#blueprint
1 messages ¡ Page 355 of 1
That makes sense, so what is it that I want to do? đ Ahhh use the mesh component's location instead??
@frosty heron thanks a million! I just used the static mesh's transform instead!! đ đ
You want to make sure the root component is the one with physics, else you run into problems.
This is the way I set it up. And I have the physics enabled on the StaticMesh. Does that look right to you? See the image below.
Make the Box the root component instead.
And have the static mesh as a child.
Use box collision instead of static mesh collision.
Yeah that makes sense too. Will do. So have the box be the collision box. If I want an overlap box does that mean I'll have to add a new collision box just for overlaps?
Yes. But it's rare you want something that both collides and overlaps.
I don't necessarily need an overlap box in this one. It was just for testing.
Ok thanks @hardy merlin
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.
Makes sense.
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.
Seems like there are 2 views on this. Some like the collision volume as root, like the third person character, and others the mesh. So when you say actor, you mean non-pawn and non-character actors?
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.
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
show the macro?!
well one option would be to set the type for the inputs/outputs to soft references of whatever that is (likely anim sequence)
what is up with the new Material editor? Where are the base color, Normal, etc?
In here?
that kind of looks like a substrate material?!
Yeah, how do I pull out the good old material?
did you check the details?
would guess that it's somewhere there on top, or you straigt up created a wrong material type đ¤ˇ
I did but can't find anything that helps. Imma just duplicate old material for now.
which UE version are you on?
wtf
even existing ones?
5.6 source version if that makes any difference
The errors in the macro are fixed, now it's giving an error from the true and false in the "select" node
Same error, says it's incompatible. Error only appears when select is connected to the output
save the blueprint and compile again
No luck there
guys how to hide show widget just for specific person in game?
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
use OpenLevel with Reference
package may have different path. Also typing is error prone, you don't want to use OpenLevel By name
it works, thnx. Any clue why instances are losing their matirial in build?
You probally just need to update the type for the inputs/outputs.
Alternatively, you can make a pure function like this that should work.
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.
You sure that's not the character being spawned at runtime?
When I say in the outliner, I mean in the outliner as it appears during runtime.
The character spawned at runtime is "BP_MinigameCharacter_0".
'BP_MinigameCharacter_C' just refers the the class type, not a specific instance. Check how 'CameraRef' is set.
I know how it's set, and I know it's at least partially working because character movement only works when it does.
Hmm.
Most of us here know what Accessed None means actually. Your ref is coming up as null at runtime, this usually means it is not set properly
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
Youâll have to show how you set it if you need further assistance
In other words, if you had 3 character of this class, they would all throw errors with the class name BP_MinigameCharacter_C, not with their object name in the outliner _0, _1 etc
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.
Is there a way to get it to use their name in the outliner?
Show how youâre passing the camera ref.
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 wonât fix the actual issue
Dunno, it was never an issue for me. An error like this means a problem with how the class is designed, not with one instance of it. So it doesn't matter which instance is throwing it
If you want to debug you can add a Valid check as said above, and to "not valid" plug in a print with GetObjectName
Is there a reason you're avoiding just showing the logic? Most of us could probably tell you the exact issue from an image or 2.
My money is on CameraRef being just an empty variable of class BP_Camera or w/e said class is called đ
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
Current computer I'm asking from takes ages to load it, sorry. I'm getting it.
It probably is somewhere but that should only be able to happen if the player is being added with something other than this function, and I know that the one I can see when I run it is added through this.
Unless there's something drastically wrong here.
And when/how does this get called?
Hi idk what happened to my gasp movement system i when i move sideways "only left and right" it does this how do i fix?
hello there
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.
Look up asset manager - I don't use it myself, but I saw some people talking here about it, where they had groups of assets in bundles and loaded them as a whole bundle.
If you are talking about loading single assets whenever you need them - you use soft references and load them only when needed
I've heard about asset manager, but it seems complicated to setup
Well you are making a game (I'm assuming) - it is already a complicated thing to do.
What's the situation in which they're being requested?
You probably want the soft class ref type approach
The soft,It's kind of easy, but tiring if I have a lot of assets
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
What are you actually trying to do here, what's the actual game mechanic problem?
I have a UI-only game. The problem is that when opening a level, there is a delay because it loads all the assets at the same time.
If I wanted to convert assets to soft variables and load them when needed, this would be tedious because each asset needs to be changed and a loading function installed when needed. This is tiring, may cause programming errors, and takes time to set up everything.
How is the level that big and why aren't you using world partition if it's that big?
My game is UI only, meaning it uses only images and texts without a 3D world.
Yeah your chain of hard refs has bitten you in the ass
They are being loaded into memory when requested, you're just requesting the whole thing as soon as you load the lvel
a hard ref IS a request to have it loaded
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
Nothing bit me, but you get the point. What do you think is the right solution?
To build into whatever is your common base class the ability to load it's referenced children only when actually needed.
I'm guessing you have something akin to a visual novel with some structure like scenes and dialogues etc.
show code
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
@faint pasture
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
I feel like Asset Management is the right solution, but damn it seems difficult to understand and set up.
holy shit that's a mess lmao
where is TryToInteract?
I know Iâve been trying to fix this fuckass software for an hour
BP first person character
Upon left mouse click
Why do you have all these weird cases?
What actors can initiate interaction, and what can they interact with?
