#blueprint
1 messages · Page 379 of 1
shit that radius is huge ?
so i'm not exactly sure but it looked you got a couple hits
so you want all this stuff together i see its not just look at the enemy
so you got contact
have you ever debugged ?
your battle system looks really weird
like it's not connecting the hits properly
Not sure what im looking at tbh
you're making it more confusing
ok
I did not understand a thing what you just spout.
ok just get used to debugging
idk what you mean ?
It means its not fucking finish
but i can stop trying to help i just like to help if i can
then stop
np good luck
I'll just go find someone else
theres many people on here who know how to do things
To be fair if you asked for help, atleast show respect to the guy who is trying to help you 😢
format text is op
i made a similar thing in my visual scripting and its so nice to work with
Oh i never knew how op it was !
Like
I thought i had to do the format logic on the node itself !
Didnt realize it can substitute things in an incoming text with the correct arguments !
And yes, I shamefully admit that i realized this not long time ago
that and rich text box
rich text box is great as well
two really sneaky features that are op
since i've used blueprints i've really enjoyed visual programming
nice
Just proved once again why i should stick to programming and avoid anything visual lol
i think mine looks pretty nice
i had ai help me make the node system because i'm much more productive this way tbh
i made this node system in a week would of taken me months
Nice! Nodes are troublesome 😂
Been fiddling with snother plugin with custom nodes and its always a pain pushing stuff all the way
i was making a language for a game and it turned into this project its an IDE
made with unreal
basically just the ui elements lol
two web widgets
i got a bunch of themes and i can just have ai come up with more np 1000 themes are like not an issue right now
using a web page as a front end makes designing much easier imo
my frontend is independent so i could make this, another one, people could make custom ones
but anyway its inspired by blueprints heavily
my only major issue is the math for the wires, other then that i have done most of before from scratch
You could also say its inspired by LD programming 😄
Ladder
From plc world
Node based aswell
Sorry, function block diagram*
hmm ? this is a node language ?
makes sense looks exactly like it
its so much to program visually
It is useful yes
i have a format string node, and just a format node, the format takes out the quotes
so you can format source code
like an object or array
i will eventually program the quest system in dragon visual scripting
i been working on it in text format for awhlie
Dragon?
ya my language i been working on
Ah right right
Asking here because I'm not 100% what I'm searching for, I know it's blueprint related. I'm Hoping some may help point me in the right direction. A little context first: I'm a teacher and trying to create a base project we can use as faculty to work into a fun project. My current objective (we already have a working game over all) is to create a character select and level select based around folders. Rather than having to populate these lists manually. I don't even know if this is possible, so that would be my first question, and second would be to ask what nodes I might be wanting to look more into, or if there are search terms I might be able to use to help direct me to the right resources. (that is, if it is indeed possible). Otherwise I'll just need to populate those lists myself.
Sounds like this might be a job for a Data Asset?
Could you elaborate on "based around folders"?
yeah, what we have is a bunch of students in groups. They will each make a character which all share the same rig, but will have their own mesh and Animation blueprints. They are also, as a group, going to build levels with their own assets. My hope was having a way to auto populate these lists.
how can i get blueprints into a data table ?
Do you mean literally just make those folder names, and they're responsible for filling them?
Or even a PrimaryDataAsset. Which is a lot to start out with, but they are a subtype of data asset that are very easy to enumerate all of the instances in the content folder.
That's a job for like, a basic Python script.
otherwise I'll have a single day to upload, organize, and and populate lists with 50+ characters. So they can all play once we finish the project
if I can use some sort of naming convention and or folders to auto populate, it reduces the workload
Yeah that would probably be a job for a python/whatever language you know script. Whether that will actually be faster than doing it manually depends on your experience working with filesystems in code.
It is definitely a thing which is possible to do.
If you can export your list of student names in a format like JSON or something, there's a lot of existing resources that will make it very simple to process that.
yeah, ok. Probably Manual then. I was hoping there was a system for it. Considering things like fighting games contain mulitple characters to select from and mods which create new characters..
Ohh, hmmm.. JSON might be something.
Thanks Foxlord. You've helped me at least find a direction to look. Even if, in the end I have to do it manually. I appreciate the feedback and info 🙂
names = JSON.load("path_to_student_names")
for n in names:
folder = "C:/Students/" + name
if not os.path.exists(folder):
os.makedirs(folder)
Pseudocodey starting point for what you want in Python. I don't have the JSON loader syntax memorized but it's well-documented.
Yeah, what I'm thinking is I can get them to format lists for me, allowing me to copy paste into the final JSON so I'm not entering each one. I'm looking into JSON objects right now. Thanks again!
Np.
In my blueprint, does anyone know how i can make my Rotating Movement component move only a specific item in the blueprint?
So first time using datatable.... made a data table containing my BP, how do i get it in the graph ?
I wanna get random "row/item*"
You don't need a reference variable. You use a node called eee... something data table row by name?
And choose the datatable in the node
There is also a function to get all of the row names in case you want to randomly choose one
Also is that a reference to a blueprint in the data table? Is it a soft one or a standard one?
its a blueprint
standard one
should i use the soft one instead ?
tbh never used soft ref either
Thats the correct var.
But, you need to use the helper functions.
get data table row names, and get data table row
ok but then i just get the name how do i get the content* ?
It spits out the content in a struct
ok do i need to cast or ?
Wrong function.
You want the values
oh ok, whats the random row node called ?
You just get a random row name
It returns a normal array
Yuss
If u dont plan to load the entite inventory in existence then you nees soft ref.
Downside / upside is you have to load it.
Imagine you have 1k items. With its icon and mesh.
You only want to load the one the user have in their backpack.
Instead loading the entire game inventory.
so if i use random search function i wont load them all ?
Simply having the data table there already load every hard reference it points to.
Typically your data table content should use soft ref.
Like inventory struct then you do want the icon and mesh to be soft ref.
But if your game is small enough
With like 40 to 50 items
Then its your choice to just load them all without a care.
It clearly wont scale in big project though.
mkey
@maiden wadi im a bit struggling with bundling atm. Cuz i am making rpg game, player may have any item on their backpack. So i kinda async load any item that come to play.
Like if a game have factions or groups then it do be easier to put them into bundle.
For the game im making, apart from the enemies im still trying to figure out how best to load assets.
Cuz ideally i want to load them in the loading screen.
Btw for pocket world, is the only option to display the world to the player is by slapping the RT material in a widget?
Or some other material option like a plane oriented to camera.
Hmmm
Will it feel just as if im looking with normal camera? I should clarify i want to see the whole world in native resolution.
For bundling. It just depends on the use case. For an RPG you can get away with a lot more in game async loading than you can in like an RTS where everything needs to be loaded before match start.
Gotcha.
As for the pokcet world though, i want to see the entire pocket world while stopping render on the main world.
Im curious at where are the codes that actually bring the scene to the player screen.
I'd probably dig into engine stuff for this if I was more interested. The normal view is nothing but a scene rendered to an RT. Stupidly dumbed down version of what happens. But if you could control WHICH scene gets rendered instead of just the main world with something overlaying it, you'll probably get a lot better performance not rendering two worlds.
Yup, rexonat already know how to stop rendering the main world, I will ask him to share later.
But i guess my only option is RT displsyed in full screen in a widget.
guys, for chaos vehicles, how to check if car is In Air?
Hey — I'm trying to start creating a dialogue system, but I can't understand how to implement it correctly, more precisely, through what. In the guides everyone does it differently: some via Behavior Tree, others via State Tree, a third just inherit a bunch of components. I can't understand which method to choose correctly.
Does anyone know of a way to change the default camera perspective in the blueprint viewport?
