#blueprint

1 messages Β· Page 389 of 1

odd kiln
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It's ok I got it ! Thanks !

patent zodiac
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Why did all the buttons become enabled when I pressed the apply button? And why doesn't the other client see this?

past hull
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hello, does someone know why my line trace here is always pointing to a location that is very close to 0 ? I just want my NPC to trace a line from a socket to the forward direction relative to him. "Mesh" is the character mesh

gentle urchin
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you're tracing to a direction vector

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not a location vector

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is the start of the trace correct?

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e.g. is socket location world space?

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normally you'd want to combine them πŸ™‚

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Start = SocketLocation;
End = SocketLocation + ForwardVector * Some distance;

past hull
faint pasture
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You dont' want to trace from Location to Forward, you want to trace from Location to Location + Forward x Distance

narrow kite
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This happened on a few rare occasions where a restart would fix it. However, it's happening more often now. This example is right on loading the project. 5.7.3

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It's not rendering the textures correctly

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This time it had something to do with one of the previously opened blueprints. It did the same thing each time unless I decline to load previously opened windows.

dusty loom
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hi anybody here

faint pasture
lean bolt
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Anyone know why 'Set Animation Playrate' on a skeletal mesh is not actually doing anything?

narrow kite
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r.Streaming.PoolSize 2400 may have fixed that blur issue. I'm not sure what's causing the higher use, but that appeared to correct it for now.

narrow kite
lean bolt
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yolo I will stick with it

narrow kite
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Where is the actual call to play the animation?

narrow kite
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This is playing a montage (just convert the animation seq to one) it's speed definately effects the play rate.

lean bolt
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I see. I didn't realize you can play a montage on a skeletal mesh directly without a play montage node in an anim bp. I've not worked with anims oustide of an animbp before, which is kinda funny since I do a lot of technical stuff in ABPs

pulsar geode
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If I use Get Data Table Row Names, is the resulting array organized in any way?

For instance: if I order my Data Table in a specific order, is that order the same in the new array, or is the array alphabetized, sorted differently, or anything like that?

Does the array respect my order of the Data Table?

lean bolt
pulsar geode
dark drum
# narrow kite r.Streaming.PoolSize 2400 may have fixed that blur issue. I'm not sure what's c...

I would keep an eye on your size maps for your assets. The engine normally detects the relevant size based on hardware. If textures are going blurry, it's down sampling your texture sizes to reduce how much vram is being used. Chances are, you're probably referencing unused assets that are being forced to load.

If your level is barely populated and your hitting 2gb your going to continue to run into further trouble.

You can also look at texture sizes as well and reduce where possible. If you're getting assets from FAB, a lot of these have 4k textures which aren't really needed unless you're doing a cinematic.

dark drum
narrow kite
lean bolt
dark drum
lean bolt
dark drum
dark drum
lean bolt
maiden wadi
deep elbow
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how would y'all handle the collision on a railing, you want a big player collider to make movement smooth, but smaller more detailed collision to block bullets and to allow a gap for grenades to pass through.
unreal doesn't support this kind of collision?

sand yacht
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use collision profiles / object types

dark drum
# deep elbow how would y'all handle the collision on a railing, you want a big player collide...

Custom collision. In you're modelling software, you can add additional shapes with the same name of the object but prefixed with UCX_ followed by a post fix of incrementing numbers (_001, _002, _003 etc...) for each collision hull.

When you export as an FBX and import into UE, it'll add a collision hull for each UCX object.

Alternatively, you can try to manually add them in the static mesh editor but this can be tricky.

deep elbow
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ah nah, it's a more complicated question.
here is my railing, and here is a regular collision setup, this is cool cause i can shoot thru the gaps, i can throw grenades thru the gaps

lofty rapids
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like mentioned the custom collision would work fine

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?

deep elbow
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but now i have an annoying greebly scifi railing:

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so i wanna do a nice smooth box:
so the player doesnt get stuck on bits of geometry

dark drum
lofty rapids
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you could do some custom collisions with custom channels probably

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if you wanted the player to bounce off the whole thing

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but i think the UCX stuff mentioned would handle it

deep elbow
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but now my grenade will boucne off:

dark drum
deep elbow
dark drum
# deep elbow the player gets stuck on the little bits!

Yep. You'll have to make a decision, either keep them or remove the green hulls but it'll look like objects pass through those bits.

Alternatively, you could try make the inner edge of the green hulls a diagonal which might help the player slide along it with out getting snagged. This would mean it'll look like objects would bound of the air in the corners. Depending on the type of game this might not be an issue.

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So the collision hull looks like this.

hexed inlet
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I made a C++ Pawn, with code like this:

ATourist::ATourist()
{
    CollisionCapsule = CreateDefaultSubobject<UCapsuleComponent>(TEXT("CapsuleComponent"));
    CollisionCapsule->SetCapsuleSize(CollisionRadius, CollisionHalfHeight);
    CollisionCapsule->SetRelativeLocation(FVector(0, 0, 88.0f));    
    CollisionCapsule->SetCollisionProfileName(TEXT("Pawn"));
    RootComponent = CollisionCapsule;

    PrimaryActorTick.bCanEverTick = true;
}

Then I made a BP that inherited from this, set that BP as PlayerStart's pawn, and hit Play.

It spawns 88 units too high, so ok, I deleted that SetRelativeLocation from the code. Recompile and run Unreal again.

Still spawning 88 units too high. But when I made a new BP that also inherits from that C++ Pawn (Tourist), and use that new BP as the GameMode's default pawn, its position is fine.

So now I have 2 BPs that, for everything I know to look at, both have the same location. But one always spawns 88 units too high.

Any ideas?

pastel compass
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Anyone knows how i can get and control a switch between these two cameras in my Viewport capture?

hexed inlet
crimson briar
hexed inlet
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Once a BP is derived from a class with that line, removing/changing the SetRelativeLocation and recompling code/engine/BP has no effect on that position

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It breaks the BP thumbnail positioning too

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Maybe just a bug or... bad handling of the developer using SetRelativeLocation poorly

maiden wadi
hexed inlet
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Tried that to no success earlier

maiden wadi
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Hmm. Fair the 0,0,0 would get overwritten with the serialization.

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A PostLoad override might have worked too. But you got it from a reparent that forced it to rebuild the BP.

hexed inlet
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Yeah, just double checked in case I missed something before. Confirming the 0,0,0 was no luck. But yeah, the reparent worked.

It's a fluke I even knew what reparenting was

narrow kite
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When Greystone slashes while moving forward his legs are separated from the attack animation and running forward correctly. While Aurora's stand in place during the attack. I have a general idea of why (animation slot, etc), but am not sure on the best/easiest way to resolve this?

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She kind of looks like she is leaping there, but is actually just dragging her feet without an animation. Just a bad clip for it, but you probably get the idea.

dark drum
narrow kite
narrow kite
# dark drum Assuming you're using a montage for the animation, it looks like you've not setu...

I'm still not quite grasping how it's separating them out. The image is the default ABP for Aurora which after a few modifications I think I can use. However, it didn't use a default slot in the anim graph so I added it there. That may not be the right way to place it. In the montage itself should I be setting that to upper body or should that be default slot and the anim knows how to handle it?

timber rivet
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building

narrow kite
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Greystone uses the same thing almost, with the added blocking

lofty rapids
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or in your montage ig

narrow kite
# lofty rapids in your animation select the upper body slot

I think that does it. I may have tried that in testing, but failed to implement it because the animation just stands frozen after changing it in the editor. The asset may need to be reopened in order to update and display properly after that change. Regardless it does appear to working in game, ty.

narrow kite
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Is there an equivalent to stat unit for finding size map issues? For example with stat unit on while moving around the game world it can help identify which area/asset is causing a high prim rate. (High vertices draw count). So you can manage that asset.

austere orchid
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Trying to make the skeletal mesh fling, but impulse doesn't seem to be doing anything

austere orchid
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yes

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maybe a delay between the ragdoll and the impulse?

forest timber
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Anyone have a good plugin/method for adding custom keybinds for players? UE4

faint pasture
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does bone 0 even have a collider?

narrow kite
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Curious and possibly an issue? There are 3 main textures/objects in this. The floor, green, wall A, green (the center), but Wall A is red all around the map.

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The tiled walls are in red. Any idea what would cause it to use so many more resources in shading?

austere orchid
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does it have to?

faint pasture
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show your physics asset

narrow kite
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Note: In every case the shader complexity seems to be from a material instance rather than a material. The image example is pure green while an equivalent MI is red. I updated the wall to a material and it's now green everywhere. Does this seem normal?

narrow kite
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I revamped some of the walls and tiling. However, the question is regarding lighting. This is roughly the atmosphere I'm looking for. A dungeon based game that is dimly lit, but visible enough for the player. It a dark scene right now which is lit by a point light attached to the player. I can adjust it for brightness/range etc.

