#blueprint

1 messages · Page 380 of 1

frosty heron
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even the camera? wut..

warped juniper
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Ask epic lol

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So what I gathered:
For some inexplicable reason, if the actor spawning the projectile moves above X units per second in the general direction the projectile tries to move towards during spawn, the projectile for some reason will hit itself.

frosty heron
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the responsibility to control what's blocked and overlap rest on your shoulder.

warped juniper
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Again, ask epic... This is just how the template had it. I kept it like that because I assumed they know what they're doing

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But it does look like it barely seems to work...

frosty heron
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@warped juniper btw does your sphere have collision enabled?

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it shouldn't

warped juniper
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Nope the mesh has no collision at all

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And even then the debug prints still say that the CollisionComponent hits the CollisionComponent

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Or maybe...

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Hmh so good news and bad news

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I have an idea for making one from the ground up that doesn't have this issue

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But I don't like that I don't understand why this problem exists to begin with

warped juniper
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@frosty heron I FIGURED IT OUT.
The actor moving forward was still able to sweep for the projectile it spawned since Epic did not account for the actor being able to move fast enough to catch up with the projectile, and since one of them could create a hit it executed it for both sides.

narrow kite
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I have ran into those issues a few times myself, but the ultimate result was finding out how to resolve it, not actually a defect in the coding/Epic. Although they do have plenty of problems 🙂

narrow kite
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Evasion Test

steady night
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Hi i need help with how i can make a projectile "zigg zagg " towards its location

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the yellow line is the projectile so its going in a pattern like this kinda

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i was thinking on changing the velocity by an axis but maybe thers a better way ?

frosty heron
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You use timeline for something with fixed length

steady night
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i am am using a timeline

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and lerping back n forth somehow

lofty rapids
lofty rapids
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sin waves

steady night
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whats sin waves...?

white parrot
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Look up the graph of the sin function

lofty rapids
lofty rapids
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which you can then use to move the thing properly

steady night
lofty rapids
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thers curve float which is really nice to use tbh

dark drum
lofty rapids
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i used it for camera in a game

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so when it jumps from player to player

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it had a curve on it

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very useful thing, not too bad to use either

lone spindle
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I've been experimenting with a new blueprint/programming pattern and wondering if anyone else has tried this, are there good times to do this? potential pitfalls? better alternatives?

A blueprint object base class defines a function like "run()" which subclasses will implement. These subclasses can be treated like standalone scripts, which could be run anywhere in BP. For example an actor could construct one and run it.

I've noticed that the new Mover plugin does something like this for implementing movement modes, its also not too different from attaching a StateTree to an actor.

I've found this useful in a couple cases where I have complex interactions between multiple actors. Previously I'd have interfaces and event dispatchers implemented in multiple places to get the actors to work together, now this one script contains most of the logic, which greatly simplifies setup in the actors. I understand that one downside here is that my standalone scripts are pulling in a lot of references, which I was mostly avoiding with the interface/event approach.

Anyone else tried something like this?

dark drum
random vine
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How can I check if I'm playing in Editor/Game/Stanalone in blueprints?

frosty heron
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⁚```cpp
/** Returns whether script is executing within the editor. */
bool IsPlayInEditor() const;

/** Returns whether script is executing within a preview window */
bool IsPlayInPreview() const;

/** Returns whether script is executing within a mobile preview window */
bool IsPlayInMobilePreview() const;

/** Returns whether script is executing within a vulkan preview window */
bool IsPlayInVulkanPreview() const;

/** Returns true if this world is any kind of game world (including PIE worlds) */
bool IsGameWorld() const;

/** Returns true if this world is any kind of editor world (including editor preview worlds) */
bool IsEditorWorld() const;

/** The type of world this is. Describes the context in which it is being used (Editor, Game, Preview etc.) */
TEnumAsByteEWorldType::Type WorldType;


None seems to be bp exposed.
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would be a 2 mins job if you convert your project to c++

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just make a blueprint function library that call this func

full badge
glass blade
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I loop over a simple array that has 2 members: 1,1 and print the value on loop body. Shouldn't it print: 1,1? Rn it prints just: 1

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upon checking the length of the array its 2

lunar sleet
glass blade
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cus the array has 2 members

lunar sleet
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The print doesn’t know that, you’re inside the loop. You’re not going to be able to see each print happen separately, the loop happens in one tick so it’ll just overwrite

frosty heron
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show code.

glass blade
lunar sleet
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Depends how you’ve set up your code, like Cold said

glass blade
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imagine if the array element would be printed

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the imaginary array has 2 members: 1,2

lunar sleet
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Can’t really see where you’re pulling your data from tho

glass blade
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why would that matter tho

lunar sleet
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You’re not printing the elements or anything, so no idea what you’re printing rn

glass blade
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its just an array with 2 members

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1 and 2

frosty heron
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Can you just show the actual code where u print the array content?

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because you are not showing that from the picture.

lunar sleet
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Lol bro

frosty heron
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imagining what you actually imagine is actually difficult / impossible.

lunar sleet
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Is this a privacy thing? You think someone will steal your print code? đŸ€Ł

glass blade
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no, its simply irrelevant

lunar sleet
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The reason it matters is because most of the time these issues are user error

glass blade
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its a simple array with 2 members

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lmfao

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why does it matter ?

lunar sleet
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So if you just show us half the picture it’s very possible that you fucked up somewhere and we can’t really imagine what is actually going on

frosty heron
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If an array has 2 member, 1, 1.
And you loop over it and print on each member, then you will get Print string : 1 Print String 1.

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if you don't get the expected result then it's deffinitly user mistake.

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and we can't even try to spot that unless you show your code.

glass blade
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what user mistake?

frosty heron
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your code that you put together.

lunar sleet
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Can’t tell when your code is not present lol

glass blade
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wait so

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one of you is saying it will overwrite

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the other one is saying it will print 2 members

lunar sleet
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If your print was outside the loop yes

frosty heron
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if you not showing your code then I can't help you.

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not here for being right or wrong

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if you want help don't make it difficult.

lunar sleet
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Ime the more stubborn people are when asking for help, the less they will progress

glass blade
frosty heron
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then show your code where you print those values, so we can at least try to diagnose the error.

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but it's been like a page long and still the code that is apparently "failing" is not shown.

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feels like a UN meeting at this point.

lunar sleet
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Never thought I’d spend 10mins on a print diagnosis lol

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Usually that’s the way you debug an error

spark steppe
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i feel like wants to print string nodes called in sequence, to be combined

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which won't happen

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use append or anything else to build a string if you want it in one

frosty heron
lunar sleet
spark steppe
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or just

glass blade
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no, i dont want that

spark steppe
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THEN EXPLAIN YOUR FUCKING ISSUE

white parrot
spark steppe
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it does, based on what we've seen and know

glass blade
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thats the first thing i did

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the array that im looping over has 2 members

spark steppe
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new messages are ON TOP

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so it pushes old ones down

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leading to

1
0
glass blade
frosty heron
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jesus

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anything but showing how you print it I guess.

white parrot
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Why not just debug and see the array on runtime..

spark steppe
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yea because god knows what your input data is

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as we still DONT have code

frosty heron
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honestly if you debating over showing code next, I think you are just trolling at this point.

glass blade
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again, length of the array is 2

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but it only prints 1 member

frosty heron
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skill issue

lofty rapids
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if i have windows 10

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does that mean it won't work on 11 ?