Dialogue systems are insanely specific to your needs and desires. There is no correct method. Personally I think the right method for dialogue is probably a custom asset editor in C++, or using some framework that allows usage of a dialogue scripting language. They make the most sense to me, but they might not for others. Go for a method that gets your game released, in a manner that isn't too annoying to maintain and properly fits your needs for dialogue. Some games need text on screen. Some games need that text synced to voice lines. Some games need cinematic camera switches. Some games need dialogue to respond to progress in game and be dynamic.
There is no "right" way
thanks for the answer
State Trees are a decent approach as they're a nice way to build the data that represents a dialogue and compose it out of reusable parts.
Dialogue is typically represented as states + state transitions, that's what state trees are good at representing.
That's probably what I'd choose too if I wasn't going to go third party or roll a custom asset editor.
I think the same, but I asked around and people say they're not optimized for that and only work properly with AI.
Behaviour trees seem a bit jank, but then again a fair amount of dialogue systems I've seen have their fair share of jank 🤣
Another instance of UWorld for the purpose of rendering.
They'd be fine
Unless you want to spend a year making your own editor just use BT or, if your dialogue is simple enough, just have some sort of a structure and fill them out manually.
@gentle urchin https://m.youtube.com/watch?v=mu7I4PsXY44&pp=ygUaUG9ja2V0IHdvcmxkIHVucmVhbCBlbmdpbmXYBuUE
No fluff, just three general purpose extensions to the Engine, GameFramework, and Iris, that will improve the productivity and stability of your codebase. Each extension doubles as a technical deep dive into its domain, exposing the inner workings of Unreal Engine for you to harness for your specific needs.
- UWorldFactory (Engine): Open 'pocke...
I also like the part where he explain AAnyMeshActor.
Thats useful for my items as well. Sucks to have different code path when dealing with item that is a static mesh and item that is skeletal mesh.
Question everyone:
I have an object that's travelling at a high speed. I spawn seperate static meshes (which represent broken objects) off it as it travels.
How do I get these seperate static meshes to maintain the same initial travel direction and speed as the main object?
Set their velocity to the same as the parent object?
How do you check if an enum is valid in BP?
how would it not be?
Like if it's an input and I don't supply any value
Enum is just a named integer. They are pre defined so it wouldnt be invalid.
Then it just becomes the first possible value.
Can you show how you do it?
Set the default value to something not usually possible, like -1?
Or use TOptional
Or an edit condition with an inline edit condition toggle.
Enum is like a bool with extra states, a true enum type can't be invalid. I think Unreal adds a hidden default value which you can probably use for this purpose.
If you debug that, what does it say?
Cuz, shouldn't it just be the first possible value?
and, if its not, then whatever debugging says, you can just see if its that.
I realize my argument is with the language here not y'all, but "It can't be invalid because it randomly picks a valid value!" is a terrible approach to null safety.
Depend on what goes in that pure node.
It might just go over switch statement. If you dont provide anything either its probably gonna be the first one or the default case.
can an integer be null?
Enum is just a named subset of integers
you can use 0 as your undefined or none case
Wouldn't 0 be used?
Or, do enums start at 1? lol
Oh, I see.
Integer lets you specify a default
Anyway this code sucks, this function shouldn't have any input at all
The problem is I got AIs which are responsive to some types of signals when inactive. EG a hidden turret won't respond to the player standing nearby or making sounds, but WILL respond to damage or script events
But of course during decay there is no signal type
Ok.
Why not just let it be the dropdown like usual?
Then, that fixes any percieved issues.
What are we decaying here, some sort of attention which is increased by signals (which have a type) and decays over time?
Yeah exactly. If you imagine a game where AIs have like a detection meter that fills up as they see you, this handles the decay over time (if you're undetected)
I just moved the signal config check to the recieve method, it should always have been there TBH. The awareness check is kinda separate
Behold, my sin! (getting so frustrated with AI perception that I just rolled my own custom system)
Im doing this as well, what do you need the enum for?
Eh, used to be that some signal types bypassed being responded to in inactive AIs that were generally non-responsive. But I changed it so the enum is part of a different thing (you can see it in the second bool in that code I linked)
What I'm actually doing right now is trying to split my perception system into a superclass controller which JUST handles perception and a subclass that has all the other baseline AI functionality I need
so that I can use the superclass to handle perception on things like cameras and laser grids that aren't really AI pawns in any real sense
Ah you have an enum and you wish to detect and handle unset defaults
You need to create a special value that enum can be set to, called “Invalid” or some such
Nah the whole thing's just gone now 🙂
Essentially you define what the representation of validity is, as enums are just numbers.
Conversion FROM byte would be another case where the byte is a value that isn’t represented within the enum
Edit: and the normal pattern to detect this is to compare the byte to the highest known value, if the byte is larger then you set the enum to the Invalid state or a sensible default
But outside of those cases it’s a bit meaningless to ask if an enum that is by-value is invalid
Blueprint doesn’t support TOptional or that might be a general way to describe a parameter as absent
Sticking it in a struct with a bool that says whether it's set or not is an option, if bad ux.
(effectively toptional)
Do you just have a huge curved monitor?
I never thought about getting one until i saw that mamoth blueprint screenshot. sounds like a dream putting together blueperints on that
Haha nah I've got two midsized curved monitors
I just stretched the window over both
youve got me over here pricing monitors now instead of working 
FWIW I used to use a single ultrawide at work and honestly wasn't the BIGGEST fan? most things I do benefit from a side monitor anyway
The issue I have is that i'd like one that's 3 "screens" wide.
But they're usually not that big.
what size is the ones you have now?
I think they're 27" curved
A sine node in a Material can form the basis for a blinking emissive turn signal light.
But what if you want to do the same in a Blueprint using a point light instead of a emissive material?
Use world time and the sine function?
or a timeline if you want something more dramatic than a sine wave
hello everybody ! I'm trying to make a moon that can get closer/further from the surface of the level with an input from the player. The problem I have right now is that on Begin Play, I set a Play Rate for the Timeline for the movement but it only play the timeline at defined time once and after that it always moves instantly. Here are some screenshots of my Event that handles the whole movement part. If anybody knows why it does thaht, it'll be truly helpful, thx in advance !
Gotta do play from start.
Else its just already played to the end on next running
Am i blind ?
Or just tired?
Cant see anything changing the playrate
But yeah, think you gotta trigger Play or PlayfromStart whwn you change it
Cant recall it being all that dynamic
Try ticking the sweep boolean inputs on your set relative location nodes. As long as that is false, set relative will be instant.
Hi! So I have a simple question.
What is the best way to Reference a BP for use of a Function or Setting a Variable?
I have BP_Manager and want to use "Get Server World Time Seconds" in it.
So Now i would just go and add a Variable "GamestateRef" as "BP_GameState Object" in my BP_Manager and use this Varible as Target for the function.
BUT - what are other ways to do this? What are maybe better ways? I dont feel like it is good to ref a whole BP if i only need it once.
interface is an option,
component is another
a complex highly efficient internal target agnostic bus system is a third method
For things like gamestate though, it is mostly fine to just get it and cast. Since they always exist in the level anyway. Unless of course your project would use multiple gamestates with the same actors, then it is a good idea to look into other solutions.
But for single mode games I don't think it is worth it to overcomplicate core classes like gamestate with interfaces and such.
Why do you need a GameStateRef? And even if you wanted to cache the pointer, which you shouldn't bother doing, why does it need to be BP_GameState?
You're drastically overcomplicating this.
GetServerWorldTimeSeconds is a GameStateBase function. You can pull it from a simple GetGameState->GetServerWorldTimeSeconds. No casts, no caching needed.
Oh okay I'll try that, thanks !