BP first person character is the only one able to do interaction as itâs the only one doing the trace.
Only actors with âBP_InteractionAreaâ embedded within their actor (itâs a physical cube that is hit by the trace) can be interacted with
That's a component right, effectively a component that tags the owner as being able to be interacted with?
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 doesnât need to be ran on server to interact and therefore will do its own, non replicated function
Show a clip of what's meant to happen when you interact
I'm guessing this is like WoW where many people can talk to a quest giver
Itâs an actor. There is also an Ac_interaction trace, I tried to include the title of each object in the screenshots. AC interaction is what runs the bulk ofo stuff, it runs the trace, detects hit actors, finds that actors respective interaction area box, then uses it to find the parent actor to do interaction
Not sure if what I said makes sense
Ok
That sounds way bigger and more complicated than it has to be
You can put all of this into a single component that you put on everyone that can interact OR be a target of interaction
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
So your 2 cases are a local interaction (other clients don't see anything) and a global interaction (everyone sees the same result) right?
Pre t
Correct*
Really? I could try that, but would it even fix the issue of the wrong players being punched when itâs supposed to be another
The get player character 0 certainly has a smell to it
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?
Well, I mean itâs not like it doesnât work at all. And I found the issue isuing print texts. Sometimes âfocused actorâ, 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
Press -> record time
Release -> record time -> do math on finish - start
Okay I'll give that a shot. Thanks!
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
the bit that actually triggers anything visible is the onrep, in BP it's basically an OnPropertyChanged function
In that onrep, you know who you are interacting with, and can initiate whatever code there.
But the whole local/global split is pretty complicated, I'd get the global case working first then add the local
Wait, so youâre saying to combine my AC_Interaction trace (actor component embedded in each player) with the BP_interactionArea (the box on all interactable actors) into one?
Wouldnât that then result in all actors running a trace?
So I should run my trace after a player tries to interact. Right now I have trace running on event tick, constantly changing the focused actor
You can only trace if locally controlled, or gate it however you want.
If interaction only happens on an input then you don't need to trace every frame unless you want highlighting or whatever
I see
either way there's ways for the component to know if it should be looking around or just sitting there waiting for a call
Let me try to join some stuff up and see from there if it works
If you need a trace every frame the only one that should be doing that is the one who's owner is locally controlled.
I don't want your character tracing on my screen, just my own.
Yes, it was that way before
Since each character has its own unique AC_interaction trace
Why are you tracing every frame anyway, highlighting?
What the YT tutorial did lmao, and yea he set up highlitiny so max sense
Get comfy with dispatchers too
you want a dispatcher so the component can tell its owning actor that it got interacted with
But I can remove that, donât need highlighting right now and if I do then itâs not hard to change
Whatâs a dispatcher
Is that the little red square in h th e top right of a custom event
You know how meshes have Event Hit on them so you can do stuff when they get hit?
Your InteractionComponent can have Event InteractionStart so their owning actor can do things when they get interacted with.
That's the best way to do it IMO
OnRep_OtherComponentWeAreInteractingWith is just there to call InteractionStart and InteractionStop
that way it's stateful, the state, which is WHICH component you are interacting with (or none) is what triggers the start and stop
Ok. Iâll try doing some of that, if it doesnât work, do you mind if I ping you? If not I can always wait for another response
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)
Basically the component handles it all, and the owning actor just sits there and does stuff when InteractionStart and InteractionStop fire
When you call the dispatch, how do the other actors know which one of them the dispatch is for?
The dispatcher ONLY talks to the owning actor
calling the dispatcher is how the component notifies its owning actor that interaction has started/stopped
I suppose other actors could bind to it
maybe if actor B wanted to know when actor A was interacted with
Door and button
Yeah say it was a door and button
Button has the interaction component, and both door and button bind to it.
When you interact with the button, the button animates, and the door opens.
Button:
OnBeginInteraction -> animate
Door:
On Button's BeginInteraction -> toggle open or closed
importantly, you as a character don't care
you just look at the button and press E and it does its thing
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.
That's one example but you'd mostly just want an actor to know about its own InteractionComponents state
So letâs say my BP character is made up of 3 parts, invisible box, mesh, camera. In this case, would I write in the invincible boxes code that when it is traced, it calls a dispatch that affects the rest of the actor?
How does a dispatch differ from a function or a cast to object+functuob
Assuming the box is your InteractionComponent?
so it's a box + other stuff you'd add?
Itâs a Box with code. In my case itâs âBP_interaction areaâ. Thatâs all that BP is. An invisible actor that calls to trace
Why are you tracign if you have a box?
that makes no sense
or are you tracing to see if you hit a box
is the box the target or the area being checked?
Yes
I am tracing to see if I hit a box
yeah box sphere whatever it doesn't matter
In this example, your component would do a trace and see if it hit any other interactioncomponents
if it did, you kick off an interaction between self (your component) and the other
it's just components talking to each other until the dispatcher is fired, then the actors know
the advantage to having a dispatcher instead of casting owner to some class is that you don't care what the owner is
you don't care if it's a character or a vending machine or a button
the interactioncomponent is just shouting into the void "hey we're interacting here" and whoever is listening (bound to the dispatcher) does whatever
ik id need to set the current dialogue int to the correct line in the dialogue array depending on what button the player clicks, but im not sure what id need to do to do that, and also have the rest of my increment speech continue,
Iâll try some stuff out I suppose. How do I make a distance?
