#blueprint

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frosty heron
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Can also make a generic Task instead hard coding player character 0.

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Target can be a blackboard value too

crude dew
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think this might be what you need.

frosty heron
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the service will set what the target will be.

crude dew
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That will Get the value that you define in the Blackboard and use that as a AttackRange the Acceptable Radius input.

sudden garnet
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Thanks, it still didn't work :/ . Do you think I should set Instance Synced to true?

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If I manually set "Acceptance Radius" to 600 it does work

maiden wadi
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If that didn't work then your AI's BT isn't set to what you think it is. Where are you setting it?

sudden garnet
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That's where I set the blackboard I want to use

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And that's the Blackboard **

crude dew
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Are you checking the AI Debugger to make sure the AttackRadius is set?

sudden garnet
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I don't think I've ever used Ai Debugger.. How can I access it?

crude dew
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use the Apostrophe key to bring it up, It,ll show you this.

sudden garnet
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ohhhh right! that's helpful, thanks

crude dew
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Ofc if you have more than one enemy you may need to select the enemy you want to debug by running the game in editor, Ejecting from the player and then go select the enemy you want to debug and then re-insert back into the player model to view that enemies debug.

sudden garnet
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right.. I think it might be because I've only set Run Behavior Tree for 2 types of enemies where I have another 3 as well I haven't setup

crude dew
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It,ll just ignore the 3rd option if it doesnt exist.

sudden garnet
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Because Ai Debugger said Melee Enemy BT was executing but once more enemies spawned there was no BT being executed

crude dew
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Are the new enemys being assigned an Enum (Ranged, Melee, Boss)?

sudden garnet
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not yet, I think that's what's missing

crude dew
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as soon as they are spawned set them to their enemy type so it knows which tree to run.

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else it,ll run the default option you select which could be melee for a ranged enemy.

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Would highly recommend this guys tutorial also -> https://www.youtube.com/watch?v=zNJEvAGiw7w (its quite an old video but i think it is still relevant for Behaviour Trees) I think he has a UE5 version also

Welcome to the start of a brand new series. This time we are diving into AI for games. This episode introduces the concepts being used in AI design and in particular, the behaviour tree. In this episode we add an NPC that can randomly roam around the level.

Support me on Patreon and get access to videos early, join our developer community on Di...

โ–ถ Play video
sudden garnet
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Thanks! :). I will have a look

crude dew
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Sorry heres the newer one -> https://www.youtube.com/watch?v=IDZh0epFTRY

In this video tutorial series we will going over everything regarding AI in Unreal Engine 5; including some examples of AI behavior typically seen in commercial video games.

In Part 1 we do some basic character setup to prepare a character for use as an AI character.

SUPPORT ME
Patreon I https://www.patreon.com/ryanlaley
Buy Me a Coffee I buym...

โ–ถ Play video
austere coyote
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I need some help. I've been stuck with this problem for a few days now. I have modeled a vending machine with buttons (seperate meshes) that i want to be able to click with the mouse. I have already made it so the player can use the mouse when interacting (Press E) with the vending machine. however, even though i enabled the click and mouse over events, only the hover events trigger when clicking, and the onClicked() events don't trigger at all. I have already made sure that visibility is not blocked my any other collision in my vending machine BP. Can anyone help me find the source of the problem?

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The hover and click events of the buttons only print text currently, to ensure they work when they should.

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i have set the collision of the buttons to BlockAll, so i don't think thats the problem...

crude dew
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How are you handling the click event?

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I just done a test on a basic cube and when i click it , it prints out

white parrot
austere coyote
austere coyote
crude dew
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Are you doing this inside the UMG ?

austere coyote
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no just in 3d viewport

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the blue button in the picture is a mesh

white parrot
crude dew
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@Pingo it sounds like hes not using widgets would the reflector thingy still work ? Just asking coz i had no clue about it either ๐Ÿ˜„

white parrot
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IIRC it should still function properly, since it's a button

austere coyote
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im not sure what i'm looking for in the widget reflector, but nothing indicated anything being focused (to my extremely untrained eye.

white parrot
austere coyote
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๐Ÿ‘ found it

white parrot
austere coyote
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oh no its not.

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its just a mesh

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does the onClicked event only work on UI elements?

white parrot
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If you're having a special interaction when you click E, like panning the camera to focus on the vending machine, having invisible buttons would make your life easier

austere coyote
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is there really no easy way to just click the mesh?

white parrot
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Well what you're describing sounds like UI

austere coyote
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fair. it just seems like such a simple thing to do, guess ill try the UI approach.

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thanks for the help y'all.

crude dew
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@austere coyote Here you go forgive the awful vending machine model xD

austere coyote
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wow! thanks

crude dew
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The buttons are just cubes with Text Render Components attached to them with the names.

austere coyote
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unfortunately doesnt look any different to what i did.

last peak
austere coyote
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could the collision box i use to determine the interaction range interfere with my mouse clicks? i did make sure it didnt block visibility though...

crude dew
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Did you enable the click events for the player controller?

austere coyote
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i did

crude dew
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show the full logic for the vending machine with bp please?

austere coyote
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yeah give me one sec.

crude dew
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ok 1 sec, let me test something. ๐Ÿ™‚

austere coyote
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sure thing!

merry mirage
# austere coyote

I would recommend, instead of setting it on BeginPlay, to change the bool directly in the PlayerController Blueprint Details Panel

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There might be logic ran internally that is skipped because the bool is not true before BeginPlay

austere coyote
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i did that earlier. I just tried it again and nothing changes...

crude dew
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What does the hierarchy look like and the collisions on the buttons?

austere coyote
merry mirage
crude dew
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This is what mine looks like and seems to work

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Silly question do you have a mouse cursor enabled during game ? if not you,ll need to do a line trace to see which button the player is trying to interact with.

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I was assuming you kind of entered into an interact mode where you show the controls to the player and then they can click on them with the mouse.

austere coyote
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i do have the mouse cursor enabled when im close enough to the vending machine.

austere coyote
white parrot
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It's also relevant to consider how will you achieve this with Gamepad? (if you plan to support it)

austere coyote
crude dew
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Ok just tested it again, should work but not sure why its not for you, Try copying my one to a new blueprint actor and see if it works otherwise im out of ideas. ๐Ÿ™‚

austere coyote
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i will. thanks again for the help. i will let you know if that works.

crude dew
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np! the background main box holding the buttons has no collision enabled btw

austere coyote
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Huh, this seems to have done the trick. its far from ideal, because it only triggers on double clicking, but at least the click events trigger this time.

crude dew
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Not sure why it would only work on double click.

austere coyote
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same here, anyways, i'm gonna take a break from this frustrating issue. thanks to you i finally made some progress. Thanks again!

lofty rapids
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hmm do you have to double click every time ?

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or just initially

maiden wadi
crude dew
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lol @maiden wadi

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CAn someone tell me why this logic is still adding the player character to the list of actors please? ๐Ÿ™‚

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Im guessing coz the Other Actor pin is being pulled out past the branch so its not checking it... I imagine

maiden wadi
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You're == a pointer to an instance. Not the type. You're looking for a cast, or a GetClass->IsChildOf check.

crude dew
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Ahh thanks i,ll try that! and I promise to readd pepsi when we get more in stock ๐Ÿ˜„

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@maiden wadi Just for you, We added new product also ๐Ÿ˜›

maiden wadi
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I haven't tried that one yet. I should sometime. I do Pepsi Max through Sodadstream. Might have to try it with real limes.

crude dew
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Pepsi Lime is so nice and the Cream Soda one is too

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Pepsi Max Lime and Pepsi Max Cream Soda.

hollow pond
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hey folks, I'm looking to make a small personal project where I'll be using render targets to create static portal surfaces (purely visual - you won't actually walk through the portals. think the Looking Glass screens in Prey). I want to have quite a lot of these in my singular level, but I know that'll be memory-intensive as these all need to be 1920x1080 RTs. I reckon I'll need some sort of pooling system, but I'm honestly quite rusty with Unreal, so I'd appreciate a bit of guidance

my thinking is that I'll have a manager object/actor that manages creating and keeping references to roughly 4 render targets, and passes weak references to Screen actors when the player is looking at them. does that sound reasonable?

maiden wadi
hollow pond
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one sec...

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the screens are effectively portals into a copy of the room at a different point in time, since they track your position to change what's on the screen. it's kinda like VR but on a surface in the world rather than on your face

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I've done functional portals before, but there was only one of them in the level, so I never had to do dynamic allocation/management

dark drum
maiden wadi
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This also gets shitty with SceneCaptures in UE5 if you're using the new render tools. Nanite and Lumen kind of shit themselves with SceneCaps. It effectively causes the Nanite and Lumen buffers to redraw. Which causes them to flush nearly fully every frame. And this causes you to pay a fuckload in rendering costs with just one scene cap invalidating those caches every frame. More than just "Capture this scene twice."

hollow pond
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I'm willing to disable nanite & lumen and even do stuff like go to baked lighting. this is all for a month-long university project, it's not a long-term thing that I need to sell

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like asset-wise this is basically going to be a playable blockout

maiden wadi
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My initial thought is to say... Consider trying to make a manager that'll resize some rendertargets. There's a ResizeRenderTarget2D. I'm not sure of the implications with this or what it might cost, but you could occasionally resize RTs based on their importance to the view.

On top this the same importance can cause how often they're refreshed.

I think you could get pretty far with that approach unless we're talking like hundreds of portals.