Ok. Keep us posted on your progress. If that doesn't help then someone else will have the answer, it might take a bit of time due to time zones lol
Personally I'd probably just use a interp / lerp node
if its player input based, interp is pretty smooth to work with
guys i want to be able to achieve this but i am not so sure how to achieve that type of ragdoll to fit
this is what i did, so is that correct?
Hi guys, I've created my first BPI_Interface, making some test that if I press a key, the mesh with the BPI integrated, change the material. If the key is released material is restored t othe original. However, it doesn't works and I don't understand why. Somebody could help me please?
I think the issue could be the "Target" of the interactable objects influenced by this action, so the "Nearby Interactable"?
The setup looks ok, but the Actor Interactable variable is probably null. How did you set it?
Like this?
He meant how did you put a reference into the Interactable variable. An actor variable is just a container, you need to somehow tell the engine what specific object to put there.
Ok so I've just added it because I didn't do that before, but where I have to plug them?
https://gyazo.com/35c29e00f4d7ecb8f1c007d3bbb4623f Hey im using overlay material to highlight
but why is the bottom part turning gray ?
Probably not marked to work with cloth physics?
Since, it looks like that thing is cloth?
Just turn on the used with in the material
the highlight material ?
Yeah
I've got a problem with this function:
First one sets the NiagaraSystem to active, but then all 6 print false
(in this scenario only the UP one should be set to active
)
are functions just buggy when it comes to some stuff?
for example I used to call a function in a function, and the second one was called twice whilst only being called once
heyy guys, can i use same BP_savegame to add settings variables there what i made to save my game progress at checkpoint? or i need to create another blueprint for these variables?
You can save them wherever you like
but when call save game to slot, can i use same "checkpoint" as slot name? or i need another for settings?
You ideally should have a slot for game and another for settings
Just so it's more organised
But you can save them in the same slot which isn't a big problem for small games
okay thanks
If u have 2 slots
U can delete just one for testing purposes
But having one, means u will reset everything if u delete it
ohh, ok i understood😅 , better to use 2 slots
Now somebody tell me why are functions cursed

I just realised I am setting the mesh to activate Niagara System
Wow
It should be full of onions.
Hi guys! I have a question related to unreal pawns. I have a character blueprint where the capsule component moves, but not the skeletal mesh that is child of it. What could be the problem? So when I input for the movement, the capsule, and even the camera moves, but not the skeletal mesh itself
Hey folks, I'm recreating pipe dream in ue5 (as part of a bigger game). Currently having an issue where the pipes aren't disconnecting when they're 2 or more connections in a row. I know why it's happening (pipes are looking at overlapped pipes to see if conneted, which returns true), I just can't see how to fix it.
BP below https://blueprintue.com/blueprint/hrh8x8wt/
Video Example:
i would check for connections when you rotate piece
A sin node in a Material can form the basis for a blinking emissive turn signal light.
But what if you want to do the same in a Blueprint using
Thanks!!
Editing static meshes once they are in a Blueprint is extremely cumbersome!
1- How do you change the default camera perspective of the Blueprint viewport?
2- How do you edit any individual static meshes? ie there doesn't seem to be a way to edit a static mesh in Modeling mode once it is inside a Blueprint.
I'm having trouble with "Weighted Moving Average Vectors",
I'm using this for rigged car damage, bones move in collisions. I'm using this node to smooth out bone movement.
If I set the weight lower, they won't reach the proper final distance.
Why distance even changes with the weight? I can't figure this out 
What's the most graceful way to fail if you're in an invalid state?
Like this pawn needs to work with a specific type of controller. If it doesn't have that, it's fucked, errors everywhere, nothing works, it's a mess. So really I'd want this branch to just lead to "Throw" or something like that.
Also, I'm not surprised you cant figure anything out staring at that spaghetti maze you've trapped yourself in
ok cool, let me zoom out 👌
For reference, this is a really complicated BP in my project. AI-powered turret. It's also old, my newer AI actors have a lot more code centralized but I haven't gone back to update this.
Not even considering the spaghetti.
The value between 2 graph chunks scares me...
Somebody could help me please?
Wait, maybe it works after all, just very slowly 
I probably just need to have more weight in it
well even with sweep checked it doesn't fix it so I don't know..
if anybody has an idea I'd be glad to read it !
I'm having problems inside my localization dashboard basically all important buttons like Gather text, Count words and Compile text just aren't working, i click them and they just buffer for hours.
Here's a video of it if it helps !
We told you?
You gotta play from start, not just play
Play, is from the current position, which is the end
I already switched it but it didn't fix it, when I press the input to move the moon, the movement still is done even though it shouldn't
if I wait the duration I set for my timeline's play rate, it does the fluid movement again but it seems if I press the input before the end of the timeline, the movement is still done even though it shouldn't do so as the true isn't linked to anything
What r u trying to do?
Why is moon move according to input?
because it's for a puzzle game, here a puzzle with gravity platforms that move up or down depending on the distance between the moon and them
and the code is right for now since it moves but it moves even when it's not supposed to, I dunno why
And they r fixed? Meaning it has fixed start and end?
Timeline works for something with fixed length.
Like wdym? Changing the bool will not stop the timeline.
If you want to stop the timeline while its playing you probably need to get the handle and call stop
to do the movements I use the base relative position of the object and then set a fixed X value, don't know if that's the way to do it
No this gonma give you random values.
The start has to be pre determine so is the end.
If the relative location CHANGES on the update then you are not gonna get the result you want.
- Evaluate start and end.
- Only then run the timer, with the pre evaluated start and before the timer runs.
If u r looking for something that isnt of fix length then dont use timeline.
but in all my previous blueprints I did it that way to avoid the player activating multiple times the Timeline (here is an example of a Lever I did and I can't pull it until the timeline has finished)
Yea you cant pull it again but its npt as if the timeline stop
You have to get a reference to the timeline and call stop if you actually want to stop a timeline that is currently playing.
I'll do that then, thx for your guidance
but I just want the player to not be able to trigger it multiple times so I must stop it if he tries to trigger it before it has finished ?
I don't really see how to do that
Whats the actual flow of the game?
Press X then moon start moving from A to B position and when X pressed agin the moon stops?
No, it's more of : Press X the Moon starts moving from A to B position and pressing X won't do anything until the moon has finished its movement
Then determine start and end before calling the timeline.
Timeline output value between 0 and 1. 0 is the start, 1 is the end. Make sure 0 is at start timelin 1 is the end of timeline.
Use the output to lerp between start and end. Thats it.
You can keep the bool likr whst you have if all you want is to do nothing when pressing the button again.
ok I'll try that then, thanks !
Look at your lever logic here.
Its got the right idea.
well I'm calculating the values but I ended up using another method I found on a tutorial that worked as intended without using the values I calculated
The issue with your moon logic is that the relative location must have been changed on the fly.
I did as you adviced but I still get the same problem even though the boolean is set and everything, I did everything the same way I did it for the rotation input of my moon but it doesn't behave the same, dunno why
finally fixed, just changed the branch & the set of the boolean before the whole calculation and it seems it fixes it !
thx all for your help !
Why no one told me you could put emojis in comments? 😭
Ok so there is a load level node that im using in my custom level streamer.
Does that tend to have trouble loading builddata?
because my shadows are getting really messed up ingame and the streamer is the only thing i can think iof
-
I think you gotta either build lighting when all levels are loaded (if for example: Level_Room + Level_Props)
Or for each individually (if u dont want levels having mixed data) -
Remember to delete the BuiltData first and then rebuild
(I'm not really sure about the first one, still experimenting with streaming myself)
well i have lighting for specific areas of the map
and i just bake the areas that have lighting in that specific map
so i bake the map in chunks essentially
How are they getting messed up?
