#blueprint

1 messages ¡ Page 355 of 1

frosty heron
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so the cube actor stayed in place but the cube mesh moves.

merry fox
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@frosty heron thanks a million! I just used the static mesh's transform instead!! 🙏 🙏

hardy merlin
merry fox
hardy merlin
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And have the static mesh as a child.

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Use box collision instead of static mesh collision.

merry fox
hardy merlin
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Yes. But it's rare you want something that both collides and overlaps.

merry fox
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I don't necessarily need an overlap box in this one. It was just for testing.

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Ok thanks @hardy merlin

hardy merlin
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The rule of thumb is that if it's moving, use a primitive collider (box, sphere, capsule, etc). If it's not moving, mark it static and use mesh collision.

merry fox
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Makes sense.

dark drum
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If you want an actor to have physics it's normally best to have the static mesh as the root. This means the actor as a whole will simulate physics instead of just the component. (All components will move with the root)

You can get some weird behaviour otherwise.

Edit: Just to add, this also allows you to control the collision based on the static mesh set.

merry fox
dark drum
# merry fox Seems like there are 2 views on this. Some like the collision volume as root, li...

Yea, that's right. Pawns/Characters often have a collision volume as the root because skeletal meshes require physics assets which are more costly to simulate than just moving a mesh around.

Having a static mesh as the root means the collision used is whats setup on the mesh its set to. If you want a cube you can still have just a cube in the specific mesh. For more complex shapes you could have 2 or 3 cuboid shapes. Depending on the game you could even go for tighter collision with custom hulls. You'd lose this control if you have a collision shape as the root.

Plus it can save you having to keep readjusting offsets so your mesh fits inside the root collision.

stiff elk
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Anyone know what's causing this error? I'm still trying to wrap my head around soft object references, so I apologize if the fix is trivial

spark steppe
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show the macro?!

stiff elk
spark steppe
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well one option would be to set the type for the inputs/outputs to soft references of whatever that is (likely anim sequence)

frosty heron
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what is up with the new Material editor? Where are the base color, Normal, etc?

spark steppe
frosty heron
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Yeah, how do I pull out the good old material?

spark steppe
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did you check the details?

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would guess that it's somewhere there on top, or you straigt up created a wrong material type 🤷

frosty heron
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I did but can't find anything that helps. Imma just duplicate old material for now.

spark steppe
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which UE version are you on?

frosty heron
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5.6

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all material got converted

spark steppe
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wtf

frosty heron
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look like this now?

spark steppe
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even existing ones?

frosty heron
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5.6 source version if that makes any difference

stiff elk
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The errors in the macro are fixed, now it's giving an error from the true and false in the "select" node

spark steppe
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reconnect your select node

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so that the wildcards change to the correct type

stiff elk
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Same error, says it's incompatible. Error only appears when select is connected to the output

spark steppe
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save the blueprint and compile again

stiff elk
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No luck there

undone sequoia
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guys how to hide show widget just for specific person in game?

dusky moat
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im abit confused, guys!
my build behaves differently then editor.
for example it loads DIFFERENT level on this button press

Im in total shok, dont know that do even think

frosty heron
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use OpenLevel with Reference

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package may have different path. Also typing is error prone, you don't want to use OpenLevel By name

dusky moat
dark drum
pine carbon
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Blueprint Runtime Error: "Accessed None trying to read (real) property CameraRef in BP_MinigameCharacter_C". Node: ApplyMovementInput Graph: HandleMovementInput Function: Handle Movement Input Blueprint: BP_MinigameCharacter I'm not expecting anyone to know what this means, but I would like some guidance on how to approach debugging it. There is no "BP_MinigameCharacter_C" in the outliner when I'm running this, so I'm a bit confused on what that could be.

faint pasture
pine carbon
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When I say in the outliner, I mean in the outliner as it appears during runtime.

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The character spawned at runtime is "BP_MinigameCharacter_0".

dark drum
pine carbon
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I know how it's set, and I know it's at least partially working because character movement only works when it does.

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Hmm.

lunar sleet
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Most people that have this issue are creating an empty var of a specific class and expecting it to just contain a valid ref, which is never the case

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You’ll have to show how you set it if you need further assistance

crimson briar
pine carbon
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My BP_MinigameCharacter gets the camera passed to it when it is spawned so it can use it for the movement logic, such as in the HandleMovementInput function in that error. What's confusing is that the movement works.

pine carbon
lunar sleet
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You can always add an isValid check on it or use a validated get but that will only cover up the symptoms and stop the error from showing, it won’t fix the actual issue

crimson briar
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If you want to debug you can add a Valid check as said above, and to "not valid" plug in a print with GetObjectName

dark drum
lunar sleet
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My money is on CameraRef being just an empty variable of class BP_Camera or w/e said class is called 😀

dusty loom
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good evenig or good day how ever you like can somebody help me fix my bluprint i am trying that my character when it hits the door that it break chaos but it always goes to the right

pine carbon
pine carbon
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Unless there's something drastically wrong here.

dark drum
whole crown
spice cradle
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hello there

astral summit
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I need a way to import assets into memory only when requested.
This would be easy and quick to set up if I have thousands of assets.

crimson briar
astral summit
crimson briar
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Well you are making a game (I'm assuming) - it is already a complicated thing to do.

faint pasture
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You probably want the soft class ref type approach

astral summit
faint pasture
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Your system shouldn't care how many assets, you just make a system to load whatever assets are in whatever list that it gets from wherever and it does it

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What are you actually trying to do here, what's the actual game mechanic problem?

astral summit
faint pasture
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How is the level that big and why aren't you using world partition if it's that big?

astral summit
faint pasture
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Yeah your chain of hard refs has bitten you in the ass

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They are being loaded into memory when requested, you're just requesting the whole thing as soon as you load the lvel

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a hard ref IS a request to have it loaded

knotty current
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need emergency help: CAN PROVIDE SCREENSHOTS OR ELABORATE IF NECESSARY

in my game, there is a trace thats runs the interaction. it should be that when a player interacts wiuth another, the focused one is moved back a tiny bit. this partially works, but i find that the focused player is often scrambled. when one actor interacts with another, it might work OR it might move themself or even a completely random player. please help, i need to get this done asap or else i will be a big troublea

astral summit
faint pasture
knotty current
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A moment

trim matrix
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i now have it to where if theres a question mark, the buttons appear, now im stuck at binding the on clicked for the buttons to set the next line of dialogue depending on what the player was asked in the original line

knotty current
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i know some of its not optimized and messy but really just trying to fix some stuff.

and by the way, "trace" function in "AC_InteractionTrace" runs on event tick

astral summit
faint pasture
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where is TryToInteract?

knotty current
knotty current
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Upon left mouse click

faint pasture
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Why do you have all these weird cases?

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What actors can initiate interaction, and what can they interact with?

knotty current
faint pasture
knotty current
# faint pasture Why do you have all these weird cases?

I was trying to fix the errors. If the object u want to interact with is a character, then it will run on server and interact with another player, but if the cast fails, it means its another object which doesn’t need to be ran on server to interact and therefore will do its own, non replicated function

faint pasture
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I'm guessing this is like WoW where many people can talk to a quest giver

knotty current
faint pasture
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You can put all of this into a single component that you put on everyone that can interact OR be a target of interaction

knotty current
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Ignore how crappy the actual interactions are (speed of punch and the non working widget), those are not really perfected and are just there to see if it works

faint pasture
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So your 2 cases are a local interaction (other clients don't see anything) and a global interaction (everyone sees the same result) right?

knotty current
faint pasture
livid island
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hey so I'm trying to do a mechanic where the magnitude is increased by how long a button is held. I've tried a While Loop based on tutorials, but I can't seem to avoid the infinite crash. I also tried "Get Button Press Duration" on the button's Release node, but it only ever returns 0.0, I assume because when checked it's already set back to 0.

Anyone have a good current method of setting a Float according to button press length?

knotty current
# knotty current <@127902729677963264>

Well, I mean it’s not like it doesn’t work at all. And I found the issue isuing print texts. Sometimes “focused actor”, which is used to determine focused interaction area, is set on the wrong actor for some reason. For example, when A is looking at B, focused actor might be set on A or C

faint pasture
livid island
faint pasture
# knotty current Really? I could try that, but would it even fix the issue of the wrong players b...