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Past that. You're into custom rendering territory.

hollow pond
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the absolute worst-case scenario is that this doesn't work, so I switch to working in Godot which I know can do this weird stuff without too much management on my end

summer tendon
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any idea i am in editor utility widget trying to call another utility blueprint with reference i am using "is Valid" but i get crash when trying to call it and load new level with crash Assertion failed: !LevelList.Contains(TickTaskLevel) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp] [Line: 1458]

dark drum
# hollow pond nah I won't need hundreds, I'm thinking at most 6, maybe 8 visible at a time (bu...

6 is still a lot to be capturing at once. Even in the example you shared, they very carefully positioned the screens so that the player can only ever see one at a time.

Granted if you disable all lighting and fake it with with hand drawn lighting (using emissive) you might be able to handle more.

Note, that this is a problem with all game engines and I can also most guarantee that the developers of Godot haven't solved the problem either. Its also related to the issues that plagues reflections. Old style reflections worked by just rendering the scene again from a different perspective, its why they were often low quality reflections.

last peak
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They dont use render targets at all

burnt mirage
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Force lod 0 is actually auto lod while Force lod 1 is actually lod 0 ?

narrow sentinel
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Anyone know if I'm doing this right ?

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essetially I'm attempting to see if the Tag Container which AI has on them contains a specific tag

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at the moment I believe this is failing yet I can't understand why

white parrot
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Is the Testing Gameplay Tag a tag or a container?
naming suggests both are just tags

narrow sentinel
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so the testing tag is container

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the required is a specific tag

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which is required

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at the moment no matter what I'm getting false being returned on that condition task even though AI does have the tag which is set in the required

narrow sentinel
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obvs I've just changed name of one of them but their types are correct

barren hollow
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disabled every possible collision, still the character squeezes out of the attached component. this is actor attach to component type to possess vehicle. any solution?

hollow pond
# dark drum 6 is still a lot to be capturing at once. Even in the example you shared, they v...

there's examples elsewhere in the game where there are 3 of the portal-screens visible at once, so really 6 portal-screens is an absolute worst case scenario, I could still do my project with only 3-4 visible at a time.
I have much more control over rendering features (and thus rendering complexity) in Godot, so I'm confident that it would run better. I could also decide not to target 1080p (i.e. go for a pseudo-retro style at a lower resolution) which would free up resources, which is again something I'd rather do in Godot, but I can wrangle Unreal to do that as well

white parrot
narrow sentinel
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so think I found my issue

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the tag container some how is empty

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even though here on a global task I'm setting it

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well getting it and then setting it locally on State Tree

hollow pond
narrow sentinel
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i assume thats how you print the tags in the container

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i'm doing this in cpp to add the tag to container could that be the issue ??

AIStateTags.AddTag(FGameplayTag::RequestGameplayTag("AI.Investigate.Door"));
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I can see it has the tag though so can't be the issue

white parrot
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Unless there's apparent code that empties the container, it shouldn't be

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For sanity though, set the tag in editor

narrow sentinel
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so i do a check of that continer on tick and i can see once it's set it remains set

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this is because state tree triggers the function where in turn that tag is added

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and becuase the function doesn't fire again the tag is never removed

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issue seems to be this condition task constantly returning false

white parrot
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Either run with the debugger for the entire process to see where the tag goes missing, or print the container in intervals
Passing tags to a task shouldn't be an issue

narrow sentinel
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fixed it so it turns out the issue seemed to be race condition

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so when that function ran it was finishing the State tree task at exact same time the tag was being altered

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delaying further execution in state tree by like 5 seconds stuff is working fine as by that time the tag will have been added to the container

charred granite
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Hey guys, I've implemented a roll animation and set up the code. The roll would work as intended but I could still roll in the air when jumping, which I didnt want. So I created a variable "IsJumping" and added that to the code.
Now I can't roll during my jump animation, but after I've jumped I can NOT roll anymore att all for some reason. I'm definitely forgetting something, I just cant find what lol.

Blueprints of both Jump and Roll below. Thanks for the feedback.

charred granite
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I managed to fix it another way, I used the "Is Falling" function instead of the jumping one, I'd still like to know what I'm doing wrong or forgetting if I were to go with the "IsJumping" node ๐Ÿ˜„

ruby cobalt
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I got a OnRep function in my parent class but i'll need it in the child.. how do i build the stuff in the child instead?

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oh I see the override drop down menu in my child but.. the onRep function won,t show up

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i guess i can have the onRep trig another function

pine carbon
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What is the difference between timelines and timeline components?

ruby cobalt
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within a BP? I believe the timeline is the timeline itself.. lets you create automation..
the component will be the reference that lets you stop it or change its rate

pine carbon
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I'm quite confused about the nature of timelines, honestly.

ruby cobalt
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when i create a timeline I use Add Timeline (last option) and it also creates the component on the left side

dark drum
pine carbon
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They just sit there as nodes normally? They don't seem to be found anywhere else in a class blueprint.

lofty rapids
# charred granite

you have it on notify, i'm assuming you have a notify in the montage ?

crude dew
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Anyone can tell me why my AI units do not repeat the task in the state tree please? I have the tree set to return to it,s previous state upon completion but it doesnt seem to work

ruby cobalt
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halp! I making this 6 axis game pad thingy that can go in both direction -1 or 1.. but sometimes it's stuck at -0..

-0 will break my branch check because it's indeed not 0...

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i can add an abs() to my value but.. is there a better way to build this logic

crude dew
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Nvm fixed it i had to tell it that once the roam move had finished it was to transition back into itself.

ruby cobalt
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hmm tried with greater than but some values get stuck even though they are equal to 0..

surely there is a better way to handle this kind of stuff?

crimson briar
crimson briar
steady night
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Hi, im trying to rotate character towards direction

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i remeber some node had a "use closest path" something

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can someone refresh my memory pls

lunar sleet
ruby cobalt
ruby cobalt
ruby cobalt
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i created a c++ class to handle this kind of stuff when it's more efficient to do it using c++ too

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i guess it's light in either cases

cursive cosmos
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So I have a ingame camera that takes photos when pressing a button but they always come out at 1920x1080. is there a way to make the size different? smth like 500x500? (and no, changing the reso in the first BP doesnt work)

maiden wadi
maiden wadi
# cursive cosmos

In you scene cap component's details. In your fourth image. Can you search for bMainViewResolution and bMainViewCamera?

cursive cosmos
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@maiden wadi

maiden wadi
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Weird. That is the only check I see for that.

cursive cosmos
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hmm

maiden wadi
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Specifically this bottom function.

inline bool ShouldRenderInMainRenderer() const
{
        return bRenderInMainRenderer && (CaptureSource == ESceneCaptureSource::SCS_SceneDepth || CaptureSource == ESceneCaptureSource::SCS_DeviceDepth || CaptureSource == ESceneCaptureSource::SCS_BaseColor || CaptureSource == ESceneCaptureSource::SCS_Normal || CaptureSource == ESceneCaptureSource::SCS_SceneColorHDR || CaptureSource == ESceneCaptureSource::SCS_SceneColorHDRNoAlpha || CaptureSource == ESceneCaptureSource::SCS_SceneColorSceneDepth);
}

inline bool ShouldRenderWithMainViewResolution() const
{
    return bMainViewResolution || bMainViewCamera || (ShouldRenderInMainRenderer() && (!UserSceneTextureBaseColor.IsNone() || !UserSceneTextureNormal.IsNone() || !UserSceneTextureSceneColor.IsNone()));
}```
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So if bRenderInMainRenderer, bMainViewResolution, and bMainViewCamera are all false... it shouldn't be resizing it.

cursive cosmos
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@maiden wadi Turns out it was being cropped. I was just being dumb haha! thnxs tho :) fixed

charred granite
lofty rapids
dark drum
charred granite
#

kk, thanks for the help and confirming, I did end up going with IsFalling as that seemed better and worked

hidden pecan
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I have two characters, one using the first person template, the second I just made is using the third person template.
Is there any easy way I can transfer functions and blueprints from the first person character over to the other?

dusty spruce
#

I'm having a similar problem right now actually. I'm trying to switch pawns from the third person character to a big boss character using the Possess node but I'm not able to get the controls to work

hidden pecan
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oh yeah its going great ๐Ÿ˜ƒ

boreal basin
modern cove
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When I use Spawn Actor from Class, my spawned actor won't move. Won't even fall to the ground. When I use Spawn AI from Class to make one, I can't set values to any Expose on Spawn Variables, which I need in order to determine if the spawned actor drops in place or jumps sideways first. How do I do both: spawn an actor that moves and can be sent variable values?

last peak
boreal basin
# boreal basin Hmm, I have 2 Jump systems I wish to combine to one, but I'm not sure where do I...

Got Jump & Wall Jump to work but is every time I jump or wall jump, the double-jump doesn't trigger.
https://blueprintue.com/blueprint/ie94rh3f/

GPT says I should do this:

    โ†’ Get Avatar Actor from Actor Info
        โ†’ Cast To BP_ThirdPersonCharacter
            โ†’ Branch (Condition: CharacterMovement->IsFalling)

                False (NOT falling โ†’ regular jump):
                    โ†’ Jump (Target: As BP_ThirdPersonCharacter)
                    โ†’ Set HasDoubleJumped = false   (optional, but safe)
                    
                True (falling โ†’ maybe double jump):
                    โ†’ Branch (Condition: NOT HasDoubleJumped)
                        True:
                            โ†’ Jump (Target: As BP_ThirdPersonCharacter)
                            โ†’ Set HasDoubleJumped = true
                            โ†’ Print "Double Jumped!"
                        False:
                            (do nothing, already used double)

But I'm not sure if it'll work.

last peak
boreal basin
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As shown from my blueprint above.

last peak
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the delay simply pauses execution

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after a wall jump you dont want to execute the rest of the code

boreal basin
last peak
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your sequence is the problem

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and the delay

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what happens right now is this you jump
If you are close to a wall you do the wall jump your code pauses for wall jump delay seconds then it tries to execute a normal jumop right after that

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you need to change your delay to a timer

boreal basin
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Anything else? You're welcome to edit it if needed be.

last peak
#

this is pretty shit too

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it will work for now but you will be able to double jump from everything not just walls

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unless this channel is only reserved for walls

boreal basin
last peak
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ah ok then its fine

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time based code isnt great just as a general rule of thumb

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however if you replace the delay with a timer it will work

boreal basin
#

Let me try it later after my gym, which is in 40 mins.

crimson briar
# hidden pecan I have two characters, one using the first person template, the second I just ma...

