved instances of said struct when I close and reopen the editor if I make changes to it - ex: adding a variable. It's pretty much unusable. Am I doing something wrong?

maiden wadi
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Can't say I've ever had an asset that was saved revert.

lilac juniper
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Not for BP no

fierce birch
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ahh i have issues with it doing that sometimes, thats why i make sure to have all my data in the struct, but unfortunately if the structs break you have to go in and refresh them

lilac juniper
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I try to too, but well, sometimes things change, so that's pretty unfortunate

peak vale
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hello guys, so anyone experienced with gasp?
I am not sure if I understand it fully or not but I am trying to achieve topdown with it so I want the character to follow the crosshair
my system checks if we are aiming if we are it calculates the look rotation of the player character and the upper body which is blended over gasp follows it yet gasp doesn't follow it I figured out that the character transform (which follows the crosshair) is handled differently from the root transform so I made sure that the root transform is equal to the character transfrom if we are aiming yet the lower body (gasp) still faces forward refusing to follow the upper body, the character and the root transforms resulting in abominational anims as the player is 180 twisted the rotation mode is controller desired rotation during the aiming state and orientation in the default state what do you think might be the issue?🤔

fierce birch
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@lofty rapids i figured it out

crimson briar
# lilac juniper Hey guys, when using blueprint structs I'll often run into an issue with unreal ...

I'm not sure if it still works, I myself moved to C++ structs. But one advice I heard was to never save the struct right away. Add you variables, don't save anything. Go to the level, launch PIE - it will force the editor to recompile changed blueprints. Then you can stop the PIE and save.
Supposedly it makes some issues with bp structs go away (it has to do with how the engine names bp structs, there is some weirdness to it) but not sure if yours is one of them.

lofty rapids
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i have found it depends on what you do

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like renaming will break it

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but adding one won't break it

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probably deleting will break it as well

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because it's connected to a pin that no longer exists

lilac juniper
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In this case the structs in question were just holding data in data assets, so, not an issue with blueprints that use them breaking, just a bunch of configured data being lost

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'just' its a huge pain!

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so I guess I'll move over to CPP structs too, kind of annoying though

fierce birch
lofty rapids
lofty rapids
fierce birch
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instead of the radial impulse

lofty rapids
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whatever works

fierce birch
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Unreal treats the root physics body as the anchor for the whole skeletal mesh. Even if you set it kinematic or free, it acts as the reference body. Radial force functions will not propagate past a non-simulating or special-cased root. AddImpulse/AddForceAtLocation resolve bone names back through the hierarchy. If the root is kinematic, the solver often assumes “no motion possible,” so children don’t get force even if they’re simulating.

spare atlas
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I’m trying to create a Mordhau mod for my server without turning it into a modded server I want it to be a server-side mod. Based on this brief explanation, I’m looking for a solution to my idea: I want to modify the widget shown in the pictures so I can add any text I want and also change its position for example, put it in the middle of the screen or scale it up. Is this possible through Blueprints (BP)?

I’m using the game’s SDK, which is an Unreal Engine 4 template that includes all of the game’s Blueprints.

eager thicket
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is there a good way to get a black fade-in on startup so it covers up the popping in of the textures and menu UI?

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I tried putting in a black screen on game instance init but it didn't work

next hollow
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Server don't know what widgets are, let alone edit the clients widgets.

spare atlas
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without making my server modded

next hollow
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Then, not possible.

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I believe server build doesn't cook widgets, so can't pass values around, to even attempt edits.

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Even if it did cook widgets, still no luck.

spare atlas
next hollow
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Replication would involve a modded server

maiden wadi
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Doesn't matter if the server did. The client still needs the widget.

next hollow
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Cuz, base UE, and I doubt that game has pre-setup client side widget editing

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Yeah, widgets are 1000% client side.
No way to edit widgets from the server, without a ton of prior manual work, for little to no gain (aka, no one would ever do it)

spare atlas
next hollow
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Sure, but client needs to be told what to do, via replication.
Which would require a modded client, to know what do to with the servers modded replication

spare atlas
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with just passing the values with replication as i know ?

next hollow
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Can't just add new replication, both ends need it, which would need a modded client

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If server tries to replicate something, the client needs to know of it.
Which would require both things being modded.

spare atlas
maiden wadi
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Widgets don't replicate for a start. Only Actors, and ActorComponents by default, or a subobject of one of the two that have heen explicitly designed to replicate.

next hollow
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This "issue" applies to everything, you just have yet to run into it.

No matter how much replication you do.
If var A doesn't exist on the client cuz its not modded, then var A can never replicate to the client sorta deal.
Same with widgets, but more so flipped.
Server doesn't know of widget A, and client doesn't know of any new modded logic to edit widget A.

spare atlas
next hollow
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If the clients not modded, you can't do any form of replication.
So, you can essentially only call pre-existing game functions.

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So, what you want to do is impossible in about every possible aspect

spare atlas
next hollow
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It can work with everything, except for widgets.
The other stuff just needs a bit of extra work, or is perhaps less used, depending on the devs.

But, type/ method of replication in this context of server only mod won't change anything

spare atlas
next hollow
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You'd need to find that out from the game itself.
May not be able to depending on where, when, or how it gets the data.

dusky moth
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how should i implement damping using nodes in blueprint

fervent lantern
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can anyone explain to me, why the rate at which an RTV updates has changed from 5.5 to 5.6? The first clip is from a world partition world, the second is from a regular level, but I don't know how to increase the update speed in the world partition world. This was not a problem in 5.5

topaz goblet
#

Under a UI widget, what is priority under the Input section?

maiden wadi
topaz goblet
#

I figured out why my drag drop operation from a bag into the world is not detecting 'cancelled' or 'drop'
The cancelled isn't part of the original tile object, it's detected in the drag drop object. So, adding the drop cancelled call into the drag drop object fires... which doesn't give me all the stuff I'd expect.
Like, i have an actor component that acts as a world item, that can have it's mesh set, item reference, etc.

topaz goblet
#

Struggling with how to address this.....
I think I understand the flow. Current widget detects drag / drop. Then, a drag / drop operation is created on drag, passing the required info to the drag / drop operation. During the drag, when I release the mouse button out in the 'world' it detects the drag operation cancelled. But, it is called on the drag drop item.
I thought.. Okay, I can just get the player pawn, spawn the item next to them. But, inside the drag / drop object, there is no 'get player', 'get controller' or anything.
Soooo, anyone dealt with this?

odd kiln
#

Hi all !

