#blueprint

1 messages · Page 388 of 1

maiden wadi
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If so it's not in your code above. You're probably limited by the Camera Manager's Min/Max Pitch value

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Likely either set as a default property on your custom CameraManager if you have one or you have some code setting that on the generic camera manager somewhere.

lofty rapids
maiden wadi
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He said limits though. Those nodes don't limit anything.

lofty rapids
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so ig i'm just looking at the original problem and i thought that was the issue

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🤷‍♂️ confused as usual ig old_man_yells_at_unreal

pine carbon
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Whazzat?

whole ridge
whole ridge
maiden wadi
whole ridge
maiden wadi
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I would check the camera manager stuff then. In your PlayerController class, look in it's details for a property name CameraManager, is one specified there?

whole ridge
whole ridge
maiden wadi
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Hmm. Okay. Can you open up a Find In All Blueprints?

whole ridge
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Like to search?

maiden wadi
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Search for
ViewYawMin||ViewYawMax

whole ridge
wispy mulch
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I want the wall to bounce the enemies the opposite direction of the hit (ignore the other obvious bugs for now). How do I calculate the impulse vector to apply?

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Vector math is NOT my specialty, clearly.

maiden wadi
whole ridge
north bobcat
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can someone show me how you would go about making source engine / csgo surfing in ue5 blueprints?

pine carbon
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Think about that statement. Source Engine.

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You could try and replicate the behavior, but that would require a solid knowledge of both Source and Unreal depending on how in-depth you want to get.

north bobcat
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thats what I'm asking

pine carbon
north bobcat
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I've seen it done

north bobcat
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wasnt asking you mate

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least helpful answer ever

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lol

pine carbon
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Do you have any experience with Unreal Physics at all?

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That's gonna be your first step if not.

north bobcat
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I've been using unreal for 2 years now, surfing is the one thing I have not been able to achieve and I have not seen anyone else do it in blueprints

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I have air strafing and I can surf down ramps but I cant surf up them thats the only thing

pine carbon
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That's a lot more specific of a question than what you initially asked. Try #chaos-physics with specifically that. With pictures of your setup.

north bobcat
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chaos is physics destruction

pine carbon
north bobcat
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referring other people to text channels isnt helpful either buddy

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its like saying im too stupid to read my screen

pine carbon
north bobcat
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sending me an epic games documentation is more of an insult lmao

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my problem isnt learning physics, its that my character cant surf up any ramps

pine carbon
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You are patently incorrect that Chaos is only destruction, as is clearly demonstrated by the link you are mocking. Believe me, I hate Unreal documentation as much as anyone, but what you said is outright false.

north bobcat
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nope

pine carbon
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Look man, I'm not a CSGO guy so I don't know exactly how it works in that specifically, but I do know some Trimping in TF2. Given that both are Source games, I'm guessing it works the same way, and the reason Trimping (in case you don't know TF2 lingo, Trimping is basically surfing specifically up a ramp) works is because Source really really doesn't like considering you grounded when you have upwards velocity. You can't just port physics simulation behavior between engines so it would be helpful to know what specifically you can do currently and what isn't working the way you want it to.

pine carbon
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I'm sorry, you lost me with that one. What emotion is being conveyed here?

north bobcat
pine carbon
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You're attempting to do something that will be quite difficult to recreate faithfully.

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Source Surfing is essentially a physics exploit. It wasn't "designed" perse by anyone. Recreating it to feel exact is probably going to require that you have a deep understanding of the Source physics engine itself, something I certainly do not have. I've heard working in Source drains sanity.

north bobcat
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I just need to find the right vector to push the character in so you can go up and still have your momentum, you knocking me down and saying I'd need to learn the whole physics engine is very strange

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and It also need to carry velocity and lower it when going up too

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I'm just missing that one calculation its not that I have to learn the ins and outs of an engine thats stupid lol

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it would be a massive waste of my time

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so the real question is, what vector would the impulse need that carries momentum and lowers velocity the more you go upwards

pine carbon
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Surfing up ramps in Source works because your forward momentum is converted into upwards momentum when you contact a ramp.

north bobcat
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yes this calculation will convert it thats what im asking

pine carbon
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I'm not trying to insult you with this, I promise. How much do you know about vectors?

frosty heron
pine carbon
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I am aware.

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Unless I am misunderstanding Swing, which is possible, he's trying to craft a launch vector for a ramp. Which isn't how the thing he's trying to emulate works.

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I think the best way to emulate the behavior in Unreal without overhauling the physics system would be to crank your friction really low, but you'd need to do that only when you have upward velocity, and Unreal is a lot better at figuring out when you're grounded than Source. You could accomplish this with designated Surfing areas, but that again won't feel like Source where all you need is a ramp with enough of an angle and some speed.

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Surfing up ramps is fundamentally a result of Source treating you as airborne when you're going up. Something that most games tend to NOT want. You're gonna be fighting the engine to make that happen.

pallid locust
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Can anyone try to help me with my double tap sprint detecting other movement keys?

Current Bug is when I press two different movement keys nearly simultaneously (example: W then A within my double-tap window), the system treats it as a valid double-tap and triggers sprint. I want sprint to only trigger when the same key is pressed twice rapidly—not when different keys are pressed close together.

What I Need is a method to track which specific key was pressed last, so the double-tap validation only passes if the current key matches the previous key. Must work with Enhanced Input and four separate movement keys (W, A, S, D). Constraints

any help or tips would be greatly appreciated

(tryna cook something up with Ai help but its not going too well) (I have found 2 solutions but they seem very ineffiecient, and i feel like theres a smarter and more simpler way going about this)

north bobcat
pine carbon
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So make one and go viral, man. I ain't stopping you.

north bobcat
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I dont know the math

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if I knew the math I would

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thats why im here

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And I will if I ever figure it out

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I bet you cant if you tried lol

pine carbon
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Funny you say that.

north bobcat
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oh yeah?

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did you do it?

pine carbon
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I hacked together some physics-based movement and yeah you can launch yourself off ramps pretty easily. The problem is that this is EXCLUSIVELY physics-based movement, as you can see from how it looks like I'm on ice. This probably isn't exactly what you want but I think it would be a good place to start.

north bobcat
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yeah that looks alright but try it when the ramps are 45 - 50 degrees

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and make it so velocity slows down the more you have upwards travel

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then it gets hard

pine carbon
north bobcat
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for me on 45 degree ramps the game doesnt allow upward travel at all

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thats my problem

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I can show you in vc if you want

pine carbon
pine carbon
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Like I said earlier, it sounds like you aren't really doing a very physics-based implementation, which is what you need.

north bobcat
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so how in the world would I do that then

north bobcat
pine carbon
pine carbon
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In your capsule component, you need physics enabled, and you need to lock X and Y rotation. The rotation lock is very important. If you don't do that, you will fall over.

north bobcat
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I cant move lol

pine carbon
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Yes. You need to apply movement differently, and that's why this is gonna be tricky for a full game.

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I'm assuming you're using the default movement or something similar. You can replace that with this to get identical behavior to me. I can explain what this is doing if you don't understand.

north bobcat
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right

pine carbon
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And then the bursts of speed are accomplished with this action.

north bobcat
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I dont think I can do this because I have air accel set up for add impulse

pine carbon
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Impulses stack.

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You can have multiple fire in one tick and they'll all apply together.

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Oh yeah you'll also be more slidey if you set your phys mat override on the capsule component to ice.

north bobcat
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this aint gonna work with the movement system I already have

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my character isnt physics

pine carbon
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Do you think I'm lying to you? You're trying to emulate a physics exploit. Physics is necessary, especially if you want that ramp launching behavior. Unreal is going to do its best to keep you stuck to ramps if you're walking up them with the CharacterMovementComponent features.

north bobcat
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I could set physics enabled when the trace for the ramp hits

pine carbon
north bobcat
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they should change that

pine carbon
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If you are content with that, it is not a terrible option.

north bobcat
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well can you do trimping without the physics then? I might add that too

pine carbon
# north bobcat they should change that

No they should NOT change that. There is a reason I'm calling it an exploit. In almost all circumstances, you want players to stick to ramps. Ramp jumping is for vehicles and world objects.

north bobcat
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atleast an option

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more freedom

pine carbon
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If you've ever played a bad racing game, think about how terrible it feels when turning your car just changes what direction your "forward" is.