I don't remember how different the two characters are so some stuff may break when doing it. But in general you would approach it by making another class, like a GeneralCharacter. Write your shared code there. Then reparent the two characters to this class. So they would be children of this general class.
But reparenting and moving code in this way takes some work and some stuff might break. You should plan this sort of things from the start so you don't need to use reparenting.

proven pecan
#

This is probably silly, but does anyone know how i can get my sections in the details panel of a blueprint to show up at the top? For example, I create a custom class say AProjectile then I make a BP off it. Maybe I have a section called ImpactProperties i labeled things in the c++ code. How can i see these custom made sections at the top of the details panel and not somewhere i have to hunt them down?

dark drum
proven pecan
dark drum
proven pecan
crimson briar
#

I would suggest first reorganizing your code and deleting useless nodes. There are at least two casts that are not used for anything. It is hard to help with code that is in this state.
Also plug more prints to the False/Failed pins and then tell us specifically which one the code prints

#

And what does "restrain the movement" mean?

last peak
#

thats only like half of your code

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No one can help you like that

austere coyote
#

I need some help (again, i was here yesterday). I have created a vending machine with buttons that i can click on with the mouse. I have made an interaction mode that allows the player to switch the camera view to click the buttons when they are within the interaction collision of the vending machine. i also made a test mode that allows click events without changing the camera view or being inside the collision. By doing this i have discovered that my click events do not trigger if my character is inside the interaction collision. Can anyone tell me how i can make sure my click events trigger when the player is inside the interaction box?

dense rampart
dense rampart
last peak
# dense rampart

add a print string before the branch and plug the return of this in there

lofty rapids
# dense rampart

whats up with the double distance and converting the float to a vector ?

last peak
#

I would just get current location subtract that with closet palyer location get the vector length and compare that

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the conversion in here is really odd... tbh i have no clue whats happening if you do that

dense rampart
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i removed it

lofty rapids
#

this is on the enemy bp ?

lofty rapids
# dense rampart

so your saying if the enemy is within a certain range of any player ?

lofty rapids
dense rampart
lofty rapids
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imo

dense rampart
#

i've tested and does work as intended however i want it to read the player regardless of distance and if it doesn't reach them

lofty rapids
#

wdym "read the player"

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take it one step at at ime

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everything works as intended now ?

dense rampart
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to be aware of the player's location

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as from far away the enemy can't do much

lofty rapids
#

wdym "aware"

dense rampart
#

but if it's closer the code works

#

it knows the location

lofty rapids
#

ok so thats what you wanted correct ?

dense rampart
#

of the player

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yes

lofty rapids
#

ok so now you want what ?

#

i dno't get "aware" or "knows"

#

doesn't it already know?

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because you have a closest player function

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tbh if the distance thing is working, then it "knows" or is "aware"

#

i'm just not clear what your wanting

dense rampart
#

from faraway it doesn't seem to move at all

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when i want it to move to the player regardless of distance

lofty rapids
lofty rapids
lofty rapids
dense rampart
lofty rapids
#

wdym "set movement range" ?

dense rampart
#

a fixed distance the enemy can travel in a turn

lofty rapids
#

i don't know what a turn is

#

you are turn based game ?

dense rampart
#

yes

lofty rapids
#

ok so whats the idea ? that the enemy can only move a certain distance per turn ?

dense rampart
#

yes

lofty rapids
#

how do you determin its turn and when the turn is over ?

dense rampart
#

when all movement actions has been made, i enable and disable movement on the player and call the switch turn function which does a rest on the actions

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player movement script:

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switch turn function:

lofty rapids
#

hmm you have a weird foreach

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its empty loops

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hmm ngl your logic is strange

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so its tough to see whats going on, maybe im just not seeing it

lofty rapids
lofty rapids
dense rampart
lofty rapids
#

its like useless

dusty spruce
dusty spruce
# boreal basin Kinda new to GAS...

me too, I just learned about timelines and I think it might be the way to handle transitions like this. It gives you speed curves and interruption triggers.

boreal basin
last peak
#

now you need to create a new event

#

the timer should not be looping

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the bool should not be set after the timer but in the new event

boreal basin
#

And which bool?

cursive cosmos
ocean gate
#

Does anyone have any idea why Normal Impulse from On Component Hit on my character actor always returns 0 when it hits something, even if it hits it at high speed?

last peak
#

and what couldbe the reason for that what do you think`?

proven pecan
white parrot
proven pecan
white parrot
proven pecan
white parrot
#

If not just have sub-categories of the same one

#

Foo | Bar

proven pecan
#

Good call

dark drum
white parrot
dark drum
white parrot
#

Wdym, i thought you mean C++ -> C++ -> BP, with C++ -> BP i didn't have any hiccups yet

hollow bane
#

Hi i have a question. I am trying to create a RTS controller. Right now I have WASD navigation and orbit/camera rotation inputs.
Both work but as soon as I orbit around too much my WASD navigation gets messed up and is inverted.

dark drum
hollow bane
#

here is a video of the navigation, once I am rotating too much the wasd get weird and inverted, sorry for the music.

hollow bane
#

could this be part of the issue?

ornate trail
hollow bane
ornate trail
hollow bane
#

pawn

#

with a spring arm and a camera and a floatingpawnmovement

ornate trail
# hollow bane with a spring arm and a camera and a floatingpawnmovement

https://www.youtube.com/watch?v=CVIv3KEjcdA

just replace the mouse XY with your WASD. your negation seems correct

How to set the camera to rotate around an object and zoom, good for a custom camera setup for a third person game or if you want to show off a product being displayed in Unreal.

Twitter: https://twitter.com/Game_Dev_Man
Facebook: https://www.facebook.com/GameDevMan

โ–ถ Play video
dark drum
faint pasture
#

just rotate the spring arm and have it be the thing that movement inputs are relative to

hollow bane
distant grotto
#

how do I animate a widget component scaling up and down without it affecting the border width? currently ive got a sizebbox as the parent, i figured that would wrk but it doesnt

faint pasture
#

I usually like to turn movement inputs into a vector, then rotate that vector to end up with the final world-space input vector. Mathematically it's the same as the axis values x the forward and right directions though

valid dew
#

Hi everyone, nice to meet you. First message here! I hope it's ok to cut in... I was wondering if someone can help me. When inspecting an item with L (when testing it), the item starts out zoomed as if I was already zooming on it manually. If I actually zoom on it, it will start working as intended. Any ideas? I checked the tutorial I am following (https://www.youtube.com/watch?v=XOH_f1Y8kco) multiple times but no luck... The settings related to FOV look good, the order of the nodes, the timelines taking care of the zooms too... I tried to show some stuff that could help in the video... But probably not where the error is eh. I am a total noob, so I'm sorry if the error is obvious. It's like I am unable to learn... ! Don't hesitate to ask whatver may help. ๐Ÿ™‚

faint pasture
#

starting out at the close position instead of the far one

valid dew
#

Aaah! Thank you. I finally found what I did wrong thanks to your comment. I already tried to fix it there yesterday and today but I finally understood just now. https://youtu.be/XOH_f1Y8kco?t=777 I was letting my "Inspect_Item" be at x -40 in front of the camera instead of putting it to 0 (to then move it to -40 while zooming through the code.) ๐Ÿ’€

lost hemlock
#

Hi I made a library function in c++ with these 3 functions but due to other technical problems I wasn't able to build these functions properly

#

So I decided Imma try to do this in blueprint... Is it even possible to do something like that in blueprint?

#

f_RenderTargetToColorArray, & f_ColorArrayToTexture2D or f_ColorArrayToRenderTarget

#

This is for my save/load system, which I wanna do this to serialize my instances, if I save instances it will simply wont work the next time I try to load it from the game instance

next hollow
#

I think you can go from texture -> color
But, I don't personally know of a color -> texture?

You could always look at the functions used in your C++, and see if they are exposed to BP

pallid locust
#

can anyone possibly help me with this

#

ive tried velocity-based release bugโ€“check thresholds and frame updates but i dont think im doing it right

lost hemlock
#

they are

#

but anyway, it's a big story

#

they were but still couldn't work with them

#

because they were using texture render target 2d

#

and my blueprint uses render target 2d, not texture render target 2d type variables

next hollow
#

Like, I know BP has this.
For render -> color
But, it appears any BP version of color -> render is editor only

twin tinsel
#

Hello, Im working on a survival multiplayer project messing around with replication and I dont know much about it but the best way for me to learn is to do so
So Im working on a modular attribute system for the player how it works

call modify attribute event from anywhere (not replicated)

switch has authority

3 if authority calls the internal function

if not calls server event then calls said internal function

next hollow
#

A horrible idea to do that.

