#blueprint

1 messages · Page 364 of 1

full badge
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hope they won't patch this in 5.8

crimson briar
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Personally I wouldn't trust using a copypaste glitch in my projects

dark drum
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I wouldn't recommend this though. Any nodes that actually require the world wouldn't function.

full badge
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they do function for me?

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delays works

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spawn actor works as you connect get game instance to world context

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you can do the same thing to have get gameinstance

dark drum
full badge
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yep

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i do that for modding games

graceful mauve
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Maybe the only way is to create c++ function wrapper for blueprint function library

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Stable way. ProcessEvent?

full badge
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the way engine deal with function libraries is by calling functions in the default object of the function library class
maybe get default object manually and call function?

graceful mauve
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Didn't know that

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Make sense

surreal peak
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Yes. One class can create multiple instances, where each instance has its own memory. As long as you keep track of them in variables or an array, you can even have them at the same time. But I assume you would rather just want them to load one, use that, and then later save to one of the 4 slots. Don't think you want to load more than one at a time anyway.

ocean cloak
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Hello, I need help with a Blueprint issue for an automatic door.
I set up an auto-opening door using On Component Begin Overlap and On Component End Overlap events on two Box Collision components.
The door was initially working, but after I changed the Collision Preset on both boxes to 'OverlapAllDynamic', the door stopped responding to the player character approaching/leaving.
How should I correctly configure the Collision Preset for the Box components so that they register overlaps with the player character (Pawn/Character) again?

dark drum
spiral meadow
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Hey, anybody knows of how to make smooth stair walk bp?

lost hemlock
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  1. I pick up a rock... 2) I save, 3) I load... then this happens
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and note.... this time I have 4 seperate game objects

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and also 4 seperate strings of save game files outside

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I made it work... but again... im back at zero no matter what I do... :/

surreal peak
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  1. I pick up a rock... 2) I save, 3) I load... then this happens
    What is "this", cause I'm not sure what the expected state of that Widget is.
lost hemlock
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the problem is... I have 4 slots on the screen when I load... the data gets loaded

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but the data gets loaded once only when I click the first save/load butto

surreal peak
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I'm sorry, but you need to try and word this a bit better.
The problem is what? You have 4 slots on your screen. And then?
And what does "the data gets loaded once only when I click the first save/load button" mean?

lost hemlock
surreal peak
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Okay, sure, then you are probably not clearing your inventory first?

surreal peak
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Well, when you load any of the Slots, you fill the Inventory with the data that is in the Save Game I assume?

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If you allow the player to load while they are currently in a loaded Save Game, then you will need to ensure that the state of the game is reset so you aren't filling the inventory with the next Save Game data while the previous data is still in it.

lost hemlock
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no.. what im doing is I create a completelly fresh game

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I pick up a work, and then I save,save,save,save... I hit save on all slots

surreal peak
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What does save all do?

lost hemlock
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so I save the same variables everywhere

surreal peak
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Are you collecting the Inventory and add it to the Save Game object?

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Sounds to me like you are adding your Inventory into the Save Game Object without clearing/recreating it first. Does it still have the data from the last click on Save in it?

lost hemlock
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so here is how Im saving

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this is the widget that is responsible for the saving

surreal peak
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Okay, and the code?

lost hemlock
surreal peak
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Okay, and what does the Interface message then do?

lost hemlock
surreal peak
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Why are you still using 4 different Object Variables? If you only want to support one Save Game at a time, then that doesn't make sense.

lost hemlock
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it joins all my inventory items into one

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well not always. Only when I specifically click on the 4th, 3rd, or 2nd slot

surreal peak
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But these are Save Games, you aren't supposed to load them without resetting the Inventory first.

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  1. Load Game From Slot
  2. Clear Inventory
  3. Fill Inventory From Save Game
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Most games don't even allow loading a Save Game without reloading the level.

lost hemlock
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my inventory is zero by default

surreal peak
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Are you reloading the level or resetting the inventory whenever you press on a slot?

surreal peak
# lost hemlock

Also this is generally wrong. You are setting the Data on the Object AFTER saving it. You have to do that before saving.

surreal peak
# lost hemlock I reset the inventory

If you are resetting the Inventory, then it shouldn't double it.
Please debug where the doubling comes from. Either the data in the Save Game is doubled or you are loading one Save Game ontop of another the whole time.

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This is something you gotta debug yourself.

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It's generally not needed to have more than 1 Save Game Object. Maybe 2 if you want to strictly split the currently loaded one from the one that gets saved, but even that is not necessarily useful.

lost hemlock
lost hemlock
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so I think I might try something different even tho I know it might not resolve my issue I think I might give it a go just to eliminate this as a possible solution... My idea is to try to completelly restructure the way im saving my inventory items.... maybe I should try something else completely different, maybe not even a Tmap but something completely different

surreal peak
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  1. Player starts game.

  2. Game boots into Main Menu.

  3. Player chooses Save Game Slot they want to load.

  4. Game "Loads Game From Slot" and stores it in a "LoadedSaveGame" variable.

  5. Game travels to Map.

  6. Game initializes player/itself via "LoadedSavedGame".

  7. Player pauses the game.

  8. Player chooses Save Game Slot they want to save into.

  9. Game creates "NewSaveGame".

  10. Game collects data from player/itself and stores it into "NewSaveGame".

  11. Game "Saves Game To Slot" with "NewSaveGame".

  12. Player puases the game.

  13. Player chooses Save Game Slot they want to load.

  14. Game "Loads Game From Slot" and stores it in a "LoadedSaveGame" variable.

  15. Game travels to Map.

  16. Game initializes player/itself via "LoadedSavedGame".

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That's the more common flow of Saving and Loading.

crimson briar
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I would recommend scraping this system (because you overcomplicated it in so many places and don't know where to even look) then watch a some short tutorial on save/load in unreal - mostly to reset your way of thinking, not to just copy or smth - then try it again tomorrow with a fresh mind.

surreal peak
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"NewSaveGame" is only temporary. Don't need to be stored anywhere, despite some local variable in a function. Could potentially override "LoadedSaveGame" with it if wanted.
"LoadedSaveGame" would sit in the GameInstance, and wait remain allocated so you can still use it after the travel.

surreal peak
# lost hemlock Ive been doing that for the last 3 days

Sure, but then you are lacking the basic skills of debugging then. You can't seem to explain to me where and why the inventory is duplicating. All you say is that if you press the buttons it happens. That's basically the first 5 seconds of debugging. You need to place breakpoints and print strings and check what happens when.

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What you shared so far is basically an image of a light switch and imagine of a light bulb that is off. And you tell us that pressing the button doesn't turn the light bulb on.

lost hemlock
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I save & then all my items are normal

surreal peak
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Which can have 1000 different reasons. And only you have access to the whole thing to actually check if the bulb is broken, the cable is broken, the switch is broken, the fuse is broken, etc.

lost hemlock
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even my save data is not yet fucked

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my saved data only gets messed up when I load from 4,3, or 2nd slot

surreal peak
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Sure, okay, let's assume your saved data is fine. Then did you breakpoint the loading? Did you put some print strings up to check if the item count in the Save Game when loading is correct? Did you put some print strings in to check what your inventory is doing before filling it from the Save Game, as well as after?

lost hemlock
surreal peak
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That should tell you if there is an issue there.

lost hemlock
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I havent tried this on a new empty test project yet

surreal peak
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Well this is about debugging your broken code...

lost hemlock
surreal peak
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If you did all of that, then why can't you exactly tell me where the duplication comes from and then resolve it?

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If you debugged it and you collect all that information, then you should know better than anyone else here what is going on.

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E.g. if you know the bulb is broken, you can replace it. If you know the fuse is popped, then push it back in.

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And yes, I know that there might be a point where something is broken that you can't solve by yourself, but so far you haven't really gone to any specifics.

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because it will convolute everything
it joins all my inventory items into one
well not always. Only when I specifically click on the 4th, 3rd, or 2nd slot
Like this. That's just saying what is happening, but not why it's happening.

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If you now start redoing the system and run into the same or similar issues, you learned nothing and will be stuck again.

lost hemlock
# surreal peak If you did all of that, then why can't you exactly tell me where the duplication...

Ive built a game with a fully functional crafting system with at least 50 items and maybe a 100 different resources, the game also has a ton of blueprint code inside of it, fully working inventory system, fully working saving/loading system, fully working building system, cooking many many recipes, fully working NPCs, fully working farming system, sleeping, day/night cycles, it all works, I save everything else properly. I've been debugging stuff with breakpoints for so long... I've solved a lot of problems so far in my game.... I debug stuff all day but here I can't even explain why this is happening, i've debugged everything & I feel like I tried almost everything.. But I can take you through my debugging process closer if you want... I've probably done this over a 100 times by now on this system alone... for the past 4 days maybe as a whole..

surreal peak
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That's all good. I'm just struggling to understand why you can't tell us where the duplication comes from.

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It takes a few minutes to breakpoint the save and load stuff and step through it to see what's in the different variables.

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You should be able to see where it happens.

lost hemlock
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where do you think there is a problem? I will take you through it...

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should I show you the saving process ?

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loading process?

surreal peak
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If the Inventory duplicates, or merges, then this either happens during Saving or during Loading.

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If I understand you correctly, it won't duplicate the Inventory if you lead the first slot over and over again?

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Which could mean that the data saved into the other Slots is duplicated due to Saving being at fault. But that's only a "could".
That's why I kinda need you to breakpoint and step through and check at which point you start seeing duplicated data.

lost hemlock
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yeah

surreal peak
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Okay, and where exactly in code do you start seeing it getting bigger?

lost hemlock
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I finally figured out by putting a print-string here

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lmao, this is crazy... hahaha

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I feel finally so relieved but it's weird I didn't see this before

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I didn't even check here...

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so the more I save, the more problems I create, this is why by the time I reach to my 4th save, I have already pressed the save button 4 times, so when it goes inside of that storage, it will have 4 times the amount

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Alright, Thanks, thanks a lot!!!! hahaha

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oh my god, I never been so stuck on something for that long

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what a silly mistake that was....

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but you're 100% right, that can be very easily solved by clearing the array every time I save. I way way way over-engineered this...

