#blueprint

1 messages · Page 379 of 1

lofty rapids
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show where your having an issue, is it specific problem, or just "isn't working" ?

vocal garden
lofty rapids
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shit that radius is huge ?

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so i'm not exactly sure but it looked you got a couple hits

vocal garden
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yes but the radious is not the problem

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its what I want

lofty rapids
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so you want all this stuff together i see its not just look at the enemy

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so you got contact

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have you ever debugged ?

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your battle system looks really weird

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like it's not connecting the hits properly

gentle urchin
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Not sure what im looking at tbh

vocal garden
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you're making it more confusing

lofty rapids
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ok

vocal garden
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I did not understand a thing what you just spout.

lofty rapids
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ok just get used to debugging

vocal garden
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engange, This is wip combat

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You ever think about it?

lofty rapids
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idk what you mean ?

vocal garden
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It means its not fucking finish

lofty rapids
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but i can stop trying to help i just like to help if i can

vocal garden
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then stop

lofty rapids
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np good luck

vocal garden
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I'll just go find someone else

lofty rapids
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theres many people on here who know how to do things

frozen hedge
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To be fair if you asked for help, atleast show respect to the guy who is trying to help you 😢

lofty rapids
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format text is op

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i made a similar thing in my visual scripting and its so nice to work with

gentle urchin
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Oh i never knew how op it was !

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Like

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I thought i had to do the format logic on the node itself !

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Didnt realize it can substitute things in an incoming text with the correct arguments !

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And yes, I shamefully admit that i realized this not long time ago

lofty rapids
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that and rich text box

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rich text box is great as well

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two really sneaky features that are op

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since i've used blueprints i've really enjoyed visual programming

gentle urchin
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Yeah its pretty neat

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I made silly visual editor for my quest plugin 😂

lofty rapids
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nice

gentle urchin
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Just proved once again why i should stick to programming and avoid anything visual lol

lofty rapids
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i think mine looks pretty nice

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i had ai help me make the node system because i'm much more productive this way tbh

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i made this node system in a week would of taken me months

gentle urchin
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Nice! Nodes are troublesome 😂

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Been fiddling with snother plugin with custom nodes and its always a pain pushing stuff all the way

lofty rapids
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i was making a language for a game and it turned into this project its an IDE

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made with unreal

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basically just the ui elements lol

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two web widgets

lofty rapids
# lofty rapids

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

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using a web page as a front end makes designing much easier imo

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my frontend is independent so i could make this, another one, people could make custom ones

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but anyway its inspired by blueprints heavily

lofty rapids
gentle urchin
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You could also say its inspired by LD programming 😄

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Ladder

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From plc world

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Node based aswell

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Sorry, function block diagram*

lofty rapids
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hmm ? this is a node language ?

gentle urchin
lofty rapids
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makes sense looks exactly like it

gentle urchin
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😂

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Plc ide's are ancient

lofty rapids
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its so much to program visually

frozen hedge
gentle urchin
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Its why my quest system can have dynamic text !

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3/7 killed etc

lofty rapids
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i have a format string node, and just a format node, the format takes out the quotes

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so you can format source code

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like an object or array

lofty rapids
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i been working on it in text format for awhlie

gentle urchin
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Dragon?

lofty rapids
lofty rapids
gentle urchin
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Ah right right

lofty rapids
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i added a visual layer, not available in download yet

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the VM is a BFL

gentle urchin
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Have you set it to be used with isms?

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Almost as if it sgares a single shadow atm

gloomy mist
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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.

pine carbon
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Could you elaborate on "based around folders"?

gloomy mist
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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.

steady night
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how can i get blueprints into a data table ?

pine carbon
errant snow
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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.

pine carbon
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That's a job for like, a basic Python script.

gloomy mist
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if I can use some sort of naming convention and or folders to auto populate, it reduces the workload

pine carbon
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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.

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It is definitely a thing which is possible to do.

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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.

gloomy mist
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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.