#

If this were for instance, in a live game, let alone popular.
Now a hacker can just set the stats to whatever they want.

#

You never want direct Run On Server events, for stuff like this

twin tinsel
next hollow
#

For any "tips"
What I like to do is have that ROS function just call the origional function, which has the server check.
No need to have 2 instances of that internal being ran.

#

Like this.

#

Its especially worse, that you can choose all the values like now.

While some weird ass like set over weight (as an ROS function), would still be bad.
It at least does a static thing, I can't not do overweight by calling it.

But, it also still bad, cuz the client code can just use cheats to not call said over weight function.

twin tinsel
next hollow
#

No.
If its server, it does the multi code, which does the actual stuff.
it makes the attack happen.
While this Try function is just bool checks, and such

#

Well, I guess it would technically cause a loop, if you ran it wrong.
Aka, the client not having authority to call an ROS function.

But, that should never happen under controlled code.
At worse, it would fuck with random ass hackers. ๐Ÿ˜›

twin tinsel
next hollow
#

Oh, secondary tip, and technically I didn't do it in my code either.
But, it would fix your worry of a loop.

I always suggest, to do a server/ auth check even inside of an ROS function.

For this case, it would stop any potential loop.
For other cases, it would stop any confusion of the replication failing, and now the client is unintentially modifying the health, and suddely has 10 health client side, sorta deal.

#

Like this.

#

Cuz, if a replicated event fails for whatever reason, the origional runner, runs it.
So, client can run an ROS function, sorta deal.

gentle urchin
#

Huh, did i miss a ping

gentle urchin
crude dew
#

Anyone know why this wont work ?? I figured I could succeed the task when the AI has reached the point and then wait X seconds before telling the state tree to succeed the task and transition to a different state but it just seems to reach the destination and then never finishes as the state never changes please.

white parrot
crude dew
#

@dark drum Yes the finish task does enter which should tell the state to go to Roam which never seems to happen for some reason,

crude dew
#

Here is the Roam state in the tree, so why StartSearch never goes back to Roam im not sure ****

#

Also tried adding the Send State Tree event which is supposed to tell the tree to go to Roam State but I thin doing this it might not ever reach the finish task node for Search but none of it seems to work and i do not understand why, If someone can shed some light please. ๐Ÿ™‚

white parrot
crude dew
#

I couldnt seem to find one

#

Ah Delay Task maybe ?

#

Was looking for wait or something but is this the one you mean ?

white parrot
#

Yeah thatโ€™s the one IIRC

crude dew
#

but wont that delay the whole task from starting and not when just before succeeding ? Or does it work at the end so when the task succeeds it then performs the delay ?

white parrot
#

Thatโ€™s for you to set up

#

On success go to delay should be applicable

crude dew
#

Ahh so the tasks run in order instead of asynchronoously ? I thought as soon as the state was entered all tasks ran at the same time, Not one after the other, I read so much conflicting info its hard to know which is right lol

#

and then OnStateCompleted should trigger the transition to go back to Roam after the delay task has succeeded thus finishing the state right?

#

Whats the difference between State Completed and State Succeeded? I kinda feel they are the same thing ? Or is the State Completed (IE... When all tasks have completed/failed) and State Succeeded = when a specific task has succeeded?

dark drum
crude dew
#

ahh i think i get it thanks !

dark drum
crude dew
#

@dark drum Thank you for the info !

white parrot
#

Also you can overflow the buffer if you interrupt tasks without finishing them

crude dew
#

So always best to finish task or fail never not run them without it ?

north pike
#

Good day everyone. Please can anyone help me with the noc manage pack. Please ๐Ÿ™๐Ÿฝ.
It's for a project ๐Ÿ˜„

dark drum
#

Not that im aware of. UE does have live coding that allows you to recompile during runtime but I believe its for C++ code only. Not really looked into it but it might have something for BP's as well.

dark drum
tidal marlin
#

It just seems completely absurd to me that there is no runtime edit feature for the blueprint Graph.
Especially since, conceptually, it should be safer and easier than LiveCoding, Hot Reload, and ect.

next hollow
# gentle urchin why'd you check for server if its a ROS ?

Because if replication fails, the original runner runs it.
So, client running ROS, the client runs it.
Server running ROC, then server runs it.
It prevents accidental client confusion, and potentially server crashes, with client visuals.

fallow sierra
#

hey everyone, just wondering if there is a way to automatically move this image out of the way as the text becomes longer

dark drum
fallow sierra
maiden wadi
fallow sierra
#

image for reference

maiden wadi
fallow sierra
maiden wadi
#

874 size is massive here. Try making that something more like 32x32 or 64x64

crimson briar
#

And fill on the other element

fallow sierra
#

okay yeah that helped, thanks

timid shadow
#

Hey all! Just wondering if there's a sort of "go to" guide on making power ups for games. something that goes deep and has lots of detail? I'd like to really learn how to make a lot of different abilities but I am struggling a lot. Thank you!

gentle urchin
#

Unless you by fail mean called incorrectly

dusty spruce
#

When changing a player's pawn and input mapping context, do you need to remove the previous IMC somehow?

maiden wadi
gentle urchin
#

Depends on what you wanna achieve

#

I think of them as layers ๐Ÿ˜…

maiden wadi
#

Shouldn't need to remove a Pawns IMC ever.

dusty spruce
dusty spruce
gentle urchin
#

Youd just 'overlay' the imc with the menu imc on open, and remove the menu imc on close if im not mistaken

timid shadow
dusty spruce
gentle urchin
#

I thought so, but never really explored it

#

But i thought that was the gist of it

maiden wadi
#

To clarify, an IMC is just a set of actions you can maybe perform in a neat list. Think like... IMC_WalkingCharacter, IMC_Car, IMC_Boat, IMC_Airplane.

These four things have very different controls. But to possess a boat doesn't mean you need to remove the WalkingCharacter IMC. You leave both on and enabled Possession is what changes the real control sets here.

#

The rare moments you'll remove and add an IMC at runtime is for layered controls. BuildingMode is a common one, where building mode overrides other IMCs.

dark drum
# dusty spruce my menu doesn't have an IMC. Should it?

Yes, its apart of enhanced inputs which is currently the main input system used by UE. Any other is most likely the legacy version which you should avoid using.

All the templates use enhanced inputs and will have some Input context mappings setup already.

gentle urchin
maiden wadi
timid shadow
gentle urchin
#

Pattym got your back

timid shadow
#

thank you very much

dusty spruce
#

Thanks for your help everyone! I have duplicate pausing logic on my different IMCs so I think I need to find a way to have both IMCs share the same logic or something

maiden wadi
#

Or move them into their own IMC

dark drum
gentle urchin
#

Yepp stat/buff component is the path to go

#

Id prob combine them

#

They're kinda tied together anyways

timid shadow
timid shadow
maiden wadi
timid shadow
maiden wadi
#

I would make your "pickup" actor a single actor class that takes a data asset.

Make a data asset that has a property for whatever you need to display it, mesh, icons, name, etc. This asset also holds the "buff" granted to the tower. You make a new instance of this asset class in the content browser for each pickup type that can appear when something dies.

Make buff data asset class that houses the static data of your buffs. 10% attack speed for example, duration etc. Maybe with optional names or display icons for UI. You make a new instance of this asset class in the content browser for each buff type that can be applied.

There's a lot extra to do here to get it to work how you want. But after you have the data like this you can make a component that goes on your towers which houses your current attributes and applied buffs. After that it's just a matter of setting up how you want the buff pickup actors to spawn, how you want to shoot them to apply the buff to said turret etc.

timid shadow
faint pasture
#

I suppose if you wanted to refer to a buff on its own without the pickup, yeah that makes sense.

maiden wadi
#

I'm a fan of async preloading of heavy assets. Which data assets make much easier to do.

#

If I can preload all of my data assets before I even load into a map where they're used, that's a lot of complexity removed from having to async load stuff or hitch mid game. Less bug prone that way while still retaining the decoupled nature.

tepid solar
#

I have a question regarding interfaces. I want to implement an get function that gets an array of an actor that hit an world trigger box. But I cannot implement the get Function so I dont know how I am supposed to do that. Maybe there is another way to do that. Anyone of you have done somthing like that already?

dark drum
tepid solar
#

I got this idea by searching for a way to do it

faint pasture
tepid solar
faint pasture
tepid solar
#

the triggerbox bp code is in the wolrd bp. I want to implement the getPositions function in the vehicleactor

faint pasture
#

You mean LevelBP?
LevelBP isn't great but anyway, the thing that is doing all this managing should bind an event to TriggerBox's BeginOverlap dispatcher. When that event fires, you can cast the overlapping actor to YourVehicleClass (to check if it's a vehicle), and if that cast succeeds, you can just pull the positions array off it.

#

The order of events will go like this:

  1. Something overlapped the trigger box
  2. Trigger box fires the OnBeginOverlap dispatcher, triggering any bound events
  3. Your bound event casts the OverlappingActor to YourVehicle
  4. If the cast succeeds, that means it was a YourVehicle, you can now pull the array of positions from it
tepid solar
#

Ok even better when i dont need an interface

faint pasture
#

yeah you don't need an interface here

#

Interfaces are mosly for when you want to implement the same function with the same signature on various different classes. Stuff like Interact is the classic case

#

But you can do the same thing with components and dispatchers. You can think of a component as an interface with state in that case.

tepid solar
#

Ok first how i bind the event to triggerbox. The rest I think i can do but that part puzzels me

faint pasture
#

The ThingDoingThisLogic would bind an event it has to Triggerbox.OnBeginOverlap, so the triggerbox will automatically trigger it when something overlaps.