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It'd be like that.

north bobcat
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isnt it just applying equal up vector on the impulse to what velocity you had going into it

pine carbon
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Noooo.

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That's a trigonometry thing, but the amount of up you get is directly related to the angle of the ramp.

north bobcat
pine carbon
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It could. It will be physically incorrect and feel bad.

north bobcat
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no

pine carbon
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Well, "bad" is subjective, but it won't feel like the thing you're emulating.

north bobcat
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how would you know

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you tried it?

pine carbon
# north bobcat you tried it?

Because I know basic projectile physics. I'm by no means a physics expert, but I know my trig and linear algebra. If you have forward velocity into a ramp, part of it should be converted to vertical velocity if you want to feel consistent. There's a few ways of going about it depending on whether or not you're picky about maintaining the magnitude of your initial velocity (and the CharacterMovement that you have by default actually does have a toggle for this when it comes to the sticky movement on ramps), but it's proportional either way.

north bobcat
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"If you have forward velocity into a ramp, part of it should be converted to vertical velocity if you want to feel consistent." thats literally what I said

pine carbon
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You said equal to your velocity going into it.

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If you're driving in a car at 30mph and you start going up a ramp at a 30 degree incline, you don't suddenly starting traveling both upwards and forwards at 30mph.

pine carbon
north bobcat
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cool

wintry cloud
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Hey everyone. I’m currently developing a game in Unreal Engine and the entire game takes place inside a closed building — there are no windows or natural light sources. Because of that, all the lighting has to be artificial, and I’ve realized it’s a lot more complex than I expected.

I’d really appreciate any advice on how to properly light indoor environments. If you know any good tutorials, videos, or general tips for interior lighting in Unreal Engine, please share them. Thanks!

pine carbon
low glade
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All I mean is is it accurate enough?

gentle urchin
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Just test and see if it works for you

low glade
junior quest
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Im wondering when i should get a copy vs when I should get a ref. The note says get getting a ref will effect the array and im only getting a copy to manipulate it and set it again later. im wondering if im doing too much

sand shore
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working with arrays of structs will always be a pain, doubly so with nested arrays (an array of structs where each struct has an array)

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the summary though is that if you were gonna use Set Array Elem, you might prefer to Get (by ref), otherwise, just reading the array it should probably be a copy

junior quest
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so the alternative would be like this?

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im not sure when to use which i guess

gentle urchin
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Just test it

sand shore
sand shore
shy vapor
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I created a lighting system. The lights use a reference, and the referenced light glows slightly. However, because the isnexthint variable isn't working correctly, the overlap event of the other lights isn't working properly either.

gentle urchin
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you might want to set this on completed

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unsure what you're actually trying to do

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the bool states dont make to much sense to me

shy vapor
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thank you for your interest ı found it

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my dumbness

scarlet root
frosty heron
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if you get a copy of reference then you do get a copy of the memory address.

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afterall it's just int8

scarlet root
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you are right.. would say it depends on the type..

dark drum
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Does anyone know if there's any sort of order in terms of when things get destroyed when switching to a new level or closing out of the game? (assuming you're not doing a force close)

Like it it actors first, followed by game state, game mode etc... before the level itself is then destroyed.

narrow kite
# dark drum Does anyone know if there's any sort of order in terms of when things get destro...

This might not answer that exactly, but it does give general info for actors

When switching levels in Unreal Engine (using
Open Level or level streaming), all actors associated with the outgoing level are destroyed or removed. The order of removal generally follows the order in which they exist in the World Outliner, but in terms of architectural priority, the following applies:

Sublevel Actors First: If using level streaming, actors within the sub-levels being unloaded are removed first.
Non-Persistent Level Actors: Any actor not explicitly placed in the persistent level (the main, container level) is removed when its respective level is unloaded.
Specific Actor Behavior: When changing levels, actors in the current world are destroyed, meaning only actors residing in the persistent level or those specifically marked to persist (like those managed by the GameInstance or via seamless travel) survive.
Level Instances: When breaking or switching, Level Instance actors are removed from the world and replaced with the original assets.
dark drum
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So it seems like Game Mode then Game State are some of the last things to be destroyed before the level itself is destroyed. Player Controller seems to be one of the first to get destroyed from what I can tell.

frosty heron
narrow kite
dark drum
frosty heron
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always take what A.I says with grain of salts, especially when it comes to Unreal Engine.

narrow kite
frosty heron
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how would you know if it's true or not? the only way is to look at the source code and doing some breakpoints.

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I can assure you A.I vomit a lot of BS when it comes to unreal engine.

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it's annoying enough that I can;t stand the amount of times it tell me non existence function.

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and ofc it keep apologizing when corrected but continue to throw another hallucination.

narrow kite
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It "could" be wrong along with any posted information. However, I have used it a lot for information across the board on how to do this or how this works and I can't recall a single time it has really been just bad information.

frosty heron
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A.I telling lies is bad information and worse if it's prepetuated around.

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it could be wrong at any given time. It has trouble saying, i don't know.

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the model rather tell you sweet lies.

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which doesn't help anyone.

narrow kite
lofty rapids
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AI is just not reliable ime

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but i use the free ones

dark drum
lofty rapids
narrow kite
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Anyone that posted information also could have been wrong for the same reasons you stated.

dark drum
dark drum
lofty rapids
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i would assume they unload from the end of the array

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i really have no clue just assuming

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like i would get the list of them and remove them from the back

dark drum
frosty heron
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@dark drum should ask the #cpp guys/girls.

crimson briar
# narrow kite That's simply not true. I am very skeptical of AI results in general. However,...

I'll just add to it. AI can and will be wrong at times. I'm using AI to convert my stuff to C++, but I have programming knowledge etc. So I can check what it gives me.
Several times I had problems with bs answers. Sometimes it uses deprecated stuff. Sometimes it meshes two answers together suggesting functions that don't exist. Often it uses UE4 things that shouldn't be used in UE5 and are left as a compatibility thing.
In one particularly bad example it invented a few function names from nowhere, the only mention of them online I found was from Unity.

So no. You should NEVER answer someones quesiton with an AI. Especially without saying it is AI.

frosty heron
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someone would have probably dive deep into it considering many of them make editor tools.

lofty rapids
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i think if you quote ai atleast show the source

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like "this is a quote" -gemini

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this way people can see its more of a close enough

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which is what ai is good for, close enough

dark drum
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Anyone else hate when UE does this? As in, you close them all and then when you reopen they're all there again. 😕

low glade
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I don't want crazy accuracy

gentle urchin
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so why the push for accuracy xD

lofty rapids
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i have a hard time with it it bounces around like crazy for me

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so i average them as well

lofty rapids
gentle urchin
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framespikes is not a good sign 😛

dark drum
cunning vapor
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Hey Guys!
Just a quick one - i thought this would work - am i overlooking anything ?

Im trying to add the loot to an array (content array) and if it already exists add 1 to the existing stack

low glade
lofty rapids
dark drum
cunning vapor
lofty rapids
dark drum
cunning vapor
dark drum
lofty rapids
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idk why but mine is always jumping 10 or so fps

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its really fast

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not like its slow for awhile

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it just bounces really fkn fast i've always had the problem in unreal

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i believe i asked about it before but still same issue

dark drum
lofty rapids
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this is how it sits blank level

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nothing happening

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its not bouncing much its just twitchy

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but its worse once i get stuff in the level

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its always twitchy like this idk wtf, ig i'll try profile it

lofty rapids
dark drum
lofty rapids
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as i add stuff it gets worse but it still runs fine

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🤷‍♂️ old_man_yells_at_unreal

dark drum
dark meadow
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Hiya, I've not been active here for a long time but I was wondering if anyone could help me figure out how to make a sprite, or a part of an actor, face the camera?

dark drum
dark meadow
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world location for the spell object or player camera?

dark drum
# dark meadow world location for the spell object or player camera?