You can make it this simple:

Character:
Input -> InteractionComponent.TryInteract

InteractionComponent:
TryInteract -> trace -> found something -> is it owned by a char? -> yes -> run on server event passing over component ref (target's)
-> no -> call Interact on TargetComponent
RunOnServer(targetcomponentref) -> call Interact on TargetComponent

Interact -> set OtherComponentWeAreInteractingWith for both interaction components (self and other)

OnRep_OtherComponentWeAreInteractingWith -> do the actual logic

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the bit that actually triggers anything visible is the onrep, in BP it's basically an OnPropertyChanged function

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In that onrep, you know who you are interacting with, and can initiate whatever code there.

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But the whole local/global split is pretty complicated, I'd get the global case working first then add the local

knotty current
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Wouldn’t that then result in all actors running a trace?

knotty current
faint pasture
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If interaction only happens on an input then you don't need to trace every frame unless you want highlighting or whatever

faint pasture
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either way there's ways for the component to know if it should be looking around or just sitting there waiting for a call

knotty current
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Let me try to join some stuff up and see from there if it works

faint pasture
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If you need a trace every frame the only one that should be doing that is the one who's owner is locally controlled.

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I don't want your character tracing on my screen, just my own.

knotty current
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Since each character has its own unique AC_interaction trace

faint pasture
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Why are you tracing every frame anyway, highlighting?

knotty current
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What the YT tutorial did lmao, and yea he set up highlitiny so max sense

faint pasture
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Get comfy with dispatchers too

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you want a dispatcher so the component can tell its owning actor that it got interacted with

knotty current
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But I can remove that, don’t need highlighting right now and if I do then it’s not hard to change

knotty current
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Is that the little red square in h th e top right of a custom event

faint pasture
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You know how meshes have Event Hit on them so you can do stuff when they get hit?

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Your InteractionComponent can have Event InteractionStart so their owning actor can do things when they get interacted with.

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That's the best way to do it IMO

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OnRep_OtherComponentWeAreInteractingWith is just there to call InteractionStart and InteractionStop

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that way it's stateful, the state, which is WHICH component you are interacting with (or none) is what triggers the start and stop

knotty current
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Ok. I’ll try doing some of that, if it doesn’t work, do you mind if I ping you? If not I can always wait for another response

faint pasture
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Component:
OnRep_OtherComponentWeAreInteractingWith -> other component is empty -> call dispatcher InteractionStop

Character:
Component.OnInteractionStop -> do whatever stopping an interaction means (put camera back, restore controls, whatever)

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Basically the component handles it all, and the owning actor just sits there and does stuff when InteractionStart and InteractionStop fire

knotty current
faint pasture
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calling the dispatcher is how the component notifies its owning actor that interaction has started/stopped

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I suppose other actors could bind to it

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maybe if actor B wanted to know when actor A was interacted with

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Door and button

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Yeah say it was a door and button

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Button has the interaction component, and both door and button bind to it.

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When you interact with the button, the button animates, and the door opens.

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Button:
OnBeginInteraction -> animate

Door:
On Button's BeginInteraction -> toggle open or closed

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importantly, you as a character don't care

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you just look at the button and press E and it does its thing

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Door would have to have a ref to Button, but button wouldn't have a care in the world. It's only job is to animate when iteracted with, it doesn't give a shit about anything else.

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That's one example but you'd mostly just want an actor to know about its own InteractionComponents state

knotty current
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How does a dispatch differ from a function or a cast to object+functuob

faint pasture
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so it's a box + other stuff you'd add?

knotty current
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It’s a Box with code. In my case it’s “BP_interaction area”. That’s all that BP is. An invisible actor that calls to trace

faint pasture
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Why are you tracign if you have a box?

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that makes no sense

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or are you tracing to see if you hit a box

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is the box the target or the area being checked?

knotty current
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I am tracing to see if I hit a box

faint pasture
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yeah box sphere whatever it doesn't matter

faint pasture
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if it did, you kick off an interaction between self (your component) and the other

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it's just components talking to each other until the dispatcher is fired, then the actors know

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the advantage to having a dispatcher instead of casting owner to some class is that you don't care what the owner is

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you don't care if it's a character or a vending machine or a button

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the interactioncomponent is just shouting into the void "hey we're interacting here" and whoever is listening (bound to the dispatcher) does whatever

trim matrix
knotty current
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Dispatch

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Oh I see

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What exactly would I do here

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This is just a test but what would any of these mean?

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@faint pasture

dusky cobalt
# knotty current

you have everything in front of your eyes that you need to google and gain knowledge, nothing rocket science so just reading what these do will probably give you anserw, if not then ask

faint pasture
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on the bottom of details you'll see a bunch of dispatchers you can implement events for

faint pasture
whole ridge
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Hey all! Hope everyones Monday is going well!

knotty current
# faint pasture

heres the thing. the seperate box actor is also there to act to find widgets

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it builds the widget for each interaction

faint pasture
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the one trace can be used for everything

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focus interface -> that can be part of an interaction widget

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if you mean for focusing to be "the thing you'll interact with if you press the button"

knotty current
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also, i remembered why my trace was on event tick. it was to trakc the widgets

faint pasture
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yeah that's fine, you can still do that

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just give the interactioncomponent a variable that represents the "highlighted" interaction component and handle it all with that

knotty current
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and it has

faint pasture
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give InteractionComponent a variable to store the widget class to show when it gets highlighted

knotty current
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it has that

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are u sure the event dispatch stuff is gonna fix the issue of the focused actor being all jumbled

faint pasture
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If you have a nice clean tight design that all lives in one spot, it's a lot easier to make sure it works than a design that has components, actors, interfaces, and other stuff all over the place

knotty current
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its still not gonna fix my issue tho

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im not even sure why its happening. dont get why the focused actor is getting mixed up. its really getting on my nerves how long its taking me to get over this.

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ughghghughghhghg im genuinely gonna lose it

faint pasture
knotty current
surreal wagon
brisk pine
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you mean when the traced item changes from table to money?

surreal wagon
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Yea

brisk pine
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not sure if the money is blocking the trace line or not, but you can check if the currently traced item is equal to the previous traced item, and if not, hide the ui for the previous traced item and show it for the new one

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I mean does it hit the money and then the table, or does it fully block it?

surreal wagon
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Can't seem to get it right man

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I believe the issue lies before this function

outer sparrow
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hi there! I'm having some issues with pitch camera control

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My camera would only move horizontally, no vertical

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Can you help me please?

spark steppe
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also it's a little weird that you get 2 values, did you define the IA correct?

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should be scalar if you just "capture" one axis

tawny hedge
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is there a way for substring search with gameplay tags as in class.subclass.type and only get matches by type regardless of class.subclass?

As far as I've seen there isn't one which seems to be an oversight for a system like gameplay tags

crimson briar
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You could make your own function to split it on the dots and return the last string from the array. But it seems like you would be misusing the tags. ClassA.SubclassA.Type and ClassB.CubclassB.Type should relate to different things, equating only the .Type seems weird

real cedar
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i got a question for you ,you know how we pause a game using escape and unpause using esc only. Can you tell me how to implement this system you see i can unpause using resume button but you know the rest

tawny hedge
crimson briar
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Why won't you have something like Item.Material.Cloth and Item.Slot.Body? You give the item those two tags. That is the power of the tags, you can have multiple depending on what you need. Making everything into a single tag line is going to cause problems.

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But as I said, if you REALLY want to keep it like this, make your function for it. You convert the tag to a string (there is a node for that) then do a split on the dot sign. Then you can either use the last entry of the resulting array or compare against any tag part in the array, depending what you need it for

spark steppe
tawny hedge
little moat
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Alright I got a question

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So I got a custom avoidance system

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I'm currently using my AI controller to store the future locations of the NPC's. But should I rather just store future location for each NPC in the NPC and use the NPC's array to get that variable instead of using an array in the controller for them all?

faint pasture
little moat
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Yeah makes sense

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All roads lead to rome

winged zephyr
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My Gameplay Camera Rig doesn't move when I update the variable this way, how am I suppose to use it?

undone sequoia
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Guys I need tip with propably easy problem but I Dont know how to solve it I have widget on ENEMY PLAYER , I want show this widget for one player in game but for another player in same time i want it to be hidden, problem is when i make visible this widget all players in game see it but I want only one player to make see it

crimson briar
undone sequoia
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its because when u make widget for each player its harder to align and move it with player this is always attached with precision on player

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so thats why i used widget component

crimson briar
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Singleplayer and multiplayer require different approaches, that is all there is to it. Widgets in general should be handled by the client in most cases (outside of a few world widgets where necessary), since they are only a method of displaying information to the player.
You could try to disable replication on the widget component and manually change the values with RPC or dispatchers connected to replicated values - then the clients can freely turn the visibility on/off on their local proxy. But it is not a good way to do it, I think

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A well made Health tracking widget would only require the player/controller to tell it "Hey I'm pointing at ActorX" and it would handle positioning itself

undone sequoia
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gonna try something thx

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i thought maybe unreal has some posibility

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to turn on turn off widgets for anyone

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not for all at once

crimson briar
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If the widget component is not set to be replicated, you will be able to change it only on one client - at least you should, it works like this with actors etc, I haven't tried it with the widget component in particular.
But then if you want some information inside it that is sent from the server, you need to do a workaround, like using a multicast so each client proxy updates their own widget

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Although maybe things like "HiddenInGame" are not replicated by default since it is a rendering thing. You could experiment to see if it works. But you need to try to hide/show it from the client, not from the server

undone sequoia
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i am trying yea

severe bay
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I cannot figure out what I'm doing wrong with my UI. Here's a rundown:

I'm working with a UI for my game. The UI worked binding functions to the aspects I wanted to change; however, almost every element in my UI has very few instances during play where it needs to be updated. I want to do this more efficiently.

