#blueprint
1 messages · Page 380 of 1
Ask epic lol
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.
No, where do you get the idea of blocking everything.
the responsibility to control what's blocked and overlap rest on your shoulder.
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
But it does look like it barely seems to work...
Nope the mesh has no collision at all
And even then the debug prints still say that the CollisionComponent hits the CollisionComponent
Or maybe...
Hmh so good news and bad news
I have an idea for making one from the ground up that doesn't have this issue
But I don't like that I don't understand why this problem exists to begin with
@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.
To be fair that sounds like a you issue. The coding detects overlaps. It can happen under many conditions. It's up to the dev to prevent multiple overlaps, detect which overlaps count etc.
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 đ
Hi i need help with how i can make a projectile "zigg zagg " towards its location
the yellow line is the projectile so its going in a pattern like this kinda
i was thinking on changing the velocity by an axis but maybe thers a better way ?
You use timeline for something with fixed length
this probably jitters ?
Did you try sin function?
sin waves
https://gyazo.com/618fa898ea237931d3208bf0f7e4fbd0 yeah its not working at all XD
whats sin waves...?
Look up the graph of the sin function
you can also make a curve in unreal
which you can then use to move the thing properly
hmm ill test some stuff
thers curve float which is really nice to use tbh
Yea curve floats are nice.
i used it for camera in a game
so when it jumps from player to player
it had a curve on it
very useful thing, not too bad to use either
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?
It sounds like you're starting to understand a core concept for making scalable gameplay systems.
How can I check if I'm playing in Editor/Game/Stanalone in blueprints?
âš```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.
would be a 2 mins job if you convert your project to c++
just make a blueprint function library that call this func
create a macro like this
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
upon checking the length of the array its 2
Why would it print 1,1 when your value is 1
cus the array has 2 members
The print doesnât know that, youâre inside the loop. Youâre not going to be able to see each print happen separately, the loop happens in one tick so itâll just overwrite
show code.
if i had different values, say 1,2 would it print seperately?
Depends how youâve set up your code, like Cold said
imagine if the array element would be printed
the imaginary array has 2 members: 1,2
Canât really see where youâre pulling your data from tho
why would that matter tho
Youâre not printing the elements or anything, so no idea what youâre printing rn
Can you just show the actual code where u print the array content?
because you are not showing that from the picture.
Lol bro
imagining what you actually imagine is actually difficult / impossible.
Is this a privacy thing? You think someone will steal your print code? đ€Ł
no, its simply irrelevant
The reason it matters is because most of the time these issues are user error
So if you just show us half the picture itâs very possible that you fucked up somewhere and we canât really imagine what is actually going on
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.
if you don't get the expected result then it's deffinitly user mistake.
and we can't even try to spot that unless you show your code.
what user mistake?
your code that you put together.
Canât tell when your code is not present lol
wait so
one of you is saying it will overwrite
the other one is saying it will print 2 members
If your print was outside the loop yes
if you not showing your code then I can't help you.
not here for being right or wrong
if you want help don't make it difficult.
Ime the more stubborn people are when asking for help, the less they will progress
no, im just trying to diagnose, i dont care about right or wrong here ty
then show your code where you print those values, so we can at least try to diagnose the error.
but it's been like a page long and still the code that is apparently "failing" is not shown.
feels like a UN meeting at this point.
Never thought Iâd spend 10mins on a print diagnosis lol
Usually thatâs the way you debug an error
i feel like wants to print string nodes called in sequence, to be combined
which won't happen
use append or anything else to build a string if you want it in one
No idea, one of those noodles is an int and the other a float, for all I know heâs trying to print an index and its value
or just
what
no, i dont want that
THEN EXPLAIN YOUR FUCKING ISSUE
Then imagine your code works correctly.
it does, based on what we've seen and know
thats the first thing i did
the array that im looping over has 2 members
it just prints
1
Why not just debug and see the array on runtime..
like he is showing this, that's soo shuss already.
honestly if you debating over showing code next, I think you are just trolling at this point.
debug shows 2 members, 1, 1
again, length of the array is 2
but it only prints 1 member
skill issue
i would ask that in another channel
your right probably #packaging
more like #ue5-general (imho, gut feeling)
oh ok
Should work on all windows but you don't really need to care about vista or below tbf.
i'm just thinking because someone tried my game it didnt work on 11 they had to use compatability
So if debug shows 1,1 then there's no issue at all.