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I can't believe how simple that was. Clear before saving... I did that for all my other save arrays. And yet somehow I missed this one. I've been really lazy with my print strings because I thought breakpoints solve everything... but they actually don't, they don't show you the variable data sometimes... and I ignored the variables on some occasions where I couldn't see them

surreal peak
lost hemlock
# surreal peak Might make you understand why it can be frustrating to try and help someone.

yeah I used to help a lot of people with their blueprint, and it always pissed me off how newbies would use print strings for everything and take 30 minutes to construct the perfect print string way way wayyyy over-engineering their text string etc... and I told them just use breakpoints. I had to explain this to someone who had just started out and he took like an hour to understand what breakpoints are or how they work.... and after seeing too many new guys struggle with that I started to associate print-strings with beginners/newbies that take 1 hour to do what I need less than a minute to do with breakpoints and the keys of F11 and F12, so after that point I recently stopped using print strings thinking it no longer has any value for me, and then it worked for a little bit, it felt like im faster, but I was dismissive of 20% of the variables that aren't always displayed when you hover over them with the mouse on breakpoint mode....I became too dogged arrogant with that approach so I never bothered to create print strings ever again since then... I thought I was above them lol...

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Their code would look like that when I told them to debug 1 variable... They'd use every string related node in existence and they'd make something like this, they'd call the orchestra when they'd need to play a single note

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They'd completelly destroy their graph & break 50 other things just to debug one little obvious variable

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I became so allergic to print strings it felt like just adding one would make my eyes swell shut... I also used to use them aggressively when I was starting out for everything and create thousands of messages in my gameplay screen that I couldn't get rid of... so this made them ineffective at some point because everytime I'd play my game I was greeted with 100+ old debugging ghost print-strings haunting the screen

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They wired up their graph like they were defusing a bomb just to check a boolean 💣 but its my fault for thinking this & abandoning them

maiden wadi
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Feels like an overly dramatic action on both sides.

You should use logs for sure. Prints are just logs you can see while playing. And you absolutely should log your code. You can often debug things from a log file without even needing to do any real debugging when you log things well. It shows you exactly where issues are.

Not to mention you can't breakpoint everything. Things that happen and change often are hard to breakpoint. Input is one that makes it difficult and where logging is much easier.

But I'm also not sure how adding a few prints to some functions ends up looking like an eldritch monster. That seems... weird.

crimson briar
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Prints inside standard execution are more like a preference thing I think. I delete most of mine after I'm sure the system works.
But I would recommend making a function for logging to a file/output log only: I usually give it a string like "bp name, funciton name, x went wrong". And using that to finish off every execution pin that shouldn't be reached under normal circumstances. Like an item name not being found in the datatable. Or an actor being invalid where you would expect it to always be valid.
This will safeguard your code for the future in case at some point you change something that was important. Either by accident or because you didn't remember what it did.

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The screenshots above look like someone had no idea how to make reusable code. Or just didn't care.

lost hemlock
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thats when I had to use print strings some months ago

lost hemlock
noble ledge
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When a character is updating its skeletal mesh and running through the anim instance to update its bones, pose, anim graph, etc... Is this all done from TickComponent() on the skeletal mesh?

lost hemlock
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do you have any video/resources etc. that I can see it in action? Sounds interesting tho

crimson briar
# lost hemlock I don't understand this approach

I mean, there isn't really much to understand.

Example: I have a TavernManager that registers, holds and provides available tables. When the customer leaves, the table is set free there. But I safeguard it with a branch and log file in case anything breaks between the client sitting and being done eating.
This condition should never be met, so there will not be anything printed 99% of times. But let's say in a year I make some feature that makes the table disappear. Then this code would break and write to the error log that there is something wrong here.

Or the third screenshot showing that the item wasn't found. Maybe someone chose a wrong name on the item spawned in the level. or between the game versions the names changed for some reason. This would show you the problem.

It is just making sure you have your exceptions covered in case of something breaking in the future. I'm used to doing it from my work I guess. It can feel pointless right now but once your game grows you will rely on things like this more and more.

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And since it is one function, you can easly change if you want a print there, or if you want to change how it is logged

oblique thistle
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is it OK to use event dispatchers to bind animation event graph reacting to logic?

ornate trail
oblique thistle
white parrot
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If you want the correct way, listening to ChatGPT is a bad idea

ornate trail
lost hemlock
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and that will allow you to see those errors specifically on logs

maiden wadi
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Multiplayer doesn't really have a single thing to do with the AnimBP. AnimBP is cosmetic mostly. It's driven off of data local to that client. So how you communicate really doesn't matter.

autumn pulsar
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Do actor components have a constructor?

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I'd like to initialize some default values when the actor is created from a table

midnight field
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I'm trying to integrate some of the features of the Game Animation Sample package into Mover 2.0 and GAS, but haven't really done much with root motion or motion matching before.

The two issues I'm having are:

  1. Control isn't returning to the player soon enough. Naturally I assume this is because of how Mover's root motion node is implemented. I assume it's something to do with these notifies in the montages, but I'm not sure what's supposed to be listening for it.
  2. The character's position seems to be raised much too far up. The montage looks correct, but the final result is weird. The animations were remapped to the default mannequin so I'm not sure whether that may have anything to do with it.

Would anyone have some insight?

autumn pulsar
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Can I get the count of the amount of elements in an enum?

steady night
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HI how i make a random anim play

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this loops them

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how do i only make it play once :/ ?

vagrant notch
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So, I have a specific jump height I want my player character to be able to reach. How do I figure out what jump z velocity I need to get that jump height?

midnight field
vagrant notch
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Cool. What are the units of measurement here?

midnight field
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It works with any units, but Unreal's standard is centimeters.

vagrant notch
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Awesome. Running that through my calculator, I'm getting a Z velocity of roughly 495 to get to 1.25 m with default gravity; does that sound about right?

midnight field
vagrant notch
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Awesome. Thanks for your help!

midnight field
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No problem! 😄

soft wave
# steady night

I don't think random sequence player is able to just stop animation at the end after playing it once.
You might be better off using montages for this

soft wave
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I tried copy-pasting just the "trigger" portion of your blueprints, and it's working on my end. I can only move sideways, but yea I can move on the wall.
Problem must be somewhere in wallmovement ig

autumn pulsar
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If I set a local Variable in blueprint from a ref, is that variable a ref?

thin panther
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depends what you mean, do you mean a diamond reference pin that you then set into a local, or an object reference.
no to the first, yes to the second

autumn pulsar
surreal peak
surreal peak
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I added something similar when trying out RM and MotionMatching in our own Mover setup, but that wasn't using any of Epic's stuff (our root motion implementation on Mover is much more low level, inside the MoverComponent, StateMachine and SyncState directly.

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(I have no idea how I managed to post the second part of that reply into a different channel)

smoky grail
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Hi ALOO So I've been making a roguelike for the past few months, and for the most part everything works perfectly, no big bugs anywhere that cause any issues, but I've had this one for a while that i just can't seem to understand, and I've tried to fix it in so many different ways and nothing seems to work. So I use a Seed for my map gen, before i generate the map I create the seed, then use that seed to create the map. Same thing when you load a save file, the seed is loaded from the save file, then that seed is used to generate the map.

I've had this issue where the map will generate one way when you start a new game, but then will consistently generate a different way every time you load the file (So if starting a new game would generate map A, then loading it would generate map B every single time), and I just don't really understand why it's not saving properly the first time, and was just wondering if Seeds just work strangely with save files Hmm every other piece of data saves perfectly fine so idk why this one is weird

crimson briar
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You would probably need to show how you generate, save and use the seed

smoky grail
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Oh true mb

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this is p much all the important stuff, I've attempted just saving the stream itself, that just had the same issue, thought this way had fixed it for a while but i suppose not

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Saving it is just getting the active save file and saving an integer variable in there, then loading the integer to generate a seed again whenever i load the save file

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and ik the saving stuff works bc it works fine for everything else shrug3d

meager spade
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Not sure what you are doing with those pins but a heads up, they will contain different values since the node is pure

smoky grail
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Yee ik, p sure that all works fine but I have been meaning to rework it

dark drum
# smoky grail Hi <:ALOO:1123281382727221358> So I've been making a roguelike for the past few ...

It'll come down to how a random stream works. When you set the seed, this effectively becomes it's starting point. Every time you pull a value from it, it modifies the seed. This means if you were to start a new game and pull values from it by the times its finished, the seed would be different.

When you then load a game and need to do further stuff with the stream, unless you've set the seed to where it go to, it would just start from the beginning again.

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Unfortunately, getting the stream seed at runtime isn't exposed to BP. (not sure why but hey) Here's an example of what happens to the seed as you pull values from it.

(note the get stream seed is a function i created in C++)

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And for completeness, this is the main bit on the random stream that changes/mutates the seed as values are pulled from it.

crimson briar
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So he would need to save the stream before actually using it? noted

dark drum
smoky grail
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That's kind of what I do, I'll make sure there isn't anything odd going on when i go back to working later, but the tldr of what I do is I check if the active save file is valid, if it is then i load the stream from it, if it's not then i create a save file, generate the seed, save the game and then generate the map Hmm i'm sure I'm just being dumb and doing something in some weird order that's making it happen

dark drum
smoky grail
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yee I am

dark drum
# smoky grail yee I am

If thats the case, that would be why. If you're generating from scratch, you don't need to save the stream. As long as it starts from the same seed each time it'll give the same results.

However, if might be worth perhaps saving out what is generated so you can just load and reapply without needing to go through the generation code again. More often than not, this can be faster. (of course it depends on how many calcs there are)

smoky grail
maiden wadi
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I would never actually save a stream. Save the integer that creates it and work from that.

surreal peak
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The seed number one passes into an FRandomStream gets placed into an InitialSeed and a Seed property. The Seed property gets mutated every time one requests a new random value. The InitialSeed isn't really used, despite when resetting and when printing. If one wants to continue an FRandomStream, one only needs to save the Seed value and later on init it from that again.

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But I see you wrote that in a lengthy message further up that wans't on my screen anymore.

icy imp
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Has anyone had the problem in 5.6 with the SceneCaptureComponent2d showing as a sphere and not a camera in 5.6?

maiden wadi
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One more "Lol wtf were you thinking" for 5.6 to add to the board.

icy imp
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I am building an RTS and I allow for camera zoom in and out and I tilt the camera up when I zoom in. My question is regarding the minimap and showing an indicator for camera location. I know I could have a quad that moves with the camera. I would like advice on a programmatic way to get the visible area bases on camera zoom and angle.

dark drum
sacred minnow
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i used level variants to change my wall textures and worked perfectly, i tried to do the same to the kitchen but it dosent work, i got no errors popping up

knotty current
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i have a widget. when a button is clicked in it, it triggers a "run on server event" inside the widget, which casts to another player's player state, triggering a "multicast" event inside the target player state.

when the host is the one pressing the button, the change works out, and the multicast works perfect

when the client is the one pressing the button, the multicast deosn't work and only runs on itself. how can i make it multicast in both situations?

icy imp
knotty scarab
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Hey, is it possible to make a variable thats TMap<struct FKey, TArray<class FString>> without going out of my way and defining some new parent struct that has both of those or something?
iirc internally blueprints can do this just fine
Ive tried pasting the variable into notepad and playing around there, but i cant seem to figure it out

errant snow
knotty scarab
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hm that sucks

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thanks ig

icy imp
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I am running into an issue with my units/buildings showing on the minimap with a background. I have a pass-through material with additive so that it has a transparent background. However, it is appearing very light on backgrounds.

