#blueprint

1 messages · Page 376 of 1

lofty rapids
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and put the ball where that point is

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create a channel

trim matrix
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lemme try that

lofty rapids
trim matrix
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so if i turn it on in an object i wna pickup itl make it look like the player picked it up?

lofty rapids
trim matrix
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yea and running it w the cursor trace on tick does the same

lofty rapids
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ok

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and you want to do the bottom right image ?

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where you pick something up ?

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its hard to tell whats even going on tbh

trim matrix
lofty rapids
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ok so what i would do is have the ball stick the cubes as well

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put them all on the same channel

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and just lift it up with the mouse

trim matrix
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just the mouse can hover over an object, if it can be picked up player can click and its then able to be moved aorund like an icon on your desktop til the player releases the input and the item drops

trim matrix
lofty rapids
lofty rapids
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and you can rotate it ?

trim matrix
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lemme get a clearer video

lofty rapids
lofty rapids
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Oh

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I see you want screen space

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Save the xand y when you grab

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Then make your point relative

trim matrix
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w the physics handle? or just the trace node

lofty rapids
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I would use just trace

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No physics

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Get the point and convert it to screen space

trim matrix
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so break the vector of the trace hit location save the x and y make the point relative

lofty rapids
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Convert the vector to screen space

trim matrix
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project world to screen?

lofty rapids
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Sure try that

trim matrix
lofty rapids
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But you'll need a ui element

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Like a target or something

trim matrix
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ill have to set one up im just in a blank project

trim matrix
lofty rapids
trim matrix
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when moving things yea

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but that i can do later on

lofty rapids
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Get the screen space x and y when you grab

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So set a var like grabvector

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That is the grab point

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Then on tick get the difference

trim matrix
lofty rapids
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You want it when you grab

trim matrix
lofty rapids
# trim matrix

You do need this as well but not grabpoit , this is move to point

trim matrix
lofty rapids
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Subtract grab from move on tick

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And print it

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But anyway that's how you would do the arrow

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Just point it from grabpoint to moveto

trim matrix
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how would i do the grabbing

lofty rapids
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You can get the distance

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Hmm

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Physics handle would be easiest for that

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IDK much about it I would follow that video

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But you can use screen space and some maths otherwise

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Like when you grab you know if your y goes up to move the thing on the z

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Stuff like that

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But now you have relative coords

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From click to move and that's the basics of what you need

trim matrix
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i have managed to get this but still have the issue of it not wanting to follow the mouse when i move up only when i go like far back in the map w the object it does it

frosty heron
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think about the variables that you need for the logic.

trim matrix
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my thought was to do something w screen location w the mouse on tick when an item is grabbed but im lost

frosty heron
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the issue of it not wanting to follow the mouse when i move up only when i go like far back in the map w the object it does it

Try checking the distance between the object and the mouse click position before doing the set actor location,

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I would probably try to interpolate it with MapRange Clamped

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so the further they are apart, the more it's pulled to the mouse click location

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Where if too close, it barely move if not at all.

trim matrix
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so if i do that, (not trying to sound stupid) itl make the item be "static" if the mouse is and then move towars the cursor if the cursor is moving?

frosty heron
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is the object being physich simulated?

trim matrix
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yea

frosty heron
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yeah so that will detached the component from the actor.

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so the actor will remain where it is since the simulated called while the mesh component is now on it's own.

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instead checking distance to actor, check distance to the cube / mesh component world location.

trim matrix
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how do i do that dosnt the trace under the cursor just get distance from cursor to hit location

frosty heron
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well the hit location is the result of the trace isn't it?

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so you gotta work with that.

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If hit succesfull -> Cache the location.
-> Check the distance of the location and the mesh location -> If all is well -> Set Actor location

trim matrix
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gt location of the hit componet subtract from cursor locatoin and thats the distance?

frosty heron
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Yeah subtract 2 location and get the length of the vector.

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that will be the distance.

trim matrix
frosty heron
# trim matrix

The component is not from the hit result, but the cube you want to follow along.

trim matrix
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but im getting the cube from the trace

frosty heron
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the trace is just a laser you shoot

trim matrix
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yea

frosty heron
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yea so think about it.

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what's that got to do with the cube you want to follow along.,

trim matrix
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i get the cube from the trace n set it as the grabbed object

frosty heron
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it's not part of the equation

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you shoot the laser to evaluate where your mouse pointer is.

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the cube is just in the world, chilling there. You can then tell the cube to follow along if the distance between the cube and the mouse pointer is too far apart.

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so you can try to do just that. Grab a reference to the cube component so you can get it's location.

trim matrix
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even w multiple objects? and being able to drop and pick them up

random vine
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Do You want to drag the cube using the pointer?

trim matrix
frosty heron
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so if multiple object, it would be an array of actors.

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Grab MyActors -> loop through -> Check distance -> Move to

trim matrix
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why wouldnt i just use the trace fired on mouse click to set the hit actor as the reference n not update it on tick instead of using an array

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bc wouldnt using an array make the mouse pickup multiple objects at once if they end up overlapping when the mouse moves it

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or am i just overthinking it

frosty heron
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well I never use physic constrain or w/e grab component u are using. But doing it that way you probably can't grab more than 1 object.

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if you just want to do this for 1 object, then you probably have to just look for something that will lag the object behind in the component (if there's such thing).

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maybe weight or some other variable.

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if the goal is to move a flock of sheeps to a location, then I wouldn't use the grab component.

trim matrix
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no its just to do what the clip i sent is

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pick an object up, move it and drop it

trim matrix
frosty heron
# trim matrix

yeah, well you kinda already got that working with the flag being picked up and dropped.

trim matrix
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but it isnt rly doing that

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it rly snaps around and then flys out of the camera view and player cant move it anymore

frosty heron
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Set a few rule before you set the location.

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Some ideas.

  1. Make sure the location of the cursor is valid.
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  1. Check the distance between the player camera and the cursor location.
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You probably should make a custom collision channel for the floor and only test trace againts it.

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That way if you point at the sky ur cube doesnt dissapear.

trim matrix
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the camera is just a pawn in the world

trim matrix
frosty heron
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Sure but if you dont want to be able to drag to a point that is too far then your camera is your reference point.

frosty heron
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You dont want to trace the sky or any roof or items.

trim matrix
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how do i set the floor's collison channel to the one i just made

frosty heron
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Read doc or follow a guide.

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I can tell you how but im exhausted at my own problem.

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Rather just point you at a direction.

trim matrix
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i got it

random vine
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@trim matrix this worked for me

trim matrix
random vine
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you still have to do some math with the mouse position, cause it only worked well in Fullscreen.

frosty heron
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But your problem is if you hover over the sky, your cube will get moved top far away.

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Handle them respectively imo.

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Do 2 trace, one for the floor one for the w.e u want to grab.

trim matrix
random vine
trim matrix
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when do u set dragging to true?

random vine
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you should have these set to true, in the player controller

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like that

trim matrix
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yea i do, its still not working

random vine
trim matrix
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it is

random vine
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like this

trim matrix
random vine
random vine
trim matrix
random vine
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add a print string there, to know if it's actually working or not

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the click event

trim matrix
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yea it prints

random vine
trim matrix
random vine
trim matrix
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nope

random vine
random vine
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that's what I have changed in the player controller

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that's the cube actor

trim matrix
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still the same result

random vine
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I added draw debug spheres to debug there

trim matrix
random vine
# trim matrix

the red sphere is the actor current location, so you are moving an actor, but it's not the cube, or you have the cube as a child component with physics simulation enabled

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can you show me a screenshot of the actor that has that logic?

trim matrix
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disabling simulate physics has it moving now

random vine
trim matrix
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i dont mind not using physics

random vine
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good, now you just need to correct the position, and customize it the way you want

trim matrix
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its just not moving up when the mouse cursor moves up

random vine
random vine
trim matrix
trim matrix
random vine
random vine
random vine
trim matrix
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now it dosnt move

random vine
trim matrix
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ok ty, that worked but how could i make the mouse hit location higher, so theres an easier time to like "lift" the object bc rn it dosnt let u till the mouse is far away from the camera, or is that jus how it works