You're probably printing it on the same key so it replaces one another.
so it's still work because there's backward compability.
you have to select it, thas the only downfall
lol don't imagine, plug it in and show what it prints
it literally prints : 1
if you have two elements
and it only prints one
your doing something wrong
show the code
not imaginary
He never shows code, not the first time.
computers workerr like clockwork
tbh
although engines do have bugs sometimes
most often its user error
like a foreach does exact that
foreach element
this doesn't suddenly change
you could however have changed teh macro
so it works fkd
if it truly doesn't properly work, double click the foreach and show the macro
its time wasted with no code mostly guessing, i like guessing sometimes keeps things mysterious
Itâd be the 5th time we said show the actual code rather than showing us print nodes with noodles coming out of nowhere. I donât think weâll make much progress on this lol
imaginary code can do anything
the only thing i can think of is they fkd up the macros if what they say is actually happening
because computers don't work like that, unless the editor has a bug which does happen
but it's like last thing to think about as a reason
or maybe they have a delay somewhere idk but ig its useless anyway lol
or possible one member is empty, and its throwing an error lol i'm actually concerned
i like to solve things
definately what i would do for sure
it does require a bit of c++ knowledge
but you can get the framework for the files online pretty easy
and just work with untill it works lol
i made a visual scripting language, its a lot like blueprints lol
I wouldnât be lol
But yeah I understand the problem solving itch đ
i just wonder why tf it would do that, but then i also wonder if they are even serious
seems like a no on that
đ
so it works ?
hold on
Alright at this point I am a bit lost. I want the puzzle to only update when a change happens,
- But idk how to do this without having an infinite loop.
- 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.
tldr, whats the problem ?
Not really sure how to implement it :/
no errors
however I wish I had errors in this situation
apart from sometimes getting inf loops
I ended up deleting and restarting now my brain quit on me
well not now (not anymore)
from the 8th screenshot it's not even called to fire
hmm idk
what your trying to do in general ?
i might have an idea of how i would od it
I'll find a screenshot from when it worked
"worked"
i see so your doing like a power blocks kind of thing here ?
where the power flows through
yeah
i don't see the logic
yeah
I don't get what you mean
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
Null: like the wall but no mesh
ok so the green/blue is the out
and it has to hit a pink to fire up a node ?
a simple trace should suffice
correct
huh?
ig you could also use an interface
for now, simplest way is call event in actor + bool IsPowered? set to true
so you need to cast ?
right well i would use an interface instead
like shoot the trace, hit the thing, call an active function
which you implement on the block
which turn ons and shoots
and keeps going
both actors know about each other
will throw an error when you build it
^.^ i would do this
this is more of an event kind of approach in theory rather then loops and infinites
I mean yeah, that is what I was doing before deleting
but got stuck on infinite loops
there should not be an infinite loop with this way
because there is no loop
you shoot out hit active, and then that shoots hits activates
its chaining
its probably because your endlessly calling a function
instead of looping everything and checking all the shit all the time
its much more efficient
actor 1 functionA at the end of function a you call functionb and at the end of functionb you call a again
what about this scenario, will cause an inf loop because one updates the other and so on
when you hit one, if its already activated stop it
problem solved
You have 4 cubes
basically chain untill you don't have a hit or its already activated
there might be edge cases but i can't think of any quickly
Oh yeah fair, that makes sense actually
it will scale well also imo
the reason i would use an interface ...
becasue its esier to implement different kinds of blocks
lets say one when activated shoots out a different color because it does something else for some odd fkn reason
then you just alter the function in that block, done
you don't need to add a cast to a new kind of block and impliment a new function
what i would do is have a parent block
and just create a bunch of children
yeah that makes sense
alr werks nice, gonna scale it up with Ints and Interfaces đ„ł
thx
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.
