#blueprint

1 messages ยท Page 362 of 1

tropic torrent
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adriel I got one last question LMAO

faint pasture
tropic torrent
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what do I put in the parent ability so it references children abilities /// if that's done in the parent character, how do I do that

faint pasture
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abilities exist at the level of the parent

tropic torrent
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so I don't make the abilities as children?

faint pasture
#

oh yeah you just override start and stop in children

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the same way your begin play was overriding begin play

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ParentAbility
Start -> does nothing
Stop -> does nothing

ChildAbility
Start -> ???
Stop -> ????

tropic torrent
#

ah, +function, Start Ability?

faint pasture
#

just right click in the event graph and type start or stop

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you'll find it

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exact same way you do any other event

tropic torrent
#

ye

faint pasture
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just you don't need to add a parent call as the parent version of it does nothing

tropic torrent
#

and leave the parent empty

faint pasture
#

ye

tropic torrent
#

parent only exists to have Start and Stop

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ty

faint pasture
#

you might eventually want stuff in parent like ticking down Cooldown or whatever but baby steps

tropic torrent
#

dude that's awesome I can make full ability stuff

tropic torrent
#

but ic what you mean

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My dash would be connected to a parent dash in this same way

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Since dash abilities exist

faint pasture
#

but all spells would tick over and reduce CurrentCooldown the same way

tropic torrent
#

and then I'd add the Parent: Start Ability
Under parent, have the dash
under the ability, the bonus effect

tropic torrent
faint pasture
#

I wouldn't go too crazy with subclassing but yeah that's the idea

#

I wouldn't go like:
Ability
Dash
SomeDashVariant
probably not

tropic torrent
#

ye, different parent for each ability 'type' since wizard of Legend has them separate

faint pasture
#

I'd just go like:
Ability
DashA
DashB
Fireball
IceBlast

tropic torrent
#

WoL has a Melee, a Dash, and you can pick 2-4 normal things

faint pasture
#

sure yeah you can use a subclass as a sort of category

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that way you can restrict the slot by class

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only allow subclasses of Melee in the MeleeClass slot

tropic torrent
#

I'd do
Melee Abilities
Melee ability option 1
2
Etc
Dash Abilities
"
Normal Abilities
"

faint pasture
#

sure that's not too bad

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I just wouldn't put too much functionality at the intermediate levels, I'd put it all in base if you can and just use the category level as a sort of tag

pulsar geode
#

i thought the diagram made it clear but ill create it in 3d.
visually, the model will always appear to face the same direction, but it leans towards a different actor.
in this case it is leaning towards the location of the donut while always facing the same direction

tropic torrent
#

how do I do having multiple abilities, just make an additional purple and blue variable?

#

wait yeah

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๐Ÿฆ†

faint pasture
#

You could use arrays but just make them individual if you know the max amount of slots

tropic torrent
#

So I have it on F to do abilities

faint pasture
#

M1, M2, SpaceBar, etc

tropic torrent
#

connect an ai AND keyboard to the start ability to make it work on enemies?

#

from an ST

faint pasture
tropic torrent
#

Imma just use Do AI Combo Attack as my example

faint pasture
tropic torrent
#

Ahhhh I need to call the ST tree on this lmaooo

#

how do I add the ST to the parent- or is this a sign to duplicate the enemy thing first and not the player?

faint pasture
#

I'd recommend just having 1 character class right now, put everything in it

tropic torrent
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Yes

faint pasture
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make it work with ai and player driven

tropic torrent
#

Going to do that for sure

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Have to move the existing ones into it

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no need remaking the AI right now if it exists already

faint pasture
#

that'll cook up the rotation that will have it roll all the way over

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then you need to limit the delta from default to that and apply it

tropic torrent
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hmmmm

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how do I add this dang state tree

pulsar geode
#

so you're saying its Forward is always

tropic torrent
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Ah, I need to change the actor context in state tree?

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It won't let me ๐Ÿ™

paper smelt
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I know this is a mess lol but why is the remove index not registering? its not removing anything...

tropic torrent
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Is it because it's set to 0?

paper smelt
#

No arrays start at 0

tropic torrent
#

If no arrays start at 0, what's it removing

paper smelt
#

No no you misunderstand. its my fault for not adding a , Arrays do start at 0

tropic torrent
#

ye, I'm asking if you have to change the 0 since it starts at that, just curious

paper smelt
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No I don't as im trying to remove the first thing on there and for arrays the first thing is 0

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think of it like a list

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that starts at 0

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for some reason

tropic torrent
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ahh

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ty for explaining

paper smelt
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Np, I figured you were new

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Arrays are very confusing at first lol

tropic torrent
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Definitely

pulsar geode
# faint pasture MakeRotationFromXZ is the key here

got it working. in the end it was find look at rotation of actor A to B, then break rotator and set X and Y to 0, then get right vector of that rotator, then plug it in to rotator from axis and angle and pick your angle, then break rotator and set Z to 0, then plug all that into a set world rotation for actor A

marble tusk
paper smelt
elfin hazel
#

Manipulating arrays in structures has been problematic in the past, can't remember if that was something that is fixed.
You could try making a local variable that holds the array and see if that part works.
If it does, you could try the node "set member" for the struct and select just the mesh array, then plug in the local array that you changed.
If that works, then it is likely that arrays can not be manipulated directly in a struct.
It's a bit of a mess especially for a beginner.
But your blueprint logic looks weird, that the first loop only executes the rest on completion. Meaning only the last member of that first array will be operated on.

paper smelt
faint pasture
# paper smelt

in plain English what is this rat's nest supposed to be doing here?

paper smelt
#

Its supposed to be a building system

faint pasture
#

I see it's called TryUseResource, so what are the paths this logic can take.

paper smelt
#

How do you mean?

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If you would like I can record a video showing what is does

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the code mostly works

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I just cant get rid of the array elements

faint pasture
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just explain it

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This function gets an actor, and does XXXXXXXXXXXXXXXXXXXXX

paper smelt
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It gets an actor (That has a stack size) and sets a bunch of meshes materials that are in the mesh array to be a build material

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but I cant get rid of the meshes in the array that I already changed the material of

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and thats the issue

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cuz if one object has the stack size of 5

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it will turn 5 meshes to have the right material

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but after that If I have another actor and the stack size is 1 it wont look like it did anything cuz it changes array element 0 for that thing again

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I do this in construction script

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I would just use a integer to add the value to the for loop but the problem with that is this system has the ability to add multiple different objects as its a building system

faint pasture
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I still have no clue what you're on about

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show a clip

paper smelt
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Lol

faint pasture
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Like, what small mechanic is this meant to do here. Convert an actor to its visual building mode representation?

paper smelt
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Told ya a video would be better

tropic torrent
#

I'm back able to formally ask my question-

elfin hazel
#

I still suspect it's a problem of the engine, where it just won't let you manipulate an array of a struct, or it could be that it is an array of a struct of an array.
Make a new struct that has just an array member. It could be just an int array, set it to have 2 members. Now in blueprint make a variable of that struct type, remove one of the indices and see if that works. If it doesn't, there's the Set Member node, see if that works.
Then change your variable to be an array and try until you get it working. Then you know what is required for the editor to do what you want.

tropic torrent
#

The default combat enemy references a state tree and has this Custom Event on its event graph
How do I put events from state trees on my event graphs?

paper smelt
frosty heron
#

?

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there's no issue with manipulating arrays or arrays of structs.

elfin hazel
paper smelt
frosty heron
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I have remove elements from arrays, no problem here.

elfin hazel
frosty heron
#

one thing to watch out for when removing elements in a loop is that people don't use reverse for loop.

paper smelt
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Well yes thats not an issue. this array is in a struct though

frosty heron
frosty heron
paper smelt
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It seems to be for me

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cuz its not setting

frosty heron
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well I can't even read your code, nor I understand your intend.

paper smelt
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The video should show you what I mean

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Ill clean up the code right quick

frosty heron
#

absolutely not, all I see is just a rock that went into an abyss and nothing happend.

paper smelt
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Lol

frosty heron
#

it's easier if you just write in plain english like Adrian says and explain what you want to do.

paper smelt
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The rock has a stack value on it

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the first one is 4

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it sets the the first 4 material indexes material

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that works

frosty heron
#

which rock? the one on the ground? or the one you throwing?

paper smelt
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but the seccond rock I threw had a value of one

paper smelt
cedar sleet
# paper smelt

i get its halloween but man dont be posting stuff that scary

paper smelt
#

The seccond rock I threw had a value of one and did not visibly change any mesh as the index did not get removed

paper smelt
#

Trying to find a solution

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That makes it somewhat easier to understand

elfin hazel
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Makes me wonder if "Set material" is even called. Have you verified that?

paper smelt
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It does

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The issue is the array not removing

elfin hazel
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I guess i'd start troubleshooting that by printing the array lengths. What's the length of the mesh array, before you try to remove from it? What's the length after. If it did remove, what's the length of the mesh array of index 0 of the build pieces.
I see you're trying there at the end, but that prints after you have nuked your original array.

paper smelt
#

Yeah that's what im doing now, ill just keep scewing with the code will it works, thanks for your time

faint pasture
# paper smelt

What's wrong with:

Event add resource/mesh/whatever -> update how much resource the thing has -> update the mats on the mesh array

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why are you doing all those BP backflips when it could be an addition and one loop through the array

paper smelt
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This is not the full code. It needs to account for a lot more

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im just trying to get this part to work

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Ill figure it out.

maiden linden
#

n00b here, working on a turn based game with somewhat unique systems and am wondering if anyone would be willing to dm me so I might pick their brain on a few different approaches.

marble tusk
# paper smelt

Yup, just as I thought. You're issue is you're modifying a copy of the build piece. The For Each Loop uses a GET (copy) for it's Array Element output, so every time you use that output you're getting a new copy of that element. So you remove an index from the array of a copy, then get another copy where it wasn't changed and set that back to the original array with the Set Array Elem node.