I've looked at your screenshot from #lighting
Alright, posible fixes:
- Delete > Bake again
- Making sure you only show the levels you want to bake light
- Make sure there is nothing blocking the light from the source to the wall (like a prop)
Posible indicators:
- Try moving lights then bake to see what points to the cause
- Same but this time objects
- In the Levels Window, hide/show different levels and see which ones affect the baked light (see which ones cause bad shadows)
I need to get a random point inside a box and that point needs to be within a radius of my vector. This works but can throw a infloop error so its a no go. Any one know how to do this?
guys im trying to get my character to super jump when i jump on a wall then press S but shit is NOT working what should i doooooo
most likely your animation is root motion and launch character does not work during a root motion animation. Its something I constantly have hit my head against too.
Dont ever cross pin like that.
Might want to brush on some blueprint starter material if you dont fully understand how exec pin flow.
Oh I did not even see he had a branch plugged into inputaxis lol. Yea thats not going to work
do yall have a quick fix or something
cuz i dont have no root animation or anything
idk man just learning and stuff
on you inputaxis have a branch if (new varible "wallruning") = true launch
Wallrunning get set true when wall running.
Well one big no-no is that you shouldn't have multiple nodes connected to the output pin of a random generator node.
It will generate different values for each input. You should cache that into a variable (or right click the node and select 'Show Execs' if you have an engine version that supports that)
Secondly, your false branch still needs a return node (logically with the output of the GetSpawnLocation call wired to the return value).
But it's going to be a tough thing pair of constraints to meet. Do you have other code that only calls this if it's even possible? Like if that box and the sphere actually overlap?
The back end coding for super jump is something like this
Good advise
that was a code I quickly put together I know it don't work I want some thing that clamps the result to inside radius AND inside box.
Off the cuff my best recommendation is an approximation:
Calculate the bounding box of the sphere. Calculate the box that is the intersection of the spawn box and the sphere box.
Generate a random point in the overlap box.
It may produce some points outside the range of sphere, but it's a practical check vs the math to compute some box/sphere overlap shape that's difficult to randomize a point within.
And it will be easy to detect the error case because the overlap box will be inside out. (max < min in at least one dimension)
Not sure what your talking about with the vector or why it matters. This is a simplified version that does a random spawn in a box.
Hi everyone, this is not a straight up UE question, but I m desperate and need to ask.
I have an interview with Rockstar Games on 31st for Gameplay Tools and Engineer post. They want UE experience. Can anyone point me in any direction as to what to expect or prepare for the interview. Since this is Rockstar, i only get one good chance so i have to rock this interview. Thanks!
You can change the box size anyway for each instance
Realisticly if you have to ask that question you don't have the experience needed.
Visit www.lanykea.com for my work. Thanks!
That's not needed. If you are actually applying for a job where UE experience is needed or even preferred you should be familiar enough with the program to know many of it's aspects and how it works.
I do know. I want some information as to what to expect from the interview. How do they screen people. What else should I prepare for
You should be able to hold a converstation about UE knowing the basics and terminology.
In a first screener interview on the phone most people look up the info anyway. Those are just hiring companies to ensure you may qualify.
If it's an actual interview you should be looking at videos anyway. The 10,000 made for that purpose.
All these are done. I have already cleared two rounds. Now they are calling me for a tech interview
I am doing an open world Bullet heaven area that also randomly spawns an obelisk that spawn extra enemies around it. So the enemies need to spawn in a radius around the obelisk which by its self is easy but they also have to make sure they are not spawning outside of the Bullet heaven area. lol
I did a tech interview in a different field. I already had years of experience and the technical knowledge. It was easy in a live 1 on 1. They will KNOW whether you know or not.
Should I showcase my work myself or only showcase when asked?
If you don't know what a blueprint or c++ is you might have an issue 😉
Don't push yourself on them. Let them dictate it. But be prepared if you have work to provide.
Dude i have deployed a multiplayer shooter game single handedly. So yea i know
So only showcase when asked
Yes
Could you just spawn out from center at random rotation, if your outside pull back until your inside
then I am just looping like the example I showed. No?
2 seconds on google might help, To find a random point within a specific radius of a location in Unreal Engine, use the "
Get Random Reachable Point in Radius"
anyone know how to make chat auto-move to next line?
There is a tick box you can tick iirc
Open up the detail panel and explore
See if auto warp helps.
@violet bison
found it
Hey, I'm using assets from the default UE5 fps pack for debug and testing, but I found an issue. Not sure why but, when the character moves forward too fast the bullets / darts get spawned inside the player capsule.
This creates a visual bumping effects as the bullets push the character away
I've spawned a default Trigger Sphere and it's set to Trigger collision profile, which includes Pawn. My player character is of type Pawn. The trigger sphere has "Generate Overlap Events" enabled. However, overlapping it does not trigger the event I bound to On Actor Begin Overlap. Switching collision profile to Overlap All does generate overlaps, but I am confused why it doesn't work with default Trigger profile.
Stranger, it's reacting to my hitboxes but not the player character.
If it's text from the UMG widget you may already have a check box
I foudn it already, but thanks anyways!
set source variable on spawn (actor)
overlap/hit actor !=source
Solved this! Apparently the Character Capsule has to be marked as "Generate Overlap Events", not just the trigger.
Well the bullet shouldnt collide with the owner. Anyway you probably want overlap instead of blocking.
Just ignore owner on the overlap event.
I did that exact thing a few minutes ago on my own
Still use Projectile Hit for non pawn collision tho
Sure, thats fine
I need some help figuring out how to fix an issue. I made my AI behavior tree movement like in the screenshot. Essentially it follows the player when not within range and the acceptance radius is attack range of the AI * 0.9 so that it's well within range to perform the attacks.
The issue is that if I move slightly bit backwards, I get just outside the range and the AI for some reason gets stuck and does not move within range to perform the attack. I gotta move like a full 1-2m for it to move again and get within range again.
Not sure how you are handling the attacking, but in general you need a condition that aborts the attacking when the distance goes over some value
I forgot how they were named, not decorators but... uh
Although not sure if this is what you want. But either way you need to abort the attack either right away or after a short delay - to not make the enemies stick too much to the player
they dont stick too much
they just get within range and thats it
the issue is that the AI isn't moving when its just barely outside range
for some reason
Watch Issue by Steeljardas and millions of other Unreal Engine videos on Medal. #unrealengine
Notice how I move just slightly backwards just enough to get outside of his range and he just gets stuck
it gets into the move to node but never actually moves enough to get within range
Just so im not missing anything this puts the players "sound source" where he takes all the info about sound from and attaches it to the "camera objects root componenet"
am i using the wrong node ?
is there a way to "show the audio listener ingame" so i can debugg where its going
Nothing that is BP exposed.
/** get audio listener position and orientation */
ENGINE_API virtual void GetAudioListenerPosition(FVector& OutLocation, FVector& OutFrontDir, FVector& OutRightDir) const;
/** Gets the attenuation position override. */
ENGINE_API virtual bool GetAudioListenerAttenuationOverridePosition(FVector& OutLocation) const;```
hmm okey
thats bugging out it looks like a race condition
one problem might be the delay, what is that for ?
dont think so because looking at the graph it's constantly re-queue'ing the custom move to node, it simply does not move because it's technically within range the acceptable radius. (Based on whatever internal calculation it's doing).
This is running on hundreds of AI, it's used to avoid 100+ AI from moving in the exact same tick, basically spreading it out over multiple ticks
Will do give me a couple mins
If I do this, does each line get a randomized integer?
Nothing really changes seems like
Yes, any time a pure node is used, its re-ran.
Its not cached like functions with exec lines.
When you get an editor crash, does anyone know if the breadcrumb file denotes the source of the crash?