#

Can someone help me for Spawning actors/meshes along the circumference of a semi-circle please ?

#

I already know how to do this for a full circle but when I change my value from 360 to 180 it acts weird

#

I mean my "semi-circle" of actors is not in front of my main Actor but on the right side

maiden wadi
#

Sounds like you just need to rotate your starting point by -90 degrees.

odd kiln
#

So I need to rotate it by 108 degrees

#

The issue is that when I do that, it only works when I spawn 5 actors.

#

If I change this number by "3" actors, all is rotated

odd kiln
#

Here is the code, simple

#

What is weird is that when I change this 180 by 360 for a full circle everyting is perfect

#

But I only need half

real cedar
odd kiln
#

I want that if I spawn 1 actor, it should be in front of this "main" Actor

#

And if I spawn 2 actors, in front but in a "semi-circle" equally

#

3 actors etc...

real cedar
#

ohh i get it now

odd kiln
#

I feel like I'm missing some maths

#

Because when I change 360 by 180 degrees, I feel that I have to divide something

real cedar
#

i dont know if my solution would work but could you try starting loop with 0

#

and use +1 when passing index to multiplication

#

@odd kiln

#

or leave it i dont think it would do anyhing

odd kiln
#

When I set the number of spawning at "1" it's well aligned

#

But when I set it to "2" for example, it goes in the opposite direction

#

I mean one actor is Up and the second is Down

#

I need the center of the "main" actor to be between the 2 spawned actors equally

#

Ok found a workaround. Now the issue occurs only when the number of spawning actors is "1" so I just have to use a "Select" or "Branch" node so when it's "1" I just rotate to "-90" degrees

#

Thank you all !

odd kiln
#

And then the only issue was when the "number" was set to "1" so I just set a branch

odd kiln
#

I used an "add" node

real cedar
#

ok

dark drum
# odd kiln Here is the code, simple

I would change the math you use to calculate a point on the circumference of a circle. I usually use something like this if it's a circle (2 axis).

You can just clamp the angle between 0 - 180 if you want a semi circle.

mental panther
#

Not a problem but rather something mildly interesting and maybe someone knows the answer?

When setting the mouse cursor to the middle of the viewport in BeginPlay of PlayerController, it won't work unless you have a delay. Here's the interesting part:

  • Using the upper method with a simple delay, will make it not work if your FPS is low.

    • When locking the game to 60FPS it works.
    • When locking the game to 10FPS it doesn't work.
  • Using the bottom method with a timer (with the same delay length), it works regardless of what FPS

    • You can even put the delay length to something lower and it doesn't matter (putting the "Time" to 0.0 obviously won't work but you get the point, you can put it to 0.001 for example and it will still work, regardless of what FPS you have)

So how come the upper method breaks when the FPS is low?

verbal kayak
#

why montage set play rate is highly unreliable?

#

Looks like it works when it wants to

#

sometimes it triggers some time it doesnt. exactly same parameters and how I trigger it.

verbal kayak
#

and sometimes it works but triggers too late in the montage animation??

dark drum
# mental panther Not a problem but rather something mildly interesting and maybe someone knows th...

It doesn't really have anything to do with the FPS. The actual cause is down to the view port size not being finalized (with everything still loading). This means the calculation results in the gotten view port size being 0,0 and will just place the cursor in the top left. 2 ticks is normally whats required for the view port to be finished setting up.

I cant remember if this is just an editor thing though.

crimson briar
#

In my limited experience with gamejam projects I can say UI very often behaves differently in PIE and in the built game. So it may very well be the case here.

mental panther
#

Yeah just tested a shipping build and here's what I found:

  • The timer still works
  • The delay doesn't work anymore
  • Putting 2 "Delay until next tick" works the same as the timer in editor
    • Doesn't work in a build
crimson briar
#

It would be weird if the delay itself didn't work

#

Also from my knowledge timers and delays are not affected by fps - at least not directly. Low fps can make them trigger slightly later than expected but they should always work

dark drum
#

Well this is a journey. 🤣

barren tangle
#

Hey, is there tool in UE to build story? I mean to know what has been seen what needs to be found? or it's just lot of IF condition somewhere in a place like game mode?

dark drum
# dark drum Well this is a journey. 🤣

Interestingly, it loads the GameUserSettings before creating the game instance. Anyways, it creates the game instance, of which it does it's thing and initializes all the subsystems. There is something to do with a dummy world as well which could be a factor. (Used until the world has actually loaded)

After all this it actually creates the viewport client which then triggers the local player to be created. Still not found at what point the viewport size actually gets set. 😅

barren tangle
#

in a way. so for example: Zelda

  1. You start in the bed > dialog
  2. Need to go to the castle (everything else is locked)
  3. at the castle > dialog
  4. Continue the progression

So to be sure when you don't come back to the castle the castle dialogue run again.... is there a kind of tool in UE to achieve story ?

plush hornet
#

Hi all, I'm running this custom event off of my game instance and it works fine. But when I finish play testing it I keep getting a run time error. Does anyone know why? Thanks

dark drum
barren tangle
#

i will seach info about quest system 🙂

dark drum
dark drum
barren tangle
#

because first one i pick is based on structure 😄

#

lol

dark drum
plush hornet
dark drum
# barren tangle any good video recommandation for that?