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oh, I meant to reply to the earlier image

marble tusk
paper smelt
#

Ah

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Thanks lol, oversight on my part

marble tusk
#

It's a common issue people run into with the for each loop

uncut elk
#

Does anyone here know if theres a way to fix the "slowmotion" effect with frame drops when "Fixed Frame Rate" is enabled in project settings? I need it enabled as it makes all things in my game more consistent and certain plugins require it.

but , to reiterate, if you drop frames the games goes in slow motion ,rather then "skipping" those frames like you would normally see. you can see this issue mentioned in some old threads like this. https://www.reddit.com/r/unrealengine/comments/7cfnem/why_fixed_frame_rate_option_makes_game_slower/

Reddit

Explore this post and more from the unrealengine community

marble tusk
# paper smelt Thanks lol, oversight on my part

So all you should need to do is use a GET (ref) outside the For Each Loop using the array index from the for each loop as the index of the GET (ref) node. There's some other changes you could do since you don't need to set the entire struct with the Set Array Elem node, but that wouldn't make it not work

paper smelt
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I just didnt realize I had the copy one

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miss clicked

maiden linden
#

Ok I just didn't want to take too much space from other askers, and this is going to be quite the word vomit.

The end result I'm looking for is to have several similar (some will be duplicates) actors on screen be able to click on them have a widget pop up in the viewport, press one of several buttons on the widget. once each player has made a selection for each of their actors and have pressed a ready button each of these actors will do their thing, which in this instance will be each of them moving to a specific spot along a spline in an initiative order after each move each actor will be given the opportunity to perform a different kind of action from a different widget.

I've already implemented game state system keeping track of the different phases of each turn I have a basic widget and so far I have an actor that will check that game phase and if in the right phase will display the widget.

Im happy to privide clarification

tropic torrent
tropic torrent
#

hmm, thinking it might be easier to rebuild the character

plain cypress
#

I've been using chatgpt more and more to debug blueprints by simply pasting screenshots of whole graphs and its crazy how well its working..

tropic torrent
#

real

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mine crashed

tropic torrent
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i borked my lifebar when trying to combbine into a parent class, can anyone help me

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think i need to remake these

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my variables seem to be broken

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i recreated all of them, they probably lack some essential properties

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jfc man lmao

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just copied it from a new save and then manually replaced 'em

dark drum
# tropic torrent think i need to remake these

I would look at event dispatchers and actor components. I rarely have to store a ref to a widget, I set them up so they pull the data they need. This allows them to be more self contained without requiring extend calls (beyond initialization stuff).

odd hornet
#

Hello. I wonder how can I get that location where the two rails intersects.

frigid quartz
#

Hey guys, am I doing something wrong, or BP debugger is broken?
I'm comparing 2 float values and branching based on result. The debugger shows that we choose (A>=B = false) path, but at the same time the value of A is clearly >= than the value of B. How is this possible?

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Something is clearly very wrong here. If I swap >= with <, nothing changes:

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Oh, it looks like this feature is bugged:

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I just recreated this node completely, and it works fine now

shut blaze
#

Is there any way to get a refference pin to the level blueprint?

crimson briar
shut blaze
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Yeah figured :/
Thanks

dark drum
shut blaze
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I was just curious

glad mesa
#

Hi, how do I force the packaged game to launch in actuall fullscreen windowed in the user's monitor resolution? Because it is launching supposedly in that but is not covering the whole screen space only like 1/4 of it. I tried this which is fired on first level/main menu launch

dark drum
# shut blaze I was just curious

If it's purely academic, my video on it might be of interest. ๐Ÿ˜… Whilst I wouldn't normally recommend doing whats shown in the video, there might be some rare scenarios where it might be useful.

https://youtu.be/mucKSP09ibI

In this video I go over a few unknown aspects of the level blueprint. Whilst I would normally recommend an actor over the level blueprint, sometimes it can be the best option and knowing these extra tricks might help you out for some of the rarer edge cases you might have.

Want to continue the discussion? Why not join my discord.
Discord: disc...

โ–ถ Play video
dark drum
glad mesa
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I mean a ready game, like any other they usually launch covering whole screen space

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I launch from the .exe file and I have to press ALT+ENTER everytime

dark drum
# glad mesa

I'm pretty sure UE defaults to fullscreen when launching a build. As i've mentioned though, you can't actually go fullscreen when testing in the editor.

glad mesa
#

I am not testing in editor I launch the game as any other

dark drum
glad mesa
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I want it to be windowed fullscreen

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/borderless fullscreen

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hmm It sets the default resolution to 2k but my monitor res is 4k so when I change in game to 4k its fine

dark drum
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However, is the 'GetDesktopResolution' returning the 4k resolution? or the 2k one?

glad mesa
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its returning 2k

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in edtior it get 4k

dark drum
maiden wadi
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Changing the resolution shouldn't do anything in FullscreenBorderless. It should natively use the desktop's.

normal raft
#

any ideas why this calculation is so strange .. kind of works .. very loose but some what accurate like 10km planet you can jump quiet high and if you remove a decimal from the mega division is makes the jumping allot more strict

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not sure if there's a math guru freaking out some where because it can be done allot more eloquently

glad mesa
#

yea I guess Ill go fullscreen as default

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I checked the generated GameUserSettings.ini and its not the same as the one that is created in editor

glass blade
#

macros are not inherited?

sand shore
# glass blade macros are not inherited?

So if you create a brand new macro "class" in the content browser, you can choose for it to be "Object Macros" which can be used by any Object, or "Actor Macros" which is only usable on actors. You can choose any class in this way, and the macro will only be usable by the descendent objects of that class.

If you create a macro within a specific blueprint class, it's usable in the event & function graphs of any derived classes along with itself, but it won't appear in the details list on the descendent classes. You can't override the macro in descendent classes.

winter plume
dusky cobalt
#

do you have something in construction script ?

winter plume
#

tried a different level and it works fine. i guess just something was in the way idk

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wasted an hour of my life lol

tropic torrent
#

how am i supposed to do this?

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i want to make it so during the Parent Event, which makes the dasher (player/enemy) dash, they do damage when the dash overlaps an enemy

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should i just make a custom event to apply the damage?

hardy merlin
# tropic torrent how am i supposed to do this?

Never do links across different events like that. It causes undefined behavior. Yes, you can make a custom event. Drag off the red Event node and use the option "CreateEvent". That will let you either pick a matching event that exists already or create a new one with the parameters you need. Just remember to unbind when the dash is done.

tropic torrent
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fixed that warning too dw about it

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when i damage enemies, their animation breaks

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what on earth

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using my dash

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the normal punches are fine

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so the total issues that i can tell is:
their animation breaks (maybe because it doesn't apply impulse and stuff like the punches)
when being killed via the dash, their capsule collision stays until Handle Death removes their body

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nvm collision always stays on death

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thats easier to fix

tropic torrent
#

fixed it with a delay, the issue was they only got physics back when landing after damage, ๐Ÿฆ†

smoky solstice
#

I followed a tutorial to try to make this camera tilt thing in the first person character blueprint but it doesn't work. I saw some comments saying they were having issues with it being choppy and stuff but mine just straight up doesn't work and I have no idea why

tropic torrent
#

is it supposed to be strength on the bottom one and tilt on the top? shouldn't both get the same thing? just curious, idk how to fix it

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since everything else there seems to be mirrored

white parrot
smoky solstice
smoky solstice
tropic torrent
#

haha this is definitely it

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I don't think you should get their thing without executing them

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what happens if you connect them to their sets?

dark drum
smoky solstice
#

guy in the vid uses lerp but I'll try swapping to FInterp instead to try it out

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finterp changes nothing :/

dark drum
smoky solstice
#

Let me try upping the alpha then#

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nope

dark drum
smoky solstice
gentle urchin
#

Finterp is the way to go

halcyon heath
#

I have an animated escalator that I made that only animates every 3 steps in a smooth loop, so once step 1 reaches the position of step 4 it teleports back to its original position.

My goal is to make this a functioning elevator with a collision for each step. Currently I have a box collision attached to each step via it's socket, which means the collision box teleports back to its original position after 4 steps. WHat I didn't realize is that when a player is standing on it, they also teleport back WITH the collision box rather than transferring to the next collision. I'm hoping to avoid calculating the players movement separately, and just use the step collisions, but is there a way to make the player not teleport with the collision?

leaden charm
#

Hello, how to make a blueprint class abstract UCLASS(Abstract)
Is it even possible in blueprint ? for UserWidgets Childs ?

real siren
#

why does this cause a packaging error? how else am I supposed to select the class

dark drum
real siren
#

PackagingResults: Error: [Compiler] COMPILER ERROR: failed building connection with 'Actor Class Reference is not compatible with Class Reference.' at SpawnActor from Source: /Game/Blueprints/BP_Lane.BP_Lane
PackagingResults: Error: [Compiler] In use pin Initial Velocity no longer exists on node SpawnActor . Please refresh node or break links to remove pin. from Source: /Game/Blueprints/BP_Lane.BP_Lane

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I already tried refreshing everything and recompiling

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removing the spawn actor node allows it to package

leaden charm
#

@dark drum can you send a picture please

halcyon heath
# dark drum How are you handling it?

Just in a blueprint. No code within the blueprint, just collision boxes attached to the steps via the sockets of the steps, which are animated with an animation asset

dark drum
# leaden charm where ?

I don't have UE open at the moment but when you open the blueprint, (you have to be on the event graph if its a widget) near the top, there should be an option for 'Class Settings'. When you click it, on the details panel, under 'Advanced' there's a tick box for 'Generate Abstract Class'.

dark drum
dark drum
# real siren yes

The only thing i can think of is that maybe the class isn't being included in the build.

sharp sparrow
#

There's a problem here, but I can't find it. Can someone please help?