The issue is that it's not really creating the bounce lighting effect on objects. So some objects such as the skeleton in this example is barely visible. I tried various methods of putting lights on the enemy, directional light on the player, or in the scene. However, none really work and keep the atmosphere. Any ideas, suggestion, or even basic guidance would be appreciated.

fervent heart
narrow kite
# fervent heart You might have better luck in the <#1014244767854510262> channel for specific th...

Thanks. I think I found at least a sufficient answer. Because I'm not using multiple variations I don't need to use material instances. That's just the way a lot of assets came by default. Material Instances should be a more efficient method vs using multiple slight variations in materials. The odd thing is just how bad the editor is claiming the performance is on the MI's vs M's. But I can't really tell precisely how much that is. The red vs green. Ultimately it may not matter I will be using Materials as that's all that is needed in my case.

faint pasture
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What's different about this instance, just texture and float parameters or do you have some bool switches?

narrow kite
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The shader complexity on that same scene by using a M vs MI.

faint pasture
narrow kite
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I'll do a test on this one. The materials should be the same. It's a MI right now

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I created a new material using the same textures and settings.

faint pasture
narrow kite
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I'm not sure what you mean. Those images are the editor view of the shader complexity. Not the object itself.

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Do you mean a basic cube object? That is essentially what the walls are. A streched out cube.

narrow kite
faint pasture
pulsar geode
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Anyone know how to pixelate a font in UE5 for UI use? Every Retainer Box effect I have found adds horrible artifacting.

woven shore
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there must be a better way, but how?

narrow kite
# woven shore

Can you be more specific on what you are trying to do? It looks like you are just changing the icon on click? Is that supposed to be the same button?

crimson briar
# woven shore

I don't think you need a custom event for each binding

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Instead of connecting the red square, drag from it, type in create in the search and there should be a node like create event or smth like that

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And you can choose which event to bind to from this list

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Only timers have a restriction of one timer per event

dark drum
dark drum
# woven shore

Assuming they're the same type of widget, (I assume either a button or your own custom button widget) you can do something like this.

woven shore
frosty heron
woven shore
woven shore
dark drum
woven shore
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Thanks a lot

lost wolf
# narrow kite I revamped some of the walls and tiling. However, the question is regarding lig...

make your the general fill lighting a lot more "blue" . the color tone is way too warm for being in a dungeon. it's too dark and needs to have more fill light.
you need to have color grading and post processing
find games you think look nice that achieve the same effect to use as reference and look at at it and understand how they achieve it then we can be more specific about how to help you achieve something but the first step is figuring out what you want to achieve

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like look at the recent resident evil. you can have dark areas on the edge of the screen but you still need to highlight what you are looking at but that is easier in an fps game with a flashlight so it's probably better to look at more similar games to what you want to achieve

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like for example v rising

cloud token
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Or valheim crypts

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The ones in swamp.

maiden wadi
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Can be orange or redish hued too. Blue is more eerie feel. If you're looking for more like a fire lit hell crawling dungeon you'd want something more red hued.

dark drum
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It looks like there's no shadows which is giving it an unlit feel. A little fog would add to the atmosphere as well.

mental panther
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Hello! I have an issue with touch inputs where pressing down on a button stops updating the location of my finger.

On mouse, pressing down on a button doesn't stop the mouse location from updating.

Is there any other function I can use that doesn't stop tracking touch location if a button is pressed?

winter minnow
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Hi, for some reason my array(Orders array) grows too much every time I call BeginRandomSequence event, for example Orders should have 2 values but has 4, I am doing something wrong here?.

So basically I try to make key pad where you must press buttons in correct order, each time you "solve" it you get more buttons to press, so you start with 1 button then you get 2 buttons etc.

I create empty array, fill it with correct answer then I have another array where I store in what order it was filled so later I can check if player did the same sequence, then I do visual stuff(sound, button lights up). It works correctly its only orders array that cause issues at least thats what i think, or do you think it should work and I could try to look somewhere else?

maiden wadi
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You're also not safeguarding against same entries. Your randomization can find the same value twice. You could drastically simplify this by just creating a copy of the ButtonValues, shuffling it, and then pulling how many ever indices you need.

winter minnow
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oh I see now I will try to do it soon thanksπŸ˜…

narrow kite
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If I have 10 skills with a set level I can use 10 variables. However, they could be placed into a single map for easier saving/organizing. The issue seems to be referencing them though. While they are individual variables they can accessed on the fly by both simply typing the variable name and without things like finding them through a MAP or breaking out the map into individual variables which seems counter productive. Is there a specific way this is supposed to be done?

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I suppose sticking to MAP's when possible? As array/structure can get more complicated for referencing? I think this will be simple enough?

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Secondary question if anyone knows. I would presume on the C++ side this is a loop that goes through all the value in the MAP until it finds Stinger in this case? If this map contains 60 entries is this actually less efficient or to any significant level?

faint pasture
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It can often be faster to just look at all the entries but at a certain point the map pulls ahead.

dark drum
narrow kite
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A get skill value would still require an input on a function wouldn't it?

snow oasis
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Does Unreal Engine 5 support a more integrated way to advance levels or is this good enough?

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this is placed in the Gamemode blueprint

maiden wadi
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You're never going to see an integrated way to advance a level, because that is highly dependent on the game. So if this works for you, go with it.

frosty heron
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Use open level by object ref. Saves your self from acvidentap typos.

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And if you rename your level you gotta trace every single node that uses it.

snow oasis
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I feel like I've run into that in the past.

maiden wadi
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I mean. If you want to get technical. I'd honestly consider making up a simple Datatable that has the level names in it as row names. And the data in each row points to stuff like the level's UI name, or the next level to go to, etc. And still use the level by name, cause you can' thave a world object ref in BP.

maiden wadi
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That way you protect yourself later in savegame code because if you have... 15 levels. And your player saves on level 7. You decided to add a new level in at or before level 7, your player loading the savegame is gonna have a bad day, cause your list is hard coded here.

With a data set that explicitly defines this, you get that security later.

frosty heron
narrow kite
frosty heron
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Yup

narrow kite
frosty heron
# narrow kite

Gameplay tag support hierachy. Let your imagination be the limit.

If you use cpp you can also only show a specific root.

The drop down can be filtered to only show tags for my item for example.

narrow kite
frosty heron
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GAS and gameplay tag is probably one of the most used feature in UE.

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You should look into GAS for your abilities.

narrow kite
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I can't show my save/load functions. The amount of cringe would be harmful.

frosty heron
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No one code well from day 1. We all rework our system zillion times.

narrow kite
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I heard a lot about GAS but never really looked into it yet. I have a funcitonal combat system which I like with combos, menu's, pop up text, working formulas. Could probably use a little update though. I'm not following all the convential things like just using behavior tree's because that's what taught.

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I don't remember who made the comment before, but yes some of the tiling needed work. I have a few tiling methods now this one works well in many situations. Previously the top section of above the gate was a mess. Now it looks fairly seemless.

frosty heron
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State trees or BT is much needed for A.I

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Doing A.I without A.I tool is brutal.

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Imo EQS and BT is minimum requirement.

narrow kite
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Would the suggested method be a different MAP for every variable type? (As opposed to structure, or other coding languages that allow stacking arrays in arrays?

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A boolean timer for example can use the Game Play Tags, but not this MAP due to it being a boolean?

maiden wadi
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Doing AI work with AI tools is brutal. πŸ˜‚

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I still wish UE had even a generic GOAP setup. Goals and their actions are much easier to manage programming for than spiderweb BTs

narrow kite
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Even classic old school Everquest had very powerful AI in group mobs, healing, buffing. A lost art. I may test some of that later on, I'm just not sure how to create the knowledge between mobs / range yet. I was able to create social aggro though.

narrow kite
maiden wadi
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It's not lost so much. You can do it on your own. It's just time consuming to create a system for it.

narrow kite
narrow kite
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Functionally I understand this, across all the instances it seems like quite a bit more space. I guess it works though.

frosty heron
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What does the bool represent? Why do you need a bool?

narrow kite
maiden wadi
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Should do that in time state rather than a timer.