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adding a float to the z helps

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the only other thing is dropping the item ik id need a flipflop on the clicked but idk how id handle it on the tick

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im wrong ab the flipflop

trim matrix
random vine
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to lift the cube I decreased the trace distance

random vine
trim matrix
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the only issue is the trace dosnt match up w my mouse position

random vine
# trim matrix

you can decrease the distance more, also try full screen for accurte mouse position

trim matrix
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it works better in fullscreen

random vine
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use the get mouse position dragged from player controller instead of Get mouse positon on platform

trim matrix
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ty

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i think its working fine now

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only issue is if the mouse goes too far from the camera the hit branch fails

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but i think its ok

random vine
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btw, you don't need these enabled anymore
Click events, and Mouse over events

trim matrix
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ty ill look into it and prolly edit mine more tmr im exhausted but this has got me close to something

solar needle
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can chat gpt help me documenting or they are hallucinating documentation ?

frozen hedge
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Documenting for what?

lofty rapids
lofty rapids
solar needle
solar needle
lofty rapids
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because i would google and look for good sources for that

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but for "creating documentation" for a thing its good

solar needle
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i need ai to dumb it down the explanation more

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i am no coding expert

lofty rapids
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well what you can do is get the explenation for a reputable source

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and then paste that in to the ai

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thats how i would go about it, and have it explain the paragraph or whatever

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because ai is a good tool, but you need to be careful with the information you get

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it's often incorrect and misleading

crimson briar
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Most AIs list their sources. Even then you can specify a prompt like "Explain X. Link the sources used" and then look through the sources.
AIs can be better at finding things than google - since it is now mostly a SEO hell.

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But AIs can also use some random thread about a loosely related topic to draw their explanation from. Which can be false.

crimson briar
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search engine optimization, it is not relevant to the quesiton though

lofty rapids
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ai as google is not good yet

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google much better

solar needle
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nobody use google ai

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its stupider than gpt

lofty rapids
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i use gemini for images

random vine
solar needle
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i can ask google ai about unreal engine then ?

random vine
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yes, and it will help you a lot

lofty rapids
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i use all the ai can get my hands on tbh

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i don't understand all the pushback about it

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except the "human" factor i kind of get

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but like i don't understand the problems people have

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it's usually just fear disguised as some excuse

lofty rapids
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it'll say things like
there is no question about this, this is the defacto answer

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and i'm like, no gpt just stfu

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its ok for like a person to have that attitude, but a machine shouldn't be like that lol

solar needle
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maybe each gpt different personality bot

lofty rapids
lofty rapids
solar needle
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lol

plucky ice
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Hi guys, I'm sorry if this isn't the right channel for this and please direct me to the correct one if not.

I am working on a clinical project which requires really precise control over the lighting in the environment, basically trying to remove all the lighting altogether. My ideal situation is one such that the background is completely black, and the circles I am presenting are completely white to assess a patient's ability to see in different parts of space.

In particular, despite playing around with the material of the objects and making them unlit, deleting all lighting and other light sources from the scene, etc. I am getting an undesirable effect where the appearance of these white circles causes visible "bloom" around them when they appear in the VR headset, and I am sure there is some setting or parameter I have not thought of to adjust. This bloom is obviously undesirable as it makes it much easier to see the white circles since you can detect the bloom around it as being much larger than the circle itself.

sick sky
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If you removed the post process volume of your level, check the post process settings on your player pawn camera component

pine carbon
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What's the easiest way to watch the value of a blueprint variable when you're running a level?

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I'm getting tired of print nodes.

random vine
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you can also use Blueprint Debugger

ocean cloak
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Hi everyone! I’m working on a mobile project and I’m having trouble with my Crouch/Uncrouch logic.

I’ve set up a toggle button in my Widget Blueprint using a boolean (isClicked). While my character can crouch properly, they won't stand back up (Uncrouch) when I click the button a second time. I've attached a video showing my Blueprint graph and the in-game result.

Could someone please take a look and tell me what I am doing wrong? Any help would be greatly appreciated

queen heron
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you have to assign a boolean there aswell

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don't leave it like that

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can someone tell me why, despite this blueprint being valid, and even checked the values with a print string, the nav link won't update at runtime?

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like, if these nav link nodes exist, then it should make sense to work, right?

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or do these work upon spawned?

random vine
queen heron
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like a procedural ladder

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point A (bottom/top) to point B (top/bottom)

random vine
queen heron
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which is something I need it to happen

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right now I'm trying with spawning the NavLinkProxy actor and setting the links over there
and so far its an almost

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links are positioned, but the navigation isn't generated

queen heron
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really curious if that's it

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alright, I'm seeing the nav link pointing where I want it

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but the pathfinder isn't seeing it

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I probably gotta make it refresh after starting the sim

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yes there we go 👍

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my ai navigation system updates after the nav link is generated

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so I gotta make it wait a little bit

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so setting runtime generation to dynamic was the last thing to do before spawning the nav link proxy
thanks @random vine

fiery flower
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Hi guys, I’m creating custom animations in Sequencer. I’m stuck on one point: there’s an external model that isn’t included as part of the character mesh. For example, a lighter. Attaching it to a fixed socket doesn’t really work for me, because the lighter’s transform values also need to change during the animation. How can I handle this?

faint pasture
solar needle
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ye

random vine
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then continue animating

red night
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Hi ! I finally dived in UE and I'm working on a tower def type game as an excuse to touch a bit of everything.
I'm trying to implement good habits from the get go and I have troubles finding an answer about where to store data like ( gold, currentWaveIndex, mobs killed etc)
The kind of data that is shown to the ui but mostly persist in a level.
From my understanding Gamemode is mostly about handling the level rules and menu, gameinstance would be about saving the game, playercontroller about the movement / abilities etc.
I saw some mentions about PlayerState only in multiplayer.
Could anyone help me figure out where to put those datas and also confirm what I have been doing for the rest ?

faint pasture
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the state of the game includes how much gold you have, what wave you're on, and how many mobs you killed. If it's multiplayer then gold and mobs killed might be personal (per player)

red night
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Great thank you for the fast answer 😄

random vine
fiery flower
fiery flower
desert storm
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Hey everyone! I have a question.

I have a 3D level that needs to be reset frequently over the course of play, primarily for randomization of a dozen elements.

Is it better to have a system for deleting/resetting these actors within the level, or can I get away with just re-loading the level?

faint pasture
desert storm
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I have two values that'll be saved into a file and reloaded, if that makes a difference.

faint pasture
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How fast does this need to happen, is it like a super meat boy speed reset or a game over try again type thing?

desert storm
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I guess the closest analogue is a PT style game; it's a looped linear path. The player can fail and reset quickly if they tried, but most likely they'll go probably around two minutes before it resets, not as a fail state but as part of the gameplay loop.

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If it's not poor optimization, I can get away with reloading the level. Progress wise, there's nothing that I can't just keep in a save file.

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I just need to figure out if it'd be worse to reload the level performance wise.

faint pasture
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it'd be smooth

desert storm
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Yeah, I think I'll go ahead and give it a shot. It'll be a little complicated, but it might pay-off pretty well. Thanks

trim matrix
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i think i got it

autumn pulsar
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What do people usually recommend for characters with multiple weapons in terms of playing animations?

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Like say if a character has a crossbow weapon, they'd have a set of animations specific to firing/loading that

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I was thinking of an enum "slot" and then loading the animation to play for that slot

random vine
autumn pulsar
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I was thinking of a "weapon type" then the character has the animation loadout for that weapon type

random vine
ornate trail
autumn pulsar
autumn pulsar
ornate trail
random vine
autumn pulsar
autumn pulsar
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Like a troll is going to swing a hammer differently than a humanoid

random vine
faint pasture
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Weapon.2hand.mace
that way you can have an animation for Weapon.2hand as a fallback if there's no animation for hte mace itself

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weapon has tags describing its "slots"
Character has some mapping from tags to anim montages

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You might not need to make a full sword/mace/spear/axe moveset for something simple, maybe an ogre just swings all 2handers the same, it'd work.