So I went with a blueprint interface that would send a message to the UI widget blueprint as necessary. Then I have a function behind the event to set the brush for the item I want to change.

As an example, this is how I'm doing updating the keycard (when all enemies are defeated, the player is awarded a keycard that allows them to exit the level).

-When the game starts, the game mode calls interface "KeycardIconUpdate" targeting the HUD.
-UI_GameOverlay received message and runs function which attempts to update the image of the keycard.
-The keycard image remains blank.

I've verified that the logic is working in that the interface successfully executes and that the execution is passing through the brush creation/set nodes. I've verified that the image is set to variable.

I've searched various forums and whatnot, but I've not come across anything yet that's helped. Any assistance would be appreciated.

crimson briar
# undone sequoia gonna try something thx

Okay, maybe I overcomplicated it a little, sorry. I just remembered I have a widget like this in one of my projects. In my case the character manages what happens with the widget, but it is all local. Server comes in only by updating the repnotify variable with the widget content that is on the character

undone sequoia
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hmm

dark drum
# severe bay I cannot figure out what I'm doing wrong with my UI. Here's a rundown: I'm work...

Unless you plan to have different versions of the UI (that don't derive from the same parent class), you're over using interfaces which is probably messing you up. Interfaces still require a valid ref to the target which is most likely where you're tripping up.

However, with something like this I would use an event dispatcher. When the keycard is given to the player it can call an event dispatcher 'OnKeycardRecieved'. This will allow multiple things (such as the UI) to listen to this event and do its own thing when called. (In this case, update the icon)

severe bay
crimson briar
dark drum
severe bay
undone sequoia
# crimson briar Is your component replicated? Mine is not, the first screenshot shows only the v...

not it is not but mine widget is spawned with NPC Player at the start of game and when I am in game with other players it is existing on server with npc so when I tell from one player to hide it or show its switching on server so everyone sees it because there is only one instance on NPC only on server propably this is problem i would need create widget locally and attach it to ncp propably ahhhhh but i had it before and it didnt look good 🙁

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it was not good aligned and was changing its size

real cedar
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but still

dark drum
crimson briar
dark drum
severe bay
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These are within game mode in the "Begin Play" event. This is to initialize the UI graphic.

severe bay
undone sequoia
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npc is spawning with it

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and i just toggle hide/unhide

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or i change colors etc

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it has like 3 states and is changing when locked when near etc

severe bay
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This is what the graphic looks like (white square under the 3 hearts):

dark drum
severe bay
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I removed it from a function for now to simplify things. This is the current logic:

crimson briar
# undone sequoia its part of npc tree

It should still work. Even if you spawn the NPC on the server, if it is replicated, the proxy is created on the clients. Proxies are created from the class, so they will have the widget - only it won't be connected to the server version, it will be it's own local thing.
So you probably interact with it in a wrong way, making it change everywhere, not only locally

undone sequoia
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now test shows orange square on both clients

dark drum
severe bay
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Just for kicks and giggles.

dark drum
# severe bay It does.

step through until it gets to a 'set brush' node and hover over the 'Keycard Icon' var and see if its valid.

severe bay
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Copy

dark drum
crimson briar
severe bay
undone sequoia
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its just going from event tick gets all actors with interface homing (means all who have this widget so I can aim on them)

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then i take this reference and show it for player which is using homing gun

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thats all

crimson briar
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I mean, you are using a pin from the server code, inside an Owning Client Only? And if the code below is not server only, why is it calling Owning CLient Only event?

undone sequoia
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i am using pin from event tick so basically its calling server/client i can try put there switch authority maybe

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ok same output

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i am lost

severe bay
dark drum
crimson briar
# undone sequoia I have widget set as not replicated and i am calling this from event tick , whil...

Okay, I can only guess, since you didn't show everything.
OwningClient RPC should be called only from the server. If it is not in your case, this is already wrong - it probably doesn't do anything when called from other places.
Secondly, if this code at the bottom is from the server side, you CAN'T connect anything from it to the other RPC. Because even though the code is in the same blueprint, they will be ran on different instances. The owning client rpc will have a null from the blue pin.
But if you want to do it locally, you shouldn't send a reference to a widget - since they will be unrelated, a widget from the server won't be the same as the widget on the client. Instead you should send some data that can later be used inside the RPC execution (or repnotify) to change the visibility of the widgets
Or to do it fully locally, don't use any rpcs at all

severe bay
severe bay
# dark drum

I had initially tried that first. I did try it again just now just in case and still no go.

severe bay
# dark drum

Outside of having the UI element being variable, are there any other settings that are important to being able to change the slatebrush programmatically?

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Maybe I could check those.

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Oh no. I might have found the issue. Let me see something.

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I've discovered the issue. I had created the UI on the map's BeginPlay. I forgot to delete that when I moved it all to game mode. I had two UI's being displayed.

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Thanks for walking through this with me, Patty.

severe bay
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I think I was just getting too frustrated to think clearly, so I appreciate you being there.

woven pond
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Is it possible to use an actor component to change the parents collision setting? (I can only seem to enable/disable from get owner using 'set actor enable collision').

I was hoping to use an actor component to change the owner/partent capsule collision response on a custom channel 'Interact'

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unless im searching for the wrong thing and should be looking at an interface to get the component?

dark drum
cunning vapor
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Heya !
Probably a simple workaround that im not doing but; i think may be a simple solution.

Ive made "Gatherable Spawn Points" with an enum variable to chose what spawns

My question is; what would be the best way to spawn in a random spawn point (only on the spawn points that are set as the correct enum) and not to double up on the spawn points; currently using integers but am curious if a temp array of integres to cross reference would be the best way to not double up

woven pond
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@cunning vapor convert the enum to an int and get max number of entries and do random int in range and get the entry at that index?

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well thats at a guess I could be wrong but thats where id start

woven pond
cunning vapor
# dark drum Im not sure of the question.

sorry; its pretty poorly worded:
basicaly im spawning something at an array index at random (to get a random spawn point position) and want it so that it wont double up and spawn twice in the same spot

dark drum
cunning vapor
chilly grotto
#

Hi! I rarely talk here but today i was forced to lol!
so i have created a child blueprint of my enemyboss_bp
everything is fine except when i retarget the animation blueprint, and use it the child doesn't die after 0 health its still alive. However if i use the default anim blupeprint without retargeting (which i cant because it deforms the mesh)it dies and everything is fine!
also that the retargeted anim blueprint inherits everything from default one.
i still dont get why its not working

lunar sleet
#

Use breakpoints to find out where the code stops working so you can debug from there @chilly grotto

trim matrix
whole crown
cunning vapor
#

Reckon it's not working because it's a local variable or some oversight of mine ? Actor is being removed from the array but still can be spawned at the same transform location @dark drum

It was an oversight of not setting a current variable 😛 my bad

faint pasture
#

The attacker should spawn HomingTargetIndicator and attach it to the thing they are targetting, and handle getting rid of it etc.

dark drum
cunning vapor
north bobcat
#

how would I make one of these?

faint pasture
#

shader with a SliderAlpha parameter that goes 0-1

north bobcat
#

why a shader

faint pasture
#

because it'd be piss easy and take like 1 minute to make.