#

You could do all this from a custom actor which holds the trigger box, that's what I'd do unless there's some real reason why you need the logic to be outside of the trigger box actor.

tepid solar
#

No this is perfect

#

because i need this seperate actor to be in one fixed position anyway

faint pasture
#

I would recommend not using LevelBP though, you can accomplish all this management with just a manager actor you plop in the scene

tepid solar
#

that was also my plan I ended whith this just because bp is very confusing and not intuitive

#

anyway thank you for your help

tepid solar
faint pasture
#

some of the casts will fail, that's the case when something other than a vehicle overlapped the trigger box

#

you don't care about a bullet or the landscape overlapping, all you care about is a vehicle overlapping

tepid solar
#

yeah but it didnt trigger when I do that

#

but with the interface it does for whatever reason

faint pasture
#

Then you're doing something wrong

#

show code

tepid solar
#

this is what generates the array

tepid solar
faint pasture
#

You're saying that this other actor, cast to YourVehicle, never succeeds?

#

Print OtherActor

tepid solar
#

it works know. . .

#

i dont know mybe i did something wrong befor that

#

this is how it is now

faint pasture
#

Is this car the only thing that'll ever be doing scanning?

tepid solar
#

yeah. But I plan to have multiple

faint pasture
#

Probably make a scanner actor or scanner component IMO

#

then you can just put that on any old thing and make it a scanning thing

#

then your test isn't a cast or an interface check, it's a "does this actor have this component" aka get component by class

#

What you really care about is if a thing that can do scanning has overlapped the trigger. Just get component ScannerComponent from OtherActor, if there is one, then you're in business.

tepid solar
#

I see. That makes sense. The Idea of the hole project is to get scanning vehicles that get the positions of everything the see to then create a map with the help of those positions

faint pasture
#

yeah make a scanner actor or scanner component

#

actor if you must also have scanning particle fx and scanning sounds and a scanner mesh, otherwise just a scene component.

tepid solar
#

would be cool but for know i just want the proof of concept

faint pasture
#

at least switch to a component when it comes time for multiple things that can scan

tepid solar
#

yes

faint pasture
#

it's dummy easy and can help keep from all the scanning code cluttering up your vehicle

tepid solar
#

I am also suprised that I didnt encounter an write after read problem or anything like that. Seems unreal is pretty robust here

faint pasture
#

how would you have a write after read here?

tepid solar
#

the code that is scanning adding to the array while the build actor reads from it

#

the way it is now it doesnt stop scanning while the build event is triggerd

faint pasture
#

There isn't really a while here. At some certain point in time, the array got read and the build event got kicked off, then later some more scanning happened

faint pasture
tepid solar
#

i see. So it doesn't do it simultaneous

wispy star
#

Hello. I have an issue. I set a world rotation of a ~~root ~~scene component, and then I read the rotation of the sub component, and it does not match the visual representation ( i.e. if I place an arrow component and will read the forward vector, it will point to another direction). The Set World Rotation when used on root scene breaks is somehow. Is there a proper way?

wispy star
wispy star
faint pasture
#

zoom in on arrowanchor and arrow in the 3d view of the bp editor

#

make sure they point in the directions you think they do

wispy star
#

@faint pasture they do, as just using arrow will produce same effect

faint pasture
#

You sure you haven't turned on absolute rotation for the arrow?

wispy star
faint pasture
wispy star
faint pasture
#

why is arrowanchor gone now?

faint pasture
wispy star
lunar sleet
#

Erm

#

You missed the most important bit

#

Whatโ€™s inside the Update function

wispy star
lunar sleet
#

Oh ๐Ÿ˜…

wispy star
#

It seems it only breaks if it runs by a construction script.

mossy fiber
#

Is it really impossible for an actor in a sublevel, to reference another actor in the persistent level, without using a soft object ptr?

wispy star
dark drum
tropic torrent
#

its about time i learn how tf to do this

#

When moving an object in the world editor there is 'global' and 'local' options
When using vectors, it seems to be global based
how do i get a 'local' vector?
more specifically, i want to do knockback AWAY from the player, not just knockback forwards

crimson briar
#

Get look at direction from the player to the target. This gives you a direction which is a Unit vector. Multiply the vector by a number (distance/strength you want). You will have a vector that you can add to the target location to move it into another position. Or to use inside an impulse/force

#

Wait, I conflated direction with look at rotation

#

The direction node is called just GetUnitDirection

tropic torrent
#

where do i connect it here?

#

attaching it to the normalize seems to work, if im wrong feel free to @ me

faint pasture
faint pasture
#

from them to you is towards you

#

from you to them is away from you/towards them

tropic torrent
#

away

#

connecting it did the correct thing though

faint pasture
#

Normalize(A - B) and UnitDirectionVector(B,A) are the same, the problem probably was that you have 1 version knocking away and 1 version knocking towards.

still wigeon
#

This is an editor utility widget function. When this event fires it would get the selected data smith actor, and replace it with a standard actor.. and reparent the child actors. When I execute its working but only the first child actor is getting reparented. Any others are lose in the outliner. Any ideas?

faint pasture
still wigeon
#

Here are two examples:

#

It's attaching some of the child actors, but not all and just getting very inconsistent results on what it choses to re-attach and what it leaves out. **

faint pasture
#

Are you using actual child actor components here or is it just attachment?

still wigeon
#

If I understand correctly, Just attachment no actual child actors. They datasmith scene actors are basically just created on import as replacements for C4D nulls. So you can transform a group of meshes.

faint pasture
#

Just for fun, try saving that array to a variable before processing it

still wigeon
#

ok

#

That definitely helped. The 2nd more complex actor highlighted in that last screenshot had some actors that were left out but im thinking I may need to run this on any child data smith actors first, then the parent.

But it appears to work well for most simple actors thank you!

#

Ah for the actors it was not re-parenting they were imported with mobility to static. Once that is changed to moveable.. the function will move them as well. Thanks again

crude dew
#

Hi, Am i being stupid here but I cant seem to find how to pass from the Run EQS Query Task to the standard Move To task in the State Tree?? Do i need to build a custom task to break out the vectors out of the Query Result please? Seems a bit weird having pre-build tasks to Run EQS Query and Move To but not have them interact directly with each other.

dark drum
crude dew
#

@Pattym it says its an array of Query Config

#

but the standard Move To seems to only accept a Vector so theres no way inbetween to pass directly between these 2 tasks it looks like

#

this is the EQS Query itself

#

omg im stupid...

#

Theres a result output at the very top of the EQS task. #shameface

storm solar
#

When I re posses my pawn, if it was facing down when repossesed controls will be reversed, if it was facing left and right inputs do nothing and if its up it works fine. How can i fix this? Orient to movement is set to on.

dark drum
jaunty solstice
#

Nested Blueprint Actors?
Is there any issue doing this?
I've been using level instances to group collections of Blueprint Actors.
However I need to be able to easily keyframe these groups of BPs.
You cannot keyframe Level Instances!

So I think the only solution is to nest the group of Blueprint Actors inside another parent Blueprint Actor.

wispy star
last peak
#

Uhh i would be really carefull with child actor Comps

woeful mesa
#

Would there be any way to make it so that I can change this colour (white, vector parameter) from white to orange in blueprints?

thin panther
#

Yes, you'd need to create and apply a dynamic material instance to the object in question, at which point you can set a vector parameter on it

woeful mesa
#

It's a post process, do you think it would still work?

thin panther
#

should do

woeful mesa
wispy star
thin panther
wispy star
woeful mesa
#

I've tried this, but now it won't change colour. And I can't connect it to lerp because it is float4, whereas lerp is float3

lofty rapids
woeful mesa
#

No, because the colour stays white even if i change it

lofty rapids
#

its look like your plugging the float4 into the x y and z which is weird to me

woeful mesa
#

Yeah because when I connect it to only 2, then it just becomes some random colour

#

Oh

#

Ohhhh it works now. Sorry, I am quite inexperienced with materials lol. Thank you alot!

cobalt bramble
#

i cant find alot on line but i have a decal BP that uses and atlas that i can shift through but I cant seam to get the BP to accept another MI in the viewport. right now im having to c/p the BP and give it the material in the BP. anyone know how i can make this accept a new MI?

trim matrix
#

hey if i have a bp that acts as a puzzle that has either an on or off marked by a bool, how can i save like the state of the bp (either true or false on that bool) and then load it again on loading game, i have save and loading working but when trying to save the puzzles it dosnt seem to work, (this bp is in my instance. first one is inside the save function, second is in the load)

#

the error print string never prints either

dense rampart
#

for my TBS i have made an enemy shooting script I am testing out. and despite the efforts of a cooldown if the enemy shoots at the player the enemy kills them in an instant which isn't what i would like

#

i'm not sure if there is an order issue or there is an additional way to try and get the main blueprint activate only once at a time with a value

#

i have checked everywhere else and this apply damage if taken off just removes damage entirely so there isn't anything getting in the way

crimson briar
trim matrix
#

the save i forgot to move back to outside the loop

#

but thats the only code i have touching the struct

flat coral
#

No but seriously what the heck is going on here? The reported relative locations for BOTH components are wrong, and also, the reported distance between them doesn't match EITHER the difference between their reported locations (0) OR the difference between their actual locations (40)!

#

The object in question isn't even complicated other than the phys constraint. The last piece of the puzzle is that -1323 isn't a coincidence, that's the location of the object in-world. But like, who cares, that's why I'm using relative location.