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Axe:
Tag = Weapon.2hand.Axe

Ogre:
Weapon.2hand -> OverheadSwing

autumn pulsar
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Might do that

haughty depot
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Hi all, do I need to use foliage mode to make the static meshes instanced, basically to placed it manually within level. Or is there any better method to make it instanced. this is for modular building by the way

autumn pulsar
haughty depot
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wait, I can actually move the foliage meshes manually and paint one by one

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I assume this is the best way so far

plush hornet
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Hi all, If i set a bool to true on a parent actor why does it not set to true on the children? How can I solve this? Thanks

faint pasture
pine fjord
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not sure if this is the correct channel, but how can I make a simple trigger box animation?

languid vapor
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Hello, I'm having some trouble with BTs, if I move the Passive logic directly into the main tree in sequence with that decorator check, aborts work perfectly but If I put the exact same logic inside a subtree and run it via Run Behavior, the tree gets stuck in Passive when State changes.

What am I doing wrong here?

azure smelt
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I'm not sure which channel to ask this in but, i have this issue with a portal i made, it's in blueprints but converted to C++, it's a mix of material, and 2dscenecapture along with using a niagara system as the wall for a water effect as i walk through the portal. My issue is that if i have the camera go too low it doesn't quite match up or if i jump. See the blue line at the bottom? that's my issue, i want it to be flush with the ground. I am thinking about just swaping the 2dscenecapture to a cubecapture as a solution, but i don't know if that will look any better. Please help!

chilly root
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Hey all. I have some zones in my game prevent my camera actor from going inside by using "get closest point to collision" and if the distance is less than 50, they push the camera away.
So far, in my camera BP i use "get all actors of class" to store all those areas in an array and check against each one to find out the distance. Can this be done with interfaces or another non hard reference way?

spark steppe
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that could be done with a camera spring arm and proper collision channel setup

chilly root
untold fossil
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Hello. Does anyone know how I can make mouse input X and Y frame independant. I've tried multiplying with deltatime but it always gives different results on different framerates. When fps is high the derived input results in a slower change while at low FPS it is much faster, whether I add delta time or not makes no difference from my tests. I'm working on flight controls for a plane in my game and I need to mouse x and Y inputs to be equal in terms of change speed on all framerates. How can I achieve this?

atomic hollow
dapper vale
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Hello! How can I prevent the camera to rotate when clicking outside of the button while in Game and UI input mode?

coarse spade
ocean cloak
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Hi everyone! I'm working on a First Person mobile game in UE5. I've set up a crouching mechanism, but I'm having an issue with the camera.
When my character crouches, the camera doesn't move smoothly or stays stuck. I tried to fix it, but now the camera positioning is completely wrong (glitching/offset).
I want the camera to smoothly transition (interpolate) from the standing height to the crouching height when the crouch button is pressed, and back when released.
Attached are screenshots of my Blueprint logic and a video of the current glitch. Any help would be appreciated

faint pasture
pine fjord
pine fjord
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I'm kinda new to this so I have no clue on how to do it properly

faint pasture
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google

glacial hinge
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Hey! Could you guys guide me to a tutorial of how to make a movement system using the new enchanced action input because i have no idea how to use them. Thanks!

faint pasture
neat stream
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on UE5 and webbrowser , the view does not scale to the bounds of the window I don't know why 😢 only on mac and ios

glacial hinge
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i've tried but it still doesnt work

faint pasture
dark drum
neat stream
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It's not running in a browser it's a cef view

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inside unreal

dark drum
neat stream
lost hemlock
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Hi, I tried to make a character idle rotate with camera... Following this video... why doesn't it work?
https://youtu.be/AXT0IXZVdMQ?si=LdbDd1u4ykGFE-Qj

IMPORTANT!!! Inside your move function add the clear root motion! This cancels out the turn in place animation if you suddenly move.

Learn how to create a Turn in Place animation system in Unreal Engine 5 in under 5 minutes! Perfect for beginners who want smooth character animations without the complexity.

Timestamps:
0:00 - Intro
0:05 - Confi...

▶ Play video
faint pasture
lost hemlock
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but for some reason, this always remains 0.000

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And this is always False

lost hemlock
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I think the problem is here

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Why are these zero?

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oh I've put it on event tick and it worked! ✅

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But I wanna remove it from tick, I wonder if it can work without tick

faint pasture
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so yeah that delta will always be zero

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Are you trying to do turn in place or an idle camera rotation? What are you actually trying to do here

tough kiln
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Set Use Controller Rotation Yaw to true on the character movement component

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And get rid of that code

next hollow
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Then it would be instant, which isn't what they want

normal raft
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hey all. i am getting this strange problem .. with my spaceship pawn, where my character cant jump or walk on it .. it jump onto it but keeps bouncing and then eventually gets bounced off any idea what could be causing this..? the pawn is actually positioned on top of a packed level actor, and there no issues with jumping on the PLA's meshs...
Things I have tried:
create complex collision for the mesh
turn off simulate physics - while the ship is stationary/parked
increase walkable slope angle
the collisions are set to block all and use simple as complex.

solar needle
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why this doesnt work ? it destroy actor nontheless

vocal garden
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ok

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if you clicked the link from this video it shows his default manny with his own default blueprints

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But MY custom character with their own animation doesn't have the same blueprints as him

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This is his

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and this is mine

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how do I impliment an tree node like his when ours are different from each other?

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hello?

solar needle
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looks like nobody here

frozen hedge
vocal garden
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how do I get my tree node similar to his?

frozen hedge
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The initialize event code?

vocal garden
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yes

frozen hedge
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Search it up

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On the graph

vocal garden
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I don't have Character or Character component

vocal garden
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nope

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ctrl F doesn't show any

frozen hedge
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So

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Right click on the event graph. Search up event initialize animation

random vine
#

hey guys, what's going on

frozen hedge
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Just helping this guy

random vine
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what does he need?

frozen hedge
frozen hedge
frozen hedge
vocal garden
frozen hedge
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Yeah

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And name it character

vocal garden
#

ok

frozen hedge
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Which is basically saying get character reference.

vocal garden
#

ok

frozen hedge
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search up what you can see, (the text on the nodes)

vocal garden
#

?

frozen hedge
#

Untick the box when searching up nodes if you can’t find it

frozen hedge
vocal garden
#

this one?

random vine
vocal garden
#

like this?

frozen hedge
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Yeah

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If it matches with the video, then it’s correct

vocal garden
#

now I need "Movement Component"

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How do I get MOvement Component?

frozen hedge
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Yeah untick the box when searching it up

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Character movement

vocal garden
#

this one?

vocal garden
random vine
vocal garden
#

OH

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Doesn't show up

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hmmm

faint pasture
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it's in there

vocal garden
#

ok

random vine
vocal garden
#

this one?

vocal garden
random vine
vocal garden
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OH THIS

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This one?

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get character with the blue pill?

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What's next?

random vine
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drag a bin from this one and call Get Character Movement

vocal garden
#

ok

#

HERE WE GO

random vine
#

now what do you want to do with it?

vocal garden
#

i dunno

#

didn't you watch the tutorial i sent?