Just feed it 2 textures, and the output is a lerp between the textures driven by if U (from UV) is > SliderAlpha

north bobcat
#

what

#

I mean why a material and not just in the widget

faint pasture
#

You could do it in a widget but I'd guess it'd be more trouble, but sure

#

2 progress bars both visible

north bobcat
#

why progress bars

#

I'll just figure it out

faint pasture
maiden helm
#

I have this Blueprint issue that I can't resolve, I also tried ChatGPT but is hard to understand. What I am trying to achieve is in VR when I grab some Tagged object I can relocate them in the room but when you push the trigger button in the controller the object will snap to the surface. (Wall Floor) I have this custom function that will be called on the VR game template for unreal 5.3

#

the issue now is when I click the trigger all objects jump to the controller LOL and a random object is pushed agains the selected wall.

#

your help is very appreciated

#

ChatGPT was offering other solution using any overlapping object, but I really didn't understand it code

faint pasture
#

look at your first node

#

get ALL actors with tag

#

then you do the following code to ALL of them

#

Here's how you want to set it up, it needs to be a few bits of code.
First bit does a trace or some other check to discover objects, and chooses one to grab that has the tag. It sets actor ref GrabbedObject
2nd bit is on tick, you cook up a TargetPosition (which is usually the hand position) and then you move the grabbed object (if valid) there.

#

to do the snapping, just change how TargetPosition is cooked up

#

To reiterate, have grab/ungrab events which result in setting and unsetting GrabbedObject

#

On tick, if GrabbedObject is valid, cook up a target transform (based on if in snapping mode or not) and move the grabbed object there.

maiden helm
#

the computer is doing eactly what you

steep oyster
thin panther
#

Given the posted video it doesn't seem all that complicated :P

steep oyster
#

Not shaders

#

And why do you insult me as stupid, act cocky and then dont solve the problem

faint pasture
#

Materials work in the UV space, U is your horizontal, and V is your vertical. What that material is doing is choosing which image to show on the output based on if U is > or < than the parameter. So to the left of the parameter, it shows one texture, to the right, it shows the other.

dusky cobalt
#

Is there any way to have 1 widget and display it in 3 places? not really right? i have to create 3 widgets if I need it in 3 places?

thin panther
#

you mean like instanced widgets?

dusky cobalt
steep oyster
#

We have solved the how, but sometimes, you gotta ask the why. After almost 4 years of Unreal, I learned, redirecting your ressources saves time and energy

#

Saves the ressources of your computer

thin panther
jovial bramble
#

could someone help me with sockets, i really need help.

faint pasture
jovial bramble
faint pasture
jovial bramble
#

i tried twice, but it didn't change a thing

faint pasture
#

wait what is the sockets parent?

#

show it in the heirarchy

jovial bramble
faint pasture
#

I mean show the whole thing

#

the list

#

trying to see if any of its parents are hidden bones

jovial bramble
#

i salut you sir

#

thanks for the help

pine carbon
#

Back with camera issue, now with access to the offending code again. The reference to camera gets lost during the loop for reasons I do not understand.

#

This will print the camera's name.

#

This will not.

#

Checked this out of curiosity, this ALSO doesn't print the camera's name.

#

I'm not entirely certain how my player is able to move since they shouldn't be able to move relative to the camera without getting this reference.

faint pasture
trim matrix
pine carbon
#

You know, that code was not written by me so I did not think to check.

#

I'll go check.

modern cove
#

I have a level that's working well, so naturally I want to make more. I Duplicated the first level, then made a child class of my 2D Camera so I could give it different parallax backgrounds. Problem is, when I replace the original camera with the child class camera, it lacks the Boundaries. I go to play the new level and the camera, while centered about the player, is showing empty space underneath and to the side of the player.
It's so maddening bc you'd think an identical duplicate would function identically, but it doesn't

faint pasture
hardy merlin
#

Does anyone know where I can get debugging leveldesign textures such as grids and rings?

faint pasture
#

a world space grid is easy

#

there's also all these that come with the engine

fierce herald
#

Hey, can anyone help me out with the IAP for UE5?

spark steppe
# hardy merlin Does anyone know where I can get debugging leveldesign textures such as grids an...
Fab.com

Permanent Collection Unreal Engine Sponsored Content for September 2019! Find their other work here: ZeOrbContent:• New SuperGrid Master BP - allows to change materials of all SuperGrid meshes on the level simultaneously• New SuperGrid Group BP - allows to assign single material to group of SuperGrid meshes and manipulate them• ...

olive crown
#

Sorry if this is really dumb, but I'm having a small issue figuring something out. I'm using a move input as a vector 2D on my left thumbstick, and I'm separating the Action Values for different mechanics.

I'm trying to add WASD input, but I can't figure out how to get the AD to affect the X value, and WS to affect the Y value.

I've added the following inputs, but only the A & D seem to fire anything

spark steppe
#

remove your scalar modifiers and for W/D add a swizzle modifier

olive crown
#

Perfect thank you 🙂

last peak
woven pond
narrow sentinel
#

can someone confirm to me if this person is right ??

#

so my knowladge is when a tile in world composition is loaded so player is within tile bounds everything in that tile is loaded into memory

#

and then stuff is rendered in and out depending on distances cull settings etc

#

at the moment the other people are trying to say that in UE 4.26 only stuff around the player within a radius is loaded into memory

fiery flower
#

There's nothing with "Size to content" enabled

brisk pine
#

you can use scale box I believe, I dont think there's a sizetofit or something like that for text in unreal engine

fiery flower
#

Here is my widget hierarchy:

last peak
#

Ah ye .... the umg insanity lmfao

coarse cape
#

Hello,
Does anyone here know how to use the Asset Manager to divide files into chunks for the Google Play Console? I tried, but I’m still getting the error that my module exceeds the 200 MB limit. It would be really helpful if someone with experience could guide me on this.

fiery flower
last peak
#

with umg always remember this

#

the parent is always the wrapper f or the child

#

border is wrapper for vert box

#

vert box is wrapper for scale box

#

scale box for horizontal

#

horizontal for button

#

and i assume button for text?

fiery flower
last peak
#

you can put a scale box on the button then the text as child under the scale box

#

a size box could work too you can hardcode the size then

fiery flower
#

@last peak Is it correct now?

last peak
#

yes the hirarchy is correct but if it doesnt behave like you want replace the scale box with a size box and try to hardcode a value

fiery flower
#

Thank you @last peak , @brisk pine

last peak
simple shale
#

Hey there !
I'm an Unreal Beginner and I've just finished making my first movement system (Following the tutorial in the docs) with animations.

The thing is, the character model goes all shaky whenever I walk backwards and seems to shake a little when I walk on any other direction than forward

Did anyone ever face a similar/the same issue ?

faint pasture
#

walking backward it's flicking between 180 and -180 yaw

simple shale
#

it's the exact same as the tuto

faint pasture
#

show your blend space

simple shale
#

gimme a few I'm on valorant now 😭

full badge
faint pasture
simple shale
faint pasture
#

make it ForwardSpeed and RightSpeed

#

with idle in the center

trim matrix
#

or which path do u mean

simple shale
faint pasture
#

same with forward

#

what you just posted will always be of length 1, not very useful

faint pasture
trim matrix
#

its to make sure the text box stays on screen the duration it takes for the message to fill on screen, then wait 2 seconds before setting visibility

faint pasture
#

don't pull value pins all over the place, use variables.

faint pasture
#

that will always be of length 1

simple shale
#

😭

faint pasture
#

you want the dot product between velocity and right vector

trim matrix
simple shale
#

wait

#

it didn't

#

ss

#

my thing

faint pasture
#

or just unrotate velocity and break out its x and y components

#

which will get you the same answer

simple shale
trim matrix
#

still dont know what id do for the rest of it

faint pasture
simple shale
faint pasture
#

dot of velocity and forward gives forward speed

#

dot of velocity and right gives right speed

trim matrix
simple shale
faint pasture
#

Idle is at 0,0, go from there

#

looks like sprint is at 0,1000
forward is at 0,500
idle is at 0,0
backward is at 0,-500
right is at 500,0
left is at -500,0
etc

full badge
simple shale
faint pasture
simple shale
trim matrix
last peak
#

On button1 clicked - set int to 1

trim matrix
last peak
trim matrix
#

ive sent the code many times already

#

this has been ongoing for a few days atp of me asking

dusky cobalt
# trim matrix any ideas on what i should do for this?