However a few things you'll need to know about before attempting a uobject based quest system are:

  • Actor Components
  • Custom uObjects
  • Hierarchy
  • Event Dispatchers
  • Soft References

As a quick overview, you'd have a quest manager (actor component) that would manage a list of active quests. (Custom Uobject) When a quest is added, it would create an instance of the uobject and call a function that would initialize it. This init function would bind to the relevant event dispatchers on actors so it can keep track of what's happening. When completed, it can let the manager know (via event dispatcher) so it can update it's lists.

You're custom quest uobjects can also have a function that is called when completed. When you create child classes, you can then override both the init and completed functions to setup the specific behavior.

When it comes to the UI, it'll just be pulling data from the manager.

When approaching it, you have to think of the quest system like an invisible thing that nothing knows about.

Having access to C++ can make some bits easier such as 'Edit Inline' and 'Instances' properties but still doable without.

barren tangle
last peak
lofty rapids
#

my npcs each hold a state for the quests

#

in an array

dark drum
# barren tangle I know all of theme except the custom uObject. What is hierarchy? What do you me...

Hierarchy refers to class hierarchy. So this is where you would create a base class and then create children of it to extend/change it's behavior. (through overriding functions or change property values)

Custom uObjects is just a class using 'Object' as it's type. This is the simplest class you can make in the editor but there are some restrictions such as not having world context. (This can be added if using a C++ base class)

dark drum
lofty rapids
#

lol bool hell

last peak
lofty rapids
dark drum
last peak
#

What do you mean???? you wanna tell me 500 bools is bad practice? 🙃

crimson briar
#

For smaller size projects you could also use a gameplay tag container stored in one primary place. And add flags as tags for specific thing. FE ZeldasCastle.DoorOpen. Then you query the container if tag is there and act accordingly.
I would say it is better than random bools, but a system like pattym described will definitely work better with more complex worlds/quests

lofty rapids
#

i use a system which is an array of quests, that have booleans for accepted/completed

#

so simple

dark drum
#

I find that having things function without ever knowing there's a quest system works better.

Most doors would have some sort of 'Enabled' bool for if it can be interacted with. Having it start as false is easy enough, then having a quest change it to true when completed. From their the save system just keeps track of if its enabled or not. No need to check if x quest has been completed.

lofty rapids
#

for me adding quests is simple as adding an item to an array on an npc

#

done

#

but tbf it's not very complicated and is just a simple system

#

if you have requirements -> get reward

dark drum
#

I worked with a data table based quest system at one point. There was so much redundant data. Got a little confusing keep track of everything.

lofty rapids
#

my code for this quest system is ridiculously spaghetti lol

dark drum
#

I guess its just knowing the scale/scope of what you're wanting to do and using the most appropriate one.

lofty rapids
#

for me i just have ideas on how to program things

#

so it's not a well tested thing, just what i have made

last peak
#

The nice thing about gamedev is, no one gives a crap how the code looks like once its done

#

and it works

lofty rapids
#

yes and it's not open source

#

it's about the game, not the code

#

i think as long as it runs well

#

theres no issue

#

but looking back at the code and making changes right now is out of control

dark drum
last peak
#

me returning to the code i wrote half a year ago

dark drum
lofty rapids
#

i keep saying i'll just do this and fix it later lol

#

but it works really well

#

it's just a pain in the ass to edit

last peak
# lofty rapids

thats a good one not the worst i have ever seen (or created) but top 10 😄

dark drum
lofty rapids
dark drum
#

This is what my stuff normally looks like. Granted this bit of logic needs another pass. lol.

lofty rapids
#

most of my code looks pretty good, but the more complicated stuff i've never done before so its a mess for now

dark drum
lofty rapids
#

i feel like i'll redo it when it becomes to a point i can't actually edit it (because i'm too confused) or when it becomes a performance issue

tawny hedge
lofty rapids
#

its the current state of my quest system, thats pretty much all the code for it

crimson briar
#

I mean, sometimes BPs can get more complex and maybe you don't know how to make them smaller/better. But you should at least try to make them somewhat understandable with a few tricks - like not crossing wires too often, keeping branches on different levels etc. It can improve bp's readability even if you have a bigger event:

lofty rapids
#

personally i hate having to click and drag

#

so i cram everything together

#

for me right now, the more i can see on the screen at once the faster things go

#

i'm not use to click drag, i'm use to scrolling

#

i'm also a lazy programmer so when i put something in the middle of a line of execution i just plop it above and connect it

#

i don't realign everything lol

#

it reminds me of basic with line numbers the way you need to insert

dark drum
crimson briar
#

Yeah, I know. I posted it as an example of "bad but somewhat readable"

#

In this particular example I'm not yet sure how to design it better, since the objects the interaction happens with are different and can't inherit from a single class (one is an npc, one is a furniture piece, one is an item on the ground). There is an interface on their end to handle what happens to them independently but yeah.

#

But it works for now and covers all of the cases I need

fast yew
#

so I have a frustrating issue with unreal collisions in unreal 5.5. I've built a world with 2 rooms the rooms have collision volumes that should trigger when the player overlaps the room. the first room collision volume seems to only overlap if the player is jumping on the jump and then again when they start to descend. the other room never overlaps. when it does overlap the overlap function does the thing it's supposed to do. Everything else seems setup properly. I've set things like this up before but this specific object isn't doing the trick and I'm wondering what I missed

barren tangle
#

on a blueprint approach because you sound like a c++ feature

dark drum
barren tangle
crimson briar
lofty rapids
fast yew
# lofty rapids huh ?

was something specific confusing? I have 2 volumes set to overlap they're the same blueprint collision box. the player starts overlapping the 1st box but only triggers the overlap event when jumping. the second one never triggers. both should trigger on first overlap because that's what the on begin overlap is supposed to do or in general does everywhere else it's being used

dark drum
lofty rapids
#

so you have two problems then

#

you should take one at a time

lofty rapids
#

does it fire every time you jump ?

#

like you walk into it, and then jump it fires off, jump again, does it fire again ?