#

ugh nvm

random vine
#

nope I came later

#

since it's a video you can just follow it step by step

vocal garden
#

he doesn't do it step by step

#

he just SHOWED his node and without context or how he got there

frozen hedge
#

He walks you through it

vocal garden
#

it's not compatible

#

where do I find 'movement component' again?

frozen hedge
faint pasture
#

You're staring at it

vocal garden
#

In his video

#

he has this

frozen hedge
#

If you want the character movement for the animation, make sure you are referencing the right blueprint character

faint pasture
#

The movement component for your character is called Character Movement

faint pasture
# vocal garden

he made a variable called MovementComponent and is storing his characters component named CharacterMovement in it

frozen hedge
#

So promote variable of that then I presume

faint pasture
#

same thing, 2 names

#

idk why he did that, all tutorials are shit until proven otherwise

vocal garden
#

here we go

frozen hedge
#

Yeah I agree there’s no need for the 2 same things

#

Yeah

vocal garden
#

this is his video

#

and the one I have is a NOTE

faint pasture
vocal garden
#

I did

faint pasture
#

so what's the problem

#

you don't need to cast here

vocal garden
random vine
#

you can just connect them without casting

vocal garden
#

I'm doing what the guy says

random vine
#

you don't need it

faint pasture
random vine
#

he used the Owning Pawn function

#

I assume

vocal garden
#

yes

#

try get pawn owner

faint pasture
#

Make sure you understand what you're working with before just following along blindly with more stuff.

vocal garden
#

ah see

#

I SEE

#

ugh

#

damn let me go ask him

random vine
#

can you mention me the video? @vocal garden

vocal garden
random vine
#

you can just do the cast here

#

no need to store it as a new reference

#

do you have that notify event in your graph yet @vocal garden

violet moth
#

hey peoples i need some help with my inventory system please

coarse spade
#

whats it doing?

violet moth
#

dm me if you cna

coarse spade
#

I'm just checking to see if i can help. inventory systems are usually pretty complex.

azure smelt
frosty heron
# violet moth dm me if you cna

Ask your question so a lot of people can see if they can help.

You wont get much help (if any) from directly asking for dm.

hardy mango
#

Running into a quirk here - when I perform the below from my MainMenu system (Different playercontroller/gamemode than my Gameplay controller/GMode) - my pawn class doesnt initialize right, and my GetWorld->GetTimerManager().SetTimer never happens...

I can launch the same map directly that i'd be calling in this blueprint graph, and everything magically works fine. Any initial thoughts? I'm stepping through this and all calls for GetWorld(), GetTimerManager() and the delegate passed to SetTImer() are valid.... i dont know what is going wrong with this.

#

playercontroller initializes fine, all widgets run fine, here's the pawn class viewport view -

#

but when i select the pawn in world outliner while PIE - this is what it looks like and what it SHOULD look like in teh viewport:

vocal garden
#

I’ll just use a different tutorial :p

#

It isn’t that long to make anyways

thorny cipher
#

Have you managed to get it working? I am having the same issue.

ocean cloak
dusky cobalt
grim ice
#

I want to display a hud button that the player needs to press at certain times, like a minigame.
i thought i'd make this hud button minigame an actor component, to make it modular and independent of the rest of the player code.
but it seems awkward. i need to get the parent actor, cast it to the player pawn class (ugh) and then the player's controller and then the controller's hud.
is that the correct way to go about it?

frosty heron
#

Your mini game can depend on the player character. Thats fine if it needs to know the main character properties. E.g its level or attribute.

One thing to look out for is to make depedency one way.

This mean that the character shouldnt depend on the mini game component. The character should work without the mini game component.

#

Im not sure about making the mini game an actor component though but its hard to judge without knowing the context.

crimson briar
#

If you don't want to bind the component with casts, you can approach it from the perspective of adding/initializing the component from a class that already has the necessary data. For example, if the controller knows about the character and the UI, it can call Initialize on the Character component passing a reference to the needed UI stuff.
But it of course depends how complex the relationship between controllers and characters is. And how much encapsulation are you willing to give up for this

frosty heron
#

You can keep relationship one way mostly just by utilizing delegates.

#

Interface if you need to deal with multiple owner that doesnt share the same base class.

last peak
frosty heron
dusky cobalt
errant mason
#

how to make simple objective system? i want to trigger a mission and the missions says collect three items, or find x, or go here. i want something very simple

hearty rain
#

I would use gameplay tags to track the mission status. Like Mission1.Objective1.Started
Mission1.Objective1.Done
Mission1.Objective1.Failed, etc

#

Stored in a gameplay tag container inside the game instance for example.

#

then you access this gameplay container and check for tags to update your UI, actors, etc...

lyric drum
#

I’ve been experimenting with Blueprint debugging in packaged UE builds, since there’s basically no way to inspect or pause Blueprint execution in packaged game. Here is a short demo.
Curious if anyone else has run into similar issues, or would find something like this useful.

umbral latch
#

Hey! Is anyone quite experienced with arrays and inventories?
I'm trying to build a very basic system where my character finds standalone items, which are added to a widget, and from which he can circle through but I am having some issues with my blueprint

frozen hedge
#

What issues? Images or videos of proof will be great

umbral latch
#

There you go (with full context below).

My character can basically loot and collect "time" which is part of a specific "schedule mechanic".

I created a Structure, which includes my hours and mins (integer). (**image **1)
I have a BP actor (my time-related item) which can be looted. (**image **2)
When this actor is looted, its time information (minutes & hours) are being shared in my FirstPerson Blueprint and added to my array of all looted time - which is then sent to my widget. (image 3)

Then, this is where things go bad I assume.
What I want is that when I press a specific widget button, I can circle through all the times I have looted.

I've made a custom event in the widget (image 4)

And everytime I press my button, I run through the looted time.* But it only displays the first time being looted, and I cannot circle through the rest.*
(I've only tested on seconds at the moment)

flat coral
#

Is there any cheap way to get all actors with a given component? or all instances of that component in level?

dawn gazelle
# umbral latch There you go (with full context below). My character can basically loot and col...

All you appear to be doing with your button press is looping through the array and setting "Preview Min" to the last "Minutes" value from your structure.
If your intention is look at each individual value in the array with each button press going to the next value, then you should be incrementing a counter of some kind on the button press and then doing a GET on the array with that incremented value. Before doing the GET, you should check that the counter value is a valid index of the array -- When the incremented value > last index of the array, then you should set the counter back to 0 before doing the GET.

crimson briar
flat coral
#

Which is useful for more efficient versions of things like BIG radial damage on tick

umbral latch
umbral latch
#

It looks like the issue is related to the index number.

Item 1 = Index 0
Item 2 = Index 1
Item 3 = Index 2

How could I fix that? 🤔

trim matrix
#

hey uhm, ik this is simple but im just new on unreal engine, i think this will works?
because my idea its an gameplay tag contaniner check if match, and if match the tag will increase the size, and when the array will complete, will check if the lenght of the array its same on the sizes variable

#

i just see an UE tutorial of gameplay tags 💀

this is the full blueprint

#

so i need if my blueprint its good or nah

dusky cobalt
trim matrix
trim matrix
umbral latch
dusky cobalt
#

at least in your current logic

#

also you do not check if Current Index >last index and then reset it to 0, if it jumps up to 5 from 4, but array is 4, then it will never reset to 0 ever

#

also do you want to have summarized time in the preview or what? because you are still displaying last added time

umbral latch
#

Ah gotcha! I am still a bit of a newbie to blueprints, any chance you could walk me through tackling what you mentioned?

dusky cobalt
#

can you describe what do you want to happen? do you want to get all the time player has ever looted and display the amount added together?

keen ore
#

I'm running into an issue of whenever my player move while their aiming is offest the camerea postion. I can't figure out how prevent it.

frosty heron
#

@keen ore Timeline is something with fixed length, meaning the beginning and the end transform shouldnt be changed / mutated.

Your end constantly change because you are getting the transform of the socket (world) every update.

If you want to use timeline, you gotta do this in local space, not world space.

#

Either interpolate on tick or edir the transform in local space ( so values r fixed)

torpid acorn
#

i need some help with some code Basically the cycle speed feature is meant to call and change the speed of the fast flight But It keeps changing the hover instead of the value it needs to change

frosty heron
#

So you are constantly alternating and i doubt thats the intention?

#

Use started if you want to have some input triggered once when you press.

#

Click on the down arrow key of the event to expand the pins.