You need to connect the world location of your sprite to the Start pin on the find look at rotation.

Get Rotation X Vector just gets the rotation as a normalized vector (-1 to 1). With the way its currently setup, you're pretty much saying, the start location is always 0,0,0 to your camera location.

dark meadow
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Like this?

dark drum
dark meadow
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Hmm, it's still not working

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It spawns facing the camera, then never faces it again

dark drum
dark meadow
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I forgot i had that there, I had it from earlier code I changedoops

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No, it still doesn't change rotation

lofty rapids
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show what you have is your cast working ?

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check the case failed, and add a print at the end like you had

dark meadow
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Nothing fails, it doesn't print

lofty rapids
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put a print on the tick, is it ticking properly ?

dark meadow
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Yeah it's ticking fine

lofty rapids
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what does your paper flipbook look like ? it sets it at start but then later won't change ?

dark meadow
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Yeah

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Hang on

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So I have it so that on my player, the hand is a flip book and it holds a spell
When shooting, it passes the size of the spell flip book to the projectile but when shooting it doesn't rotate

lofty rapids
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ok so what are you actually rotating ? the thing in your hand or the thing you shoot out ?

#

what is that variable that your using ?

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you set it to the projectile ?

lofty rapids
dark meadow
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I'm rotating the projectile, which has a flipbook in it
I'm rotating the flipbook so it doesn't rotate the actor and change projectile aim

lofty rapids
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so is this tick on the thing your shooting ?

dark meadow
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Yes

low glade
dark meadow
lofty rapids
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the variable here

dark meadow
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Ok so I need to rename it but in the first person character, "Spell" is this IN the hand

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The "Spell" in the projectile "Basic_Spell" is the flipbook

lofty rapids
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but wait spell is what you hold in your hand, are you literally throwing what your holding ?

dark meadow
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no no

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When you click, it sets it to invisible

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Hang on

lofty rapids
dark meadow
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yeah

lofty rapids
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show the component layout

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in basic_spell

dark drum
# dark meadow

instead of setting world rotation of the spell sprite (component). Try setting the rotation of the actor its in instead.

dark meadow
lofty rapids
dark meadow
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How do you mean?

faint pasture
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that will always have a roll of 0

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Or is it not even facing the camera at all?

lofty rapids
dark meadow
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It's the "Spell_visual_flipbook"

lofty rapids
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drag that and use get, and try to rotate that

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because its not because it would say that ?

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it just say spell

dark meadow
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Where does it just say spell?

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If you open the link it shows you the code

faint pasture
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Looks like you renamed it or something

dark meadow
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Yeah I did after it caused confusion

faint pasture
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anyway, what is happening? Does its rotation change at all?

lofty rapids
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what is this variable ?

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where do you set it ?

dark meadow
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So initially, when I set component rotation, it'd spawn with the spell changing rotation ONCE
then never again

I have now changed to actor rotation, that works. But I'm worried it may cause issues in the futue

lofty rapids
dark meadow
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Because earlier you were confused by my 2 actors both having a variable called "Spell"

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which is fair that is confusing

faint pasture
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You don't really care about what pawn the player is possessing, you care about the flipbook facing the camera

dark meadow
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Player camera manager?

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Oh, that says it'll always fail to cast

lofty rapids
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you don't need to cast

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you can get just get the camera

dark meadow
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So i "get playercameramanager" and plug that into where the camera is?

lofty rapids
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drag out from the manager, and i think you can get the camera

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then replace that with the camera variable your using

faint pasture
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That way it'll always face the camera, no matter what pawn you are possessing (if any)

dark meadow
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Yeah that works, I just tested it

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thank you

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now to make it so the projectile deletes itself when hitting stuff, but as of yet that doesn't work

lofty rapids
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on overlap -> destroy actor ?

dark meadow
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I'm trying to make it destroy on the world as well

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if I do overlap it just goes through it all

lofty rapids
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wdym "on the world" ?

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and wdym goes through ?

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when it overlaps -> destroy

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show explosion

autumn pulsar
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What happens if you use an invalid index into an array in blueprint?

dark meadow
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It then just, goes through everything

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Like if it collides with a physics object, it pushes it

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If it touches the floor or walls, it goes through

faint pasture
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projectile movement component moves the root component of the actor it's on

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make the root a sphere

dark meadow
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As in I should move my collision to be the root?

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Nah that still goes through stuff

#

Now it's colliding with the player 🙃

lofty rapids
dark meadow
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I don't even know anymore ngl

#

This is "sphere1"

#

this is "Collision"

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Having anything as the root decide anything immediately turns off all collision

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That sphere is actually whats colliding, and it's hitting my player

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All the components in the player are set as "Player" or "no collision"

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I think I got it working

crimson briar
cunning vapor
# cunning vapor Hey Guys! Just a quick one - i thought this would work - am i overlooking anyth...

Doing a foreach on the array to get a better result - like recomended im getting the correct result (in the bp) but seem to still be getting incorrect numbers (incorrect loot) ive screenshotted it - can anyone tell me where its going wrong and im not going crazy 😛

Apologies for all the Screenshots - just wanted to get all the functions and breakpoints there so you all can see

According to the BP's - i should be getting 1 apple - not 7

lost wolf
cunning vapor
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ill breakpoints the whole thing and try again - but am still a tad confused

lost wolf
cunning vapor
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in the "how much in stack" - its set to 1 - and the loop for "how many drops" is also one so looping that once should set it to 1 ?

lost wolf
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if you put a breakpoint on both of the add to inventory functions in that function are they only being called once with the correct amounts ?

lofty rapids
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hmm i see weighted random, nice

cunning vapor
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my bad

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one sec ill post

lost wolf
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haha it always is the developers fault

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shit doens't just break

lofty rapids
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or you can blame the engine lol

lost wolf
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skill issue

dark drum
lost wolf
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compiler bugs are the more advanced version of blaming the engine

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if you dont know whats wrong

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blame compilers

cunning vapor
#

sc-1762 INCORECT
sc-1763 - correct

I was subtracting 1 incrementaly not the whole amount that was added

lost wolf
#

atleast you learned how to debug a bit more

cunning vapor
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its always as soon as i start explaining and going through it with people i see my errors xD when i just breakpoint and look it it repeatedly i feel like im going insane

lost wolf
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its called rubber ducking it quite effective

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you can use ai for it now

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better then chatting to a wall because nobody likes you

dark drum
# cunning vapor its always as soon as i start explaining and going through it with people i see ...

I'm glad you figured it out. I do however just like to point out that your setup seems a little convoluted. 'Add To Inventory' should check if the item already exists and update the quantity accordingly or create a new stack if stack size has been reached and a free slot is available.

Assuming I'm following your setup correctly, I assume 'FindSlot' checks for if an item already exists but you have another where you check if the item exists. I would just swap it out for the find slot function.

cunning vapor
lost wolf
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could be like a page of c++

dark drum
#

I find for inventory systems there are a handful of core functions and after that you're just assembling the core functions.

Things like:
Add Item
Remove Item
Get Item Slot
Get Free Slot
Get Item

Once you've got them you can use them to make:
Add Items
Remove Items
Has Item
Get Item Count
Etc...

cunning vapor
gentle urchin
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if only ai just didnt run circles, and claim solutions

narrow kite
#

I use this niagara trail on the player for this slash attack. It shows correctly as the image and follows the attack animation.