I keep getting a crash but I can't for the life of me figure out what's causing it.
So all the shit I use the randomizer for gets a new randomized value?
Damn
I got a problem tho
I'm trying to make my npc's go from place to place randomized, but how do I prevent the same patrol point from getting rolled twice in a row?
Just make it re-roll if its the same?
If current point == new point, get new point again
I seriously need help, im genuinely losing it. I have been trying to make a 3d widget's button clickable but no matter what i have tried it just doesnt work. I am currently running a line trace to see what the button actually hits and it seems to be hitting the widget normally (if my logic is set up right)
It is in fact printing the widget so the click should be registering. However no matter what i have tried, plus having added a hover over of the mouse to the widget, its still printing nothing almost like the widget isnt detecting the cursor at all.
The widget and its clicks work on 2d space as long as i set the Z to 100
Yeah except how do I set up those variables? I haven't programmed in a while so I'm forgetting basic logic
I started making this game through the First Person template. Chances its actually interfering with me using a 3d widget's buttons?
Does anyone have any ideas what would cause the editor to crash only when playing in the viewport during a level change?
When I go to 'Open Level' the editor crashes with:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000001100000000
This is from the logs before it crashes:
LogBlueprintUserMessages [W_Compounds_V2_C_0] Starting compound level load! Log LogGlobalStatus UEngine::Browse Started Browse: "/Game/Maps/Runtime_CompoundMap?/Game/Blueprints/Compounds/Active/001_PrimeMatter/C_Dihydrogen.C_Dihydrogen" Log LogNet Browse: /Game/Maps/Runtime_CompoundMap?/Game/Blueprints/Compounds/Active/001_PrimeMatter/C_Dihydrogen.C_Dihydrogen Log LogLoad LoadMap: /Game/Maps/Runtime_CompoundMap?/Game/Blueprints/Compounds/Active/001_PrimeMatter/C_Dihydrogen.C_Dihydrogen Log LogWorld BeginTearingDown for /Game/Maps/UEDPIE_0_MenuMap Log LogWorld UWorld::CleanupWorld for MenuMap, bSessionEnded=true, bCleanupResources=true Log LogSlate InvalidateAllWidgets triggered. All widgets were invalidated
Sounds like you should install the debug symbols from EPIC, so you can actually know the crash stack.
Your gonna get no where, without at least function call info.
Hi. Not sure if this is the right place to ask, but in Lyra, where can I find the Blueprint that defines the timer it takes for a 'Game Experience' like the Expanse level? When I start the level, I notice it counts down 12 minutes. But I can't seem to find where that is defined in the project.
At a basic level, just some like current point, and next point vars
Set next point to the random value, then if they equal, loop back to the set again.
Assuming you always have multiple points, then you should never have issues.
(cuz, if you ever don't have multiple, then it'll just lockup the game, cuz infinite loop.
Well here's the code
Shouldn't it work?
It doesn't, but I don't understand what's wrong
For one.
What doesn't work?
It always goes to the same one, it doesn't move, or what?
Second, would be debug.
Whats the length, what ths current/ last values, and etc.
Cuz, for all I know that patrol points are invalid, or have no length.
So, your AI is just walking to 0,0,0 over and over.
This is the stack trace I get. They all seem to be engine functions.
Oh, well.
Thats a whole not helpful in anyway, like I had imagined. lol
I'm glad its not just me. 😅
I thought it was gonna be some basic function that got a null.
Not just oh, garbage collection died
The breadcrumb file points to one of my widgets but beyond that I'm at a loss. The last thing it does it calls the open level function.
Do you have that seamless travel or whatever enabled?
Cuz, if you do, the thing that comes to mind is an object reference in your Gamemode, or game state.
I don't believe so but I'll give it a check after I've done the school run.
If that breadcrumb leads to the widget, could simply try calling remove from parent right before the open level.
But, I only recall widgets causing issues like that in super duper old 4.5.1
Can you send that file.
Can't say i've heard of/ seen that file before, but maybe???
How do you trigger a Timeline animation in sequencer?
I tried simply adding a Delay node before (BeginPlay>Delay>Timelinenode)
but doesn't work. My Timeline plays immediately when rendering in Sequencer.
Seamless travel was disabled in the various game modes. I also tried removing the widget from parent before i open level but that doesn't seem to have done anything.
I don't mind sharing the widget but its a widget I've setup and would break (not function) unless I share other stuff.
Oh, yea, there's not much in it.
Oh, does the game instance have a ref to the widget?
No, but i think it might be something to do with a local player subsystem to aid in pushing widgets to the viewport.
I want to enable camera movement while the came is paused.
Looking online it seems I have to do this by enabling FullTickWhenPaused in player controller.
pc is a c++ class and not a BP. When looking at pc I see that shouldpreformFullTickWhenPaused is set to 1 so it should be true? I tried making it into a bp but I cant see where to change pc to my custom made pc.
How do I modify my interaction system so the player does not have to look directly at the item, but can be withing range of the item and they can interact with it? Similar to Resident Evil where you can walk near and item and pick it up if you are within range.
A collision overlap?
My items have a collision overlap already but it only enables the input, but I still have to look at the object due to the line trace
TLDR you're crashing on garbage collection. What all does this widget link to?
Game mode
Yea I think I've fixed it. I believe it was a local player subsystem that I used to help manage some UI stuff. I set it to clear all widget references on world tear down and I'm no longer able to repo.
Use the overlap as the interact trigger not the trace. Or expand the radius of the trace. Just don't put two interactions to close together.
I'm making a first-person character ladder
Above mentioned blueprint is my code, but problem is that the player is not coming from upside to down but if i use the ladder from down to to and from mid to up and down both work
and 2nd problem i tried it don't use the ladder from side edge rod but its still using from that i want it just work from mid part of ladder
any suggestions how can i implement this
Hi guys, I'm making a portal with my first person character. It works however the rotation of my character is not well oriented. What I don't understand how to make is that when the player crosses the trigger, player is teleported to the position of another object while maintaining his relative orientation and offset.
Somebody could help me please?
Pluggijg 0,0,0 to the rotation will keep the character rotation.
Maybe what you want is for the character to face certain point.
In that case you need to evaluate and plug the result to the dest rotation.
E.g facing portal forward vector.
What?
Could you exmplain it in details please?
I'm trying to make the PT style infinite hallway
I've tried to do this but nothing
Is there a debug command to draw the local rotation axis of actors?
Having problems with my Blueprints, was building off of a tutorial and attempted to add hearing to my behavior tree but it is skipped and idk why. My goal is to add the ability for the AI to hear a Sound perception input and go to it.
Is this a solid stamina system I created functions for my Sprinting/Walking Speed then custom events for the rest use a base stamina system then a Use Stamina and Regen Stamina
Can't see the first picture clearly.
Sorry, I tried to putting everything closer so i can screenshot them together better
Or Perhaps are there any good tutorials on how to have Multiple AI_Perception senses so i can better utilize both
This feels silly but it's driving me insane. How do I make the LaunchToPoint function call "stick" to that panel? It's tedious having to select the object from the tree every time I run it.
This is my Stamina/Regen Logic im trying to get it so there is a slight delay then regen stamina. Everytime I do this the delay play and only regens my stamina 2% every 4 seconds. how do add a delay but trigger it once then by passes the delay then continues to regen stamina? I tried the do once node and that just let me regen 2% and stopped the whole regen code
If I wanted to make a top down action style game like Zelda ALTTP, do you guys think its better to have the camera oriented to the side or literally from above?
just wondering because I can see both ways having pros and cons
Set timer by function name can be set to loop at a specified interval. You could probably just regen stam at a given interval completely separate from consumption.