#

Other than that, theres not much more info from your end. Not sure what the relation between the two pictures.

keen ore
frosty heron
torpid acorn
keen atlas
#

Anyone knows what causes this state that prevents most node actions from happening? Can't copy paste, can't use shortcuts like C to comment, B for Branch. I've had this happen quite frequently recently and it's always hit or miss if I can clear it up

keen ore
frosty heron
#

My guts tell me that to just point at weapon sight, you dont want to involve any world coordinate.

#

It should just go from transform X to Transform Y in local space.

keen atlas
#

I am not

last peak
#

Is that selected ?

keen atlas
#

Neither. I rebooted my engine and it fixed itself but it's not great that I have to do that to fix it 🤔

hardy mango
# dusky cobalt Do you have everything set properly in the GameMode class (not default pawn clas...

sorry for the late reply - a LONG day at work!

All defaults in terms of properties to classes ... but GameMode is for sure my custom pawn class & player controller. As stated - OnPossessed fires and is valid/legit. No to "Joining New Player" - all Super() functionality.... i didnt even override it to be honest.

Viewport - yes it is the right class ... it just doesnt initialize, nor does my GetWorld()->GetTimerManager()->SetTimer() .... it never is ticking, yet when i debug step through it all aspects of it appear to be valid.....

Again - this is a new one to me... QUITE perplexing.

umbral latch
# dusky cobalt can you describe what do you want to happen? do you want to get all the time pla...

Sorry for the late reply.

Basically I want to start the game with a neutral time (which I have already 00:00).

When a “time” is looted, it’s being added to the array of available times, and from my neutral time, I can switch / circle to those looted times at any time. (Half working right now, I just need to fix that array issue)

Ideally, the looted times would then all be circled consecutively from earliest time to latest available time despite being looted in any order — if that makes sense?

deft pivot
#

i'm trying to have an input with a key to show trails inside the game, why does it now show up? no matter what kind of mesh i use. i have it "hidden in game" in the rendering tab and i thought it would be visible once key is pressed.

maiden wadi
deft pivot
#

viewport of the mesh that is supposed to show up

#

but for some reason, if i disable "hidden in game" the mesh is visible and disappears once i press the button so basically the other way around

maiden wadi
deft pivot
junior quest
#

If im making this struct already and expect to save it when i create a save game BP, do i need to check this or does it not matter?

crimson briar
errant snow
junior quest
#

lol i am using near default UE yeah

#

thank you, im trying work through building some small things on my own and i wasnt sure what that option was for

umbral latch
#

I would just need help tweakng my code to always display my looted time chronologically (despite looting them in random orders)

steady night
#

Hi im using a top down camera actor, i can move around with key board A(left) W (up) D(Right) s(down) as normal, but im tring to add rotation also, so now im adding to the spring arms Z rotation to make it rotate in the world, but when using the w,a,s,d keys it dosent move correctly since its base on the rotation being 0 so i have to add the springarms Z rotation in the equation somehow

#

any tips ?

autumn pulsar
#

Hey, I'm trying to make an inventory system, and I'm trying to think of the best way to store items. Some stuff is going to be item specific, like what values the item has, but other stuff needs to be tracked by instance such as the stack quantity. wasn't sure if I would just make it a data asset then get class defaults?

#

It'd feel stupid duplicating all that data when I just need a pointer to it

dusky cobalt
dusky cobalt
# autumn pulsar Hey, I'm trying to make an inventory system, and I'm trying to think of the best...

so your items and 'what' they are is just Data (so Data Asset is good), but for the Instances of the items in the inventory, you might want to use UObjects, so for example you would create ItemInstance (UObject) with DataAsset, that would be added to inventory array/tmap/struct whatever

and then this (setup above) is your 'data source' which then widgets might use to display (get inventory -> get all items -> update display (create 6 icons with icon from data asset and a tooltip)

i would put it into some InventoryComponent which would be the manager (AddItems, RemoveItem, DisplayItems, UseItem)

formal grail
#

I've been banging my head against the wall trying to get this blueprint set up. I want a parameter to go from 0-1 wheni click on a mesh and drag the mouse up or down on the y axis. My wwise logic is correct and clicking on the mesh appears to properly trigger the "on click" however i don't think the parameter is changing. I'm new to blueprints if anyone can just give the input_onclick section a glance and tell me if anything is obviously wrong. thanks!

unborn anchor
#

is this the way to make an interactable grid in unreal? I just use actors and when I interact with it it "sows" the dirt into a patch which can then have a plant planted on it.

autumn pulsar
#

but with data assets, would I just use a class reference instead of an object reference?

#

Since I don't want to allocate memory for each object thonk

autumn pulsar
unborn anchor
#

you can snap a linetrace to a gridpoint in bp?

autumn pulsar
unborn anchor
maiden wadi
#

Would likely be better to snap the trace itself to the grid? You may hit different things.

autumn pulsar
unborn anchor
#

ill try both methods. Gonna need to place other objects in the same grid as well

maiden wadi
#

In that regard though there's not even a point to trace if you're going by that. Just do a line plane math. Much cheaper, less complicated.

autumn pulsar
#

You might need to offset it

steel pecan
#

You can also ignore actors with that node so it only hits what you want.

There is another line trace node I belive that can target collision as well I believe.

autumn pulsar
#

So you might trace, see if you hit a "field" object then perform an action on that

steel pecan
#

Yeah I like casting to my target actor if I want one specific class. One place where I prefer it over interfaces, but you can also utilize interfaces of course if you just want to take action on something hit by line trace.

#

Infinitely useful node, worth playing with.

fading raptor
#

Hello everybody ! I'm trying to create a "modular" door : for now I've got a back panel that scales depending on the number of energy sources linked to the door and I'm trying to do the same for the Cross mesh to spawn one for each energy source so the player can see their activation status. But I can't get it to work and the "meshes list" arrays looks kinda weird... Does anybody has an idea ? Thx in advance !

steel pecan
golden pewter
#

when i packaged. what do i do. i already refreshed nodes.

last peak
royal spade
# golden pewter when i packaged. what do i do. i already refreshed nodes.

these "Unknown structure" packaging errors in Unreal Engine are almost always caused by structs (especially from Data Tables used in Get Data Table Row From Name nodes) not being properly referenced/cooked or having mismatched definitions, and can usually be fixed quickly by force-cooking the relevant blueprints/data tables, refreshing/recompiling nodes that use those structs, adding key maps/folders to the Packaging settings "Additional Asset Directories to Cook", and deleting Intermediate/Saved/DerivedDataCache folders before repackaging.

mental bobcat
#

Hi im new to unreal and wanted to know, how would I create a detroit become human like flowcharts animation where it pans during the path and highliting the path the player took. preferably using blueprints or cpp. Thank you.

cyan wren
#

I'm newer to unreal blueprinting, currently I have a weapon system that is sort of player based in the sense that the player blueprint checks to see what weapon it has to determine the projectile that is fired. Ideally I would like it to be weapon based where the weapon itself possesses the firing logic and ammo count so that way i dont have to copy the player's weapon tree script or whatever to every ai I spawn, slowing down the game. I was wondering if anyone would be able to point me toward pertinent resources to my issue?

last peak
#

The rest into the weapon

storm vigil
#

Soft referenced SK meshes (some of them) are not loading during package or when editor was just opened on first try, like I have to wield another item to load some items.

So i assume since it is still not in memory so it wont be loaded, however, some meshes do load. This is during equiping an item for a separate mesh shadow.

I read i can use a data asset to hold a hard reference (searched its called a intermediate wrapper) of that SK mesh, so instead of "Cast to Skeletalmeshes" i used the PDA_SkeletalMesh that has one reference variable of an SK mesh. It sort of works now?

do i only need one hard reference on that PDA? im not sure if I have several items with lots of skeletal meshes if it will have a problem. Thank you.

cyan wren
last peak
#

If you only want ammo in weapons and the player doesnt carry any at all then yes put it in the weapon

cyan wren
storm vigil
crimson briar
frosty heron
#

I would place ammo in the weapon, not the player.