they are added to the physics scene, and should cause events, regardless of tick
cause events? physics scene?
aha
peak ai
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
my ah should really learn C++
What could I use as a manager?
what does this have to do with c+
ur just describing a sequence of events
wether its c+ blueprints or minecraft redstone doesnt rreally matter tbh
Idk maybe something like a collision line
Instead of a box
Coz unreal doesn't seem to have that built in
Or maybe just set the collision box Scale to XY =0
Iduno
Based on the context of my use
I dont wanna line trace on tick
why are you on tick
???
Collision box but line
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
wait why isnt a regular collision box good for you?
that has al kinds of overlap events and whatnot
It might be
But it needs to stretch depending on the trace start and end
There's no other choice usually, you can lower the tick interval.. in C++ you would get better performance overall though.
Hmmm
Nah I am going all in on performance
I mean, instead of calling it on Tick(), you would call it on a Timer set to 0.1s instead of every frame.
So it doesn't even need to be on Tick
Correct
If it were
It would start to lag if I had like 100+ actors with tick enabled (+code)
well unless you reduce tick rate of the actor
.
Decided the solution anyway
Box trace instead of line
Might be better anyway
And have a collision box that sits in the backround on last update
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
Makes sense?
Who traces the actor? the actor is the player?
i dont get it personally
For reference
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
u wanna react to when a beam hits the box?
YES
overlap on collixion box
So Sphere/Box overlap will do
Maybe just box
Sphere unoticeably more expensive
Well a sphere in the same diameter as the box's width/height would be less expensive since it has less overall volume, but i guess it would be negligible.
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
oh, good to know
that is actually smart, unless the trace spheres were coded "badly" in the engine
idk can't check, I'll trust you lol
I suspect the code is pretty well rounded.
all we can do is just hope it's good 
(I see what you did there lol)
Unlike the flat earth theory.
its not a theory its a fact
here
thats the proof

The elite doesnt want you to know
What happens when you fall off the edge?!
you fall
you float into space
Why isn't space flat?!
What do you mean? it is flat!
if the sun if flat, does it mean it always is pointing at us?
the sun is just a light installed by the elite
We're living in a 2d universe. It's made in Paper2D!
Connect the dots
the elite is working together with the annunaki
to keep us enslaved
I wanted to send a gif but I don't wanna get banned
mmm spaghetti
D:
Hes afraid of the truth
honestly it's weirdly quiet on this chanell today
nobody is asking for any problem fixes or, iduno
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
I want to open a chest when the player is in front of it and press the interaction key. I've done this:
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?
Thank you!
Instead of a line trace, why do t you make the chest have a collision zone where you want the player to interact
Because I love line traces.
Then you can use the on collision begin and on collision end to toggle a Boolean like âIsInZoneâ
Haha thatâs fair.
I only want to know if it is possible to do it with line traces or not.
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
ye it is
Check the chest's forward vector at a 90 angle in a cone
I don't understand that, sorry.
Ask ChatGPT âhow to check an actors forward vector at a 90 degree angle in a cone on unreal engineâ
You have all the right terms to research now though
I hate ChatGPT
Thatâs too bad. Itâs a great resource for a solo dev
Well, I'll search about what is a 90 angle in a cone
Sounds far too simple for a character.
You donât 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
Ok agreed. I just want to make sure it feels really floaty heavily effected by getting bumped and stuff like that
some ppl hate it out of principle
Kind of like the Arc in arc raiders but way more simple
Which is fine. But it is a great resource for solo devs
Adjust the angle to your liking obviously.
Okay. Well I Disagree but not here to debate
It is straight up wrong for 50% of the time
Ai is great for math until it hallucinates that 3+4=apples.
and if you dont know its telling you bs it will lead you down very long rabbit holes
You have to know enough about the engine or it will gaslight you
Thanks a lot!