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if i package my game

spark steppe
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i would ask that in another channel

lofty rapids
spark steppe
lofty rapids
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oh ok

frosty heron
lofty rapids
white parrot
frosty heron
lofty rapids
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you have to select it, thas the only downfall

frosty heron
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10 or 11 shouldn't have that issue though imo.

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but just guessing at this point.

lofty rapids
glass blade
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it literally prints : 1

lofty rapids
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if you have two elements

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and it only prints one

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your doing something wrong

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show the code

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not imaginary

white parrot
lofty rapids
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computers workerr like clockwork

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tbh

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although engines do have bugs sometimes

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most often its user error

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like a foreach does exact that

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foreach element

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this doesn't suddenly change

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you could however have changed teh macro

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so it works fkd

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if it truly doesn't properly work, double click the foreach and show the macro

lofty rapids
lunar sleet
lofty rapids
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imaginary code can do anything

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the only thing i can think of is they fkd up the macros if what they say is actually happening

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because computers don't work like that, unless the editor has a bug which does happen

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but it's like last thing to think about as a reason

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or maybe they have a delay somewhere idk but ig its useless anyway lol

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or possible one member is empty, and its throwing an error lol i'm actually concerned

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i like to solve things

lofty rapids
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it does require a bit of c++ knowledge

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but you can get the framework for the files online pretty easy

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and just work with untill it works lol

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i made a visual scripting language, its a lot like blueprints lol

lunar sleet
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But yeah I understand the problem solving itch 😅

lofty rapids
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i just wonder why tf it would do that, but then i also wonder if they are even serious

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seems like a no on that

glass blade
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👏

lofty rapids
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is this success, fail ?

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is it working ?

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idk lol

lofty rapids
glass blade
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hold on

shut blaze
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Alright at this point I am a bit lost. I want the puzzle to only update when a change happens,

  1. But idk how to do this without having an infinite loop.
  2. Also I had problems in the 3rd screenshot, with the last hit actor, wanted to power down when a trace leaves a receiver. Didn't work out
    Green face: Caster (Shots a trace/laser)
    Red face: Receives a trace and has to update the actor
    Faces are Enums I can switch them to anything.
    Hope the screenshots help.
shut blaze
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Not really sure how to implement it :/

lofty rapids
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ok so you have not started and theres no real errors ?

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hmm

shut blaze
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no errors
however I wish I had errors in this situation

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apart from sometimes getting inf loops

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I ended up deleting and restarting now my brain quit on me

lofty rapids
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so your saying your getting infinite loops

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hmm let me see what i can see

shut blaze
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from the 8th screenshot it's not even called to fire

lofty rapids
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hmm idk

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what your trying to do in general ?

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i might have an idea of how i would od it

shut blaze
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"worked"

lofty rapids
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i see so your doing like a power blocks kind of thing here ?

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where the power flows through

shut blaze
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yeah

lofty rapids
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i don't see the logic

shut blaze
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yeah

lofty rapids
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is it out blue in purple ?

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or red, or whatever pink it is

shut blaze
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I don't get what you mean

lofty rapids
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what is going on in this image

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is what i'm asking

shut blaze
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Green traces a line (and the niagara particle beam has a start and finish)
Pink receives: Needs to update the actor (power it up) (or down if no beam is on it anymore)
Wall: Does nothing

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Null: like the wall but no mesh

lofty rapids
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ok so the green/blue is the out

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and it has to hit a pink to fire up a node ?

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a simple trace should suffice

shut blaze
shut blaze
lofty rapids
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i would just trace out from the pink

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and if it hits an aqua

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fire up self

shut blaze
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huh?

lofty rapids
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ig you could also use an interface

shut blaze
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it's a mesh component and an actor

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no need

lofty rapids
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ok so when you hit it with the trace tho

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how do you turn it on ?

shut blaze
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for now, simplest way is call event in actor + bool IsPowered? set to true

lofty rapids
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so you need to cast ?

shut blaze
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sure

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2 way refference

lofty rapids
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right well i would use an interface instead

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like shoot the trace, hit the thing, call an active function

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which you implement on the block

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which turn ons and shoots

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and keeps going

last peak
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Thats a circular cast

shut blaze
last peak
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will throw an error when you build it

lofty rapids
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this is more of an event kind of approach in theory rather then loops and infinites

shut blaze
lofty rapids
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there should not be an infinite loop with this way

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because there is no loop

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you shoot out hit active, and then that shoots hits activates

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its chaining

last peak
lofty rapids
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instead of looping everything and checking all the shit all the time

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its much more efficient

last peak
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actor 1 functionA at the end of function a you call functionb and at the end of functionb you call a again

shut blaze
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what about this scenario, will cause an inf loop because one updates the other and so on

lofty rapids
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problem solved

shut blaze
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fair

lofty rapids
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basically chain untill you don't have a hit or its already activated

last peak
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1 - 2
I I
4 - 3

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Thats a loop

lofty rapids
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there might be edge cases but i can't think of any quickly

shut blaze
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Oh yeah fair, that makes sense actually

lofty rapids
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it will scale well also imo

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the reason i would use an interface ...

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becasue its esier to implement different kinds of blocks

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lets say one when activated shoots out a different color because it does something else for some odd fkn reason

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then you just alter the function in that block, done

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you don't need to add a cast to a new kind of block and impliment a new function

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what i would do is have a parent block

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and just create a bunch of children

shut blaze
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yeah that makes sense

lofty rapids
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you could have four ways, three ways, have it your way

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np

shut blaze
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alr werks nice, gonna scale it up with Ints and Interfaces đŸ„ł
thx

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Question
Collision boxes don't run on tick to check if someone interacted with it, yes?
Say something is blocking the way of the laser. How would I implement this so it updates.

spark steppe
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they are added to the physics scene, and should cause events, regardless of tick

shut blaze
lost wolf
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peak ai

shut blaze
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Begin Overlap,
hmmm only way I see doing this
is take last updated trace start and end
have a collision box "find look at location" then scale it on the Z axis so that it matches start and end positions
On begin/end overlap: Update the trace of the caster again

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my ah should really learn C++

little moat
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What could I use as a manager?

glass blade
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ur just describing a sequence of events

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wether its c+ blueprints or minecraft redstone doesnt rreally matter tbh

shut blaze
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Iduno

glass blade
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line trace

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or what do you mean collision line

shut blaze
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Based on the context of my use
I dont wanna line trace on tick

glass blade
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why are you on tick

shut blaze
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???

shut blaze
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If something where to update it
My puzzle would need to trace a line
But if an actor is not in the middle of the box and the line traces then it's useless
Buuuut I could use a box trace instead and no need for a line collision thing that I just invented in my head rn

glass blade
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wait why isnt a regular collision box good for you?

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that has al kinds of overlap events and whatnot

shut blaze
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It might be
But it needs to stretch depending on the trace start and end

white parrot
shut blaze
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Hmmm
Nah I am going all in on performance

white parrot
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I mean, instead of calling it on Tick(), you would call it on a Timer set to 0.1s instead of every frame.

shut blaze
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Nah
I only want to update when a change happens.

