#blueprint

1 messages · Page 357 of 1

indigo zenith
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so

crude dew
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The actual character has 0 logic

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I am guessing the controller is not possessing the character maybe ?

indigo zenith
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perhaps

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although input should work on controller

crude dew
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Ok well if i use OnPossessed and do a Print String (I have a character) it prints this out so it knows its possessed something

crimson briar
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I'm not sure about it but it is possible the completed pin fires right away depending on the trigger type. Add a print to completed to see if this happens

frosty heron
crude dew
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yes single player

crude dew
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I,ve not experienced this problem before. : S

indigo zenith
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hmm

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can u try set input mode game and ui

dark drum
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The enable input is the issue, you've connected the PC to both connections. You're saying, let the player controller recieve inputs from this player controller.

indigo zenith
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it might be blocked by this

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ah, ye correctr

crude dew
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Ok i changed the code to this and still nothing fires.

indigo zenith
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i see now

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set input mode game and ui

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try this

crude dew
indigo zenith
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crazy stuff

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lol

prime iron
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Is Begin play firing ? try printing something at the end of the begin play ig

crude dew
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I just seen Auto Receive Input was Disabled on the Controller so i changed to Auto Receive from Player 0

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Begin Play is firing. maybe i should do a IsValid on the SubSystem ?

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Hmm no idea atm XD

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LogWorld: Bringing up level for play took: 0.000856
LogPawn: Error: EnableInput can only be specified on a Pawn for its Controller
LogBlueprintUserMessages: [PC_TankController_C_0] I HAVE A CHARACTER
LogBlueprintUserMessages: [PC_TankController_C_0] BEGIN PLAY
LogBlueprintUserMessages: [PC_TankController_C_0] SUBSYSTEM IS VALID

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there is no Enable Input connected in the logic? :S

frosty heron
crude dew
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Gonna try restarting the engine.

frosty heron
prime iron
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Are you getting the BP_TankCharacter ?

crude dew
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It says BP_TankCharacter_0 from this code

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So i can only assume yes

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I placed a dummy keyboard event using the H key to print out something and it prints it out fine so why the EnhancedInputAction doesnt trigger i do not know.

dark drum
crude dew
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Done that and still nothing registereing on the EHActioon node.

prime iron
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Try this, see if the event is being called or not, i think it's better then Printing you can visualize it better maybe you are not able to set the movement speed for some reason and the code is breaking so you are not getting the print value after setting the movement speed

crude dew
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The controller shows its spawned and when watching the blueprint whilst pressing H i can see the KeyboardEvent trigger for the print, but the EnhancedAction AI_MoveBF does nothing.

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Ahh interesting.

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Im stupid .... I think i worked it out.

prime iron
crude dew
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Nope XD im lost.

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Spawned controller gets reference to controlled pawn in the world, but the spawned controller inside the blueprint doesnt appear to have a reference.

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and in begin play i say "Tell me if you cant find the reference so i know if cast faisl or isnt valid

dark drum
prime iron
crude dew
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I,ll do it this way then as Patty said

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everything seems to be working fine but this just never triggers and i have no idea why not , Keyboard events are working it doesnt fail to find the Subsystem and Input Actions are mapped to keys and put inside the Contxt Mappings.

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I think i,ll delete the project and redo it or just modify the top down template controller

prime iron
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Can you try this ? IDK how but it works in my code so it should in yours

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Now I'm lost i don't have any code which adds the input mapping : ( IDK how it's just this and it works

night jacinth
crude dew
lusty oak
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Is there a simple way to find all broken blueprints? I've recently done a pretty large redesign of some cpp classes and I know several blueprints are broken and instead of going through one by one, I'm wondering if there is a way to just immediately see a list of them all or something.

prime iron
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I think

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You should register the subsystem inside the Player controller and add the input mapping inside the character (Controlled pawn)

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Im also new so im not 100% sure

crude dew
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I,ll try that too.

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I am correct in thinking that to make a character movement component actor move forward you just adjust Set Max Walk Speed right you dont have to use AddMovementInput ?

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AddMovementInput is needed for Pawns only not Characters ye ?

prime iron
crude dew
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Thank you

limpid iris
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Hello, I'm making a silly game like angry bird for mobile, however i was following this TUT he used "Get Mouse Position on Viewport" nod but this dose not work on mobile.
what I'm trying to get is touch input location?? i really don't know what to do here.

crude dew
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I think the topdown template has a function which gets the position under the touch point you could take a look at that, btw that tut is 4 yrs old so a lot has changed since then 🙂

prime iron
crude dew
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I,ve never used touch in UE yet so dont know if this could help inside the Mapping Context, So you can get Touch 1 and then get the Hit Info from it

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@prime iron I decided to delete my project and try to redo it xD

limpid iris
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@prime iron @crude dew thanks guys will try it out

pine carbon
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I could make it look like anything you tell me I should. My issue is a lack of understanding the component in general, not an issue with behavior I am under the impression I understand.

trim matrix
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if i have two camera components added into a bp, one for the main interaction, then one to move into a location in levels to show a reward spawning. and i want to blend to one w one input and to the second on another input, but the only way ive been able to get set view with blend to work is getting a reference to self inside the bp. but thats not gonna work for the two cameras, how could i fix that?

last peak
trim matrix
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i did that, then it was blending to a weird location, found out it was getting a rotation set by accident, i just got it figured out now

knotty current
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Hi guys

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How do I make an interaction system that works with players interacting with other players

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Right now i have it so it works with actors in game

last peak
frosty heron
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if you don't know how to do that, just do single player first.

pine carbon
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Would anyone be willing to explain these settings to me like I was a moron?

faint pasture
knotty current
faint pasture
faint pasture
pine carbon
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Not enough to get what I want it to do! None of the axis, linear or angular, can get it to stop rotating with my freaking model on the Z axis.

sick sky
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Max speed is what is used to know how fast it moves from either of those

sick sky
last peak
sick sky
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Depends on their setup, for rewards i would go for sequencers

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Since its relative to a world actor

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Character doesnt need to constantly update a not used camera

last peak
last peak
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Ye adding a child actor comp to my player that is unsused most of the time really doesnt seem like a good idea

dusty loom
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i know this is uneral discord and i am sorry for this but does anbody here have iclone 8 i have problem with my animation

dusky cobalt
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Does anyone have any experience which one is better to use in general for managing which cursor should be displayed currently in game?

sick sky
pulsar monolith
prime iron
thorny forge
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Hey guys

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Anyone know why my hitboxes on actors don't detect anything after a certain distance away from the player?

last peak
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Guess at a certain distance they actors just despawn

faint pasture
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it's probably that the skeleton isn't animating when out of sight

thorny forge
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hey guys

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so

faint pasture
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There's a checkbox for that on the skeletal mesh

thorny forge
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I have a cannon and it fires a cannonball which is physics based

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if the ship is close it will hit and ship will sink

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if ship is far

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it the ball detects hit but ship doesn't

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and ship doesn't sink

faint pasture
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multiplayer?

thorny forge
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in the ship actor I'm using collision cubes

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no single player

faint pasture
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why does the ship care?

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the cannonball should tell the thing it hit that it got hit and that's the end of it, the thing that got hit then processes that

thorny forge
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well I told it if you are hit specifically by the cannon ball, play sound2D and burst into flames and sink

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it works if ship is close

faint pasture
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Make an event that does that.
Have the cannonball call that event on whatever ship it hits.

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assuming all you really care about is if the cannonball hits a ship, not if it hits various other things.

thorny forge
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it will hit other things too

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so i put hit detection from cannonball in the ship actor

faint pasture
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if not, then use Damage to do it. Cannonball does X damage to thing it hits, and that's the end of it.
Thing it hits takes that recieve damage event and does stuff based on it.

thorny forge
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I really don't think it'll make a difference if I tell the cannonball "if you hit this actor, then trigger this actors events"

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because then I'll need to put a lot of refs in the cannonball

faint pasture
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Cannonball:
Event Hit -> call Add Damage to ActorWeJustHit

Any old actor:
Event Recieve Damage -> do whatever

crimson briar
faint pasture
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damage is built into Actor itself, it's not an interface but is kinda like one. Use it for now.

thorny forge
faint pasture
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it doesn't care how the damage got there

thorny forge
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right but the hit should still detect

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and it's not

faint pasture
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no

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it doesn't matter

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cannonball detecting hit is enough

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anything else is just extra work for no reason

thorny forge
faint pasture
thorny forge
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how does this not detect from like 300 yards away, but it does from 50 yards

faint pasture
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No clue, probably depends on how the ship is doing the moving. Doesn't matter though, don't do it like this.

crimson briar
faint pasture
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In an FPS you'd never have the character sitting around checking for hits from bullets.
The bullet detects the hit, and tells the thing it hit that it just got blapped.

thorny forge
faint pasture
thorny forge
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ok so this wont kill performance if I have all refs to actors in my cannonball?

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and just tell my cannonball to tell the actor that it got hit?