And it has its flaws. Iâm not arguing that itâs perfect, Iâm saying that itâs a resource and one that has been extremely helpful for me personally
The more you know, the less helpful it is đ
Absolutely it's helpful. But it's a help you have to take with a pinch of salt.
Word , well itâs extremely helpful for me
any tips on making the drone hover? should i just purley use impulse so it feels a little goofy and floaty?
sin function ( sine wave) / float curve
is this to kind of make it hover up and down when moving? Im just trying to think of what would actually propel it
Never done this personally, but i assume it would a combination of add force and something continuous like the sin function.
Ok thank you i really appreciate it. I will look into this
im not, i really have no idea. it just need to feel very floaty especially when it gets bumped and it needs to always move towards possesed character and avoid some obstacles. And it only moves on the Z and Y axis
what about animations ?
you could just create a float animation that you play on loop when the drone is idle
would just have a simple animation that makes the props spin
Animations could work, with a float curve / blendspace / mix of the two
Idle floating animation.
it will always slowly be pursuing the character from the moment its spawned
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.
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
that small feature will be a lot of work
ah bummer đ„ș
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.
line trace on tick is a non issue really are you looking to trace evry box or what are you trying to do
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
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
If camera rotation > than a certain amount, set a bool to true. If that bool is true, do the other attack
close error list, look at build output.
@white parrot do you think that this would work?
Show us the Output log instead of the error log.
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.
Not right.
Well yeah, I figured that out.
End point is camera loc + (forward vector * distance)
đ
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
You should just need to call SetStaticMesh on the SplineMeshComponent. can you show what you're doing that isn't working?
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
Do accessed none / not valid errors actually cause crashes in packaged builds ?
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.
Depends, if you always expect it to be valid then crash help with debugging.
Silent bug is the worse kind of bug.
Generally speaking if it doesn't crash your editor, it won't crash a packaged game.
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?
Iâve implemented Unreal Engineâs new Motion Matching system on my character, using exactly the same setup and animations as in the official examples.
However, Iâm running into a strange issue: if my character is not facing the world X axis, it wonât enter sprint mode. I can only sprint when running in a single direction.
I havenât been able to figure out whatâs causing this. Any ideas on what I might be missing?
Can I raise the amount before UE5 thinks I'm trying to do an infinite loop? It is merely a large sum of data.
You can in project settings
But if you are running into it - you should probably move the loop to C++
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.
Not sure if C++ has the same guardrail tbh. But overhead for loops in BP grows substantially for big loops
Yeah. Could be a good idea then.
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.
Make an inventory component
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
+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.
- 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.
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 đ
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
thank you so much đ ill give it a shot!
Yeah, for me.
I just gave the player state an inventory component.
It also made getting current resources easy, for resource use.
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 canât escape on hit but even if I offset it on impact and then add velocity it is not moving. Thanks!
send a picture of the projectile component list
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" ?
does this work for cars? I think some things that work for characters, don't work for cars :/
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
okay, I will try it, thanks! I hope it works, I really hope so! đđ»
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
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
nope
that's the most likely issue, though I don't think I touched it
lemme check on the attack and walk animations
for melee attacks
turn it off just as a test and see if it changes
yeah no i checked off root motion for attack and walking animations, still the same issue
interesting
are they colliding with something attached to them
could see them getting pushed by a component then nav mesh brings them back into place
yes that makes sense, I noticed just now that they sink down more as they get closer to the player
do those actors have any components set to block pawns/world dynamic
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
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
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
My aim down sight code. Just with a socket on my rifle mesh. Itâs zooming way in when I right mouse button, like across the map
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
This is so easy to get wrong đ just wanted to share my shame and remind everyone that pure nodes run again for every execution pin.
We have a pin for that hehe
Yeah I just a hit a wall with mine I have to give up for the night
Sometimes a break is all it takes to figure it out
And remind people that the solution in the latest few engine versions is to right click the random node, and add execution pins (which I believe should be at the very bottom of the right click menu)
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
no lighting
I can't figured it out how to fixed this up
This is it with every bp i have
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.