Dispatch
Oh I see
What exactly would I do here
This is just a test but what would any of these mean?
@faint pasture
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
select the component inside your actor
on the bottom of details you'll see a bunch of dispatchers you can implement events for
Hey all! Hope everyones Monday is going well!
heres the thing. the seperate box actor is also there to act to find widgets
\
it builds the widget for each interaction
You don't need that
the one trace can be used for everything
focus interface -> that can be part of an interaction widget
if you mean for focusing to be "the thing you'll interact with if you press the button"
my dispatch has now made it so it never even runs the code đ
also, i remembered why my trace was on event tick. it was to trakc the widgets
yeah that's fine, you can still do that
just give the interactioncomponent a variable that represents the "highlighted" interaction component and handle it all with that
and it has
give InteractionComponent a variable to store the widget class to show when it gets highlighted
it has that
are u sure the event dispatch stuff is gonna fix the issue of the focused actor being all jumbled
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
yea i guess
its still not gonna fix my issue tho
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.
ughghghughghhghg im genuinely gonna lose it
show where focused actor gets set
I have this issue where I need to know if the trace item changed properties, how can I achieve this?
you mean when the traced item changes from table to money?
Yea
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
I mean does it hit the money and then the table, or does it fully block it?
hi there! I'm having some issues with pitch camera control
My camera would only move horizontally, no vertical
Can you help me please?
the action value might be in X
also it's a little weird that you get 2 values, did you define the IA correct?
should be scalar if you just "capture" one axis
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
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
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
I have let's say Item.Slot.Body.Cloth and Item.Slot.Feet.Cloth and other types for Main Hand for example. I don't want to run checks on each individual slot and I don't want to separate slot from type as I use it for other stuff. I was also thinking to break into string and query somehow that way
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.
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
make a matches all on the parent tags X.Y and combine it with another matches X.Y.Z
I was thinking about that but I still see having the option to search for subtypes only way more efficient than creating more abstract stuff in terms of hierarchy. Your suggestion was my main to go option but still trying to find a workaround.
Alright I got a question
So I got a custom avoidance system
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?
Depends on philosophy really. I'd say the future locations or path is a property of the mind (controller) rather than the body (pawn)
Hmmm
Yeah makes sense
All roads lead to rome
My Gameplay Camera Rig doesn't move when I update the variable this way, how am I suppose to use it?
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
I would recommend not using a widget component like this in a multiplayer setting. Instead create the widget for each player locally and then manage it's visibility/content locally
at first it was made for singleplayer works good but in coop it is not working its widget component yea
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
so thats why i used widget component
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
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
gonna try something thx
i thought maybe unreal has some posibility
to turn on turn off widgets for anyone
not for all at once
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
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
i am trying yea
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.
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
hm weird i tried it like this with hidde and its still showing for all i even trried run it via executes on owning client
hmm
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)
Noted. I can change it to an ED. I just personally like how I can logically group together multiple types of calls (like all UI update calls) within one interface. However, I have confirmed that the interface is still being called as expected, so the issue of not changing the brush, I expect, would still persist.
Is your component replicated? Mine is not, the first screenshot shows only the variables that are changed from the default.
How have you confirmed its being called?
Just printing strings within the execution threads around the brush creation/set.
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 đ
it was not good aligned and was changing its size
anyone know the solution i know it is basic
but still
If the set brush nodes are being called there's no reason it wouldn't update. Can you show how you call the interface function?
Spawned how? Begin play, inside a component, Server RPC?
Also, event dispatchers are your friend when you have multiple things that might need to do something when something else happens. đ Saves you having to keep a list of different things to call an interface function on.
These are within game mode in the "Begin Play" event. This is to initialize the UI graphic.
I'll work on using them more.
its part of npc tree
npc is spawning with it
and i just toggle hide/unhide
or i change colors etc
it has like 3 states and is changing when locked when near etc
This is what the graphic looks like (white square under the 3 hearts):
Show how you've setup the 'Keycard Icon Update' function.
I removed it from a function for now to simplify things. This is the current logic:
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
I have widget set as not replicated and i am calling this from event tick , while entry from my interface is my widget i dont see any problem đ
now test shows orange square on both clients
If you add a breakpoint to the branch node, when you start playing does it jump to the node?
It does.
Just for kicks and giggles.
step through until it gets to a 'set brush' node and hover over the 'Keycard Icon' var and see if its valid.
Copy
It appears to be valid.
Is the brush/image set anywhere else in your logic?
I'm not sure why, maybe I'm not understanding something but this code looks cursed. But it definitely doesn't show the full picture how, when and what changes the targets
I'm going to double check that. I don't think so.
cursed hah thx
its just going from event tick gets all actors with interface homing (means all who have this widget so I can aim on them)
then i take this reference and show it for player which is using homing gun
thats all
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?
i am using pin from event tick so basically its calling server/client i can try put there switch authority maybe
ok same output
i am lost
There's nowhere else that I'm updating the keycard from that I can find.
The only other thing I can think of to try is using the 'Set Brush From Image' function.
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
Is that function under a different name perhaps? There's asset, material, sprite, and texture I can make the brush from. I tried to set the brush from resource object and still no go. Just to make sure I'm not updating it from some weird place I've forgotten, is there a quick way to see what's updating that element?