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I thought I could just have hit detection on my ship

crimson briar
faint pasture
maiden helm
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maybe stupid question, I have an Oculus 2 and I am using the Game VR template from Unreal 5.3 I know they want to depricate the 'old' control mapping from project settings, but where I can add a function to other button from the oculus? I am looking inside VR pawn and I see there is a call for the tree line menu and I want to change to other button but I can't find the Y or B buttons anywere

thorny forge
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wait no don't do that

crimson briar
# thorny forge

As to this code - is the "IS HIT" printing when the ship is not sinking at a distance?

thorny forge
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is*

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so the ball detects hit

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but not the ship

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as soon as the ship comes within about 100 yards of me

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then suddenly hits work

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ship sinks

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and I get my 2d sound feedback to confirm

crimson briar
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It is possible that another thing was hit, not the component you detect hits on. But as stated above, it is not a great way of doing hits

thorny forge
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but at distance the cannonball just goes right through

crimson briar
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Distance may matter due to the arc of the shot

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But it is just a guess.

thorny forge
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the ship has a MASSIVE hitbox for testing

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ball just goes through every single hit box

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lol

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until it gets closer

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that capsule doesn't detect, it's just for the mesh

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hitboxes are in the actor

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I'll do it the other way as suggested

thorny forge
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first time doing guns

faint pasture
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The reason the ship doesn't detect hit is some movement setups don't detect hits if the hit didnt happend due to THEIR movement, among other various optimizations

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or a possible reason anyway

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just like how character doesn't try to depenetrate unless it has a movement input, it'll just get squished until you try to move if something moves into it

thorny forge
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ah right intersting

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brilliant good to know

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and I was thinking it was an optimisation thing

crimson briar
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Yup, this too, hits should be detected from the thing that is moving

thorny forge
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the projectile specifically yea?

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because the ship moves ofc

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on a spline

thorny forge
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awesome

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thank you

thorny forge
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There's a dropdown

maiden helm
# thorny forge give me a sec

is OK I figureout, thank you for the name clarification, on this template there seems to be a mix of input the old way and the new code, but I got it working, thanks

thorny forge
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add oculus touch here

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sweet

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have fun 🙂

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I too am making an oculus game right now haha

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in 5.3

last peak
thorny forge
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no I don't

last peak
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Weird

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level streaming ?

thorny forge
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no level streaming

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single map

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basic actors nothing special

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I'm just going through how to use damage systems properly atm

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see if it's that

cobalt bramble
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so im not much a BP guy, I made this dynamic decal from a tutorial and it works great but it sucks that everything is the same colour, is there a way to add a colour option in the BP graph the same way I have an index that shift between masks in the index?

maiden helm
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I have this bluepint code using VitoryBP to sabe objects location to the disk (text format), so far I have tested with a local address, such "C:\myproject\project1 "but now when I deploy the project it need to save on whatever folder the game is located I been testing path such " .\myproject\savedgames" but is not working, any ideas how to put a relative path?

thin panther
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Firstly why do you need this third party thing to save an object location.

Secondly, I'd recommend a more standard approach, like saving to appdata/roaming or something of that sort

maiden helm
thin panther
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OK, understandable

maiden helm
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this is not a game per se, it is a VR given to a one specific client to look around in VR make changes then collect that info

thin panther
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Saving information like that is done for more than just games, so I'd say it's still probably the best idea personally. Gives you a nice central path for everything

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BP file utils in any case should have some functions for getting various paths

pulsar monolith
maiden helm
pulsar monolith
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it has some functions like this

faint pasture
# cobalt bramble

Yes, one of the parameters should be a vector parameter thats used as tint

thorny forge
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I used the damage system you suggested, works fine but the hit still isn't working right

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basically, you can see the debug messaged in the top left for each thing. I made the cannonball home in on the ship so it literally can't miss. It has a HUGE sphere trace radius to detect it, then tracks it.

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As you can see it never hits until the ship is close, from there you can see the cannon ball always hit, make a sound, and cause the ship to sink despite me already connecting several cannonballs into it

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so there's something weird about collisions and distance

fallow needle
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What would the fastest way be to compare two arrays and getting the difference?

For example
Array 1) has 24,000 items
Array 2) has 23,100 items

I want to get the 900 different items as a new array

Right now i'm doing a foreach on array 1) and seeing if it contains in array 2) but this takes absurdly long lmao

hardy merlin
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You can use a Set

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Add all items in array 1 to the set. Remove all items in array 2 in the set. What remains is all items that were in A but not B

fallow needle
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Genius

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Thank you

hardy merlin
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Basic compsci

tired hollow
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What is the best way to generate items inside of desk drawers randomly?

normal furnace
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If I have a map of name : struct array, what is the most efficient way of adding or removing items from the array of a particular item? From what I've read, I need to effectively re-add the item again with a new array containing the new item? This seems like it would be really wasteful and inefficient for maps where the array is large?

tired hollow
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Can someone please tell me why my spot light is not rotating with my player on the pitch? It rotates with the yaw but not pitch

spark steppe
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it probably inherits that from it's parent component, and i kinda doubt that you really pitch your character

tired hollow
spark steppe
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idk, i'm just a "bunch of idiots"

tired hollow
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I'm sorry for last time

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That was meant for the people who kept on ignoring me

surreal peak
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That's more useful for two sets that have some elements shared of course. If each entry in the individual Set/Array is unique, then that's not needed.

fallow needle
surreal peak
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It's still rather expensive to loop the arrays for this. You might be able to figure out the difference already when adding the elements, saving you the looping stuff.

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"expensive" is of course a big word. It's not that many entries that you'd really notice it, but we are talking blueprints and it's worth thinking out of the box for some of these issues from time to time.

surreal peak
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Arrays have a GetRef method, which can be used to retrieve a reference to the exact element. If the element is a struct, you can use the SetMembers node on the reference, allowing to modify just some of the elements.
That does require the original array to already not be a copy though. So if you retrieve that from the Map, you might already be working with a copy.

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You could find the element for the name, store it in a local variable (knowing it's a copy), get the array from that (I assume the struct array is inside another struct cause you can't nest an Array directly in a Map in Blueprints iirc), and then use the GetRef stuff on that. Then when you are done modifying that array, you can call Add on the Map, passing in the same name and the local variable that should now be up-to-date.
I don't remember if maps had any functions that provide references in Blueprints.

In C++ this would be much easier.

last peak
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The struct will break

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You will spend a week debugging

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Go depressed and start drinking

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Your marriage will break down because of that

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And in 5 years your sitting at the aa and tell them how structs in bp's ruined your life

proud bridge
thorny sage
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Hey there!

I am currently using legacy camera shake for my characters head bobbing when walking, idling and running. Problem right now that i am facing is that i need these to have a smoother transition between one another and i am not sure of how i can accomplish this. Currentlt when i start or stop one the transition between each headbob is quite abrupt and snappy. Any way i can make it so it can smoothly transition?

here is the code im using

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I am pretty new to blueprints so i figured i would go here and seek help!

thorny sage
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What would be the best way to set this up?

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Havent used timelines much before 🙂

proud bridge
thorny sage
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Yeah haha for sure

proud bridge
# thorny sage Yeah haha for sure

Oh, u can also create a camera animation. Create a skeletal mesh, attach camera to this mesh, use a separate animation bp for the camera to control however u want. This is how ALS refactored does it, u can check it out!

thorny sage
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Oh hmm interesting

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Would that really be random tho?

proud bridge
thorny sage
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gotcha

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got an example of how this can be setup with the current blueprint i got? I assume i would change the camer shake scale value?

frosty heron
clever raptor
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Is there a way to have the ai perception system see through certain classes of character?

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Or should I be approaching large hordes of ai actors differently

crude dew
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For anyone who might have been trying to help me with an Input issue Enhanced Input not triggering I dont know if this is right or not but seems the issue was related to Value Type in the Input Action if I had it se tto Axis1D(float) it didnt trigger on any state (Triggered,Started etc. ) but if i change to Axis2D it triggers. Now im not sure as to why it refuses to trigger on the value type of Axis 1D(float) but is fine on Axis2D(Vector2D) I have no idea I only wanted to do a 1 or -1 on the X Axis which I thought I could use a 1D (One Directional) float to move back and forward but it seems I,ll have to use a Vector2D for this.

near wolf
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Hi guys, I am a 3D artist and one of my job tasks included developing a Spline BP that spawns meshes along the spline in UE 5.2 . What is the easiest way for me to do that? Again I am not a programmer etc, but a 3D Artist

crude dew
# near wolf Hi guys, I am a 3D artist and one of my job tasks included developing a Spline B...

https://www.youtube.com/watch?v=OdjvlvGRYRE There you go I followed this when I needed to do the exact thing.

Using Blueprint Splines to build out repetitive instances in a scene can save time and improve performance. In this Unreal Tips & Tricks video, we’ll cover Hierarchical Instanced StaticMesh Components as an efficient approach.

For more information on Blueprint Spline Components see the documentation and video:

https://docs.unrealengine.com/4...