I wouldn't have seen it in a million years
can some one see why this logic isnt working.. it never stops moving for some reason
You can loop on enum type
yeah just found that one, will give it a try. thank you
My guess from a quick glance is that the destination location vector might always be more than 100 units from where the actor location vector can be. Like, maybe it's a location on the ground vs location at the center of the actor or something.
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
thanks that was basically exactly the problem
top float in range đ
that and RoamRadius was to tight
Help bros
Qesiton How owuld i reset the input after the charatcer stops flying fastI would like to the switch so it automatically becomes 2
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.
I'm not sure I follow. What do you mean it "should automatically become 2"
Okay, i will try it there
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 đ
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
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
collapse to function
then you can modify it to only have 2 input all the way through
you only need to check 'up-trace' and 'down-trace' in the second two branches
As the previous 'up-trace && down-trace' already ensure those two values will be different (or both not true)
yep such logic doesnt need all the additional gets/inputs
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
Actually isn't because 'IsClimbing' is really just mapped to 'UpTrace' the boolean logic is...
if (UpTrace) -> Climb
else if (DownTrace) -> Swing
else -> Stop
Thats still pretty tame
its annoying me so hardcore XD
There's also a check if it can both climb or swing, where I need to add in another location check for climbing or swinging
An alternative is this.
0 = Both false
1 = Only first one true
2 = Only second one true
3 = Both true.
That looks like it would be best served in afunction, like @normal raft showed
its a corner check for a grid
Now that's what I was looking for. So neat and tidy, thanks a lot!
Lol
If you need a 3rd bool you can just add to it. Only really useful if you actually need most of the combinations.
isnt there something about programming being like onions
That they make you cry?
đ
very few programs i know of are that clean that they arnt too many layers deep in logic and usually not that complex
Procedural Level gen turned out to be way more timeconsuming and complex than originally assumed
Yea, procedural anything is like a blackhole... Just sucks all your time away.
yep PCG chewed me hard
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 đ
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
oh you talking about aunreals pcg ?
ah come on that weakling crap
make your own đ
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
4 months learning it and remaking a building generator 3 times because Unreal kept pushing updates to PCG making things better and cleaner. Yep, fully get it
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
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
animation sequence and texture?
can you visualize what you are seeing / want to do?
this is what I have rn
but I wanted to switch the white ball for the actual crosshair
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
that is a sphereical gravity characters requirements for the planets/sky dome/interfaces for other parts of the game
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
looking old ytb tuts that are themselves old
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
i guess because you dont understand the entire AI hierarchy
but yeah write your own!? right?
Dunno cant even find something on google + ai
wow you are not asking the correct questions then are ya
True... a human brain can make up shit that doesnt even exist đ
Hmm guess not so different from ai ^^
If you gonna use ai then use unreal engine ai in editor or on there website
âš```
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.
âš```
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.
âš```
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.
Cant find a single time where sst was used for state tree

But besides that ive never seen this shorthand
Adding 2 layers of abstraction with state tree and bt is odd
Stupid blackboards has to be the worst way of sharing data in the engine
Why not, works pretty well for AI
And it adds a layer of abstraction
Why not work in a component and a state machine / state tree ?
less documentation, not as intuitive to learn and you can do fr the most part, everything you need with both
Not as intuitive ? o.O
to learn yes
I mean ... you create a component
You add your logic in there
it wont get any easier than that
i meant state trees
i work with them for combos and stuff but its still annoying for me
I feel like state trees are way more comfortable to work with than bts
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
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 đ
want It to default to the 2 integer after flight has stopped I'd like tthat processs to loop .
like going stop start stop start
Hello, can someone help me change these niagara particles color to black? I'm clueless
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
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.
How do I fix this? When I opened the material it turned black and if I add it to the terrain its black
did you add a light source to the world
yeah, if you look in the content browser, it shows black...