If I can recommend you anything, is to get paper and pen, forget about EVERYTHING that you have in blueprints and start from 0. Write semi-code on paper what should happen. This isn't complicated. It's literally event driven. The second feedback - fix the look of it. Are you that lazy that for 3 days it looks the same mess? Really use comments, comment what does what and why. A nd then you could also be more precise about what is happening and what you need to happen. But i'm sure if you started with pen and paper you would fix it in 1h.

trim matrix
#

how ab we dont talk down to me

last peak
trim matrix
#

i have replied to my messages

#

is it hard to click?

simple shale
#

💀

dusky cobalt
#

lol

trim matrix
#

so i have an attitude problem? but yall can talk down to me? 💀

#

bffr

crimson briar
trim matrix
#

do i need to send again. im tired of repeating myself atp.

simple shale
crimson briar
#

Btw it is nice to do a thread if the problem solving continues for a longer time, easier to find what was going on then

trim matrix
#

ive said idk how many times im confused and trying to understand

trim matrix
# simple shale add that

i mean.. ive sent the same thing. same screenshots multiple times. so yea i am repeating myself atp

#

even specifically said where i was stuck at😭

simple shale
trim matrix
#

no one said they are robots lmfao

lunar sleet
trim matrix
#

ive already started coding this and adding into my game atp i rly dont have the time to rip it out and use a plugin instead

simple shale
last peak
lunar sleet
trim matrix
crimson briar
#

Sometimes you just have to scrap something and start from zero when it gets too unwieldy. Especially when you are still learning

trim matrix
trim matrix
dark drum
last peak
#

Would be so much easier if we could see the code XD

#

So far everyone that wrote here so far could have solved it with the code

trim matrix
dark drum
trim matrix
dark drum
trim matrix
#

so i could make a struct to hold the string of dialogue and what index to set it to?

#

ive thought about it to the extent that ik i only want there to be two possible options, yes or no, and theres only two questions that can be asked as well

#

this npc dialogue is rly limited in my game by design

dark drum
#

If it helps, I have done a BP only dialogue system tutorial series that handles branched dialogue. You assemble the dialogue in the graph editor (like you would any logic) so it can be easier to manage. There are of course pros and cons.

It might give you some ideas on how to tackle it.

trim matrix
#

possibly, im just trying to not have to make the logic overly expansive if it dosnt have to be. like the npc only being able to ask two questions is bc i want them to ask if the player wants to accept their request of an item, then after they have the npc asks a question again if the player has the item

#

the npc just dosnt have many usecases in the game bc they are a side thing

dark drum
last peak
#

here you check for last index

#

Then you end dialogue

#

You want to display different text based on your answers ?

trim matrix
# last peak What is it that you want now exactly?

ive already said it😭😭😭 i want when the buttons are on screen to have which ever one is clicked set the next line of dialogue depending on the button (for example press yes, set dialogue to line 7. press no set dialogue to line 8.) rn i have it working if its not a question. if its a question the buttons appear. i am stuck on having the buttons assign the next line of dialogue and then have the increment speech function run again, bc after the button sets the npc dialogue to the corresponding line. it wont be a question anymore and should continue w the code i have thats working

short panther
#

Hello,
I'm struggling with Async Load Class Asset. In all of the tutorials and all the internet, people have a nice Async Load Class Asset node to call from, like on the first picture.
But on all my projects, I dont have this node showing up, as you can see on the second one. I can't find a nice solution anywhere. Does someone knows why, please ? Thanks in advance 🙏
I'm using the latest version of unreal.

last peak
#

Thats as hard as a complete inventory

#

You need a tree

trim matrix
#

why. theres only two options

trim matrix
dark drum
surreal peak
short panther
#

oh 😭

last peak
surreal peak
#

I'm surprised there is no non-latent version with callback available.

dark drum
short panther
#

I need to have a return value on my function, I can't really put it in the event graph ? Because I need to call on the completed pin

last peak
#

from inside the function

trim matrix
# trim matrix

so am i just gutting this? or can i finish it and add questions into it. bc thats litteraly all i have left to finish on the npc dialogue

short panther
trim matrix
dark drum
short panther
surreal peak
#

You can't with just one function. That's why it's also not available inside the function. If your whole code expects this to be instantly available then you can't use async stuff.

last peak
crimson briar
trim matrix
short panther
last peak
trim matrix
#

just saying i need a tree. isnt rly explaining what im doing tho😭

last peak
last peak
surreal peak
#

A function is by definition required to return the same frame. A latent node is by definition not required to return the same frame.

#

You can't combine this. If you need it instantly, you gotta sync load.

trim matrix
surreal peak
trim matrix
#

bc its all working to that point

short panther
#

Oh, ok. Thanks for the explanation. That's much clearer now, I will try to do my logic differently

trim matrix
last peak
trim matrix
surreal peak
# trim matrix bc i have been trying to figure it out.. for days.

The problem here is that a proper dialogue setup, in which you don't run into such problem, needs to be designed from the start to support this.
The tree that is being mentioned is a way to structure all of this. Your widgets should never even really know what part of the dialog you are in. This is in theory part of an outside system that handles all of this and the data structure has to be properly chosen for this to scale well.
If you f*cked up your setup from the getgo and you are now trying to patch it together, then it won't work.
And explaining how to do this "properly" takes a shit load of time, that's why Blackhand doesn't want to.

trim matrix
#

which is why im trying to add it to what i have thats already working

surreal peak
#

Then do that.

dark drum
surreal peak
#

Even that is a pain to work with. There are free dialogue systems with custom graph editor available.

#

If I wouldn't have the knowhow on how to do this, then that's what I would start with fwiw.

trim matrix
trim matrix
trim matrix
dark drum
dark drum
# trim matrix could u explain this a lil more. i slightly understand, but im a lil lost bc im ...

I'll just leave this here in case you're interested.

https://youtu.be/oXwj2ahifgY?si=QqpAyuEifgBgtq8N&t=1805

Welcome to this tutorial on how to create a dialogue system in Unreal Engine 5! In this video, we'll go over the basics of setting up a dialogue system using Unreal Engine's powerful Blueprint visual scripting language.

Whether you're a beginner to Unreal Engine or an experienced developer looking to add dialogue functionality to your projects,...

▶ Play video
last peak
trim matrix
dark drum
sullen violet
#

Hello everyone, I’m relatively new to UE, I’m trying to implement switching items in the character’s hands, I have quite a few items and since I’m trying to do it this way it doesn’t look very good — to cobble together such a mess for a bunch of items. How is this implemented correctly? If it’s not difficult for you, at least give me a hint, please.

dark drum
#

Does anyone know if there's a cast for an array of objects?

surreal peak
dark drum
last peak
#

this is as simple as it gets

#

And im not saying this to beat down onto you

trim matrix
#

how does the switch on enum know what answer im selecting?

last peak
last peak
trim matrix
#

but. how does it know what question was just spoken

#

theres two questions

last peak
#

Because there is display text in your answer

#

answer a - Yes i will do that
answer b - No i cant do that

trim matrix
#

but. theres two questions. and the responses from the npc arent always containing the words yes or no

last peak
#

It doesnt matter what they contain

trim matrix
#

then how does it know what question was asked. if theres multiple and they have their own answrs

last peak
#

You save whatever text you see in your ui as answer ...

trim matrix
#

what?

last peak
#

Your player can give 2 answers
Write down what these answers are for question 1

trim matrix
#

yea. the player has two options to answer the npc. but they are always a yes or no. no matter the question theyr always a yes or no answer. and the npc never says anything like “yes i can do this” or “ no i cant”

last peak
#

So what are the answers for question 1

trim matrix
#

the first question is, does the player want to start the mission (bring the npc their lost item)
if yes, tell them good luck and close the ui and then other logic inside the npc itself will run.

if no. the npc says something like aw well i hope you will help me soon, and then closes the ui letting the player interact again

last peak
#

no what are the answers that the player can give

#

write them in chat

trim matrix
#

theres nothing the player can give?

last peak
#

Lord almighty XD

trim matrix
#

theres a yes button. and a no button

last peak
#

Well there is the problem

trim matrix
#

what

last peak
#

Now you want a dynamic system

#

thats not hardcode

trim matrix
#

no. i have been saying this😭

#

nothing has changed

#

theres two options

#

only two

#

per question. yes or no

#

hows that dynamic😭

last peak
#

Alright then save last answer as int 1 for yes 0 for no

#

before you do the next dialogue

trim matrix
#

? again how does it know what question has been spoken to then provide the correct next line. so the answers for the 2nd question dont show up for the first and vice versa

last peak
#
  • switch on int - if 1- continue from there
trim matrix
#

continue what from there😭 the increment speech or setting the next line of dialogue based on the button clicked

last peak
#

you see exactly this is the proble m

#

its impossible to explain this to you

#

You are lacking absolute basics

trim matrix
#

why. im sitting here trying to understand

last peak
#

This is like asking how do i solve this super hard equation before you can even count to 10

trim matrix
#

ok

#

idk what talking down to me is gonna do ab it

#

but. ok😭

last peak
#

This is the last time, i cant explain it more easy than this if you dont understand i cant help you.
You create a integer and you call it last question, by default its 0
If you press the yes button you set this integer to 1
If you press the no button you set this integer to 2