▶ Play video
near wolf
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Also I guess I still need to learn the logic behind it, is this going to happen if I dont have blueprint/programming background

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or I need to force it into my head node by node

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I watch the tutorial, but i cannot understand why are some nodes used

thorny forge
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https://youtu.be/yqcmOfzkW7s
Hey guys,
I used the damage system you suggested, works fine but the hit still isn't working right
basically, you can see the debug messaged in the top left for each thing. I made the cannonball home in on the ship so it literally can't miss. It has a HUGE sphere trace radius to detect it, then tracks it.
As you can see it never hits until the ship is close, from there you can see the cannon ball always hit, make a sound, and cause the ship to sink despite me already connecting several cannonballs into it
so there's something weird about collisions and distance

cerulean sonnet
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simple question:
why doesnt my BPI Grapple execute on my thirdperson blueprint?
What do i need to select as target on the first one (if thats the issue), cuz i cant use Get All Actors Of Class for some reason

crimson briar
cerulean sonnet
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also Get All Actors Of Class isnt posible either

crimson briar
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You don't need to drag from the target, just right click in the graph and look for "GetPlayerCharacter"

last peak
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You need the node with (message) on it

crimson briar
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Oh, right, you are correct. I didn't even think about it lol

cerulean sonnet
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i have tried only an Output, and only an Input, but i cannot see a (message) anymore on either. Is my project just fkin bugged? legit nothing works

crimson briar
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When it is placed in the graph it should have a small icon in the top corner

cerulean sonnet
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this is what i have. i feel like its legit bugged?

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no (message) at all

crimson briar
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Hm, what version are you on? It looks like this on my end, but I dunno if they changed it
But you should choose the one that is under the group BPI_grapple_stats if this is the name of your interface

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The one under "Call Function" group means executing the interface function implementation on this actor as a normal function

cerulean sonnet
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what the fuck. i made a new blueprint Interface and now i DO have message. I think its extremely buggy.

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im on 5.6

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thx for ur time tho fr i appreciate it

crimson briar
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Yeah, maybe you brok something along the way. Happens sometimes

cerulean sonnet
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yeah i guess? but fk i have no idea lol

steady night
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hey, question,

if my time in the timelaps is (length 0,1) if i change the "face time(new time) " to 1,0 sec shouldent the length change to 1 second also then ?:/

prime iron
cerulean sonnet
last peak
# cerulean sonnet

probably because you implemented the interface in both blueprints, turn of context sensitive and it will show up

olive yarrow
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Dumb ass question here - for my character following a spline - do i need to multiply GetWorldDelta by the SpeedOnSpline to make the speed consistent across varying computers/hardware?

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and if so, should i be setting my delta seconds somewhere? I've a GameInstance i already use to carry over graphical options and other stuffs

last peak
#

Delta time is time from last frame to current frame

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always always use delta time instead of x amount every tick

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In gta there was this one mission where trevor had to draw a line of gasoline
And the entire logic was running on tick, each tick draw x amount of gasoline
The result was that when your frames were too high you could never pass this mission because the gasoline tank was drained too fast to draw the entire trail with it

robust viper
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Random question ; I had the tought of creating a simple apk in unreal that compares specs of real camera types. I'd be writing the database for the camera's myself. a simple ui would do the trick. I'd be writing this in BP. Any pointers where i'd start?

olive yarrow
# last peak yes

werd thanks, once i added a third input and added get world delta however my npc goes nowhere. Should i not have this on event tick to begin with?

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sorry, more complete image

olive yarrow
#

coming from my set positiononspline or coming from the returnvaluelocation?

last peak
#

What?

thorny forge
#

https://forums.unrealengine.com/t/why-isnt-my-hit-being-detected/2664414

Hey everyone, I've just about exhausted all my ideas and nothing anywhere on the internet is giving me any leads. My projectile just will not hit a very large collision capsule beyond a certain distance and I have no idea why

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it doens't make any sense

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I've put a lot of images and videos on there to show exactly

olive yarrow
last peak
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You execute it

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on update you put your set world transform

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in the timeline you create a new alpha track, value 0 - 1
Set Length of the track to 1s
Distance = Alpha * SplineLength
Feed Distance into get transform At Distance Along Spline
Plug the returned Location and Rotation into SetWorldTransform

olive yarrow
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yasss thank you

last peak
#

If you wat to change the speed you can set the play rate of the timeline

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Timelines already run on delta time so it doesnt matter what the frame rate is it will be the same speed on any hardware

thorny forge
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last post

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It's really stupid but not really tbh, just something to look out for

prime iron
# cerulean sonnet just for ur info, it was legit just bugged. idk if its a 5.6 thing, but after re...

Interfaces are bugged as hell, IDK its just 5.6 thing... but I had this interface with Enum as an Output and if I change anything in the Enum the whole Interface breaks I have to manually go and refresh every blueprint where I'm implementing that interface node, that also didn't solve the issue when trying to ship the game, I had to remove and add new value inside my Enum, and the best part is, game works fine until you try to build it!! you get errors when trying to ship the game and it's literal hell, so if you get any errors while shipping you might as well check interfaces yeah : ) I hate it now, wasted like 2 days...

obtuse kiln
#

On earlier versions, I've had interfaces just decided to freak out and suddenly all my interface events on a bunch of classes get turned into custom events with names like <Interface Event Name>_1, which always meant spending hours fixing that all over the place. Happened more than once.

I try to avoid them as much as possible now out of paranoia.

lost hemlock
#

Hi guys I have a question

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my "how many days have passed" function & variable kinda fails

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it works by calculating the time of the day, Idk if it could be related to me speeding the time dilation x40 times faster and therefore causing issues with it

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my sleep for example also speeds up global time dillation of the game

#

so my question is, can i do that in a way that it calculates the days passed based on the sun movement?

#

I have a sun which is the default directional light and it rotates around earth continuously, can i use a collision somewhere far away from the level to collide with that sun to generate the accurate number and timing of day and days passed & therefore let the player know how many days he has survived etc.?

#

Every full 360° rotation of your sun's Yaw = 1 full day passed.

#

so I thought before of using the level blueprint which has a tick that rotates the directional light around every tick

#

but someone here adviced me not to use that the last time I asked them so I listened to them but now I decided kinda wanna switch back to hard-coding this with the rotation caclulation somehow maybe instead of caclulating the time which is kinda inacurate right now

autumn sorrel
#

Does anybody know a good way to create a mobile aiming widget?
Something like aiming abilities in wild rift/brawlstars or other top down games.
I'm trying to capture the position where the widget was clicked and make that a pivot for aiming but am not able to get it to work.
I also can't seem to find any good references for this being done.
Would love a hint if anyone has done this before

trim crag
#

anyone know what this is before the branch and how to call it?

normal furnace
#

If I have a struct array, is there any way to modify how "Add Unique" works without access to C++? The first field in the struct is a GUID and it's unique in every add, but "Add Unique" is still often failing with a -1 return because other data in the struct is the same. Any way around this?

faint pasture
#

just pick one

thorny forge
#

I think it just has a projectile movement component

#

I'll check tomorrow

#

Thanks for pointing that put

#

Out*

faint pasture
thorny forge
#

I just test in first person when I don't need to play as the VR player

faint pasture
#

either use physics or projectile movement

#

I'd say physics

#

Firing a cannonball = spawn the thing, set its velocity, let it fly as physics directs

thorny forge
#

Once the ball hits, the projectile component is deactivated

faint pasture
#

I mean you do you but I wouldn't mix the two

thorny forge
faint pasture
#

if it can be formulated as some function that applies a force, impulse, or direct set of velocity you can do it

#

skiiing, homing, hovering, tires, whatever

thorny forge
#

Right, ok that's great. I'll probably need to work out a new system for it

#

Thanks

ebon olive
#

WARNING: DO NOT COPY PASTE from the blueprint graph nodes to Unreal ANIMATION blueprint, it will crash!

rich prairie
#

Hello everyone. How much does it impact performance, if any, if this is set to dynamic instead of modifiers only?

astral summit
#

Google Play is asking for 12 testers for the app, so I need your help guys

surreal peak
surreal peak
zinc swift
#

How “bad” is it to have some logic in a widget blueprint?

In the widget, I get the attributes (such as “Health” and “MaxHealth”) from the owner's GamePlayAbility system to control my life bar.

Some YouTube videos say “no logic in the widget blueprint,” while other “renowned” tutorial creators put simple logic in the widget blueprints.

crimson briar
#

In general no logic is better - widgets should only handle displaying stuff and themselves

#

But it is not like a hard rule. It is just a separation of concern thing

dusky meadow
#

Hi I have an issue with my item and inventory system. The way my items are set up is as data assets which inherit from a hierarchy of primary data assets which each contain necessary data for that type of item. For my inventory I want to use the data asset as a template from which to create objects which will then be stored in the inventory rather than storing the data asset. How would I go about doing this ?

frosty heron
#

create an instance of the object where the properties is set from data assets.

frosty heron
dusky meadow
#

how do i do that ?

frosty heron
#

You want object, so create Object is the node.

dusky meadow
#

what node ?

frosty heron
#

do you know what objects are?

#

UObject?

crimson briar
# zinc swift How “bad” is it to have some logic in a widget blueprint? In the widget, I get ...