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LastTimeUsed, and CooldownTime floats tell you everything you need to know whether you're ticking time in a UI, or testing if you can use the ability.

true valve
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I I disable character movements for all my characters, whats that char movement total shwos up in Stats Game?

narrow kite
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Does that look correct?

narrow kite
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I'm revamping it and color coding.
-- Brown (Physical skills)
-- Grey (Greystone char)
-- Light blue (Aurora char)
-- Green Mobility skills

They are all grouped as these all stem from Left Mouse Button. As well as the green Skill Combo

forest timber
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For a Mouse Button Down input handler, does the click have to be INSIDE the widget?

narrow kite
thorny hare
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Hi everyone. Can anyone show/send a screenshot or provide instructions on how to create a scope like in Tarkov and similar games using Render Target? When I tried to do this, the image in the scope itself showed the image of the last logged in player for everyone.

narrow kite
forest timber
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everything else works, but I cant have any binds changed to a mouse

narrow kite
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I haven't done a remapping yet not sure. Others may be able to get an answer though.

forest timber
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No worries, precciate the eyes. I'd take a look at your posts but I havent messed with any skill stuff yet

true valve
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I have soft ref anim sequences in animBP, ho can I make them thread-safe, the convertion?

frosty heron
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Why do you have a soft ref anim sequence?

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They all should be loaded when the anim instance is loaded.

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So at least make the anim instance a soft ref

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Dont make the anim asset a soft ref

true valve
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I have a struct with many anims, from a char

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But i figured it out. I had to create a thread-safe pure function

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which doesnt work

west crescent
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I'm sure it's been asked before but I cannot find it. Is connecting node pins with shift-clicking or any clicking still a thing?
https://youtube.com/shorts/Knwo1q7LKU4?si=_7nejYfaCuR4Bj-b
This video says shift click both but that only pastes node values for me in 5.7.
I am tired of dragging pins.

narrow kite
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Is there really much difference in maintaining the player data on the 3rd person character BP vs a game instance BP?

deft light
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If you destroy you Chara, you will lose your data

narrow kite
deft light
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There is no extra cost for casting to the GameInstance if that is your question

narrow kite
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All my BP's cast to the 3rd party BP right now and store it as a pseudo global variable BP. Because otherwise it's not meant to be done since "there is no spoon" only multiple copies of a spoon. So you need an overlap to find anything.

crimson briar
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If it is single player it doesn't really matter as long as you remember that GI is persistent and the player is not

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Having many blueprints accessing the player and storing it as a variable sounds like a potential issue - but then again, it always depends on your project, your skill and your goal

lost wolf
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the game instance is static, there is only 1

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you can have as many 3rd person characters as you like

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having only 1 of a class is not the same as global variables

narrow kite
dawn gazelle
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Store your data where you want to store it. If you need to persist it through the lifetime of the game, then store the data you need somewhere like a save file or game instance, but the running copy should be on the character BP.

lost wolf
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everything that is shared between actors belongs there

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that is also not a global variable

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if someone says global variables bad then dont go applying it to every random concept

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you can also just add an interface

dawn gazelle
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Or use components...

narrow kite
lost wolf
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so.. you mean static

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there are static classes and static variables

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those are different

narrow kite
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A global variable in most coding languages means it's accessible "globally". Such as not in a specific function. As in always loaded like the game instance and accessible.

lost wolf
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a global variable in c++ means something very specific

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just like static

frosty heron
lost wolf
narrow kite
lost wolf
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but just like how i could mention that local static variables are actually just global variables in disguise in c++ that will just confuse people more at this poimt

frosty heron
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Depend on the scope isnt it

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Having char data as global doesnt sit well with me anywag

lost wolf
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the static keyword just confines it to the scope of the function

frosty heron
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Regardlesd what sort of project u doing

dawn gazelle
narrow kite
dawn gazelle
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It's better and easier to manage if you keep data relating to an object to itself. If something needs to access it, then components are usually a good way to go as it is something that can be easily grabbed without having to cast and can be more modularly accessed. An example would be a health component, something that both your player and enemies may have, and would potentially both interact with, and it can usually be accessed easy in UI.

lost wolf
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or just fetch it when the menu is created.. a player is the easiest thing to find

narrow kite
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Right now it casts to the player to pulll any player data it needs

lost wolf
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yes

dawn gazelle
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Which is generally fine for UI.

lost wolf
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that is completely fine

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optimizing away 1 cast with a ton of complexity is the perfect example of pure evil

frosty heron
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If its the memory overheas from casting to blueprint asset.

Just know that your character will eventually be loaded anyway. So no point worrying about the memory overhead.

narrow kite
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Well for example would it make any difference to shift that information to the game instance? Or is that just pointless since it's already done and no advantage?

lost wolf
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no

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it would make it more confusing to figure out what is going on in the project and where to find what

dawn gazelle
lost wolf
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if i have a spoon with spoon data then the spoon should be the place that holds my spoon data

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i'm not going to create a spoon manager in the game instance even tough i could

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because i have 0 reason to waste time on it

lost wolf
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juniors be like let me abstract the spoon into a spoon interface and spoon plugin with a spoon API

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they want to create the ultimate spoon framework but they can't even create a spoon

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this is super relevant

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10 minutes of spooning

narrow kite
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Keanu Reeves only uses a fork and knife. Even with soup. That's how commited he is.

lost wolf
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real man eat the soup with their bare hands

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the equivalent of coding your game in assembly

narrow kite
lost wolf
frosty heron
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Player stats should generally live in actor component.

Attached to player state or thw character depending on the game.

narrow kite
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Adding a new class to the game really changes things up though. In both game play and back end changes. Which is part of the root for a lot of these changes. I had to rethink how the stats would be applied, menu's, and individual skill masteries.

lost wolf
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you try to think ahead about those things as much as possible and if you abstract it in the right way then it should be effortless to do that

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class data is just an array with player data objects that you need to pass and set on the player depending on what class you are

last peak
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Does anyone have some ideas to make big enemy hordes not turn the project into a slideshow?

last peak
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Besides the easy stuff like turning off tick when not needed

last peak
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Its a zombiegame like zomboid so real hordes in cities would be cool

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I thought about several bubbles around the player
Each of these bubbles decreases the tick level / controls how many decisions the ai makes how often
So if a enemy is very far away i would only give him perception once a second

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DOnt know what to do about pathfinding tho ..... usually thats what always kills my performance long before i get other problems

dark drum
# last peak DOnt know what to do about pathfinding tho ..... usually thats what always kills...

The first thought was possibly using Mass Entity but I'm not familiar with how it works. It is designed for large crowds and what not.

However, with the numbers you're thinking you might be able to get away with using more of a manager type class. I would look at doing some sort of enemy pooling system so when one gets killed, it gets replaced with a static mesh and gets moved out of sight and added back to a pool.

Repeated destroying and spawning them in can cause problems as it'll create an initialize not just the character class but also the AI controller and AnimBP. Pooling can help mitigate this.

I found destroying the AI controller and disabling the AnimBP when an enemy gets added back to the pool can help as well.

You could also look at varying the tick rate of enemies based on distance from the player. (not sure how it would affect nav movement) So enemies further away tick less than those actually visible to the camera.

If you're currently using BT's, it might be worth looking at switching to ST's instead. State Tree are event driven instead of Tick based so can perform better under some circumstances.

I would also take a look a the profiler as this can help identify areas worth trying to optimize.

narrow kite
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Someone displays real time videos of massive battles like that. I'm not sure what they are using though.

last peak
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THis is with 50 characters

dark drum
lost wolf
last peak
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Im gonna look into the crowd thing and mass entity

lost wolf
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i would start with a normal setup

last peak
lost wolf
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well that is a very specific problem

#

for movement it really depends on your map

lost wolf
#

so they dont need pathfinding

#

so you wouldn't use AI move to

lost wolf
#

but you would just move them move towards the target by adjusting their position manually with a target vector * delta time

#

first start with profiling how many animated skeletal meshes you can run & animate at the same time without anything else

#

you might be able to have 1000

#

or more

narrow kite
#

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lost wolf
#

you might only be able to have a few if you have thousands of bones and multiple 4k materials per actor

lost wolf
narrow kite
lost wolf
#

yeah you can certainly deploy custom boid systems

last peak
#

With a decade old hardware

lost wolf
#

going with instanced animated skeletal particles is very optimized

#

just doing physics where you are solving 10.000.000 things that are actively pushing into eachother is far from trivial

#

doing ai behaviours for them that actually work well on an indivual basis is not achievable in unreal

#

but you can swap out their behaviour to something more complex for the ones that are actively interacting with the player

last peak
#

I think in days gone they head leader zombies for each horde 50 zombies follows the leader without ai
THe leader would give instructions to his 50 pawns if a zombie gets close enough to the player its ai and perception gets switched on

lost wolf
#

having 1 guy do the pathfinding and having the rest follow him is a very smart solution to a difficult problem

#

another one is to kinda bake the pathfinding from all locations into a flow map and update that

last peak
#

That sounds like a insane amount of work

lost wolf
#

compared to what? implementing pathfinding and navmesh generation from scratch ?