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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 🙂

pine carbon
gloomy mist
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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!

pine carbon
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Np.

versed oasis
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In my blueprint, does anyone know how i can make my Rotating Movement component move only a specific item in the blueprint?

steady night
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So first time using datatable.... made a data table containing my BP, how do i get it in the graph ?

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I wanna get random "row/item*"

crimson briar
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You don't need a reference variable. You use a node called eee... something data table row by name?

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And choose the datatable in the node

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There is also a function to get all of the row names in case you want to randomly choose one

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Also is that a reference to a blueprint in the data table? Is it a soft one or a standard one?

steady night
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its a blueprint

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standard one

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should i use the soft one instead ?

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tbh never used soft ref either

next hollow
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Thats the correct var.
But, you need to use the helper functions.
get data table row names, and get data table row

steady night
gentle urchin
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It spits out the content in a struct

steady night
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ok do i need to cast or ?

gentle urchin
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Yhe very struct the table is made from

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This gets the "keys" to the datatable

next hollow
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Wrong function.

gentle urchin
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You want the values

next hollow
gentle urchin
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Values comes from GetDataTableRow

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With DT and rowname as input

steady night
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oh ok, whats the random row node called ?

next hollow
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You just get a random row name
It returns a normal array

steady night
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ah ofc..

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so basicly ?

gentle urchin
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Yuss

frosty heron
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No soft ref in inventory data table?

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You do be loading all thousands of them.

steady night
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why is a soft ref better ?

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i dnno whjat soft ref dose

frosty heron
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You can load the object on demand

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Soft ref is like the path to an asset

steady night
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oh

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then ofc thats better

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whats the downside ?

frosty heron
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If u dont plan to load the entite inventory in existence then you nees soft ref.

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Downside / upside is you have to load it.

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Imagine you have 1k items. With its icon and mesh.

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You only want to load the one the user have in their backpack.

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Instead loading the entire game inventory.

steady night
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so if i use random search function i wont load them all ?

frosty heron
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Simply having the data table there already load every hard reference it points to.

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Typically your data table content should use soft ref.

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Like inventory struct then you do want the icon and mesh to be soft ref.

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But if your game is small enough

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With like 40 to 50 items

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Then its your choice to just load them all without a care.

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It clearly wont scale in big project though.

maiden wadi
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BUNDLES

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DO THE BUNDLES

steady night
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mkey

frosty heron
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@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.

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Cuz ideally i want to load them in the loading screen.

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Btw for pocket world, is the only option to display the world to the player is by slapping the RT material in a widget?

maiden wadi
frosty heron
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Hmmm

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Will it feel just as if im looking with normal camera? I should clarify i want to see the whole world in native resolution.

maiden wadi
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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.

frosty heron
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Gotcha.

As for the pokcet world though, i want to see the entire pocket world while stopping render on the main world.

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Im curious at where are the codes that actually bring the scene to the player screen.

maiden wadi
frosty heron
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But i guess my only option is RT displsyed in full screen in a widget.

gentle urchin
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What is this pocket world i keep reading about? 😆

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Sounds kinda inception like

midnight night
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guys, for chaos vehicles, how to check if car is In Air?

sullen violet
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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.

jaunty solstice
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Does anyone know of a way to change the default camera perspective in the blueprint viewport?

thin panther
# sullen violet Hey — I'm trying to start creating a dialogue system, but I can't understand how...

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

faint pasture
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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.

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Dialogue is typically represented as states + state transitions, that's what state trees are good at representing.

thin panther
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That's probably what I'd choose too if I wasn't going to go third party or roll a custom asset editor.

sullen violet
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I think the same, but I asked around and people say they're not optimized for that and only work properly with AI.

thin panther
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Behaviour trees seem a bit jank, but then again a fair amount of dialogue systems I've seen have their fair share of jank 🤣

frosty heron
faint pasture
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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.

frosty heron
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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...
▶ Play video
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I also like the part where he explain AAnyMeshActor.

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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.

eager thicket
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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?

mental trellis
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Set their velocity to the same as the parent object?

flat coral
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How do you check if an enum is valid in BP?

faint pasture
flat coral
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Like if it's an input and I don't supply any value

frosty heron
next hollow
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Then it just becomes the first possible value.

frosty heron
mental trellis
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Set the default value to something not usually possible, like -1?