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
What are some stand out selling points this has vs blueprint assist? I tried to look at your website but itâs not functional on mobile
I was thinking of the first option tbf, but isnt pawn bound my gravity etc so they will just fall if theres nothing under them. I was wondering if there was a way around that so their still moving around but obvs theyd be floating a it were
Ahh got it. Cool thanks! Iâll check it out
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
is there a reason you set it to surface?
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
do you use a interface?
most ppl do lol
heh just seying
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
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
The capsule is enough to determine the movement and not fall down. Animations and even the skeletal mesh itself are not needed. There has to be something left tracking the position - either the actor itself with the capsule and movement, or you save the time of despawning and calculate what the actor did during the time it took to spawn it again.
put I thought pawns if theres nothing under them will just fall into the abys
I thought there was a way where they could still move around even when nothing is under them
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.
pawn or character? Pawn does no movement on its own.
Totally depends on what you mean by "move"
First off, are you using Character(comes with CharacterMovementComponent) or a naked Pawn?
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
chrcter sorry
Oh, you mean when the level the pawn is in is unloaded? Welp, that is a lot more complicated for sure
so the NPC would be spawned into the world so they won't tie to any level apart from persistent
Did you add you mapping contexts in the level blueprints, or the pawn?
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.
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.
what do you meane byu runs its begin play before poesseion call
is this an issue that can be fixed by having this be ran on onpossessed?
Why does he still have to be in memory ?
You can unload him and then simulate his movement
then respawn him according to the simulations position
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.
would this onposses be in the character pawn or in the controller
spose just thought if there was something already in UE to allow such a thing thats all
There should be one in the Pawn for this.
if needed I'll despawn and respawn then when needed
It depends on how much perf you want to save and on how far your willing to go
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
Yea it can be a double edge sword sometimes.
i was thinking of another idea which was disable all the stuff not needed and move the NPC to a place where they can't be seen etc until their needed again and then have an NPC manager move them back to where I need them to be. Thatd prevent any stutters as I'm only moving them not going through fully respawning them
obvs when player fully leaves location they would need to be despawned
I've gone down this route before with over 100 NPC's. When they were killed they just got disabled so I didn't have the overhead destroying and respawning them. (Pretty much NPC pooling for enemies)
so I'd be best doing what I've said above them
they'd all have Guids anyway to identify them so the right ones are moved back to where needed when needed
Ye thats pooling
But then you will still have some slight overhead for the running characters
Usually it doesnt matter all too much tho
you had 100 npc's ?
With pathfinding?
How was the performance
With path finding yea. I was able to get around 60 fps on average. They didn't use BT's which probably helped. Fairly basic AI lol.
With the character movement comp ?
Yea.
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
No, it's just for the actors own tick.
arr okay so I need to make sure I'm disabling tick on my static meshes I'm placing into the level
I don't think static meshes tick anyway. (By default at least)
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
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. đ
If there's no tick node in the event graph. (The gray ghost node can be ignored) Epic has it on the back end to ignore tick automatically.
Not this one. This is server only. It has that little icon on it.
You're looking for ControllerChanged
however it seemed the last one with on possessed also did work in the short testing i did with it
Character is probably too heavy for this
You could probably bypass animation etc but the meat of it still has to exist
tbf if I need to I can always see how much memory it takes up with my current idea and go from there. There won't always be NPCs as well only some location will have them at varied scale
just thinking little bit ahead
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?
You could always look at doing a hybrid. So once the player get really far away, it just destroys the NPC. If it's only just out of range it just moves them to a safe place and disables some stuff. (So it can be quickly re enabled if they player comes back in range.)
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?
You'd need to show how you're handling it.
First image is the level transition BP, the second image is the loading screen that it references.
This isn't a loading screen. Just a delay before you load/open a level.
Also, are you referring to level streaming when you're talking about sublevels?
yes, I am referring to level streaming. Which the majority of the map is that way until the very end which I encounter this. I don't know how to say it. But yes its a fancy delay before opening a new level
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
I figured it out btw
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 !
try using soft references
I figured this out. When I aim down sight though my spine bend transform is getting cut off and my gun is slightly pointing to the left.
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 !
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?