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That is my passthrough material

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Without background:

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With background:

autumn pulsar
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What happens if you run a for each loop on an empty array?

last peak
autumn pulsar
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I have a structure and a ref, is there a way to only modify a single value in that without using splitting and making the whole structure and connecting all the pins?

crimson briar
crimson briar
autumn pulsar
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so like this?

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Do I need to bother with the out node since it's a ref?

crimson briar
# autumn pulsar so like this?

Probably. If you used get (by ref) it should work. And no, you shouldn't need to use the output pin. Buuuut I remember this being weird so I would recommend using prints to make sure it behaves like it should

autumn pulsar
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Sounds about right for blueprint

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annd yeah I did use get by ref

crimson briar
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Not having pointers makes it somewhat bothersome at times, so I'm never sure where it uses pointers and where not, even when there are diamond pins there

autumn pulsar
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Yeah

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Sad I can't have pointers in blueprint

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So I could make the get a varaible

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Though if I use a function I can do pass by ref

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That's some bullshit lmao

lunar sleet
autumn pulsar
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Mostly just hacking together a prototype

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I'll probably rewrite a lot of this in C++ at some point in the future

autumn pulsar
lunar sleet
icy imp
marble tusk
lunar sleet
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It’s been fairly common knowledge here for years

marble tusk
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Of course I have. Just never heard of setting its value at runtime to be a potential issue

lunar sleet
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Afaik that’s usually where the issues stem from. Making any changes to it while the program is running

dark drum
lunar sleet
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I guess we’ll find out

autumn pulsar
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I’ll just back up every so often kek

dark drum
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There's definitely an issue when you modify the structure class (Add/remove properties) though. Lol.

gentle urchin
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Same experience here

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No runtime issues

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Just editor time issues

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As in actual struct editing /modification

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Renaming variables/ removing or adding them...

knotty scarab
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Hey, is there any way on how to edit the Value of a Map's Key without Removing the old & Adding a new key (with the changes value)?
-# image is an example

gentle urchin
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Simply add replaces the existing value

knotty scarab
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aha i see, thanks!

modern cove
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What's the best Actor/Blueprint/Object to use if its sole purpose is to spawn other actors in a controlled pattern? The spawner itself will be invisible

dark drum
modern cove
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I can look into that. I was leaning towards a generic actor and placing it in the level, then setting up a spawning pattern in the blueprint

paper smelt
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Why is this not slicing? it simulates physics and everything as if it did but there is nothing visual showing that it cut...

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Nvm I got it

royal trellis
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i have an issue in my unreal 5 project. my main character blueprint seems to be corrupted. all the variables in it, reset to their default value upon closing the editor. for example any floats to 0, bools to false, enums to the first entry. creating new variables work and they are stored, but their initial values also reset to their default value upon closing the editor. Other blueprints, newly created or already old, do not have this issue. all the variables, new or old are stored properly, and their values is maintained even when the editor restarts. Any clue what i can do to fix this?

royal trellis
#

but that one was fully created using bp, but the project has some c++ classes

maiden wadi
#

Is it every single property? Even like loose integers?

royal trellis
#

yes

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even bools

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they revert to false

maiden wadi
#

Oof. My initial thought was to check for circular dependencies. Stuff like a struct referencing the character who references the struct can cause derpy loading like this

royal trellis
#

yeah...

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i duped the bp, and everything works...but when i started the process of re-referencing the new one in other bps(a terrible tasks since theres so much stuff with the player and dispatchers...) it eventually crashes the editor when opening

maiden wadi
#

Definitely getting circular dependencies feel from that. What was the crash though?

royal trellis
#

theres dfferent ones, but heres the latest:

Assertion failed: !Object->HasAnyFlags(RF_NeedLoad | RF_NeedInitialization)
Object='ELFEN_GAMEINSTANCE_C /Game/_GAME/ELFEN_GAMEINSTANCE.Default__ELFEN_GAMEINSTANCE_C' (0000029A1A319400), Flags=Public | Transactional | ClassDefaultObject | ArchetypeObject | NeedLoad | WasLoaded, InternalFlags=0x04504000

#

the actual error is pretty big

maiden wadi
#

Seems like there's a struct with a linker it shouldn't have.

#

Usually you want to avoid linking to BP classes. Like if you need to save a character class or instance pointer into the struct, you do it at ACharacter level rather than B_MyMainPlayerCharacterThing

royal trellis
#

can you explain that a bit easier to understand? a struct with a linker?

maiden wadi
#

The usual case is like... PlayerCharacter is a pretty common one, cause they're used everywhere. So people might make a BP struct with their BP PlayerCharacter referenced in the struct. Then put the struct in the character.

Now you have a struct class that needs the character class, and a character class that needs the struct class.

Struct->Character->Struct->Character etc etc.

You load one or the other, but they need the other loaded first. So you're stuck in a deadlock where it just has to pick one randomly because it has no choice. But it causes issues because they won't load right because of course the class isn't initialized correctly.

This gets even worse if you have multiple circulars. Like abusing the gameinstance to hold data like the character, and having the character use the game instance, and the struct needing the character, but the game instance and the character both need the struct, etc.

royal trellis
#

ic

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i dont think theres any struct that holds the character

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in fact from the ones i just checked, theres only one that stores a bp type(missiles)

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to spawn a different missile bp

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game instance doesnt hold a reference ot the character

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but the character does hold a reference of the game instance

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i also got a similar error(crashes too) with a an actor component.

maiden wadi
#

That should be fine. Do the missiles reference anything?

royal trellis
#

im looking right now, and they dont, they get overlapping actor on impact, cast to capsule component, and then they try to communicate with the actor's (get component by class) for the damage component(this is the component that is also crashing, surprisingly), ttheres also other stuff but im using bpi's

hardy merlin
#

This is bizarre. Any idea why my Character is not falling? If I give it no AI Controller it stays up there. If I give it a default controller it can fall.

#

Okay, looks like it needs SOME kind of controller?

graceful mauve
#

hi can you play sound in a multi-threaded animation blueprint without animNotify? I want to play footstep when it's detected by the ABP

surreal peak
surreal peak
turbid hound
#

Whats the difference between these 2 blueprint interfaces they both come from the same interface and settings are the same apart from bool and float. But the bottom one never fires. The message is setup the same and also when I delete the top one I cant recreate it and it never fires

crimson briar
#

Why the bottom one never triggers, dunno, debug it. Print a string before calling the interface and at the start of the implementation

turbid hound
#

mm interesting yes the function fires before with the print string but doesnt get passed in to the animationblueprint

#

had a look i cant rename the top one so i dont think it is a custom event

crimson briar
#

Maybe something corrupted if you can't neither rename it nor see it to readd it after deleting it. I would try deleting it, recompiling and restarting

turbid hound
#

yeah if i delete it it comes back with that BPI logo in the right

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but the bottom one isnt firing at all and is set up the same

primal hare
#

The Construction script in my spline mesh BP is making it very slow. I've turned off "Run on drag" in the class settings already, still slow in compiling, moving in viewport etc.

What could be the issue ? (If I disconnect construction script, the BP goes back to being snappy)

crimson briar
primal hare
#

Not sure why the images are nto showing preview for me. But here they are.

turbid hound
crimson briar
#

I'm not sure what the GetAnimInstance returns. Did you check there if it casts to your ABP class or fails?

turbid hound
#

i restarted the editor and it seems to be working now i think. i just have a weird bug with my crouch. but the rest are all working i have succesfully removed 14 checks off tick in the animblueprint giving me nearly an extra 4 fps

dark drum
turbid hound
#

yes you can make an event notify and then call that inside your blueprint to create the sound so then you can line them up to your foot steps

graceful mauve
#

I wonder anyone implemented directly in animation blueprint

tropic torrent
#

projectile component causing me trouble, wonder if i should do it manually

#

in the parent (nothing special about it)

#

This also has the Projectile Movement Component, image 1 is the BP_PA_y_projectile
Image 2 is the character, which sets the ability to whatever ones they have. This has worked before and has executed an ability which increases movement speed, and worked for one that launces the character

#

however i run into these errors

Blueprint Runtime Error: "Attempted to access BP_PA_y_Projectile_C_1 via property Ability2, but BP_PA_y_Projectile_C_1 is not valid (pending kill or garbage)". Node: StartAbility Graph: EventGraph Function: Execute Ubergraph BP Character Test Blueprint: BP_Parent_Character
and
Blueprint Runtime Error: "Attempted to access BP_PA_y_Projectile_C_1 via property Ability2, but BP_PA_y_Projectile_C_1 is not valid (pending kill or garbage)". Node: Stop Ability Graph: EventGraph Function: Execute Ubergraph BP Character Test Blueprint: BP_Parent_Character
I get one every time I press "1"

#

any thoughts

dark drum
astral summit
#

Hello, I’m using an event dispatcher for On Click in widget ,
but the problem is it doesn’t send the sender/source variable.
Is there any way to solve this issue? Because I’m dealing with many buttons.

craggy mantle
#

Hey, I added a function to a BP that's crashing my UE, and I made the mistake of saving before compiling. Now, if I hover over that BP, I can't even open it, it crashes 😭 Is there any way to open it in debug mode without crashing so I can simply remove the function responsible for all this? (The error displayed is an array with a value of -1 in a min0.)

tropic torrent
#

this thing works, but has the warning

crimson briar
craggy mantle
crimson briar
#

Well if you don't know, it won't help you now. You set it up when you start a project, not when a problem occurs

#

There are a few methods, depending what you want to use, like guthub or erm... I forgot the other 2 popular services

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But the point is, using source control let's you go back to previous versions of files when something corrupts. Game engines these days are pretty reliable but you will still run into something breaking from time to time so you should always use source control.

dark drum
dark drum
# tropic torrent this thing works, but has the warning

Considering you call start ability on the projectile, I don't believe having the project spawn another projectile is what you want.

As I've mentioned, you're calling 'Start Ability' on 'Ability2' before you've set the ref to an instance of the projectile. This means there's no projectile to call the function on.