#

for custom engines that dont have any solutions yet and want to only focus on mass horde ai its probably a lot less work since its just a simple grid traversal

#

square 2D grids are a lot easier then 3D triangles

last peak
#

Meh, im gonna try mass and if that doesnt work as i want ill probably just buy one of the mass plugins

lost wolf
#

first you need to profile the solution the solution to understand why its slow

#

the AI move to task by itself doesn't do anything except make a move to request and keeps track if its still moving or not

last peak
#

Animations/skeletal meshes are killing me

narrow pulsar
last peak
#

100

narrow pulsar
#

yea thats heavy

last peak
#

default characters

narrow pulsar
#

I run 100 and its not anywhere near as bad

#

oh

#

player character

last peak
#

Im trying the animation budget allocator maybe it helps fast

narrow pulsar
#

make them move at idfferent timings

#

add random tiny delays so its not always same tick all 100 at same time

last peak
#

They are not moving on tick

#

Animation budgeter gave me + 10 fps on 100 enemies right out of the gate

last peak
maiden wadi
lost wolf
#

8ms on only movement

#

try the mover component instead of CMC

#

for decreasing the time it takes to animate something you can decrease the amount of verts / bones it has

lost wolf
last peak
#

Atleast they look that way from the disk size

lost wolf
#

it has 68 bones...

#

do you really need multiple bones for each finger on your ai

#

or do you want 1 bone for the entire hand

#

also the vert count will be rather high

last peak
#

meh would culling out the bones do the trick ?

#

im just using these to test but all characters i have are based on the unreal righ

#

alltho a few of them use the simple rig

lost wolf
#

you can find another character that has like 5 bones for testing

#

or make something yourself

#

those characters have 100k verts πŸ˜‚ they are not lightweight or optimized at all

shut blaze
#

I got a problem with my electrical component
It can add to array, but it cannot remove

lost wolf
last peak
#

WOuldnt that only clog up gpu ?

lost wolf
#

look at the second trace picture you send

#

it needs to update the control rigs for those 6800 bones and 10m verts, cpu needs to pipe al the data from ram to cpu registry to gpu

last peak
#

Jeez .....

#

Why the f is the ugly default bot so heavy

lost wolf
#

because its made to look as nice as possible if you put a couple on screen

#

100k is not an absurd vert count for a character these days

shut blaze
lost wolf
#

notice how almost every game ever only shows like 10 actors at the same time

shut blaze
#

...

#

gonna just make a separate function for add and remove, iduno what's going on

dark drum
shut blaze
#

Wdym

#

Its weird that sometimes when I remove the length is 1

#

Hold on
Ima try something

dark drum
#

The remove item should still work on objects with it being a ref.

#

Doesn't make any difference with an object ref. (in BP atleast) A ref to actor A is still a reference to actor A.

If it was a struct, you'd have to be careful with the copy thing though.

shut blaze
#

alr so when I remove, length is 1

#

same with when I add

#

it says it has power

#

wtf

dark drum
shut blaze
shut blaze
#

I forgot about null stuff

#

that works for nulls? lemme check

dark drum
#

Its always the little things. So easy to miss sometimes.

shut blaze
#

that worked out, thx guys

dark drum
shut blaze
#

now the gah damn niagara won't turn off even if the bool is false

#

oh yeah

#

fixed long ago, outdated screenshot

#

ewww hollon

#

better

#

fixed it, idk how

#

but I hate that it fades out

hollow pond
# shut blaze better

arrays have Is Empty and Is Not Empty functions, they're so much handier than Length -> >0 or == 0 or whatever

shut blaze
#

hmmm, iduno, doesn't look too bad

#

butt y does it fade, I guess I'll neva kno

dark drum
shut blaze
hollow pond
#

!= 0 means the array is at least length 1

#

so not empty

shut blaze
dark drum
shut blaze
#

thx

#

forgot about this one

#

lol

dark drum
hollow pond
#

nice and readable

#

true

#

(or false, ha)

dark drum
hollow pond
#

once you get down to that few nodes, you start to wonder if it even needs to be a function anymore lol

dark drum
hollow pond
#

fine here though

dark drum
shut blaze
#

next on my to do list 5 level blockouts πŸ™ƒ

hollow pond
#

no help from me there lol

#

been putting off doing one myself for months

shut blaze
#

I love doing it lol
sad part is I gotta type in XYZ sizes manually just to keep the grid material consistent in UE4, maybe I am missing something and just being an idiot

dark drum
hollow pond
shut blaze
#

nope

hollow pond
#

it works a bit like Minecraft quick build tools

shut blaze
#

where is that

hollow pond
#

should be somewhere in the Modelling mode

#

modes are in the top left of the editor

shut blaze
hollow pond
#

it even works for adding onto existing meshes, which is cool until you do it accidentally and now all your doors have the same hole in them lol. do check your settings regularly

frozen cairn
#

sorry for the noob question but how do I get IsValid in Animation Blueprint?
when I press TAB and print "is valid" I got list of some unrelated functions

#

I can do something like this but it's not like in example above

hollow pond
#

you can right-click on your Character reference node and click Convert to Validated Get

hollow pond
frozen cairn
#

it worked )

frozen cairn
thorny hare
#

Hello everyone, can you tell me how to create an optical sight for a multiplayer tactical shooter?

hollow pond
hollow pond
thorny hare
#

Optic 2/7x

hollow pond
#

right, telescopic

thorny hare
#

Well, like in Tarkov, like the hunting scope

hollow pond
#

my best guess is using a second camera with a different FoV, and either rendering that to a render target to see it when holding the gun in front of you, or switching to it for ADS. but I imagine there are other ways to do it

#

there should be plenty of tutorials online for that kind of mechanic

thorny hare
#

Is there an example? On Blueprint.

hollow pond
#

this is something you'll want to follow a tutorial for, since there are various ways to do it

thorny hare
#

Thank you πŸ™

modern cove
#

I have an object that moves with the camera. I got it to work perfectly using a Cast to Camera on the Event Tick, but is there an alternate method that might save on calculations?

narrow kite
lost wolf
dark drum
modern cove
modern cove
modern cove
lost wolf
modern cove
#

I'll try it out when I get back to the project. If effective, I might share my knowledge of making parallax backgrounds that are easier to control

narrow kite
#

Finally a proper use for 150 Font Size. I know you can tick show bubble when zoomed, but this works.

spark steppe
#

or make a separate event graph for that stuff 🀷

modern cove
dark drum
narrow kite
dark drum
indigo lake
#

Google is being elusive for me, maybe i'm not searching proper. Does anyone know what the intended use for the "Exec" bool is on a blueprint function? When i turn it on it looks like the function shows it up in the Console Command autocomplete, but when i use it, it just says "Command unrecognized"

I did find out that i can just use ke to call a blueprint function on an actor (idk if this works in packaged yet) so like ke MyActor_C DoThisFunction

next hollow
#

Its for commands.
But, is only correct on core classes.

#

So, player, there controller, game mode, game state, level graph, sorta shit

#

Can't just slap it on a random Actor, without some changed C++

#

Base engine C++ only checks/ runs the command logic on core classes, not an extra generic actors, or such.

narrow kite
#

The 150 font stays. It just works. Even in it's own Event Graph. Once it's filled out with skills it will make sense.

#

That's maximum zoom. So you can move around at max distance and clearly distinguish categories, or whatever separation is used

#

The updated cool down timer appears to be working with tags and game time. Ty everyone.

ornate trail
#

in landscape > splines, how do you select all points of just the one spline actor? Select segments selects them for all spline actors which makes no sense whatsoever

#

it just changed all my roads to fences and can't seem to grab all the points to set it back crying

astral summit
#

What is the best performance class that can be created to store variables and doesn't require spawn to run?

ornate trail
#

a UClass with vars, structs probably. Maybe a UAssets depending on what you need

ornate trail
astral summit
ornate trail
#

well yeah if you want it mutable then I think you have to spawn it. afaik there's no way around it. I guess you could instance a data asset for runtime use but then you're still spawning something.

#

it's kind of like saying I want to change data but I don't want to assign memory for it.

indigo lake
cold shore
#

Hi, my game stops packaging if I make ANY change (it can be even as small as adding an empty comment) to one of my blueprints. It's extremely problematic, since it will be very hard to pinpoint when the breaking change happened since if I don't touch the file the game packages fine. The InspectDescriptionComponent is a custom BP component which I use in some blueprints, for example in problematic blueprint's parent. But changing the parent does not break packaging! I investigated the general reason for this sort of error, but it does not make sense since I don't do anything meaningful with this component in any construction scripts. It's just a component that shows little snippet of text on hover... And it works just fine since forever. I think the search in all blueprints function is unrealiable as well. Is it possible to pinpoint in which exact place this code fails?

PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Handled ensure: ===
PackagingResults: Error: Ensure condition failed: Registry  [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Elements\Framework\EngineElementsLibrary.cpp] [Line: 35]
PackagingResults: Error: Typed element was requested for '/Engine/Transient.InspectDescriptionComponent_GEN_VARIABLE' before the registry was available! This usually means that NewObject was used instead of CreateDefaultSubobject during CDO construction.
PackagingResults: Error: Stack:
PackagingResults: Error: [Callstack] 0x00007ffbe8fc211e UnrealEditor-Engine.dll!UnknownFunction []
astral summit
ornate trail
vestal knoll
#

hey there im still quite new to the unreal engine and im making a flying/surfing character. Im now trying to make a simple dodge system that uses up down left and right dodges. the problem now is that my character is a flying character and starts flying but when i try launch character in a direction he starts falling. is there a way to keep him from falling?

dapper fern
#

I made the mistake of updating to 5.7 and doing a rollback to 5.6 in the same project.
Now I have two BPs that shows in my file explorer but not in the content browser, other than that everything is good.
What do I do to retrieve them ?

lost wolf
#

you can not roll back a project..

dark drum
lost wolf
dapper fern
lost wolf
#

it can create weird issues that are impossible to track down

#

what if there are more issues then that

#

and its just not telling you about htem

#

then you end up with a broken project that has issues with no way to ever fix them

dapper fern
#

Ok, noted. Thanks. Strange behaviour cause everything should been the same, it's an anim BP made from my own C++ class. Nothing fancy

zealous loom
#

I have this issue where I have a Primary Data Asset with some stuff.
The asset is in an object reference variable in an actor component in my Game State.

If I add a DataTable ~~actor ~~ object reference variable to the Primary Data Asset, and then assign a data table, everything works while I'm working.
After restarting the engine, the engine crashes at 75% when loading.

All objects are in the same content plugin folder, everything is defined from the engine (even the structure the DataTables i based on).

Why is that?

If I define the DataTable object reference in the Primary Data Asset but let it set to none, and then actually initialize it in a Data Asset, the engine boots properly

surreal peak
zealous loom
#

Oh my bad, I meant Object Reference

#

So in short, if I initialize this variable from the PrimaryDataAsset Blueprint Class, I get a crash at engine start.
I don't get a crash if I initialize it from a Data Asset based on it.

This is the crash error, happening at 75%

Element type 'Components' has not been registered!```
teal marten
# zealous loom I have this issue where I have a Primary Data Asset with some stuff. The asset ...

maybe hard reference loop?
since the gamettate is pulling that data asset, it's probably forcing the data table to load during the splash screen before the engine has even registered the row struct, which is why it might hang at 75% or around there (i'm guessing anyway)

maybe try switching the variable in the primary data asset to a soft object reference?
that should break the loading chain so the engine can actually boot, and then you can just load it manually on BeginPlay or whenever you actually need it.

#

ah

#

Yeah, that makes sense, initializing it in the class itself bakes that dependency into the engine's boot sequence or something, but doing it in the data asset instance keeps it lazy-loaded?
if that still feels a bit hacky, try switching to a soft object reference in the class maybe

errant snow
cold shore
# cold shore Hi, my game stops packaging if I make ANY change (it can be even as small as add...

After a lot of investigation and engine version back and forth I have found what makes it fail, but I have no idea why it fails. What I've found (for reference, maybe it will help someone):
When "Editable when inherited" flag is true on the custom component (as it is by default) it fails. It can be disabled on the component tab on the offending BP or even globally on the component itself. It solves the issue of errors on packaging. Unfortunately I can't disable this flag without loss of expected functionality of my component. I will need to find other way. I can also confirm that packaging did not fail on 5.5 on the same implementation. It started to fail on 5.6 once one of the offending BPs was re-saved so it was taken into packaging delta I suppose. So either 5.6 (5.7 as well) is more strict in this area, or it's a bug. I'm unable to tell.

narrow kite
#

I tried a variety of settings on this, but the rotation isn't right. I'm wondering if the Niag effect is maybe being rotated on the spawn, but the Niag emmiter isn't following the inital spawn rotation?

narrow kite
#

I resolved it -- Get actor rotation, Z axis only.

visual moat
# vestal knoll hey there im still quite new to the unreal engine and im making a flying/surfing...

hey if I remember well, Launch Character is mainly designed around jumping / knockback behavior, so with a flying character it often switches the movement into "Falling" - it is why your character drops afterward. It appended on one of my project before.

Maybe u can try to set your Gravity Scale = 0 while flying (into your character's movement details)

If it does not works, I think u have two solutions :

  • re-apply your movement into your "Flying" mode after the Lauch Character
  • or simply don’t use Launch Character for air dashes (Add Impulse, Add Movement Input, setting velocity for a brief duration....)
dark meadow
last peak
dark meadow
#

I don't want it to home, I want it to arc towards it's location and then just go like a tossed rock. I've now fixed it, I figured out my projectile speed was too slow,

last peak
dark meadow
#

Yeah I had no idea it had a homing option, but at the same time I've never been able to figure out how to make a projectile arc, it's always a straight line

ripe mesa
#

Hi, i did a simple bp that allow me to spawn a wall along a spline, however the uv cut is very clearly visible and i was wondering if there was any way to offset the uv to keep the tiling going

maiden wadi
# ripe mesa

Are you meaning the wall itself or the little blocks you're using for the pop outs? If the wall itself where those two L shapes are, that's just up to your texture tiling along that face.

dark drum
maiden wadi
#

I think you mostly just need to pick a same color for the top and bottom blocks here. So they look like one long block when they're put together instead of four small ones. So they'll blend the wall better.

If you want a real full anti tiling solution, you need a shade mask that can randomize the shade of blocks based on a PerInstance basis so that they're truly random.

#

Just to be clear. I wouldn't advise the shade mask unless this is like cinematic. It's a lot of effort for no real gain. 97% of gamers aren't going to be phased by your tiling wall. And the 3% that are, were going to be butthurt by something else and stop playing anyway. πŸ€·β€β™‚οΈ

narrow kite
#

I added a Niagara effect to a skill, but it's dropping FPS down to 25 upon using it. It's quite a small and short effect. I'm looking into what would cause that. If anyone has suggestions let me know. I'll start with obvious like particle rate etc.

ripe mesa
ripe mesa
maiden wadi
#

I've never done it on a 3D mesh, but I've done it for some UI stuff. Same concept though. Kind of neat. πŸ˜„ UI gets away with it more because you get away with allowing more dynamic stuff for it since there's usually less of it.

maiden wadi
narrow kite
#

I'll do a quick recording. I can SS any of the niag details if needed. I set the max FPS to run at 50. It keeps that quite steady. This is the only thing in testing that drops it.

maiden wadi
#

Multiple emitters? If so I'd go through them one at a time to narrow them down to the one making the drop.

#

These seem fine. FPS is good right until these shatter.

narrow kite
#

Ultimately the second Sparks color 001 results in all the lag. Without that enabled there is no identifiable frame drop at all. And I can't really see a difference visually. I'll inspect it a little just to see if I can figure out why.

#

It's something in the light rendering.

maiden wadi
#

Makes sense if you're spawning a bunch of them. Light sources are expensive.

granite nacelle
#

Does anyone know a good youtube tutorial on boss intros? I have an enemy BP in my game that I want to make play a little animation before it goes into it's blueprint logic.

narrow kite
dark drum
narrow kite
granite nacelle
lost wolf
#

you need to pause their logic

#

state trees you can stop and resume

#

usually you just make their logic end before the cutscnee

#

and then after the sequence you trigger the post cutscene logic

dark drum
granite nacelle
lost wolf
#

does it feature carrots?

granite nacelle
lost wolf
#

the enemy

granite nacelle
# lost wolf the enemy

It's just a character blueprint with logics inside it like Attack player and Move to player

dark drum
lost wolf
#

or you just dont have AI while in the cutscene

#

because why would the bossfight start if anyone else is alive

granite nacelle
lost wolf
#

go deeper

granite nacelle
dark drum
lost wolf
#

you need to introduce states

#

with a state tree

granite nacelle
lost wolf
#

you can manually hook it up into a character blueprint

#

but it's going to be self inflicted flagellation

#

just try state trees they are easy

#

make a burst through wall state and a chase enemy state

#

and then when it gets close it uses an attack state

granite nacelle
#

Ok I have a few things to work with thanks for the assist πŸ’―βœŠοΈ

narrow kite
#

I think this may be correct, but looking for confirmation or better method. This sphere trace will follow the path of the actors weapon. However, in the case of a spell cast or different attack type I'm looking to trace a rectangle forward. To match the casting animation. I presume this should be done by changing the location not the radius.