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No need for constant checks

white parrot
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So it doesn't even need to be on Tick

shut blaze
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Correct

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If it were
It would start to lag if I had like 100+ actors with tick enabled (+code)

glass blade
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well unless you reduce tick rate of the actor

shut blaze
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Decided the solution anyway
Box trace instead of line
Might be better anyway

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And have a collision box that sits in the backround on last update

shut blaze
# white parrot What's the use case

Box trace XY = Collision XY (scale)
If it were line ans boz collision
On begin overlap, the trace can miss the actor that entered the box collision

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Makes sense?

white parrot
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Who traces the actor? the actor is the player?

glass blade
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i dont get it personally

shut blaze
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If something is in the box collision
But doesnt hit the trace that was called, why would I call trace in the first place
So use box trace

glass blade
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u wanna react to when a beam hits the box?

shut blaze
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YES

glass blade
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overlap on collixion box

shut blaze
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Correct

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Alr enough talk

white parrot
shut blaze
white parrot
shut blaze
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I am talking about number of faces to render

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Both work anyway

crimson briar
# shut blaze I am talking about number of faces to render

wellactually.meme in terms of collision shapes spheres are cheaper than boxes. Because they are not rendered - the collision check is done with math. A sphere is only two numbers - a center and a distance from it. While a check against a box needs more points to determine the collison

shut blaze
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oh, good to know

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that is actually smart, unless the trace spheres were coded "badly" in the engine
idk can't check, I'll trust you lol

mental trellis
shut blaze
mental trellis
shut blaze
last peak
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The elite doesnt want you to know

mental trellis
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What happens when you fall off the edge?!

shut blaze
last peak
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you float into space

mental trellis
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Why isn't space flat?!

shut blaze
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why isn't the sun flat?

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broooo

last peak
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What do you mean? it is flat!

shut blaze
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if the sun if flat, does it mean it always is pointing at us?

last peak
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the sun is just a light installed by the elite

mental trellis
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We're living in a 2d universe. It's made in Paper2D!

last peak
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Connect the dots

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the elite is working together with the annunaki

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to keep us enslaved

shut blaze
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I wanted to send a gif but I don't wanna get banned

last peak
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lmfao what is the gif

mental trellis
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Lol. I think we've maybe gone a bit too far off topic.

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So how about them nodes?

shut blaze
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mmm spaghetti

last peak
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i see how it is

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Daekesh is one of them

shut blaze
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D:

last peak
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Hes afraid of the truth

shut blaze
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honestly it's weirdly quiet on this chanell today

shut blaze
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nobody is asking for any problem fixes or, iduno

knotty falcon
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Hey guys, im about to start on very simple enemy drone AI that only flies on the y and Z axis (so basically 2D). Any advice or terms i can lookup on where to start? I cant decide if i shoudl make an actor and use the character movement component or just make it a pawn. any advice is helpful, i dont need you to walk me through the whole thing, just help nudge me in the right direction

lethal pollen
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I want to open a chest when the player is in front of it and press the interaction key. I've done this:

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But the player can interact with it from all of its four sides. How can I do it only when the player is in front of it?

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Thank you!

knotty falcon
lethal pollen
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Because I love line traces.

knotty falcon
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Then you can use the on collision begin and on collision end to toggle a Boolean like “IsInZone”

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Haha that’s fair.

lethal pollen
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I only want to know if it is possible to do it with line traces or not.

knotty falcon
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Have a system that checks for the player world coordinates against the cube coordinate and require the x and y coordinate be within a certain number

white parrot
lethal pollen
knotty falcon
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Ask ChatGPT “how to check an actors forward vector at a 90 degree angle in a cone on unreal engine”

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You have all the right terms to research now though

lethal pollen
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I hate ChatGPT

knotty falcon
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That’s too bad. It’s a great resource for a solo dev

lethal pollen
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Well, I'll search about what is a 90 angle in a cone

mental trellis
knotty falcon
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You don’t have to use it to vibe code, but when you have enough info and knowledge to steer it in the right direction it really helps

knotty falcon
knotty falcon
#

Kind of like the Arc in arc raiders but way more simple

knotty falcon
last peak
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not so sure about that ...

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guess for very basic things and math its good

white parrot
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Adjust the angle to your liking obviously.

knotty falcon
last peak
#

It is straight up wrong for 50% of the time

mental trellis
#

Ai is great for math until it hallucinates that 3+4=apples.

last peak
#

and if you dont know its telling you bs it will lead you down very long rabbit holes

knotty falcon
#

You have to know enough about the engine or it will gaslight you

lethal pollen
knotty falcon
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And it has its flaws. I’m not arguing that it’s perfect, I’m saying that it’s a resource and one that has been extremely helpful for me personally

white parrot
mental trellis
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Absolutely it's helpful. But it's a help you have to take with a pinch of salt.

knotty falcon
#

Word , well it’s extremely helpful for me

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any tips on making the drone hover? should i just purley use impulse so it feels a little goofy and floaty?

white parrot
knotty falcon
white parrot
knotty falcon
last peak
#

Are you sure you want to work with force?

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in my experience thats incredibly annoying

knotty falcon
last peak
#

you could just create a float animation that you play on loop when the drone is idle

knotty falcon
white parrot
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Animations could work, with a float curve / blendspace / mix of the two

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Idle floating animation.

knotty falcon
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it will always slowly be pursuing the character from the moment its spawned

white parrot
#

It can't float and move towards a goal at the same time, it would be moving at the shortest distance possible from point A to B, so it wouldn't 'float' just hover straight to the goal.

knotty falcon
#

if the player bumps into it, would there be a way to activate physics so it drifts? kind of like a hockey puck on ice

last peak
#

that small feature will be a lot of work

knotty falcon
#

ah bummer đŸ„ș

narrow kite
#

Custom blueprint AI. This evade has been shifted into more of a Street Fighter system that does cheat to some extent for better results. Street Fighter AI essentially reads the player input so it can react. That helps it follow the combat instead of just randomly performing actions.

When done with straight blueprints I think it will be easier to have all options available instead of tying in a behavior tree logic. When combined with random shield blocking/evasion I think this will give a leader mob a natural basic AI that isn't just rush the opponent like a standard ARPG.

lofty rapids
golden pewter
#

i cant build ue5 i need help

#

been stuck on it for days

knotty falcon
# last peak that small feature will be a lot of work

So what if i use a line trace + spring to basically make a "suspension" system that simulates the hover. The distance from the ground will be determined by the possessed players Z location. Then it would juse use add force to propel it left and right

little pulsar
#

how do you detect if the player is looking down with the camera i want to do that so the player will use a different attack animation if doing that

knotty falcon
frosty heron
knotty falcon
hardy merlin
pine carbon
#

This is driving me insane because it's using the dang template project setup, but for the everloving life of me I cannot figure out why it does this. What is causing the inconsistent offset in my traces? I just want it to spawn at the center of where I'm looking, and nothing I have tried has managed to accomplish that. It's kinda hard to understand when you aren't controlling it, but it feels awful to control.

#

The traces are just generated by this. Everything else responsible for the camera is default Unreal First Person stuff.

pine carbon
#

Well yeah, I figured that out.

frosty heron
#

End point is camera loc + (forward vector * distance)

pine carbon
#

. . . oh gosh danggit.

#

I might need SLEEP. Thank you.

frosty heron
#

👍

pliant musk
#

Hey everyone.I'm trying to set the static mesh of a dynamically created spline mesh component from within an actor component; does anyone have some advice as it doesn't seem to work

maiden wadi
pliant musk
#

Strangely, I was only able to get it to work by creating a new actor with a Spline Component and calling the creation of the Spline Mesh Components from within that; setting static mesh from an actor component wasn't working

timber wind
#

Do accessed none / not valid errors actually cause crashes in packaged builds ?

crimson briar
#

I think some more experienced people mentioned that they shouldn't but I don't know how to find this conversation, it was weeks ago.
Still a bad idea to not guard invalid references.

frosty heron
#

Depends, if you always expect it to be valid then crash help with debugging.