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Or use TOptional

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Or an edit condition with an inline edit condition toggle.

flat coral
faint pasture
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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.

next hollow
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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.

flat coral
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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.

frosty heron
# flat coral

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.

faint pasture
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Enum is just a named subset of integers

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you can use 0 as your undefined or none case

next hollow
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Wouldn't 0 be used?
Or, do enums start at 1? lol

mental trellis
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0

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But you sometimes define a "none" as 0 and then start useful entries at 1.

next hollow
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Oh, I see.

flat coral
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Anyway this code sucks, this function shouldn't have any input at all

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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

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But of course during decay there is no signal type

next hollow
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Ok.
Why not just let it be the dropdown like usual?

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Then, that fixes any percieved issues.

faint pasture
flat coral
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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)

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I just moved the signal config check to the recieve method, it should always have been there TBH. The awareness check is kinda separate

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Behold, my sin! (getting so frustrated with AI perception that I just rolled my own custom system)

frosty heron
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Unreal type

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-1 is INDEX_NONE

frosty heron
flat coral
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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

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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

sand shore
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Ah you have an enum and you wish to detect and handle unset defaults

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You need to create a special value that enum can be set to, called “Invalid” or some such

flat coral
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Nah the whole thing's just gone now 🙂

sand shore
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Essentially you define what the representation of validity is, as enums are just numbers.

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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

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But outside of those cases it’s a bit meaningless to ask if an enum that is by-value is invalid

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Blueprint doesn’t support TOptional or that might be a general way to describe a parameter as absent

mental trellis
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Sticking it in a struct with a bool that says whether it's set or not is an option, if bad ux.

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(effectively toptional)

knotty falcon
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I never thought about getting one until i saw that mamoth blueprint screenshot. sounds like a dream putting together blueperints on that

flat coral
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I just stretched the window over both

knotty falcon
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youve got me over here pricing monitors now instead of working crying

flat coral
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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

mental trellis
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The issue I have is that i'd like one that's 3 "screens" wide.

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But they're usually not that big.

knotty falcon
flat coral
jaunty solstice
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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?

mental trellis
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Use world time and the sine function?

faint pasture
fading raptor
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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 !

next hollow
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Gotta do play from start.
Else its just already played to the end on next running

gentle urchin
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Am i blind ?

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Or just tired?

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Cant see anything changing the playrate

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But yeah, think you gotta trigger Play or PlayfromStart whwn you change it

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Cant recall it being all that dynamic

harsh nebula
stuck mulch
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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.

gentle urchin
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interface is an option,

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component is another

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a complex highly efficient internal target agnostic bus system is a third method

stuck mulch
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Okay i gonna watch a video on interfaces and components then to see

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thank you!

crimson briar
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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.

gentle urchin
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keep it simple where you can

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there's plenty of complexity coming anyway

maiden wadi
stuck mulch
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Oh thank you guys!

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I did not thought about that

fading raptor
harsh nebula
gentle urchin
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Personally I'd probably just use a interp / lerp node

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if its player input based, interp is pretty smooth to work with

wide tree
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guys i want to be able to achieve this but i am not so sure how to achieve that type of ragdoll to fit

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this is what i did, so is that correct?

faint creek
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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"?

dusky cobalt
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The setup looks ok, but the Actor Interactable variable is probably null. How did you set it?

crimson briar
# faint creek 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.

faint creek
steady night
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but why is the bottom part turning gray ?

next hollow
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Probably not marked to work with cloth physics?
Since, it looks like that thing is cloth?

steady night
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it is

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how would i make it work with cloth physics ?

next hollow
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Just turn on the used with in the material

steady night
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the highlight material ?

next hollow
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Yeah

steady night
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ah found it

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awwesume thansk

shut blaze
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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
)

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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

ember vale
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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?

shut blaze
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You can save them wherever you like

ember vale
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but when call save game to slot, can i use same "checkpoint" as slot name? or i need another for settings?

shut blaze
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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

ember vale
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okay thanks

shut blaze
# ember vale 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

ember vale
shut blaze
mental trellis
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It should be full of onions.

twin shore
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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

noble quiver
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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:

lofty rapids
jaunty solstice
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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.

meager igloo
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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 crying

flat coral
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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.

flat coral
meager igloo
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ok cool, let me zoom out 👌

flat coral
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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.

next hollow
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Not even considering the spaghetti.
The value between 2 graph chunks scares me...

faint creek
meager igloo
fading raptor
fading raptor
granite nacelle
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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.

next hollow
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We told you?