#

also just put print strings on the events

#

check when its definately firing

fast yew
# lofty rapids does it fire every time you jump ?

the second box never fires. it prints a string to screen so it's easy enough to see what's happening when it fires. on start it doesn't fire then on jump and then again when the velocity takes you back down it fires again. I can leave room 1 and go to room 2 but room 2 never fires even with a jump. but if I go back to room 1 it still fires on jump.

lofty rapids
lofty rapids
crimson briar
lofty rapids
fast yew
# lofty rapids your doing too much at once

yes room 1 fires every time you jump. and then again when the direction changes. but it's totally an onBeginOverlap it's not really doing a ton of stuff. it tells the camera how big the room is which should only happen when you change rooms.

lofty rapids
#

with no other code

#

it fires off every time you jump ?

#

check with a print string only

lofty rapids
fast yew
#

the player is a normal capsule collision sprited character

lofty rapids
#

thats odd it fires twice on up and down

#

sounds like it's small on the z

lofty rapids
fast yew
#

yeah it's super weird. it's depth is 150 units it's bigger than anything else in the world because I thought it could have been too small as well. but that didn't change anything. there's other collision volumes on pickups that trigger the overlap when they begin properly so I don't think it's the player. it has to be something about the room collision

#

yes it prints the player name twice on jump and if you break it's when the direction change happens which feels important somehow but honestly I don't get what I setup wrong about this one specific collision instance

lofty rapids
#

show the volumes in world with a ss

#

as far as super weird

#

programming is about logic, so hopefully something logical is happening

lofty rapids
#

print the display name of the component

#

other comp

#

or if you have some other collision boxes

#

could be anything ig

fast yew
#

the othercomp is the capsule the OtherActor seems to be the character class. which I know because I cast it to call a custom function

lofty rapids
fast yew
#

no the first object seems to be the blueprint for the player

lofty rapids
#

other comp

fast yew
#

if I print the come it prints the capsule name

lofty rapids
#

twice ?

dark drum
# fast yew

print the name of 'Other Comp'.

Edit: never mind engage already asked lol.

fast yew
#

that gives me the capsule every time

lofty rapids
#

to see the bounds

fast yew
#

it's ok I said I did it too but it's good to idiot check as I obviously skippped something or wouldn't need help because this seems like an unreal 101 issue that I don't understand why it happened

fast yew
lofty rapids
dark drum
lofty rapids
#

make it visible and not hidden in world

fast yew
#

it's the oversized blue box around the tilemap

#

it displays the same in game if I pause and eject from the player controller

#

so it's 150 units in Y

astral granite
lofty rapids
fast yew
#

sorry. the black background doesn't make it the easiest to capture I guess I could increase the line thickness and set an easier color to see

fast yew
#

Z is height

dark drum
#

Instead of sharing an image like the first one, share one like the second. We need to see the whole picture.

fast yew
#

if I took the picture from that far away it's too hard to see the volume but ok

lofty rapids
fast yew
#

no X is left to right as it is in image screenspace

lofty rapids
astral granite
fast yew
#

and those red collision spheres are pickups that do work properly

#

as in they generate overlap events on the player pawn and are world dynamic objects. the room is world static but only captures pawn overlap on jump for some reason they're both normal unreal collision volumes

lofty rapids
#

so are you just using these to trigger when you get to a point ?

fast yew
#

I'm trying to clamp the camera's movement to the room, I calculate the size of the room based on the tilemap size. the numbers all check out right

lofty rapids
# fast yew

is your y thick enough, make it thick. i'm guessing you just want to trigger when you enter/exit the area ?

fast yew
#

the Y is like 5x thicker than anything else in the game

lofty rapids
fast yew
#

the character can't move in Y because the game is 2d so it should always be inside that box because it's thicker than anything in the game

lofty rapids
fast yew
#

the character starts inside the box. I had a different setup that did register the overlap properly but for some reason unreals orthographic camera needed this other setup in order for setWorldLocation with a clamp to function properly

lofty rapids
#

do you alter this box dynamically in any way ?

lofty rapids
#

untill you leave and go back in

fast yew
#

this is what it looks like in game I changed the color/thickness so it's more visisble

lofty rapids
#

the whole side would be nice

fast yew
#

capsule radius across the board is 35, the Y is 150

lofty rapids
fast yew
lofty rapids
# fast yew

and if you just jump like where you are does it fire ?

fast yew
#

it's around 4x /5x bigger than any other volume in the game. if I jump in that room it does fire twice as formerly stated. then if I go into the room on the right it does not fire on entry or jump but going back to the first room it fires on jump again

#

both rooms are separate blueprint objects if that matters.

lofty rapids
lofty rapids
# fast yew

do you have any code with isfalling ? other then probably your animation ?

#

are you changing collision setting dynamically ?

fast yew
#

no just on the animation blueprint which uses the paperZD plugin.

#

the collision box extents are figured out in the blueprint constructor based on the size of the tilemap.

#

there's a box for camera extents and the player collision volume. the camera extents box gets the correct values in it because when you jump the camera clips properly

#

I didn't do Y yet because why bother if the overlap isn't working in a way that's testable

#

but the camera does track the player

lofty rapids
#

wdym you have a collision box inside this one ?

fast yew
#

it's not inside there's 2 but the second is disabled

#

the second is just used to determine the absolute outer bound in screen space where the camera should clamp

lofty rapids
#

i feel like these are conflicting

#

your probably jumping in and out of this other collision

fast yew
#

then you take it's outer bound in world space +/- half the camera's view

lofty rapids
#

which would be like the only thing i can imagine

#

you have another collision that surrounds the player ?