You could do a validity check on 'Ability2' before calling the function which would remove the error but depending on what you're trying to do, you might want to spawn the projectile in if its not valid.

tropic torrent
#

it is supposed to spawn multiple, lemme record

astral summit
tropic torrent
dark drum
# astral summit I’m using the default On Click event, so I can’t return any values to know which...

Create your own button widget that has its own on clicked type of event dispatcher. When the default on click is called, call your custom one and pass the relevant data through. You can have this as a var that's instance editable and exposed on spawn. This will allow you to specify the property in the designer view or when you create the widget if spawning at runtime.

Alternatively, you can create a custom uobject to act like a wrapper that binds to the on click event and in turn calls its own event dispatcher which is the one you bind to. This method can be a little less intuative though if you're not familiar with it.

astral summit
craggy mantle
# crimson briar Well if you don't know, it won't help you now. You set it up when you start a pr...

Okay so there is no other way than delete the BP and Re-set it from a previous Save I had done,
Is it even possible to delete a BP from PC Documents ? (BCS I can't click on him inside UE)

I knew about Github but I didn't care much .. I'll set it now 😶

Yeah I don't understand why it break, it's telling me about an Array -1 object in min0 Array but the fct isn't using any array ahah

Thanks for informations

dark drum
dark drum
astral summit
crimson briar
dark drum
dark drum
#

Of course, just creating a custom button widget is easier but the above method can be useful for situations where it might not be applicable.

astral summit
icy imp
barren sonnet
#

Does anyone know if its possible to use the new skeletal mesh wind system in 5.7 without PCG ? If for example I want to place individual interactable blueprint trees in a specific spot.

barren sonnet
#

Figured it out, you can add a instanced mesh to the blue print which lets you select the wind animation

dark drum
#

Am i missing something to get the camera to follow the movement of the bone its attached too? I'm disabling 'Use Control Rotation' but the camera doesn't follow the bone.

tropic torrent
#

I know I'd have to post the blueprints of the launch system though, can't do that right now

last peak
#

You probably have some logic to destroy the projectile when it hits something

tropic torrent
#

I did not make the ProjectileMovement, built in to this, added it since I was following a tutorial

last peak
#

If you just want it to shut up you can do a is valid right after you pressed 1

tropic torrent
#

below you can see I just launched it manually

tropic torrent
#

didn't launch anything 😂

#

I'm pretty confident that when I spawn the ability into existence it is literally spawning it on the game start, and thus it can only be used the first time

#

if i did projectile movement i'd probably need two actors with this method so i don't spawn in projectile movement when i spawn the ability

#

but I'm not an expert

last peak
#

this is invalid

#

whenever you spawn a new projectile you need to set it

#

to the new projectile

tropic torrent
#

💀

#

so in a way, yes, because that is NOT how the dash works lmao

#

I see what you're saying tho

#

this, while it works on the dashes, doesn't work here since each projectile is "new"

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i'd want to hypothetically have "Projectile" as its own 'Ability' Actor, and the projectile itself as a 'Projectile' Actor that the Ability spawns as I already have it

tropic torrent
#

anyone have a naming scheme recommendation to separate:
Parents
Abilities
Actors created by abilities

I was considering
P_ (Parent)
PA_ (Primary Ability)
_C (Created)

ocean gate
#

Hi! I'm in a bit of a predicament, as I'm seemingly unable to change the contents of an array reference if it's modified from within a nested for loop? Is there any way to bypass this behavior, or do I need to rethink my approach to modify the array data?

#

^ In the above example, I want to modify the actual value of 'S_Mod_Gun_Presets' inside of my 'Main Character BP' actor. But doing it this way results in nothing happening, presumably because it's creating an invisible copy of the array and not actually modifying the original array itself.

surreal peak
#

Welcome to Blueprints and nested Struct Arrays.

#

Pretty sure the very first loop on the left is already creating a copy of each element :D

#

There is a Get (Ref) node for Arrays that takes an index, so you could write a For Each Loop Macro node that provides a Ref instead.
However, when breaking the Ref and getting the Preset Mods array, you gained another copy I believe.

#

Together with the Get (Ref) node there is a Set Members node that takes a Struct ref and allows setting the values of individual member properties without overriding the others.
That works well if you have one level of Struct Array, but falls apart when you have multiple levels.

For your specific issues I would suggest you store the Preset Mods array in a local variable and modify that local variable.
Then use the Get (Ref) + Set Members combination on the S Mod Gun Presets array to fully override the Preset Mods array with the modified local copy.

#

@ocean gate

#

When you reach the point at which you start hating yourself for using Blueprints, you may consider doing this in C++ instead, where it's not creating copies everywhere :D

astral summit
#

Hello, I need a way to create an event that notifies me when the mouse clicks outside the UI or when it loses focus.

surreal peak
#

A naive approach could be having a Widget that stretches the whole screen and sits below the main UI. You can probably override the MouseButtonDown (or whatever it's called) event in it to react to the click, but also make sure to return "Unhandled", so it doesn't consume the input.

#

And if your "UI" sits in its own container (another custom UserWidget), then you can potentially check if you can override a Focus Lost function in there and react to that second case.

But yeah, that might not cover all edge cases.

astral summit
astral summit
dark drum
astral summit
surreal peak
#

And yeah, you would need to make sure that this "click capture" widget is always at the very very bottom of the UI layers.

#

With C++ it would be a bit easier, as there are some more callbacks for this crap and access to the viewport (client) etc.

#

But you might still run into similar issues.

charred berry
#

I have a very simple BP in levelBP that uses U to activate a sequece that raises an object ( using sequence not bp), yet in one verison of project that doesn't show a 'sphere trigger', U does nothing, but in OLder project version nearly idential, the trigger isn't there, and U works. I checked and the level BP doesn't even say anything about trigger, and sequence not at all either, how is it working with no visible sphere trigger over mesh ( ive seen this before, sstill makes no sense) ?Trying to make newer version work as Ive made changes I don't want to have to REdo in older one where Lift is working great.

hard girder
#

Hey all im hoping this is the best place to ask this im following the couese on the epic site

#

But for some reason the character wont follow wasd

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But if i change it to say t for forward its fine ?

charred berry
#

url pls

hard girder
charred berry
#

cool thx

hard girder
#

Not dure if its the direct link as it messes up but its module 5 , 5

#

No problemo just so confuzed

charred berry
#

ya very odd

#

so where are you setting the keys , char bp orsomewshere else ?

#

do you get any errors trying to use asdf

hard girder
#

The character bp

charred berry
#

wsad

hard girder
#

Nope nothing at all i change it to say T instead of W and ir goes

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But when its wasd nothing happens

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Im guessing theres a conflict some where but not sure where

charred berry
#

are you sure all keys on keyboard are working 100% : had to ask ;))

#

5.6 here but I doubt there's much of a diff

hard girder
#

Yeah, i put a print blue print in just to make sure it was registering thr press

charred berry
#

ok

#

I don't know, actions and reactions in UE are just flat weird imho

#

don't know if I'm dealing with engine bug or *I'm the bug :)))lol

#

but ya Ive never messed with defaut key settings

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i guess go back and check your char BP changes

#

check bugs for 5.5

#

ya just never know

ocean gate
#

Thanks for your help! I figured out how to do it using set array elem, but damn this is such a clunky way to do it. Epic should add a way to modify refs instead of copies in nested arrays lol

steady night
#

Hi Guys

Im trying to get my AI to Hear my Noise

#

they have pawn noise emitter / pawn seense component

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"can hear" is enabled

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but itsn ot working :/

white parrot
#

Increase Range aswell

steady night
#

i mean that should not matter

#

well max range only relates to where the noise is comming from what range the hearing range will still snapp it

white parrot
#

There's also the range of the sense itself that should be high enough, i think the default should be 2000

steady night
#

thats only the area from where the noise is coming from dosent matter

#

but i just noticed i used the wrong node

white parrot
barren sonnet
#

Im trying to add interaction from explosions to the trees in unreal 5.7. Does anyone know if there is a way to feed data into the wind animation system of the new trees per instance ?

warm hare
#

What would be the best way to make an interactable object lower the lighting in the level when interacted with? The lights in question are actually a blueprint I created and placed around the level.

dark drum
# astral summit The event is not working

One thing to be aware of is that the widget needs to be focusable otherwise it might not get added to the focus path.

Just to reinforce what eXi said UI navigation and focus is an absolute pain.

Make sure that if the widget fills the screen, (Transparent background) that it's not hit testable. You might have to check this on various elements to ensure inputs can bubble down.

chrome pumice
#

Anyone got a solution for this? i wanna add a int to this array in that struct, but if i do it this way, it just simply doesnt add the element. i dont know how to solve this pinwise because set array element doesnt add a variable, it edits one

#

i thought of smth like this but idk if thats giga dumb

dark drum
chrome pumice
#

i tried to use set member but its again pinwise not really doable

#

there isnt really anthing to add it

dark drum
chrome pumice
#

and "add to array" doesnt give an array output

chrome pumice
chrome pumice
#

amazing

dark drum
chrome pumice
#

yea could be an idea

#

i just really dont like creating extra variables thats why i try this bs

#

is there a way to like ehh emegerncy close the editor? XD ithink there is a loop or smth

#

like without losing the stuff

#

i hear the game music but everything frozen

sand shore
chrome pumice
#

fck

chrome pumice
#

is it normal that "local variables" are missing?

#

i was reading abt like variables that can be used for a short time since my character have +120 variables, but there is no trace of such thing

dark drum
chrome pumice
#

ahhh okay thanks

chrome pumice
#

this is beeing called from a ui. for some reason the server just completly ignores the rpc. had this a couple times now and idk what causes this. this is an actor on the map, the client interacts with it and then updates it. but the update never reaches the server

molten pike
#

How can I forcibly change the position of a mesh (setting the Actor location doesn't seem to change where the mesh appears) if I'm not allowed to access it?

last peak
molten pike
last peak
#

Seems like the mesh was created with c++ and not exposed to bp's ?

molten pike
#

It is, but: UPROPERTY(VisibleAnywhere) USkeletalMeshComponent* Mesh;

#

From the header file

#

switch to UPROPERTY(BlueprintReadWrite)?