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You gotta play from start, not just play
Play, is from the current position, which is the end

fading raptor
# next hollow We told you?

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

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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

frosty heron
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Why is moon move according to input?

fading raptor
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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

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and the code is right for now since it moves but it moves even when it's not supposed to, I dunno why

frosty heron
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And they r fixed? Meaning it has fixed start and end?

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Timeline works for something with fixed length.

frosty heron
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If you want to stop the timeline while its playing you probably need to get the handle and call stop

fading raptor
frosty heron
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The start has to be pre determine so is the end.

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If the relative location CHANGES on the update then you are not gonna get the result you want.

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  1. Evaluate start and end.
  2. Only then run the timer, with the pre evaluated start and before the timer runs.
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If u r looking for something that isnt of fix length then dont use timeline.

fading raptor
frosty heron
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You have to get a reference to the timeline and call stop if you actually want to stop a timeline that is currently playing.

fading raptor
fading raptor
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I don't really see how to do that

frosty heron
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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?

fading raptor
frosty heron
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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.

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You can keep the bool likr whst you have if all you want is to do nothing when pressing the button again.

fading raptor
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ok I'll try that then, thanks !

frosty heron
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Its got the right idea.

fading raptor
frosty heron
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The issue with your moon logic is that the relative location must have been changed on the fly.

fading raptor
fading raptor
#

thx all for your help !

shut blaze
#

Why no one told me you could put emojis in comments? 😭

keen crest
#

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

shut blaze
keen crest
#

and i just bake the areas that have lighting in that specific map

#

so i bake the map in chunks essentially

shut blaze
#

How are they getting messed up?

shut blaze
# keen crest so i bake the map in chunks essentially

I've looked at your screenshot from #lighting
Alright, posible fixes:

  1. Delete > Bake again
  2. Making sure you only show the levels you want to bake light
  3. Make sure there is nothing blocking the light from the source to the wall (like a prop)

Posible indicators:

  1. Try moving lights then bake to see what points to the cause
  2. Same but this time objects
  3. In the Levels Window, hide/show different levels and see which ones affect the baked light (see which ones cause bad shadows)
visual crest
#

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?

dire rose
#

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

visual crest
frosty heron
#

Might want to brush on some blueprint starter material if you dont fully understand how exec pin flow.

visual crest
dire rose
#

do yall have a quick fix or something

#

cuz i dont have no root animation or anything

#

idk man just learning and stuff

visual crest
#

on you inputaxis have a branch if (new varible "wallruning") = true launch

#

Wallrunning get set true when wall running.

errant snow
# visual crest I need to get a random point inside a box and that point needs to be within a ra...

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?

narrow kite
narrow kite
visual crest
errant snow
# visual crest that was a code I quickly put together I know it don't work I want some thing th...

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)

narrow kite
proud bridge
#

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!

narrow kite
#

You can change the box size anyway for each instance

narrow kite
narrow kite
#

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.

proud bridge
narrow kite
#

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.

proud bridge
visual crest
narrow kite
proud bridge
narrow kite
#

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.

proud bridge
proud bridge
narrow kite
#

Yes

lofty rapids
visual crest
#

then I am just looping like the example I showed. No?

lofty rapids
#

Yes but when out instead of random again

#

Pull back the distance

narrow kite
#

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"

violet bison
#

anyone know how to make chat auto-move to next line?

frosty heron
#

There is a tick box you can tick iirc

#

Open up the detail panel and explore

#

See if auto warp helps.