#

is what your saying right ?

fast yew
#

yes, but it's not set to generate overlap events. actually it's set to no collision as it's type. it's just used to figure out scale

lofty rapids
#

does the begin overlap still fire when you jump ?

fast yew
#

oh like way far back in Y because that number doesn't matter. I'll try that

#

it did not make a difference moving it -110 units on Y but did move the box out of the way. the extents scaling was still the correct numbers though.

lofty rapids
#

it's still firing when you jump ? show the character with its collisions and components

#

also remaking the thing will help to find if it's just bugged

#

which i unlikely but possible

hidden cape
#

Hi, just a quick question; I have a pawn actor car, I want a turret cam and a car cam, is it better to lerp between cameras or have a single cam?

fast yew
#

yes it still only fires on jump. I could try to rebuild the whole thing. too bad there's not a way to force unreal to recompile a blueprint properly.

lofty rapids
#

see if it's fkd

hidden cape
#

easier to deal with, more performant?

lofty rapids
#

but two is not so bad like 10

#

to deal with would be similar to deal with i think one way you will have to lerp transform, the other you can just view with blend it's a node

hidden cape
lofty rapids
#

it's imo a lot easier to just have two cameras and blend them

hidden cape
#

k, thank you

lofty rapids
#

or atelast if you are using transforms have a reference actor or something so you can change the points

fast yew
# lofty rapids "One camera is more performant than two"

that's actually part of why I switched how I was doing it I had one camera in every room setup basically the same way and it switched cameras when you moved rooms but the performance hit was massive as the level grew. go with 1 if you can any time you can

hidden cape
#

is it view target with blend?

lofty rapids
lofty rapids
hidden cape
#

thats why I was asking about two..maybe it would be easier

lofty rapids
#

geez big world, cool car it can drive in any direction

fast yew
# lofty rapids i see so your trying to when you are in a room, set the camera to that specific ...

yes so that it stops tracking the camera as you get closer to the outside of the room then switches the camera to the next room when you leave. I had a different object that did the overlaps properly but it had 1 camera per room and didn't want to move the orthographic camera properly as it wouldn't clamp no matter what I did. now it clamps if I can get it to detect that it's in the room. rebuilding the collision volume no no longer registers on jump or on overlap begin. wait now the jump trigger is back. no idea why.

hidden cape
fast yew
#

the fact that it went away on setting up a new collision box then showed up on jump suggests it's a setting on the box that I didn't configure properly though, however I've no idea which one

vapid oar
#

Hello everyone
I'm doing some sort of excavator, I modeled a skeletal mesh on blender, with 1 bone per mechanical part
I tried to use the animation BP to control the rotation of the bones, while having a collision response. But it doesn't work...
Either I set the physical bodies to Simulate and I loose control over rotation
Or I set them on Kinematic, but I lose the collision response

I'm stuck on this for several weeks now...
Is there any workaround or a totally new way to solve this issue ?

fast yew
lofty rapids
fast yew
#

similar to how you would setup an IK/FK rig for legs in animation. one physics rig the other player controlled the third controls the asset then you control which rig you pull info from

lofty rapids
#

and your jumping in and out

#

but idk, could be anything

#

its also really weird it fires off twice

fast yew
# lofty rapids but idk, could be anything

yeah it's super weird, for all reasonable logic it seems setup properly. the player starts in overlap which worked fine with the first camera system. the double fire kind of makes sense because those are separate events in the player controller but they shouldn't be going into the overlap generation

#

but overlap events work fine everywhere else they're used

lofty rapids
#

and if you make the box extens on the y like 5000

#

and the z like 5000

#

does it do the same thing ?

fast yew
#

the z is the size of the room. but I could try to do it that way on Y

lofty rapids
#

i mean x is left/right right ?

#

z is up down

#

i would just exaggerate them

#

y and z

#

just to test

hidden cape
#

just realized my car doesnt backflip...this must happen

fast yew
fast yew
#

it's still triggered on jump. which is so weird.

lofty rapids
fast yew
#

I could I guess. I calculate the size of the tile map on construct. then the room entry collider is 1 tile smaller than the room on all sides which is easier to get because of how the box extents scale works from the middle of the object

#

I could just disconnect it I guess and make it 10K or something

lofty rapids
fast yew
#

oh so this is weird/ fun. disconnecting the Z stops it from the jump triggering onBeginOverlap. but it's way too big to pack the map properly

lofty rapids
#

the z is to low most likely

fast yew
#

yes the player confines box triggers on room entry. and if I make the values of the player box super high/wide it does trigger but not on game start. the Z is the height of the room

#

well the height of the room minus one tile the whole way around

lofty rapids
#

because your already overlapping

#

so begin overlap i'm fairly confident won't fire

fast yew
#

why would I need to do that in this example. I'm asking because I did this same 2 box thing in the 1 cam per room example and it worked in that setup

lofty rapids
#

probably because it defaulted to first cam

#

without the need of collision

fast yew
#

like I can put the other camera in and it triggers on game start and that still works if I went and did it now. which I did try earlier this morning before asking

lofty rapids
#

what ? changing the camera changes teh collision ?

fast yew
#

oh you're saying because the other example had the box as a component of the camera and not some random actor the time at which it checks matters potentially

lofty rapids
#

changing the camera should not change the collision

fast yew
#

yeah changing the camera back to the old system where I had 1 camera per room

lofty rapids
#

so the issue is most likely what your doing with this new camera

#

and collision

#

because that should not happen

fast yew
#

the 1 camera per room camera had the same 2 box system but it was 1 camera per room. which did register on player start it triggered the overlap

lofty rapids
fast yew
#

but it did and has in other setups. which then becomes the question of why

#

why did it work there and not here when it's a default unreal collision thing

lofty rapids
#

you can probably ask forever, because i'm fairly confident it didn't work

fast yew
#

ok. so what you're saying is it's on me which is fine. I guess I'll have to work that one out

lofty rapids
#

i'm saying it doesn't work that way as far as i know, and if it did there was probably something making it look that way

#

or your character was moved

#

in the process and started the overlap

fast yew
#

I'm saying I did it and know it works and still have an example where that specific feature runs in this game. but that setup has other problems that conflict with how the camera behaves