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When it's on the enemy though it's doing this

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Enemy BP

maiden wadi
maiden wadi
narrow kite
maiden wadi
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Cause Scale is the only thing coming to mind that could differ with these. If it's that, we can fix it in the emitter.

narrow kite
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There are minor differences such as using on notify anim. I tested that and it shouldn't matter though. It's just a matter of starting from the beggining montage frame or when the anim notify starts.

maiden wadi
#

The notifies won't matter unless you're actually affecting the system paramters on them.

narrow kite
maiden wadi
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Yeah, emitter won't care about that. All it cares about is it's own state. And judging by this, the only state change that could even be possible between these two is scale. Or rotation, but I'm assuming rotation won't affect it if your character makes the same motions and it's like a velocity effect.

#

Scale would also explain that your character's is very small line, and the enemy has a wider spawn area.

narrow kite
#

Isn't that affect the effect though?

maiden wadi
#

Does this affect it at all?

narrow kite
#

I can add it to player also. No effect on enemy

maiden wadi
#

Super weird. Test on the player. If no change. Screen your niagara emitter here.

gentle urchin
# maiden wadi How do you mean?

"Ah yes, it doesnt work because your code is commented out. Once you uncomment it, it will worl perfectly."

"Didnt work, tried x.y.z"

"Ofcourse, thats because you have mesh set to 0. Just fix that and giddy up!"

"As stated, i tried x.y.z."

"Ah, my mistake. Its clear that your method dont work because your exec wire is disconnected"

/tableflip

maiden wadi
#

GPT? 😄

gentle urchin
#

Claudeeee

maiden wadi
#

Oh really? Claude's never done that to me. GPT did it constantly.

gentle urchin
#

Gpt was way worse, i atleast managed to migrate my project with claude doing 90% of the work

#

Ofcourse, with the lack of documentation on Mass, i shouldnt expect to much from it

#

Im also testing out abit in regard to contexts etc

narrow kite
#

That's on the player. At 1 no effect so I tested 2x and still no change.

#

Any specific area?

maiden wadi
#

Checking something. Need a sec

narrow kite
#

Ultimately it may not matter. Obviously there is something different between the 2 Niag effects. Including the sparks. This is using the Ribbon Fountain NS. It appears to be the same and is working.

maiden wadi
#

Under the Shape Location, set the Scale Mode to None

#

That should make it consistent between the two regardless of scaling.

maiden wadi
gentle urchin
#

Sonnet

narrow kite
maiden wadi
# gentle urchin Sonnet

Ehh. That'll be part of the issue. Sonnet is a dumbass. Smarter than GPT, but it's ability to reason and keep things consistent and coherent are abysmal. Good for general questions. Not so great for anything that requires logical process.

narrow kite
# maiden wadi

I think the sparks emitter was a test maybe at some point. I disabled it entirely and it doesn't change anything.

maiden wadi
#

But the ribbon functions correctly now?

narrow kite
#

This changes it, but it's still wrong.

gentle urchin
#

Worked fine as long as it just did work

#

Thinking : not so great

narrow kite
#

The only way it's working right now is using the other NS effect. I think the NS 15 was a copy of the original ribbon fountain. So maybe it' s the original working for both and the modified is in some way changed to not work with both.

maiden wadi
#

Sonnet is defintiely better than a lot of the other economy models. But Opus is a lot smarter and coherent. Sometimes a little too much. It'll spin a question for a bit if you're not concise enough and it has to factor... everything.

maiden wadi
# gentle urchin Dang, ill try opus tomorrow then! I gave sonnet a run for the money 😂

Also, fun fact. Claude at least needs to be coddled. And I mean this literally. In your preferences. Tell it that it's safe, you're not fragile, and you won't leave the conversation, that it doesn't need to be careful.

It'll try to appease you less and give you more realistic answers. Otherwise it'll tone check you just give you the most simple appeasing answer.

narrow kite
#

Regardless, it's resolved. Thanks for your time.

civic abyss
#

Hello, maybe i missed a appropriate channel for this question. I Enabled Camera Rotation Lag Onto Spring Arm. But When i swing my mouse a little faster whole character body is rotated fast and sometimes even makes full 360, Does Anyone know a Fix? Or maybe how i can make my own Camera Rotation Lag Without Needing Spring Arm?

maiden wadi
narrow kite
#

Is there a way to manage all the embitters from the main controller? (Terminology may be wrong) The blue box vs the organge

#

Despite that being on infinite these will only run 1 time.

#

I could go through and update every single one to run twice. But is there a better way? I have found some NS with 20+ emmiters.

#

It's fixed.

maiden wadi
narrow kite
#

I just set them to all update on system update. Then set the system to run twice.

#

That would also be a lot more efficient for testing. If I needed to test various settings.

maiden wadi
#

Noice

dusk forge
#

Any YT recommendations for setting up animations the right way? I understand statemachines not the best?

narrow kite
#

The enemy BP mesh doesn't really look like the static mesh in the editor?

#

It appears to be the same mesh?

crystal mesa
#

Howdy folks wondering if anyone's particularly aware of when the 'auto-spacing' for Blueprints may have disappeared? I'm realizing I've started defaulting to underscores but that came from the loss of autospacing in names

#

I could have sworn in the past at least the Functions visualisation would automatically add spacings

maiden wadi
narrow kite
#

It's effected in the level also. I think it's the way lighting was changed. I disabled lumen and used a night setting. The view will be a little different from play in editor (point light on play) vs the editor itself. However, I put the mesh in a brand new level with default lighting and it looks a lot better.

maiden wadi
narrow kite
#

Shifting the lighting around to test. This is in a new map

#

In editor player now

crystal mesa
narrow kite
#

It's the directional light. With

#

Without

#

I'll have to play around with the settings. I don't really want the bottom image, but I don't want the top either. That would require a fully high lit game world in a dungeon environment. Maybe if I can tone it down I can find something. Thoughts?

narrow kite
#

It's supposed to be UR4 manny, but possible a different one. I might be able to test the original skeleton with it and just assign animations to that. It looks ok, but I think you can tell it's off.

pallid locust
#

does anybody know how i can turn this off? tryna fix a bug that when i remove and add an IMC it keeps triggering my enhanced IA. this seems to fix it (but may cause another problem) but i still learning my way around unreal engine and just cant manage to find this to toggle it off

crimson briar
umbral venture
#

ive reached a point where im very stuck! been for a few days-
im trying to make my character grab ledges that he is close to and are facing. I have the IK rig setup and controlpoints. I also have the world location that i got from a spline along the ledges. I am using this for a fast interaction when walking up to stuff like boxes or vaults. How do i get this hand position vector into the animbp or controlrig? i fear i may have done it wrong so many times now that i forgot how to do simplse stuff right but its been a week since i got something that works haha

lost wolf
#

if you can support 1 specific ledge height and then you just allign yourself to a point and play a static animation

lost wolf
#

or what do you mean with grabbing? climbing ledges?

umbral venture
#

i intent is for it to be holding on to tables you walk close to

lost wolf
#

can you find any other game that does that

#

do you want to grab the table and move it

#

or just brush your hand on it while you walk past it

umbral venture
#

brush my hand on it while walkin past it

#

thats the step i cant figure out

#

the rest ill do afterward

lost wolf
#

first i would think pretty hard if you really need it

#

then i would look for reference in other games that do that

#

cause i can''t really think of any games that have that level of player character animations

umbral venture
#

its not going to be a small ambience thing no

lost wolf
#

is it like a cutscene

#

do you really need to have player input

#

because its not gonna be easy

umbral venture
#

walking up to a table and entering a game of tag with the oponent on the other side

lost wolf
#

ah so you will walk up and press a button to enter into a locked interaction state with the table

umbral venture
#

so sidewards becomes walking along the edge of the table

#

yes-

lost wolf
#

its a bit like sitting on a seat and playing a game from the seat

#

except you are not sitting down and still moving around

umbral venture
#

it wont be a button prombt so im hoping to preserve player movement while it happends

lost wolf
#

ah yeah you can also just trigger it with a zone

#

same thing

umbral venture
#

true

lost wolf
#

first make your character stand in the correct position and rotation then enter into the table state then use a static walk left and right animation where he is holding his hand in the right position

#

or just blend some arm animations into the walk

umbral venture
#

yup- i was going to mask the lower body from the walking cycle and just have the hands glued to a spline

#

i have made it so i know where the hands should go- but i cant figure out how to set that location as an ikgoal

#

and i feel like that should be the simple part

lost wolf
#

so the input is not only moving left and right but it's also moving the hands to different places ?