I had initially tried that first. I did try it again just now just in case and still no go.
Outside of having the UI element being variable, are there any other settings that are important to being able to change the slatebrush programmatically?
Maybe I could check those.
Oh no. I might have found the issue. Let me see something.
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.
Thanks for walking through this with me, Patty.
Glad you figured it out.
I think I was just getting too frustrated to think clearly, so I appreciate you being there.
We've all been there lol.
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'
unless im searching for the wrong thing and should be looking at an interface to get the component?
Something like this. This would only work on the root component though but if it's the capsule of a character, you should be fine.
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
@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?
well thats at a guess I could be wrong but thats where id start
thank you, ill give it a look after i try an interface
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
Create a function that creates its own copy of the spawn points (could be passed in), get a spawn point from the copy and remove it when done. Rinse and repeat until x amount has been spawned or the array becomes empty.
thats perfect; thanks Patty
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
Use breakpoints to find out where the code stops working so you can debug from there @chilly grotto
anyone able to help me out on this?
does anyone know what happened to my gasp movement system i when i move sideways "only left and right" it does this how do i fix?
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 đ my bad
instead make an actor with the homingtargetindicator in it and spawn it LOCALLY on the computer that wants to see it
The attacker should spawn HomingTargetIndicator and attach it to the thing they are targetting, and handle getting rid of it etc.
As an FYI, it'll remove a different element than the one used to spawn. This is because the random node is a pure node and will be re-evaluated when it gets to the remove node.
You can cache this as a local var and use that for anything else down the execution chain.
Alternatively, (my favourite solution) you can just shuffle the array copy and just get/remove the first element (0).
Got it working with a local var, but am going to try:
Alternatively, (my favourite solution) you can just shuffle the array copy and just get/remove the first element (0).
As well! (: thanks again
how would I make one of these?
shader
shader with a SliderAlpha parameter that goes 0-1
why a shader
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
You could do it in a widget but I'd guess it'd be more trouble, but sure
2 progress bars both visible
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
the computer is doing eactly what you are telling it to do
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.
the computer is doing eactly what you
My first question would be, if implementing something this complicated is even worth the trouble
Given the posted video it doesn't seem all that complicated :P
Thats an image
Not shaders
And why do you insult me as stupid, act cocky and then dont solve the problem
just copy what I did, just replace what goes into the A pin on the comparison with a scalar parameter, and set the parameter from whatever code you want (in a widget or wherever)
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.
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?
you mean like instanced widgets?
yeah but I just anserwed it in my question haha just need to create that many instances
But what could someone possible need this for?
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
the moment of realisation :P
glad you've solved it
could someone help me with sockets, i really need help.
Ask the question
so i made a socket, but it's not showing up
and i don't know why
Is that name exact?
yep
i tried twice, but it didn't change a thing
try one of the bone names and see if that works
wait what is the sockets parent?
show it in the heirarchy
weel for the skeleton, it is middle_01_r
and in the character, his parent is my skeleton mesh
I mean show the whole thing
the list
trying to see if any of its parents are hidden bones
wait, the idea of the bone acctually worked for zero fucking reason
i salut you sir
thanks for the help
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.
are you sure players has any entries at all?
is anyone able to help me figure this out?
You know, that code was not written by me so I did not think to check.
I'll go check.
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
why does that top execution path pull a bool from a completely different event (which may not have run yet)?
Does anyone know where I can get debugging leveldesign textures such as grids and rings?
I'd just make them or better yet, just make a few world space materials
a world space grid is easy
there's also all these that come with the engine
Hey, can anyone help me out with the IAP for UE5?
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⢠...
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
remove your scalar modifiers and for W/D add a swizzle modifier
Perfect thank you đ
This could work too
But a interface is probably better for this specific job
I got an interface working but this would have done. Thank you
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
Swizzle
Hi, i don't want the size to change based on text length. How can i make this a fixed size?
There's nothing with "Size to content" enabled
you can use scale box I believe, I dont think there's a sizetofit or something like that for text in unreal engine
Here is my widget hierarchy:
i'll try
Ah ye .... the umg insanity lmfao
Hello,
Does anyone here know how to use the Asset Manager to divide files into chunks for the Google Play Console? I tried, but Iâm 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.
Either it didn't work, or i'm using it wrong. Not sure. Nothing's changing
you are using it wrong
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?
yes
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
@last peak Is it correct now?
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
I only replaced the main ScaleBox with a SizeBox, didn't work. Left the main ScaleBox as is and changed the others to SizeBox, still didn't work. But i found the parameter that gives the behavior i was looking for: Min Desired Width (and Justification)
This is enough for now
Thank you @last peak , @brisk pine
thats what i meant when i said try to hardcode a value
Sorry should have specified that
Np đ đ
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 ?
probably your blend space
walking backward it's flicking between 180 and -180 yaw
yeah but I don't get it
it's the exact same as the tuto
almost all tutorials are shit
show your blend space
gimme a few I'm on valorant now đ
i switched to dot product velocity and forward/right vector, that solves it
yup that's the ticket, it's a much better system
damn .mkv
where's that ?
instead of your blend space being speed vs angle
make it ForwardSpeed and RightSpeed
with idle in the center
its just a macro
or which path do u mean
so smth like this ?
dot product between velocity and right vector is how fast you're going to the right
same with forward
what you just posted will always be of length 1, not very useful
I meant the float that is indeterminate if the top event runs before the bottom one
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
Yeah so what's the value of the pin if the top event runs before the bottom one does?
don't pull value pins all over the place, use variables.