#

Well that didn't solve my problem outright (the position didn't change). But it did compile!

chrome pumice
#

Anyone knows why it refuses to get that variable?

next hollow
#

"get that variable"
As in by reference?
Your passing it through a replicated event, so by ref isn't possible.
That blue warning or whatever tells you

chrome pumice
#

it didnt work with normal event aswell

#

you wouldnt belive what fixed it

#

make it a single variable

#

and back to array

#

xDDDDDDD

last peak
#

Unreal at its finest ......

tropic torrent
#

sometimes I just want to ask "why is it like this"

#

I have NO errors this time, but my thing just straight up isn't doing what I want

#

everything up to this works fine
it does not launch the actor it overlaps with, nor does it apply damage

#

any movement from Enemies is from the physical sphere itself, not knockback

tropic torrent
#

w h a t

#

none of my print strings triggered but it launched, do i not understand how print string works-

#

NO, THEY'RE GENUINELY NOT TRIGGERING LMAO

#

welll

tropic torrent
tropic torrent
#

and now it stopped launching the projectile entirely, instead it just stays there and launches me when im in its path

#

the path exists somehow

#

im going to bed 💀

#

that's not much of a blueprint problem, I'd recommend #ue5-general

thin umbra
#

ok

hardy merlin
#

Any idea why my character is not using the blendspace I set up?

#

I have an AnimBP where Initialize and BeginPlay are never being called.

surreal peak
surreal peak
hardy merlin
#

I found a workaround. TUrns out for some reason if it's AI it doesn't have an acceleration value besides zero.

surreal peak
#

What does that have to do with the AnimBP not calling Init/BeginPlay? o.o

#

And yeah, I assume AIs only have Velocity.

#

Cause Acceleration is usually input-based.

hardy merlin
#

I'll figure it out.

#

Tomorro

surreal peak
#

@calm oracle No crossposting please.

calm oracle
surreal peak
#

Na. Choose one channel and wait. Europe is just waking up. Lots of peeps are getting to work. US is basically in bed by now. You gotta wait to get peeps to answer. You can re-post your question later if it got spammed away fwiw. Or just reply to it if it's very long instead of "spaming" it again.

calm oracle
latent sluice
#

blueprint gore

crimson briar
#

What do you mean. Everyone knows that every additional pixel the blueprint takes adds to the blueprint overhead. You need to always smash the nodes and wires as close together as possible to get better performance

dark drum
dense rampart
#

I'm trying to make TBS game, and I am utilizing third person and controls interface format. I found a template on UE4 of a TBS but unsure what elements would porve helpful and which would be helpful but require tweaks to make it work

sharp sparrow
dense rampart
sharp sparrow
dense rampart
#

well it's what i am aiming to make, I was inspired on more mascot based ones and wanted to merge it with a third person camera interface

#

there are templates and guides but i am not sure how much the third person would change the blueprints

sharp sparrow
sharp sparrow
#

Are you trying to develop a game in the style of Wartales?

dense rampart
#

codename steam

sharp sparrow
latent sluice
#

does anyone know the difference between these 3 nodes?

dark drum
latent sluice
#

So I've been using this wrong the whole time 🥀

#

is there a documentation to this?

dark drum
# latent sluice is there a documentation to this?

👀 Not sure but there isn't not really anything else to know about those 3 nodes. One sets the variable, one sets a local variable (inside a macro) and one adds to it. (this is assuming the variable is map)

latent sluice
#

variable is indeed a map

#

I struggled for hours on end to figure out why "find"-ing a map value does not exit. Turns out I'm overriding it this whole time

#

this is valuable information, yet a great set-back after learning "assign" allows local variable inside macro nodes

dark drum
latent sluice
#

alright

dense rampart
#

anyone have good knowledge on making turn based strategy games?

dark drum
chrome pumice
#

I just scrapped that mechanic. it was a purchase window for coins where you can unlock a door, clients couldnt pay/open it, but they can open it if the purchase window doesnt pop up, meaning when its 0 coins (it ignores the popup then

crimson briar
dense rampart
chrome pumice
#

No its not, its a replicated actor in zhe map

dark drum
dense rampart
#

but honestly understanding the basis of TBS can be helpful

#

like defining player and enemy turns

crimson briar
chrome pumice
#

Ahhh okay

#

im trying this when im home, thanks!

thin umbra
#

hey guys, do you think get attached actors maintain the order of attachment and i can rely on it
or do you recommend me to keep track of the attached actor's position explicitly?

near arrow
echo latch
#

Hello everyone, I have a question about the proper logic for my blueprint in general
Let's say I have a player character in the map that collects a coin to gain money, is it better that the main code to collect the coin value is located in the player or in the coin ? Which one should collect the collision data about the other ?

thin umbra
near arrow
thin umbra
near arrow
# echo latch Hello everyone, I have a question about the proper logic for my blueprint in gen...

Will you pick up more items than just the coins? If its a larger project it might be easier to gather all the pickup code in one place so you dont have it spread all over the place. You can use Blueprint interfaces to check what actors you are overlapping in your "Event OnBeginOverlap" using "Does Implement interface" using this you can put one interface called for example Pickup on all actors you want to be able to interact with.

echo latch
#

I am not sure actually that it will be the only collectible but I want also the enemy character to collect it (to steal it to the player)
So if I understand, I have to implement my interface on the player and the enemy and make the verification on the coin collider ?

crimson briar
# echo latch Hello everyone, I have a question about the proper logic for my blueprint in gen...

In general terms it is better to keep the functionality of the item on the item. But this example is so simple it might not be ideal for explaining it.
Because if it is money, I often have general functions on the player (or in some stats component) for things like addmoney, addhealth etc - because many things can add money for example, so having one place for it is better, especially when the money is tied to the player.
But I would keep triggering it on the pickup itself. Because later adding more pickups will keep their code on them, the player doesn't need to know what the pickup is, it just has functions for varous general effects when necessary

near arrow
# echo latch *Misses the answer button *

Hmm, I might have come up with a slightly better way, it might easiest to have a blueprint class, called for example pickup with some code that can send over stuff to the character (Could be enemy) that touches it. And then just make child blueprints of that pickup class for all your coins or powerups

echo latch
#

Great, Thank you @near arrow @crimson briar I see where I go now !

near arrow
#

Im probably less versed in that since for me most of my projects are obscure enough that I have to hope to find just a SINGLE solution that works.

crimson briar
#

Also using inheritance for pickups is a good idea too. You only have general functions/events on the main pickup class and then children implement their own effects. Make it easy to call the events without worry what the item actually is. But it all depends on how complex/expandable the system is going to be

dark drum
# echo latch Hello everyone, I have a question about the proper logic for my blueprint in gen...

Just to add to whats already been said, and give another example. Creating systems more often than not tend to be a better solution.

Take an inventory for example. Yes you could code it all in the player character but what if you then want something else to have an inventory such as an NPC or a chest/container.

Creating an inventory component (a custom actor component) allows the logic to be placed on different actors and effectively function the same way. This can lead to more consistent behavior and reduced how much you have to repeat yourself.

The great thing about components is you can use the 'GetComponentByClass' node to get a component from any actor.

Jumping back to the idea of coins. These could be an item that then gets added to the inventory. The item itself would check if the thing doing the interacting has an inventory component and if it does, call the relevant add item function.

echo latch
dark drum
#

The next bit is my personal opinion but, BP interfaces can't have default implementations so personally, I would only use these as a last resort. Usually hierarchy and composition will get you 90% of the way there and can lead to more manageable code.

I've come across a few projects where there are just as many interfaces as actor classes and it was awful to work with. Fixing bugs was a pain and often required checking multiple implementation to find the issue. The interfaces were often used in places that just didn't need one.

The reason i mention this is because when you're building systems it's important to take a little time to think about how all the pieces fit together and how the different parts will communicate with each other and what each class would need to know about.

sudden coyote
#

hello, i could use some help, I am making a timer for a game that tracks how long the player has been in the game and would like for the timer to stop counting when the game is paused. I am having difficulty getting the function to stop when the game is paused. Here is a screenshot, I'd appreciate any and all help:

crimson briar
sudden coyote
#

it does not pause ticks when using the in-game pause ability

crimson briar
#

O wait, it's UI, just noticed

sudden coyote
#

tick while paused is disabled

crimson briar
#

You can easly prevent it by using a branch with "IsGamePaused" before your functionality that shouldn't run during pause in Widgets

sudden coyote
#

i'll give it a try

#

wait im already doing that

crimson briar
#

Widgets tick during pause on purpose, I don't think you can get around it with a setting, you just need to use the IsGamePaused bool

crimson briar
sudden coyote
#

ah

crimson briar
#

It is a globally accessible function

sudden coyote
#

that did it, thank you!

rotund ruin
#

So i have a door bp master. What if I want to create a storage locker bp with 5 doors. Whats a good way to do this other than child actors (in thr same bp)?

crimson briar
# rotund ruin So i have a door bp master. What if I want to create a storage locker bp with 5 ...

My favourite answer: It depends.
If the Locker is not supposed to be moved during gameplay, you can use Child Actors. It is not recommended to use them, especially not chaining them one attached to another. But with static actors it should be fine.
Another way if it is static is to just mark places for the doors with a scene component and spawn the doors on begin play.
If the building is supposed to be moved during gameplay, I wouldn't recommend child actors.
You can convert the behaviour of the door itself into an actor component. Add door meshes to the actor itself, add a component for each of them, then initialize the components by giving them the corresponding mesh/meshes of specific doors they are supposed to work with.
Another way is to make the doors a child of the StaticMeshComponent class. Then you can position them as standard components and they can have their own additional functionality written.
ANd probably several other options exist

rotund ruin
#

I guess i could test spawning them

dark drum
rotund ruin
dark drum
rotund ruin
#

hmm i dont think so, it uses mouse over events on a trigger to highlight the door, then click to open. but it does use the player pawn to show messages like the door is locked, etc

rotund ruin
#

i dont think so it's too complex. there's only some checks on the player pawn

dark drum
#

Kinda like this. Just need to know what data is available.

rotund ruin
#

hmmm

#

interaction is called On Clicked (for the trigger), then a bunch of checks then the Complete event for the door (which is a child of the master interact bp)

dark drum
rotund ruin
#

Hmm let me see

narrow pulsar
#

So I'm having an issue. I created a volume box which will work as the "spawn location" for teams to spawn in (up to 3 players). The issue I'm having is:
I'm creating a "Player Start" object in "OnPostLogin" and then running the Parent "OnPostLogin" so the rest of the regular functions run, the issue is that it isn't spawning me at all in the player start actor I created inside "Spawn Players". All it does is spawn me in my editor camera current location. If I place a "Player Start" actor manually in the map it works but not if I spawn one like this for some reason?

crimson briar
#

You are possessing nothing - ergo the default camera

#

I would expect it to cause an error though, weird

#

Oh, it is spawning a player start...? Okay, that is some strange code there

narrow pulsar
#

I kinda figured out the issue although still havent been able to fully fix it

#

I was using OnPostLogin but the player is being spawned before that even runs so whatever I do there is kinda irrelevant.