#

Silent bug is the worse kind of bug.

maiden wadi
#

Generally speaking if it doesn't crash your editor, it won't crash a packaged game.

storm solar
#

I have a widget menu that I call with diffrent stack menus like equipment and skills. I use a different mapping context for this menu called imc menu. This allows for special inputs on my widget menu outside of accept and cancel, like next page and menu toggle. My issue is that, after I open a submenu more than once, the IMC_Menu enhanced input actions will not fire again on that submenu widget.
Is this an issue with widgets in general and I should have these input actions fire on the character actor and not the widgets?

warped wagon
#

I’ve implemented Unreal Engine’s new Motion Matching system on my character, using exactly the same setup and animations as in the official examples.

However, I’m running into a strange issue: if my character is not facing the world X axis, it won’t enter sprint mode. I can only sprint when running in a single direction.

I haven’t been able to figure out what’s causing this. Any ideas on what I might be missing?

idle crescent
#

Can I raise the amount before UE5 thinks I'm trying to do an infinite loop? It is merely a large sum of data.

crimson briar
#

But if you are running into it - you should probably move the loop to C++

idle crescent
#

Aahhhh. I thought so.

#

It won't trigger in C++, will it? Could it be faster/more performant in C++?

#

The infinite loop false flag, I mean.

crimson briar
#

Not sure if C++ has the same guardrail tbh. But overhead for loops in BP grows substantially for big loops

idle crescent
#

Yeah. Could be a good idea then.

orchid robin
#

Hello, i am working on a ressource management game where i have build a game loop of some units gathering resources from a node and bringing it to a base. Right now Ive been storing the resource on the unit, and then on the base it self, but it doesnt feel very scaleable. Chatgpt tells me to use an actor and a Google search suggests using My game mode bp or a game instance. What would be best. I want to store multiple resources and data that the player can see on My UI.

crimson briar
#

By inventory I don't mean UI, just a general reusable component to allow other actors to hold something inside

#

Then you can easly add/remove this component to actors that need to carry something. And other actors can ealsy access add/remove funcitons form the component

#

But if you are asking more generally if the NPCs themselves should be holding stuff - it depends on the design and game. I don't think there is anything wrong with it personally. Especially if the resources could be dropped/destroyed when the npc is holding them.
In case of a base, if you will always have one - fine as well. But some rts games have missions without bases, where you still can get resources - in this case it could be better to store it in another place - like an invisible actor, gamemodes, or the best solution: a subsystem

maiden wadi
#

+1 for inventory component.

If your doing pure logistics it can go on the building/unit carrying the item.

If you're doing a Starcraftesque style, it can go on the unit/Playerstate. That way when they take stuff back to base it can be put on the playerstate as a global inventory for that player.

next hollow
#
  • 1 also
    Thats how I did my stuff in the RTS I started working on, then realized I was seriously out of my depth for actually completing the game.

My inventory was as basic as an int, and like gameplay tag for wtf is it.

orchid robin
#

Im already using inventory component on My units and the bases, but if i have 2 units collecting resources on 2 different bases, i still want that data to be stored some where, so i have the total amount. Sorry if im not explaining it very good, im new at this 😁

crimson briar
#

Then yeah, you would need additional layer on top, a manager of some sort. I would go with a single actor in the level or a subsystem.
Unless you are doing multiplayer, then game state or player state

orchid robin
#

thank you so much 🙂 ill give it a shot!

next hollow
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!

harsh bane
#

send a picture of the projectile component list

midnight night
#

guys, for cars, can we set the Set Global Time Dilation to exclude the player? slow mo for everything except the players car? or make the car faster so it looks like it's "normal" ?

midnight night
# harsh bane

does this work for cars? I think some things that work for characters, don't work for cars :/

harsh bane
#

Ive not done it with cars but you can do the same thing and set the actor time dilation for the car to be the 1/world dilation

#

the shot I posted will make the player move as if the world is slow but they're normal speed

midnight night
#

okay, I will try it, thanks! I hope it works, I really hope so! đŸ™đŸ»

wispy mulch
#

Hey, currently working on a variant of the combat template, for some reason enemies are sinking down into the ground upon initiating attack task. video here:

#

there are a bunch of other things I want to do with this project, but I wanna start by fixing some bugs

#
  • this is 5.6 third person combat template that I added a few things on the player character but did not touch enemies
  • all I did was adjust the enemy spawner to spawn multiple enemies at once
harsh bane
#

looks like its just the skeleton/mesh falling through as the healthbar isnt jupping up and down

#

is the mesh simulating physics?

#

root motion issue possibly as well not sure if its on or off

wispy mulch
wispy mulch
#

for melee attacks

harsh bane
#

turn it off just as a test and see if it changes

wispy mulch
#

yeah no i checked off root motion for attack and walking animations, still the same issue

#

interesting

harsh bane
#

are they colliding with something attached to them

#

could see them getting pushed by a component then nav mesh brings them back into place

wispy mulch
harsh bane
#

do those actors have any components set to block pawns/world dynamic

wispy mulch
#

character's sword is set to block all dynamic
character has a "focus range" set to overlap only pawn

#

yeah likely the sword is why

#

Ok I figured it out, overlap only pawn was the wrong collision channel for focus range

#

it was pushing the enemy down then snapping them back up and repeat

#

Now on to the next bug. My "focus on enemy" works mostly, but the focus doesn't release upon the enemy dying

harsh bane
#

nice that we got #1 fixed

#

what is focus on enemy ? targeting?

wispy mulch
#

yes

#

so

  • character has a focus range, which uniquely adds enemies into an array called enemies in focus range
  • upon input:
  • if there are no enemies within range, then do nothing
  • if there are more than one enemies within range, calculate the closest enemy within range and focus on that target
  • focusing for now just involves camera rotating around that target
#

I'm trying to call a delegate on enemy death but it isn't firing for whatever reason

harsh bane
#

I'd put another breakpoint in the enemy class when it should be calling the event see what happening there

#

you could also have the focus check if the actor its spitting out has a gameplay tag "dead" or has some variable saying its dead, or AI controller that says its dead, and remove that actor from the array and check the next ebst

#

couple ways to do it

proper tulip
#

My aim down sight code. Just with a socket on my rifle mesh. It’s zooming way in when I right mouse button, like across the map

harsh bane
#

probably just a math issue

#

print out the relative location you're setting and see how it compares to where you want it to go

#

is it not as simple as lerping from the default position to the socket location? why the inverse transform and capsule component logic

rough sable
#

This is so easy to get wrong 😂 just wanted to share my shame and remind everyone that pure nodes run again for every execution pin.

lunar sleet
#

We have a pin for that hehe

proper tulip
#

Yeah I just a hit a wall with mine I have to give up for the night

lunar sleet
#

Sometimes a break is all it takes to figure it out

marble tusk
spiral meadow
#

Any idea how to fix this, when it set's to Lit then it shw's black and when it set's to Unlit, it shows fine

frosty heron
#

no lighting

spiral meadow
#

This is it with every bp i have

tropic peak
#

Is there a way to extract all entries from an enum? LLM's tell me to use a "Get All Names from Enumeration" node, but it's simply not there.

lethal pollen
#

I need an Event Dispatcher with one parameter? Is it possible?