This should be fine ?
đ
you want the dot product between velocity and right vector
ok ill set it to a variable n then plug that in
or just unrotate velocity and break out its x and y components
which will get you the same answer
still dont know what id do for the rest of it
Right speed is correct, forward is still goofy
What's it supposed to be ?
dot of velocity and forward gives forward speed
dot of velocity and right gives right speed
ik id need to set the current dialogue int to the correct line in the dialogue array depending on what button the player clicks, but im not sure what id need to do to do that, and also have the rest of my increment speech continue,
If that's correct, what do I do with this now ?
fill out your blend space with the poses where you want them
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
change the min/max of both axis to -1000,1000
Won't let me đ
you literally can't type -1000 there?
nope
any ideas on what i should do for this?
The problem is this is so basic logic
On button1 clicked - set int to 1
yea. i got that part.. but how do i then have the increment speech run again after setting the dialogue to continue the conversation.
How could anyone know without seeing your code ?
ive sent the code many times already
this has been ongoing for a few days atp of me asking
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.
how ab we dont talk down to me
Are you expecting other to scroll trough days of text messages now untill we find your code ?
lol
Well yeah, I was trying to see what the convo was about but after three clicks up I gave up
do i need to send again. im tired of repeating myself atp.
add that
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
ive said idk how many times im confused and trying to understand
i can make a thread
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 atđ
Yet you have to understand that people to this volunteerly in their free time, they aren't robots and won't always know what's going on w you
im aware. which is why ive asked multiple times.. attempted to understand what im coding.
no one said they are robots lmfao
I believe there are dialogue plugins that do all of this for you already
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
Would probably be a thousand times easier than fixing said code though
Hehe and if you want anything changed in the plugin you are fked if you dont even understand the basics ^^
Granted, but I just figured Iâd offer the option đ
exactly, thats tbe other reason i dont want to rely on a plugin
Sometimes you just have to scrap something and start from zero when it gets too unwieldy. Especially when you are still learning
literaly the only issue rn is the buttons. and setting the next line of dialogue based on which is clicked and having the increment speech function run again. bc if it does it will run normally bc the check to make the buttons appear is checking for a â?â in the dialogue line, if not continues
im aware. and have already w my other games. i dont rly have the time for that w this one like ive said
So you want branching dialogue trees? Where the dialogue can change based on the options the player provides?
If so, how are you storing the data for the dialogue?
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
in an array of strings, each line is in the array
So there's no data to indicate what line it should go to based on the option picked?
theres a int variable to tell which line is being spoken thats it. ive been stuck past this
That's possibly why you're struggling. Branching dialogue can be a data structure nightmare.
You'd need something to denote the options and what line/dialogue it should go too if picked.
If this isn't something you've already thought about, you may end up having to redo large portions of your code to accommodate it.
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
Potentially, possibly an array of ints though to denote each line that it could go to based on the option selected by the player.
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.
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
If it helps, the series has 6 episodes and the core system is the first 3 episodes totaling about 90 mins lol. The other parts are extras like audio, animations and saving
What is it that you want now exactly?
here you check for last index
Then you end dialogue
You want to display different text based on your answers ?
ive already said itđđđ 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
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 đ
I'm using the latest version of unreal.
Thats way too hard to explain you over discord
Thats as hard as a complete inventory
You need a tree
why. theres only two options
i mean ig. i just already have this working aside from questions. n have already soent this long on it
Async Load can only be placed in the main event graph. It can't be placed inside functions.
Latent nodes aren't available inside functions.
oh đ
just put it in the event graph đ¤ˇ
I'm surprised there is no non-latent version with callback available.
It would be a nice to have.
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
You can call a event that calls async load
from inside the function
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
And how can I use the loaded value in the function afterwards ? I dont really see how I can do it sorry đŹ
bc i already have it working to a point i dont really want to break
Save it as variable
So you'd need to have some data somewhere that would denote what line to go to based on the option picked. When the button is clicked, you'd then check the data.
A map of an int array could work. The key in the map would be the line, then the array in the map would have 2 (maybe more) entries for each line it would go to based on the selected option.
But the function will continue before the "completed" right ? How do I wait until it is loaded in the function ?
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.
Create 2 functions 1 up to async load and when thats done you call the second funct
You need to disconnect the calling from the effect. Call the initial function/event. Then on load completed call some other function event that will handle the loaded data.
this will sound dumb but i wna word it as simple as possible so i understand. if i do this can i keep the way i have the text coming up on screen. bc rn its coded to work like zelda text boxes like typewriter style. i want to keep that.
Can I use a macro maybe ? Because i need to return the loaded asset in the return node of the initially called function
you need a tree
Whats happening right now is this
you click e - next text appears
Question appears
Now you have 2 options
path 1 - yes - spawn dialogue chain 1
path 2 - no - spawn dialogue chain 2
Now these chains might break down even further depending on what you want
path 2 - another questions appears
Path 2.1 - yes - 2.1 chain
path2.2 - no - 2.2 chain
yea thats what im trying to do
just saying i need a tree. isnt rly explaining what im doing thođ
Try it i think it should take latent nodes?