Also another thing about logic in widgets - you can create an inventory widget that will have the grid, all of the fancy stuff etc. And you have logic about passing the inventory form the widget to the player inside of it. But then you realize you need an inventory for the chest in the game... so you would need to remake the entire grid you already have in a separate widget, to make basically the same thing.
But if you made the grid inventory be universal and connected to what it does with funcitions/events, you can ealsy reause it.

I think this sort of coupling is good to avoid in widgets.

dusky meadow
#

yes i know

frosty heron
#

ok so what's the issue right now?

#

If you want UObject for your inventory then just instantiate one when you need one.

dusky meadow
#

but how do i instantiate one

frosty heron
#

Create Object is the node to instantiate an object.

#

define your item class, then just make an instance of it.

dusky meadow
#

when i create it it doesnt allow me to run any functions from it

frosty heron
#

why are you making Primary Data assets

dusky meadow
#

because only primary data assrts show up when using that node

frosty heron
#

You have to create your Item class

dusky meadow
#

this doesnt show up

frosty heron
#

and why would you want to use that?

#

U create a class derived from Uobject.
That Object can take from any data assets to set it's properties.

dusky meadow
#

because as i have been saying i want to use that as a template eg create DA_ironSword then i cn later modifier variables in gameplay

frosty heron
#

Data assets is just used to set default values.

dusky meadow
#

i know that how do i set that up in uobject blueprint

oblique smelt
#

Any chance someone could help me?

I'm a bit of a UE Blueprints scrub but i'm learning.

I've made an Inventory System but currently trying to build a combining system like Resident Evil. I'm just building the "select" function so I can select multiple slots and then trigger combining. When selecting my first slot its firing that i'm selecting slot 2 which is basically none because it never selected a first slot.

Here is the start of my logic. Anyone see something immediately dumb?

frosty heron
#

ItemBase : Item Potion.

Create Item Potion -> Get DA_Potion -> Set Potion members value to w/e you want from the DA_Potion.

#

now you have UObject ItemPotion that has it's default values set from a data asset.
Throw that to your inventory component or w/e you like.

prime iron
#

little more context will be helpful here ig... can barely see anything from one blueprint

oblique smelt
#

Yeah its hard to know what to share because the entire system is spread across a bunch of things like InventoryUI and InventorySlot + functions

Error I get is: Blueprint Runtime Error: "Accessed None trying to read property SelectedSlot2". Node: SetSelected Graph: OnSlotSelected Function: On Slot Selected Blueprint: WBP_InventoryUI

#

I think the issue is my selected slot is valid immediately so its just defaulting to slot2 tbh.. but i'm sus of my own skills haha

prime iron
#

So when you are selecting the first slot, in "OnSlotSelected" function you are getting value of second slot which is none right ?

prime iron
#

so where you calling the function ? passing the value ?

dusky meadow
oblique smelt
#

but i've not clicked anything when i open it so for some reason its firing like I have already

dusky meadow
#

Okay and if i make each uobject for each category of item a child of one item base i can create an array/map of that and store all of the m in it ?

frosty heron
#

yes

#

Your inventory compoenent Item list can be of type ItemBase

#

and w/e Item you make should derive from ItemBase

dusky meadow
#

Okay thank you for helping

prime iron
oblique smelt
frosty heron
#

@oblique smelt If you haven't learn array, you should.

oblique smelt
#

I removed the selected slot references to itself but the issue is still occuring so I don't think that actually did anything other than be useless haha

prime iron
oblique smelt
#

LOL ok great call

#

i completely forgot to set them

prime iron
#

Wait no, let's say you already have reference somewhere else and now trynna check if they are same or not... in that case

prime iron
oblique smelt
#

Created the variables but they're just null

oblique smelt
last peak
oblique smelt
#

Journey of a Blueprints Noob

frosty heron
#

everyone starts from somewhere

prime iron
oblique smelt
#

Still isn't working but I can see i need to figure out what values to even set

last peak
#

A inventory is hard

#

Thats not a beginner task at all

prime iron
oblique smelt
#

I know - but my ADHD allows me to slam my head against a wall until it breaks so its the best way to learn 😛

prime iron
#

Its scary

crimson briar
#

If I would be in a position to give advice to beginners, "don't start with a game with an inventory" would 100% be there lol.
I feel like this makes people spend too much time on a thing that isn't really the core of most games

oblique smelt
#

I've been in the industry for about 13 years in QA so i'm not UNFAMILIAR but I just haven't smashed BP systems too much. This is my like 4th attempt at making a game so I've done a lot of interactions/triggers/combat/ai stuff (however janky). I'm mainly trying to push the boat out to understand MORE about Blueprints

#

It's funny because its so complicated and i'm tackling so many things that I forgot to build my OnSlotSelected function haha

#

Which is ironically called here:

frosty heron
#

Your inventory logic should be handled in the inventory component.

#

Why does the widget has bHasItem? It should ask the inventory component if it has item or not.

#

You want your inventory to work even when the widget is destroyed or closed.

oblique smelt
#

its asking if the slot has an item in it so I can't click empty nodes

#

which is what I want really

frosty heron
#

yeah and those shouldn't be in the widget

#

widget job is to visualize a component or state

#

your inventory component should hold the data. E.g Grid, list of items, etc.

oblique smelt
#

hmmm food for thought on how i built this then

#

thanks for the tips/help!

oblique thistle
#

does skipping ai controller / "add movement input" and implementing logic directly in actor tick etc. make sense if i do not care about network replication (because game is singleplayer) etc?

last peak
#

For the items

#

Thats the most convinient way

#

And like cold Summer wrote
You have a inventory component > you handle your entire logic in here
All the widget does is,, it pulls the informations out of your component and populates the widget with it
Nothing else

#

The widget is only responsible for visual representation

#

If you pick up a item in the world
You put that item into a array in your inventory component

#

The widget open - now reads that arrays and says ahaa
Array index 0 is apple so it displays the apple 2d image in its first inventory slot
If you make the items u objects you can store all informations like 2d image, item name and whateveer else you want directly on the item object
So all you have to do in your widget is
cast to player - get inventory comp- get item array- get index 0 - get item image- set first invetory slot to that image

oblique smelt
#

i'll do some deep diving

shut tinsel
#

Hi, I'm using EnhancedInput. Is there no way to get which key was actually pressed within the mappings (I have several) of an input mapping context via the EnhancedInputAction event? The action value is a simple boolean, and I tried calling Query Keys Mapped to Action but the keys array is set to 0. This has to be the wrong way of doing this.

crimson briar
#

Well the point of enhanced input and similar systems is to not care about the buttons when programming actions. What you want goes against this.

#

Make two actions with different inputs, both actions leading to the same code

near wolf
#

I am watching some tutorials but I cannot understand why a certain node is placed there. I'm trying to make it make sense

#

how do you deal with that

next hollow
#

Learn?
I mean, I honestly don't know how else to answer it.
So many things you just sorta know/ figure out over time.
Not everything is found out in a tutorial sadly, and not all tutoraials go in-depth.
Some just show you how to do stuff, and thats it, don't actually try to "teach"

near wolf
#

I need to learn how to make this blueprint for a test task

#

but when it doesn't make sense what a node does, I cannot remember it

shut tinsel
near wolf
#

is there a way or a resource that can show visually what a node does?

next hollow
crimson briar
#

Also you can install a thing with the engine that let's you open the C++ implementation of every node so you can read how it was made

sick girder
near wolf
#

so I made this BP following a tutorial

#

it's a spline and the mesh follows the rotation of the spline

#

but for example how can I make it change the forward axis? I hope you get it what I mean

#

for example I want all of them to be rotated sideways?

#

like this

#

but here I just changed to 90 degrees in the transform node and disabled the function

#

or how to make these traffic lights point to the inside

lunar sleet
near wolf
lunar sleet
#

Same thing, you just do it dynamically with set rotation

near wolf
#

I don't understand how to do it combining with the current nodes that I have

lunar sleet
near wolf
#

this is what I have atm

sick girder
#

Not sure if this will actually work for you, but I had UE open so figured it would be better to make a visual suggestion

near wolf
#

The thing is that I already have a function plugged into the rotation pin of the make transform node, I follow a tutorial

#

and I think this doesn't make the traffic lights point to the inner side of the spline

pulsar monolith
# near wolf and I think this doesn't make the traffic lights point to the inner side of the ...

I prefer that you follow a different tutorial, because there's a better way to handle spline PCG
for example this video
https://www.youtube.com/watch?v=I2E6OLhXRTk

Hey everyone,

In this video we will look at create a blueprint to helping making pipes and fence easier to place within your game by using a spline system to automate the process.

Shout out to @RyanLaley for his video on the topic, helped me out big time.
https://www.youtube.com/watch?v=eKIiWa19EMI

Social:
Check out my streams on Twitch: h...

▶ Play video
#

it has this node

#

and this option

last peak
#

After a while you see that certain things are always done in the same few ways
THe more you do it the more you will memorize

I will never forget the day when i created my first a bit more advanced ai without the help of a single tutorial or even google

last peak
#

He explains many nodes in detail

#

If you set breakpoints on your nodes you can go node by node trough your code in realtime to understand whats going on
This is SUPER usefeull tp understand blueprints better

shut tinsel
sick girder
gentle urchin
#

I feel really dumb atm... Anything new regarding destroy actor / Set Liifespan ?