#

@violet bison

violet bison
#

found it

warped juniper
#

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

hardy merlin
#

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.

narrow kite
violet bison
violet bison
hardy merlin
frosty heron
warped juniper
#

Still use Projectile Hit for non pawn collision tho

frosty heron
#

Sure, thats fine

narrow pulsar
#

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.

crimson briar
#

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

crimson briar
#

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

narrow pulsar
#

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

narrow pulsar
#

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

steady night
#

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

maiden wadi
#
/** 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;```
steady night
#

hmm okey

lofty rapids
lofty rapids
narrow pulsar
narrow pulsar
lofty rapids
#

ya see what happens you take it out

#

just to test

narrow pulsar
#

Will do give me a couple mins

little moat
#

If I do this, does each line get a randomized integer?

narrow pulsar
#

Nothing really changes seems like

next hollow
dark drum
#

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.

little moat
#

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?

next hollow
#

Just make it re-roll if its the same?

#

If current point == new point, get new point again

versed oasis
#

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

little moat
versed oasis
#

I started making this game through the First Person template. Chances its actually interfering with me using a 3d widget's buttons?

dark drum
#

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

next hollow
#

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.

flat scarab
#

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.

next hollow
little moat
#

Well here's the code

#

Shouldn't it work?

#

It doesn't, but I don't understand what's wrong

next hollow
#

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.

dark drum
next hollow
#

Oh, well.
Thats a whole not helpful in anyway, like I had imagined. lol

dark drum
next hollow
#

I thought it was gonna be some basic function that got a null.
Not just oh, garbage collection died

dark drum
#

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.

next hollow
#

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.

dark drum
next hollow
#

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???

jaunty solstice
#

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.

dark drum
dark drum
next hollow
#

I mean that breadcrumb file.

#

Sharing the UE files, would get us no where sadly.

dark drum
next hollow
#

Oh, does the game instance have a ref to the widget?

dark drum
storm solar
#

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.

warm hare
#

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.

warm hare
maiden wadi
dark drum
narrow kite
worthy echo
#

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

faint creek
#

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?

frosty heron
#

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.

faint creek
faint creek
pine carbon
#

Is there a debug command to draw the local rotation axis of actors?

worn bramble
#

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.

astral flame
#

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

astral flame
worn bramble
#

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

pine carbon
#

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.

astral flame
#

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

unborn anchor
#

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

narrow kite
astral flame
narrow kite
#

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.

pine carbon
#

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.

worthy echo
# last peak What?

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.

frozen hedge
#

I have done a hear sense on a input

gentle urchin
frozen hedge
gentle urchin
#

they're read from thge physicsSettings as far as i can tell

pine carbon
gentle urchin
#

where do you find that ?

#

this is the only thing i find, which yes, comes from the settings

dark drum
pine carbon
#

Ugh.

gentle urchin
#

you could expose it if you do any c++

#

a simple bpfl function and you're good to go

sturdy wraith
#

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

dark drum
narrow kite
narrow kite
#

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

crimson briar
#

Skeletons in general should be shared whenever possible. With humanoids there is no reason to not share the same skeleton between players. Or enemies.

dark drum
maiden wadi
#

I personally prefer to keep my skeletons in the closet, away from my enemies.

gentle urchin
#

I was wondering why i saw you order the XXL closet the other day

ember vale
#

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?

lusty ore
#

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

ember vale
#

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

dark drum
ember vale
#

but works fine for get current game settings structure, and when i made same thing for get current video settings is not working anymore

dark drum
ember vale
#

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

dark drum
ember vale
ember vale
#

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?

dark drum
ember vale
#

@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

ember vale
#

fixed it, inside custom widget blueprint was a problem with dispatcher🫡

waxen nacelle
#

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

eternal marsh
#

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!

dark drum
#

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?

faint creek
#

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

errant snow
narrow kite
# dark drum Adding to what Verael said, every character having their own skeleton means anim...