#

Thanks!

tropic peak
lethal pollen
#

I wouldn't have seen it in a million years

normal raft
#

can some one see why this logic isnt working.. it never stops moving for some reason

tropic peak
marble tusk
#

If this is like a ship in water thing where the height doesn't matter, then try zeroing the z in the vector before getting the vector length

normal raft
#

top float in range 🙈

#

that and RoamRadius was to tight

torpid acorn
#

Qesiton How owuld i reset the input after the charatcer stops flying fastI would like to the switch so it automatically becomes 2

crimson briar
# spiral meadow Help bros

I don't have the engine now but there is an option somewhere to change the preview scene (I think it is called that), colors and lighting. Try googling that. Maybe somehow you changed these options to something without light.

crimson briar
normal raft
#

i am wondering how to make the ship auto level out?

#

if i connect roll it goes upside down so not sure whats the issue there

#

on my other physics pawn all the axis are different .. so when i apply torque it rolls it doesnt have a roll per say because that would be tiltling forward and backward

#

if that makes sense 😄

#

and pitch does the same job as rolling for forward/backward in the gravity

#

there i had to clean that up a bit for you guys

#

i know i probably want to move the "leveling out" to a BTT task or something

#

it works fine it patrols to 10 locations and returns but just with the vehicle rolled along its wing span like that

dense hinge
#

Hiya. Is there a more condensed way or writing this in BP? I feel like there should be, but with all the different permutations between bools, I'm not sure I know of it

normal raft
#

collapse to function

#

then you can modify it to only have 2 input all the way through

stable birch
#

As the previous 'up-trace && down-trace' already ensure those two values will be different (or both not true)

normal raft
#

yep such logic doesnt need all the additional gets/inputs

dense hinge
#

Thanks a lot for clearing that up. I was staring at that for 5 mins now knowing something was wrong but couldn't put my finger on it

stable birch
last peak
#

its annoying me so hardcore XD

dense hinge
dark drum
dense hinge
# last peak

That looks like it would be best served in afunction, like @normal raft showed

dense hinge
last peak
#

I could put it in a function but at this point my code already looks like this

normal raft
#

Lol

dark drum
normal raft
#

isnt there something about programming being like onions

dark drum
normal raft
#

😂

#

very few programs i know of are that clean that they arnt too many layers deep in logic and usually not that complex

last peak
#

Procedural Level gen turned out to be way more timeconsuming and complex than originally assumed

dark drum
normal raft
#

yep PCG chewed me hard

last peak
#

the very last thing i have to do now is spawn the rooms cleanly with correct walls

#

/Windows and doors

#

And all that just for a portfolio piece 😄

normal raft
#

PCG is weird though because when it spawns its shiz on sphereical worlds it managed to get the alignment perfect

#

and it dosnt even know about things like gravity

#

i did a work around for PCG so it will do 1 hemisphere then the next

normal raft
#

yeah lol i kind of figured we are better of with out for any thing other then sparse decoration

#

but yeah i never ever imagined i would get this far

dense hinge
narrow pulsar
#

Anyone knows how I can make my crosshair show while editing animation sequences?

#

its a texture so its not like i can just drop it into the world

#

and when editing sequences i'm not ingame so no HUD

normal raft
#

if theres a tag that can be set some where you should be able to do it

#

i have this thing that makes my mouse cursor change to a circle when it detects a interactable with a tag

frosty heron
#

can you visualize what you are seeing / want to do?

narrow pulsar
#

but I wanted to switch the white ball for the actual crosshair

normal raft
#

that looks a scene object to provide a relative reference

#

no need for it to be 3d object

#

just get umg on the case

#

only jks

last peak
#

How much code do you have in there ? wtf

normal raft
#

that is a sphereical gravity characters requirements for the planets/sky dome/interfaces for other parts of the game

last peak
#

you have like 200 functions in there lmfao

#

How long have you worked on that ?

#

yuck why are ppl using behaviour trees

#

i will never understand

sick sky
#

looking old ytb tuts that are themselves old

normal raft
#

Lol it might surprise you to know that SST's actually have the functionality to drop into a BTT

#

but yeah if you want Nav mesh

#

you do you

last peak
#

What the heck is a SST

#

It sounds like something youd want a doctor to check out

normal raft
#

i guess because you dont understand the entire AI hierarchy

#

but yeah write your own!? right?

last peak
normal raft
#

Lmao

#

keeping searching that ai wont cut it

last peak
#

Dunno cant even find something on google + ai

normal raft
#

wow you are not asking the correct questions then are ya

cloud token
#

Ai trash

#

Human brain usage better

last peak
#

True... a human brain can make up shit that doesnt even exist 😄
Hmm guess not so different from ai ^^

cloud token
#

If you gonna use ai then use unreal engine ai in editor or on there website

normal raft
#

⁚```
AI State Tree and Behavior Tree (BT) are both architectural patterns used to manage AI agent behavior, but they differ significantly in structure, design philosophy, and use cases.

#

⁚```
AI State Tree
An AI State Tree is a modern, hierarchical state management system that extends the concept of Finite State Machines (FSMs). It organizes AI behavior into a tree-like hierarchy of states, where each node represents a distinct state or sub-state. Unlike traditional FSMs, State Trees allow for better modularity, hierarchical nesting, and more intuitive state transitions. They are designed for complex, dynamic AI systems where state management must be both readable and performant.

#

⁚```
Key Features:
Reactivity: Can interrupt ongoing actions (via the Running status) when higher-priority behaviors emerge.
Modularity: Nodes can be reused across different trees; each subtree is independent and testable.
Hierarchical design: Supports deep nesting and reusable behavior libraries.
Evaluation: The entire tree is ticked (evaluated) at regular intervals, enabling real-time responsiveness.
Drawbacks: Can become unwieldy and hard to debug if not designed carefully; performance degrades with large, unoptimized trees.

last peak
#

Cant find a single time where sst was used for state tree

normal raft
#

Its a SUB STATE TREE

#

i am done with this

#

i have shit to do goodbye

cloud token
frosty heron
#

What's wrong with using BT?

#

I'm using one.

last peak
#

But besides that ive never seen this shorthand
Adding 2 layers of abstraction with state tree and bt is odd

last peak
narrow pulsar
last peak
#

And it adds a layer of abstraction

last peak
narrow pulsar
#

less documentation, not as intuitive to learn and you can do fr the most part, everything you need with both

narrow pulsar
#

to learn yes

last peak
#

I mean ... you create a component
You add your logic in there

#

it wont get any easier than that

narrow pulsar
#

i meant state trees

#

i work with them for combos and stuff but its still annoying for me

last peak
#

I feel like state trees are way more comfortable to work with than bts

normal raft
#

yep all true but if you have a basic little beahvior the tree the hyerachy allows the dropping down into the btt its not rocket science

spark steppe
#

i prefer behavior trees, tho i must admit that i haven't spent any meaningful time with state trees

#

only thing that bugs me sometimes is how it defines the order of operations by the location of the node on the graph...