#

I mean, look at this. How can the distance between their relative locations be nothing like the distance between their world locations?

#

I can obviously solve this bug by just using their world locations, that's reporting the correct value give or take some float bullshit, but like........ why

distant grotto
#

is there any way to replace with user widget?

trim matrix
nova grotto
#

hi guys im having this weird bug in my game where my player 2 cant move as well as not being effected by add impulse, add impulse, or launch character does anyone have an idea of what could be stopping it from moving at all

faint pasture
flat cypress
#

Hello.... so I'm performing a cast and it succeeds, but whenever I'm accessing the casted type, I'm getting an error log. I breakpoint the access and it says that the class type is unknown, but for all intents and purposes, everything works as intended.

Should I be worried about the "unknown" class, and any idea of what might cause it?

#

Actually, I may have an idea, since I've ran into something similar before.... lemme check

#

Nope, it was not what I think it was, which was the base class is a CPP file, and I exposed a get function in blueprint to a forward declared type, but blueprints didn't like that so I had to include the header file...

Doing the same thing did not work here

nova grotto
next hollow
#

I've somewhat recently realized casts don't actually do an is valid, so it very well could be that being the cause of the issue.

flat cypress
#

And it seems restarting Unreal after some bit got it fixed, because I did restart in the past and it still did the same behaviour

next hollow
#

Sure, a null is null.
But, an invalid ref is not always null.
Since, invalid is just being marked for destruction, or null.

It was just an odd thing I ran into, and had similar issues with.
Cast was a success, but would get errors, for invalid target.

maiden wadi
#

It's possible. Because the Cast node internal does a if (Thing) instead of if (IsValid(Thing)). Pretty sure that needs fixed.

next hollow
#

Time for random C++ engine edit #10

blissful summit
#

game instance shutdown is not getting triggered for me...? does stopping play from PIE not trigger it or something?

blissful summit
#

oh it works, it just the breakpoint doesnt work

light thorn
#

Anyone knows how to apply a billboard effect to a flipbook component? Having trouble with finding a way to do it

blissful grail
maiden wadi
crimson briar
# trim matrix would doing it this way be better?

I can't see any direct problems with the code you provided. It can have other problems somewhere else.
Or some data can be already in the save file if you don't start with a clean one each time - this is why I suggested checking the count of the actors when saving and the size of the array when loading. Just to see if it is what you expect it to be

dark drum
dark drum
#

Does anyone know why this would produce a trace thats lower than the cursor location?

#

For context, I'm performing a trace during a drag drop operation so I can't use the 'Get Hit Result Under Cursor by Channel'. Trying to do the trace manual results in it being off.

Edit: Never mind, I figured it out. I needed to use the mouse position of the viewport.

primal hare
#

I have a BP which is used multiple times in the level. Is this a good way to check and make sure only the instance that is being currently interacted with is firing (and not all the instances in the level).
I'm using this to set a boolean condition in the BP itself.

dark drum
# primal hare I have a BP which is used multiple times in the level. Is this a good way to che...

Short answer is no. The 'Get All Actors of Class' node should be considered a 'last resort' type of node. For context, you would normally need to loop through the result which can sometimes be hundreds of actors. If you have a couple in your level, you then effectively have 1000's of loops. This can balloon massively, especially if you then do something similar in another actor that's placed a few times. Before you know it, your game thread is bogged down just looping through arrays.

For something like this, just check who's interacting at the time of the interaction.

last peak
#

You can just add a name to your bp and set that differently for each instance to differentiate them

#

What you are doing right now is this
When you interact with this bp it looks trough all of the instances in the level then it checks which one is self and then it executes the function stop interaction on self

All of that is 100% useless, you could just instantly do stop interaction

soft lion
#

idk why I love this about blueprints, but whoever decided to make the self reference in blueprints appear when you drag off and type this into the search box is my best friend

#

I'm so used to C++ I type this instictively

dark drum
soft lion
#

I still like my meta specifier ExpandBoolAsExecs

#

I make some funny nodes sometimes

#

Oh but the 5.6 addition of IsA (soft) was nuts also... I couldn't explain how to recreate a cheap

Actor->IsA<Class>();

then boom... there's the node now

maiden wadi
soft lion
#

I really avoid blueprints a lot I'm sorry there's probably a bunch I don't know how works truthfully inside them

maiden wadi
#

There's a ClassIsChildOf function

#

Would look like...

soft lion
#

My issue is that's now creating 2 hard class refs to run that function

#

The whole point is no refs to anything to type check

#

Test object and soft class and type check complete

maiden wadi
#

Would have looked something like this.

maiden wadi
#

Object and Softclass are both of UObject level. So no extra loading.

soft lion
#

That was my next question

#

That doesn't need resolved to use like that

#

You can just get the class off it without it having to load

last peak
#

guess its because its pretty much the same in every language

soft lion
#

TIL

maiden wadi
#

Still maintain that the hands down best feature in BP since I started using Unreal in 4.23, is Show Exec Pins.

soft lion
#

Aren't all the exec pins shown

#

unless it's macro or pure

maiden wadi
#

Forcing them on a Pure node.

soft lion
#

isn't the point of pure to... not hook it up to execs

maiden wadi
#

Would you rather just hook this node up or be forced to save a local integer to not have two randoms?

#

Arrays are the bigger one for this though. So many functions return arrays and are pure because they're const. And when you feed that function into a ForEach loop, you run that function AT LEAST three times PER INDEX.

maiden wadi
#

Sec

soft lion
#

I can't imagine a code snippet functioning the two different ways

maiden wadi
#

I'll get two different integers here right?

soft lion
#

yis

#

That will roll twice

maiden wadi
#

Now I'll get the same one twice.

#

Before...

soft lion
#

Oooooooooooooooooooooooooooooooooooooooooooooooo

maiden wadi
#

You had to do this shit.

soft lion
#

o that doesn't bother me at all

#

Hmmmm

maiden wadi
#

But you can't do this in event graphs. Because they can't have local vars.

soft lion
#

also yis

maiden wadi
#

Which makes it a class property. Which is just fucky.

soft lion
#

Blueprints are magic behind the veil

#

I just use text it's fine

#

But it's funny I do see blueprints where people use pure functions with the multiple wires out and wonder why it's different values a lot

#

very beginner fun things to explain

dark drum
soft lion
#

I know K2_whatever as the indication that it's a blueprint event or function because of the second iteration of Kismet I think

dark drum
soft lion
#

good ole UKismetSystemLibrary

#

Animation library for direction

maiden wadi
#

I'm kind of looking forward to Verse if they ever do it out of Fortnite.

soft lion
#

So I can try having less CMCs draining the bandwidth with more characters

dark drum
maiden wadi
#

Does mover really cost less? My impression of character costs are that it's largely just transform and animation updates.

soft lion
# maiden wadi Does mover really cost less? My impression of character costs are that it's larg...

The CMC is massive and the replication is good sure, but there's a bunch of stuff that's just super heavy. Mover 2.0 from what every is telling me is still in the works, but it's supposed to be significantly lighter than CMC and better on the network. The caveat is of course that the netcode isn't complete so we can all say the next iteration is going to be better, but we'll see in the end.

#

I thought GAS had fat classes, then you open CMC it's stupid

maiden wadi
dark drum
soft lion
#

so what if there's no default CMC anymore and you wanna use Mover how do you tell Jump and Crouch or LaunchCharacter

maiden wadi
#

To be fair I see those in the same light as the ApplyDamage stuff. Replaced by a real ability system.

dark drum
soft lion
#

idk I haven't messed around with too much after I talked to people but that was a while ago and I just ask opinions since. I've never actually attempted to add Mover and mess with it in its current state

maiden wadi
#

How is mover actually cheaper though? I'm mostly just curious about that because the CMC's movement costs are not actually that atrocious compared to the rest of the costs of characters like animation updates. Which is all skeletal mesh stuff.

#

Even basic transform updates are massively larger than CMC

dark drum
soft lion
dark drum
primal hare
dark drum
primal hare
#

Is there no way to "deativate" other instances and only have the current (latest interacted) instance of the BP get triggered?

dark drum
soft lion
primal hare
#

activation is triggered by sphere Trace

primal hare
#

Sphere trace picks the instance of the BP

dark drum
soft lion
#

need screenshots

primal hare
#

ok let me serve my special spaghetti

maiden wadi
#

I like the little spiral pasta things better but. ๐Ÿคทโ€โ™‚๏ธ

soft lion
#

Gimme that tube stuffed with cheese

primal hare
#

๐Ÿ˜†

maiden wadi
#

Big tube. Gonna refer to that as mortar pasta from now on.

soft lion
maiden wadi
#

"One plate of mortar pasta with cheese bomb filling."

primal hare
#

This is basically a BP, that let player walk along a spline. The red arrows is the part that is triggered when the player moves, so there is correction on the players location

soft lion
primal hare
#

So if the multiple instances are triggering, the player goes haywire

soft lion
#

Where's the sphere overlap

primal hare
#

This is in the player BP

soft lion
#

The white exec wire disappears bottom right

#

idk how often this is called

primal hare
#

It is called on movement button

soft lion
#

Ok so yes

#

Here's the issue imo what I can understand

#

That trace with a single hit result if youre sphere overlaps multiple, it will just pick the first one the code sends through of the 4 splines you hit

#

So if you're retracing every movement frame it will randomly cycle which spline is the chosen actor in that 70 radius

primal hare
#

no the BP splines don't overlap

soft lion
#

So that sphere trace only hits 1 single spline at a time but teleports you across multiple instances