If stamina is FULL, the stamina bar should be HIDDEN.
If stamina is NOT full, the stamina bar should be VISIBLE.

dark drum
dark drum
real siren
dark drum
halcyon heath
hidden pecan
#

I made a vent where you interact with each screw to open the vent however if you click on another screw mid animation it pauses the animation of the first screw, and pops out the second
I have a variable called "CanUseScrewdriver" which is set where in theory you should only be able to interact with another screw until after the 1st one is finished, but It doesn't seem to be working as intended

crimson briar
#

The code seems okayish. Are you sure the animation is no longer than 1.5s?
Also you can add prints in the seonc part - after entering the branch, then right before the destroy node - to have an indicaiton when these events happen during PIE

#

One thing is a little weird, not sure if it is related to the problem - you compare the Component on first SS, set the SkeletalMesh Component. But on the second screenshot you use the animation on the SkeletalMeshCOmponent variable, but destroy the COmponent variable. Not sure if you have these variables affected by anything else but it seems weird

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Also the whole branching on the first screenshot seems unnecessary. You access the Component variable on the second SS anyway and you don't pass it to anything, seems pointless

hidden pecan
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To add some context everything works fine as long as you wait for the animation to finish its only if you interact mid animation things get weird

crimson briar
hidden pecan
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Yeah me neither that's what confuses me >_<

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Like you shouldn't be able to use the screwdriver in the first place so I don't know why any thing is happening when you click interact with it mid animation

crimson briar
#

Slap a bunch of prints before/after important branches and track what is going on.
Or use breaks to folow the execution node by node

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Also do a search on the name of the Bool variable - maybe some part of the code changes it and you forgot

hidden pecan
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I'll do that ๐Ÿ‘

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I think I know what it is

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It changes the component when you interact

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Maybe I should put a branch before "set component"

crimson briar
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It is definitely a bad idea to change a variable that is used after the delay

hidden pecan
#

IT WORKS PERECTLY ๐Ÿ˜ญ

crimson briar
#

In the future I recommend passing the variable via the event inputs instead of making them global variables

hidden pecan
crimson briar
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When you select the event, on the right side there are inputs

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You can add let's say a float

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And when calling an event you connect some float to it

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And the event execution has access to the float it received

hidden pecan
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Oh okay that does sound better

crimson briar
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In other terms, it is like "Have this, execute your code with this value"

hidden pecan
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Okay

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So these would be local variables to the event?

crimson briar
#

In your case you could scrap the entire "UnlockVent" event. Instead add an input to the ScrewRemoval event - I'm not sure what type is the component you pass, but use that as the type. And then you just call the ScrewRemoval with the component from the interaction. And drag it to relevant nodes

crimson briar
hidden pecan
#

Oh okay that's good to know thanks for the help!

north bobcat
#

why isnt this working?

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its supposed to change the text when I click the button but doesnt work ingame

sand shore
north bobcat
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nope this is the only times I used it

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the left image is a bind for the text in the ui

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and the right is to set it to something else (the current time formatted)

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forgive me as it is my first time using a struct

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if you want I could hop in a call and show you what exactly it is

ancient iron
#

https://youtu.be/mANXKjnhe_I anyone knows how to make these combat and defence system any idea?

๐ŸŽฎ The Archaic: UNAUTHORIZED โ€” a story-driven 3D action platformer

Explore a forgotten future ruled by digital memory and false immortality.
Fight as the last organic human. Rewrite the oath of return.

๐Ÿ“ Add to your wishlist on Steam:
๐Ÿ‘‰ https://store.steampowered.com/app/3709850/The_Archaic_UNAUTHORIZED/

๐Ÿ“… Coming soon

โ–ถ Play video
mental rampart
#

is it possible to get current active camera (whatever that is) of a player controller or a player?

faint pasture
#

you can get the view transform, but the current view target, I haven't seen a way to get in BP

eternal trout
#

Hi I'm looking to find a way to integrate 2 gamepad support for a local multiplayer game in 5.6.1. Tried finding resources online but can't really get anything that isnt super vague

charred berry
#

Did you check YouTube or there's something new at on your engine it's a developer assistant beta

#

At unreal engine

eternal trout
#

I've checked forums and looked through the PRs on the repo, but nothing is giving me enough info

sand shore
sand shore
wraith loom
#

So I can't get my character to look straight down. I'm using Unreal default characters, but even if I switch to a pawn with a just a pawn floating movement component I still can't look straight down. There's like a 40 degree cone directly below the character that I can't look at. Anyone know how to fix this?

rigid bay
# wraith loom So I can't get my character to look straight down. I'm using Unreal default char...

You can use this to achieve what you want. Just set the angles to where you want them.
https://youtu.be/hsBzIQfYZw0?si=GZgyotrMnNEqnTHV

Hey guys, in today's video I'm going to be showing you how to clamp the camera rotation between two values to give us a camera lock effect.

#UE5 #UnrealEngine5 #UE5Tutorial


00:00 - Intro
00:14 - Overview
01:20 - Tutorial
04:12 - Final Overview
04:27 - Outro
____________...

โ–ถ Play video
white parrot
rigid bay
#

Does anybody know anything about the cinematic sequencer? I'm making a turn based rpg, and I wanted to use the sequencer to play action animations, but given that the starting and ending points will change from actor to actor, I'm not sure if that's the way to go. Should I use something else? Or is there a way to use the sequencer to get what I want?

crimson pollen
#

I think I found a bug with UE 5.6

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and IDK how this slipped past Epic Games

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I've been trying to calculate speed in KPH all day and I kept getting the wrong number compared to what I wanted it to be. I set the character max speed to 600. When I print out from that value it reads like 1277.780029

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so that's odd and then I was like ok well lets make a manual variable that says 600 because that works for testing purposes but I also noticed add movement input node is also giving me incorrect speeds when I plug in the scale values. Its bringing my KPH to like 46.blahhh

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I have tested this on a brand new character blueprint and the glitch seems repeatable.

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so because of this glitch it would seem using a character blueprint you could never actually get a correct movement speed because of this

gentle urchin
#

Tried in 5.5 ? Since you think its a 5.6 bug?

crimson pollen
#

yeah ill try it out in a bit. I am downloading it now

#

ok thats odd

#

the older one is showing the correct values but restarting my computer made the 5.6 version work correctly

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IDK maybe something in memory stuck around and effected my values

mental rampart
#

for a multiplayer game, what's a better solution to this node (when creating ui elements for player 1 and player 2)?

uncut elk
#

Hey all , I need to store recorded transforms at run time for "gold,silver, and bronze" ghost times in my game, however im not sure how to actually store that information,

At first I thought to store it on a savegame but when creating a shipped build, save games are stored in appdata, so players wont have the edited savegame with the times, itll be a default one.

alternatively I could put the transforms as default information in the savegame when its first generated, but I have no idea how id get an array of transforms at runtime, to then use in editor and paste into my savegame by default so its always there

any ideas/advice would be great.

lunar sleet
sand shore
wraith loom
#

Can someone explain to me what a statetree is? I've watched several tutorials but no one seems to really explain how it works. For example, is the root called every tick or does each state have to complete its tasks before the next state is called?

olive yarrow
#

I'm atttempting to get my npcs head to revert back to its original position.... i've got it tracking the player perfectly but whenver the player leaves it refuuuuses to go back to its original position. Any ideas?

wraith loom
olive yarrow
#

oh mate, that ain't spaghetti

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dang nabbit, i was hoping to avoid an offset or BoneTransform. Guess i gotta face the music...

#

thanks!

tropic torrent
dapper escarp
#

Hey! I'm trying to make my game as lightweight as possible as it is targeted to VR, it currently runs around 3ms, but I plan to add more stuff soon.

I noticed that when I was working on my custom car physics that performance drops the more components I add to a car such as scene components and meshes. I use AddForceAtLocation on the root for movement, but I think the performance hit comes from all the component transforms updating every frame on the game thread.

All ticks are disabled, shadows are off and I've already done all the basic optimizations. The problem seems to be that every car updates its components one after another on the game thread.

Is there any way to make component position updates faster, like skipping updates for invisible parts or maybe multithreading the transform updates somehow?

olive yarrow
#

Holy hell that looks good

faint pasture
#

Tick -> rinterp to Target

Your logic -> set Target

#

should really be in the animbp but sure put it in this

#

Either way, the problem is that your EndOverlap (which will run if anything ends overlap, not just if ThingYou'reLookingAt does), doesn't do anything

sand shore
# wraith loom Can someone explain to me what a statetree is? I've watched several tutorials bu...

So, the root is โ€œcalledโ€ every tick, sorta. If you imagine that you have a series of branches, where some branches can themselves have branches, then also imagine that there is always one path that goes all the way to the leaves and is active. So one leaf is active, and the branches leading to it are also active.

A state can be placed as a leaf but also on a branch. When the state BECOMES active, it can respond to that event, same thing when it goes inactive. An active state can be ticked the entire time itโ€™s active.

Sorry, thatโ€™s probably not all that helpful. If you understand behavior trees theyโ€™re sort of similar. Otherwise I would look for information on the state tree debugger and play with that or ask again in #gameplay-ai

wraith loom
# sand shore So, the root is โ€œcalledโ€ every tick, sorta. If you imagine that you have a serie...

Ok, so do you mean all active states' tasks are run every time the leaf node changes? (and what do you mean by "it can be ticked the entire time it's active?) And how often can this path from the root the leaf node change, like can it change multiple times per tick? i know this is a lot of questions its ok if you can't respond to everything

P.S. I know the state tree debugger would be really helpful but whenever I put break points they're just ignored for some reason, the code just never pauses execution.

sand shore
#

Ok, so do you mean all active states' tasks are run every time the leaf node changes?
There's 3 different events that "run". One is when a state is activated, deactivated, or a tick while it's active.