#

but to be fair, i don't have any idea how to solve it better 😄

torpid acorn
modest monolith
#

Hello, can someone help me change these niagara particles color to black? I'm clueless

narrow sentinel
#

Anyone know if theres a way to have my npc exist in memory but not be activly visiable or running any anim instance logic ?? Essentially i want it where my npc will still move around on the deck space station on whilst player may be on another deck

#

Obvs though the station decks player isnt on would be unloaded to conserve memory

icy imp
#

I am trying to set velocity and arc for a projectile. If I use Suggest Projectile with Custom Arc, it is too slow since it does not take a speed parameter.

surreal shore
#

How do I fix this? When I opened the material it turned black and if I add it to the terrain its black

normal raft
#

did you add a light source to the world

surreal shore
crimson briar
# narrow sentinel Anyone know if theres a way to have my npc exist in memory but not be activly vi...

It is possible, yes, but it depends how you want to do it.
Simple approach is to disable non-critical logic like runnign the ai tree or animation when the actor is too far or not visible on the screen.
Depending on the functionality another approach could be to despawn the actor and handle him through some manager that will keep watch when the actor is needed again and respawn him with some additional logic for time passed since despawning - but it is more involved, I wouldn't recommend it unless you really need it. Normally disabling tick logicv, animaiton logic and AI logic is enough. LOD's and culling handle not rendering the actor when it is far enough

knotty falcon
#

What are some stand out selling points this has vs blueprint assist? I tried to look at your website but it’s not functional on mobile

narrow sentinel
knotty falcon
#

Ahh got it. Cool thanks! I’ll check it out

queen dagger
#

I have an issue thats really getting me confused, im making a mp game and currently i have a system that sorta works half the time and doesnt the other. Currently i have alobby that works that can select a level and the host and clients will go to said level

#

now when executing the server travel the host will not have any inputs working

normal raft
queen dagger
#

and on top of that the save game profiles do not transmit the correct player names to the hud most of the times, sometimes it gets it right sometimes it doesnt

#

any ideas on how to start working on this issue would be greatly appreciated

normal raft
#

most ppl do lol

#

heh just seying

queen dagger
#

no

#

i am not to well versed in this stuff and am following online tutorials and for the most part its been decent\

#

this is the first hickup i just cant seem to figure out

normal raft
#

what is supposed to be "used with" make sure that its correctly enabled in the mat

#

if its black its probably some shiz like that

#

assuming its not a totally bullshit material in the first place

crimson briar
narrow sentinel
#

I thought there was a way where they could still move around even when nothing is under them

dark drum
# narrow sentinel Anyone know if theres a way to have my npc exist in memory but not be activly vi...

I'd imagine it would be extremely difficult, especially in a BP only project.

As you've said, the NPC's would just fall through the floor when the level is unloaded. Off the top of my head, you could however just move them to a holding area. (Out of sight) You can then pretty much disable the NPC's and add them to some sort of manager that moves vectors around.

The hardest part would be handling collision.

faint pasture
faint pasture
#

First off, are you using Character(comes with CharacterMovementComponent) or a naked Pawn?

queen dagger
#

so let me know if this is wrong but we have the player controllers that connect to the lobby and when that does happen when we migrate over to the new server each menu controller sends the client to the new map where we switch to a the in game controller

#

so the start button is this

#

which works

#

but the host spawns in with no controls where all clients do

narrow sentinel
crimson briar
#

Oh, you mean when the level the pawn is in is unloaded? Welp, that is a lot more complicated for sure

narrow sentinel
maiden wadi
queen dagger
maiden wadi
#

This is your issue.

#

If you want to keep this in the Pawn. It needs to go on the client side possessed event.

#

The issue is at the moment that on the host your pawn spawns and runs it's beginplay before it's possession call. So it has no controller. On clients, their owning controller is set from replication before their beginplay is ran.

icy imp
#

Following up on projectiles. I have my projectile working with homing without an issue. I would like the projectile to have an arc during the flight and still be homing. Looking for suggestions.

queen dagger
#

is this an issue that can be fixed by having this be ran on onpossessed?

last peak
#

You can unload him and then simulate his movement

#

then respawn him according to the simulations position

maiden wadi
# queen dagger what do you meane byu runs its begin play before poesseion call

Beginplay runs when you spawn something.

To possess a pawn you have to spawn it.

You server does Spawn>Possess. And in between those your Beginplay runs after Spawn, before Possess. Which leads to your Pawn not having a Controller at beginplay.

So yeah you need to move this to the controller changed or possess function. Whichever it is that also runs on client. It'll tell you in the tooltips.

queen dagger
narrow sentinel
maiden wadi
narrow sentinel
#

if needed I'll despawn and respawn then when needed

last peak
#

Sometimes disabling animations and deactivating everything you can is enough
If you really want to squeeze out everything thats probably the most performant way to despawn

#

But even then the respawns can cause small hiccups

dark drum
narrow sentinel
#

obvs when player fully leaves location they would need to be despawned

dark drum
narrow sentinel
#

they'd all have Guids anyway to identify them so the right ones are moved back to where needed when needed

last peak
#

Ye thats pooling

#

But then you will still have some slight overhead for the running characters

#

Usually it doesnt matter all too much tho

last peak
#

With pathfinding?

#

How was the performance

dark drum
last peak
dark drum
last peak
#

goddamn

#

My fps vanish into nirvana with 20+ npcs

narrow sentinel
#

i'm also guessing If I disable tick on the Actor all components within it will also have tick disabled as their parent has it disabled

dark drum
narrow sentinel
#

arr okay so I need to make sure I'm disabling tick on my static meshes I'm placing into the level

dark drum
narrow sentinel
#

not sure theres a option to have it start with tick enabled

#

and also it's cause of how I'm building out my world the walls and falls are all their own actor to enable customisation later down the line rather then just placing raw static meshes into the world

dark drum
# last peak goddamn

Yea, it was pretty bad to begin with. When I joined the project, I kept dipping below 30 fps. I had a good day with the profiler. 😅

dark drum
maiden wadi
# queen dagger

Not this one. This is server only. It has that little icon on it.

#

You're looking for ControllerChanged

queen dagger
#

however it seemed the last one with on possessed also did work in the short testing i did with it

faint pasture
#

You could probably bypass animation etc but the meat of it still has to exist

narrow sentinel
#

just thinking little bit ahead

faint pasture
#

You can also think about what they have to "do" in the background and simplify

#

Give an example, what is something they would be doing when out of sight?

dark drum
warm hare
#

I have an issue where I have a level transission BP that basically creates a short loading screen before putting player in new map. The issue I am having is that this BP works fine in the separate map, but since I am using level streaming it seems to get stuck on the loading screen. Generally what causes this for the level transission to not work in sub levels, but will work in its own map?

dark drum
warm hare
#

First image is the level transition BP, the second image is the loading screen that it references.

wispy mulch
dark drum
warm hare
proper tulip
#

How do I get these all to flow. Basic idle with crouch , pitch for looking up and down, with an ads system for snapping the gun to center of screen via ADS socket

fading raptor
#

Hello everybody, I've been trying to do something with Levels & Sub Levels in UE 5.5 and I have a problem. I have a blueprint of a Moon that must always be there for the puzzles in my game to work. So I need 1 moon per sub level but the problem is that I can't set variables with BPs placed in an unloaded level so I tried with the BP that handles loading & unloading to set the new value of MoonREF to the player on load but doesn't work either. So I'm trying to find a way to do just that, bc it'll be more modular if each puzzle has its moon and I can modify it depending on the room size etc. Does anyone has a solution ? Thx in advance !

full badge
#

try using soft references

proper tulip
fading raptor
# full badge try using soft references

Finally to solve my problem I just created a new actor that on begin overlap sets the new moon ref to the player, it'll work for what I want to do for now