#

which isn't part of the discussion of how or when a thing triggers the overlap

lofty rapids
#

well ya thats on you, idk how you got a thing to work that doesn't work

fast yew
#

which then enters the question why does it work there and not here which is a valid question

lofty rapids
#

its not because it doesn't

fast yew
fast yew
#

that works

vapid oar
lofty rapids
#

one maybe spawning

#

and the other maybe placed in world

lofty rapids
fast yew
#

that guys video tutorial totally sets up the camera so that it triggers when the player spawns in the first room. it's just that he uses a perspective camera and the way he moves it doesn't allow for high order pixel accuracy which I have a lot of other effects that are dependent on screen space and pixel accuracy at a set sub pixel resolution. which again is aside the fact that it does do this elsewhere but not here

lofty rapids
#

idk how they do the impossible, maybe i'm wrong and theres some quirk

#

"If an actor is already overlapping when the overlap event is set up, it's not a "beginning" of overlap, so the event doesn't fire"

lofty rapids
fast yew
#

it spawns from a player start.

lofty rapids
#

"race conditions where the overlap event hasn't fully initialized when the game starts"

fast yew
#

I did figure out why it wasn't overlapping on room entry I needed to do an abs on the values I set in box extents because they need to be unsigned but the extents parameter is a standard vector

#

setting that Z to a non calculated unsigned float of any value larger than the player capsule did the trick. and for the other thing I can just check on player start if it's overlapping the room

fast yew
# vapid oar Do you have an example? A video?

look at how people setup IK/FK arms or legs in 3d animation. basically it's that but you're handling the animation logic in the engine. you said you made this in blender right? it amounts to 3 sets of bones all in the same spot with only 1 of the sets controlling the mesh. then you handle how to control the other 2 sets and interp between them

fast yew
lofty rapids
fast yew
lofty rapids
#

and keep an index

fast yew
lofty rapids
#

so you can go back and forth np

lofty rapids
#

then i would create an actor for the collisions with an index you can set

fast yew
#

the problem was with the clamp. you have to do this interp because the orthographic camera for some reason won't clamp it's world location. not even when it's attached to a spring arm and you try to clamp the spring arm

lofty rapids
#

i mean can't you hard set it

fast yew
#

but then you end up with this goofy interp on the camera that can track the player with the clamp

charred granite
#

My character will start sprinten before I even hold the shift keybind, when I press play. Not sure what I'm doing wrong, this is my blueprints and the variable settings for the input actions. Thanks for your help.

lofty rapids
#

an array of indexes with custom collision actors where you set the index on the collision box

#

this way you can just say when collide over me, get index 1

#

and then set the camera to position index 1 of array

fast yew
lofty rapids
lofty rapids
fast yew
lofty rapids
#

that sounds cool, makes things a lot easier

fast yew
charred granite
# lofty rapids whats sprinting boolean default value ?

I think I found the issue, in the BP_thirdpersoncharacter the character movement was still set to 500 somehow. I changed it manually to 300. Am I supposed to manually change that though, shouldn't the blueprint do that? PS : these are the settings for the IsSprinting boolean

lofty rapids
#

i mean it's built that way lol

fast yew
charred granite
lofty rapids
lofty rapids
charred granite
# lofty rapids as far as correctly think about the fact that this event doesn't fire untill you...

ah ye, I get it. The walk speed doesnt work from the start as it's binded to the input action IA_Sprint, therefore he used the CMC walk speed from the start. Only when pressing the shift button it will trigger it. So either hook it up to beginplay as you said, but it's prob best to use the input actions for this. So therefore, set the walk speed similar to the IA_Sprint walk speed. I get it, thank you so much!

#

You're always very helpful, you've helped me quiet a lot in the past, and I appreciate that! thank you

lofty rapids
charred granite
#

I'm guessing quite some time 😄

lofty rapids
#

probably out of that 1.0 -> 1.5 years of actually working with unreal

lofty rapids
charred granite
#

I've only been at it for 6-7 months or so, I feel like I've got a long way to go but really enjoy working with Unreal

lofty rapids
#

visual scripting is pretty fun

charred granite
#

You've helped me to learn enumerations and how to implement them, it has come in very handy for my mini amateur projects 😄

#

anyway, I'll get back to it, thank you again! You're a legend @lofty rapids

dusky moth
#

how should i implement damping using nodes in blueprint, instead of a physics constraint. so i can have forces make an object stop quicker without making the object go too fast in the opposite direction, or reduce rubber banding when it reaches its limits and gets pulled back

lofty rapids
sharp sparrow
#

How can I control two characters at the same time? What I want to do is this:
Use the WASD directional keys to control two characters simultaneously. Only the second character will move in the opposite direction.

When I press W for the first character, it moves forward, while the second character moves backward

real cedar
#

hey everyone how have you been doing

topaz goblet
#

Trying to spawn item in front of the player character, maybe ~15 ahead. I currently get actor transform and see there is a location ,rotation, and scale. What's the math or process for determining the transform to pass to the spawn actor?

real cedar
topaz goblet
#

15 in front of the player pawn. This current setup just does +Y, which ... doesn't work if player changes direction. I see the rotatio changing. Just don't know the function for taking and doing the math

lofty rapids
real cedar
# topaz goblet

why are you iplementing line channel when you are not using it

lofty rapids
real cedar
#

to get player's or whatever 's reference??

crimson briar
topaz goblet
real cedar
#

ok

real cedar
topaz goblet
icy radish
#

guys do you a way to interact with objects seen in a sceneCaptureComponent2d? Would be great if i can just by using my cursor... do u know a way?

topaz goblet
icy radish
#

also casting a line trace would work, but i still need to direct it using my cursor

sharp sparrow
dusky moth
#

if i have an object and a specific pivot point for that object (these are components), should i parent the object to the pivot point, or the pivot point to the object

lofty rapids
lofty rapids
sharp sparrow
lofty rapids
#

add movement like you would in your character, but add it to the other one as well

icy radish
lofty rapids
sharp sparrow
lofty rapids
#

then you add another movement input but reverse the axis

sharp sparrow
#

Could you perhaps send me an SS example? It seems complicated because it's the first time I'll be doing something like this.