In your dialogue function, before you play the next dialogue you do a switch on int
If switch == 0 it means there was no question yet
If it is 1 - you answered the last question with yes that means you continue your code from there now
if switch 1 - next npc text == Npc Dialogue Box -"Set the text manually now" - set last question to 0 - play next dialogue

trim matrix
#

put the switch on int in place of the check that looks for the “?” or along with it

chrome pumice
#

yo guys, anyone here can help me with retargetting on the same skeleton?
im have diffrent sized characters in arm length etc, and i want all anims to look "normal" when i use them on another. my charactre bones have the same names but the ai retargetter has insane issues making this work. is there a way to use just the names? or can i maybe set up something once and reuse it. i would spend the time if i could keep reusing it

#

it used to be like this in ue5, just select the bone names and ez

#

now i got all of this clusterfck that i dont understand

sullen violet
chrome pumice
#

i already have multiple skeletal meshes in the game, cant i just retarget by name? without that weird stuff?

sullen violet
#

I had the same problem — Blender works very poorly with Unreal's skeleton. I solve it by using the add-on from the start.

native stone
#

anybody know how to attach a VR player pawn to an actor i.e. like driving a vehicle?

#

trying to make it so the player can enter a vehicle and whenever the car moves the player is still in the seat ofc but still VR so they can look/move around as per usual

#

I tried attaching the VR pawn to the car actor on startup and put the player start in the seat of the car but driving the car just leaves the player behind

faint pasture
lost hemlock
#

does anyone know how I can connect these?

#

I need to fix this error

#

I tried this tho

#

This doesn't work either

deep plover
#

Hey so im trying to play audio from the web browser widget, is there a way to do that or do i just have to entierly rewrite the web browser?

lofty rapids
#

is audio source and javascript .play() not working ?

#

you can also send a message to the game to play a sound

#

personally i would send a message and play the sound it's probably better

deep plover
deep plover
lofty rapids
deep plover
#

i already tried force playing it using javascript but it still wouldnt let me somehow

lofty rapids
#

5.5.4 seems to work fine

deep plover
#

Ue5.6.1

lofty rapids
#

is it just autplay ? or not playing at all ?

deep plover
#

The video is playing unless its unmuted, so when muted its playing just fine but when unmuted clicking the play button doesnt do anything

And the audio (when checking other websites) doesnt seem to play at all

jovial bramble
#

can someone explain why is my socket buging, i tried with all the animatiosn i'm using in my BPI, but it's always doing this

lofty rapids
#

Just put it on the socket

#

Zero transform

jovial bramble
lofty rapids
#

Show what you did

#

Did you just make a new transform ?

jovial bramble
lost hemlock
#

Hi question, if I wanna cast to PCG_component.... what targe tdoes pcg_component inherit from,?

brisk pine
lost hemlock
#

how to cast to this thing here?

jovial bramble
#

so what i need is to get the same socket from the attach

brisk pine
thick flame
#

This is a bit of a conceptual question, but I want some advice here on this idea for the main system in my game.

The Want
I need a system that allows myself and less competent game devs to be able to visualize a roadmap of objects (in this case, bubbles that the player can pop by clicking).
These bubbles will appear on screen, play an animation (growing, changing color) then be able to be clicked on.
This system also needs to allow for multiple object types, like enemies.
This is essentially a 2D scene, at least to the players perspective.

The Idea

  1. The player moves at a constant speed along a singular axis (y, for example). this is like a playhead moving on a timeline.
  2. Attached to the player is a Trigger box that lines up with the screen size.
  3. Objects are placed stationary along the timeline axis at the x and z they should appear on screen at. They are hidden by default.
  4. As an object reaches the trigger box, a few things happen. The object is unhidden, the object plays its animation, and the object gains the movement of the player.
  5. The object is now on the 2D plane the player is viewing, and can then run any sorts of methods like movement afterwards.

Pro's:
-# that I can tell from what I know

  • Ease of access
  • Visually building the level out in the editor
  • Possibly stacking another camera source, so that this system plays over the top of a background? not sure if thats needed though

Cons:
-# again, that I can tell from my knowledge

  • Definitely more resource intensive than less visual alternatives
  • Possibly overcomplicated? Im not sure
modern cove
#

I have a Camera Confines Box. Anyone know the difference between Get Box Extent vs Get Component Bounds --> Box Extent?

warm mulch
#

Hi everyone, I am new to Niagara Data channels and have a doubt related to it. I am having a Manager class that handles the movement of projectiles. In Tick, it loops through the active particles, does calculations, and check collisions all in C++. And at last, it calls Blueprint Event with an Array of Updated Positions of projectiles. In the Blueprint,I write to the Niagara Data channel by looping through the Array. I am using Niagara Mesh Emitter for rendering the Mesh, but it appears to be flickering. Is my approach faulty( which I feel it is)? How can it be improved?

dark drum
naive magnet
#

Hello everyone, I'm completely stuck with Unreal's logic with VR.

I'm testing attaching the player to a moving platform so he can see around him. It's a VR experience where you just sit and watch.

But the thing is, I don't know how to attach the player to the platform. I tried yesterday different things but nothing accomplish what I'm trying to do.

For now I'm instanciated out of the scene and i'm not following the moving platform.

The blueprint is in the moving platform

Thank you

sick sky
#

you shouldnt run the attach function on tick

#

its a one time event

dark drum
# thick flame This is a bit of a conceptual question, but I want some advice here on this idea...

So the bubbles would be (for the most part) stationary on the screen (from the players perspective)? Also are these bubbles supposed to be attached to something and do they represent something else in game?

From what you've described, it seems like it might be easier to just use a UI widget. The reason i say this is because people will play with different screen resolutions and any attempt to align that up with things in the world would be a pain.

dark drum
# lost hemlock how to cast to this thing here?

Casting is a type check with an updated return. A hit actor can never be a component which is why you get the yellow warning. (an actor can have components inside them)

Understanding casting is easier when you know more about class hierarchy and how inheritance works. I would recommend learning about it first to make your future endeavors easier.

However, if something is placed in the world it is an actor, things placed inside an actor are normally actor components. A static mesh actor is just an actor with a static mesh component inside for example. If you ever wanted to change the mesh, you would have to get a ref to the component inside it.

narrow sentinel
#

whats the default value for AO out of interest

#

so if there nothing in the pin

mortal walrus
#

hello any one of you have the other part of mortal shel (if you have other game its cool to) i only have the first aprt but i need all bluerprint (any gam beat them all like darksoul/ devil may cry)

mortal walrus
# last peak What??????

did you know where i can find blueprint of beta them all game to see the diffenrece from mine to the pro bluepritn?

#

this is mine

last peak
mortal walrus
last peak
thick flame
fading sentinel
#

Hello, I'm trying to implement a behavior logic for an AI car in a race, making it follow a path by adapting braking and speed, avoiding collisions, and being able to overtake the player and others by changing lanes.

crimson briar
#

I don't think it requires "fixing" exactly. You just need to expand the AI to consider more things and add some variance. Right now it looks like it only wants to go in the most efficient way.
You could add avoidance - it would make the cars avoid other cars, somewhat. You could implement your own avoidace too, so when there is a car in front or next to it, it will do something else.
So it is more about making it feel better than fixing it.