#

yeah i would just follow an ik tutorial video

umbral venture
#

most ik tutorial videos have to do with rifles

#

i think i may just not be able to find the right tutorial tbf

lost wolf
#

googles unreal hand ik

hollow mural
#

hi... I have a problem with my monster...

if my character sneak behind the back of my monster, the monster will keep attacking the air forever facing the other direction instead of readjust its rotation

#

as long as the player near him in punching distance the monster will keep punching the same direction

#

so you can get behind the back of the monster and stay there forever

#

this is the problem

#

its always allowing me to forward even tho this number is not > -15 or < 15

lofty rapids
#

why not use distance ?

#

there is a distance node

hollow mural
#

get distance to?

lofty rapids
#

i mean isn't that what your trying to do here ?

#

if z is in a range ?

lofty rapids
lofty rapids
#

when does this run ?

hollow mural
#

it's a simple animation.

lofty rapids
hollow mural
#

only when you piss off the monster

hollow mural
lofty rapids
#

hmm

#

i see you have on montage complete chase player

#

is the other code in chase player ?

hollow mural
#

but he's already found the player

lofty rapids
hollow mural
#

so he's gonna be triggering the attack forever

#

but he hasn't faced the player

lofty rapids
#

i'm trying to understanding what your doing by asking questions

hollow mural
#

he's attacking while looking the other way

lofty rapids
#

i only know what your showing me

#

to debug properly i need to know certain things

hollow mural
#

im trying to figure out how to make the actor rotate towards my character but slowly

lofty rapids
#

or else i can't help

hollow mural
#

not immidiatelly

#

yeah of course

lofty rapids
#

your congusing

hollow mural
#

there is no rotation in any of those pics I just showed

#

because I haven't done it yet

lofty rapids
#

ok

#

good luck

hollow mural
#

I can do it like this tho

#

but I wanted to do something different

lofty rapids
#

do you know what inerpolation is ?

hollow mural
lofty rapids
#

so do that

hollow mural
#

but would I have to put it on tick?

lofty rapids
#

yes, or if your scared of tick for whatever reason, use a timeline and lerp

lofty rapids
#

maybe you watched a video that said tick bad ?

lofty rapids
#

tick not so bad

#

defiantely want to be careful how much you put on it

#

but some interp not too bad

#

"Performance issues arise only when interpolating thousands of objects per frame" -gemini

#

i think even a bunch of timelines would be significant on performance as well

hollow mural
lofty rapids
#

c++

hollow mural
hollow mural
lofty rapids
hollow mural
#

I dont put any code on tick, they have tick enabled by default

#

I dont put code on tick

lofty rapids
#

what are you doing on tick ? and if its thousands your out of luck

#

blueprint can't handle that much stuff

#

so your saying

#

a blank tick is bogging you down ?

#

a tick that does nothing should be basically free

hollow mural
#

I think so

#

oh, ok

#

hmmmm... but then why not keep all those ticks disabled?

#

for example without tick enabled, your actors dont have AI logic to move around and do stuff

#

they just remain frozen without tick enabled

lofty rapids
#

hmm

#

well if you have 1000 ai

#

i can see why it would be an issue

#

thats actually a lot on screen

#

are you using nanite ?

#

i think if what your saying thousands

#

you probably want to use nanite

#

altho idk much about it i have never used it, from what i understand it will help

#

but anyway your logic should be in c++

#

you'll notice a significant performance gain

narrow kite
# hollow mural

I'm unclear if the rotation isn't working or just the slow turn. Regardless here is an example of enemy rotating toward player.

hollow mural
narrow kite
hollow mural
#

im thinking about adding a * multiply here

#

and then do your rotation + the desired rotation

#

or +

#

i wanna slow it down, to give the player time to react

lofty rapids
hollow mural
#

over 50 times in this project

lofty rapids
hollow mural
#

oh yeah

#

I have used that for my plants

lofty rapids
#

you want the timeline 0-1

hollow mural
#

ok I can copy that logic from that

lofty rapids
#

and then lerp from a to b, alpha timeline output

hollow mural
#

oh, i've done that before many times

#

I just forgot about it

#

ty

narrow kite
atomic hollow
#

how to get GPU total memory (VRAM) or in general the info about the GPU.
i want to change some settings based on some info.

narrow kite
#

try stat gpu

atomic hollow
narrow kite
#

I'm not sure exactly what you are looking for, but that will show you the memory/gpu usage in real time during the editor play for example. To at least get an idea on what is consuming resources. Lighting, volume clouds etc.

serene wharf
#

Hello!

Im trying to pass a variable from one widget to another but i have a weird issue. When passing the player controller reference into my own variable "Player Controller" (you can see it exposed on the create widget node) it returns as invalid when I try to use it inside the widget graph (showed in the second image). HOWEVER when i pass the player controller reference as the owner of the actor instead of into my own variable i am able to succesfully get the reference (its valid!). This would solve my problem if it was singleplayer but my game is supposed to be multiplayer so i need to pass the player controller reference variable in order to get steam name, and other stuff, etc.

If you have any idea how to work around or solve this i would appreaciate it!

atomic hollow
dark drum
sullen violet
#

Hello, I have a problem with ComboBoxString — the OnSelectionChanged binding is not working in the 3D widget.

atomic hollow
dark drum
narrow kite
#

I'm trying to set the location of this text box from the 3rd person BP.

#

The pop up number is the text box reference. I can't attach it to set position though. Only the PC Hud itself.

lean pawn
#

Hi, i created an actor class. For some reason im trying to call it in here but it doesnt works, its getting nule, however the class should be my resource madera but its not working and idk why

#

It does have the class actor Madera, but its getting nule for some reason

cursive pelican
#

Hey guys, I'm new so please correct me if I posted in the wrong channel/wrong format etc
I am trying to make a mod for Expedition 33 - I was already able to change DataTables but I'm struggling with Blueprints. Which tool can I use to extract/edit Blueprints which are stored in cooked assets (.uasset)?

UAssetGUI shows me scripts like these but they are not editable:

  "Script": [
    {
      "Inst": "LocalVirtualFunction",
      "FunctionName": "VerifyBattleIndex",
      "Parameters": [
        {
          "Inst": "LocalVariable",
          "Variable Outer": {
            "PinCategory": "Int",
            "PinSubCategory": "Int"
          },
          "Variable Name": "BattleIndex"
        },
        {
          "Inst": "LocalVariable",
          "Variable Outer": {
            "PinCategory": "Bool",
            "PinSubCategory": "Bool"
          },
          "Variable Name": "CallFunc_VerifyBattleIndex_IsValid"
        }
      ],
      "StatementIndex": 0
    },```
maiden wadi
#

@atomic hollow @dark drum
You're looking for scalability settings.

If you're concerned about people not picking the right scalability settings on their own, offer a one time hardware benchmark at the start of your game. This'll run a quick timed benchmark on their hardware which will auto apply scalability settings you can accept.

Check out the GameUserSettings class for
RunHardwareBenchmark and ApplyHardwareBenchmarkResults
These do exactly what they say, run the benchmark and apply the results via scalability settings

To set these up for your game Open or create a DefaultScalability.ini in your project.