Think about the bullets, they live inside the gun.

storm vigil
gritty plover
#

Hey, I'm trying to add a function that includes leaning in a first person perspective. So my first thought was to just add 10 to the relative rotation of the camera. But that doesn't work at all UNLESS "Use Pawn Control Rotation" is disabled in the Camera Options. When I disable it, the relative rotation works, but with it disabled, I can't move the camera up or down at all, only left and right. What am I missing here?

wide beacon
#

hello im trying to make a video play and the game start after the video, but its not working. The video will play without the logic after, but I want both if possible. I was wondering if anyone had any ideas, thanks.

gritty plover
#

So maybe a delay between "Add to viewport" and "Remove from parent" would fix it

wide beacon
gritty plover
wide beacon
austere orchid
#

is there a way to get the class of a class

for example, skeletalmeshactor, can i get the actor class from that without spawning

#

without casting

last peak
austere orchid
#

class ref not object

last peak
maiden wadi
austere orchid
#

sorry, wasnt specific. i mean the parent class of an actor class

maiden wadi
#

Like... You have a Pawn, and you want Actor?

austere orchid
#

yes

maiden wadi
#

Can I ask why? Curious of the use case necessity.

austere orchid
# maiden wadi Can I ask why? Curious of the use case necessity.

i’m building a strictly blueprint-only level editor where each property group (like transform or physics) has its own widget. i’m using a data table of "supported classes" to map specific classes to their corresponding widgets.

the challenge is that get class only returns the specific class of an object. if "Character," is selected then it would need to recognize that it should also display widgets for "Pawn" and "Actor" if those classes are in my supported list. i need a modular way to check this inheritance without using a massive chain of casts.

last peak
#

Like cant you cast in a loop with a break, cast trough all the base classes you want and if the cast succeeds you brake the loop

maiden wadi
#

You don't need to cast. Just walk up the parent tree?

#

Which you can't do in BP. Nice. +1 for Unreal scripting access.

narrow pulsar
#

having an issue, for some reason my spawned AI(being summoned by another AI) aren't actually updating the blackboard for some reason? If I do a get value from blackbaord right after they update it the value looks fine, but the blackboard itself is still permanently stuck and in the results/values on bottom right they never change.. Dunno whats wrong.

full badge
#

and works fine for me

austere orchid
full badge
ashen flame
#

Im trying to build a left hand ik for different weapons on a Two bone IK in the animation blueprint, how do I pass it to be weapon blueprint using a scene componet?

gritty plover
#

Hey, gang. Having kind of a rotator math problem. I've got a wallrunning function that works pretty good, but now I'm trying to add a dynamic camera tilt to add to the whole effect. I've looked up a few videos on it, and they're not quite as dynamic as I want, and usually constrain the player's camera in some way. What I'm trying to do is to have the camera tilt 10-15 degrees away from the wall, regardless of what direction the camera is in.

So if the wall is to the player's right as they travel forward, they lean to the left. If it's to their left as they travel forward, they lean to the right. But if the player turns their camera around 180 degrees to be looking behind their movement direction, that tilt should change dynamically so they're still leaning away from the wall. So if the wall is to their right as they travel backwards, they would still lean to the left.

I've got the player's velocity vector. I've got the wall's normal. I just need to combine them in some sort of very specific way that's tripping me up, and then set the Control Rotation to match that. Any ideas?

gentle quartz
#

Not sure if this is the right spot for this question, But im using the water plugin and having an issue with it doing this.. and was wondering how to fix it

fading raptor
fading raptor
steel pecan
#

I'm happy I could help! Hmm, no solid answers but a possible guess.

My assumption here is that you are updating the static mesh list after it gets created. Since nothing is listening for changes on that array by default nothing will automatically update. You could setup notifies but Instead of updating the component being used perhaps you could try creating one component that can be "polymorphic" so to speak and represent each option with say an enum or index or something like that. Then you could through the editor find the component on the actor in world and modify it there. This could be done in code too!

steady night
#

Can i use the input system do requir dual keys down ?

#

keyboard A+S = fire input ?

steel pecan
#

Enhanced input can handle it for sure.

#

Not sure about legacy

#

That's a hot maybe, probably with effort.

#

For enhanced input I think you find combo input on modifiers in the config? I'm really reaching in my memory here. Apologies for being vague lol.

fading raptor
ruby cobalt
#

Is there a way to read and iterate through the point coordinates of a static mesh?

I did something where I take a very simple 3d model (think a 27 points "sphere" polygon) to control the location and orientation of instanciated static meshes.. it's really fun.

I'd like to get rid of the data table step completely and read the data from mesh itself

ruby cobalt
#

example: a sphere and its data:
i want to read the points from static mesh to get that kind of data table

narrow pulsar
#

What's a good RVO / Detour Crowd Manager as a cheaper alternative in terms of performance while ensuring that AI doesn't just bee line straight to the player and get stuck on eachother instead of trying to find an empty space around the player?

paper smelt
royal vale
#

When I open a game map , I create a loading screen widget and then add that widget to viewport . I have attempted to perform this logic in multiples places such as ; begin play of the level blueprint or begin play of game mode it results in the same situation.

The situation is that it will always show a frame or more of the map prior to the loading screen widget being added to the viewport . Resulting in an unwanted sight of the map.

I have also tried creating and adding the widget via the game instance prior to map change but the result is the same thing .

All I’m trying to do is hide that initial frame(s) before the game starts to view through my camera . How can I do this ?

#

Here are picture examples , this is what the view looks like after it loads and what the camera IS SUPPOSED to show

#

But this is the frame that gets shown prior

frosty heron
#

in any case you can't do loading screen with blueprint alone. Widget get destroyed when traveling to another world by default.

#

You can keep it alive by making the Widget a shared ptr. Other than that, you either have to look for plugin or copy the loading screen module from Lyra.

frosty heron
# royal vale

to answer this, in multiplayer, the player have loaded the map but haven't been given a pawn yet to possess, hence it just look at the center of the world.

If you are doing single player and you are only seeing a frame, well it's because you already load the world, but Begin play is called a tick later.

Solution is to implement loading screen system. Not slap a widget in blueprint before traveling (which get destroyed) and slapping it back on begin play.

royal vale
#

@frosty heron Awesome thanks for the reply . Yes it’s an online multiplayer project. Most of the project is in BP , but I will look into your solution of making the widget a shared ptr ! 🙏🙏

frosty heron
#

make a subsystem for this, I got the idea from Lyra common loading screen.

trim sage
#

howdy, anyone know why this dsnt work? When i set game to paused I set one of my actors to tick when paused but it dsnt work... any way to make actors keep working as intended while game is paused? Also tried with tick interval set to 1.

crimson briar
trim sage
#

read online that the best way should be to get all actors that needs to be paused and set custom time dilation to 0 instead, jsut trying to do this instead first...

golden frigate
#

I have an array of rgb values which correspond to a simple 2D "image". I also have a render target which takes a snapshot of a 2D image. any ideas on how to compare them? Mathematically doing A * B would suffice to perform the max, then i can just average the result to obtain % coverage but i want to check before doring a ton of loops

faint pasture
golden frigate
#

i think they are close but not quite. as a render target i can get an array of linear color structures and from this plugin i get an array of color structures

#

the main difference is the right one uses floats the left uses bytes

crimson briar
faint pasture
faint pasture
#

I'd focus on first getting both into the exact same format

trim sage
faint pasture
#

What is the frequency of this timer?

trim sage
#

0.05

#

yeah makes sense, its not a tick issue since its firing the test print on the tick, i need tosomehow run this functions even when game is paused

faint pasture
#

just use tick my guy

trim sage
#

just realize some stuff and its prob better for me to just set custom time dilation on the things I need instead. thanks a lot for the help ❤️

#

redo all on tick would be more time consuming

#

did it on timer mainly because I need to stop this functions when needed

#

clear and invalidate timer basically

golden frigate
faint pasture
faint pasture
narrow pulsar
#

As my AI are walking towards me I momentarily see them "coming inside" the player then getting "pushed" back to the actual position they should have been in. What could potentially be the issue?

last peak
#

And you are watching it ?