#

I also see they drive at they always drive at the same speed. You could change their accelleration slightly to make them accelerate at different speed

#

And expansion on it would be implementing Driver profiles. SO you can define a few classes of drivers and implement behaviors based on that

#

For example, a Risky Driver wouldn't slow down before a turn. But a Careful Driver would. Dangerous Driver would bump into others, while another one would avoid it at all costs

#

The zigzaging probably comes down to the AI either changing the direcitons too fast or accelerating too fast. Lowering one or both of them should help with fixing this one issue

fading sentinel
thick flame
fading sentinel
fading sentinel
astral summit
#

Hi, I have a problem, the print appears in the Shipping Build version

undone nest
#

Hi there, I've got a quick question about seeds. When I pass the same initial seed into 'make random stream', it will return inconsistent results. What are some possible causes for this?

glass blade
#

Guys lets say i make a level (level blueprint) in unreal version 5.0, i also build the lightning data for it(bake lightning). Can i upgrade the level blueprint to a new unreal version? And also use the built lightning data for it?

thin panther
#

built lighting data, not sure, but the level blueprint is an absolute yes, it's just an actor

glass blade
maiden wadi
undone escarp
#

Is Foo only called once here despite Bar using 4 values from it?
I tested it so it seems like that's the case but I'm asking in case I'm missing something 😁 So I guess a pure node only gets called once per execution node, no matter how many pins are used?

next hollow
#

Yeah, I believe every node its used in is a new execution.
I also used to think it was every pin, cuz I'd use 1 output functions, such as random float
So, if you had a + going into one of them, it'd be twice?

undone escarp
#

only got called once for this as well

next hollow
#

Oh, interesting. 😛

#

Well.
Good to know I guess.

#

I usually cache pure outputs anyway, if there any dynamic output.

undone escarp
#

and here Foo gets called twice

#

yea I'm always vary of pure outputs 😄

rose anvil
#

pure nodes are weird man

next hollow
#

My brain only somewhat recently realized how bad/ crazy the pure parse functions are, when put into a for each loop. 😛
500 array elements, each 1 loop needs to re-parse the 500 elements.
Casual server timeout. 😛

So, 99% of dynamic pure node outputs, I cache, just in case.

undone escarp
#

haha pure node + loop is so sketchy facepalm

faint pasture
#

You got the default path
You modify it for overtaking or dodging considerations
You have code to output the vehicle control inputs based on state and path

crimson briar
fading sentinel
#

You need to unify all your

shut blaze
#

how do I set a "Text" in a widget without using binding?

#

ping pls

lunar sleet
shut blaze
#

I can't find it

lunar sleet
shut blaze
#

I don't mean the variable

lunar sleet
shut blaze
lunar sleet
shut blaze
#

..... how exactly?

#

I give up

lunar sleet
#

Bit early days

#

In your graph tab at the top right you can put code (nodes) in

#

While in there you can drag a widget element and get the relevant function

shut blaze
#

yeah, I don't know about that, text does not show up in the variables tab

#

I'm gonna use bind, unreal is weird

last peak
#

Dont use binds they run on tick

shut blaze
#

fast? was like 40 minutes trying to figure that out crying

last peak
#

disgusting

shut blaze
#

I know I know

last peak
#

is the text a variable ?

shut blaze
#

small game, but just wanted to know for the future
no

lunar sleet
#

check the box that says isVariable 🙂

#

then you can use it

last peak
#

in your designer when you click your text on the top right (i think) is a checkbox that says Is Variable

shut blaze
#

bruh

last peak
#

XD

shut blaze
#

I was searching for that

#

XD

last peak
#

cant count how many times i slammed my head against the wall just to find out after hours it was a goddamn checkbox or just a bool that wasnt properly set

shut blaze
#

me too 🥲

lunar sleet
#

that's gamedev in a nutshell. hours spent on a missing checkbox

crimson pollen
#

Is there a way to dynamically get your table name? An example say I created a function called AFUNCTION. If I get a reference of self its obviously going to be the blueprint name but I would also like to be able to get the function or whatever name im trying to get a reference of. I am trying to create more robust debugging this way

#

im using blueprints BTW

next hollow
#

Yeah, I know BP can't get that info.
and, I think C++ even has to do some weird stuff for function names and such?

crimson pollen
#

That sucks. I'm trying to make a structured log for the entire code base and it would be so much better if I was able to get the function names into the log itself

#

That would simplify my bug tracking.

maiden wadi
#

Yeah, that's fun to do even in C++. :/ Not aware of any functions by default that get their current callstack or function name though.

fiery glen
#

a cvar to be specific

#

UKismetSystemLibrary::PrintString to see how it works

crimson pollen
#

IDK what you mean. How does that pull the function name

next hollow
#

I believe there is a blameprintstring 1 command you can run, to make print string output function name and shit.
Built in

crimson pollen
#

ok yeah it seems that its not exposed to blueprints

next hollow
#

No

crimson pollen
#

Im guessing that would need to get coded in

next hollow
#

Its a command var.
So, like run on startup

#

Happens for every print string

#

So, kind of what you want, but maybe a bit too much.
But, better then nothing at all

crimson pollen
#

hmm

#

no its not exactly what im looking for it seems to do the same thing that printing self would do

#

im talking about printing the actual function name itself or the macroname. I could use a log and manually put it in but its hard to manage 4 other people to do that

next hollow
#

Gives you self, and previous function name.

crimson pollen
#

only thing I got was this LogBlueprintUserMessages: [Experiments_C_17] Blueprint Object: /Game/EditorUtilities/Experiments my function name is Process HTTP Request

next hollow
#

Should be an entry right under it.

crimson pollen
#

nope

next hollow
#

I get this:

Blueprint Function: ExecuteUbergraph_Buff_Armor_Type_Manager
Server: Added: Item: PrimalItem_WeaponSpear_Explosive_C_10 --- Equipped: false
crimson pollen
#

oh thats weird

#

I disabled it and re-enabled it and it worked

#

yeah I suppose that's good I need to figure out how to copy that data to something I can pull from like a string. Thanks that at least gets me a bit farther along

junior crane
#

hey simple question:
how do I open a blueprint in a minimized view again? The BP doesn't have any graphs inside and only want to edit the defaults. so how do I make that now when I reopen it is back in that minimal view?
Thanks!

next hollow
#

Re-open the whole editor.
It’s checked on first file open, the cached.a

junior crane
chilly junco
#

im kinda new to unreal and I wanna know how hard would it be to make a minecraft block placing system

surreal peak
chilly junco
#

how would you go about doing this

spark steppe
#

it's pretty much just a 3D array, isn't it?

surreal peak
#

Done properly it's way too much to explain here. Check if you can find a tutorial. You most likely want to create the blocks as part of a Runtime Generated Mesh, as Minecraft itself doesn't actually have any "blocks", it just renders the visible outside of it. If you were to phase through a block, you'd see "nothing".

surreal peak
spark steppe
#

yes, rendering and storage are another topic

#

iirc there are talks about how they handled storage after they updated the chunk format

surreal peak
#

I doubt this is something for a beginner tbh

spark steppe
#

yea

chilly junco
surreal peak
#

The most basic games you can think of, such as pong or so.

#

Your main goal should be learning the Engine, not making a Game.

chilly junco
surreal peak
#

tbh, probably by watching/reading tons of different tutorials about simple games or parts of the engine.
You should start by learning what all the different available classes are for for example.
If you have never programmed much with OOP languages before, then you should also learn that part, as Blueprints are basically C++ in that regard.

#

Official Tutorials/Documentation is probably worth starting with. There are a ton of what Epic calls Learning Paths.

next hollow
#

Lol
I’ve never seen these before.
I thought the begin play section.
Was an entire video of how begin play worked internally or something. 😛

surreal peak
#

I would be amazed if you can make an entire video about a function call.

next hollow
#

From the link generated pic by discord.
I thought it was a fully break down of begin play code execution.

Now I see the pic is the learning chunks of other stuff. 😛

surreal peak
#

I mean, I guess BeginPlay could be worth a few words, but yeah.

next hollow
faint pasture
#

This maybe

last peak
last peak
#

He explains many many nodes, really usefull as beginner

surreal peak
last peak
#

The king of event tick

#

"Today im gonna show you how you can create a inventory"

Proceeds to create a array of strings and displays them in a widget and calls that inventory LMFAO

crimson briar
mild jacinth
#

there doesnt seem to be a gas-related channel so imma just ask here, does anyone know how gas gameplay effect tags work in 5.5.4? i cant seem to be able to set tags either in gameplayability nor the gameplayeffect. its just the cooldown effect class bp that can be assigned in the gameplayability

steady night
#

hey guys im having an issue with my save/load where everything works except when its saving duplicates of same item, (it dosent save or load the duplciates it reacts as if its only 1) any ideas ?