But i think you cant call it from another bp
Because its too much to explain over text
This will take you hours, if youre fluid with bp's
The Macro will become latent. It's logically not possible to have an AsyncNode inside a Function.
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.
why? i cant just use the check i already have that pops up buttons when it detects a question. then set the line from there?
If you can, why don't you do that?
bc its all working to that point
Oh, ok. Thanks for the explanation. That's much clearer now, I will try to do my logic differently
bc i have been trying to figure it out.. for days.
If you want to hardcode each single dialogue then sure ...
yea. i do. theres only a specific amount of options they can speak like i said
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.
which is why im trying to add it to what i have thats already working
Then do that.
In terms of data structure, you'll need something like this. (as a simple example)
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.
i dont mind doing something like this, i dont rly wna restart this all or rely on a plugin.
im trying?
could u explain this a lil more. i slightly understand, but im a lil lost bc im new to using maps
So when the player chooses an option, you would find the current line of dialogue in the map, (if there's one in the map) then from the array it returns, get the line index it should go to based on the option selected.
I'll just leave this here in case you're interested.
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,...
Ok the most hacky garbage way you can do it
Add a enum, put all possible answers to questions in there
Before you select the next dialogue text you do a switch on that enum if enum == your answer continue from there
i looked at this. just didnt know how i can keep the typewriter style speech. plus i have it working up to detecting a question so i just wna kinda finish it instead of restart
You now have a hardcoded tree
Its not too difficult to add the typewriter effect. It's been discussed a few times on my personal discord lol.
It'll be similar to how you already handle it where you parse out each character and add each one to the text box with a small delay.
Hello everyone, Iâm relatively new to UE, Iâm trying to implement switching items in the characterâs hands, I have quite a few items and since Iâm trying to do it this way it doesnât look very good â to cobble together such a mess for a bunch of items. How is this implemented correctly? If itâs not difficult for you, at least give me a hint, please.
Does anyone know if there's a cast for an array of objects?
No, in C++ you can do something rather ugly, but in Blueprints you gotta loop.
I thought that might be the case. :/ Oh well.
i dont fully understand
Then there is no way how i can explain you anything even slightly more complexe
this is as simple as it gets
And im not saying this to beat down onto you
how does the switch on enum know what answer im selecting?
You either pull the text from your answer or you create a string variable manually and set it to the corresponding button
Which wont work if you have more than 1 question
Because there is display text in your answer
answer a - Yes i will do that
answer b - No i cant do that
but. theres two questions. and the responses from the npc arent always containing the words yes or no
It doesnt matter what they contain
then how does it know what question was asked. if theres multiple and they have their own answrs
You save whatever text you see in your ui as answer ...
what?
Your player can give 2 answers
Write down what these answers are for question 1
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 âyes i can do thisâ or â no i cantâ
So what are the answers for question 1
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
theres nothing the player can give?
Lord almighty XD
theres a yes button. and a no button
Well there is the problem
what
no. i have been saying thisđ
nothing has changed
theres two options
only two
per question. yes or no
hows that dynamicđ
Alright then save last answer as int 1 for yes 0 for no
before you do the next dialogue
? 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
- switch on int - if 1- continue from there
continue what from theređ the increment speech or setting the next line of dialogue based on the button clicked
you see exactly this is the proble m
its impossible to explain this to you
You are lacking absolute basics
why. im sitting here trying to understand
This is like asking how do i solve this super hard equation before you can even count to 10
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
put the switch on int in place of the check that looks for the â?â or along with it
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
Use the Auto-Rig Pro add-on for the rig and export through it as well, and everything will be fine.
i already have multiple skeletal meshes in the game, cant i just retarget by name? without that weird stuff?
I had the same problem â Blender works very poorly with Unreal's skeleton. I solve it by using the add-on from the start.
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
Does attaching a br lawn do anything at all? Get it to do that first
does anyone know how I can connect these?
I need to fix this error
I tried this tho
This doesn't work either
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?
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
wdym by "audio source"?
I cant seem to find anything audio related in the web browser widget component.
and idk about javascript.play()
thats one way to do it, but i would rather have it work for sites that i dont have backend access to
are you saying when you use the widget and goto like youtube its not playing sound ?
yeah thats exactly whats happening, best part is that when on youtube specifically the videos only play when the audio is muted, when it gets unmuted the video stops and wont let me play it
i already tried force playing it using javascript but it still wouldnt let me somehow
what version of unreal ?
5.5.4 seems to work fine
Ue5.6.1
is it just autplay ? or not playing at all ?
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
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
Don't rotate the item first
Just put it on the socket
Zero transform
didn't change a thing
i mean, no, i tried reseting everything, then i jsut gave some small transformation, bothing else
Hi question, if I wanna cast to PCG_component.... what targe tdoes pcg_component inherit from,?
you're attaching to the wrong socket, you only used the socket for transform in the blueprint, remove the transform from spawned item and attach it to the flintlock_socket
thanks, i will try this
how to cast to this thing here?
but what do you mean exactly by that, wich part
so what i need is to get the same socket from the attach
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
- The player moves at a constant speed along a singular axis (y, for example). this is like a playhead moving on a timeline.
- Attached to the player is a Trigger box that lines up with the screen size.
- Objects are placed stationary along the timeline axis at the x and z they should appear on screen at. They are hidden by default.
- 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.