#

And how often can this path from the root the leaf node change, like can it change multiple times per tick?
Yes, the active state can change multiple times per tick.

#

The mental model I think they want you to use is that if you put a state tree task on the root, that:

  • It will activate once, when the tree starts running.
  • The entire time that the tree runs, it will tick once per frame (assuming that State Tree ticking is on)
  • Once the tree stops running, it will deactivate once.

Then, for any other state tree task, that pattern applies to when the branch is active.

#

But I may be conflating some vocabulary here, it's been a bit since I used state tree.

#

@wraith loom I think that setting up experiments and observing the behavior will get you further than a tutorial, beyond basic stuff like "where can I find the debugger / how do I understand the UI"

spiral meadow
#

Hey, when the flashlight attach to hand socket of the character then the spotlight which is connected to the flashlight static mesh parent of the bp, its working yesterday but now it isn't working anymore I tried every thing I know but doesn't work, need help

faint pasture
#

idk why you're breaking it out into floats

#

just rinterp rotations

merry mirage
dark drum
uncut elk
# merry mirage Sorry for the necro, but you could potentially set up your ghosts as Sequences n...

its appreciated but I think you misunderstand, I already have ghost data set up for the player,it functions as normal, I store transforms on the save game, but
I have no way of storing something like a "staff Ghost" like you see in mario kart. for the player to challenge.
I would need to manually record the transforms at runtime, and then access that runtime transform array I just made, and store it as default information on the save game.

crimson briar
#

But yeah, you need to somehow record it first

uncut elk
# dark drum Assuming the transforms are generated at runtime, you'd just store them in a sav...

well thats the thing , in a shipped build this information wouldnt exist? i cant package modified saves to be used. in editor sure i can record the times to specific vars but in a shipped build the save game will be generated in appdata, and it wont have the ghost data i manually created for my existing savegame, unless theres a way to create a savegame file with specific information for shipped builds, that you can package, rather then generating a fresh one.

dark drum
uncut elk
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yes, I already have the players ghost data saved in arrays for each track. the issue is primarily recording "staff ghost" like times at runtime and being able to set it as static information that wont ever change.

dark drum
uncut elk
#

I havent looked into data assets yet, ill do some research then, thanks a million

dark drum
#

But data assets are really nice to work with. I think I use them in most projects these days.

uncut elk
#

hmm ,to be sure, this would be saving my arrays to a data asset at runtime, then opening that data asset in editor , and pasting the information into where ever i want?

#

if im understanding I wouldnt really neeeed to keep the asset, i just need something as a sort of clipboard as id just put the information on my savegame by default

dark drum
uncut elk
#

okay cool , thx , ill keep that in mind catThumbsUp

rain egret
#

Setup:

a instanced static mesh with two cubes.
A multi sphere trace passes trough both of them, since it's only one mesh the trace will only return one hit result -> returns only the first cube

How could I detect both of them? I am thinking of writing a function that does small sphere traces along the trace trajectory where each trace returns its own hit -> chance to return the second cube

But how would I go about handling a "explosion"

A trace going from A to B gives me the vector AB on which I can do my previously explained trace method

But what if it's only a big sphere trace at A?

#

Fake the explosion radius using a bunch of box traces? That doesn't seem performant nor straight forward, there's got to be a easier solution to this

unique bronze
#

hi guys! quick question, any way to check if a spline point is being held and dragged? I want to turn off mesh visibility whenever Im aligning a spline point and show again when released. Nvm, there is none, need to write a custom function likely checking if mouse is held or the point is clicked on ๐Ÿ˜“

normal raft
#

Why wont my character fall fast?

dark drum
# normal raft

You need to increase the gravity scale. Using a negative number is saying that gravity should go in the opposite direction. I've had some nice results using values around 3 for gravity scale.

spiral meadow
#

When it attach to hand socket of character then it didn't work

normal raft
#

aha it working lol

#

not sure why it just dosnt feel like it any where as fast when he's falling from orbit

#

i wonder if set simulate physics is switching gravity off

#

and then my planetside detection code is switching it back on ?

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then it falls only under physics velocity/mass

dark drum
normal raft
#

hm yea puzzling

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i made sure nothing is turning gravity back on before hes back on the surface

ocean cloak
#

Can you recommend a single YouTube Tutorial or Free Course link that thoroughly covers Blueprint Variables (Bool, Object Reference), Execution Flow nodes (Branch, Delay), and creating a simple Trigger using Overlap Events, so I can complete the fundamentals section?

normal raft
#

?

#

of course if you also learned C# and C programming in general allot of it would also be second nature..

#

but that is much more steep road to try and climb

sick sky
acoustic whale
#

hey guys, im trying to implement chunking in my android project. i can see the chunks in the editor platform but i cant see them for Android. how do i fix this

sick sky
#

Show code

polar barn
#

I need some help on this
I have this code where when its triggered it shuffles an Boolean Array which consists of ( 7 False ) & ( 1 True ) - and it works on what i want to do for the most part - once it does land on True it will not activate true until I reset by clicking stop in Viewport
is there a way i can reset it where it will only trigger once per round then be reset when round is over

Note:
Rounds are started by a ( Widget BP Button )
It needs to cycle through the Boolean Array 4 times before resetting e.g 5,6,7,8 then reset - once WBP Button is pressed
Right Now the Code is slightly modified for testing purposes event tick is normally not used in my code

Let me know if you need anymore info

deep geode
#

Here's something weird I've run into recently: I've been wanting to use PlayerCameraManager's Blueprint Update Camera function to perform camera-agnostic modifications to camera position/rotation/FOV as I hop between various View Targets in my project. Weirdly, though, this function doesn't execute when I make a CameraActor a View Target but it works fine when I make any other kind of actor a View Target (like an empty actor with a CameraComponent, for example)

It seems goofy to replace all the CameraActors in my game with some new custom actor containing nothing but a CameraComponent, so I'd love to know why CameraActor is butting heads with this function executing

normal raft
#

i wonder if a render-target might be what you need

#

like how they do the rear view mirror in car games but just switching to it at full screen resolution

#

basically a render target it hooked onto a specific camera that is placed somewhere or moved as needed the way i understand it

#

kind how they made sonic style game

deep geode
#

I'm not looking to capture things to a new buffer, just tap into the camera-switching mechanisms in place

normal raft
#

yeah in that case i have ran into similar problems before my self that i couldn't really ratify certainly not at component level any way

#

seems counter logical they way it was handling the camera switching

#

hence you never really see more then two cams in any tutorial or anything i guess

#

tell i lie i did see one guy make bike riding game which had 3 third person cameras

#

but thats all at the character level

cunning vapor
rugged ridge
#

Hi all! New here. I am a currently unemployed Senior Level Designer who is just starting to play around with making my own side-scroller project in order to stay sharp and expand my understanding. I'm just using the generic side-scroller project for now.

Some things I am running into that I'm hoping to get some help on:

  1. When jumping, Manny's feet don't line up with the bottom of the collision capsule. This means that the capsule can get caught on ledges when it looks like Manny should clear them. I'm currently changing the half-height on the capsule when in falling state to try to address this. This seems to be working, but I'd be curious if there are better solutions.

  2. When landing, the collision capsule hits the ground before Manny's feet do. The result is that Manny hangs in the air for a fraction of a second before dropping to the ground. I was hoping the above "fix" would address this too, but it doesn't. Unfortunately, I'm not sure what the source of this issue is. Is it on the character side where I need to move the mesh down when falling so that it matches the bottom of the capsule? Is it on the animation side where I need to adjust the landing animation? I increased the default gravity to 2.75 so that Manny wouldn't feel so floaty, but maybe this has had knock-on effects?

Any help or direction would be greatly appreciated!

dark drum
surreal peak
#
  1. is probably caused by the way the default AnimBP is set up.
    It will only transition out of the falling sequence when the capsule hits the floor. You'd need to change that setup to "look into the future" and predict that the character will soon hit the floor.
    That's more or less what the Motion Matching, or whatever it was called, Sample is doing.
rugged ridge
#

Ah. I looked up Motion Matching. I think I'd heard about it using a different name/acronym. I think it's probably overkill for a side scroller. Or even for any solo project. Looks like I'll go the trace route. I'll plan to make a new bIsCloseToGround to drive the animation state change and drive that variable with a trace. I'll let you know how that ends up working. Thanks!

lost hemlock
#

Hi I have a question... im making a saving/loading system in my game.. and today im working on a painting system... this is the begin play... its a canvas with a plane in front of it (thats where I paint)

#

im confused abotu what I need to save/load specifically and how..

#

I tried to save/load the variable texture render target 2d and it didn't work

#

perhaps I need to export render target?

#

But this doesn't give me any return value to save... and I don't know how many render target exports the player is going to create or how they're going to be named..

#

because that depends on how many instances will be created

#

To get the save-data I do this...

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and then to load them im doing this... so as Im regularly spawning them...

ruby cobalt
#

refresh my mind regarding how to set this up:
i have a struct where the first item is a name... later on i want to have a menu (enum) with all of those names.
should the name variable type in my struct be a name?.. and I use my for loop to "edit" the enum?is that how it works?