#

but thx I'll check that !

queen dagger
#

now with the movement imput solved im having issues with the names being updated on the hud, the only name i want is the one that i saved to the character

#

but its not updating correctly names get duped when i play 4 standalone varients

#

and it doesnt save the correct names to the correct players im pretty lost on why its doing that does anyone have a way to simplify this event?

mild jacinth
#

hey yall, I got a question about interfaces, hoping someone can clear it up for me -
lets say I have 1 parent widget, and 1 child widget. parent has interface event that returns a set of pointers (an array) implemented. the child widget gets the interface inherited but does the functionality also get inherited? (assume that the interface message call is targeting the child, not the parent) because in child bp it shows nothing returned

#

thanks in advance if anyone knows the answer and can help

crimson briar
#

It should inherit the interface implementation unless you override it again. Buuut I'm not sure if it is the same with widgets. Are they even supported for inheritance?

gentle urchin
#

Widgets do support inheritance

#

not that i often have the need for it but that's beside the point 😛

mild jacinth
#

its empty by default in the child BP, but im also wondering about c++ because in c++ you have implementation functions for both parent and child, so idk really which one gets targeted

#

BP is empty thatswhy its confusing me a lot

gentle urchin
#

no overrides?

#

and parent type returns it fine ?

#

aaand you've actually got the correct parent/child ?

mild jacinth
#

parent and child

gentle urchin
#

seems like an override 🙂

mild jacinth
#

im targeting the child with the interface message

gentle urchin
#

worst case you can right click the "GetListOfContainers" -> Add CallToParent

#

that's probably what you would do aswell

#

that way you grab the parent contaiers AND can append any child containers

true valve
#

Is there anyway to use soft reference without casting to my custom component?

#

I suppose usin interface?

dark drum
true valve
#

soft ref -> Load Async Task->Test_Fn_Interface

#

that' the only way i got to keep the low mem and blue line

#

I have a heavy component . when i use it, it jumps to gb in Size Map

dark drum
# true valve soft ref -> Load Async Task->Test_Fn_Interface

Ah ok. You could use an interface but in all honesty, you'd get yourself into a mess if you had to create an interface every time you needed to load something and then call a function on it.

I would look into function only base classes and hierarchy. If you're wanting to use soft references, its required to get the full benefit.

dark drum
true valve
#

Yea I have to do one actor at a time. trying to find the optimal way. So now i know two ways, interface works for me and have to try base class. Maybe create a parent component then move some variables and functions there and call that.

dark drum
# true valve Yea I have to do one actor at a time. trying to find the optimal way. So now i k...

Yea pretty much. As a brief overview, the base class would normally just contain the functions (sometimes unimplemented) and core variables (be careful will object types though). Then in a child you'd override the relevevant functions and implement them. This will then allow you to cast to the base class and call the function without it being tied to the larger/heavier class with it's implementation.

true valve
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I have a bookshelf with a container component.

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nvm same process

crimson briar
#

Oh, I skipped some part of the discussion. Nvm then.

dark drum
# true valve nvm same process

Yea, its the same process. You can still include a static mesh component but don't set the static mesh in the base class. You can set it in the child instead. (similar to how the character class works with the skeletal mesh)

eternal sandal
#

if i want to make a parkour game with a lot of mechanics like wall running, dashing, sliding etc where do i put them? like whats the best practice

dark drum
eternal sandal
#

gas/

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?

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also what do you mean by custom actor components with custorm traversal uobjects? i dont understand

last peak
dark drum
# eternal sandal gas/

GAS stands for 'Gameplay Ability System'. Its a plugin developed by Epic you can enable in the plugins section. It does require a little C++ to get going though.

As for a custom actor component, this is just a class you create that uses the actor component class as its parent. Actor components can be placed onto actors to give it new functionality.

Custom Uobjects are just a class you create using uobject as the parent class. Uobject is the base class for the vast majority of all class in UE. Actors and Actor components are types of Uobjects. Uobjects however are very light weight as can be great for creating swappable logic.

The actor component can create/store the custom uobjects and call logic on them as needed. Most systems would interact with the actor component and then it would do its thing with the uobjects.

last peak
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Why not use gasp at that point ?

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He would be 75% at his goal from the get go then

dark drum
last peak
eternal sandal
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c++ is needed to start it or i need to make stuff with c++ using it? i wanted to make the game bp only just for practice

last peak
eternal sandal
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yea ik

last peak
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might not be the smoothest experience but its possible

last peak
eternal sandal
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whats the difference etween gas and gasp

last peak
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one is a gameplay ability system the other is a movement system

dark drum
# last peak Gasp

Oh GASP. 😅 I think the animation system is pretty heavily in terms of a learning curve.

eternal sandal
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not GAS

dark drum
last peak
eternal sandal
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i know that but its like inventing the wheel over again

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so i need GAS then?

last peak
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Gasp uses a totally new system with chooser tables

cloud token
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You can go simple animations now and change later when you feel more comfortable

dark drum
eternal sandal
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where do i download gas from

last peak
# eternal sandal i know that but its like inventing the wheel over again

Check out this video for a taste of what’s in the new Unreal Engine Game Animation Sample Project.

Interested in creating high-quality character locomotion and other gameplay animation systems? Look no further—you can now download the Game Animation Sample Project for free!

Supercharge your development with this animation database of over ...

▶ Play video
dark drum
eternal sandal
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oh ok thanks

cloud token
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There is also one that gives only animations

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From King something

dark drum
last peak
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Ye just keep working in the gasp project

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that gives least headaches

dark drum
eternal sandal
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Will do

last peak
eternal sandal
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5.7? why is my version .6 wtf

cloud token
last peak
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just with a other ground position

eternal sandal
cloud token
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You know in development there is always problems and bugs laughcry

eternal sandal
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ofc

dark drum
cloud token
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Im also new and im gonna do this to soon 😅

last peak
# eternal sandal why? <:whycry:1316600399448510464>

A NEW Full Motion Matching Tutorial with the 500 Free Animations that epic gave for free in Unreal Engine 5.4.

Links:
Main Channel, Remade EldenRing in UE5: https://www.youtube.com/@Kartoon_Develop
Motion Matching Armed Animations and Choosers: https://youtu.be/NxNX6AFkxWQ
About Casting: https://www.youtube.com/watch?v=20BbDaFYN_o (Around...

▶ Play video
cloud token
last peak
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His videos explained the entire thing pretty well

eternal sandal
cloud token
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I think you need to have 5.7 installed to do that right?

last peak
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It is a really cool feature tho not gonna lie, i had fun with it, its just shitty that you need so many anims to expand it properly

dark drum
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Chooser tables themselves are nice. Even for none animation related uses.