What do you think about timer by custom event
That doesn't matter. You create your function to regen stam. The timer just calls it on intervals. Whether it's custom or added function doesn't matter.
How in the heck do I read the project level gravity value at runtime?
I did not expect this to be hard.
I don't wanna just hard-code it in. That's awful practice.
I’m making a first-person ladder system in Unreal Engine using Blueprints, and I’m facing two problems. First, when the player enters the ladder from the top, they are unable to climb down. Climbing from the bottom to the top works correctly, and entering from the middle allows both upward and downward movement, but entering from above does not allow downward movement. Second, even though I tried to restrict ladder usage, the player can still start climbing from the side rods of the ladder. I want the ladder to only be usable when the player is aligned with the center of the ladder, not from the sides. I’ve attached my Blueprint above and would appreciate any suggestions on how to implement this properly so the player can climb down from the top and only interact with the ladder from its middle section.
Put them in functions
- sight sense
- hear sense
To make it easier to debug
I have done a hear sense on a input
gravity is applied per actor is it not
Agreed
I added at the start - 2 stamina * 0.2 for example while using function timer for regen and drain
There's a project-level gravity setting and I cannot seem to access it from inside an actor.
where do you find that ?
this is the only thing i find, which yes, comes from the settings
If I remember correctly it's not exposed to BP.
Ugh.
you could expose it if you do any c++
a simple bpfl function and you're good to go
hello i wanted to add trace to my sword so i wanted top and bottom points of my sword and when i added them my sword now spawns in sky instead of hand previously it was working fine when press 1 sword was spawning correctly
The sword mesh isn't the root and has an offset from the actor origin. This would be the offset you see.
That sound correct. However, if you look closely that weapon probably out weighs the body which could also be the reason for an offset 😉
Try to pick up at a 280 pound sword and see what happens.
thanks it worked
Is a single skeleton intended to be assigned to multiple player/enemy meshes?
Or are they really intended to each have their own skeleton? Unreal doesn't seem to like doing that
Skeletons in general should be shared whenever possible. With humanoids there is no reason to not share the same skeleton between players. Or enemies.
Adding to what Verael said, every character having their own skeleton means animations can't be reused across different characters. (easily) Even if for the most part would be the same.
Its easy enough to use the same skeleton but have unique animations where it makes sense. (female/male walk cycles for example)
I personally prefer to keep my skeletons in the closet, away from my enemies.
I was wondering why i saw you order the XXL closet the other day
i don't understand anything anymore what is happening with this UE5, why first structure he can save can load can display on my widget, but second structure can't display on my widget, wtf?
i made absolute same things for every structures, i tried to add a print string inside Game Instance with changed value and it shows saved values and loaded values, but when i add same print string with same value changed inside my widget blueprint, it shows 0 values saved 0 loaded, and this is happening only with second structure, first structure shows everything good when i connect a print string to them inside widget blueprint
if i call saved structure form BP_Savegame, all works fine, but when i call it from Game Instance it shows 0 values 🤦 , but why when i call first structure from same game instance all works fine?
Hi everyone,
I'm looking for a professional method to generate a 2D CAD floorplan from a large Unreal Engine level
I need an exact, technically accurate drawing of the level including all objects. My end goal is actual geometry or vector-based lines for precise measurements where the 1:1 scale is maintained.
My first thought was taking an orthographic top-down image and converting it to vectors, but this is rarely precise enough for technical documentation.
I am currently experimenting with an Editor Utility Actor using Box Traces to "scan" the floor geometry and capture coordinates.
Is there a professional "best practice" for this? Perhaps a specific workflow involving external software or a reliable image-to-vector converter that actually preserves architectural scale?
Are there any existing plugins (free or paid) designed for this type of CAD export?
If I have to build the tool myself, are there specific architectural design patterns in Blueprints I should follow to ensure the data is "CAD-ready"?
I'm open to using other programs alongside Unreal if necessary to solve this.
Thanks in advance for any tips!
Best regards, Simon Ohlsson
another thing, can't understand why on first screenshot all works fine, but for second i need to make another cast to my game instance because it shows access none
How do you set the reference to your game instance?
this is inside event construct of my widget blueprint
but works fine for get current game settings structure, and when i made same thing for get current video settings is not working anymore
Have you cleared previous saved game data for the settings? (located in the 'SaveGames' folder)
yes
i think is something wrong with this why it shows access none and i need to make another cast to game instance to fix the error
When do you call 'SetSettings'?
event construct of my widget blueprint
yes is because of this thing, i deconnected it and not widget shows loaded values, now how to fix this event here
if i add an another cast this removes the error, but turn back all saved values to 0🤔
@dark drumi added a print string and it shows the name of game instance, so it works fine, but why when i connect to that nodes set members it show error?
🤷
Can you show it?
@dark drum
i just added the game instance cast inside my custom widget blueprint and error is fixed, but if i connect these nodes set members, my settings widget still show 0 values
fixed it, inside custom widget blueprint was a problem with dispatcher🫡
Hello, I'm moving a UserWidget position from the tick method of a component, however there is a small delay in the render update which makes the sprite moving a bit awkward.
I tried with a WidgetComponent rendered in screen space and it works fine, no delay
What can I do to fix this delay? Thanks
Can I change the velocity vector of a projectile component mid flight? I am building a ricochet system and everything looks correct but the bullet stops. I am doing a line trace and my ricochet vector looks correct. I thought maybe the projectile is far enough in the collision it can’t escape on hit but even if I offset it on impact and then add velocity it is not moving. Thanks!
Does anyone have any suggestions on how to sort an array of primary asset IDs without having to load them to check some sort of Int value for the order?
Hi guys, I'm making a Night Vision system, but it doesn't work when in the room there is no light. Somebody know how to fix this? I'm trying to create a night vision in a compleately dark scene with no lights
I changed the exposure but nothing
If you make the property Asset Registry Searchable, I believe you can get the value through the asset registry. The asset registry probably doesn't take a primary asset ID, but you should be able to get whatever it does need using the id and the asset manager.
@crimson briar Thank you both. That was the goal and direction I was hoping for. However, the reason for the question is because I have come across many assets which use a custom skeleton even for humanoid types. I just ran into this issue with a set of skeleton's. I didn't want to try to match up a bunch of animations to that specific skeleton.
However, in doing so it seems in many cases they have extra bones or different names. So if you re assign the skeleton without trying to add the bones it will simply fail. If you merge them it may cause issues with other assets using the skeleton.
It can also lead to an error where an auto fix is applied to repair it and says you need to save the skeleton. Which can keep re occurring even after saves. And seemingly reappears randomly.
Is it possible to multi trace and hit each surface normal of a mesh?
Is there any kind of async function for blueprints?
If you mean async as in threading, then no. Some plugins give the ability but it's a fairly dangerous thing to be doing in scripting territory.
If you mean running things over multiple frames like time slicing, not by default but it should be fairly easy to put in some helpers if you understand how to do something like that. Essentially time the work you do, and at intervals stop and set a timer for next frame and continue after that.
Alright. I just am trying to not have it get overwhelmed and lock up
What are you doing that is causing the lockup?
Querying a lot of terrain data. A LOT.
In a square KM, but I need to do it only once pre-runtime.
Perhaps too much. I don't know the machine limits yet, though
I'm trying to have a system where the AI picks a patrol point to go to and if it's the same as the last one, it rerolls it. So shouldn't this work? https://blueprintue.com/blueprint/q-rwchi1/
looks like all your doing on true is finishing execution ?
is it supposed to execute again i'm assuming is what your doing ?
Yeah
Reroll the thing
Doesn't finish execution redo it?
what happens if just on false you just finish execution , put a print string
Never prints it
Weird.