#

basically, i'm looking for ways to pick a struct entry via a menu

placid elbow
#

Can someone help me with my logic for my inventory system please? Player looks an object, can pick it up and it goes into inventory as a class reference. If its of type Weapon, the object gets held by the player and stored in a separate array of actors so I have a ref to the instanced object and the item gets teleported out of map bounds(no destroy or spawning). Is this the best way to go about this?

faint pasture
#

if class ref is enough to talk about a item, then just have a few arrays of class refs

#

one of which is your equipped stuff, those are spawned and attached

#

ClassRefArray StuffInBackpack
ClassRefArray StuffEquipped
etc

placid elbow
# faint pasture Keep it consistent

How do I interact with an object if its a class ref? Currently, I have a interface on the item, and assign an item actor object ref to that object I am holding and do interface messages to that object based on player input

sick lake
#

Hey everyone! Is there anyone, who can help me with CommonUI, specially with "common activatable widget switcher". What I think that should works with activatable widgets, but when I change widget A to widget B, it does not trigger OnActiveate/OnDeactivate events...

#

But it should I guess..

#

btw UE5 v5.5

faint pasture
#

one array is the class ref for the equipped items

#

the other is the object ref for them spawned and attached

#

when you drop an item, remove the same index from both

placid elbow
faint pasture
#

inventories (bag, equipped, held in hand, etc) are arrays of class refs. Certain inventories (equipped, held) also spawn and attach those actors.

#

not the best item setup but it'll work for now

placid elbow
faint pasture
#

You can probably handle spawned stuff without the class refs if you're robust about the storing (get class from actor, destroy actor) and equpping/dropping (spawn actor from class, remove class from array) events.

#

The "rule" could be that items are either stored (a class ref) or spawned (dropped/equipped) at any given time.

placid elbow
#

Thank you for the help! I really appreciate it ๐Ÿ™‚

#

!thanks

sick lake
#

I can't see difference between normal switcher and common activatable widget switcher

white parrot
# sick lake Hey everyone! Is there anyone, who can help me with CommonUI, specially with "co...

Have used the CommonSwitcher + CommonTabList and it does trigger OnActivated.
Also the class name is CommonActivatableWidgetSwitcher..so..the name implies that it does.

Regarding the difference between them, the CommonUI's version inherits from CommonAnimatedSwitcher which inherits from the WidgetSwitcher so i'm assuming thats the main benefit, have yet to use the animated properties or dug deep into extra features.

sick lake
#

Also the class name is CommonActivatableWidgetSwitcher..so..the name implies that it does.
Yeah, that's what I thought, but when Im trying to switch widgets by node "Activate Next Widget" it will not trigger those events..

#

But anyway, many thanks for reply I will keep digging.

white parrot
white parrot
sick lake
distant grotto
#

Is it a bad idea to make a master blueprint class thats empty just so child blueprint classes can be passed along in the same variable?

faint pasture
#

it being empty is a bit of a smell. What is this class?

distant grotto
#

ive got an inventory component and im working on a hotbar component. I want to be able to pass both through as references for a drag and drop event

faint pasture
#

Sure that'll work probably.

#

If you're talking about the data side of things (not the UI), you probably want an interface here.

#

Is everything on the hotbar also in the inventory or is it like a separate inventory?

distant grotto
#

its also in the inventory, so it needs slightly different behavior to regular inventory slots

#

copied the inventory system from a tutorial more or less. I more or less understand how it works but its still tricky figuring out how to extend it

distant grotto
faint pasture
#

An interface is how you can talk to disparate classes with the same "language"

faint pasture
#

the hotbar is not a separate inventory

#

it's a view into the inventory

#

you just need both things to respond to "Item/Ability got dropped in this slot"

#

I see no reason why this can't just be handled at the UI level, there's no reason for whatever the HotbarComponent is to know about a drag and drop action.

#

the hotbar widget and inventory widget know about the innerds of the hotbar component and inventory component, and they are what handles the drag and drop and what it means

distant grotto
#

thats a good point

#

the drag and drop operation passes along a reference to inventory component so it can transfer between inventories like the player and an item box, but i dont need that for the htbar

faint pasture
#

and the widgets decide what that means

#

you probably want to handle this centrally,
dragging from inventory to inventory -> transfer
dragging from inventory to paper doll slot -> equip
dragging from inventory to hotbar -> whatever that means
dragging from inventory to nothing -> drop
dragging from paper doll slot to nothing -> unequip

#

either centrally or make it the responsibility of the originating widget to decide what item action it means. Either way, they can't really come to a concensus about it, something somewhere needs to decide what to do.

#

Whichever way it's done, it should all just end up doing some inventory/hotbar system transaction

#

totally agnostic as to whether it originated from UI operations or just a hotkey or whatever

grizzled plaza
#

can someone help me

context : new to unreal, barely know what im doing

made this spawner as a prototype something simple but I want it to be controlled random spawns, how can i make it so they don't spawn to close to the player character? Kind of similar to something like vampire survivors (spawning offscreen)

faint pasture
grizzled plaza
faint pasture
#

you want a point that's within some distance of the player, and off the screen

#

maybe look into the Filter Class

knotty current
#

any idea so
any idea how i can have a uniform grid panel
and the elements right
they shrink slowly as more are added
but their size aspect ratio is CONSTANT
no matter what
so it can shrink down but always at the same ratio, and it shrinks just enough to fit the predetermined columns and rows

#

someone help lol

#

@faint pasture u helped me last time any chance u can clutch up for me ts time as well

faint pasture
broken zodiac
modern cove
#

Freakin hate it when something I had working last night decides to not work anymore today.

onyx pawn
#

/job freelance

rain egret
#

I Wonder, how can I save data I created during gameplay. What I mean is, let's say I have a editor which allows me to place instances in a ismc, the important data here would be the transform array. I want that data to be stored in a way where I can access it from the editor as a template

faint pasture
#

hint: both gameplay and editor can read and write to savegame files

rain egret
#

Interesting

crimson briar
rain egret
#

I have seen some blueprints, volumetric cloud plugin for example, that had a setup where a render target/ virtual texture (don't know which one it is in ue4) took a picture of a noise material over time and Stiched it together into one texture that was then accessible in the editor

#

I'd need something similiar but for a object
In pseudo code it'd be:

-create object
-object.setData()
-save

sleek iron
#

any help? Soft reference doesn't get resolved

sleek iron
crimson briar
dark drum
dark drum
# sleek iron any help? Soft reference doesn't get resolved

Adding to what Verael said, in short, the classes aren't loaded which is why they fail to be resolved. When using soft references, you have to load them if they aren't already loaded into memory otherwise the resolve will fail.

Based on the screenshot you provided, I would however have the select node pick from the soft references. That way you can just load/resolve the one that is picked instead of having to do it with all options beforehand.

teal dove
#

Hey guys, is there a way to hide everything in the level except a selected object / pawn?

I want to create a 3D starmap for my space game, but have no idea how to display it in the level, so that other stuff is not showing up in it or clipping into it. Any advice? ๐Ÿ˜ณ

rain egret
steady night
#

Hi, Advice:

i using a array variable for my items drop on my npcยดs and im also using a array variable for my items drops on my "loot boxes"

#

how would i made a 3rd part that makes the arrays use the same array

#

right now i have to add items on both classes seperetly

#

"duplicate"

#

i could use a struct with a varaible inside that i preset i suppose ?

willow gate
#

Good morning smart people! I'm looking for some advice/a starting point for creating a simple (as simple as possible anyway) physics based rope and pulley system where players can grab the unattached end of the rope and pull it to raise or lower the object attached at the other end. I'm planning to use cable components for the visuals and my initial thought is to use physics constraints and add force to move the objects or platforms the ropes are attached to. For pulleys I'm thinking I'll have two cable components, both connected to the pulley mesh end to end. When the player "pulls" their Cable component, it increases in length while the other cable component which is attached to an object decreases in length. Any advice would be welcome

rain egret
#

Apply physics and then the vector is from the grab location to the pulley location *1000 * alpha

Alpha changes depending on how much you pull.

Let's say you want the rope to only be able to be pulled 10 units from its initial location if you exceed that then alpha is 1, if not its 0

Ideally alpha won't instantly cut to 1/0 and instead slowly increase/ decrease.

You can then use that alpha on the other side to raise / lower the platforms location

#

I don't recall details but I used something similiar before

spiral meadow
dense bloom
#

Hey. I do not see any python related section so i ask there, do any of you know how to properly add in UE5.5 a keyframe and bind event in Python? There is a snippit from my current code:

#

This code fails at adding event for some reason and do not know how to do it in proper way. It basically loads a sequence from template, adds cameras from scene and binds event track to it. Now i need add event key at keyframe 0

#

It works fine till addSection () then it wont add key properly

spiral meadow
ruby cobalt
#

i'm making a "gamepad" to move an object relative to camera view.
I figured out the location using forward vector and stuff.
but what about rotation? which nodes am i looking for?

hybrid pollen
#

How can I play a Level Sequence while using the Gameplay Camera System? It doesnโ€™t start properly with my gameplay camera active.

willow gate
rain egret
#

You don't change the length, you change the start and end locations

#

Cables will also club trough geometry and not coil around it

#

There are tricks but they are rather complex

#

And usually with coding you want a "good enough for my need" solution

dark drum
willow gate
# rain egret And usually with coding you want a "good enough for my need" solution

That's my approach. I'm not overly concerned with the cable comp "wrapping around' the pully. I'll cheat the visuals. Speaking of which, I think this conversation just inspired an idea. I don't think the player cable will need to change at all. I'll just have the end that attaches to the platform or object change end location using your vector formula (from cable end to pully mesh) and go from there.

spiral meadow
dense bloom
dark drum
dense bloom
#

Okay thanks. It was not so clear so i thought it was more about Blueprint utilities ect ๐Ÿ˜›

spiral meadow
dark drum
spiral meadow
#

Besides I am using arrays of struct to get it inside in my inventory and the actor in map its just fake destroy it in place of destroy actor

#

Plus, I insert all actors info inside the data table to equip it and I have a master item bp where all the equipment are their child bp

spiral meadow
ruby cobalt
#

how do i rotate an object on an axis relative to my camera? I'm trying to use forward/up/right vector from the camera but i can,t figure it out

#

i'd try to avoid gimbal lock.. so trying to use quat.

hollow tendon
#

i believe it is more of a math thing

ruby cobalt
#

so no forward/up/right vector?
i want to rotate using a gamepad/joystick whatever

#

yeah it's more complex than that... here if camera moves, the axis of rotation changes.

willow gate
tropic torrent
#

I doubt y'all can help without me having a screenshot BUT
I used the actor overlap into custom event node, but the output of the custom even is actors (makes sense), how could I get character movement from that?

tropic torrent
#

ong

#

that translates the blue?

crimson briar
#

It attempts to find a component of the specified class, inside the given actor and returns it (if it found any ofc)

ruby cobalt
#

how do i rotate an object on an axis relative to my camera? I'm trying to use forward/up/right vector from the camera but i can,t figure it out
i'd try to avoid gimbal lock.. so trying to use quat.