But I'm having a hard time figuring out how to force delay the "player start" spawning so the volume box for player spawns loads first

crimson briar
#

Spawn the player under the map, make a fade from black screen when the player starts the game, spawn the box, then the box teleports the player to the location. Shouldn't take longer than a simple fade in.

narrow pulsar
#

I thought about that but not sure

#

I managed to make spawning the playercharacter work tehn possess it

#

the issues there is that somehow the viewmodels aren't working properly

#

even though GAS is loading up the attributes just fine

cunning vapor
#

Can anyone work out why this is being set as 0 when the save data is not 0 ?

Thanks in advance

maiden wadi
cunning vapor
maiden wadi
past hull
#

hello, what do you think of this code in the event tick, is this overkill and poorly optimized ? The code is used to decrease the cone that is used to spread line trace when the player is firing continuously. When player is not firing anymore, decrease the cone size ( weapon half angle )

tropic torrent
#

my bind event to on actor begin overlap is causing the projectile I'm working on to occasionally hit the character using it too! Not only that, but it seems to ignore "Do Once" and hits the character several times, instantly killing them! Is there anything I could do?

#

I tried a branch with if Overlapped Actor = Other Actor is false, and tried with Spawning Character = Overlapped Actor too

#

uh

#

It started working on it's own

#

I just reconnected the =

#

idk tbh

tropic torrent
#

What's the disable input equivalent for non players?

dark drum
cunning vapor
#

one last question of the day; i know the "find" is a copy; so this is just editing a copy; but what is the best way of editiing the "temp details level data" do i have to set members with the break level_data? Sorry; tad confused

tropic torrent
maiden wadi
tropic torrent
#

this stun is so fucked 💀

#

my knockback projectile barely worked, now this one won't UNSTUN them!

dark drum
dark drum
crimson briar
modest monolith
#

I would like to put this mesh as an HUD clock in my game, How can I convert it ? (sorry for wrong channel)

cunning vapor
tropic torrent
tropic torrent
faint pasture
faint pasture
#

Instead on relying on disabling input I'd just disable the response to the input. But it depends on the situation.

tropic torrent
faint pasture
tropic torrent
#

how

#

I used disable movement for now which kinda works

faint pasture
#

However you want. Disable CMC, do whatever else being stunned means.

tropic torrent
#

what is CMC?

faint pasture
#

Character movement controller

#

Disable movement works for that part.

tropic torrent
#

ah

#

yeah, rn it calls a custom event on the character blueprint that disables movement, then after a delay it calls a different event to re-enable movement and does a small amount of launch to knock some sense back into the AI

tropic torrent
craggy mantle
#

Hey, im trying something pretty complex and i need you all !

#

Context: I have a focus, i want to focus the enemy but still get a little camera rotation margin (in the end i want my pelvis and below to be focus on enemy, and my upper body to move a bit with the camera)

#

How can i add a little Aim input around my control rotation focus ?

tropic torrent
#

do you have any video examples of a game doing something similar so we can understand better?

faint pasture
#

You'll be able to "pull" it with the inputs. Change the interp speed based on if you're adding input or not later to make it interp very fast with no inputs but slower if there are inputs.

craggy mantle
faint pasture
#

You're feeding it a time step of 0

craggy mantle
#

I found out right after, it work, and so i just need to make linear math to modifie interp speed in fct of the delta btw my camera and the target ? Sound right for you ?

faint pasture
craggy mantle
#

ok, modifying Rinterp to wasnt doing good things so i tred "Ease" and it's working, i just need to find the right parameters

dense rampart
#

I am making a character switcher, I need something to add to this in which it loops back to the first character rather than the button stopping at the last character and it stops working

next hollow
#

Just gotta handle it manually.
If current == last index, set to 0.

next hollow
#

That set loop is hella wrong, but close. 😛

You use a branch to check that == on true, you set current char to 0
Then, on false you do your ++

and, connect that last index to the Player Characters

faint pasture
#

Index = (index + 1)%size

next hollow
#

Good ole modulo.
I always forget about that, until I need it for something random. 😛

faint pasture
#

But careful if you're subtracting, you need to do this instead

Index = (Index + Size + 1) % Size for going up

Index = (Index + Size - 1) % Size for going down

dense rampart
#

this thing?

faint pasture
#

I think it's called mod

#

It'll be a % symbol

dense rampart
#

wait sorry i'm really confused

faint pasture
#

Say it's size 3 and you're at index 2 and want to go up

(2 + 3 + 1) % 3 = 0

dense rampart
#

could you give me a visual?

dense rampart
#

like do i put the branch here?

modern cove
#

I'm a bit puzzled at something. I have a Stair Step Object. From it, I made 2 Child classes: an Up-Right step and an Up-Left step. The parent object has a hitbox. For the Up-Left step, I moved the Hitbox to the Left to adjust how the player lands on the stairs. But when I try to adjust the Hitbox on the Up-Right Step, nothing happens. I tried moving it far from the center location and it still seems to pick up Overlaps at the center, where the Parent Object has its Hitbox. Any idea why I can move the Hitbox for 1 Child Class but not the other?

dense rampart
#

dw got it fixed

barren sonnet
#

Does anyone have any ideas on how to modify the new wind 5.7 tree system per tree? I want try to make trees react to explosions.

lethal geyser
#

I lost it. UE5.7 is out now??

steady night
#

hi

#

i have a projectile with projectile movement component, i need tips on how to make the projectile stick to the target

#

(arrow attaching to the character when hit)

lunar sleet
shut blaze
#

Hey I saw a tutorial, and he created all widgets in his game in an order
But what if I want to create a widget in my game mid game, and then I open my inventory to find that the newly created widget is overlayed. Is there not a "set Z order for widgets"?

hollow tendon
shut blaze
#

am I blind?

#

help :(

next hollow
#

Its in the add to viewport function

shut blaze
#

this does not help

crimson briar
# shut blaze

Click on the small white arrow at the bottom of the node

shut blaze
#

oooooooooh, thanks guys

crimson briar
barren hollow
#

where can i learn complete roguelike and roguelite blueprint creation methods and techniques? any source?

lost hemlock
#

Hi... I've made a new test project to test something out... This problem im testing out on this project is something similar to a similar project I've made on my main project called a canvas-painting saving/loading system but now im doing this to save save/load slot images.... so I've started a new small test project to test from zero without any clutter or complexity... This is what it looks like.

#

So to put it really simply, this barely even has anything... I just added a big slot image there in the middle to simply test... Only one image should be enough to test

lunar sleet
lost hemlock
#

So I filmed a new video of my test project which I made literally within an hour ago to test this problem... It's currently uploading (24.33MB)

modern cove
lost hemlock
last peak
#

Im probably being stupid right now but what is this video supposed to tell ppl ?

lost hemlock
#

so every time I press play it should automatically load that image that I saved...

#

and this is why it should be doing that ^

#

this is my instance...

#

This is my GetSave ^

#

This is the load inside of the character... but these 2 last functions shouldn't matter as much because Im literally trying to load directly from the game instance... and I go over that one too but it doesn't work properly. I made all this in less than an hour just to start out empty on a clear test project, but when I figure out whats actually happening, it will help me advance on my main-project

last peak
#

seems like this is maybe invalid

lost hemlock
#

The point is that the big white image is white instead of getting the render target it should get and why on my init load it loads an invalid Material Instance Dynamic...

lost hemlock
#

Im doing this the same way on my main project for a painting system & it works fine, why/how is it not valid here?

crimson briar
#

As a side note, why do you have one event for Saving and Loading instead of two, one for save, another for load. It bothers me

lost hemlock
#

it's only invalid when I try to restart the game... It acts kinda like a temporary tattoo... also I can guarantee you that my game instance is probably not the problem I think...

last peak
lost hemlock
#

I tried to test the other variables, and they work, all valid except the last one

crimson briar
lost hemlock
crimson briar
#

Some variables can't be saved this way - because they are references, not the thing itself, like actors

lost hemlock
last peak
#

You have to serialize them

maiden wadi
#

It depends on the object. Anything that can be looked back up by the same name, like something from the content browser, or an actor spawned with the level rather than dynamically can be looked back up from a pointer easily.

crimson briar
#

Maybe someone else will have some insight, I never actually tried to save materials

last peak
#

but i dont know if its the case for dynamic material instances

lost hemlock
#

but I wanted to avoid that.. it seems too unecessary

last peak
#

Where do you set the material ?

#

cant see that in your code

#

DataSlotImage

crimson briar
maiden wadi
#

Yeah. Which you could still serialize and recreate, but that requires a small bit of C++.

lost hemlock
# last peak Where do you set the material ?

Ok... so im going to remove everything else... and I'll try to totally isolate that problem. I'll even remove the structure for convenience shake and I'll only be saving that slot image from now on... only 1 variable

#

it has nowhere to hide

#

This is what it looks now when I Initialize start game...

maiden wadi
#

Are you understanding your issue though?

lost hemlock
#

It goes here when I save...

#

now I can see the image...

lost hemlock
maiden wadi
#

You need to follow how objects are saved. You're not saving anything on that object. You're saving it's pointer as an outer path.

#

Pointer being it's location in memory. Outerpath being it's name, and the name of it's outers.

lost hemlock
#

so when I initialize it the 2nd time... it's also invalid / lost

lost hemlock
#

"1" is the current one im using

#

and it worked for the other arrays I had... like worked with enum & GUID variable arrays that I had before... everything went well.

I am basically saying: "Hey Unreal, keep this shadow warm for me overnight."

Unreal: "Sure thing bro."
...Morning comes
Shadow: gone...
Unreal: ¯_(ツ)_/¯

#

anyway I guess I'll try to implement this on my main-project... maybe this test project is just cursed..

maiden wadi
#

It's not the project.

#

You just need to understand how objects are saved so you can replace them.

crimson briar
# lost hemlock and it worked for the other arrays I had... like worked with enum & GUID variabl...

There are simple types: ints, structures, strings. Simple data.
Then there are complex types: actors, objects, most things that are created when the game starts -often represented by the light blue color of the pins in unreal.

Unreal knows how to easly save simple types. You just pop it into the save file and it works.
Most complex types don't work this way because they are complex. If you save them as you would an int, you basically save where it is in memory. When you load again, it won't be in memory anymore.
So you need to either break it into simple types - like instead of saving the actor, you save it's class and a transform.
Or make your custom serialization, probably with C++

#

This is the simplest way I could find to explain it

maiden wadi
#

To be explicitly clear on this, when you save it, you're not saving a memory location. You're saving the object's FullPath.