Setting the location to a forward vector distance for example?

#

Ideally the trace would a rectangle forward here.

dark drum
narrow kite
dark drum
dark drum
# narrow kite I'm not sure I fully understand what you're saying about the location. To my un...

I did this a while ago which might make it easier to see what I mean. (This was also an attempt at addressing low fps issues)

https://bsky.app/profile/mpattym.bsky.social/post/3lhvokbl4pc2l

So what I thought would be a quick project turned into something that took far longer. So here's what I've been working on.

In short, it's a 'frame stable' weapon trace system. I would have liked to have implemented a hybrid approach but 5 days later it's time to move on. πŸ˜…

#UE5 #GameDev #IndieDev

β–Ά Play video
narrow kite
#

I understand the problem, just not how to implement a solution.

dark drum
#

You'd apply the same logic for spells as well. (depending on the spell) So you'd trace from its previous location to its current one.

dark drum
maiden wadi
dark drum
#

Not sure I could bring myself to sieve through the various animation related classes again to try figure it out. πŸ˜…

lost wolf
#

doing a single frame with a single sphere or box trace that kind of roughly hits what your weapon would hit can be a lot better then something more complex

#

its more predictable for players

#

in multiplayer iwth lag and framespikes the more complex things can give unexpected results

gentle urchin
#

you could alternatively mix them if that made sense

#

< 30 fps -> sphere trace

#

atleast helps you get those hits in, despite some lag πŸ˜›

#

i've never liked the large collider hit detection method, but i can definetly see why it's being used

queen dagger
#

question can you use a state machine for animations then tie blendspaces to each of the states so that different blendspaces are used when transitioning?

mental trellis
#

Isn't that basically what an animation blueprint is/does?

queen dagger
#

well i wanted to make sure

#

as i im not getting it to transition, so its not that im misunderstanding it

#

then the issue lies in why it isnt allowing a transition

mental trellis
#

The transitions are determined by the transition rules between the states.

queen dagger
#

correct

#

and that is bool is set on the character

#

and the bool is being updated just its not reading through to the transition

maiden wadi
queen dagger
#

in the character bp

narrow kite
#

Could be genius, or maybe completely wrong, but!!!!

In order to establish a forward direction for the line trace I just placed an invisible mesh in front of the player (BP viewport). Thus the end point will always be that location.

maiden wadi
queen dagger
maiden wadi
#

Would be better as a second bool in the AnimBP that reads the character's value in the update. Your other stuff could stay fast pathed then. But... I'm not seeing why this wouldn't work though.

queen dagger
#

idk it seems like it should be working

maiden wadi
#

Out of curiosity can you try it that way?

#

Put a new bool property on the AnimBP, and in your BlueprintUpdateAnimation, get the character's bool and set the AnimBP ones, then read the AnimBP's version.

gentle urchin
#

alternatives would be Camera forward Vector , with some normalization towards the characters rotation relative to it

#

assuming there's not a fixed camera rotation

#

if it was you could do it as dumb as FVector(1.0, 0.0, 0.0) as the forward vector

#

assuming X was forward

narrow kite
# gentle urchin There's a hundred ways to this goal, if this gets you urunning, go for it

I found the calculations a little messy and not quite matching other results as things often vary slightly. For example simply finding the ground to place a VFX on. This might work, but one thing that immediately comes to mind is adjusting the distance forward. Since it's set by a static location of the mesh.

However, the radius is already handled. I simply use a float to choose the size and it converts to a vector, but it works fine.

maiden wadi
#

Yeah. any change?

#

It's also worth the question. When you're debugging it, you have the right instance selected in the dropdown at the top?

queen dagger
#

no change, and it is the right instance

maiden wadi
#

And you're seeing the prints?

queen dagger
#

yes sir

#

ok so a little more digging and the print on the character was showing the accurate is crouched bool but on the anim bp its just returning fals

maiden wadi
#

Wait

maiden wadi
#

This IsCrouched is replicated

#

the one you're setting is not.

#

I think. Replication marker does show on set nodes, right?

queen dagger
#

does it need replication

maiden wadi
#

No. But if those aren't actually the same property.

queen dagger
#

those are the same bools

#

i checked if exposed on spawn and isntance etible would do anything it did not

#

how unfortunate

maiden wadi
#

Are you 100% sure that you're not just seeing a naming issue?

#

Cause character does have a bIsCrouched, which would look like IsCrouched in editor.

#

I think your AnimBP is pulling the ACharacter bIsCrouched, and you're setting an IsCrouched you created.

gentle urchin
#

and there's no name collision because ACharacter got bIsCrouched

queen dagger
#

i changed the bool to issscrouched for clarity

gentle urchin
#

hard to differentiate that in BP tho, since it auto removes the b

queen dagger
#

ok so i was choosing the wrong one

#

how

#

now

#

its reading the right bool state

#

but the animation isnt switching over

#

i can see that the character is attempting to switch like its rapidly glitching visually

maiden wadi
#

What is your transition back state? Needs to be NotBool

queen dagger
#

literally what i just fixed and now it works

#

thanks mate i was pretty lost on that for a sefc

maiden wadi
#

Yeah. πŸ˜„ Editor probably should disallow that naming if it's going to make a C++ property the same name.

gentle urchin
#

Yeah it's just luck that the replication hint was there

#

who knows what time we'd waste if it wasnt replicated

queen dagger
#

omg id just delete everything

narrow kite
#

Based on the results does the actually follow BOTH executions if the match condition is met?

errant snow
narrow kite
#

It's running the box trace then going back and following the default (sphere trace)

#

Normally I would just do this. Which will only execute one option. (If any match)

errant snow
#

It would be possible for both lines to run if the switch is executed multiple times.
If you put a breakpoint on the switch, you'd see it hit twice.

narrow kite
#

It's the set node (Variable). It changes it from Box to Sphere after. That must mean it backtracks back though possibly to the start? During each trace.

#

I may just put the type in every skill to help prevent issues

errant snow
narrow kite
errant snow
#

Yes, that would be plausible.

dawn gazelle
# narrow kite Normally I would just do this. Which will only execute one option. (If any mat...

While not specific to any issues you're facing, I just wanted to point out here that using strings as a means of comparison between one or more things you need to identify is generally a bad idea. They're prone to typos and they use more computing resources than necessary for determining if something is one thing or another, and is effectively impossible to enforce specific expected values, or to know what values should be entered, so you may end up wondering why something isn't working only to realize you didn't capitalize the first letter of your string, or included an extra space at the end.

If possible, use gameplaytags or enumerators that both can act as human readable numbers. These are both computationally simple, and can make it easy to see what options are available as they need to be predefined. If you don't want to use either of these, then at the very least, use a Name type variable - they're still prone to typos, but under the hood they use a number and are far faster to compare than a string.

It probably won't break anything right now using strings as you are, and while it's not great to pre-optimize code, it's good to get in the habit of using the correct types of variables to begin with to avoid any unnecessary headaches in the future πŸ™‚

narrow kite
forest timber
#

In the Game User Settings, which choice affects materials and decals?

maiden wadi
# forest timber

I think that'll mostly be your texture setting. Why do you ask?

narrow kite
gentle urchin
#

GameplayTags is life

#

you're at safe haven now

waxen lark
#

I am using the Horror Engine for my indie horror game. I am getting this error. I tried to debug everything, but I was not able to fix this error. Can anyone help me to get rid of this? thanks!!

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_FinishSpawningActor_ReturnValue". Node: HorrorEvent Graph: HorrorEventCheck Function: Horror Event Check Blueprint: Use

twin elm
frosty heron
waxen lark
#

It takes me to the BP class names "Use", this class is the most base class that almost all gameplay mechanics class inherits.