This doesn't really work.

#

what am my missing here?
cam front = object does pitch rot (relative to my view)
cam side = object does roll rot relative to my view
cam top = object does yaw rot relative to my view.

even though the forward, right and up vector move when the camera change position

rain egret
ancient iron
#

need help for my level and Ai talk

willow gate
rain egret
#

i successfully stored my data in an asset, however the bool that save loaded asset returns is false and the ship disappears from the asset manager if i open the project

#

despite it being created

hardy merlin
#

Is there a built-in function for getting the base of a capsule collider?

rugged ridge
rugged ridge
rugged ridge
hardy merlin
#

Good call on the scaling.

warm hare
#

I am having issues with my gate not rising when I interact with it. Everything else works in regards to playing the sound, but the gate won't lift. Any insight on where I should be looking?

fallow fox
#

Ah you have the curve at 256?

lunar sleet
#

Flip Flop is not ideal for anything other than prototyping and thatโ€™s a lot of crossing wires making it difficult to read your own code

#

As for your timeline youโ€™re better off having a float curve between 1 and 0 and update lerp between fixed locations A and B, with the timeline only changing the alpha pin of the lerp

gentle urchin
#

Neo spoke the truth

#

Those criss cross wires scream trouble down the road

crimson briar
#

I mean, both of the do once are completely redundant. Since they reset eachother and are inside a flipflop. The flipflop itself achieves the same thing without them

gentle urchin
#

Yupp

crimson briar
#

But it doesn't look like iit shouldn't work, unless something is interfering with the relative location. I would print the gate location before/after each set

gentle urchin
#

Generally doing cross paths is prone for bugs tho , unless you can guarantee call order etc, and even then ..

crimson briar
gentle urchin
#

In this exact scenario, no

#

The buggy ones are typically dragging references from one event chain to another without storing them in a variable and validating them

#

They also seem to play the same sound tho... could play it pre flip flop, and clear it on completed if im not.mistaken

lunar sleet
inner warren
#

Hi there
Has anyone ever done a start/stop timer using collision box? Im trying but I can't figure it out.

Anyway help would be appreciated

lunar sleet
lost hemlock
#

Today I tried to export & save & load back by importing render target files into pngs
So if you paint something in your canvas, it's gonna export them when you save, and its gonna load then when you load your game...
but the... textures are invalid.. and when I open them it says it's not valid bitmap
has anyone ever done anything like this?

fervent breach
#

so I'm trying to make a object pool for my projectiles - and for the most part it works, but for some reason when a projectile hits level geometry and gets recycled back to being used, the bullet won't move. The only way for the bullet to detect level geometry is through a Hit-event, so that's clearly at the source of the problem, but how to I get the projectile to move again after a Hit-event?

I already reset its velocity, but that doesn't work when it hits the level geometry

next hollow
#

Thats the exact opposite of what they want to do. lol

#

lol, ok.
Depends on how there game is made.
Cuz, an object pool can help a lot.
Especially if said projectiles/ weapons are used a ton, or even a core focus of the game.

simple berry
#

Does anyone know a good way to allow hover/clickthrough on a scenecapture 2d widget? im setting up a 3d minimap and need some things to show their name/let you click them via the widget and cant seem to find any good ways to do it

rain egret
#

Asking this again, after opening the project the created data asset is gone

#

And save returns false

#

But it still creates one

inner warren
surreal peak
rain egret
surreal peak
#

Do you see the file on your drive?

hollow tendon
surreal peak
#

And I assume you are doing this during Editor, not during PIE?

hollow tendon
#

Or refresh all nodes

#

Open bp class --> file --> refresh all nodes

rain egret
#

This here is a setup I found online. And while I don't need to reparent my data. I am sure it has something to do with the fact that I linked the cast reference to save

#

I Play in Editor

#

And the file appears in editor

#

It just doesn't save

rain egret
surreal peak
#

That stuff is usually meant for Editor Tooling.

#

DataAssets are usually created upfront, during design-time, and not really touched during play. They are more or less read-only data.

#

Wondering if you are maybe using this for something it wasn't meant for.

#

Given your function on the ShipRef is called "Prepare Modules For Save", I feel like you are trying to create a save game. And the AssetTools would not be the way to do that.

rain egret
#

Goal is to create a data asset with the necessary data to replicate a ship that I built using a Editor I made. Then in play I want to use that custom data to spawn in a new ship

surreal peak
#

Yeah sure, but are you just trying to create a traditional save game that you can load?

#

Ah.

rain egret
#

Nรถ

surreal peak
#

But the ship is built during play?

rain egret
#

It's just asset creation

#

Yes, from that data

#

It works

surreal peak
#

to replicate a ship that I built using a Editor I made
I meant this. That "Editor" is still requiring you to press play?

#

Cause I still wonder if the Asset Tools don't support being used during play.

rain egret
#

Yes, it required me to press play

surreal peak
#

It might create a "Transient" DataAsset, which might not save.

rain egret
#

Interesting

#

What would be the right approach for what I am trying to do

surreal peak
#

Would need to check the functions you are using. Guess I can have a quick look.

rain egret
#

Sorry but I am out of house for work

#

My ship function does nothing exotic.

surreal peak
#

But given we are in #blueprint , and I'm not sure how much the Editor Tooling allows you to go crazy, this might not really be possible for you as it often requires C++.

#

E.g., if I were to make a Ship Assembly for a Ship System I coded, to create Ships that are later used during gameplay, I would code that into the Editor directly.

#

E.g. I would have a C++ DataAsset and would create an Editor module that defines what happens if I open that DataAsset. That then would open a custom Editor instead of the usuall BP data view.

#

That's at least the "usual way", but also requires C++.

rain egret
#

Not possible and redundant since the player would use that same editor (without the save to asset functionality) in gameplay

#

Not writing it twice

surreal peak
#

Fair enough, didn't know that.

rain egret
surreal peak
#

Hmm. For normal saving there is a SaveGame system, but that of course doesn't actively cook the content but just sits in the saved folder which one usually doesn't ship anyway.

#

Wondering about a mixed setup. I see why you are trying to use the Asset Tools.

#

Lemme check the methods.

rain egret
#

Thank you

surreal peak
#

No worries.

#

One thing you could try, just in case this is a deadend, is to create a DataAsset upfront, and then modify it through the ShipEditor and try to re-save that. That's a bit more annoying in terms of the UX/flow, but might at least result in what you want. But that's just me thinking out loud.

#

I don't see anything in the CreateAsset method so far. It should also be automatically marked dirty (which makes sense).

// Mark the package dirty...
Pkg->MarkPackageDirty();
inner warren
surreal peak
#

Aha

inner warren
surreal peak
#
bool UEditorAssetSubsystem::SaveLoadedAsset(UObject* AssetToSave, bool bOnlyIfIsDirty)
{
    TGuardValue<bool> UnattendedScriptGuard(GIsRunningUnattendedScript, true);

    if ((UE::Editor::Private::AllowSavingAssetsDuringPIE == 0 && !EditorScriptingHelpers::CheckIfInEditorAndPIE()) || !UE::EditorAssetUtils::EnsureAssetsLoaded())
    {
        return false;
    }

@rain egret This looks sus.

#

There is def a silent "fail" path in the SaveLoadedAsset method if you are playing.

#

AllowSavingAssetsDuringPIE also seems false by default.

Here is the CVar you can use to allow that. Maybe that resolves your problem.

namespace UE::Editor::Private
{
    int32 AllowSavingAssetsDuringPIE = 0;
}

static FAutoConsoleVariableRef CVarAllowSavingAssetsDuringPIE(
    TEXT("Editor.AllowSavingAssetsDuringPIE"),
    UE::Editor::Private::AllowSavingAssetsDuringPIE,
    TEXT("Allow assets to get saved during PIE through the EditorAssetSubsystem. Set to 0 (default) to disable and 1 to enable this option."),
    ECVF_Default
);
#

Editor.AllowSavingAssetsDuringPIE 1

surreal peak
inner warren
#

But yeah il put what I have

surreal peak
#

Well, "straight forward" as in, there aren't many nodes involved.

lunar sleet
inner warren
surreal peak
#

Right yeah, that's all over the place.

#

One of the big "problems" you put onto yourself is mixing what object is updating what.

#

Spawning the Widget and then updating it from outside is messy.

rain egret
surreal peak
#

You just put the line I gave you into the console.

rain egret
#

Oh interesting

surreal peak
# inner warren

Btw, when you write "Timer", almost everyone will think about the "SetTimer" nodes and not a widget with an integer that you increment manually.

#

Tick with the delay is also nasty.