Under the [ScalabilitySettings] area you can set PerfIndexThresholds settings
EG for shadow quality:
PerfIndexThresholds_ShadowQuality="GPU 115 250 500"

These settings correlate to the benchmark. It return a CPU and a GPU number. In this setting I'm checking the GPU value of the benchmark.

Anything that benchmarks below 115 is low, between 115 and 250 is medium, between 250 and 500 is high, anything above 500 is Epic.

forest timber
#

Does anyone know how to add the ability to change/select your mic with blueprints? For a voice chat system

lofty rapids
lofty rapids
narrow kite
#

I moved it away from the PC HUD and made it it's own widget

narrow kite
atomic hollow
narrow kite
atomic hollow
narrow kite
#

When it uses X/Y position and places the widget it's correct

#

Same X,Y position with moving the canvas slot

#

It's the DPI scale.

#

How can I remove that on the bottom blueprints?

#

It will only be correct in full screen. The DPI scale shifts it's position if viewing smaller

#

I janked it up in the project settings so it looks fine in the editor for now

frosty heron
#

sasawqawszx

queen dagger
#

So I am working on an inventory system and each players inventory is based on a save game slot that right now is physically chossen by pressing 1,2,3 for the clients, and is automatically set for the host, is there any way i can have this save game slot automatically set instead of having to select them each time and if so how

#

I feel like it could be tied to the controller id or something however i am unsure how that would work

spark steppe
#

where does the get object path connect to?

#

might aswell pick the one which you already use after casting

brave spruce
#

into array elements in the for each loop

spark steppe
#

then i would try to nail down where the issue happens, e.g. try with hardcoded source string, and try with hardcoded parameter for the format text node

#

or do good old print string debugging

#

even if it's an editor tool the messages would show up in the output log

brave spruce
#

ok, ill try that out. I'm pretty new to blueprinting so I'm having trouble with it ty Damn

lofty oxide
#

I need help, are there any tutorials regarding this type of EQS ? I need EQS that will generate points based on the door and the walls, i need the points to follow the wall

steady night
#

even when creating new...

#

i need Help!

lost wolf
#

try reinstalling the engine?

#

does it happen in every project

steady night
#

yeah lol, did new project same thing there

lost wolf
#

reinstall engine, reinstall windows

steady night
#

reinstall windows O.o ???

lofty rapids
#

this is expected

#

now add the mesh

steady night
#

mesh0

#

0 = corrupted

lofty rapids
#

where did you read that ?

steady night
#

erhm its not suppose to be like that :/ ?

lofty rapids
#

yes its fine

#

why do you think this ? is this documented somehwere ?

steady night
#

recent experience and my projects acting weird with the skeltal meshes

lofty rapids
#

well no, its fine

#

add your mesh to the component

steady night
#

well

#

the main issue

lofty rapids
#

...

steady night
#

i have the npc, the bow skeltal mesh has a Socket

#

but it cant be found

lofty rapids
steady night
lofty rapids
#

show the skeleton with the socket

lofty rapids
#

and it doesn't show the sphere is the problem ?

#

print string the location

lofty rapids
#

well its not zero

#

hmm

#

get the socket location on the actual actor

#

check bow is valid before you print location

#

and maybe add an index to the print

steady night
#

did

lofty rapids
#

can you get the socket location from within the actor ?

steady night
#

hmm its getting its relative location...

#

constructiyon script

lofty rapids
lofty rapids
steady night
#

hmm

#

hm then it printed correctly

lofty rapids
#

ok that should work

steady night
#

well when i get transform from "component to get socket from" it prints the location correctly

But when i try and get a socket from transform it gives me the relative location of the socket :/

lofty rapids
#

why does ti matter

#

just use the one that works

#

🤷‍♂️

lofty rapids
lofty rapids
# steady night

are you saying these are two different output, becfause they are two different things thats expected

steady night
#

well

#

project crashes when trying it now -.-.-.-.-

#

fml

lofty rapids
#

you are using nanite ?

lofty rapids
slow plank
#

made a fully working moving slide for my project

steady night
steady night
lofty rapids
#

bummer, idk anything about nanite tbh

#

are you usinga scene capture ?

steady night
#

on what or any ?

#

is it possible to move everything to a new project or is the risk of stuff breaking high?

lofty rapids
#

just make a copy first

#

then do whatever you want

steady night
#

just copy past whole folder ?

lofty rapids
#

yes

#

your project folder

#

make sure the backup worked also

#

and nothing is fkd

steady night
#

well that V is fkd also i think but gah

#

why did i not source ->.<

#

something is wrong with the charactermesh0...

#

it is corrupted

#

imam try switch to another V i suppose se what happens

narrow kite
# cloud token Do you plan to have a lot of dmg numbers on screen? You could use Niagara to ma...

Thanks, that's interesting. I do already have a niagara pop up system for text/digits. The issue is they rotate correctly during their original placement. However, they are not currently being tracked and updated individually. Because they are still 2d images this way when the player moves around they are not updating.

I have a test method using an extra widget. It would need to contain roughly 20 variables and rotate through them. In case people are herding enemies, poison dmg pop up, aoe, player/enemy etc. It's essentially just recording the value/position of each variable/component and a tracking variable to just insert the value into the next slot. They only last a little over 1 second so for most purpose it would be under 6.

The niag effect is essentially already doing that. Just placing an individual instance including built in timers to erase. The niag loop amount/duration.

#

I think the answer is to modify the niag effect to use the players settings movement/rotation. Looking into it

cloud token
#

I don't know much about it, just wanted to share it with you 🥰

odd kiln
#

How guys will you go to do a "Bridge Rope sway animation" in UE5 for games ?

#

Should I use physics or shader or just a Blueprint logic into an "Event Tick" ? (Want it to be performant for low end PC)

lost wolf
#

start with a rope simulation

#

then make a rope bridge

#

then tweak it to not explode when you walk over it

#

oh do you just want animation not simulated ?

odd kiln
maiden wadi
lost wolf
odd kiln
lost wolf
#

if you dont want to do that you can procedurally generate animations with either code that you write yourself or with simulations

odd kiln
#

I think I will try to do that with code. I don't find anything on this subject on Google

narrow surge
#

would having like 50-60 actors doing this cause alot of lower pc's to struggle? I know looping 'can' be bad but i dont have frame of reference for what kinda damage this could do.

lofty rapids
lofty rapids
#

i would interp if i see what your doing is moving something

#

tick with a bool and interp

narrow kite
#

What node would allow access to this via user parameter for the vector?

#

This is the closest I could find, but it's an array of vectors

#

The texture object node already comes with the parameter. The issue is most don't. They use a string value.

lofty rapids
narrow kite
lofty rapids
#

thats what your trying to set right ?

#

PlayerPosition variable name

#

plug in the target

#

and set the value

#

its wroth a try, idk much about niagara

#

but thats what i use for my settings

narrow kite
# lofty rapids plug in the target

The difference is in the set texture object it knows to refer to the parameter name. Not variable name. In the first image it refers to the object as niagara data interface. I'm not sure if that's built in. I found one to test, but couldn't add it.

#

The niagara settings appear to have a built in face the camera, but it's not working or maybe not updating when set. It's not set in this image, but it's this location.

narrow kite
# lofty rapids thats what your trying to set right ?

My hunch is these user paramaters are meant to be accessed from the outliner not a blue print. Someone made a paid plug in to access them, possibly why. The user texture is listed as niagara data interface, perhaps that's why the paramater is accessible in the texture node?

ruby ivy
#

how can i make a carying system like cary the glass 2 players cary a physic object?

narrow kite
#

Also if anyone has information regarding this it may help. It seems that's supposed to dynamically rotate the UV/texture being used to face the camera automatically.

wheat citrus
#

In C++ you can add descriptions to function parameters using the Javadoc style. Is it also possible to add such descriptions to blueprint function parameters i.e. functions made in BP only? Was loooking at the inputs section but couldnt find anything there

#

Ah, figured it out. You can just use the same Javadoc style in the description field and its updated when recreating the function node

lofty rapids
#

😆

narrow kite
# lofty rapids

Looks like an average business Server Room connectivity........what's the issue?

lofty rapids
#

it works fine tbh

narrow kite
lofty rapids
#

lol its just funny af this is quite the spaghetti

narrow kite
#

Would it be possible this does actually work, but only on the intital spawn?