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Of the top of my head, you could probably use one to determine what ability should be used based on some environmental queries. Running towards a wall, do a vault. Running towards a wall with a hole at the bottom, do a slide.

cloud token
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I think yeah, if im not mistaken i saw video on that, or similar. Pitchfork or maybe it was Ryan Laley

eternal sandal
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when i try to create the project i get this error?

dark drum
eternal sandal
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i dont have it thought i delete it

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also other name doesn't work

kind estuary
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I have 4000 regions/provinces in my Strategy game.
When i load the game map. It needs to name them all, i guess by checking the color of the province, and getting the name from a Data Asset or Data Table.
Other things such as Region Weather, RegionNativeUnits, RegionBaseIncome, must also be loaded.
If doing as a Data Asset it means 4000 Data Assets 😣

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Should i do it as a Data Table ?

frosty heron
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sounds like something that needs to be generatedd

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or are you seriously going to ddo 4000 entries manually?

crimson briar
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Yeah, 4k is too much for manual entry even in a datatable

dark drum
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Yea, manually entering 4000 entries is wild.

kind estuary
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but its a map of Spain

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with all the regions

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maybe there is no other way to go about it

frosty heron
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you probably want to simplify and think more about the user perspective.

dark drum
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For context, for the game i'm currently work on, i have compounds the player has to make. I've only done about 50 of them and that took me a couple of days. 😅

frosty heron
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personally I would be overwhelmed if as the player I need to analyze a hundred regioons.

crimson briar
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I would shift it to regions, or hotspots. Let's say give one of the plots an income of 40 as the center of a hotspot. THen with some math generate values for plots nearby.

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You may need to manualy write data for several hotspots, but at least it won't be 4000

dark drum
kind estuary
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like imagine you have a map of europe with all the little regions of each country. You have to name them all manually, there's no other way around it, right ?

kind estuary
crimson briar
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Unless you can pull the data from some other data source

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For example determining if the place has mountains could be done by pulling data from a real map/dataset somewhere. Datasets like this exist

kind estuary
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you know what im thinking? MAybe have just like 500 regions named, as the actual historical regions. Then the others are to be named by the player himself as he wants, just make it a Editable Text Box

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Like in CIV

frosty heron
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use existing source

dark drum
frosty heron
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surely there's data out there for Europe region.

kind estuary
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because i need to then write each region corresponding to a color in the map

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what a PITA đŸ”„

kind estuary
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hold on

dark drum
kind estuary
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this is closer to what im dealing with

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if only i knew, i would have done tiles, and make the player build cities in tiles, like in CIV or something

cloud token
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You could tell a friend.. "I have a job for you" then you show them this

kind estuary
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what if AI can do this

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let me try

cloud token
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You could take them for a drink or dinner 😄

dark drum
cloud token
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Maybe you could merge regions to make 1 bigger?

maiden wadi
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I'm not sure there's a smart way to not do that by hand without basing your entire system on an existing data set.

cloud token
kind estuary
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but maybe i shouldnt have so many regions

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đŸ˜”â€đŸ’«

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i tried AI, it is saying he cant do that

cloud token
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You could have like 40 regions/factions

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Or start with that. And later you could split few to make more

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You could make it as a part of story, how it was few bigger factions that then went split to more but small

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Lore*

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A lore for players that want to know the history how it became so many small 😄

kind estuary
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i thought about that

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because its a cool mechanic

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but think about it, splitting means one big region becomes 2 or 3 smaller regions

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then how do you fit castles and armies in there

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can lead to these issues

cloud token
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Yea true..

kind estuary
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needs voronoi for that though, its interesting

cloud token
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Was just an idea 😄

kind estuary
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like imagine, you have 1 big province, then like some rebellion happens, and it splits into 3 regions thats really cool

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but hard to do it

cloud token
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Maybe cut it down to 400. Its a lot less, but also many to have still

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Would it be possible if I for example help you write them down? Or how would that work

fading raptor
kind estuary
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and then you rise and become a count, then a duke

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you get me

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i find it boring to start as a king

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i think ill go with the other idea

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that is just specific regions have names

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just for reference

cloud token
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Yea, I agree with you!

normal raft
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still slightly puzzled what to do about this ai character
for what ever reason it never looks like the the jets level .. but the numbers say it is

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but i am not sure if its some type of optical illusion because of gravity, or possibly because the structure we are standing on is not properly aligned to gravity some how so we get this behaviour

gusty epoch
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I am curious, If I make a custom event in blueprint, when I call that event is it guaranteed executed immediately? Or is an event call an opportunity to process the script asynchronously, some time later?

frosty heron
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Async or not.

if called from async function, then it will run when the async body is run.

gusty epoch
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thank you, that was very helpful.

normal raft
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the Ai BT stuff kind of shows a good notion of how you could have things like C++ .. so the function must complete, it can executes a bunch a threads, its can paralle a bunch a threads etc etc

steady night
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Hey im setting upp some description, but this time i wanna use the "Tool Tip Text" window to simplefy it

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ive created a ref to the "tooltipWidget" ive created, but how do i apply so the text i type in "Tool Tip Text" is applies to the widget

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without using a "hover over this event or bind a new function for each tooltip*"

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?

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is that even possible or do i need to make a Advance Function for each ?

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i mean in my head this should work :/ ?

crude marlin
#

Hello Gang, does anyone know how to solve when some blueprints seem to be breaking bcs of Unreal Versions.
I need to make sure all my demo blueprints works on any Unreal Version 5.4-5.5-5.6-5.7
But i can not find any documentation on how to solve this:

I have multiple projects and my plugin submoduled so i need to be able to test and save new changes in any Unreal version.

```The package 'MY BLUEPRINT' was saved with an newer version which is not backwards compatible with the current process. Min Required Version: 214 Package Version: 0````.

https://dev.epicgames.com/documentation/en-us/unreal-engine/versioning-of-assets-and-packages-in-unreal-engine

Epic Games Developer

Using customized serialization code and versioning to control how Objects are loaded from Assets and Packages in Unreal Engine.

maiden wadi
spark steppe
#

that leaves you with one tooltip widget class, and you would just have to pass a self reference as OwnerWidget to the tooltip creation

kind estuary
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help

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there is this sphere that pops only during gameplay

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i have no idea where is this coming from

next hollow
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Thats probably the player.
I think thats the default spectator or something.

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If your in the editor just detach, and click on it.

kind estuary
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default pawn

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ahh

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thanks man

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was driving me nuts

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@next hollow

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just put the Default Player Pawn as None, instead of Default Pawn

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and it removed it

gray hare
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Is there a way to compile all selected blueprints?

last peak
gray hare
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I'm trying to avoid selecting each one and hitting compile.

last peak
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I dont get it

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Just hit play

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Compiles everything

gray hare
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I was hit with a, "this BP doesn't compile..." which threw me off. Hold on.

wispy mulch
#

Attack:

  • sphere cast happens every frame
    when hit:
    (we want this to happen only ONCE to all enemies per attack)
  • add unique hit enemy to an array of hit enemies
  • for each enemy, process knockback and damage
    so what's wrong with my logic here, how do I make sure that the damage and knockback processing happens a) to all enemies that are hit and b) only once per attack spherecast
    I'm trying my best to wrap my head around it: the unique array of hit enemies solves a but not b
gray hare
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That did work, thank you. Somehow forgot that.

last peak
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How can anyone tell you whats wrong with it if you dont show it ?

wispy mulch
maiden wadi
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What calls this SwordAttackTrace?

wispy mulch
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animnotifystate event tick

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that setup is fine and I know it works

maiden wadi
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Rather than an AddUnique. Do a Contains check first. Then add and apply knockback/damage here.

Right now you add them uniquely. But then you also apply the stuff to them and then clear the array.

The array should only clear after the attack fully ends, not each trace tick.

wispy mulch
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would using a set help instead of an array?

maiden wadi
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No. It's not about the container.

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You currently do.
StartAttack
TraceTick
AddTargetsToArray
ApplyDamageToAllTargets
ClearArray
EndAttack
???

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You should do

StartAttack
TraceTick
AddNewTargetsAndApplyDamageWhileAddingIt
EndAttack
ClearArray