#

Lemme show you what you would want to do.

inner warren
#

Yeah this is from another student that tried to help. It works but I wanted like milliseconds, seconds and minutes displayed. Im dumb when it comes to coding ๐Ÿ˜ญ

#

So I really appreciate any help ๐Ÿ˜Š

surreal peak
inner warren
#

Seconds is enough. I just thought it would look better

surreal peak
#

Lemme show you what you would want to do

small moat
#

anyone knows if there's a bp math node for snapping a normalized vector to the axis it's closest to? like either up, down, left, right, forwards, backwards, but not inbetween

small moat
#

as in I have a normalized direction vector that can be pointing anywhere and I want it to point straight up, down, left, right, forward or backward, whichever is "closest"

mental trellis
#

You'd probably just find which axis has the biggest magnitude and use that, noting whether it's negative or positive.

small moat
#

just compare them against eachother manually then? just wanted to make sure I wasn't missing some "fancy" math operation for this kind of case

surreal peak
#

Wouldn't you already know which one is the closest due to having access to the X, Y and Z values?

#

If it's a normalized vector, then the "largest" component is the axis it's closest to, or not?

small moat
#

yeah

#

like comparing them manually does the job, I just wanted to know if there wasn't an even simpler way before doing it

tropic torrent
#

dudee my blueprints are so fucked lmao idk what happened

#

lemme get them

remote girder
#

if I control a camera trough PlayerCameraManager - will it use it's spring arms with the camera or only the camera transform itself will be affected, so I need to make my own collision detection for it? I want to separate camera from a player pawn, because I don't want to player pawn being only using the camera.
for now, I don't know even if it worth it with those convoluted problems, lol (or I'm missing something with player camera manager itself)

tropic torrent
#

not that this was working before, but get component by class is the newest change

#

the dash itself works, which is the parent event, but this custom event is giving me issues

#
Blueprint Runtime Error: "Accessed None trying to read (real) property CallFunc_GetCharacterOwner_ReturnValue in not an UClass". Node:  Launch Character Graph:  EventGraph Function:  Execute Ubergraph BP Dashes KB Blueprint:  BP_Dashes_KB
Blueprint Runtime Error: "Accessed None trying to read (real) property CallFunc_GetCharacterOwner_ReturnValue in not an UClass". Node:  Launch Character Graph:  EventGraph Function:  Execute Ubergraph BP Dashes KB Blueprint:  BP_Dashes_KB
Blueprint Runtime Error: "Accessed None". Node:  Launch Character Graph:  EventGraph Function:  Execute Ubergraph BP Dashes KB Blueprint:  BP_Dashes_KB```
#

and in game the dash will work, but the knockback is borked, sometimes it stays out for longer than the dash lasts, and sometimes it doesn't work, don't even know why they're being launched in such weird directions either

distant elk
#

I'm trying to prune using collision and I'm just having no luck. What is the correct way to do this?

dark drum
dark drum
distant elk
tropic torrent
dark drum
crimson briar
# tropic torrent not that this was working before, but get component by class is the newest chang...

You are using the Character class function anyway. SO you might as well just skip the finding component and cast the other actor to a Character class instead. This way you will do three things at once - validate if the overlapped thing is a character, get the character reference, and get the movement component reference (it can be retrieved from the character class, because all characters have it)

tropic torrent
#

wait what

#

skip find component by class?

dark drum
#

The character movement component only works if it's on the character class anyway. (Just the way epic set it up)

tropic torrent
#

I remember that not exactly working but I'll have to check it-

crimson briar
#

Something like this (I skipped the calculations)

tropic torrent
#

doesn't hurt to try

tropic torrent
#

why is it still launching characters when the dash is done

dark drum
tropic torrent
#

Wouldn't doing the dash mean forward instead of outward?

dark drum
#

<@&213101288538374145>

dark drum
tropic torrent
#

probably a whole other thing I have to figure out

#

you're right though, for what this is trying to do

#

I intend to make one that launches them away from the character instead, but another option doesn't hurt

#

atm the only other problem is that it stays on, which is very weird lol

dark drum
tropic torrent
#

Oh it's when I re-overlap

dark drum
tropic torrent
#

Yup

#

or

#

Want to

#

how do I?

#

Oh it's just unbind

dark drum
# tropic torrent

Using the 'Dasher' input from the 'DashInput' event could cause issues as it's across execution paths.

tropic torrent
#

seems to do the trick right now

tropic torrent
dark drum
#

However, does it make sense that the dash would only end once something has been overlapped?

#

What if they miss the target?

tropic torrent
#

It's an invincibility dash

#

It has a set distance via launch character

dark drum
#

I mean for the dash. Should it stay active until something is hit?

tropic torrent
dark drum
tropic torrent
#

intentionally doesn't

#

the inside of that thrust forward is similar to the other launch

dark drum
tropic torrent
#

just also includes a velocity tracker

#

im ngl

#

the delay is just a time i chose thats close enough to how long the launch takes

#

the dash being set collision + launch on forward vector is very funny, but it makes timing things to it a little difficult

blissful summit
#

Am I understanding correctly that LoadStreamLevel will ensure that all models are loaded in when its completed?
I'm not getting that behaviour, so either I'm understanding something wrong or I did something wrong. Not sure which

dark drum
tropic torrent
#

the ones for the knockback (the child?)

dark drum
tropic torrent
#

ye i mean in the parent blueprint where collision is set, or the child, where the launching of others is done

dark drum
#

I'm not sure you're understanding what I'm saying.

tropic torrent
#

oh

tropic torrent
#

with a delay

#

equal to the dash duration?

dark drum
#

That could work, but I try to avoid delays where I can. Personally, I would do something event driven (DashStart/DashEnd) that can be listened too.

tropic torrent
#

oh my god you're right

#

then i wouldn't have to guess the duration

#

i need to use more custom events man

dark drum
#

Does anyone have any suggestions for sending data to a loaded level as part of the level transition? For context, I just need to know what data asset should be used on the loaded level once its loaded.

(Just want to see if they're any other ideas other than setting up a save game object for just one var.)

mental trellis
#

How big is the data?

dark drum
mental trellis
#

If it's just a string referencing an asset, you could pass it as part of the level transition call. Not sure if you're using like "open mapname" or whatever. But "open mapname?data=pathtothing" could work.

#

Or just store it in the game instance.

tropic torrent
#

rookie mistake, forgot add call to parent ๐Ÿ˜”

#

beautiful, all i need to do now is edit collision sizes

dark drum
mental trellis
#

Yup

dark drum
mental trellis
#

I'm not sure how you retrieve that info in bp. ๐Ÿ™

#

There must be a way or even having it as an option is a bit silly.

dark drum
mental trellis
#

That might just be it!

dark drum
#

Yea, that's for the direction.

#

Time for some testing.

mental trellis
#

Np.

dark drum
#

For anyone else interested, this works. Just have to remove the ? and then I can convert it back to a soft ref.

mental trellis
#

For reference, unreal does a kind of "url" thing when opening a level

#

it's mapname?param=value?param2=value?param3=value

#

So that's why it starts with a ?

#

You can use that to change the game mode when opening a level too, so you can load any arbitrary game mode

#

Instead of the one defined in the world settings.

rain egret
surreal peak
#

Hmpf

rain egret
#

i doubt i will be able to go with the json approach since important structs are built like this

class, transform

#

okay i solved it

#

that was suprisingly easy

#

its true that you cannot save them at runtime

#

so heres what you CAN do

#

you create your data asset and fill it

#

your original data asset will show up in the content browser

#

duplicate it, rename it

#

and now you have a data asset that will stay even if you reload the project

#

a bit of a hack but hey it works

#

and judging by how i did not read anything about this online... i guess i am the first to do that? altough i doubt that

#

this is awesome lmao

neat goblet
#

How can i make a dash wich follows the player

#

Uses the camera for direction

rain egret
#

creating the ships at runtime works great, however its skeleton mesh components do not show up. i wonder why, maybe they are culled out because the player camera doesnt see them

#

well one thing at a time i suppose

rain egret
swift pewter
#

I'm trying to implement grabbing on physics-based character but am struggling with some mechanics. When the player is near a lever that's attached to a wall and grabs it, it should place the hand on top of the lever and prevent the player from moving away until it releases the lever, similar to Human Fall Flat. I tried using the PhysicsConstraint component to prevent the player from walking away but that didn't work. Hand IK isn't working either. I use a virtual bone for the hand IK

faint pasture
#

I'm guessing force is being applied to something, what is it being applied to, and what's the chain of constraints from that thing to the hand?

chilly plank
#

In a first person project, I'm trying to add a UI element that is essentially a box surrounding the item the player is currently targeting via my interaction system. I'm projecting the bounds of the target to screen space and grabbing the minimum X and Y values to determine the location and size of a canvas panel, but it's not properly getting the screen space rectangle for some reason. What's more, the position/size seem to be affected by the current resolution in an undesirable fashion.

tidal ridge
#

hey guys, in UE is player controller used for controlling different characters, i know it can control one character at a time but im saying switching characters like lego star wars, but for Ex: Ninja Gaiden 2 single player, in different levels you play different characters like say your start in this level as this character and in the other level or chapter you might say your start as this other character, but yeah is that used for that purpose as well? there are other Ex: like Gears of war 5 were the story missions Begin with JD then after those missions it switched to kate in the the next missions or the entire campaign, or call of duty as well?

lost hemlock
#

Im painting on some canvases... I need to return the correct values. [M.I.D.] = Material Instance Dynamic... but when I reload I wanna load the right values at the right canvases... so to give you an example of how Im testing this is this: I place 3 canvases... A, B, C... and each has a number... Left(A)1, Center(B)2, Right(C)3... But if I use Random it will fuck up this order...

#

so, when I click save... it will save them inside of that array in a random sequence... but when I load them I need each photo to load when it needs to be loaded.

swift pewter
faint pasture
#

basically the CMC is an unstoppable force as far as physics is concerned

swift pewter
faint pasture
#

how much physics driven movement should be applied to the character?

swift pewter
worthy bough
#

Is UE5.6.1 blueprint really buggy?