#

I can't seem to destroy an actor i've spawned ..

#

the nodes are hit when i breakpoint them, yet noo dice

#

ohh shit

#

think i found it ...

#

forgetting Super::BeginPlay();

haughty shale
#

HELP please ! I made a poisson disk sampling function in blueprints to generate seeds to help base my levels paths off of. But depending on the grid size I’ll get infinite loop detected crashes.

This is just one algorithm I plan to use but I have several other plans to follow this for path design and enemy placement etc…

Are there ways to stagger the process? So each tick or second or whatever the algorithm loops do there thing incrementally so the system doesn’t get overwhelmed or triggered infinite loops being detected?

I don’t even really know what to search for to look for help. So any advice helps!! Thank you

trim matrix
#

if i have a bp w a media player and media source variables inside it. and i want the video to play inside a widget when the player overlaps the bp, how can i get the video to play? ive used open source and the play node off event construct in the widget. but the video just stays a static texture

crimson briar
#

You may need to save some intermediate variables, but it shouldn't be impossible to do

#

Buuut, I would first look into why the infinite looping is happening and check if it can be improved/changed

slate hound
#

what's the difference between "Resolve Soft Reference" vs "Load Asset Blocking"?

next hollow
#

IIRC.
Resolve is get if loaded, and load causes a big stutter, and force loads the asset, or gets it if already loaded

winter pebble
#

Can anyone tell me why this is working to make my actor float up and down? I'd expect the input for the sin node to be a position along the sin wave and thus need to be plugged into the timeline to output a different value over time but it appears the input for the sin node is a frequency multiplier? Does the sin node have it's own ticking?

slate hound
next hollow
#

Only a get

#

Since, for something like a does class == class, you don't need to load the asset.
If its not loaded, then it can't possible be that class, and if its loaded then you can compare.

pulsar osprey
#

i always forget with bp.
if i have a c++ USTRUCT with UPROPERTYs and non reflected properties, if i copy that struct in bp, do the non reflected properties get copied as well?

next hollow
#

Copy works fine.
But, any make/ break will of course lose the data.
That’s why it’s good to use “set members”

sharp harbor
#

Hello, good day. I have turn in place animations and they work, but when I add a leg ik, this happens. The same thing happens in the control rig. Why is this happening? How can I solve it?

dusky cobalt
haughty shale
lunar sleet
#

But infinite loop warning usually fires for other reasons way before you hit that limit

pulsar monolith
# sharp harbor Hello, good day. I have turn in place animations and they work, but when I add a...

this video might be helpful
https://www.youtube.com/watch?v=O5OWg4OpVM4

Hello guys, in this quick and simple tutorial we are going to continue with my UE5 RPG Tutorial Series in Unreal Engine 5!
↪️Just opened my Discord Server, join NOW: https://bit.ly/GorkaGamesYouTubeDiscordServer

➡️Whole Series: https://www.youtube.com/watch?v=FNTyIWkv5k8&list=PLiSlOaRBfgkcPAhYpGps16PT_9f28amXi

👉Awesome Unreal Engine...

▶ Play video
sage lagoon
#

https://forums.unrealengine.com/t/simultaneously-assigning-brushes-to-multiple-images-on-a-widget/2662546/2

After taking some steps back, I decided to work with arrays to make the coding less messy and complicated. The forum link above shows I have, so far. Well, in one function. Now I want to assign a number between 1 and 13 to each card button for the time being, then assign a brush to an image which will be in a separate array later. What would you recommend I do next?

next hollow
#

I mean.
I'm glad your getting somewhere that isn't no-where (ask backward sounding as that is)

You say you wanna use arrays, but then like fake use arrays. 😛

But, for your new thing.
You'd just have an array of the possible images, and just do a get on it, and done.

sage lagoon
#

I can see what you're getting at. I do have a bunch of images that I can put into an array. As for the buttons, each one is to have both a randomizer (so the program picks which card to assign) and a card number (to pick the number and suit; for example, 1 for Ace and 13 for King). Previously, I would...wait. I just remembered.

#

Er, hold on. I'm getting things mixed up. The reason I would have the program assign numbers to each card when the program starts is so that it would know what image should appear for each card clicked on.

next hollow
#

Correct

sage lagoon
#

I did consider doing a card assignment function and an image one for each individual variable, but that would be too time-consuming and complicated, I thought. So I was trying to find a way that was less time-consuming and less messy.

#

And after each button is clicked and the image revealed, a float integer representing the card's value would be added to a total representing the player's hand.

next hollow
#

I think you severely miss-understand some things UE can do.
Given you say a card assignment function can get too messy, and too time consuming

sage lagoon
#

I have been using Unreal Engine for at least two years. This is just something I haven't dabbled into yet.

#

Not much, anyway. I did do UI-based puzzles as part of a playable demo I spent those years on.

#

But they weren't quite like this.

#

Anyway, I didn't think to mention this, but the 16 card buttons are just for an easy-level mode. I plan to make maps with higher levels that play 5 x 5, 6 x 6 and possibly 7 x 7 if the space allows. Which was also why I considered making arrays for the button variables as well as images.

#

Though @next hollow I do owe you an apology for earlier.

next hollow
#

For what?

sage lagoon
#

For the way I acted, a few days ago.

next hollow
#

I don't remember you acting badly?
But, ok. 😛

sharp harbor
sage lagoon
#

Anyway, @next hollow , were you saying I should make an array for the images but not the buttons?

next hollow
#

You should make an array of both.
But, your current method, just sorta half uses arrays, in a bootleg way.

Since, each card should have a number it is, and they just get from the image array

sage lagoon
#

Oh, and the buttons are all in one widget. And yeah, I feel like I'm missing something.

next hollow
#

Yeah, idk what happened to your at least previous setup, from the other day or whatever.
It may not have been the best, but it at least got like 50% better of the way there. 😛

frosty heron
#

You said it your self, some maps offer different grid or rule.

next hollow
#

Didn't dynamically construct them, and I think there just individual button widgets, not a full on seperate widget for number, and randomizer vars

frosty heron
#

Don't drop the buttons to the grid manually.
Create them dynamically, register each element (button or what not) to the array as it's created.

next hollow
#

He at least had it 50% there yesterday (sperate full widgets, but not automated in an array (was manually copy/ pasting create widget -> ref)

sage lagoon
frosty heron
#

you create it at run time (game time).

#

so their size is not fixed, you spawn them as needed.

next hollow
#

You had this last time, idk what happened to it. lol

frosty heron
#

e.g if you want 30 cards, then you spawn 30 card buttons.
You want 16 cards, then you spawn 16 card buttons.

#

and this only possible if you know how to use array. Since you said you didn't use array previously then yeah, your code would be one giant mess that at best only work with fixed size.

next hollow
#

Yeah, with some super basic math, you can just tell it to make 40 cards, and it'll be 5 on each row, sorta deal.
All automated, and no cursed button array manually made, like in your BPs

sage lagoon
#

Okay then. I'll just have to recreate the card button then duplicate it 15 times for the "Easy Level" map. Then I'll make more for upper levels. Probably up to 49 (7 x 7) if the canvas border allows when oriented for mobile screens.

frosty heron
#

No....

next hollow
#

Yeah, no

frosty heron
#

that's the worse possible way of doing it.

#

your game will not be scaleable.

next hollow
#

You make it once, and the code spawn it for you 15 times, 99 times, whatever

sage lagoon
#

You mean get the code to replicate the same card widget?

next hollow
#

Yes

#

Make the card once, and spawn it 50 times.
Done

sage lagoon
#

I see. What node to I use to replicate that widget?

frosty heron
#

Create a function to spawn the cards. The input parameter would be the number of cards you want to spawn.

#

In the function, For Loop -> Construct Widget Card -> Add to Card List Array.

#

that's it.

sage lagoon
#

Huh. I didn't realize a For Loop could work with widgets, too. Will I have to promote each Construct Widget to a variable?

frosty heron
#

Push it to an array

#

so yes a variable with array as it's type.

#

For loop is just execution that run X number of times.

#

Why wouldn't it work in widgets or anywhere for that matter?

sage lagoon
#

The thought didn't occur to me.

frosty heron
#

These elements are not painfully placed manually one by one.

I have data table where my cosmetics are contained.
The widget just spawn one button for every cosmetic.
So if I have 85 cosmetics. 85 buttons will be spawned.

sage lagoon
#

Hm...do you have an example for the BP that I can follow?

frosty heron
sage lagoon
#

I meant a screenshot, but okay. Let me give it a shot.

frosty heron
#

Give it a go, just try it on your end.

#

instead of jumping to your system, I recommend just creating empty widget, with a container. Then spawn X number of images in that container.

#

once you can do that, then you can move on.

sage lagoon
#

Oh yeah. And I do all this on the graph for the widget, too, right?

frosty heron
#

depend on your game I suppose

#

but for now just do it in the widget graph

sage lagoon
#

Okay. I'll have to go back some steps, too.

sage lagoon
#

Okay. Here's what I have, so far.