#

nasty

crimson briar
#

Continuus goal tracking also sound like a good option but I never used it, not sure what impact it has on performance

#

Anyway, why do you use the location goal instead of using the actor as a goal? Is there some gameplay reason for it?

golden frigate
modest meteor
junior quest
frosty heron
junior quest
#

ah idk im still learning stuff, i was thinking that if they construct the loading screen, then delay the load level, it would give time for the loading screen to finish its construction and hide the map in the background

frosty heron
#

The real problem is the widget dont survive level transition.

So some people first instinct is to, "what if i just slap another black image as soon as the level is loaded".

However thats not a solution as begin play on the level actor is called a tick later. Hence they couldnt slap the widget to the viewport without looking at the map beforehand for at least a frame.

dense hinge
#

Hello folks.

I'd like some help rubber duckying: I want to make a procedural beam walking system where the player can walk in a striaght line across a beam. I have the start and end points, and can check if the player is on the line between them, I'm just looking to see how I can constrain the player to that line, so the movement is limited to forwards-backwards.

I can get the direction by doing a dot product between the capsule direction and the guide line, but would just removing sideways movement sort the issue if I turn away from the line? Is there a way to snap the player on the guide line to make sure it's not moving away from there?

Basically, how should I go about assigning a target location that the player can only go towards it in a direct line

crimson briar
#

I would try to use input mapping for it.
When the player enters the beam, remove standard walk mapping and add beam walk mapping.
Then you can have separate input actions for the beam walking. In them get the beam, get it's direction (via forward or right, depending on orientation) and add this value (or minus this value) to the function moving the character. You may need to multiply it by something or by the input strength in case of controllers.
Also some other settings on the controller may need to be adjusted if they interfere

#

If you only need some points to determine the location - you can add sockets to the meshes on two ends of the mesh. When the player enters, snap them to the closest socket and only allow to move between them with some math.
If the beams are actors, you can also add empty scene components to represent a location

dense hinge
crimson briar
#

I think there is also some way in the movement component to block the character from falling off ledges if this is all you want to achieve

dense hinge
white parrot
junior quest
#

setting it in the game instance doesnt work?

dark drum
# junior quest setting it in the game instance doesnt work?

Not by default, in BP, the create widget node will always check for a player controller first and use that as the owner (if found) when creating the widget. Because of this, when the player controller is destroyed, all widgets it owns will also get destroyed, such as during a map change.

Widgets can use the game instance as its owner but not possible to achieve in BP only (as far as I'm aware).

maiden wadi
#

And I'm not 100% sure, but I think you can avoid widget removal in BP. Sec.

#

This I think should avoid it. If you call this after adding it to viewport.

#

This code runs at world transition and removes widgets in the viewport with that as true in their slot. So if it's false they should persist.

void UGameViewportSubsystem::HandleRemoveWorld(UWorld* InWorld)
{
    TArray<UWidget*, TInlineAllocator<16>> WidgetsToRemove;
    for (FViewportWidgetList::TIterator Itt = ViewportWidgets.CreateIterator(); Itt; ++Itt)
    {
        if (UWidget* Widget = Itt.Key().ResolveObjectPtr())
        {
            if (Itt.Value().Slot.bAutoRemoveOnWorldRemoved && InWorld == Widget->GetWorld())
            {
                WidgetsToRemove.Add(Widget);
            }
        }
        else
        {
            Itt.RemoveCurrent();
        }
    }

    for (UWidget* Widget : WidgetsToRemove)
    {
        Widget->RemoveFromParent();
    }
}```
dark drum
maiden wadi
#

Yeah. It's been through some considerable changes starting from 4.25 or so I think. It used to be a delegate directly inside of UserWidget that removed itself, that was a C++ only access one. Pretty much all of that handling got moved to this subsystems. Rare things like CommonLoadingScreen still add widgets directly to the viewportclient though but this subsystem is meant to manage that now. I think it was their way of fixing seamless travel widgets getting stuck. I had a migraine over that in Red Solstice 2.

dark drum
maiden wadi
#

I wish I didn't have to try to keep up. Farming gets more tempting every year. 😂

dark drum
#

@junior quest In case you missed it, try what Authaer mentioned with the Game Viewport Subsystem above.

dark drum
lethal pollen
#

Hi!

#

How can I update the score of an UI? With a binding? Calling a method of the User Widget?

#

Thanks!

frosty heron
#

The Mediator Pattern:
Software Design Patterns are like a guide on how to write good code, whether you're using Blueprints or C++, knowing good software practices is a MUST!

This video goes over the mediator pattern to build a "Combat manager" to coordinate actions between multiple enemies and the player.
We will also be combining the mediator ...

▶ Play video
lethal pollen
#

😜

frosty heron
#

You've been here for 4 years though, surely must have used event dispatcher on your projects?

lethal pollen
#

Yes

#

I'm reading about this: Event Driven

narrow pulsar
# crimson briar In this case you should probably use the actor as a goal, not the location. And ...

I did that but nothing really changes its still the same issue. The acceptance radius is ~1.1M (110) if I make it any larger the AI wont be within attack range based on their attack animations. This is what's happening. If I make the acceptance radius bigger it works but yea, then it'll mess with the attack.

https://medal.tv/games/unreal-engine/clips/lWCxUWjn6EhiafajC

Watch bug by Steeljardas and millions of other Unreal Engine videos on Medal. #unrealengine

▶ Play video
crimson briar
#

Are you sure it is not an animation problem?

#

The enemies act weird when they change directions, like the walking animation was too much forward related to the actor actual location

narrow pulsar
#

I thought that as well, I removed that animation but the problem was still persisting

frosty heron
#

@lethal pollen the video above is one of the best resource.
You basically don't keep any gameplay data in the widget such as the score.

The widget job is just to read. So you can have the score say live in player state.
All the widget has to do is to read from the player state.

By keeping dependency one way, you always have the score, with or without the UI.

lethal pollen
#

I think is something like this:

lethal pollen
#

Instead with the player, with the game state.

frosty heron
narrow pulsar
#

If you notice, they get "teleported" back a little bit afterwards

frosty heron
frosty heron
#

check your animation asset.

#

and in PIE ` show collision

#

see if the mesh go outside the capsule mesh.

#

if it is, then that's likely your animation not staying in place.

narrow pulsar
#

Oh might be root motion they had it turned on in the animation

frosty heron
#

unless you actually have code that teleport the character

#

looking at previous msg, it seems you have some stuff going on the A.I. maybe check the attack animation?

narrow pulsar
#

Nope its not root motion

#

The attack animation is probably not the issue because it waits for it to go back to idle before it begins it

frosty heron
#

I would visualize the capsule collision for sanity check.

#

Use slowmo by changing the global time dialation.

narrow pulsar
#

yea they are quite a bit outside their capsule while walking but even if I make the capsule fat it doesn't seem to really help at all unless I make it extremely fat to the point where it overlaps with mine

frosty heron
#

Making the capsule fat will not help at all. The issue isnt with the capsule but how the animation move from its root.

So when the animation ends, they get rubber banded back to origin.

narrow pulsar
#

yea hmm

#

does seem like an animation issue then will have a look and see what I can do

frosty heron
#

Make sure w.e animation causing the rubber band stays in place.

narrow pulsar
#

yea that seems to have fixed it

#

thanks! Appreciate it!

dense kettle
#

does someone know how I can access certain bones from a skeleton mesh, so I can make a drag interaction ingame, in a way that only the front can be dragged around in the world?

frosty heron
#

to get it's information like it's transform?

dense kettle
#

yeah but also I want to be able to interact with it in general? I am pretty new to UE5 and I cannot seem to find a good way, how I can make a blueprint, so that my player character can drag the frontbone of my mesh to so I can change in which direction the object points to.

frosty heron
#

you can modify a bone transform via Bone Transform node in your anim instance.