#

nope @lofty rapids

#

There are no any function in my any classes from project, but let me try to create a similar scenario like this, so we can figure out

#

Check out this screenshot, the event like this often happen when we try to interact with a specific class (BP), and the reference is None.

lost wolf
#

sometimes using prebuilt things like that horror engine seems nice at first cause you can make a lot of progress

#

and then bugs appear

#

and you have no idea why or what or how

#

and you get completely stuck

#

not for him apparently πŸ˜‚

#

easy is relative

#

u did

#

i did not

full badge
#

it's a part of spawn actor from class node

waxen lark
lost wolf
#

did you try clicking on the error babe

#

to click on the error move your mouse over it and press down on the button

waxen lark
#

sure, that's the only error i am getting, nothing much lol

charred rose
#

Hi, could someone help me please with blueprints? I can't figure out what's the issue (not even AI helped) and I'm only starting with blueprints

https://youtu.be/XxtfP3hpopo?si=VZmVxKVSS3oH2Ydf
I was following this tutorial but I have to change Dials, so 3 are different, this is working but when I try to unlock it, its saying false
Its only "working" when all Indexis are 0

waxen lark
lost wolf
#

or maybe just dont spawn things at 0,0,0

#

that framework looks like a nightmare but not in the way that it wants to be scary

waxen lark
waxen lark
#

Oh yeah yeah this might be the reason tooπŸ€”

lost wolf
#

dont use premade solutions if you dont know how to debug

charred rose
lost wolf
#

do you understand what you made

#

have you tried using breaekpoints or logs

charred rose
lost wolf
#

if you can't figure it out why don't you just follow the tutorial again from scratch

charred rose
#

In tutorial there 3 dial with same object but I got 3 different on the dials

lost wolf
#

if you changed something then you broke it

#

so you must be able to figure it out

#

just put a breakpoint on what you changed

#

then you can step through the execution step by step to see if it works

#

or where it doesn't work

#

cause your explanation doesn't make much sense

charred rose
#

To suit the gameplay

lost wolf
#

it will do exactly what you tell it to do

charred rose
lost wolf
#

so if you dont understand what you are doing when you change something it will never work

#

just try again

maiden wadi
# charred rose

Can you show where you're actually setting BP_Dial's Number property?

charred rose
#

hmm

#

oh

#

just checking
will update when i find something

#

the first is mine and the second pic is from the tutorial

#

hold up

#

ya

#

oh my god

#

ya thanks

#

thank you very much

wooden adder
#

Not sure where to post this in, but I am encoutnering a bug within UE blueprint debug: posted it here if you want info about it https://forums.unrealengine.com/t/blueprint-orange-flow-lines-pulse-lines-not-showing/2704413

#

If you know any solution please let me know; its a somewhat project wide issue, but it differers from blueprint to blueprint

#

5.61

waxen lark
#

Hey Brothers @lofty rapids @lost wolf , finally we fixed it, the problem was PhysicsObject, spawning at the start, but there was already a mesh is located at the same location, the project is too large, too many physicsObject are placed, and spawning at the begin! was bit difficult that which physics obj was making the issue. Huge thanks to my brothers @lofty rapids and @lost wolf

wooden adder
#

yes very much so

#

I am not new to unreal, I am sure its unusual behaviour, the fix however I have no clue about

wooden adder
#

Yup, seems to be, I updated my post hopefully anyone else searhcing the issue does not have to spend hours finding out why LOL

#

Do wonder if there is a way to increase that budget will look around for a little bit,

little agate
#

this is annoying problem, not blocker, i change my blueprint parent to another c++ class, then collision will be automatically have overlap response to all channel even though i set BlockAll. I need to manually do this on begin play, constructor didnt work too. anyone has the same problem too? I might need to recreate the blueprint, but it will be lovely if someone has a solution though

little agate
#

i tried on detail and construction to block all, no effect at all. no other script also to manipulate the collision

#

I mean not big issue, but it is just annoying if i need to recreate the blueprint

teal dove
#

Does anyone know why rotating a component that is "sideways" will always give a wrong result / offset, even though the same function works perfectly fine if I try to rotate components that are upward aligned?

I tried using Find Look At Rotation, Relative Find Look At Rotation, Rotation from XZ etc. and also tried using the Inverse Transform Rotation node, it's always the same result.

maiden wadi
teal dove
#

Same function, it works on the two components on the "top" but not on the components on the side.

maiden wadi
#

In theory the world direction is the same of course. But their local rotations would be different. Can you show the code for it?

teal dove
#

This is how I try to rotate the weapon on the side.

#

If I use the same function for the one on the top, it works.

#

I also tried using Relative Find Look At Rotation, Rotation from XZ, YX etc. or using a combine rotator method

#

It always works on top but never on the side

#

Btw the weapon on the side has no roll

#

I made an extra mesh for the side just to see if that has an effect

maiden wadi
#

I'd expect this to break a little with sideways orientations. I'd rely on getting the unit direction from the thing to the target. And then in it's own local space find the rotation by inverse transforming that direction into the component's local space and turning that direction into a rotator.

teal dove
maiden wadi
#

Just a few. I'm currently swapping branches, won' thave the editor open for a minute. πŸ˜„

teal dove
#

Oh no hurry, I already spend days on this πŸ˜„

#

Weeks actually πŸ˜„

teal dove
#

@maiden wadi is this what you meant? It has the same problem, top part works, side part does not.

maiden wadi
#

The actor is upright. You need a transform that the Base is attached to, which is oriented sideways like it should be.

teal dove
maiden wadi
#

Can you show your components list?

teal dove
#

Aye ^^

#

The starboard base and cannon have no roll, they are a different mesh from the top version.

#

Basically X, Y, Z rotation is zero

maiden wadi
#

What about Starboard_Base. It's not 0,0,0 right?

teal dove
#

You mean the rotation?

maiden wadi
#

Yeah

teal dove
#

It's all zero πŸ˜„

#

I specifically made another mesh that had no rotation, because I worried rotating it by 90Β° would be the reason for this problem

maiden wadi
#

Hmm. Trying to follow this. Are you using a different mesh for each side? I'm confused how it's default rotation isn't rotated.

teal dove
#

ah yes one sec

maiden wadi
#

Ah. Okay. So for simplicity...

#

What I would do is add a new scene component between..

lost wolf
#

does it work if you rotate the top turret 90 degrees?

maiden wadi
#

Gunship and StarboardBase

lost wolf
#

what about if you rotate it 5 or 45 degrees?

teal dove
lost wolf
#

do both not work?

maiden wadi
#

Or shroom can just talk without following the conversation at all and confuse things.

#

I hate this fucking server some days.

teal dove
maiden wadi
#

At that point you should be able to do this. All of your Base and Cannons should start at 0,0,0. And you rotate their Root to orient their default correctly.

teal dove
#

root is the scene, correct?

maiden wadi
teal dove
#

oki

maiden wadi
#

And if all of your turrets are set up like this, you get to just do this for each one.

#

@teal dove Minor fix. I realized I was having two thoughts at once. You just need to normalize the local point.

teal dove
maiden wadi
#

Yeah. And your Base/Turret needs zeroed.

teal dove
#

So I should use the "upwards" mesh then?

maiden wadi
#

Correct, for all of them.

teal dove
#

oki doki, let me change that

#

Thanks so much already for helping me out ❀️

#

It hits it almost πŸ˜… but it's already much more precise than anything I did before

maiden wadi
#

Does the top turret have the same imprecision?

#

They should pretty much track identical now.

teal dove
#

let me check

teal dove
maiden wadi
#

On your tick, can you debug draw a point for the target Actor's location of like 0.1s?

teal dove
#

aye

#

Pink debug point (I set it to 0.2 to see it), sometimes either the top or the bottom cannon are hitting the target for a short time, but most of the time they are not

maiden wadi
#

Oh Cause... Yeah sec. πŸ˜‚

teal dove
maiden wadi
#

Yeah the cannon offset. πŸ˜„

teal dove
#

No actually what I did was to follow your lead with the scene points as the root, but I swapped the logic for an Inverse Transform rotation.

#

And the result πŸŽ‰

#

@maiden wadi Thank you so much!!! omg this literally gave me weeks of headache and your solution is so elegant and simple πŸ˜„

steady night
#

He im adding child to vertical box, but is there a way to make em stack uppwards instead of down?

#

i want them to add uppwards if u understand

narrow kite
#

How are you adding the text? A string append might work depending on the situation.

steady night
#

solved it *

#

thanks

narrow kite
#

In this case Swipe is a sub category of Bash instead of skills. I can delete and recreate it. However, is there a more proper way to just shift it? Just changing the name is the individual name only?

#

You can't use Greystone.Skills.Swipe to change it on the rename because it already assumes the prefix.

#

That will just create sub categories below it

lusty delta
#

I'm trying to move an object relativ to the camera view. so the object is supposed to move along the forward vector of the camera if I press up (ignoring potential tilting). AI suggested something along those lines but it doesn't really work.

maiden wadi
civic sky
#

🎢 Mom's spaghetti, palms are sweaty. 🎡

marble tusk
#

Someone needs to learn about the set members in struct node πŸ˜„

narrow kite
sweet basin
#

I'm making an RTS and I'm right now trying to figure out how to make chain movement like Supreme Commander. In Supreme Commander, if you hold down Shift and right-click, it makes a waypoint that the selected units go to. If you click at a different spot, it makes another waypoint and units go there, etc. The code I got so far
I have this code here inside RTS ControllerΒ https://blueprintue.com/blueprint/82zm7i03/
And this one in the Parent Unit ClassΒ https://blueprintue.com/blueprint/bjaxzsq4/
I'm also new to Unreal 5 and wondering where I messed up the code.