#

@frosty heron

faint pasture
#

What I'm seeing here should just move at some constant rate

crimson briar
# haughty shale Thank you so much. Are you suggesting that it’s way more likely that the desig...

In most cases yes, if you get an infinite loop, it is likely due to a problem/error with the design. But not always, sometimes you just need a very long loop.
I don't remember the exact limit but I think blueprint limit is way smaller - due to blueprints being made with an idea to be a safer working space than pure C++. C++ has way less guardrails. You should be able to google the limits though.
Also if you are running close to the blueprint loop limit - you could consider moving the logic to C++ anyway. Since blueprint overhead on loops at this scale starts to be noticeable

frosty heron
#

starting from the function.

sage lagoon
frosty heron
#

you have a parent widget that contains a container. The container can be an overlay widget, a grid widget, horizontal/veritcal box or anything that you require to stack your cards.

#

In this parent widget, you can handle the logic of spawning the card and pushing it to your container.

digital lantern
#

Hello, I'm currently working on a TowerDefense and I'm really confused as to how I handle actor dependencies. Currently I spawn all my Managers via GameMode, except that now, when I cast my GameMode, it takes with it all its dependencies, well that's normally, it's not a big deal given that my managers are loaded all the time but, my managers have refs too, for example EnemyManager has a ref to EnemyMaster, except that EnemyMaster is never loaded continuously, I do it Spawn at moment and at times I don't have one for at least 10 to 15 minutes. Is there a "magic" doc that explains concretely and correctly how to do it please? Because it doesn't seem OK to me to cast a class that is not continuously loaded

frosty heron
# digital lantern Hello, I'm currently working on a TowerDefense and I'm really confused as to how...

Soft pointers to object / class.

https://www.youtube.com/watch?v=K0ENnLV19Cw

This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.

Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET

DISCUSSION THREAD
https://forum...

▶ Play video
#

if you need to dig deeper then Asset Managers

eager thicket
#

Is it possible to run a "set timer by event" but have it be async? or not?

#

I'm also curious about if "set timer by event" can cause a major hitch or not (2-3 second pause)

gentle urchin
#

not really

#

but what you do on the timer could cause the hitch

#

but the timer itself is not at blame

#

also an event triggered by a timer is "async"

#

as it happens some time in the future

crimson briar
#

I think async in this context means the code executes outside of the normal execution order - aka in a separate process. And the timer is not that, the engine checks periodically if the timer is up to be triggered after it was registered

gentle urchin
#

yeah no, its on the game thread still

#

as most things in bp will be

#

easiest thing in bp if you want to avoid hitches on large functions is to frame slice it

#

there are multithread plugins but it's not really straightforward to use imo

tropic peak
#

@dark drum I was searching for your youtube channel so I put in "pattym" in google, click on videos and it wasn't unreal engine, it wasn't even safe for work, in fact don't do what I did 😆

frosty heron
#

You know, you can just click his profile 👀

#
tropic peak
#

I oculd

#

I didn't expect a google surprise at this time of day though

dark drum
gentle urchin
#

poor fellah still waiting for an answer

frosty heron
#

"I followed two other inventory tutorial"
rip

gentle urchin
#

"before finding yours, and im really happy with your approach 😄 "

frosty heron
#

Doing inventory tutorial my self atm. But Inventory is such a project based concept imo.
I will have to tune this to my need once I'm done.

gentle urchin
#

is it ?

#

I'd kinda argue its one of the more generic concepts

#

especially if you go for the lyra approach ?

#

(altho i keep making new ones every damn time lol)

frosty heron
#

Yeah, I suppose. It's just the one I'm following is made for spatial inventory.

#

but yeah I guess it can be generic.

#

with instanced structs and tags, to make this more modular.

gentle urchin
#

Its just an item definition of some sort, and possibly an instancing thing for meta data related to a specific instance

#

e.g. swords durability or extra stats etcetc

sick girder
#

Hello, I was wondering if anyone messed around with the Mover plugin in 5.6 and knows if it's possible to create a Shared Settings Blueprint Class.

#

And how to use movement modifiers

cursive path
#

When i use on mouse button down drag mouse conflic with mouse click how to make different between i hold mouse for time like 0.1 second to drag or to click if less than 0.1

gentle urchin
#

use a timer

#

or create your own timer

#

or check vs hold time from the Enhanced input system

cursive path
maiden wadi
#

It shouldn't conflict. You have to move your mouse a certain distance before drag kicks in.

#

Conflict with the click sounds like wrong return or something more than DetectDragIfPressed.

dark drum
dark drum
#

I'd say there are a couple of base approaches you can go for though so picking the right one for your project can be important.

dark drum
gentle urchin
dark drum
#

I still have around 40 hours of video left to edit for another series where I rebuild someone's inventory system. That's from about 3 months ago. 😅

gentle urchin
#

Ouch 😂

#

Glad i never touched tutorial production 😆

frosty heron
#

I don't know if youtube is viable income source, have you look into udemy?

#

pretty sure some of the dev is making half a million at least.

gentle urchin
#

Whaaaat

#

No way

#

Unless they put in like 2000 hours of work 😅

frosty heron
#

actually millions.

#

33,308 Lets say the course is 30 dollars each. May be more from what i recall.

#

that's 900k?

#

and he has another courses which is as popular.

gentle urchin
#

Damn

#

That would be enough to fund my game project 😂

frosty heron
#

@gentle urchin

#

🤑

#

90 australian dollars, damn. That's like 70ish USD?

#

ofc a lot of people get it on discount but still good money.

gentle urchin
#

Even at 14cad thats monitas

#

Dunno what share they get tho

frosty heron
#

not sure but platform cut normally 25%

gentle urchin
#

Guess ive been missing out

#

Assuming i could create such desirable tutorials in the first place

frosty heron
#

You can! Content is for beginners tbh.

digital lantern
frosty heron
#

even steam 25% is already insanely high.

digital lantern
#

But if users go through your promo code or link, the platform takes 3%, it's really important to have a community and then go to Udemy and redirect your community with your links/promo code

gentle urchin
#

Daaaamm thats a cut alright

winter pebble
steep sand
#

Hello everyone, I'm new to Unreal Engine 5.6 and I wanted to create a forward/backward movement but I have a problem when I move backward the camera shakes and as you can see in the video my character turns to always move backward in the same direction can you help me understand?

eager thicket
#

I understand the Core component will rotate and move around in world space, but does the parent above do the same?

Basically, I want to attach a blueprint component to this object, but I want to make sure that component doesn't change movement depending on the parent its attached to.

Hopefully I made sense.

steep sand
#

in my BP_Player the camera is attached to the springArm and what I don't understand is when I move forward with W there is no problem with the camera or direction but moving backward with S there is the problem

spiral meadow
frosty heron
#

Anyone got the algorithm to drag widget like how we would drag a window in an application?

spiral meadow
#

Hey Guys, I want to ask which is better a blueprint actor spawning using spawn actor node or directly using that static mesh under the mesh of the character to get the socket and then directly weld it by the name inside character bp to use it's socket like equipable things like crowbar, shotgun or flashlight

#

Here, i got the problem

winter pebble
frosty heron
#

that sounds like a plan

winter pebble
#

Good luck! 👍

spiral meadow
#

this is inside the collapsed graph

little helm
#

Plugin is not packaged in build.. How to resolve it ?

little helm
pulsar monolith
# spiral meadow Hey Guys, I want to ask which is better a blueprint actor spawning using spawn a...

I'm thinking the same thing, wondering which approach is better. I'm watching this video where they use 'Soft Object Reference' with Async Load Asset, which is also important for better memory management
https://www.youtube.com/watch?v=K0ENnLV19Cw

This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.

Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET

DISCUSSION THREAD
https://forum...

▶ Play video
winter pebble
#

Sorry didn't see that had already been answered. Hopefully you fixed it 독사!

winter talon
#

I have playerbase class with slide montage play logic, but there is no mesh & animbp class assign , but child class has mesh & animbp class assign
how can I play montages on Base Char Class
is there way to make slide logic Correct ?

vast frost
#

Calling play anim montage on the parent should work, if the child can play it. The better way would be to run the montage on the child - so maybe create a function on the parent, then inherit the function on the child, and play it from there. Use the parent node to run the sound and effects.

#

Slide (parent) > Do effects
Slide (child) > call parent > play montage > delay montage end > EndSlide

Or something like that

winter talon
#

@vast frost

#

still it is not working instead of Functino, i have used parent event in child class

#

and one more thing my character is running continuesly

vast frost
#

Sounds like this is going to take a deeper dive than a screenshot or simple logic. You'll have to either upload your project somewhere or give us a bigger example of what you're doing start to finish.