@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.

compact vapor
#

Is it possible to multi trace and hit each surface normal of a mesh?

idle crescent
#

Is there any kind of async function for blueprints?

maiden wadi
# idle crescent 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.

idle crescent
#

Alright. I just am trying to not have it get overwhelmed and lock up

maiden wadi
#

What are you doing that is causing the lockup?

idle crescent
#

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

little moat
lofty rapids
#

is it supposed to execute again i'm assuming is what your doing ?

little moat
#

Reroll the thing

#

Doesn't finish execution redo it?

lofty rapids
#

whats your tree look like ?

little moat
#

So shouldn't it always restart it anyways?

lofty rapids
lofty rapids
#

does it print

little moat
#

They get stuck for some reason

lofty rapids
little moat
#

Or if they don't, they'll get stuck on X amount of times

little moat
lofty rapids
#

ok

#

so put a finish execution at the end of the false

little moat
#

So my guess is that it's somehow still getting stuck on "AI move to"

little moat
lofty rapids
#

ok so whats happening

lofty rapids
little moat
#

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

little moat
lofty rapids
#

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

maiden wadi
#

The task will never finish, based on what you posted above.

little moat
little moat
lofty rapids
#

i know why its getting stuck

little moat
#

Even if I add finish execute on both, they still randomly get stuck

lofty rapids
#

becuase your constantly running false

#

theres no wait for it to do the walking ?

little moat
little moat
maiden wadi
#

It's random. You are randomizing it every time.

#

You have to essentially get lucky for it to stop.

lofty rapids
#

you are randomizing it on tick basically

#

have a seperate patrol

#

and then use the tree to switch

little moat
maiden wadi
#

Right. Then they go to it.

#

Then?

little moat
# maiden wadi Then?

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

little moat
lofty rapids
#

your randomizing on tick basically, this is not good

#

he probably looks like a break dancer ?

little moat
little moat
lofty rapids
#

he just stuck

#

he not twitching ?

little moat
#

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

lofty rapids
#

well you should probably have what i'm saying and thats a patrol node, then when you get to your point ...

little moat
#

Dw no dihh

lofty rapids
#

i don't know what that shows tbh its just walking

#

idk what that means

little moat
#

They should keep walking to the other patrol point every time basically since I only have two

lofty rapids
#

well i would have a target on the blackboard

#

and switch the target after getting to a target

little moat
#

Dude I'm lwk embarrased. My characters don't have clothes and I got those fuckass mixamo animations 😭

little moat
#

I just wanna have one task run the patrolling, shouldn't be that hard

lofty rapids
#

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

lofty rapids
#

just use regular nodes

little moat
little moat
lofty rapids
#

ai moveto

little moat
#

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?

lofty rapids
#

i mean i already said what i said

#

i believe its probably random on tick

#

which is not so good

little moat
#

Technically

lofty rapids
#

no not technically

#

but if you put a print there

#

does it not continously run ?

little moat
#

Well when the character is moving, it doesn't really run on tick

little moat
lofty rapids
#

i asked and you said yes lol

#

hmm

#

i specifically asked for you to print at the beginning

little moat
#

No I ment that it runs, but not continuously. I ment that it runs every time the code gets ran

lofty rapids
#

when does it run ?

little moat
#

BUT if I run it after the branch on the true, it runs completely randomly

lofty rapids
#

actually printing

little moat
#

Sometimes it runs when they get stuck, sometimes it doesn't.

lofty rapids
#

with a vide

#

put it right before you gen random

little moat
lofty rapids
#

i mean don't even use a tree

little moat
lofty rapids
#

but i think your problem is the logic

little moat
#

I mean yeah me too, just don't know what

lofty rapids
#

it only log that two times because you probably don't have finish execution at the end

#

like i mentioned you should have

little moat
#

I do have it now

#

And why is the AI stuck without printing it at the start?

lofty rapids
#

because its probably not getting success

#

try again on fail as well

little moat
lofty rapids
#

on fail

little moat
#

True = reroll fails

#

False = reroll doesn't fail and it's a new patrol point

lofty rapids
#

on fail

#

...

little moat
#

Well I did

little moat
lofty rapids
#

did what ?

little moat
#

I put the print string on true

#

Or what do you mean by fail?