#

maybe try easier challenge first imo.

#

Make a system that rotate a character head towards the closest unit.

dense kettle
frosty heron
#

You can calculate it's translation in blueprint and send to anim instance but the actual node to transform the bone lives in anim instance.

#

animations are evaluated every tick, it only make sense to do it in anim instance as well.

dense kettle
#

Ah okay I got an idea then... maybe it will work. Thanks for the explanation. If not I will just try something simpler thank you!

eager thicket
#

is there a less intrusive way to set a new static mesh?

I want no friction whatsoever when it happens (so the whole BP doesn't stutter or lose its physics trajectory etc)

#

ah found it i think

#

i just set hidden on the original, and then attach a non-collision static mesh to the BP that contains the new mesh

narrow pulsar
#

how can I ensure that my character retains their animation end position instead of teleporting back? (and yes root motion is turned on in the sequence).

#

I guess I need the capsule to accompany the mesh somehow

frosty heron
#

by enabling root motion. The point of the root motion is to drive the capsule.
If you are still rubber banded after enabling root motion, then it's most likely that your animation asset doesn't actually translate the root but it's child (could be the pelvis for example).

narrow pulsar
#

yea i have root motion enabled

#

And using UE4 skeleton so it should work regarding the root

#

since it was made with that exact skeleton

white parrot
#

Force root lock

random vine
last peak
random vine
dark drum
last peak
#

Im pretty sure you can do all this stuff with a regular timer too

random vine
random vine
narrow pulsar
dark drum
last peak
random vine
#

I use update & remaining time to refresh text, complete to close the message, Stop to stop the timer when I close the message my self
delta seconds is optional

narrow pulsar
last peak
dark drum
dark drum
# narrow pulsar since it was made with that exact skeleton

If it's using the relevant skeleton with a root bone, it means its an issue with the way it was animated. The lateral movement was most likely done using the hips instead of the root bone. (which is why force root lock doesn't do anything)

random vine
random vine
random vine
# last peak

yes that's what I said another timer to update, also you need to sync them

narrow pulsar
last peak
narrow pulsar
last peak
# narrow pulsar

What happens if you click the root bone in your skeleton and let the anim play ?

#

Do you see this red line ?

last peak
narrow pulsar
#

ah gotcha

#

Thats why then

ruby cobalt
#

Is there a way to pick a variable to update by its name?

I understand handling variables of different type would be messy.. but I can deal with that later..

also maybe having all of those varibles as part of a struct could help?

#

I'm remote controlling variables that are used as parameters. right now I need to manually parse everything using a switch on name

#

current workflow looks like this:

my goal is to reduce setup time

faint pasture
royal vale
ruby cobalt
#

my input is a osc message including address (name) and values that need to be parsed in a specific way, I get an array containing something like [value, interpolationDuration, interpolationCurve]

and I update my Actor based on that value

#

in my last screenshot, we see that if name is PhysStr or PhysDamping then different variables are updated.

#

my current system is fine but i want to simplify this for other users.. ideally i want the creation of a new parameter to require the least new nodes and stuff.. ultimately if everything is procedural, adding a new variable to the actor would expose it to my system and make it editable by name

#

the system is already like this for MID parameters because the node to update them takes a name input

autumn pulsar
#

Does the for each loop on an array get a copy or reference?

#

I'm basically trying to see if an item is already in my inventory, and if it is, increase the stack count, and if it's not then add it to the array

faint pasture
#

an array of what

autumn pulsar
#

uh basically, is this loop legal

faint pasture
#

Test it

#

Test with a 100% foolproof version of the function like one that adds 1 to all stacks and see if it reflects. I'm 90% sure it's a copy tho

autumn pulsar
#

I'll just bind to o to add an item lol

crimson briar
#

Wouldn't it have a diamond pin if it was by ref? In case of simple types like ints, not objects

autumn pulsar
#

not sure

#

I guess safer to just key in twice

#

feels inefficient to use a copy instead of a ref thonk

umbral latch
#

Hi! Quickly reposting my issue from a few days ago since I’m still stuck.

I’m building a system where my character can loot “times” and circle through them in a dedicated hud.

Right now the looting & displaying system is working well, but the different times are visible in order of pick up, while I’d like to have them always circle through chronologically from earliest time to last.
Any idea how to do that?

umbral latch
# last peak What

I meant that I can loot times in any order, (e.g. 12:03. 03:74), but I’d like to circle through them in my hud from lowest value (earliest time) to highest value (latest time)

last peak
#

What is this datatype `?

#

Int point`?

#

Guess you have to sort that manually

#

if you turn your time int points into floats you can sort the array with the sort array node

umbral latch
faint pasture
faint pasture
umbral latch
#

Right now the array maintains the exact order in which elements are added

frosty heron
#

@umbral latch then in your hud, you just have to sort them before displaying.

#

if you don't know how to sort an array, look up bubble sort.

#

Also I would just use the time struct that comes with the engine. They probably already have operator to check if one is longer than the other.

umbral latch
#

I’ll check that thanks!

frosty heron
#

🤔 drag and drop operation creates the widget infront of my mouse. Anyway I can get my mouse infront? Z-order only seems to work if the widget share the same base.

paper smelt
ruby cobalt
#

what's the remap, rerange, lerp node in BP again?

#

i can't forgeting its name lol

#

same as lerp in material

frosty heron
#

@ruby cobalt what are you trying too do?

#

lerp is lerp

#

map range clamped just take 2 range values and clamp them.

#

How can we do a switch on gameplay tag?

#

nvm there's a window we can edit to fill in the tags.

errant snow
frosty heron
#

thx 🙂

pine carbon
#

Is there a way to remap a player's enhanced input actions from outside their own blueprint? It seems like it should be so simple but I cannot figure out how.

#

By remap, I specifically mean change the assignment of the "EnhancedInputAction <Action Name>" event.

peak cliff
#

Hi, everytime I do this at runtime my game ends up crashing , "Mesh" is a static mesh object and by default has the pawn channel set to block

frosty heron
#

are you sure that's the cause?

peak cliff
frosty heron
#

unless maybe you are stuck in some kind of infinite loop.

peak cliff
#

Ill try a different mesh, maybe this would narrow it down

frosty heron
#

by crash do you mean the application shutsdown?

#

or something else entirely.

peak cliff
#

This is also a mesh on a chaos vehicle if that narrows things down

frosty heron
#

I see, well I never touch chaos vehicle / physich, so no clue.

peak cliff
maiden wadi
mental bobcat
#

Hi. I wanted to make somthing like a flowchart from detroit become human that has depth enabled. is there a way to make this in unreal? Thank you.

dark drum
crimson briar
mental bobcat
frosty heron
#

Unreal is written in cpp, you can do anything as long you can program.

Is it possible? Yes
But you may have to roll out your own implementation.

dark drum
mental bobcat
frosty heron
#

Last time i see something like that was in UDK scaleform. Pretty sure abbandoned technology.

frosty heron
#

Pretty sure theres a term for what you showing as well.

#

Something paralax

crimson briar
frosty heron
#

I dont know if you can do much with slate from bp

#

Even if its possible tp draw something on the screen from bp, i wouldnt do it from bp. Imagine the slow operation and copies.

mental bobcat
full badge
#

mesh + widget component

frosty heron
#

that's not really 2D

#

and just rotating the a widget component doesn't make it paralax.

full badge
frosty heron
#

not sure if that's related

full badge
#

orthographic view + rotation achieves that effect

mental bobcat
edgy lark
#

Does anybody know why in UE5.6 when searching for blueprint variables that have been duplicated its pointing to the old variable?
Ive tried deleting the saved and intermediate folders and refreshing nodes in the blueprint but it's even happening with new variables.
Is there a way to refresh the search cache or something? Or is this just a bug in 5.6?

pine carbon
vocal garden
#

How do I make the target camera move up a little? I don't like how the camera just looks DOWN at the target enemy

#

here's the blueprint of the target