- 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
I have a Camera Confines Box. Anyone know the difference between Get Box Extent vs Get Component Bounds --> Box Extent?
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?
I believe getting it from the compound bounds means it should have scale applied.
I can't remember if rotation plays a roll as well.
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
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.
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.
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)
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
I dont understand what you want to say
Do you have a complete beat-them-all style game blueprint so I can compare it with mine?
No, and even if i had that would not help you at all because everyone designs his systems differently
ok thx for anwser
I was thinking about UI as well- my only thought was that I donât know how I would stage the entire levels timing and position data in a way that would make making new levels simple. Perhaps I could convert the data from the physical environment to the players screen?
Just offer 1 single resolution then
1920 x 1080
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.
When I tested, the cars collide with each other and zigzag in a straight line. So I Want to Know how to fix the problem Cordially,
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
For the logic of avoiding collisions and overtaking, here is what I did :
How expensive is having so many trigger boxes? I always hesitate to put a bunch of them, especially on something moving. I donât know if thereâs any validity to that tho
It mostly depends on the number in my opinion.
Here's what I did regarding speed, braking, and steering:
Hi, I have a problem, the print appears in the Shipping Build version
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?
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?
built lighting data, not sure, but the level blueprint is an absolute yes, it's just an actor
Hmm technically i wouldnt even want to use the built lightning data in the editor, just package out the level /project with the old building lightning data
Bump :/
The short answer is that if you call that with the same seed, you will always get the same identical stream.
Most people get tripped up on this due to Blueprint's pure functionality calls though because of the way BP's execute their pure nodes.
So, hard to really answer without seeing your BP logic.
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 đ So I guess a pure node only gets called once per execution node, no matter how many pins are used?
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?
only got called once for this as well
Oh, interesting. đ
Well.
Good to know I guess.
I usually cache pure outputs anyway, if there any dynamic output.
I would have thought it'd be called 5 times
pure nodes are weird man
My brain only somewhat recently realized how bad/ crazy the pure parse functions are, when put into a for each loop. đ
500 array elements, each 1 loop needs to re-parse the 500 elements.
Casual server timeout. đ
So, 99% of dynamic pure node outputs, I cache, just in case.
haha pure node + loop is so sketchy 
You need to unify all your considerations into a single desired path
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
In most cases, pure nodes are called once per execution pin, even if you use the same output for multiple inputs. Loops or some macros being the exception of course.
You need to unify all your
Set text node
I can't find it
See 3rd pin from Cedric to understand pure node functionality
I don't mean the variable
Get a ref to the widget, drag from it
Drag the clicks in your graph
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
yeah, I don't know about that, text does not show up in the variables tab

I'm gonna use bind, unreal is weird
Really, that fast? Hmnn then gamedev will drive you insane very fast đ
Dont use binds they run on tick
fast? was like 40 minutes trying to figure that out 
disgusting
I know I know
is the text a variable ?
small game, but just wanted to know for the future
no
in your designer when you click your text on the top right (i think) is a checkbox that says Is Variable
XD
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
me too đĽ˛
that's gamedev in a nutshell. hours spent on a missing checkbox
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
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?
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.
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.
that is a setting isn't it? bp.BlamePrintString
a cvar to be specific
UKismetSystemLibrary::PrintString to see how it works
IDK what you mean. How does that pull the function name
I believe there is a blameprintstring 1 command you can run, to make print string output function name and shit.
Built in
Yeah
ok yeah it seems that its not exposed to blueprints
No
Im guessing that would need to get coded in
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
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
Gives you self, and previous function name.
only thing I got was this LogBlueprintUserMessages: [Experiments_C_17] Blueprint Object: /Game/EditorUtilities/Experiments my function name is Process HTTP Request
Should be an entry right under it.
nope
I get this:
Blueprint Function: ExecuteUbergraph_Buff_Armor_Type_Manager
Server: Added: Item: PrimalItem_WeaponSpear_Explosive_C_10 --- Equipped: false
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
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!
Re-open the whole editor.
Itâs checked on first file open, the cached.a
oh wow ok. I thought there is some trick to make it happen
im kinda new to unreal and I wanna know how hard would it be to make a minecraft block placing system
In a naive way, not too hard. In a performant way, probably nothing for a beginner.
Im intrested in learning
how would you go about doing this
it's pretty much just a 3D array, isn't it?
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".
The performance is a problem though. You can't start placing one Actor per Block :D
yes, rendering and storage are another topic
iirc there are talks about how they handled storage after they updated the chunk format
I doubt this is something for a beginner tbh
yea
what would you recommend for a beginner
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.
yeah i kinda thought that
And how do i do that
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.
https://dev.epicgames.com/community/learning/paths/0w/unreal-engine-beginplay
This is probably a good thing to fully read 5 times.
TY
Lol
Iâve never seen these before.
I thought the begin play section.
Was an entire video of how begin play worked internally or something. đ
I would be amazed if you can make an entire video about a function call.
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. đ
I mean, I guess BeginPlay could be worth a few words, but yeah.
I saw someone do something âsimilarâ, with a 40 minute video.
Not 1 function, more like 8
But, all 8 functions had perfectly logical and understandable names, and any inputs/ outputs were named well.
What happens when you start up your Unreal Engine game? This video is a guided tour of the Engine's initialization process: along the way, we'll glimpse the high-level structure of the Engine (modules, game instances, local players, and viewports) and we'll see how all the different parts of the Game Framework (game modes, game states, player co...