#

That radius 70 sphere never hits more than 1 instance of the spline

primal hare
#

but the the palyer movement is triggering the code in all instances of the BP

primal hare
soft lion
#

Oh wait I see it

maiden wadi
#

What do those interface things at the end do?

primal hare
#

like walking on different branches

soft lion
#

Ok I think your issue actually is the Event Dispatchers

#

You see in blueprints like that you're calling Spline On dispatchert

#

and all instances of splines have a callback bound to that dispatcher

#

So the single call of that delegate dispatcher will activate them all

primal hare
#

yes

soft lion
#

You need to create a custom event inside the spline, not a dispatcher

#

and then from the HIT SPLINE Object Reference, call the Spline On and Spline Off custom events from the Object Reference only

primal hare
#

I think I get what you are saying

#

It is amazing all this coding game is just about freaking correct reference haha

soft lion
#

Well, it's not correct reference here, you're looking at 2 different ways of calling something

#

a delegate by design is supposed to broadcast to all things bound to it at the same time

#

that way you can bind to it all over the place and it JustWorksโ„ข

#

making something happen on a single instance only but having all instances be capable of doing the same thing is the design of the object reference

primal hare
#

yes, perfect sense!

maiden wadi
#

At least you're not writing a game agnostic savegame system that can generically save anything.

soft lion
#

Like the types are agnostic?

maiden wadi
#

I'm currently extending my savegame system for work. It saves objects generically. Grabs anything with the SaveGame flag and serializes it to byte data and can replace it.

I also just added instanced structs as shards that can save special data sets for things though. Simple examples are like transforms for Actors or SceneComponents. It doesn't save this data for like non Scene ActorComponents. Similarly with things like attachment hierarchies or detatchment from said hierarchies. Another one are primitive settings. Their materials and or dynamically set parameters for said materials.

#

Intention is more or less that it can be used in literally any game. Works well. I'm just fighting some resolvers for the GameFramework classes. Playerstates in particular are slightly annoying.

soft lion
#

I only save at the Actor and below

#

Object and some properties like that would be nice

#

I still serialize all the stuff with SaveGame to bytes but just not as high up as you

#

I run it on an ActorInterator

maiden wadi
#

I've so far managed to entirely avoid interfaces. ๐Ÿ˜‚

soft lion
#

Interfaces is the entire concept of mine so well done

dark drum
#

I still need to learn how to handle save versioning. You know so when you make a change you don't automatically break all previous saved data. crying

soft lion
#

Naturally I have an if check that if it's bad to not load anything so of course it was always bad and all I had to do was clear the savefileeee

maiden wadi
#
void UAuthaerSaveGame::WriteObjectsToSaveUsingConfig(const UObject* WorldContextObject, UAuthaerSaveGameConfig* Config)
{
    if (!Config || !WorldContextObject)
        return;
    
    CollectAllDataShardTypes();
    CollectAllClassResolverTypes();
    
    UWorld* World = GEngine ? GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull) : nullptr;
    if (!World)
        return;
    
    TArray<UObject*> AllSavedOuters;
    
    for (const FSaveSubsystemEntry& Entry : Config->SubsystemEntries)
    {
        if (USubsystem* Subsystem = FindSubsystemByClass(World, Entry.Class))
        {
            CreateObjectRecordForObject(Subsystem, ESaveObjectType::Subsystem, Entry.bOnlySaveGame);
            AllSavedOuters.Add(Subsystem);
        }
    }
    
    TArray<AActor*> SavedActors;
    for (const FSaveActorEntry& Entry : Config->ActorEntries)
    {
        for (TActorIterator<AActor> It(World, Entry.Class); It; ++It)
        {
            CreateObjectRecordForObject(*It, ESaveObjectType::Actor, Entry.bOnlySaveGame);
            AllSavedOuters.Add(*It);
            SavedActors.Add(*It);
        }
    }
#
    for (AActor* SavedActor : SavedActors)
    {
        if (!SavedActor)
            continue;
        
        TArray<UActorComponent*> Components;
        SavedActor->GetComponents(Components);
        
        for (UActorComponent* Comp : Components)
        {
            for (const FSaveComponentEntry& Entry : Config->ComponentEntries)
            {
                if (Comp->IsA(Entry.Class))
                {
                    CreateObjectRecordForObject(Comp, ESaveObjectType::Component, Entry.bOnlySaveGame);
                    AllSavedOuters.Add(Comp);
                    break;
                }
            }
        }
    }

    int32 OuterIndex = 0;
    while (OuterIndex < AllSavedOuters.Num())
    {
        UObject* Outer = AllSavedOuters[OuterIndex];
        
        ForEachObjectWithOuter(Outer, [&](UObject* SubObject)
        {
            if (SubObject->IsA<AActor>() || SubObject->IsA<UActorComponent>())
                return;
            
            if (TempObjects.Contains(SubObject))
                return;
            
            for (const FSaveObjectEntry& Entry : Config->ObjectEntries)
            {
                if (SubObject->IsA(Entry.Class))
                {
                    CreateObjectRecordForObject(SubObject, ESaveObjectType::Object, Entry.bOnlySaveGame);
                    AllSavedOuters.Add(SubObject);
                    break;
                }
            }
        }, false);
        
        OuterIndex++;
    }
}```
#

I went this route. Data asset that defines what wants to be saved into the Savegame. This function just looks them up and dumps them into the savegame.

dark drum
#

Turns out the issue I had earlier with tracing under the cursor isn't fixed.

Does anyone know how to get the relevant location under the cursor (with direction) so I can trace into the world without it having a weird offset? My initial solution only worked in full screen. :/

normal raft
#

I have damaged one of blueprints either during begin player or construction, but I turned off auto compile on load and disabled the nodes I suspect from being compiled also but these setttings dont seem to be helping is there any thing else i can try .. i know the blue print would 100% open if it wernt for executing the constructor(s)

#

I am like 99% sure its trying to creates static mesh from mesh but its just a absurd amount of tessellation on the mesh i was trying to type 32 into the box but the 1 was still there and it made it 132 then i hit compile which was the last time i saw the blueprint

#

tbh to my eye those settings basically do sweet fa?

#

and are largely useless if they only apply per bp instance

maiden wadi
dark drum
maiden wadi
#

What was wrong with the ones you have atm? You said that goes too low?

dark drum
dark drum
normal raft
#

ah yeah there are a few

#

Thank god.. thanks so much for the tip ๐Ÿ˜„

#

I really dont want to loose that code .. at first i thought shouldnt be to bad to rebuild... 10 hours later How in the mother of all hell did i do it before!

maiden wadi
#

For science, what happens if you do GetMousePositionOnViewport?

#

The functions for this say screen space. But they're acting like they're for viewport space all the way down into FSceneView unless I'm misreading this.

dark drum
normal raft
#

literally saved the earth @dark drum
๐Ÿ˜„

dark drum
maiden wadi
#

The functions for this say screen space. But they're acting like they're for viewport space all the way down into FSceneView. I think someone messed up their space names.

dark drum
maiden wadi
#

Epicโ„ข Unrealโ„ข

dark drum
maiden wadi
#

Unless I'm mistaken ScreenSpace is like.. Your whole monitor? But relative to said monitor unlike AbsoluteSpace.

#

Doesn't really make sense for the SceneView to care about places that aren't related to it. Should only care about Viewport space.

obtuse vapor
#

Hello everyone!
For the last 5 days I tried to implement a Load & Save system but with no success... YT, ChatGPT, nothing helped and this is my last hope, I just started building a game and learning the basics, from tutorial to tutorial and so on..
I have a Character Creator Map where the player can select his body parts then when he presses start the level starts with the selected body parts..
Somehow, when I press "R", everything its saved because when I press "L", the character stays the same.
But when I exit the game and start again, player body parts are empty..

Does someone know or have the time to help me please?
I'll attach here a short video and some screenshots.
Thanks everyone in advance and I owe a beer to the heroes who will help!

dark drum
cursive cosmos
#

Hey all, is there a node or something to track if another actor has been hit by a line trace channel? Basically I have a line trace from FirstPerson character and I want it when it hits another actor in the level that actor sets off an animation. but I will have multiple different actors. so is there like a singular node that will check for line traces

#

Cos i also dont want to cast for all of them different actors

dark drum
maiden wadi
#

@dark drum

#

It reads the "screen position" from the Viewport.

dark drum
dark drum
cursive cosmos
#

I might work it out using BPI's

#

ill look into it tho, ty!

obtuse vapor
dark drum
obtuse vapor
#

and persistently on game instance

dark drum
obtuse vapor
normal raft
#

just curious if the snap grid size might mess with your editor related creations in C++?

dark drum
obtuse vapor
#

But then why the current health get saved and when I restart the game, it shows the correct health, so health is saved and loaded but the feet don't?

dark drum
#

--

Would anyone have any idea why, the on mouse down event fires in a widget but the on mouse up event doesn't?

For the mouse up I have to effectively double click.