lofty rapids
#

well i would suggest looking into blueprints and how that all works, have you used bueprints much ?

lofty rapids
sharp sparrow
lofty rapids
sharp sparrow
#

Yes

lofty rapids
sharp sparrow
#

Yes

#

But, function

#

Do you mean right?

lofty rapids
sharp sparrow
#

yeyes yezx

lofty rapids
#

the other actor class

#

and plug that into the target of the add movement nodes

#

and you'll see how to control the other character

#

but you need to make two add nodes to make them both work

#

it's the target of the add movement that matters

sharp sparrow
#

Yes, i see

lofty rapids
#

and to flip the axis just multiply by -1

#

and it will move the opposite direction

faint pasture
#

learn transforms and rotations, and what it means to compose transforms, rotate vectors, unrotate vectors, etc

#

it's not magic

night dust
#

how can I change the state of a Boolean variable in an actor from a component of the actor? I am trying to understand how to get a refernce to the blueprint. I have a PickupItem actor which I want to mark as "hidden" such that the player must perform a search before it is revealed to them. After that the PickupItem will be treated the same as other loot in my system.

faint pasture
night dust
pulsar oxide
# topaz goblet

For better control of veritical height get a Socket location off the mesh... Head, Neck, Spine_5 etc instead of general actor location.

night dust
lofty rapids
#

because thats two different things

night dust
# lofty rapids because thats two different things

well, yes, and yes. I realize that this isn't yet changing the boolean value, but its trying to effect the same change I believe I've made in the actor too. Or am I making a mistake in my logic right now?

lofty rapids
night dust
lofty rapids
night dust
#

Called bIsHidden, and is implemented in the actor. There's a check box in the details to mark this true or not per instance.

lofty rapids
#

where else do you use this is hidden

night dust
lofty rapids
night dust
# lofty rapids and item static is what ?

It an actor that represents a piece or pile of loot in game which is working as intended. It is tied into the system's inventory already. I'm attempting to add this feature into an existing asset.

lofty rapids
night dust
#

If I dont mark it as hidden, the actor appears normally. When checked to hidden it is, but I'm not able to get my logic to reveal it.

night dust
night dust
lofty rapids
#

does it show up

night dust
lofty rapids
#

it should turn into display name ?

night dust
lofty rapids
#

your looking for some other actor ?

night dust
# lofty rapids your looking for some other actor ?

Yes, my original question was how can I change the state of a Boolean variable in an actor from a component of the actor? So the Loot item actor has a few components attached to it for functionality, and I'm creating another one to add this reveal hidden logic

lofty rapids
#

fromj a component of the actor

#

thats the owner

#

but your not looking for owner

#

you want some other actor for some reason ?

#

the answer is you would get owner cast to to your type

#

set the boolean

lofty rapids
#

show your components at the top left

#

this is not your game ?

night dust
lofty rapids
#

oh i see, well it looks like your in the character bp not the loot bp

maiden wadi
#

Delegates are a good way to let components tell their owning actor things as well. Bit more generic than linking the actor and component together.

hidden fossil
#

I have a nagging blueprint issue of my own, would like to polish things up with my charge shot but I have a hold-up with the release trigger where going through a door or triggering a boss warning locks its audio component to endless play (read: the sound effect for a full focus charge keeps playing without being stopped or it's reference destroyed). All other cases of releasing the focus charge for launching the attack are unaffected - it's just in these two cases, and potentially a third once I add backtrack blocks.

#

Any idea of what may be going on?

hidden fossil
#

Side note is that it's a two-part audio sequence - one for the pitch rise during the power build, followed by the main loop for a full charge - and I am not 100% sure if that has anything to do with it. Additionally, it may take a while to get a screenshot of the blueprint as I'm essentially AFK for at least the next three hours (but will post it ASAP in case it helps).

topaz goblet
#

Ugh, got my inventory setup, equipment stuff, drag drop between containers and equipped items... and, need to go back and re-factor my combat system. 🙁
What does everyone use for documentation / flow charts / diagram stuff?
For sure as the game has become more complex, there are aspects where I just don't remember what did what and where things are....

maiden wadi
#

The short answer is, you're not stopping the sound during those things for some reason. Why that is is impossible to guess without seeing your logic layout and how you trigger the sound to go normally vs how it would stop during a door or boss scene.

maiden wadi
hidden fossil
topaz goblet
odd kiln
#

@dark drum You know maybe how can I implement your code into mine ? With a For Loop ?

odd kiln
#

I may also need that the actors spawn from the middle of the semi-circle and not the sides

#

I mean if I have only 2 actors to spawn, I would like to have the 2 actors next to each other but starting to spawn from the middle not the edges

#

Maybe I just have to reduce the "radius" ?

spare atlas
#

@next hollow is there a way to remove the shadow from the deleted object? or change it from server-side also? i able to delete stuff from the map but i cant remove also the shadow

graceful mauve
#

Total noob here. What could be the reason why my blueprint function library doesn't want to show up in other blueprints?

violet dirge
graceful mauve
#

They are in the same folder and not in a plugin folder

#

WTF I do the same thing in another project and another project works

#

Could it because of blueprint namespace set in the project settings?

dark drum
dusky cobalt
#

Hey, does anyone know what did I click in the editor that I don't have the option to move things in viewport by default and I have to switch with G to be able to move actors etc. ?

summer pewter
#

hello, i'm trying to hide my full body mannequin and unhide the arms. i have since changed the bone names to read "upperarm_r/l" and it still doesnt work. any help?

crimson briar
#

And I don't see any setting to make it be the default

sharp sparrow
# lofty rapids and it will move the opposite direction

I apologise for yesterday, I overslept. I've set it up like this for now. When I press TAB, the character changes, and I can control the other character. I'm currently trying to set up the second character's movements to be the exact opposite.