Yeah, when they get stuck and when they start without getting stuck
They get stuck for some reason
at the beginning before the branch its not always printing ?
Or if they don't, they'll get stuck on X amount of times
It is always printing
So my guess is that it's somehow still getting stuck on "AI move to"
Well nothing happens
ok so whats happening
make sure your cast is succeeding
So basically I'm trying to randomize the patrol points of an npc and if the next one is the same as the previous one, it rerolls the patrol point they're going to
Then when it isn't the same, it moves the AI there and sets the last PP index as the current one of the PP they're moving to
so what i would have is a patrol, then when it gets to a point, run another node that sets the new patrol point after a delay
The task will never finish, based on what you posted above.
It is
Why wouldn't it?
i know why its getting stuck
Even if I add finish execute on both, they still randomly get stuck
Question is why tho
No
It's random. You are randomizing it every time.
You have to essentially get lucky for it to stop.
you are randomizing it on tick basically
have a seperate patrol
and then use the tree to switch
Yeah but I'm randomizing the current PP they're moving to
Then I assign the last PP index to the one they're going to. Then I rerun the code
Then I check if the last PP index is the one that got rolled
If it is, I rerun the code
your randomizing on tick basically, this is not good
he probably looks like a break dancer ?
Yeah but that can't be the problem
No.
They just get randomly stuck at the beginning or get stuck after an X amount of times of switching between patrol points after they've moved to it
well you should probably have what i'm saying and thats a patrol node, then when you get to your point ...
Here's another run
They should keep walking to the other patrol point every time basically since I only have two
well i would have a target on the blackboard
and switch the target after getting to a target
Dude I'm lwk embarrased. My characters don't have clothes and I got those fuckass mixamo animations 😭
Why on the blackboard tho?
I just wanna have one task run the patrolling, shouldn't be that hard
i mean you can use the patrol node, then when you hti the spot, delay, run the next node which is your pick a target node
i think theres even a node for that
then don't even use a tree
just use regular nodes
So separate the check and the moving?
Uhhhh how
ai moveto
I just don't understand why it's not working, that's the issue
It's completely random whether they get stuck or not
How does my true not run?
i mean i already said what i said
i believe its probably random on tick
which is not so good
Well it isn't on tick
Technically
Well when the character is moving, it doesn't really run on tick
No.
i asked and you said yes lol
hmm
i specifically asked for you to print at the beginning
No I ment that it runs, but not continuously. I ment that it runs every time the code gets ran
when does it run ?
Every time the game starts and when they get to their patrol point
BUT if I run it after the branch on the true, it runs completely randomly
show the print string
actually printing
Sometimes it runs when they get stuck, sometimes it doesn't.
i mean don't even use a tree
but i think your problem is the logic
How so
I mean yeah me too, just don't know what
it only log that two times because you probably don't have finish execution at the end
like i mentioned you should have
I do have it now
Like I don't understand. It's random whether it prints it
And why is the AI stuck without printing it at the start?
On false?
on fail
Well I did
here's the result
did what ?
ffs
on fail
retry
like you do on success
thats why its not printing again
no success
do you know how nodes execute ?
On fail of AI move to
My bad
but i would retry on that
Okay so now it prints when they get stuck
That's great
But why would it fail?
What causes a simple move to to fail?
Yeah but they get stuck in the beginning too
How did I do that again with a static mesh?
I removed the mesh
Still gets stuck at the beginning
whats the default last value
if its a possible first value then your probably freezing
i usually start it with a negative or something
-1
print the target actor classname
so on false
when you get the item from the array
print the index, and the item name
ya subtract one
your using length
but arrays are zero index
so 2 items is 0,1
not 0,1,2
So I'm using an index above the max of my array?
yes i think so when you close it is it error ?
yes because arrays start at index 0, and length is the technicall amount of items
Nope
ai move to is probably just silently failing
But why would it use 1, 2 instead of 0, 1?
because length is 2
and you get a random between 0,2
theres a node specifically for this reason
lastindex
right ?
i think so atleast lol
someone know why dlss and fsr not working?, tried to change AA, i tried to enable disable remove save settings files, i can't understand why it not work,
Oh yeahh, there is
Holy ball knowledge tho, how do you know this
its extremely common in programming
its a real fkn pain you have to get length - 1
so like in dragon you can actual use negative indexes
some languages do that
I don't have knowledge on graphics so I can't really help
are you sure the value going to the switch is correct ?
put a print on the execution make sure its running
yes, i tried same commands direct in console and still no changes
are running i already tried everything, i can't understand what is wrong
so they are not working in general ?
its not necessarily the blueprints
they are not actually working
sometimes FSR works only, but dlss 0 changes
i didn't touched anything for now, i just runned the game again and FSR started to work again, but dlss still nothing
is there a plugin you need to enable for dlss ? idk much about this stuff tbh
random things are happening with this UE5😂
i enabled them
and you restarted ?
yes
your drivers are up to date ?
i would enable all the nvidia stuff just to be sure
closed the game, started again, FSR not working anymore, AGAIN🤬
what is happening i dont understand😂
Is there not a simpler way to do this 😭
Yes. C++ 😂
I do C++, just not in this case
Wait why am I not doing C++?
Do people usually do AI logic in C++?
I'm just trynna check if the sphere collisions of my NPC's will collide in the future
Isn't that logic right tho?
I'm checking their future locations and squaring their distance. Then I check if r1 + r2 <= the distance squared
Except why the fuck do I get a copy tho?
Yeah... it does not work
Prints "hello" every time it runs
Maybe it's lonely?
that part of your issue is obvious
Nvm, still printing
Yeah, I'm not exactly a math guy
wth are you even doing, we can only see half of it
question 1.) where does this code run?
My npc bp
i hope NPC Future Locations doesn't contain the NPC which this runs on?!
Uhhh
Shit.
Well...
yeah.
So that explains it
I'm checking the npc that's doing the checking
yea that one will be exact 0.0 away
Simple fix: if the index of the npc is the same as the array index, start over?
Do you have a better idea?
yea, use a map...
npc as key, location as value
and just skip if npc == self, or only add to the map when npc != self
and remove the square stuff and use normal distance node and no pow2
that's the least of your "optimization" issues
write working code first, optimize later
What would be the most?
depends™ but likely missing caching of variables which get calculated
and the fact that you calculate future locations on every NPC, for every other NPC
Yeah, if I would know what even is a map
lemme try and chatgpt
Yeah except now I gotta learn how to use a map instead of an array
How do I add actual instances to a map?
@spark steppe Is this what I do with maps to get instances in them?
if I had a dollar everytime gpt was dead wrong about something unreal engine related
confidently wrong, and arguing with me about it too
Was I wrong?
I haven't read anything, I just seen you said you were gonna ask a chatgpt question
make sure you take it as a maybe and not a real answer. Though I guess it's fine if the topic is simple and easy
yeah I will
agree
Yeah except now it hallucinates when I try to ask it about updating the values inside my map
also you're using that map incorrectly, no point in making a map with a key and index, a regular array does the same thing
Ben was saying to make the value the location
right now you have it as an integer
I thought I already made it a fucking vector
Shit
Well what if I wanted to use the NPC reference for something else?
Yeah
I'm looking at the blueprint, what are you trying to do? Are you trying to predict whether two AI paths will intercept?
Okay so previously I had an array of NPC's and their future locations in my NPC controller. Then I updated the future location using a set array elem and some calculations in my NPC bp. How do I use a map instead?
yes
where is this code getting called from? A manager? (I hope) or each individual NPC?
Which code?
Uhh
In the controller I had simply set the npc instances and had the variable for future locations
the blueprint stuff you posted
Then in the NPC itself I'm doing the calculations for the future locations, then setting them, then checking if they're gonna collide
just wondering about time, I see you're accounting for collision
do we care about time?