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
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?
if it doesnt override parent implementation I believe it would inherit
Widgets do support inheritance
not that i often have the need for it but that's beside the point đ
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
no overrides?
and parent type returns it fine ?
aaand you've actually got the correct parent/child ?
parent and child
seems like an override đ
im targeting the child with the interface message
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
Is there anyway to use soft reference without casting to my custom component?
I suppose usin interface?
You can't cast a soft reference. You'd have to load it first and turn it into a hard ref. (either object or class)
What are you trying to do?
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
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.
I would look at the component itself. It's probably has a lot of references/dependencies it doesn't actually need. What i mentioned before hand could help as well but could require some refactoring.
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.
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.
Make sense. thanks
What about blueprints with static meshes and ISM? For example an enemy base as a blueprint.
I have a bookshelf with a container component.
nvm same process
Oh, I skipped some part of the discussion. Nvm then.
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)
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
Personally, i'd look at making a traversal system (custom actor components with custom traversal uobjects for each action) to manage it. But it would probably be quicker/easier to use GAS.
gas/
?
also what do you mean by custom actor components with custorm traversal uobjects? i dont understand
Galaxy 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.
I did say that. đ GAS has its pros and cons so some people might want to opt for their own solution.
Gasp
Yet another GASP extension project in a myriad of others. This one is focused primarily on first-person use with GASP and implementing old Advanced Locomotion System (ALS) overlay in a new and innovative way.
Download Project:
Full Project: https://github.com/ShatteredMirrorStudio/GASPALS
Files Only: https://github.com/ShatteredMirrorStudio/GAS...
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
You can make a entire Game out of Bp's
yea ik
might not be the smoothest experience but its possible
For gas you need minimal c++ setup but pretty simple stuff
For gasp you dont
whats the difference etween gas and gasp
one is a gameplay ability system the other is a movement system
Oh GASP. đ I think the animation system is pretty heavily in terms of a learning curve.
so i need GASP?
not GAS
GASP is Game Animation Sample Project that uses Motion Matching for animations.
You dont "need" anything, you can also create everything from scratch if you want
Gasp uses a totally new system with chooser tables
You can go simple animations now and change later when you feel more comfortable
You could use both. GAS could handle the abilities themselves while GASP handles the animation side of things.
where do i download gas from
this is gasp
https://www.youtube.com/watch?v=4ag7fSlEeKA
Check out this video for a taste of whatâs in the new Unreal Engine Game Animation Sample Project.
Interested in creating high-quality character locomotion and other gameplay animation systems? Look no furtherâyou can now download the Game Animation Sample Project for free!
Supercharge your development with this animation database of over ...
GAS is a plugin you enable in the plugin settings. GASP is a sample project you can download from the launcher.
oh ok thanks
If you want to use both, download the GASP sample project and enable the GAS plugin.
I always thought 500 free animations was misleading lol. About 200 of them are just walking/running. đ
Will do
it is misleading
for each anim you have like 15 different versions
5.7? why is my version .6 wtf
Good luck, 
just with a other ground position
why? 
You know in development there is always problems and bugs 
ofc
Its a great example if you're an animator though. The animation side is wild.
Im also new and im gonna do this to soon đ
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...
It means 5.4 and everything in between 5.7
His videos explained the entire thing pretty well
yea i meant why can't i download 5.7 my version is 5.6.1
I think you need to have 5.7 installed to do that right?
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
Chooser tables themselves are nice. Even for none animation related uses.
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.
I think yeah, if im not mistaken i saw video on that, or similar. Pitchfork or maybe it was Ryan Laley
when i try to create the project i get this error?
You already have a project with the path. Either remove the other project or give it a new name.
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 đŁ
Should i do it as a Data Table ?
sounds like something that needs to be generatedd
or are you seriously going to ddo 4000 entries manually?
Yeah, 4k is too much for manual entry even in a datatable
Yea, manually entering 4000 entries is wild.
100%
but its a map of Spain
with all the regions
maybe there is no other way to go about it
you probably want to simplify and think more about the user perspective.