next hollow
trim matrix
#

I am facing a wierd kind of a bug, when dialogues are being played with Animation on widget along with sequencer playing cinematics. If I move my console switch from TableTop to Handheld or viceversa the player character loses the input. I solved the problem by applying delay node before and after the animation of dialogue finished. But still in edge case I get a bug if I do the above issues stated and before the cinematic player start I didn't give any input. Help How I can solve that edge case.

lofty rapids
lofty rapids
sharp sparrow
lofty rapids
#

you know what that is the execution ?

sharp sparrow
#

I think I need to connect it with the Enhanced AI move.

lofty rapids
lofty rapids
sharp sparrow
#

What should i choose actor class? Player0 or player1? Or something?

lofty rapids
sharp sparrow
#

But I have no other character than this.

sharp sparrow
# lofty rapids the other actor that you want to move in reverse

By the way, I apologise for bothering you. It's my first time participating in a game jam. I'm trying to make it into the top 15 in the competition, to win a prize and improve my skills. The theme given was ‘interconnected’, which made me think of a puzzle game where the same character is connected but works in opposite directions.

lofty rapids
#

thats the actor you want

lofty rapids
lofty rapids
sharp sparrow
#

I updated this as an actor.

lofty rapids
sharp sparrow
#

So I suppose I want to control two characters at the same time, but they will act as mirrors.

sharp sparrow
atomic hollow
lofty rapids
sharp sparrow
lofty rapids
#

ok well have you watched tuts on blueprint specifically ?

sharp sparrow
#

Yes, I was mostly doing level design, but I was mostly applying it by watching videos.

lofty rapids
#

"get actor of class"

#

it literally is getting an actor of a class

#

you chose actor

#

why is that ?

sharp sparrow
#

Because I thought which player would be controlled was an actor within the actor class.

surreal peak
#

I think one problem you are facing that you aren't sure how to fix properly is that you can't control 2 Characters at the same time via Possession.

sharp sparrow
#

I understand, I suppose I should give up on this. Because I don't have enough experience, nor can I fully comprehend the information being conveyed.

#

Right, I'll ask you this:
I don't want to control the character at the same time. I want to control two different characters as character switches. I just want the controls for the second character to work in the opposite way. I have something similar working, but I can't get it to work in the opposite direction.

atomic hollow
sharp sparrow
#

This is working correctly. However, when I change characters, I am unable to retrieve the reference for the second character. ,

atomic hollow
lofty rapids
# sharp sparrow

i mean are you using the same reference or same character for both of these inputs ?

atomic hollow
#

i think he is using some flip flop node in the level blueprint

sharp sparrow
lofty rapids
sharp sparrow
#

I think that's the best way to explain it. By the way, you're right, I do have one pair of flip-flops.

lofty rapids
#

but anyway your code is strange tbh

sharp sparrow
#

I believe I need to add a node that can reference the second character within the EnhancedInputAction IA_Move. I also need to combine this with a branch and apply a negate operation with -1 to ensure all controls are interpreted in reverse.

lofty rapids
#

your using the same reference on the positive and negative

lofty rapids
#

and go negative values

#

then do the same in your other character except opposite values

#

unfortunately i think for me it's hard to help because your not understanding

#

get actor of class the class of your other bp

#

do you know what the class is ?

sharp sparrow
#

Actually, I understand a little. But I haven't figured out how to get the second character. After all, since it's a copy of the first character, I can't add it with a node.

lofty rapids
#

ok

lofty rapids
lofty rapids
#

switching between the two

#

but they need to get the reference to the second actor

#

and add some input nodes

sharp sparrow
#

Yes, I can't quite figure out how to reference this second actor.

lofty rapids
#

i said it already a dozen times

#

get actor of class

#

is definately a way

atomic hollow
lofty rapids
#

i would just show you but in a case like this you learn nothing from it

#

and it's kind of an injustice to just let you copy/paste it

#

lol

#

i mean if it wasn't fora competition i might even send it, but i'm a big advocate of learning the basics

sharp sparrow
#

Is this Get Actor of class a reference to my other character?

lofty rapids
#

do you know what a class is ?

#

or what class your second character is ?

sharp sparrow
#

Character 2 is an exact copy of Character 1.

lofty rapids
sharp sparrow
#

Both of them are BP_ThirdpersonCharacter

lofty rapids
#

how did you put them in the world ?

lofty rapids
lofty rapids
sharp sparrow
#

https://www.youtube.com/watch?v=3aLBUDlrids I performed the switch character control with this video.

Hello guys, in this quick and simple tutorial we are going to learn how to swap between characters that you have in your level in Unreal Engine 5.

Follow me on Twitter: https://twitter.com/GorkaGames
Subscribe to the channel: https://www.youtube.com/channel/UCv_n9oioNF6OpzR2dt6E4xg?sub_confirmation=1

unreal engine 5,ue5,swap character,tutorial...

▶ Play video
broken valve
#

can someone tell me the usage of save game in variables

sharp sparrow
lofty rapids
atomic hollow
lofty rapids
#

because the reference is already there

#

you don't need get actor of class

#

or anything

#

you have two references

#

one for each character

#

it's literally two more nodes to get it working

sharp sparrow
#

I think so, yes, I watched it three times to make sure there were no mistakes. I haven't added my own touches to it yet.

lofty rapids
sharp sparrow
#

I have a variable called Player1, which is a boolean.

lofty rapids
#

it's hard for me to help when you don't know much about blueprints

lofty rapids
sharp sparrow
#

I set up the switch system in Demo_mapin. The second character is within the level, so yes, I know where it is.

lofty rapids
#

you know where your reference to your other character is ?

sharp sparrow
#

Yes, I know the basics such as boolean, float, etc.

lofty rapids
#

how do you know where the reference is, but you don't know how to get the reference ?

dark drum
sharp sparrow
#

I don't know how to pull the reference of another character from the level into the BP. I can do it in the level, but I can't do it in the BP.

lofty rapids
atomic hollow
lofty rapids
#

and use them both as children

#

with different class

broken valve
sharp sparrow
#

Well then, I can't figure it out because I made a mistake from the very beginning.

lofty rapids