lofty rapids
#

ffs

#

on fail

#

retry

#

like you do on success

#

thats why its not printing again

#

no success

little moat
#

This?

lofty rapids
#

i mean, on fail

#

it literally says it

little moat
#

I don't see it 😭

#

After the finish execute no success?

lofty rapids
#

do you know how nodes execute ?

little moat
#

Ohhh right

#

On fail

#

There

#

Shit I didn't see it

lofty rapids
#

ya

#

its probably failing

little moat
#

On fail of AI move to

lofty rapids
#

yes that lol

#

put a print on that

little moat
#

My bad

lofty rapids
#

but i would retry on that

little moat
#

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?

lofty rapids
#

probably because it's colliding with the platforms

#

not able to get into the spot

little moat
lofty rapids
#

make the platforms no collision

#

see what happens

little moat
#

I removed the mesh

#

Still gets stuck at the beginning

lofty rapids
#

if its a possible first value then your probably freezing

#

i usually start it with a negative or something

little moat
lofty rapids
#

so on false

#

when you get the item from the array

#

print the index, and the item name

lofty rapids
#

hmm

#

let me look at it again

lofty rapids
#

your using length

#

but arrays are zero index

#

so 2 items is 0,1

#

not 0,1,2

little moat
#

So I'm using an index above the max of my array?

lofty rapids
#

yes i think so when you close it is it error ?

lofty rapids
lofty rapids
#

ai move to is probably just silently failing

little moat
#

But why would it use 1, 2 instead of 0, 1?

lofty rapids
#

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

ember vale
#

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,

little moat
#

Holy ball knowledge tho, how do you know this

lofty rapids
#

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

little moat
#

I hate that that's a thing, but well now I know

#

Thanks man, works perfectly now

little moat
lofty rapids
#

put a print on the execution make sure its running

ember vale
ember vale
lofty rapids
#

its not necessarily the blueprints

#

they are not actually working

ember vale
#

i didn't touched anything for now, i just runned the game again and FSR started to work again, but dlss still nothing

lofty rapids
ember vale
#

random things are happening with this UE5😂

lofty rapids
#

honestly its usually user error lol

#

atleast ime

lofty rapids
ember vale
#

yes

lofty rapids
#

your drivers are up to date ?

lofty rapids
ember vale
#

what is happening i dont understand😂

little moat
#

Is there not a simpler way to do this 😭

mental trellis
#

Yes. C++ 😂

little moat
#

Wait why am I not doing C++?

mental trellis
#

Lol

#

Prototyping?

little moat
#

Do people usually do AI logic in C++?

mental trellis
#

Can do.

#

What you can do make base functions in c++ and glue them together in BP.

little moat
#

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

mental trellis
#

Maybe it's lonely?

little moat
#

Nvm

#

I put it in true instead of false

#

Tbh I got no idea what I'm doing rn lol

spark steppe
#

that part of your issue is obvious

little moat
#

Nvm, still printing

little moat
spark steppe
#

wth are you even doing, we can only see half of it

#

question 1.) where does this code run?

little moat
spark steppe
#

i hope NPC Future Locations doesn't contain the NPC which this runs on?!

little moat
#

Shit.

#

Well...

#

yeah.

#

So that explains it

#

I'm checking the npc that's doing the checking

spark steppe
#

yea that one will be exact 0.0 away

little moat
#

Simple fix: if the index of the npc is the same as the array index, start over?

#

Do you have a better idea?

spark steppe
#

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

little moat
#

What would be the most?

spark steppe
#

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

little moat
#

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?

fiery swallow
#

if I had a dollar everytime gpt was dead wrong about something unreal engine related

#

confidently wrong, and arguing with me about it too

little moat
fiery swallow
#

I haven't read anything, I just seen you said you were gonna ask a chatgpt question

spark steppe
#

that's the kind of stuff that ChatGPT can tell you tho

#

or any beginner tutorial

fiery swallow
#

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

little moat
#

Yeah except now it hallucinates when I try to ask it about updating the values inside my map

fiery swallow
#

Ben was saying to make the value the location

#

right now you have it as an integer

little moat
#

I thought I already made it a fucking vector

#

Shit

#

Well what if I wanted to use the NPC reference for something else?