What do you mean by that
the NPC's are moving around, even though their paths might cross it doesn't necessary mean the NPC's will collide with eachother right?
there paths would have to cross and the NPC's would have to get to that same point at a specific time in order for a collision to occur
so I'm wondering do you care about that, or do you just want to know if their paths intercept
I just wanna check if they're gonna collide so I can do avoidance logic
I don't mean cross
I'm purely calculating whether at a future point in time their capsule collision is gonna overlap
but that's what I'm saying I don't see any time calculations in your blueprint snippet
I can't even start to help until I know exactly what you want
i feel like this might be a bad/expensive way of doing it, + the general BP overhead
I discussed it with someone and they told me it might be the most efficient way
was that someone ChatGPT?
I'm checking every 0.5 seconds if the capsule collision of one actor is going to overlap with another capsule collision in the future
@deep helm I think
ok, thought you do it every frame
so you already trade lower update frequency for a bit inaccuracy, which is good
tho i would do that in some global place, a manager actor or similar
instead of running this on each NPC, as you get a bunch of checks twice the current way
Hmmm, like what?
I just don't understand how could I handle that check in some other actor
I mean
also did you remember to filter out yourself, and also what is index?
I technically could take all the NPC's and try and do the collision calculations there
The index is the index of the NPC BP itself
It's spot in the array of NPC's I had
what's the current result?
you never collide with anyone, or are you always colliding?
Well the result was that it probably worked
I didn't get to exclude self from the check, but it probably did work according to logic
But yeah I now understand why do it on a manager
If I do it on the NPC bp, you're checking every other npc on every npc
A manager definitely helps with optimization and simplicity. There isn't really an easier way to check if two actors are about to hit eachother. This looks like the easiest way albeit not really a great way
though it's fine if it works for your games needs
Well what would be the most performance to complexity ratio way?
Out of interest does anyone know whatd be better in this situation. My player is in the players ship level. And they when they go to warp i fake going to warp and then when out of warp theyll be a location so space station etc. The player ship will appear to move towards station and appear to dock with it. Obvs player ship never actually moves though
Apparently i have two options, i move the transform of the stream level which the space station is on, or i move a root actor everything in that level is attached to
The players ship cant move either due to how its built which is of alot of peices
Usually in this case the best option would be to fake the station. Make a big outside model for it and move that during docking so the player can visually attribute that to their ship moving.
Then you can stream in the station level inside of this mesh once docking is completed.
Anybody know how I can get the slope of an impact point, in degrees? Only the slope.
So i was gonna have them load screen into the station level
I mean in that case it's easier. Cinematic the fake station into place and then loading screen.
Sounds like you want to get the DotProduct of VectorUp to your ramp's normal, then ACOSd that.
the fact that you know that from the top of your head is a little impressive, took me a while to figure out the formula for it way back... Are you a math wizard, or do you just have it memorized ? 😄
Memory. 😄 I used it a lot in UI stuff
It's not even worth it, doing your checks in a manager at a reasonable time is fine until it isn't
ah, I know you're just trying to be humble. He's a math wizard
I probably have forgotten most of what I learned in school, if I ever learned it.
Math was not my thing. I was always annoyed by the memorization tasks. Didn't interest me, so I didn't want to memorize it.
In the case of the above math though. It's really useful in UI. Rotating things correctly in like radial boxes. Like an analog quick select menu for example.
Huh. Thanks again anyways.
I think that does it. I know dot product is multiplying two vectors, basically, isn't it?
Not multiplying it tells you how closely two vectors are pointing to the same direction.
Yeah thats what i was thinking but id put the station or location in its own stream level to be streamed in when needed. How perfoemance impactjng is it though to move the station root actor with station and other actors in a cinimatic sequence
Like...
VectorUp DOT VectorUp would give you a 1.0. They're both pointing identically the same.
VectorUp DOT VectorDown would give you a -1.0. They're pointing opposite.
VectorUp DOT a vector pointing to the horizon would give 0.0, halfway between Up and Down. Cause it's perpendicular.
Weird. I don't get math much either.
How did you know to apply arc cos to it, I'll never know.
I looked it up a few times. Eventually remembered it. 😄
Couldn't explain what it does. No idea. I know what DotProduct gives as a value, and I know what ACOSd gives. But I've never bothered to learn the actual math for them.
I'm guessing it's like the opposite angle based on the dot product or something?
Fair, totally.
And id somehow id need to have it where the location would mive into rifht place
I take it this could be used to find other things too, like if you hit a surface with a project, inverting the direction it came from, using that as dot product with the surface angle and acos?
This is also a long shot, does anyone know how grand strategy games where it's a whole world do the map wrap around effect?
Yeah but what is the best way?
I tried to make the player character move on a spline in a loop but this also causes a hitch when the player character reaches the start/end point of the spline. How do I fix this hitch?
Are you talking about the camera jump at 3s in the video?
Oh. No I see what you mean now. When it crosses zero
Yeah
I'm confused by this though. Where else are you using distance? Your numbers are going down but Distance isn't negative like your branch suggests it should be.
These branches are bugging me I think. You shouldn't need to do anything but increase Distance. And then if it's > Spline Distance, subtract spline distance from it.
Yeah. So your original function should be making use of this Backwards check as well. Basically...
Actually your original function is useless unless I'm mistaken.
Without it the player character stops moving when it reaches the start/end point of the spline
Try something like this.
On your last screenshot. And remove the wrap thing.
Well. Leave the wrap thing but remove the True part of Loop
Oh. I missed your delta modifier. But yeah. Mostly just the wrap addition.
Thanks!
Hello everyone and good afternoon, I hope you are all doing well. I need a little help from you.
I'm creating my game in Unreal Engine 5.5. A few days ago I converted my world to World Partition, I configured it and everything seemed fine, but here's the problem: a few days later, when exporting the game, I realized that World Partition wasn't working because it was loading the entire map. I would appreciate it if you could help me.
Where did my enemies find better weapons than mine?
send him back to sword school
I need a blacksmith that sells +21 glowing weapons
Hey, I need some help
I tried using the fps remplate for some tests but I ran into an issue
I added a simple sprint function but I found out that for some reason, when sprinting forward and firing a bullet, the bullet hits hitself. somehow. This makes it stop in place and bump the player
You already asked this another day, haven't you try to ensure that the bullet doesn't hit the owner?
This is something different altogether
I did a print debug. Pink is the projectile actor, and blue is the component the actor hit.
well what do you find from that debugging?
seems like it's hitting it self
That's exactly what it seems to do
but I don't even know how you print this, so can't tell for sure.
But it only seems to happen when the player sprints
And here's where it gets printed
print the hit actor
if it's hitting the owner, then make changes to the collision so it doesn't hit the owner.
Normally for a projectile, you don't set hit on pawns anyway. Just overlap and you can destroy the projectile on overlap.
so when the overlap happend on owner, you can simply do nothing.
projectile can still block static and world dynamic
I was trying to understand how epic does it, mostly
Since this is the default of the template
Just tried it. Still prints the exact same actor.
So it quite literally hits itself if spawned while moving too fast
address that then, a projectile shouldn't hit it self.
check your collision settings
Yeah I will but what confuses me is, HOW can it even hit itself?
a component hitting another component within the same actor
i mean it doesn't really care whom the actor belong too. Component can collide with anything.
No but it's somehow hitting its collision component
The only component with any collision on the actor
@frosty heron I tried everything. I know for a fact the projectile somehow hits its own collision component, but I cannot make it not do that.
post more information, like how your projectile actor is setup.
show the components, it's properties, etc.
Why is it blocking everything??