PackageName.Outer1Name.Outer1sSubobjectsName.WhateverYouWereSavingsName

And that's why it works when you reload something from the map or something from the content browser. Because even though these would move in memory between runs, their full name is stable between runs so they can be looked back up at load.

narrow sentinel
#

Anyone have any idea whats going on, I only get these when I go to make a State Tree

#

actually hang on I think I was looking at the wrong state tree plugin

lost hemlock
#

I can save render target

maiden wadi
narrow sentinel
#

So got this issue

#

I'm trying to set the var on the prop ref but the reference pin seems to be doing a different to the enum I've selected

#

so for some reason it's putting space between word State

#

yet here it's not and that seems to be the issue

#

any idea how to fix

timid relic
#

Hey guys. Got a hopefully quick and easy question. Basically, I'm making a barebones "drink mixing" simulation where the player pour is pouring black tea and milk tea into a shaker to make milk tea. I set these up as "liquid" structs. I have a Shaker actor, which contains the data for what's inside the shaker, and a ShakerManager actor which handles what's being put inside the shaker and what happens to the liquids when something is poured into it. The shaker actor containts an array of Liquid structs. So when the player pours "milk" into the shaker, the ShakerManager will add a Liquid struct to the Liquid array in the Shaker actor. In thi moment, I also want to check if "black tea" if the Liquid array already contains a struct that has "black tea". If there is "black tea" then the Liquid array will be cleared and instead the ShakerManager will instert a "milk tea" liquid. But if not, then the ShakerManager will place "milk" into the Liquid array of the Shaker.

The issue is that when I put "black tea" into the shaker, then "milk" into the shaker, the code does not see that "black tea" is contained in the liquid array; so I'll have "black tea" and "milk" in the array when it should "milk tea". My guess is that the "Contains" node is checking if the "black tea" struct's reference is the same as one of the ones in the Liquid array rather then checking if the value "black tea" exists in the array. Can someone please explain to me what I'm doing wrong here or if there is a better way. I can probably get away with a "for each" loop since at most there will be 2 or 3 liquids to check, but I just want to see if there is a better way.

last peak
#

Just for debug after you get liquids do a for each loop on that returned array in the loop body you add a print string, connect it to the for each loop object

timid relic
last peak
#

uobjects

#

But for your specific problem what you can do is simply creating a string array in your manager

#

Whenever you put something in the shaker you get its name then you add that name to the array

timid relic
#

My thought process was that this is just data. It doesn't need to have any functionality. It just represents this liquid or ingredient. Also later on I'll be adding materials and stuff to the struct

last peak
#

structs are horrible to work with in bp

timid relic
#

Would it be more reasonable to use C++ in this case? I'm thinking of switching to it after I finish my prototype anyway

last peak
#

That depends on yourself

#

i feel like bp is way faster to create than cpp

timid relic
#

I guess a better question would be, If I 100% must use structs, then C++ would work better with structs

last peak
#

yes

#

100%

timid relic
#

kk thank you

#

I'll just uobjects for now

eager thicket
#

is there any way to calculate the force at which an object hits a static mesh?

rich bridge
#

Hey everyone, I am struggling to get a MetaHuman's hands not to move during a walking animation, but rather outstretched like they are pushing a cart. Anyone have any ideas why it might not be working? https://forums.unrealengine.com/t/trouble-blending-two-animations-then-locking-hand-positions/2676659

sand shore
timid relic
sand shore
#

But then I suppose you would keep track of individual liquid layers

#

But imagine a specific layer is both blackTea and milk, but that layer is treated as milk tea

timid relic
#

I'm making a boba simulator. So in the shaker there will be milk tea, ice, and and an amount of sugar, then the player shakes the shaker. And it will just be milktea that is being poured into a drink cup, which will have it's own list of liquids and ingredients

#

So I think it's just easier to have a singular milktea liquid

sand shore
#

Ah that does make sense

timid relic
#

I can look into gameplay tags. I haven't seen that yet

#

any good resources you can point me to?

sand shore
# timid relic any good resources you can point me to?

A lot of the resources will be focused on the wider “Gameplay Ability System (GAS)”, but here’s a video that just focuses on the tags part: https://m.youtube.com/watch?v=1T4S2lFf19s

We've all created long lists of bools on our characters to keep track of a bunch of info, but you don't actually need to do that and as a matter of fact, you probably shouldn't! Gameplay tags are a built in system in Unreal engine that allow you do do all that, with much more functionality!

Join the discord for any help you need! : https://dis...

▶ Play video
brazen stirrup
#

guys how do we get a player to face a wall?

#

this is what ive treid so far

#

they only work on a wall that is on the x axis but not the y axis!

warm hare
#

What would I need to do to make this so the intensity lowers if you are idle too long?

timid relic
#

@sand shore Finally got the time to implement the gameplay tags. It's so much easier and it works. Thanks for pointing me in the right direction

crimson briar
# warm hare What would I need to do to make this so the intensity lowers if you are idle too...

You could start a timer with the amount of time you consider "idle". Save the timer handle into a variable. On the timer event lower the intensity.
Then you need to communicate to this code when the idling ends, so it clears the timer handle and/or changes the intensity back.
If you want a gradual change, you could set the timer to a lower value, make it looping and use one of the interp nodes.

plush galleon
#

Hi, I got redirected here after posting on reddit. Hopefully you guys can help. What I am originally trying to achieve is to automatically export a rigged MetaHuman (skeletal mesh of head under Metahumans/name/face/ is enough) as FBX with 52 ARKit blendshapes included. This turns out to be really difficult.

I found out that MHs don't have blendshapes/morph targets, they are using a curve-based system, backed by blueprints etc. Completely different. There are assets in Metahumans/common/ARKit/ like a pose asset PA_Metahuman_ARKit_mapping and an animation sequence AS_Metahuman_ARKit_Mapping. The pose asset maps the 52 ARKit blendshapes to the actual curve-based system by applying various components of the curve-based system. You can apply these 52 blendshapes on a preview mesh in its editor. The animation sequence uses this pose asset to show these poses as an animation on a selected preview mesh.

The way I imagined getting an FBX of the plain MH head is now by adding the skeletal mesh of the head to a level, adding the animation to it and setting the animation to each frame (=ARKit pose) one after another. In each step I'd create a static mesh from the actor in the pose and then export the static mesh asset.

However, and that's where the reddit question comes in (https://www.reddit.com/r/unrealengine/comments/1p1yewz/how_to_save_actor_in_a_certain_pose_as_static/), the Python API does not seem to convert the SkeletalMeshActor to a static asset before replacing it with a StaticMeshActor. The StaticMeshActor on stage is just empty. Everything else before works as described.
So it seems the step of creating a static mesh asset has to be performed manually before calling "convert_actors". I just don't see how it can be done with Python. If you know a way to do this in C++, let me know. Maybe I can convert this to Python.

Thank you!

simple stone
#

In UE5 Blueprints, I need a dictionary where key is Name and value is List of Integers, but Map doesn't allow Array as value type. What are the alternatives?

#

Example

Py:

name_to_int_list = {
    "Weapons": [1, 2, 3, 4],
    "Potions": [10, 20, 30],
    "Armor": [5, 15, 25]
}
dark drum
sturdy lynx
#

I have been stuck on this issue for a while so i thought about reaching out to the community.
I am working on a low budget game un unreal engine 5.5.4 (nanite disabled) and our game requires a mirror to be present in the level, however the performance budget is quite limited. so fancy lumen reflections are not possible.

I came across this post and was trying it out, however I did make some changes to capturing the cubemaps, it should not interfere with the actual logic of showing the reflection.
instead of capturing every frame, we are capturing it on input and saving it as a texture cube.
The material hasn't changed from the one in the blog post.
on blueprint construct I am assigning values to a dynamic material instance of that master material.

In the master it does seem to be showing up, but in the scene it doesn't. Am i wrongly assigning some parameters or is my logic fundamentally flawed?

any help would be super appreciated.

dark drum
harsh nebula
turbid bronze
#

Hello, I'd like to add fog to the entire map, but only disable it, for example, inside a dome. When you enter it, there's no fog, but outside, the fog is still present. I've tried watching tutorials on YouTube, but it's not really what I want. Could someone please help me?

sturdy lynx
# harsh nebula Create your dynamic material instance in the construction script, but don't set ...

thx for the reply. the scene capture is saved as an asset so i don't want to recapture it unless changes were made to the scene. that's why it is a stand alone event. I'm then assigning that cubemap asset in the blueprint instance in the level. the construction script is meant to have received the values, and create a dynamic material with them.
i fear maybe im not correctly getting the min and max of my trigger box. i will try some stuff out before posting again. will let you know if it worked.

atomic hollow
#

hello guys how the physics in unreal works,
Is it asynchronous or when the physics calculation are done,
In the below example the location is only updated by the add force on next tick, both the first print and the last print or same per frame

dark drum
mint magnet
#

Does anyone know how I can set these flags on a Geometry Collection from a blueprint? For some reason, I can only see the Breaks but not Trailings and Collisions.

atomic hollow
dark drum
atomic hollow
dark drum
atomic hollow
dark drum
atomic hollow
atomic hollow
#

as velocity is(currect position - previous postion ) per second

#

speed is easy because it is the magnitude of velocity

dark drum
storm solar
#

For widgets is it okay to have it set up as canvas panel -> common border -> canvas panel? Or replace the last canvas panel with overlay?
I have BP that will change the position of certain buttons depending on how many players there are.

crimson briar
#

If possible you shouldn't use too many canvas panels - like don't use them inside another canvas panel or in widgets that are going to be placed inside another widget with the canvas

#

In small games it probably won't matter but there are some performance costs to stacking multiple canvases

#

Also IMO it is easier to position and organize widgets when there is only one canvas in the chain

plush galleon
#

I am updating the position of an animation applied to a SkeletalMeshComponent using the SetPosition action. "Fire Notifies" is enabled. However, the pose does not update. Which action do I need to call for the editor to update?

dark drum
#

This is a question best asked in #umg

ocean gate
#

Ah, sorry!

astral summit
#

it possible to create an event in Blueprint that triggers based on a Boolean variable, without using a timer or tick?

next hollow
#

As in a variable you didn't create?
No.
But, if you created the variable, either make a set function, or mark it as onrep.

astral summit
next hollow
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Actually? No
Theres no replication, so not like it'd be doing anything goofy.

But, I feel like some people would probably say, just use a setter function, rather then onrep.

Both work, and have the same outcome

turbid bronze
#

Hello, I'd like to add fog to the entire map, but only disable it, for example, inside a dome. When you enter it, there's no fog, but outside, the fog is still present. I've tried watching tutorials on YouTube, but it's not really what I want. Could someone please help me?

past hull
#

hey, I am trying to convert this Finterp to a timeline but I dont understand why its not working :/
Basically, "Current Weapon Half Angle" is a variable that I increase each time I fire a bullet, and it represent the bullet dispertion cone.
"Current Base Weapon Half Angle" switch between "ADS Half Angle" when the player is aiming, and "Hip Fire Half Angle" when player stop aiming.