I gotta take my son to the doc so I can't help more currently :/

winter talon
#

NP

steep sand
steep sand
winter pebble
dark drum
winter pebble
steep sand
spiral meadow
dark drum
spiral meadow
#

I tried it but didn't working, and If i just go for simple it's just use set visibility node, and static mesh with animations, but I think it's just go more simple but makes codes deep which I think affects performance

still sand
frosty heron
still sand
frosty heron
#

and I thought steam 25% is already a robbery.

still sand
gentle urchin
north lynx
#

Hi everyone!
Need some help with optimal way to make one mechanic.
What I'm trying to achieve is that when a player is near some Corn Stalks (blueprints) I want them to rotate facing the player.
Problem?
There are about a 1000-1500 of them and optimization is clearly crying for help.

These are plane surfaces with texture, and I've verified that's not the problem. I need to find another way to do this instead of Event Tick which eats up all the resources.

eager thicket
#

is this a decent way to achieve this result? (it's basically a seperate camera actor that follows the location of an actor)

#

wondering if it works and is performant

gentle urchin
#

Crossing exec paths like that is bad practice

winter pebble
queen vault
#

Having some issue with AI. For some reason, it works perfectly in editor mode, but when I export my game, it stops working. The only AI that works is the bottom half NPC movement and not the top half of the map. I have my nav mesh covering the entire level. Here is the the waypoint code and where the waypoints are in the level (they all can be reached by the NPC.)

#

And yes, it's placed in world or spawned

queen vault
#

Ok I was able to fix it. In my project settings under runtime generation, it was set to static instead of dynamic. Now it works when set to dynamic.

frosty heron
gentle urchin
#

Frame sliceing

frosty heron
#

How does frame slicing works I wonder, surely not just wait a single frame right? because that won't help with the hitch.

#

I guess doing something over a period of time?

gentle urchin
#

1 x work spread across multiple frames

frosty heron
#

I never done anything like that so I am going by guts.
But won't lets say loading 1000 actors with blocking load in a single frame
and
loading 250 actors per frame for 4 frames.

Would there be any significant difference? Won't the hitch happen anyway?
And in the case of ticks, won't the fps get butchered either way?

gentle urchin
#

Definetly a large difference

#

And id your pc cant handle 250 per frame

#

Reduce it to 100

#

50

#

20

frosty heron
#

👍

gentle urchin
#

Assuming thats ok for what you're doing

#

The same would go for something like brain tick

#

You want to even out the work

frosty heron
gentle urchin
#

So instead of 100% load on 1 frame, and 20 % on the next 3, you might get 50% over all 4 frames

north lynx
#

Maybe I need to find another way to make it happen

#

Thank you all for trying to help ^^

gentle urchin
#

You want 1000-1500 corns to face the player ?

#

Sounds like a billboard trick would be handy

#

You can easily do this by material aswell

#

And offload to gpu as cold sais

north lynx
thin panther
#

A billboard is just a rendering term for a flat plane that always rotates to face the camera

faint pasture
#

pawn sets the value on their tick

#

corn stalk mat modifies the mesh during their render

#

like wind, but just bending towards the pawn

#

what do you mean by "face the player" though, is it some sort of movement or are you just trying to face the camera at all times?

sage lagoon
slender dagger
#

can anyone help me figure out why the second timer just isn't firing at all? I've tried to see if the timer handle is valid and it never is, even after the node itself is breakpointed

#

the timer in it is 0.1 for now, but I've tried with 0 as well and the timer just never starts

#

the bottom one is fine, just for some reason the one on the right isn't working

sage lagoon
#

Can we see what the second timer on the right is connected to, please?

slender dagger
#

it's a bunch of firing code. It works fine when it's called on the left of the image. The cropped part is just dealing damage and updating the ammo

#

Does the exact same thing if I were to use the ongoing/triggered pins

gentle urchin
#

what value has FireRate?

#

normally you do 1 / FireRate

#

as firerate is normally bullets per second

#

atleast when i make it lol

faint pasture
#

You have only 2 things to care about to support semi and full auto guns.
The time between shots, and whether or not holding down the trigger keeps shooting

slender dagger
gentle urchin
#

0 is not a valid timer value

#

0.1 is

#

are you sure its triggered at all ?

#

breakpointed it?

#

got something canceling it prematurely ?

slender dagger
#

I've breakpointed it and it does stop. There's a print string after the variable is set that couldn't have been fired if it wasn't the case as well. I tried putting a number like 500 in and then printing the time elapsed but it never printed anything other than 0

lofty rapids
slender dagger
lofty rapids
#

put a print string off the valid

#

make sure it's printing

gentle urchin
#

(also, the reset timer should use the same fireRate as full auto)

lofty rapids
#

which would mean the rest doesn't run

gentle urchin
#

then the breakpoint wouldnt hit

lofty rapids
#

oh it hits on the set timer ?

gentle urchin
#

allegedly

lofty rapids
#

hmm

#

idk

sage lagoon
#

And you tested this step by step, right? By using breakpoints and Print Strings? Anything that appears on the screen to make sure the program functions correctly? I assume you did, but I wanted to make sure because that's what I do.

faint pasture
#

FireButtonDown -> bTriggerPulled = true -> call TryFire
FireButtonUp -> bTriggerPulled = false

TryFire -> if bTriggerPulled & bCanFire -> Fire the gun -> bCanFire = false -> delay -> bCanFire = true -> if bFullyAutomatic -> call TryFire

Get it to work like that, then translate it to a timer

Either way you have 2 boolean states, whether or not you WANT to fire, and whether or not you CAN
The timer is what resets that you CAN fire, and the input is what drives if you want to.

slender dagger
sage lagoon
lofty rapids
slender dagger
faint pasture
#

then something is changing that value

slender dagger
#

The default value is 0.1

There's a data table I have that sets the value when initialised. I'm working in the weapon base class atm

gentle urchin
#

invalid table entry would give 0

#

unless you've specifically set the default value for the struct to != 0 aswell,

slender dagger
#

lmao I realise why it went wrong

#

My dumbass forgot to actually fill the values in so it was setting it to 0.0

gentle urchin
#

Progress has been made

#

well done mates

slender dagger
#

I love unreal sometimes but damn that was rough

gentle urchin
#

i dare say this is one of the 'easier' ones

#

my beginplay headache last night is the type that leaves me drained for ideas

#

who'd know that forgetting to call Super::Beginplay would make the item unable to be destroyed ?

#

Makes sense if you walk up Beginplay, but man ... i'd never consider checking it at all

slender dagger
# gentle urchin i dare say this is one of the 'easier' ones

yeah I've come to notice if I end up spending more than 4 hours on something (not just the issue in this case but the whole system itself) it's probably because I've missed something really basic.

The hardest thing I had to debug from recent memory was when I was doing something and had to breakpoint every instance in a foreach loop to realise even if it's broken it still goes down the completed chain

gentle urchin
#

Currently working on a Pickupclass and i feel like I'm walking in loops .. Does it make sense for the PickupClass to have an ItemDefinition which it used to create an Iteminstance, which the inventory-system then tosses around ? The ItemInstance also keeps a pointer to the definition ofcourse..

frigid quartz
#

Hi everyone! I have a question about latent nodes. When you have a recursion in latent event, does it keep something like a stack trace? If I'll do something like in the picture, will I eventually get OOM?

static charm
#

I have done similar. From what I remember it's usually fine, but more so depends on what exactly you're doing in your code.

#

Very easy to "accidentally" write some code that crashes or grows memory.

#

And might depend on UE engine version

sage lagoon
#

@frosty heron Also, I do have a separate widget for the UI the displays an HUD with statistics like the player’s score, the target goal and eventually a timer on the screen too. Not to mention the level map. I could call multiple instances of the same card widget from either, maybe.

sick sky
#

And as is the code shouldn't cause any issues because under the hood its a timer

#

For clarity and sanity i would use a timer and not a delay for this

faint pasture
hardy forge
#

Recently we had to switch from using character to using a pawn, and most things are identical, however, theres a 'Launch Character' Node that no longer works because the pawn. Is there another node that can be used in place of the launch? or will I have to just add impulse at location?

faint pasture
hardy forge
#

I think its using a Character Motion Component

faint pasture
#

ok it's an HHMoverComponent named Character Motion Component, that's incredibly confusing

#

you need to use whatever HHMoverComponent gives you for launching

#

if it gives you nothing, you'll have to make it

hardy forge
#

Ok, so this will have to be done in C++?

faint pasture
#

idk, who made HHMoverComponent?

hardy forge
#

Our programmers. I know BP scripting, but not C++

faint pasture
#

You'll have to ask them what they have that is analogous to LaunchCharacter

hardy forge
#

Ok, I thought i wouldve been able to do it within BP, thank you for your help

faint pasture
#

You probably can but you guys are off in your own world makign your own movement component, which we don't have any clue about.

#

You have made your own CMC with its own stuff, gotta see what it gives you and request a launch if it doesn't give you one

#

if it gives you a set velocity then that can do it

hardy forge
#

Okay, awesome. Ill try that, and if not, i can reach out for a custom event be made. Thank you

knotty scarab
#

Hey yall, I'm using the UBlueprintTypeConversions::ConvertArrayType function to make my AActor array into an UObject array
I know it sounds cursed, but the only reason I'm doing this is for grabbing info about the object.

I know I could Loop through the array and cast each element itself and make a new UObject Array out of that, but then I've found this function and it feels simpler.