To rotate UVs toward the camera in Niagara,
use the Sample Texture module in Particle Update and enable "Transform UV into position" and "Orient UVs to Camera". For mesh renderers, set the facing mode to "camera position".

gentle urchin
#

@maiden wadi oh lord what a difference with Opus

maiden wadi
#

Yeah. 😄 Pretty night and day. And it's just contextual. It picks up and understands things a ton better. Better focus?

gentle urchin
#

Definetly . And fewer (none so far) mistakes

sly forge
#

Prints server and client1, but authority switch runs authority only, input not enabled even without the switch, Placing a break point only breaks once.

Actor is set to replicate and net load on client disabled

#

Editor restart fixed it

next path
#

Hi everyone! 🙂 I’m not completely sure this is the right channel to ask in, so feel free to correct me if not.

I have a question about surface-based footsteps in GASP — has anyone set that up and can recommend where to start? With a regular Character class it’s pretty straightforward, but with GASP it’s not very clear to me.

I also haven’t worked with audio in Unreal yet, so I’d really appreciate any help or guidance.

maiden wadi
#

Holy spam bots today.

narrow kite
#

Somehow UR 5.7 seems to be currently capped at 60 FPS. The t.maxfps does not work. If I set it to 20 for example nothing changes that doesn't cap it. It's not Vsync in Nvidia. I managed to run the same project before conversion in 5.6 at 150 even with lumen on. (Standing still). It's not set to a fixed frame rate or using smoothing?

narrow kite
maiden wadi
#

Are you sure you don't have anything else setting t.maxfps anywhere? Cause I know for a fact that works on 5.7 in editor. Was capping FPS to 15 to test some things just a couple days ago.

narrow kite
# maiden wadi Are you sure you don't have anything else setting t.maxfps anywhere? Cause I kno...

It may have been through multiple restarts. I check on this loading and it was in fact being limited to 60 frame rate. Ticket in the project settings. However, I know that was only from testing and changing multiple locations. I then set it maxfps to 20 and it worked and it can run at 120 again. Something is going on though. I thought maybe if it's sits to long even minimized? Maybe that's what eventually causing the limit?

#

I know when I tested earlier I verified the fixed frame rate wasn't set and it still wouldn't go past 60.

maiden wadi
#

The only two things I know of that cap that are VSync, which requires you to be in actual Fullscreen mode, this won't work in PIE. Only Standalone and cooked game. And the framerate limit. Anything else is likely coming from outside of the editor somehow. Drivers or something?

#

There is also the dynamic framerate thing or FPS smoothing maybe. I haven't messed with either of those yet.

narrow kite
#

Anyway I'll keep an eye on it and test if possible. It's done this a few times. Right now for testing I can't get it to fail.

narrow surge
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how would i check if any element is an array exist print true if none exist false.

a for loops sounds right but it prints both true and false. is there some sort of gate. i feel like theres a simple way to do this

gentle urchin
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branch?

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or just gate

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or multi gate

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NOT Array.IsEmpty()

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or Array.IsValidIndex(0)

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or Array.Find(object to find)

narrow surge
#

found a contains boolean

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thanks

steady night
#

All my projects new and with different versions all skeletalmeshes have "skeletalmeshes0" .... i dont know what to do

cloud token
narrow kite
#

Heal | Montage, VXF, Sound
Power Heal | Weapon effect | Add resistance as heal

Combo Heal | Ghost Step - Heal
Regen | Weapon effect | Add regen effect to combo heal

One main skill 4 outcomes. Going well nearly done

warped juniper
#

Hey! For geometry scripting, how would you make a triangle fan?
Just something for debugging as this dynamic mesh looks a bit too noisy, specially at some angles.

narrow surge
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i want an event to trigger when a variable is changed, i forgot where i do that

frozen hedge
#

What variable is it?

For example for health variable, I do dispatcher

narrow surge
#

turn based, integer indicating moves left

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found it rep notify

sick sky
#

make your own Set function and delegate

narrow kite
dark meadow
#

Hey, does anyone know why my trace is aiming slightly higher than my camera is looking?

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The cursor is in the centre but the trace for some reason is slightly above it

autumn pulsar
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Does UE4 have a normal for loop?

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Found it

pseudo perch
#

Hi everyone, I’m making an rpg with farming sim elements and have been struggling w building a crop system that has different meshes for growth stages. I know this is probably super annoying but i wanted to ask if anyone here could point me in the right direction as far as blueprint logic or even just link me to a good tutorial

I made my own meshes for each individual crop’s separate stages in blender and have my tools and animations already set up and functioning in game

For context it’s a topdown game and my movement system is point and click, pressing 1 equips the seed bag from inventory and pressing 2 equips watering can, etc

When the player interacts w the BP_SoilPlot while the seed bag is equipped, the planting animation plays and the soilplot mesh shows a seed planted

But now I’m struggling w how to get that seed mesh to turn into the sapling, and so on

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Sapling/sprout i should say

narrow kite
# pseudo perch Hi everyone, I’m making an rpg with farming sim elements and have been strugglin...

Sounds like you are looking for something like this https://www.youtube.com/watch?v=rt51LqqoetA

Please WISHLIST Circulation on Steam:
https://store.steampowered.com/app/2895170/Circulation/?beta=0

Here is how you can create a simple tool to flip through meshes inside one object and choose the Mesh you want.

Let me know what you think, your feedback is welcomed.

Get the Blueprint here:
https://dev.epicgames.com/community/snippets/wpOW/un...

▶ Play video
#

Sounds like you are just swapping out the static mesh as stages of plant progression.

pseudo perch
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so i use mesh switching in my watering can set up so after the watering can is equipped and u interact w the soil plot the soil plot switches to a darker mesh (watered) and i figured the same logic would work for the crop meshes but im kind of lost on how to time the switch to the plant progression

dusk cipher
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So i am trying to implement swapping in my game. When i swap i am setting the anim layer class of whatever weapon i am swapping into. Right now i am not playing an animation testing setting the anim layer class but when i do it while moving the leg jerks and looks weird. Ive tried messing with this but couldnt find a solution for this.

narrow kite
pseudo perch
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Thank you!! I’m going to try that, I’m very new to this so i just rlly didn’t know where to start lol so this is super helpful!

narrow kite
pseudo perch
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Awesome thank you so much gonna look into how to apply similar logic to my game following ur approach, i rlly appreciate the help

narrow surge
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hi i think ive run into a noob trap using a "move component to" node for an actor. its causing issues for me when trying to get the location of the actor because i guess the actor itself isnt moving just the components, do you know what node would be preferable to move an actor in a straight line? i think i need to add actor world offset then do something with deltas but its been a bit so i forget how to use math to change the delta location

narrow kite
pseudo perch
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I have my soil blueprint set up like that right now, but i think im going to have to apply that same logic to the actual crop seed itself to show the growth changes

Here is what i have so far lol again i am very new to this i only just taught myself blender and am trying my best to learn unreal

narrow kite
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Pretty much the same thing this is the Ghost Step in the heal example

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It's that first dash before the heal

narrow surge
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i found i can fix my specific issue by making the component replace the default root component for the time being

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thankyou for your time and insights

narrow kite
frosty heron
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Need to use the component as the default root component just as he did.

dusky orbit
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Long long time standing feature I've wanted in blueprint. LOOK HOW BIG MY CONTEXT MENU IS.