The timeline is called once OnFire event is finished, in order to bring back the cone to its default value, slowly.

Right now, the cone comes back to the default value instantly, so the timeline is not doing anything

next hollow
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Your not playing from start.
So, once its used/ played one, it will be at the end, and will instantly snap to the end.

past hull
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dumb error actually, i need to sleep

past hull
# next hollow Your not playing from start. So, once its used/ played one, it will be at the en...

Does "play from start" interupt the previously started timeline ? Its working fine with an automatic weapon. hen I hold fire, and then release left click so the stop fire is called once.
But when shooting with a semi auto like a pistol very fast ( faster than the spread recovery ), the cone size value increase, and then goes back. I was wondering if its because the previous timeline is still not finished, so the value are kinda broken

next hollow
#

Yeah.
It'll reset no matter what.

past hull
#

thats my whole stopfire event

past hull
crimson briar
#

Because if yes, there is a simple way to do it - make the event change the variable and call it instead of using a Set node

astral summit
crimson briar
astral summit
#

Got it, I just thought there might be another way

sand shore
# astral summit Is it okay to use onrep in a local game?

@next hollow I think OnRep may fire even for singleplayer games, but I’m basing it off how that works in BP for variables on the server…

In C++, if you change an OnRep variable on the server, the OnRep function is not called automatically. You would have to change the value and call the OnRep yourself.

In BP for BP variables, at least in multiplayer, setting a variable on the server will also call its OnRep on the server. So it’s worth trying out!

next hollow
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I know they do. 😛
I use them like that, every so often.
But, I also feel like someone gonna be like why didn't you make a setting function instead. 😛

sand shore
#

Yeh I have been told that calling C++ OnRep functions is a smell (even though it can literally reduce duplication or it eliminate the need for an extra function)

astral summit
#

I need help with this. Is there a way to delete part of a string using indexes?
For example, I want to remove from index 4 to index 9

next hollow
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IIRC.
You can only chop both ends, then append them together.

crimson briar
#

Wasn't there a node to turn a string into an array of characters?

sand shore
#

You also could use Mid and combine it with a Replace (replace the result of mid with empty string)

#

Chopping would probably work better though

sand shore
#

You can’t go back the other way as easily

plush galleon
#

Hi. I have a blueprint where I call SetPosition on a SkeletalMeshComponent followed by a CopyMeshFromComponent. However, it seems the result of SetPosition is not seen by CopyMeshFromComponent. Which action can I use to make the UI/the Component or whatever is needed to update/refresh/rerender?

crimson briar
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Read carefully their descriptions though. Also the order which one you do first will matter, you probably want to start from the left one

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In the future, when you want to see if there is some function for stuff like this - Right Click in the graph and just type in String, look for the string category and read through the available functions

eager thicket
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timelines can only work on event tick, right?

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because they need to continually update

crimson briar
sand shore
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Possibly the timeline can tick even if the actor doesn’t but I haven’t tested it and don’t expect it will

astral summit
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Yes, I heard I should use“chop both ends, then append them”,
but I didn’t understand how to do it. Where am I supposed to put the start index and the end index?
And do I need to put chop in the result of the other chop , or only by itself? And which string am I supposed to append?

crimson briar
raven mantle
#

hello, its possible remove this cut between the body and the face of myy metahuman ?

dusky snow
#

hi how can i change this values in game, i need to lock z location and x rotation at some point

remote hare
atomic hollow
#

hello guys is it really experimental after 10 years Or unreal just forgot to change?

hardy merlin
#

Should I be putting an AI Perception component on the Pawn or on the AI Controller?

lunar sleet
lunar sleet
atomic hollow
lunar sleet
#

EIS is still marked as experimental and it’s mostly ok

hardy merlin
lunar sleet
# hardy merlin Are you certain?

Actually… sorry it’s been a hot minute. You want it on the AIController. If you want an AI perception Source, that goes on the enemy pawn for instance

vast yacht
#

Hi everyone, do you know if it's possible to have Object or Data Asset Editable in the detail panel like struct ?

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Something like that

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istead of this

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? Thanks :)

craggy mantle
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You create a Struct and set it as the Variable Type instead of "New User def"

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Simple efficace @vast yacht

crimson briar
#

What are you looking to do here? Maybe there is another solution

craggy mantle
#

Hey !
A bit of Context : I want to create a rock paper scissors like (but with 9 factors) so I think it is better to use Tag in Each anim, which I get with Interface function message,
But my question is :
What is the best way to result ? (Map or Array with every possibility, Enum way, Struct, any other possibilities ?)

vast yacht
#

I know its doable in C++ but idk in bp

crimson briar
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Hm then I don't know if there is a better way to do it in blueprints. I usually have a data asset for the static data and a struct for modifiers

vast yacht
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In cpp it's the instanced specifier

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Yeah I'll have to use Cpp

winged zephyr
#

Why does the camera manager return different rotations even when the camera being used is static in place?

dark drum
dark drum
latent sluice
#

does anyone know how this works?

turbid bronze
#

In the first image, I'm outside the dome, so the fog is there, but in the second image, I'm inside the dome. How can I disable the fog only inside the dome, while still having the fog outside?

rose ridge
#

Hello,
I am just wanting to see if anyone would be able to help me
Fix my setworldlocation thing
As I am trying to make a point and click based game template for my friend and I just need a hand to fix something involving the setworldlocation thing

I made a marker for where the player needs to go but every time I set the setworldlocation to that location
It always sends me underground

#

It's in I think 4.11 or 4.13
Not sure one of the two

sudden nimbus
#

it sounds like you may be teleporting a character to an actor location, but failing to take into account that typically the character's location is in the middle of the body, not the feet

rose ridge
sudden nimbus
#

to test if this is the case, put that actor up in the sky and see if you end up in the sky

rose ridge
#

I am just trying to help him as his got a disability and all I want to do is help him
Since his a good friend to me

rose ridge
#

Because I am using a widget
As it's a click and point template I am making

sudden nimbus
#

show your code

rose ridge
#

Well i am making a couple of stuff

My hello neighbor fan game and a FNAF fan game
And this template for my friend
But the template is what I am trying to do rn for him

rose ridge
#

If possible

sudden nimbus
#

nope, just screenshot it

rose ridge
#

Okay

#

I am just trying to get a screenshot for you @sudden nimbus

rose ridge
sudden nimbus
rose ridge
crimson briar
#

Shouldn't scale be 1.0, not 0? I mean it might be unrelated and maybe unreal ignores scale 0, but looks weird

sudden nimbus
#

yeah good point

#

moving the capsule component like this could do really weird things with the Character movement system

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or wait, it might be the root component anyway

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but it's still off, you want to set the actor location/transform in situations like this

#

I'd venture a guess that the scale is the bigger problem though

glossy cloak
# rose ridge

Also might be worth asking how you're getting the Forward reference. Where are you setting it? because you don't have it exposed on spawn. So it must be being set manually.

sudden nimbus
# rose ridge

see how much more effective just asking the question and posting some code was? people love to help when the information is there and it's a scoped and approachable problem

rose ridge
glossy cloak
#

If you don't have a reference to the marker set, it'll send your character to the games origin I'm assuming. Which is 0,0,0 (probably underground) because getting the actor location of "Forward" will return null. Empty.

rose ridge
#

My phone data is playing up so my responses take a bit

glossy cloak
#

To test this, you can try two different methods.

  1. Add a print string node directly after the set Actor/World Location node. Plug the actor location from Forward into it. That way you'll see if the location printed matches the actual marker's location in your viewport.

  2. Drag off of "Forward" and add an isValid? node. Then you can add a print string on false and see if it prints. If so, your Forward reference is empty.

glossy cloak
rose ridge
#

I tried one of the methods and nothing is showing up

glossy cloak
#

Screenshot maybe?

#

It really depends on which method you tried to know if nothing showing up is good or bad. Lol

rose ridge
#

Did it send yet?

glossy cloak
#

Not yet

sudden nimbus
#

ya know, discord has a desktop client

glossy cloak
#

If you used method 2, nothing showing up is good. That would mean it is valid. Otherwise, you should be seeing something print when you test and click. If not, that would be your issue.

sudden nimbus
#

worth noting that if the actor reference were null, it would show an error in the log and do nothing

glossy cloak
#

I've found helping a lot of newer devs that they ignore runtime errors because they get so used to seeing them. Lol

sudden nimbus
#

yeah but the character wouldn't have moved at all

rose ridge
#

I am trying to connect to my PC using my phone data as it will be better on there

#

?

#

Damn it

#

It's not working

#

Okay there

glossy cloak
#

Nice

rose ridge
#

It's not sending me away I just connected the print string to the getactorlocation and it says 0.00 for all of them

sudden nimbus
rose ridge
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Didn't work

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It just sent me to the ground

#

Instead of below it

sudden nimbus
glossy cloak
#

So yeah. Your reference is going to be null if it's printing 000. And I think in this case it will still teleport the player. Because even if the reference was null the set Actor transform is still firing. Just with a null location. And you SHOULD definitely be seeing an error pop up.

dark drum
rose ridge
glossy cloak
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I highly doubt he's got the forward actor set to 000 exactly here. I really think the issue is the forward variable hasn't been set anywhere.

#

Especially since he said he moved it to the sky and got the same result

rose ridge
#

The forward action is just a actor that has a scene component in it

glossy cloak
#

Right, but it's a reference to it. You need to be setting that reference in the code so the game knows what is a reference to.

rose ridge
dark drum
# rose ridge Wdym

Get the player character, set actor location. For the location vector, add the capsule half height to the z value.

Alternatively, you could do a downward trace to find the floor and add the half height to this instead.

rose ridge
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It's so hard to understand in text form 😞

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Like normally I would have someone guiding me

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I get easily confused

glossy cloak
rose ridge
glossy cloak
#

You need to watch a tutorial on how variables work. You're not understanding that this is just an empty reference to an actor of that type and not a direct reference until you set it.

rose ridge
#

So explain step by step on how to properly get this work

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Please

glossy cloak
#

The question again is how do you know which actor you'd teleport to if you had 3 of those in your level?

rose ridge
glossy cloak
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But if you had 3. Then which would it choose?

rose ridge
#

Idk

glossy cloak
#

Then your reference is null. Lol you need to go look up a tutorial on how variables work.

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You're not setting the variable anywhere so the game doesn't know where to send the character

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So it's sending it to 000

rose ridge