I made a post on the unreal forums showing a tracing issue on 5.6.1 & showed it working fine on 5.5.4 but it's been 25 days and I haven't got any responses. I noticed the 5.7 preview came out and tried it on there but it had the same issue as 5.6.1... and now I've run into another issue where 2 floats with the same values are showing false with an equals node...

#

Here is the whole thing. I also tried this in UE5.5.4 and it works unlike 5.6.1

#
#

I am using windows 10 still... could that be the issue?

hollow pond
# worthy bough Here is the whole thing. I also tried this in UE5.5.4 and it works unlike 5.6.1

this whole thing not working could just be because you're using Equals Exactly rather than Nearly Equal. floating point maths is weird, 0.1 + 0.2 does not equal 0.3 on a computer. Nearly Equal has a 'Tolerance' value that will allow the two numbers to be slightly different while still registering as equal.

I can't actually tell what this code is for though. that could just be me, I'm very tired

worthy bough
crimson briar
# worthy bough and here is the link to the forums post about the tracing issue. https://forums....

I can't answer why it worked on a previous version, but from my understanding not detecting hits from inside on Complex as Simple is an expected behavior.
Complex as Simple checks collisions against the triangles and the triangles in meshes are by default one-sided. So I would think not detecting a hit from inside is a valid result. Simple collision uses volumes instead.
Simple Collision and Complex Collision are not exactly the same, it is not only about the shape/complexity but the engine itself handles them differently - but I don't have deep knowledge, I only know that using Complex collision unnecessarily has caused me several problems in the past.

worthy bough
tropic torrent
swift pewter
uneven gazelle
#

Hello there! If anyone here is able to give me a direction: is there any conventional way making a procedure IK system of a character reaching a movable target? I struggle making my full-body vr character to stick its hand to a rope segment represented by a skeletal mesh.

faint pasture
#

that's the problem

#

the IK says "put hand on the lever"
The CMC doesn't care and moves the capsule/skelmesh away from it anyway

swift pewter
dark drum
#

Does anyone know if there's an overview for all depreciated function calls and where they're being used?

I know I can do a search for each individual function but wondering if there's more of a global check.

blissful summit
#

soo, what is the official method that is triggered when all models are fully loaded in a level ? I've tried FCoreUObjectDelegates::PostLoadMapWithWorld and LoadStreamLevel completed pin, but both seems to not be called when all models are loaded in. Is it something to do with assets being streamed in or something?

I have a screenshot functionality that takes a bunch of pictures of the level on beginplay of the gamemode, but this seems to trigger way too early.

dark drum
surreal peak
#

This returns true once begin play has been called on all actors in the world.
It returns true if the World has begun play. It can still happen that actors spawn/load in later that then run BeginPlay. Not sure this really marks a point at which "everything" is loaded.

#

Also no clue where to get that point in time from. Could be worth a custom system that keeps track.

dark drum
past compass
#

can you adjust a timelines update tick?

rugged ridge
dark drum
rugged ridge
dark drum
simple berry
#

Anybody know a good way to make a 2d scenecapture render target show screenspace declared widgets? Like how they show up in world space but always render to the screen, i.e. floating player name?

lofty rapids
#

so one way i kind of fix things that load out of order is a retry

#

like, if it's null delay then try again

#

as long as its a "guaranteed" thing

#

it works pretty well

#

by "guaranteed" i just mean that it will eventually be valid

jovial steeple
#

Sometimes the initialization order can be annoying to work with tbh.

lofty rapids
#

so i have a multiplayer game i'm working on and i have this issue when loading

#

and this retry method solves all the issues

jovial steeple
#

The actors that are placed in the level vs spawned in, initializing at different times.

#

Yes the delay at strategy is a classic ๐Ÿ˜‚

lofty rapids
#

lol it gets the job done

#

it just has to be a guaranteed valid thing

#

or its infinite

#

i think an increment

#

and a tolerance of loops would help in areas

#

just in case

errant mason
#

i need help. i have BP first character and BP flashlight. in first character i press a key to interact and ive set up an interface and the interface is implemented in the flashlight bp. when triggered it destroys the flashlight. that all works. my issue is that on destroy i cant communicate back to the bp first person character to set a bool to true when it is destroyed. basically i want: first person picks up flash light which sets bool to true and then enables functionality of the flashlight (turn on/off).

errant mason
lofty rapids
#

cast to your player character bp name

#

then set the bool

errant mason
#

first person character:

#

flashlight:

#

interact system in first person character:

lofty rapids
lofty rapids
#

because you destroy self

#

and then try to do stuff

#

if your going to destroy self you most likely want to do it at the end

#

not before some other stuff

errant mason
lofty rapids
#

its definately an issue

#

you need to destroy after

#

and what does note say

lofty rapids
errant mason
faint pasture
# errant mason

Yes, indeed the question "Is this thing a BP First Person Character?" when you're asking it about something you KNOW (the variable type) is a BPFirstPersonCharacter is redundant.

#

That's what casting is, it's a question "Is this thing a XXXX? If it is, let me treat it like one and do XXXX things with it"

errant mason
#

i also tried avoiding the cast but it didnt update the variable in the BP_FIrstPersonCharacter blueprint.

lofty rapids
#

why do you think that will work

#

do you see your destroying self

lofty rapids
errant mason
lofty rapids
#

hmm weird

errant mason
#

i tried reordering the destroy actor

#

it didnt work

lofty rapids
errant mason
#

flashlight

lofty rapids
#

put the destory actor after the print string

errant mason
#

no difference

lofty rapids
#

and do you have more then one player ?

errant mason
#

i have one player.

#

i dont know what is meant by checking this variable

lofty rapids
#

how do you know its not set ?

lofty rapids
errant mason
lofty rapids
lofty rapids
errant mason
lofty rapids
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i'm guessing you want it to be invisible if destroyed ?

lofty rapids
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so that would be on false

#

then when you switch it to destroyed

errant mason
lofty rapids
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it will switch that flip flop off

lofty rapids
lofty rapids
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thats not right

errant mason
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put it like this: i play the game and a flashlight is there in the level. i press x on the flashlight and that equips it (destroys it). once equipped (destroyed) it should set the boolean to true. when the boolean is trued it enables me to click y to flip between on and off

lofty rapids
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so destroyed is just logically backwards lol ok

lofty rapids
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i'm not a huge fan of flip flop ime they are unreliable

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i would use another boolean tbh

lofty rapids
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does it show ?

errant mason
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the problem must be that the bool is not updating. or the bool, like in other blueprints like the widget blueprints, is only being updated once.

lofty rapids
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see if the event is even firing

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often times its not

errant mason
lofty rapids
# errant mason

how do you set first person character, and are there any errors when you close it ?

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how do you set the actual variable your using to set the true

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i'm assuming you either didn't set it to anything and are using an empty variable, in which case it should of errord i think

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or you didn't get the correct thing and set it

errant mason
lofty rapids
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you probably made the variable and assumed because you set the type

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that its the same as setting the actual variable ?

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but thats not the case

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you have have to get player character, cast to your class, and then connect that output to your variale

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i would do it on begin play of the flashlight

errant mason
errant mason
lofty rapids
errant mason
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could it be because the pure function 'get player character' gets a reference to the character instance in the level? and its not just casting to a whole class?

lofty rapids
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The variable was just ety

errant mason
unreal gulch
#

Could any1 help with this issue, I currently have a main character blueprint that has special gravity functionalities and I want to make another character blueprint that has all functionalities of that one except doesnt have the gravity. what is the right way to do this?

white parrot
unreal gulch
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hmm ok thanks ill give that a tryt

lunar sleet
#

You can also put the gravity functionality inside an actor component if you want to carry it across projects and such

hard charm
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Guys, I have a question. Is it correct to assign a data loader from an object database to an item in my GameInstance to store its structs and avoid constantly making requests to the database?

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My idea is to load the database data into a map to make searching for information faster.

dark drum
hard charm
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yes

dark drum
hard charm
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The map will contain quite a few records; I have two data tables, one for weapons and one for clothing. Both tables have more than 10 records, and I'm only storing their structure in the map.

sonic badge
#

Heya, anyone decent with State Trees, got a clue how to abort a "Move to location or actor" command to force a new transition on tick? I have transition on tick, but it doesn't execute before my AI reached its destination.

The last two replies to this thread highlights my issue aswell, but sadly no answer was provided: https://forums.unrealengine.com/t/unreal-state-tree-abort-functionality/2297455/6?u=mukamole

Epic Developer Community Forums

Hey, I am having the same issue. How did you fix this? I have a Transition on Event that is supposed to transition to the other State but it still completes the AI Move To before doing the next task. How did you solve this?

dark drum
crimson briar
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I believe datatables use Names for keys, which are optimized for lookup.
And the whole datatable is loaded into the memory whenever you do anything with it anyway.
Unless you want to have a smaller subset of the data in a map (like filtered by something else than just the name), I don't see any benefit to it

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Or if you have a giant datatable and manualy unload it after getting what you need from it

hard charm
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I want to avoid constantly calling the table. I'd prefer to have all the objects I'm going to use already loaded into memory. I'm doing this in the gameInstance.

crimson briar
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The datatable will be loaded anyway. It is loaded as one asset, not each row by itself

hard charm
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Yes, but I only make the call to the table once, not every time I need objects.

dark drum
crimson briar
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I often make a Lib functions with "GetItemByName" or something and use that to get data from a table. You can make a separate map if you want, but I doubt it will have any significant effect on performance

hard charm
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I would be making this data call to the database every time I assign an item to my inventory or items to my equipment. In other words, it happens very, very frequently.

crimson briar
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You are just guessing

dark drum
hard charm
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Sure, but that data will only be done once in my game instance; it's not constant.

dark drum
hard charm
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My data is only structs, not meshes or anything like that