Input mode is set to game and UI.

maiden wadi
#

It's so hard to talk about savegame stuff at this scale while I'm trying to do it so globally. ๐Ÿ˜‚

white parrot
dark drum
#

Never mind. 'Sigh'

Epic done it again. I just need to override on mouse button down (just pass handled) then up works without double clicking.

white parrot
woeful mesa
#

I have this fog material assigned to post process in a blueprint, but how do I make it so I can change the parameters in the blueprint?

woeful mesa
#

oh thank you so much

woeful mesa
#

Would there be any way I can connect a curve to the vector parameter value? I'm trying to make a fog system where in morning fog is orange, during day fog is white, etc. I have a working curve for it already, but I have no idea how to connect it to the "Set vector parameter value" node.

steel shadow
#

why am i cat on profile

#

but i like but why

lunar sleet
tropic torrent
#

why doesn't this work ๐Ÿ™ (this is in a boss's blueprint)

#

it sets input mode to UI only

#

but it doesn't display my beautiful widget

white parrot
tropic torrent
#

how do i do that lol

#

im normally not the ui guy XD

#

oh it popped up when dragging out of create widget

white parrot
#

ReturnValue from the widget -> AddToViewport

tropic torrent
#

ty

tropic torrent
#

I have run into an interesting error, I am getting "infinite loop"

#

Context: Dumb_Enemy is the parent, and Boss_Enemy is the child

#

Child blueprints that matter

#

cleaning up messy parent blueprints rn lol

maiden wadi
#

What is the actual infinite loop error?

tropic torrent
#

Infinite loop detected. Blueprint: BP_Dumb_Enemy Function: Attack Player Call Stack: Show

maiden wadi
#

What does AttackPlayer do?

tropic torrent
#

ES0 AI, Default AI (How is attack player an error if 5 isn't selected-), attack player is called by the Dash Pursue Attack event too though)

tropic torrent
maiden wadi
#

Probably multiple

tropic torrent
#

weird

#

changing random int in range gives the error on Dash Pursue Attack

#

Infinite loop detected. Blueprint: BP_Dumb_Enemy Function: Dash Pursue Attack Call Stack: Show

#

these calls are where the error directs me

#

i only got it after making this tho, even upon deleting this it goes away

#

idk, shouldn't it say the error is that ES0 AI is calling Default AI, specifically in BP_Boss_Enemy, the child?

maiden wadi
tidal ridge
#

Hey guys, have question dose Get actor Rotation Work with Character Movement Input? when i tried this but when i was trying to go right or left my character justs spins around and when going backwards your faceing the front, im wondering Because Characters belived to be actors as well but i dont know whats the Difference Between Get actor rotation and Get Controller Rotation?

maiden wadi
tropic torrent
tropic torrent
next hollow
#

You see in the stack trace, it flip-flops.
Cuz, one is overridden, the other is not.

tropic torrent
#

?

next hollow
#

You see.
It flips between Boss_Enemy, and Dumb_Enemy

#

Just the jump to was on the Dumb_Enemy.

dark drum
tropic torrent
#

why's it link me to the parent though

next hollow
#

Cuz, you call the parent in your graph.

tropic torrent
#

i think i just have to find a different way to do this

#

i don't understand what yall saying

next hollow
#

EOS AI is calling Default AI, and default AI is calling EOS AI
Thus infinite loop.

tropic torrent
#

yes i know that i already said that

next hollow
#

Then, whats your confusion here?
Just why it jumps to the parent?
I already said why?

tropic torrent
#

i'll just not parent it ig

main nova
maiden wadi
surreal peak
frosty heron
#

capsule shringking doesn't mean the mesh gets moved

#

it could be anything at this point, you will need to provide more informatio. A video would be helpful.

#

one of reason could also be that your crouching animation doesn't use root motion so it stray away from the root (capsule).

#

but again, it's all just a guess untill you provide more information.

narrow pulsar
#

For people experienced with animation & ANIMBP in general. If you buy animations from FAB and they're not really aiming properly or don't have the hands where you want (lets say you want the hands to always be on screen for a first person shooter as an example). Do you have anyway to ensure that the attacks & animations are always on the screen & aiming towards the middle of the screen or is that something that just has to be tweaked directly in the animation itself to fit your skeletal mesh/skeleton

ornate trail
narrow pulsar
#

And thanks i'll look it up

ornate trail
#

what you're doing is blending 1 animation for the body and overriding the arms with another. As long as they are all already made for your skelly it will work.

narrow pulsar
ornate trail
narrow pulsar
#

All I do is pick the skeleton I'm using and just press retarget animations, dunno if there's a better way to do it or not but yea they come out a little funky or not "perfect" as if it was arms only

#

but I guess it's expected since im retargetting to a full body skeleton

ornate trail
#

hmm? what is the skelly on the arms look like?

narrow pulsar
#

They always become a little funky

#

IE: Original animations aim perfectly towards the middle / crosshair, whereas after retargetting they're not aiming too well at all and fall short

ornate trail
#

from 4 to 5 manny they should come out exact. The fact that the animations only drives (deforms) the arms makes no difference as long as the skeletons map correctly. It's probably the retarget settings.

narrow pulsar
#

hmm

#

Not sure why its coming out wrong then

ornate trail
#

your're using this with the default operator stack? most of the stuff you probably don't even need. turn stuff off and only keep what helps

signal rapids
#

hey guys, iโ€™m trying to create a custom gravity system. i was trying to do something similar to this: https://youtu.be/gsGJP_rOOnw?si=xFwkOObokf70xsrF

but in first person. iโ€™ve tried quite a few different versions with different logic and math to get it to work, but it just doesnโ€™t seem to. any ideas what would need to change between the function they create at around the 27 minute mark to one being used for a first person setup?

If you want to get started making your first inter-planetary space game, like No Man's Sky, then this is the video you need!

In this Unreal Engine 5.5 blueprint tutorial, MizzoFrizzo will show you how to create a planetary locomotion system with custom gravity and gravity direction, and a full functional camera system, as well as the ability to...

โ–ถ Play video
#

feel free to dm me if you have any ideas and the time. thanks i appreciate it!

narrow pulsar
#

then export animations

#

How do I get to that screen ur at?

ornate trail
# narrow pulsar no I didn't do any of that hmm, I just did this

there's a few steps but it's pretty easy.
https://www.youtube.com/watch?v=kUGHf6F7IWM

๐ŸŽฎLearn to create a game in Unreal Engine 5: https://www.unfgames.com/action-game
Book a coaching session with us: https://www.unfgames.com/coaching

๐ŸŽญAre you creating a game in Unreal Engine? Join our community! https://discord.gg/zdcBWgqGKT

--------------------------------------------------------------------------------------------------...

โ–ถ Play video
narrow pulsar
eternal charm
#

i have a screen widget component on a bp actor and in the widget i have buttons but clients cant hover and cant click buttons why could that be?

narrow pulsar
#

Attacks still not centered, etc

#

could also be related to camera positioning ig

crude tartan
eternal charm
ornate trail
# narrow pulsar Attacks still not centered, etc

That video is really dark so not sure. did you play the play the animation with the retargeter open? you should see exactly how things are lining up frame by frame. Also if you press ; in pie you can detach your camera and see how the character looks. unhide the camera in your player, this might help visualize it too.

narrow pulsar
#

this was not turned on, now it is and its fixed

#

for the most part. The attacks are still aiming a little bit too much to the right instead of dead center but yea

#

its fixed for the most part

ornate trail
#

yeah tweaking the weights and settings in the blends can help. are you blending at the clavicle? could try like spine05 or upperarm to see the differences

#

but yeah that's the idea

distant grotto
#

is there a way to reset UMG widget animations (so the widgets go back to their state frm before an animation)?

#

the PlayAnimation node has restore state bool, but play animation with finished event doesnt

white parrot
#

What's the use case?

distant grotto
#

I've got a scrolling hotbar type thing where the icons cycle forwards and back.

#

and Im kind of faking it by just having an animation for one cycle and resetting the positions of all the icons as soon as it ends

#

but the contents of the icons gets reset in the same frame too so it doesnt actually look like the position got reset

#

im not sure that made sense

white parrot
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Not sure i understand, what triggers the animation? scrolling the hotbar means what? the selected icon is animated?

distant grotto
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Maybe this will make sense. the numbers are icon widgets, the letters are icon contents, or basically an image. And the first row represents the active slot so whatever is in that slot is what the player will activate when they press the E key.

12345 Anim Start
ABCD

51234 Anim Finish
DABC

12345 Reset Widget positions
DABC

white parrot
tough badge
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So I'm fiddling around with a prototype of a game where it's an open world tile-based game like runescape. I was wondering what's the best way to store tile information (walkable, obstacle, etc.)? I'm not using actors for the tiles just a key/value pair at the moment but was curious if anyone had any suggestions

last peak
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To save them you will still have to break them up into arrays

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If its just 1 single value like walkable, a 2d array

tough badge
faint pasture
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map is fine if it's meant to be sparse. Map of tile coord to whateverisatthattile

#

If it's meant to be multiplayer that changes things a little bit

swift iron
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I'm having an issue with my blueprints where adding a child actor component causes that component to reset it's location to 0,0,0 on play even when set manually in-editor.

frosty heron
# swift iron I'm having an issue with my blueprints where adding a child actor component caus...

You can live without Child actor component, avoid using the broken feature.

https://dev.epicgames.com/community/learning/tutorials/l3E0/myth-busting-best-practices-in-unreal-engine

Even epic employee suggest to not use it.

Epic Games Developer

Are Ticks really that problematic? Should you make all your meshes Nanite? Is the ChildActorComponent truly cursed? Should you never use Cast?
You've pr...

mossy fiber
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I have a level script actor where literally no event fires. No Begin Play, no overlap event, nothing. It's the script actor for a persistent level. This started happening after reparenting it from a deprecated class. Is the script actor corrupted, and how to fix it?

lost hemlock
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Hi... im trying to export some textures... but nothing is being exported

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Im creating a render target here... and then setting the texture parameter value

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actually my export fails

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when I debug it I do see numbers being exported there & saved to the instance tho

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but I don't have any files here outside

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on my saved folder