The only issue is that I'm somehow exposing it wrong? I haven't changed anything inside the DECLARE_FUNCTION, because it seems to be able to handle every FArrayProperty.

    UFUNCTION(BlueprintPure, CustomThunk, meta = (DisplayName = "Convert Array Type", CompactNodeTitle = "Convert", ArrayParm = "InArray", ArrayTypeDependentParams = "ReturnValue", BlueprintThreadSafe), Category = "Utilities|Conversion")
    static ENGINE_API TArray<int> ConvertArrayType(const TArray<int>& InArray);
    DECLARE_FUNCTION(execConvertArrayType);

The only official use I've seen is going from TArray<float> --> TArray<double> (and sometimes back)

My Question is, what would I need to change in order to use the node how its supposed to be?

fleet prism
#

Is there any specific node that I need to make it so where if I press left click once I can hold the object then click it again to drop it? Instead of having to hold left click

knotty scarab
hardy merlin
fleet prism
#

I figured it out

thin panther
#

You'll have better luck getting help there 🙂

knotty scarab
queen vault
#

I'm trying to make an arrow that tracks an array (delivery points in the level). It's suppose to find the nearest delivery point nerby and then track it with an arrow which shows on screen. The problem I'm having is that whenever I make it to that location and it goes away from the array list, then it doesn't automatically track the next delivery location it still stays on the last location. Here is my code for the function. It happens on tick event (the nodes inside the comment is when the for each loop is completed)

#

This is the code for the delivery location when reaching it there that it removes that location from the array list. Am I doing something wrong?

#

The length of the array does actually go down (like from 3 delivery points to 2 delivery point) but the arrow doesn't move onto the next closest delivery location

warm hare
#

Hi I have a scene where the ball rolls into view a few seconds after the scene starts (it is a menu level). I am unsure how to make the ball roll. I thought adding impulse would help.

faint pasture
#

Zoom out a bit bud

#

also show what happens after removing the point from the array

faint pasture
#

not very fast

#

not even

#

you're basically barely tapping the ball

#

turn on vel change and multiply forward vector x somefloat unless 1 cm/s is how fast you want to boop the thing

warm hare
faint pasture
#

NewVelocity = OldVelocity + Impulse/Mass

#

and those velocities are in cm/sec in Unreal

queen vault
warm hare
warm hare
#

350

maiden wadi
#

Add ten zeros to that and see if it moves.

queen vault
#

Ok don't know why but I got it fixed, after removing the delivery point from the array, I just set the closest delivery point variable to nothing and now it works.

warm hare
maiden wadi
warm hare
maiden wadi
#

Force on tick rather than single impulse.

frosty heron
#

Does anyone have pointer on as how to make a moveable widget window?

#

the kind you can drag, (optionally resize)

maiden wadi
# frosty heron Does anyone have pointer on as how to make a moveable widget window?

Leaving for the night, so can't explain entirely. But you can do both with DragDrop operations easily. The movement one is actually covered in Wes Bunn's livetraining thing for Drag Drop stuff. The resize is pretty much the same, except that instead of moving the widget on a canvas like the viewport other other, you're resizing it based on starting and current mouse location.

frosty heron
inland walrus
#

Anyone know why my navmesh works in editor but not when packaged?

sage lagoon
#

...If I can.

frosty heron
#

you are still trying to do your system

#

I suggested to keep it simple

#

make a container widget

#

then spawn your cards in it

#

if you can do that then you can integrate the idea to what you are currently doing

sage lagoon
#

Oh. I didn't quite understand what you meant. By spawning, you mean I should put in:

For Loop -> Construct Widget Card -> Add to Card List Array.

...on the card widget and after Event Construct?

#

I'm really not so sure about this, but...

#

And this is on the BP for the Card Button widget.

frosty heron
#

yeh but make a function instead, with input parametre like number of cards to spawn.
This way you can just call Spawn 4 cards in Map A or Spawn 12 cards in Map B.

sage lagoon
#

Oh right. I'll try that.

sage lagoon
next hollow
#

Change it to your tap 21 card type.

sand shore
#

wait it seems there's some confusion

#

you shouldn't be adding to the same array you're looping over

next hollow
#

Oh, didn't even see that

#

Yeah. lol

#

Use a generic for loop, so you can staticly choose the start and end

sage lagoon
#

Without anything attached to Array?

next hollow
#

Wrong function

#

for loop, not a for each loop like you currently have

sage lagoon
#

This one?

next hollow
#

Yeah

sage lagoon
#

So the Index numbers on the left indicate how many times the sequence must be done, right?

#

Like this?

next hollow
#

Yes

frosty heron
#

Add an input parameter

#

for the 4th time

#

hard coding magic number isn't the way to go. You said it your self, you want some map to spawn X number of cards and the other Y number of cards.

sage lagoon
#

To make new rows, in other words?

#

In this case, a total of four.

frosty heron
#

to have the data you need to construct the cards as you required.

frosty heron
# sage lagoon In this case, a total of four.

I'm trying to get you to understand as to why you want to have input parametres instead hard coding the size.
Hard coding the function means, it will only work for that size, so you are still back to making your project not scaleable.

#

your FUNCTION should work, with 12 cards or 150 cards.

sage lagoon
#

I know this won't make things any better, but I'm sorry if I'm annoying you. By input parameter, you mean the Index number on the For Loop node?

proud magnet
#

Can anyone give any advice about making a system like this?
https://forums.unrealengine.com/t/pinning-a-photo-mesh-to-a-clothesline/2665046

frosty heron
static charm
#

can also drag a blueprint wire from the Last Index and release the wire ontop the purple node

sage lagoon
#

Oh. I forgot I could do that.

frosty heron
#

first index should be 0

sage lagoon
#

Oh right. Because 0 represents the first item in an array.

static charm
#

Not to confuse, but with blueprint for loops, you are allowed to put any number you want lol. It's just that will be first number it supplies to the Index output on the right side of the node.

#

and the last index needs to be the same or higher number than the first index

#

@proud magnet i would simply the goal/idea for attaching the paper to the line

sage lagoon
#

So, here's what I'm aiming for: I want this function to make a 4x4 grid of a total of 16 cards.

#

@static charm

proud magnet
static charm
#

sorry yes typo

sage lagoon
#

But then, I was given a suggestion to use input parameters to set the size.

frosty heron
#

then make a function that takes in rows and columns

#

also using input param

static charm
#

if it's always going to be square grid, one input is fine.

proud magnet
# static charm sorry yes typo

Okay, i mean my original idea was to have two sockets on the line that would attach to the two sockets on the paper. How would I make that even simpler?

static charm
#

You can use direction of the line/actor and single socket in the middle top of the paper, then just attach the paper to the same orientation/direction as the line.

sage lagoon
#

@static charm Which it will. For the level map I have right now, there will be 16 in a 4x4 grid. In upper-difficulty levels, I intend to put in 25 in a 5x5 grid; 36 in a 6x6 grid; and possibly 49 in a 7x7 grid if the canvas border allows.

proud magnet
sage lagoon
frosty heron
#

Try brushing up on some videos covering functions.

#

know what inputs and output does

sage lagoon
#

Good idea. Although I did make a playable demo in Unreal Engine, this is one thing I haven't done yet.

static charm
#

it can be something like, get forward vector of the line, then rotate the paper/socket to that vector, then attach the socket to the nearest point on the line

proud magnet
#

i appreciate the help Ill definitely start experimenting

static charm
#

can also just cheat if the line is always pointing and rotated to the same degrees. then you don't need to do any rotation/vector math.

sage lagoon
#

I don't have anything in the newer SetRowsandColumns function yet, but here is what I have, with which to invoke that function so far.

proud magnet
sage lagoon
#

...Though maybe I should put that branch in after Add to indicate when it's time to finish the sequence.

#

Instead of after Complted

#

*Completed

#

Though the Index automatically adds by one every time a sequence finishes, doesn't it?

fleet prism
#

So I was following a tutorial on how to make objectives and then when it came to the point of actually testing it when I added my objective text in and play tested it, it works but the desired text dose not appear. I'm not sure why I copied it exactly as he showed and its working fine except for this one thing. anyone have any idea on why

sage lagoon
#

Okay, so here's what I have now. Note that the Print Strings are there to make sure the sequence repeats until the Last Index number is met.

#

So should I add each array item to the viewport after this loop and in the function that replicates cards by row and column?

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I just realized I'll have to make the card button smaller, too. Also, how will the program to know where to put each replicated button?

gentle urchin
crimson briar
# sage lagoon So should I add each array item to the viewport after this loop and in the funct...

I didn't follow the entire discussion but usually when adding many elements you create a container for them, and add the element to that container, not to the viewport (the widget with the container should already be in the viewport).
And the container is configured how to handle children. FE a horizontal box will put them all next to eachother. A uniform grid can be configured how many rows/columns it has and each new child will be put into a grid slot.

sage lagoon
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@crimson briar What I'm trying to do is have this widget replicate itself in a 4x4 grid.

gentle urchin
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So uniform grid then

sage lagoon
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Yes.

gentle urchin
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Replicate is not a widget term

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Atleast not in its actual sense