fiery swallow
#

I'm looking at the blueprint, what are you trying to do? Are you trying to predict whether two AI paths will intercept?

little moat
#

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?

fiery swallow
#

where is this code getting called from? A manager? (I hope) or each individual NPC?

little moat
#

Uhh

#

In the controller I had simply set the npc instances and had the variable for future locations

fiery swallow
#

the blueprint stuff you posted

little moat
#

Then in the NPC itself I'm doing the calculations for the future locations, then setting them, then checking if they're gonna collide

fiery swallow
#

just wondering about time, I see you're accounting for collision

#

do we care about time?

little moat
fiery swallow
#

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

little moat
#

I just wanna check if they're gonna collide so I can do avoidance logic

little moat
#

I'm purely calculating whether at a future point in time their capsule collision is gonna overlap

fiery swallow
#

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

spark steppe
#

i feel like this might be a bad/expensive way of doing it, + the general BP overhead

little moat
spark steppe
#

was that someone ChatGPT?

little moat
#

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

little moat
spark steppe
#

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

little moat
#

I just don't understand how could I handle that check in some other actor

#

I mean

fiery swallow
#

also did you remember to filter out yourself, and also what is index?

little moat
#

I technically could take all the NPC's and try and do the collision calculations there

fiery swallow
little moat
#

It's spot in the array of NPC's I had

fiery swallow
#

what's the current result?

#

you never collide with anyone, or are you always colliding?

little moat
#

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

fiery swallow
#

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

little moat
narrow sentinel
#

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

maiden wadi
idle crescent
#

Anybody know how I can get the slope of an impact point, in degrees? Only the slope.

narrow sentinel
maiden wadi
#

I mean in that case it's easier. Cinematic the fake station into place and then loading screen.

maiden wadi
fiery swallow
maiden wadi
#

Memory. 😄 I used it a lot in UI stuff

fiery swallow
idle crescent
#

How did you know that?

#

I'm jealous when people know these things.

fiery swallow
idle crescent
#

I probably have forgotten most of what I learned in school, if I ever learned it.

maiden wadi
#

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.

idle crescent
#

Huh. Thanks again anyways.

#

I think that does it. I know dot product is multiplying two vectors, basically, isn't it?

maiden wadi
#

Not multiplying it tells you how closely two vectors are pointing to the same direction.

narrow sentinel
maiden wadi
#

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.

idle crescent
#

Weird. I don't get math much either.

#

How did you know to apply arc cos to it, I'll never know.

maiden wadi
#

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.

idle crescent
#

I'm guessing it's like the opposite angle based on the dot product or something?

#

Fair, totally.

narrow sentinel
#

And id somehow id need to have it where the location would mive into rifht place

idle crescent
#

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?

prisma cedar
#

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?

maiden wadi
#

Oh. No I see what you mean now. When it crosses zero

prisma cedar
#

Yeah

maiden wadi
#

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.

maiden wadi
#

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.

prisma cedar
maiden wadi
#

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.

prisma cedar
#

Thanks!

teal gyro
#

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.

narrow kite
frosty heron
#

send him back to sword school

narrow kite
warped juniper
#

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

frosty heron
warped juniper
#

This is something different altogether

warped juniper
frosty heron
#

seems like it's hitting it self

warped juniper
#

That's exactly what it seems to do

frosty heron
#

but I don't even know how you print this, so can't tell for sure.

warped juniper
#

But it only seems to happen when the player sprints

#

And here's where it gets printed

frosty heron
#

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

warped juniper
#

I was trying to understand how epic does it, mostly

#

Since this is the default of the template

warped juniper
#

So it quite literally hits itself if spawned while moving too fast

frosty heron
#

address that then, a projectile shouldn't hit it self.

#

check your collision settings

warped juniper
#

Yeah I will but what confuses me is, HOW can it even hit itself?

frosty heron
#

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.

warped juniper
#

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.

frosty heron
#

show the components, it's properties, etc.

warped juniper
frosty heron
#

Why is it blocking everything??