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No more need for the laggy palette window.

dusky orbit
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longboi

#

almost the whole ass reference

narrow surge
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unreal thinks this is infinite. Can someone inform me why. And what a better solution is. A manual loop is not working for some reason and a while loop seems perfect. but unless i basically enter the while loop with overlapping false it just say infinite and crashes

narrow kite
#

Why isn't that just using the built in on overlap event?

narrow surge
# narrow kite A delay on a loop does not sound like a good idea regardless of other issues.

this part is being called from it, im telling an object not to move so long as its not overlapping specific things. theres lots of objects on screen triggering on overlap start and end disable and enable and occasionally they cross eachother retriggering the overlap start event and overlap end event dispite the initial overlapping objects to still be overlapping it triggers the end event.

so im trying to add a check at the end of the end overlap that checks if the initial object is still there. then if it is keep checking until it isnt. but the problem is no matter what i do it doesnt wanna seem to loop back and retry, does UEBP not support a single actor running multiple loops with delays across different events?

narrow kite
narrow surge
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yeah thats there, ill just make dispatchers and jump between events i guess.

sand shore
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Something better is to use a repeating timer. If your condition is met, cancel the timer

#

Or, for overlap end detection, use the end overlap event

#

You also can make a loop macro that will delay as part of the loop

gentle urchin
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While Loop -> Delay = kill thread

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If you need a batched for each loop wait, i got one here ^

#

I'd prob just make a tiny statemachine with the suggested start and end overlap events then gate Event Tick

frosty heron
vital saffron
frosty heron
#

in what way? If you want a pointer, personally I used gameplay ability system.

vital saffron
frosty heron
#

if you are not doing anything special or physic based or anything custom.
For a simple dash forward, I would just use root motion.

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you achieved that by animating the root of the dash animation asset.

vital saffron
frosty heron
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the blueprint just calls the play montage

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the movement are driven by the root motion.

vital saffron
frosty heron
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no

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I mean yeah, for playing the dash

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but I don't know about the boolean.

vital saffron
frosty heron
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I prefer to use GameplayAbilitySystem, as I can read states to determine if dashing is allowed beside using cool down.

#

but if you don't want to use that system, then perhaps you can just check if the cooldown is <= 0 to check if you can dash again or not.

#

You will need a variable. Cooldown can be represented with a float.

dark drum
vital saffron
frosty heron
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Dash -> Check CoolDown -> Dash
-> Do Nothing

vital saffron
frosty heron
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Create a variable, call it dash cooldown, type float.

vital saffron
#

yea ik that but the check cool down one

frosty heron
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event tick -> dashCooldown = dashCooldown - delta time (clamp value to 0 so it doesn't go negative).

#

Dash-> if DashCooldown <= 0.f -> Dash -> dashChooldown = 4.f
Else Do nothing

frosty heron
#

and set the cooldown once you play the montage to.

vital saffron
vital saffron
# frosty heron

is there anywa i could invlude movement llock without breakinng the cooldown?
it work now but without movement lock the dash look bad

frosty heron
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I don't know how movement locked is used on your end.

vital saffron
frosty heron
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i'm still not sure what that does. Why would the animation overlap if your cooldown is higher than the dash time.

vital saffron
frosty heron
#

overall these doesn't really address all edge casses if lets say you are working on RPG game.

#

if there are buff, where the character isn't allowed to dash. E.g when stunned, when knocked back, etc.
Then cooldown alone isn't suffice.

slow plank
dark drum
# slow plank WHAT

Whats the parent class of 'BP Game Instance'? The message is stating it's not a child of 'Game Instance' and thus would always fail.

slow plank
#

for a whitelist

dark drum
slow plank
dark drum
slow plank
#

pretty sure the game wont crash over a failed cast

dark drum
slow plank
#

actually let me test it

dark drum
slow plank
#

i'll open the game in flatscreen if it works

slow plank
slow plank
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it's just a dummy actor 😭

#

the compiler is set to ignore it

dark drum
slow plank
#

since the SDK doesnt have a "get player name"

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node then i have to make my own thing

dark drum
slow plank
#

thats apparently what dsvr uses

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it works!!!

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now i'll try to launch the game offline

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if it closes my game

dark drum
slow plank
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actually offline it defaults to "User"+[random number between 0 and 999]

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and it actually works

dark drum
dark drum
slow plank
dark drum
slow plank
#

still... using the full VRGK would be pretty stupid

dark meadow
#

Heya, idk if this is the right channel but I'm trying to reduce the FPS of a particle effect, does anyone know how I can do this?

dark drum
dark meadow
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Yeah, I think so, essentially I've edited the default explosion particle but the particle kinda looks too smooth

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I'm going for a Doom kinda vibe and it just doesn't look quite right in the lower quality

dark drum
dark meadow
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Alright sure, I'm using Cascade so I'll specify that

lost wolf
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you probably cant

#

it depends on how its made but you could bake a flipbook with animation frames and then only go to the next frame every 0.3 seconds

dark drum
dark meadow
#

It's more simple

dark meadow
lost wolf
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i would probably just not do it , looks fine without atm

dark meadow
#

Okay, thanks, if if you're sure :D

odd kiln
#

Is it normal that the "Wind Source" actor does not work on Physics actors ?

maiden wadi
odd kiln
#

I need to make a rope bridge swinging from left to right but I can't find how. If someone has an idea maybe ?

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That's why I was trying to use Physics Constraints but it does not work how I want it

#

All videos are for "bouncing" from top to bottom physics

faint pasture
#

First off what's moving the things walking on this bridge?

odd kiln
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I just need a basic "Left to Right" swinging animation

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But the player can walk on this bridge

faint pasture
odd kiln
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I don't get it if it's bones / physics or something else ? I guess it's not shader driven right ?

faint pasture
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It'd be a skeletal mesh yes

#

start with getting walking on an animated bridge working first

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then later consider making it not just be an animation if you want

odd kiln
#

Is it not too expensive to make a Skeletal Mesh for that ? I mean I would need too many bones, no ?

faint pasture
#

I mean it could be 1

odd kiln
#

Only one bone ?

faint pasture
#

besides the root bone yeah

odd kiln
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Because I need to fix the "ropes" into both ends "poles"

#

This is with Weight Painting right ?

faint pasture
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Have you animated anything ever?

odd kiln
#

Yes, characters

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I just weight paint in red to lock something

faint pasture
#

red is rootbone's collision, green is other

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remember the collision will not BEND

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collision is basically rigid, but if it's just swing then otherbone can roll left and right

odd kiln
#

Ok will try this right now, thanks a lot !

glad trellis
#

Hi everyone, I need help. I'm trying to make an indie project of a simplified roguelike, where there is a balancing board on which objects are placed. I can't implement the mechanics when you drag a 3D object from the cards in your hand onto the board like in Heartstone. I would be grateful for any help. Also, if anyone is interested in the project, I'm looking for a programmer.

faint pasture
#

Viewed along the length of the bridge you can rotate it clockwise and counterclockwise to sway it

faint pasture
#

Card to spawned actor, card to actor class, what

glad trellis
#

I made a system of cards in my hand and stopped there

faint pasture
#

Get dragging a card to print out the class name of the thing it should spawn

odd kiln
#

I mean I painted the start of the bridge on red in the root bone

faint pasture
#

you'll have to have a nice smooth gradient from red to green along the bridge, it's just like any other weight painting

odd kiln
#

Ok thanks ! But in the "root" bone I just have to paint the start and end on red and all the rest in black, right ?

#

Or I have to make a gradient for both bones ?

faint pasture
#

Start and end are 100% root, center of bridge is 100% other, in between is in between

odd kiln
#

Ok thanks !

narrow kite
#

When you swap between multiple characters is that typically separate 3rd person blue prints with their own skeletal mesh, or using a single 3rd person BP to just change the appearance?

maiden wadi
odd kiln
# faint pasture

Thank you very much I made it ! I just have issues with collisions, I don't know how to set it like a static mesh, I don't want to simulate phyiscs