#

im adding the items a Unique in the array

crimson briar
steady night
steady night
supple charm
#

Why wont this work? works for basically any other widget i have in there

#

Wont work for LootableWindow

crimson briar
supple charm
last peak
#

Yoo i wasnt even aware that this nodes existed "get all widgets of class"

#

interesting

frigid quartz
#

Hey guys, do anyone know, how much RAM (very approximately) a loaded blueprint class asset would take in shipping game build, if it's derived from UObject, has a single tiny function and no fields?
I've tried asking this question to Chat GPT multiple times, but its answers varied from 500Bytes to 50KB depending on slight changes in question wording:)

stone field
frigid quartz
#

Oh sorry, that was a typo, 50KB, not MB

stone field
#

phew : )

#

Basically if you open the .uasset file in a text editor, you could make a very rough estimate based on how many A4s of text there are : 1 A4 = 1kb
( this is assuming the actor isn't loading up anything else )

frigid quartz
#

What A4 signifies?

cunning vapor
#

QuickQuestion!

I'm about to add audio to my game; and was thinking; what would be best? Has anyone used option B before? or is it a tad too much ?

A:
Have the "play sound" on every blueprint/action that requires it

B:
Have a "Common function library" for audio and just use "play falling" "play hit" events

stone field
#

A4 page of text = 1 kb of memory ( this is a very rough ballpark thing from ages ago )

frigid quartz
#

Strange, can't find any A4 in my blueprint .uasset file. Will this method also count editor only data (graph, nodes, pins, etc)?

dark drum
stone field
#

that's the correct answer! sidenote, a bp opened in text editor starts like this: ( and a random one I popped open was about 30 pages of binary blob )
Áƒ*žøÿÿÿ`  õ Ÿ‹øüJuˆÙ|¦)½:81 Ýuå)'F£àvҝêÜ,# <Á^7ûHäð„ µ~q*& R]ÚYHI2xYx¸‹é¸p ·L[øJc$p¿[€ÝÐõÍ †`„Od¬ÞÓªÖÇê ª Õ}i«AOæìQJª(¶·¾w "ÕTœ¾O&¨F!”Ђ´a, ä2ذ O‰·~Ϭ¢Jý6

dark drum
stone field
#

Totally forgot about that feature : )

dark drum
cunning vapor
frigid quartz
dark drum
fading sentinel
crimson briar
#

I mean, it was just an idea how you can make the race more varied so they don't follow eachother in a straight line. I don't have a concrete implementation in mind.
Personally I would try to make it like a config in a data asset, then each AI draws one of the assets for itself and the AI logic does stuff depending on the data it was given. BT could pull from the data asset as well

crimson briar
#

What is the "LastIndex"?

#

You decrement it but I don't see what it is set to. Maybe you should set it to array Length before the while loop and use this Index >= 1 for the condition instead

#

(I'm guessing though)

jovial bramble
#

should i set it with the array it self (the length)

crimson briar
#

Well yes, how else will it have the last index of the array

jovial bramble
crimson briar
#

Yes. And use this last index in the comparison that is connected to the While Condition.

jovial bramble
jovial bramble
faint pasture
jovial bramble
faint pasture
#

also length and last index are not the same thign

#

an array of length 5 has a last index of 4

thick flame
# jovial bramble i tried again, sadly i'm still havin an infinit loop

You are setting the last index and then evaluating the last index with nothing in between to affect it. This means that last index will always be equal to the length of the array.

And what @faint pasture said- you need to subtract 1 from the length for your last index. Indexes start at 0 and count up.

faint pasture
crimson briar
# jovial bramble i tried again, sadly i'm still havin an infinit loop

You were supposed to use the LastIndex in the comparison >= 0. If you still use the length, it will still be infinite, since length of the array doesn't change in this function.
When you have a while loop, each time it goes back to it, it checks if the condition is still true. If yes, it proceedes.
Let's say your array has 5 elements.
You set the last index to 5 (I'm skipping the -1 issue for now).
Then you compare the array length against it, so 5 >= 5
Enter the loop, last index decreases by 1, so 5 >= 4
next, 5 >= 3
Next 5 >= 2
So you see the problem?

If you change it to compare the LastIndex variable to >= 0
Enter the loop, 5 >= 0
Then 4 >= 0 (since you decremented it in the previous step of the loop)
etc etc and it will break when the LastIndex reaches -1

#

And yes, I didn't talk about the indexes not being entirely correct, the guys above are right. I just usually try to help with fixing the issues one at a time when someone is new.

jovial bramble
#

i'm gonna try to understand all of this

thick flame
thick flame
jovial bramble
#

if you guys want, i can share the BP

thick flame
crimson briar
jovial bramble
crimson briar
#

A variable is a container for a value. This one is int, which means a number. If you don't tell the engine what to put there (in this example, the length of the array it is supposed to relate to), it will be always empty - meaning, 0 in this case.

jovial bramble
#

i see

fiery flower
lost eagle
#

hey guys! quick q
i am experiencing camera transition lags using the "Set View Target with Blend" node
it works completely fine until i add a blend func that isnt VTBlend Linear

#

anyone else experienced this?

sand shore
fiery flower
#

Yes, that was the problem. It's been fixed

lofty rapids
#

i see you swap

#

but this doesn't change the size

glossy leaf
#

Hey, I have a question about rotations. I have a box that the player picks up and carries, and I want the face closest to the player when the player picks up the box to always rotate to face the player. How would I achieve this?

onyx gull
#

are pawns strictly necessary? Are they still advisable even when you don't need the functionality of moving an actor through input?

The game I'm working on largely involves sorting through and moving around objects from a first person perspective, similar input to the desk view in Papers Please. I'm still generally trying to get a solid handle on the Pawn-Controller paradigm but as far as I can tell a pawn shouldn't even be necessary.

Granted, trying to initialize my game with the gamemode Default Pawn class set to "None" seems to break the camera and such, and I'm not sure whether the solution is to just initialize the camera myself or just stick with the pawn and avoid touching most of its functionality

crimson briar
#

Hm, or maybe you don't need the pawn actually. I guess I'll test it because now I'm curious

lunar sleet
crimson briar
#

Like a camera actor placed in the level

#

Inputs you handle through a controller

onyx gull
#

good to know, thank you both.

forest tangle
#

Hey guys, got a problem with a blueprint. Asked AI about this a lot but it's just trying to convice me of something that isn't true. So, I have a problem with delays. Seemingly, delays ignore new executions when there's already one in progress. Is there any way to make some kind of async delays or would I really need to create a new actor that I need to spawn multiple times just to run some delays simultaniously?

#

Would have to be BP only, UE 4.26 compatible and without any libraries too btw

#

You see, I just have an event dispatcher where I want to attach a delay to the event. This seems to mess up a lot since the way delays behave would simply get new events ignored when there's already one in progress

rose anvil
#

", I just have an event dispatcher where I want to attach a delay to the event"
So you have a custom class to dispatch events, when outside actors call this global unique event dispatcher, e.g. EventDispatcher.CallSomeEvent
and inside the definition of CallSomeEvent you do Delay(10 seconds) -> do the actual event call ?

#

and you would want the delays to properly queue instead of overwrite one another ?

#

I'm not aware of any easy way to do that in BP but it's super simple in cpp:


DECLARE_DYNAMIC_DELEGATE(FMyEventDelegate);

UCLASS(Abstract, Blueprintable)
class UMyEventDispatcher : public IdontKnowWhatsTheParentOfTheEventDispatcher
{
    GENERATED_BODY()

public:
     UFUNCTION(BlueprintCallable, Category = "Event dispatch")
     void TriggerDelayedEvent(FMyEventDelegate EventDelegate, float Delay);
}

void UMyEventDispatcher::TriggerDelayedEvent(FMyEventDelegate EventDelegate, const float Delay)
{
    FTimerHandle DummyHandle; // If you don't need to keep it
     GetWorld()->GetTimerManager().SetTimer(DummyHandle, FTimerDelegate::CreateLambda([&EventDelegate]()
    {
        EventDelegate.Broadcast();
    }), Delay, false);
}
forest tangle
#

I don't think this really matters where the delay is. I just want to have multiple delays that don't interefeer with each other

rose anvil
#

smtg like this should do the trick

rose anvil
#

why not ?

forest tangle
#

I'm making a mod for a game where modding is restricted to bp only specifcally

#

But I think I'll just make a separate actor for handling multiple delays

rose anvil
#

Well then I'm sorry, I don't know how to do it in bp only :/

#

you can make components instead of actors though

#

it's lighter and the components can self destroy when they're done

forest tangle
#

Not really ideal for what I'm doing tbh. Thought about it already

#

Well, maybe I can give it a try

rose anvil
#

I don't have anything better in mind 🤷‍♂️

#

good luck!

forest tangle
#

Actually got it to work with a component lmao

rose anvil
#

nice !

last peak