This maybe
Why does he claim unreal is open source
it started so well
What is the Print String Blueprint node in Unreal Engine 5 and how would we use it.
He explains many many nodes, really usefull as beginner
I doubt everyone really knows the difference. Shouldn't be stated in a video, but I can hand you a couple official tutorials that have caused more harm :D
Gorka tutorials ? đ
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
In the text line above the defaults you should be able to click o the next "open full view" or something like that.
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
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
Well you are using addunique. If your items have their own classes, like BP_Bow, two bows will have the same class. So you should use Add, not AddUnique in this case
oh your right, ill try that
That was the issue, easy misstake đ
Why wont this work? works for basically any other widget i have in there
Wont work for LootableWindow
What are the Gets connected to on the left?
Also try unchecking top level only
is valid worked better, thanks for the help tho
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:)
I would wager we are talking kilobytes, not megabytes, but have no proof
Oh sorry, that was a typo, 50KB, not MB
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 )
What A4 signifies?
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
A4 page of text = 1 kb of memory ( this is a very rough ballpark thing from ages ago )
Strange, can't find any A4 in my blueprint .uasset file. Will this method also count editor only data (graph, nodes, pins, etc)?
Right click -> Size Map, there's an option to view disc space and ram.
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 )
ĂĆ*Şøÿÿÿ` Ăľ ŸâšĂ¸ĂźJuËĂ|ÂŚ)½:81 ĂuĂĽ)'FÂŁĂ vĂÂĂŞĂ,# <Ă^7ĂťHäðâ Âľ~q*& R]ĂYHI2xYx¸âšĂŠÂ¸p ¡L[øJc$pÂż[âŹĂĂþà â `âOdÂŹĂĂÂŞĂĂĂŞ ÂŞ ÂĂ}iÂŤAOĂŚĂŹQJÂŞ(œ¡žw "ĂTĹžO&¨F!âĂâ´a, ä2ð Oâ°Âˇ~Ï¢JĂ˝6
It'll look like this. The answer is that the size can vary wildly depending on whats in the BP.
Totally forgot about that feature : )
Either option is valid, just depends on your game. I personally would start with A but if i find i'm repeating myself a lot, i'd probally look at creating a FuncLib.
Yeah thought it may repeat a lot due to it being a medium-large game so maybe a func lib would be good; thanks again P!
Yeah, I know about this option, but I'm not sure:
- Does it shows a size of class asset itself (not instances of that class)?
- Does it counts editor only data?
Its based on the class default object (CDO) for the given class.
As for editor only stuff in a BP only project I don't know. As far as I know this is only something you could handle in C++ anyway.
To create these driver profiles, do I rely on a data asset, a data table or a game instance to implement these different behaviors?
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
Your condition is "While Array Length >= 1"
And you never change the length of the array. Swap makes two elements swap places, same length.
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)
it's the last index of the array
should i set it with the array it self (the length)
Well yes, how else will it have the last index of the array
you're making a point
so i have to set last index with the length of the array
Yes. And use this last index in the comparison that is connected to the While Condition.
i think i understand now, thanks a lot
i tried again, sadly i'm still havin an infinit loop
What are you actually trying to do here?
it's jsut some practice for learning arrays
also length and last index are not the same thign
an array of length 5 has a last index of 4
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.
also no matter what this will always run forever. Your while condition is while A > B, and you decrement B
A will never not be > B
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.
i'm gonna try to understand all of this
This would work, except that theyâre setting last index to the length of the array every time, before the first branch. It needs to be done once outside of the loop, otherwise it will be infinite.
You sure about that?
Iâm struggling to see everything thatâs happening, bc of the size and the layout, but I think so.
Ok I was totally missing that the middle one was the while loop
Now the comparison is better but you removed setting the last index, so it will always have default value, no matter the length of the array. Have you done any programming/blueprint courses or smth?
so i still need to set last index with the length ?
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.
i see
Why am i getting these errors?
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_SlotAsUniformGridSlot_ReturnValue". Node: Add Child to Uniform Grid Graph: AddItem Function: Add Item
I think i'm doing it correctly: https://blueprintue.com/blueprint/foc2jcvn/
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?
Carefully consider whether you're fully protecting "Add Child To Uniform Grid Graph". Trace all the white wires.
I think this issue occurs when I add the first element, because at that moment there are no elements yet, and I'm trying to access an element in the grid panel
Yes, that was the problem. It's been fixed
your not altering the array and checking the length which never changes?
i see you swap
but this doesn't change the size
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?
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
Hm, or maybe you don't need the pawn actually. I guess I'll test it because now I'm curious
Pawn comes with a bunch of prebuilt functionality that you donât have to then do yourself. If you donât have a valid reason not to use it, no need to go reinventing the wheel
Well, apparently you can have no Pawn. You just need to set the view target for the player controller to some camera
Like a camera actor placed in the level
Inputs you handle through a controller
good to know, thank you both.
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
", 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);
}
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
smtg like this should do the trick
As I said, I can't use C++
why not ?
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
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
Not really ideal for what I'm doing tbh. Thought about it already
Well, maybe I can give it a try
Actually got it to work with a component lmao
nice !
What is this supposed to mean ? Seemingly, delays ignore new executions when there's already one in progress
Nvm just saw you already fixed your problem