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. đ
personally I would be overwhelmed if as the player I need to analyze a hundred regioons.
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.
You may need to manualy write data for several hotspots, but at least it won't be 4000
compounds?
Yea, as in things like H2O, CO2 etc...
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 ?
got it
Unless you can pull the data from some other data source
For example determining if the place has mountains could be done by pulling data from a real map/dataset somewhere. Datasets like this exist
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
Like in CIV
You can export the data to DataTable
use existing source
Depends on the scale. Just googling regions in Spain gives about 16 names which would be more manageable.
surely there's data out there for Europe region.
still it feels like slave manual labour
because i need to then write each region corresponding to a color in the map
what a PITA đ„
yeah thats if you zoom out
hold on
Yea, another one I found breaking them down further is probably less than 100 which is still reasonable.
Are you just doing spain or other areas as well?
this is closer to what im dealing with
if only i knew, i would have done tiles, and make the player build cities in tiles, like in CIV or something
You could tell a friend.. "I have a job for you" then you show them this
Delegate!
You could take them for a drink or dinner đ
With over 4000 entries, you'd have to manually check them which would take just as long.
Maybe you could merge regions to make 1 bigger?
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.
then it becomes a boring game with few regions and few factions
but maybe i shouldnt have so many regions
đ”âđ«
i tried AI, it is saying he cant do that
You could have like 40 regions/factions
Or start with that. And later you could split few to make more
You could make it as a part of story, how it was few bigger factions that then went split to more but small
Lore*
A lore for players that want to know the history how it became so many small đ
Splitting mechanic is not easy to implement and can lead to a lot of problems
i thought about that
because its a cool mechanic
but think about it, splitting means one big region becomes 2 or 3 smaller regions
then how do you fit castles and armies in there
can lead to these issues
Yea true..
needs voronoi for that though, its interesting
Was just an idea đ
like imagine, you have 1 big province, then like some rebellion happens, and it splits into 3 regions thats really cool
but hard to do it
Maybe cut it down to 400. Its a lot less, but also many to have still
Would it be possible if I for example help you write them down? Or how would that work
tried following your advice & it simplified things tremendously, don't need an additional BP with that, thx !
the thing is that i want to make it feel like you are a regional commander, like a lowly lord that controls something like a small village here and there
and then you rise and become a count, then a duke
you get me
i find it boring to start as a king
i think ill go with the other idea
that is just specific regions have names
just for reference
Yea, I agree with you!
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
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
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?
it will be executed when you call it.
Async or not.
if called from async function, then it will run when the async body is run.
thank you, that was very helpful.
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
Hey im setting upp some description, but this time i wanna use the "Tool Tip Text" window to simplefy it
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
without using a "hover over this event or bind a new function for each tooltip*"
?
is that even possible or do i need to make a Advance Function for each ?
i mean in my head this should work :/ ?
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````.
How do you mean breaking because of unreal versions? That Version: 0 is suspicious. I'd assume your BP corrupted somehow.
you can pass the owner widget as parameter on the creation, and then in the tooltip you do something like OwnerWIdget->GetToolTipText() to set the actual text in the tooltip widget
that leaves you with one tooltip widget class, and you would just have to pass a self reference as OwnerWidget to the tooltip creation
help
there is this sphere that pops only during gameplay
i have no idea where is this coming from
Thats probably the player.
I think thats the default spectator or something.
If your in the editor just detach, and click on it.
default pawn
ahh
thanks man
was driving me nuts
@next hollow
just put the Default Player Pawn as None, instead of Default Pawn
and it removed it
Is there a way to compile all selected blueprints?
hit play
I'm trying to avoid selecting each one and hitting compile.
I was hit with a, "this BP doesn't compile..." which threw me off. Hold on.
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
That did work, thank you. Somehow forgot that.
You didnt share your logic
How can anyone tell you whats wrong with it if you dont show it ?
just trying to make sense of the logic before showing the code, but if you wanna see the code, then sure. gimme a second
What calls this SwordAttackTrace?
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.
would using a set help instead of an array?