#

if i do this it's an infinite loop

dawn gazelle
steady night
#

Hey, How do i make a weapon trail in the montage where the socket name is from the weapon not the character mesh ?? ideas ?

sweet basin
#

nvm it dose it in reversed way the array when i add new item it goes to the new click place and then goes to where you first clicked lol

gritty plover
#

Ey. My project is locked to 60 FPS during PIE. I messed around with the SmoothFrameRate option in the project settings but that hasn't helped. What am I missing here?

frosty heron
#

T.maxfps 0

lusty delta
#

I want the pink circle move away from the camera, if I press up and left/right from this view. however the camera can be from a different perspective in a different battle. also it can be tilted down on the battlefield. so just using the forward vector would get weird results.

frosty heron
#

Pick your origin

#

Not entirely sure what you want but if i have to guess you seems like you want to use the player view as the origin.

#

The circle movement will just be origin + offset.

crimson briar
#

Forward won't work for this. Instead calculate the direction from the camera location and the circle location ignoring Z on both

lusty delta
#

so apparently the setup posted earlier was working for a while, it was just this one camera that behaved differently and confused the shit out of me.
thanks for the assist.

dark meadow
#

Is it possible to have a blueprint distinguish between a wall or floor, or better yet, find the angle of something it's hit and set its angle of the object?

narrow kite
crimson briar
dark meadow
crimson briar
dark meadow
#

Thank you

dark meadow
# crimson briar

I cant find "Impact normal"
I can find "Hit normal" but because it's a vector I can't make it a rotator

dark drum
silver lion
#

tried searching here, but found nothing. seems like text arrays in actor components are broken for me for some reason.
it just saves default value once and corrupts, nothing except deleting it and creating new one will work.
please someone try to recreate it. new actor component, add text array, add couple lines, print array on begin play

silver lion
#

then something is definitely wrong with me, tried to reloading several times, and verified files, still has it

last peak
silver lion
#

very weird

#

legit a few times then freezes on one number

#

trying to figure out what exactly does that

#

looks like it prints legit when values are empty, but as soon as i put something in it breaks

shut blaze
#

Anybody actually use "Set" variable type?

dawn gazelle
shut blaze
#

Compare arrays?

#

Gonna search a tutorial to see their use

dawn gazelle
#

Yeah, if you had two separate arrays with values in them, you can convert them to set, then use INTERSCTION or DIFFERENCE between the two sets to see how they differ relatively easily. UNION actually can make a single set out of two sets

shut blaze
#

Yep tutorial time

silver lion
#

tried on completely clean new project, same thing

#

version 5.7.3 btw

last peak
dawn gazelle
last peak
# silver lion that works normal

Something is wrong with your engine installation i think
Maybe installed in a read only folder or a antivirus is screwing with you

silver lion
#

nope and nope

#

so far the only weird thing i noticed

#

verified files couple times

maiden wadi
# silver lion

Judging that this is on a component. I assume this is on that character that is placed in the level? If yes, I assume if you look at the character instance's component list, you'll see the array at 3 indices even though you're changing the class default array.

silver lion
#

actor's instance doesn't update

maiden wadi
#

This is intended behavior. You only ever want the instances to change if they are identical to the class defaults. Somewhere along the way you altered the class multiple times before the instance propegation. So the instance decided that it had designer set values and kept them that way instead of changing to the class defaults.

silver lion
#

still somewhat weird, if i attach component with no array, then add array and set default values only the first one will be set in actor, the rest will be empty elements

#

and after that actor's one is locked forever, until i manually press reset

maiden wadi
#

You can avoid that by loading a map without the character place in it and changing values in the component, and then saving and going back to the map with the character in it. I'm fairly sure that'll propagate the changes correctly.

silver lion
#

yeah thanks for the help guys

dark meadow
#

They're able to just stand in it and nothing happens

faint pasture
dark meadow
#

Sometimes yes, sometimes no

#

It depends if Mercury is in retrograde and if the sun is casing solar bit flips it seems

#

(it's so inconsistent that I can't figure anything out)

faint pasture
#

make the collisions visible

silver lion
#

you're using component overlap, not actor

faint pasture
dark meadow
#

I changed it from a sphere to a cube and now it seems fine???

faint pasture
#

might not have been actually overlapping, make the colliders visible

dark meadow
#

Yeah it is now

faint pasture
#

but an acid pool might work better like this;

Tick/Timer -> get overlapping actors -> for each of them, damage them

dark meadow
#

When it was a sphere they just didn't touch it

faint pasture
#

if you want it to be continuous

#

make THEIR colliders visible

dark meadow
faint pasture
#

uhhhh, you sure?

#

sure they aren't capsules?

dark meadow
#

Yeah it's been fine with everything else

stable birch
#

Set bGenerateOverlapEventsDuringLevelStreaming = true in overlap volumes, if you want to check for things when they spawn in

dark meadow
#

This seems to work now

dark meadow
#

or legs

#

or parts of them that aren't in the capsule

#

or to be able to shoot the capsule when their body isn't there

#

The capsule just isn't accurate for my use case

last peak
dark meadow
#

It's a 2D sprite though

#

there's nothing 3D on them

last peak
#

........

#

So you check for collisions with the 2d sprite

dark meadow
#

thats

#

yeah

#

thats what

dark meadow
#

What are we talking about here

last peak
#

You dont have to turn off capsule collison

#

if you do a hit check on the 2d sprite instead of the entire actor

dark meadow
#

But thats doing the same thing

#

The capsule is able to touch the player and the environment

#

So if you touch them they act like a capsule

#

the capsule ignores projectiles

#

UE4 has the ability to set and customise collision channels, specifically for this purpose

faint pasture
#

if you want combat hits to be vs the sprite but movement be vs the capsule, that's the typical approach

dark meadow
#

Yeah thats exactly how I've done it don't worry, I'm not sure what Blackhand was trying to say but my collision channels all work fine

#

I could make an "enemy" collision channel but as of yet it's not caused issue

last peak
#

but you didnt ........

dark meadow
#

I was talking about in context of the issue not overall

copper blade
#

Quick look at a harvesting mechanic from a UE5 Blueprint survival systems project.

I turned the workflow into a course and I'm looking for ~30 people (beginners) willing
to go through it and share honest feedback before release.

If anyone is interested, let me know and I can send a free access coupon.

frosty heron
#

@copper blade advertising goes to #1054845120236757103 as per rule. Otherwise the channel will be flooded with ads.

maiden wadi
#

Feedback without a coupon. πŸ˜‚

visual crest
#

I am having low FPS problem and I am not sure why. I don't think its a graphic problem so I must have a blueprint or widget problem some were but I am not sure how to go about finding it.

visual crest
#

whats that?

maiden wadi
#

Look in the bottom right of your editor here.

#

Play your game, get to the FPS issue. Click the little circle in the editor next to Trace. It'll turn red. Play for a few seconds. Then click the red circle.

#

Then you can either open the Session Browser. Or go to Recent Traces here to open it.

visual crest
#

-+++++++++++++++++++++++++++++++

#

sorry my kid hit the keyboard

maiden wadi
#

At least they're largely more positive than negative. πŸ˜‚

visual crest
#

lol

#

now what

maiden wadi
#

Click on the part where it's kinda high in the middle but not red. Not interested in spikes as much as your consistent frames.

#

You should see a Gamethread line with segments kind of like this showing everything happening on a frame.

visual crest
#

I think I am where you are at. What should I look for?

maiden wadi
#

Scroll down a little. Interested in a full frame on the GameThread

visual crest
#

My engine loop is 32 MS and world tick 13. ms that seems quite high

maiden wadi
#

Not a lot of info in those wait tasks. Could try to enabled StatNamedEvents in the Trace dropdown and try again to see if you get better info.

visual crest
#

ok

#

when you do a trace is the new one the uper or lower one

maiden wadi
#

Upper

visual crest
maiden wadi
#

The name is usually a timestamp. YearMonthDay_HourMinuteSecond

visual crest
#

I see thanks.

#

looking at this I can't find any blueprints only particles and skindata

maiden wadi
#

Looks like you have a geometry collection running. Is that happening on every frame?

#

Also be aware that profiling in editor causes overhead. Stuff running that might not in normal game. Plus you're capturing all of the editor's UI too in slate area.

visual crest
#

wheres that at. I have geometry collections in my build system but they are only active when the build Item is destroyed and they have quick sleep settings

visual crest
#

and I am not sure why

#

My kid got a hold of the keybord a bit back and uterly destroyed my main pawn class. Had to pull an old version from my source and I am wandering if something elss broke or mybe I did something and did not realize it. either way its borked atm and I realy want to find and fix it

maiden wadi
#

Unsure. If you want to upload the trace somewhere I can glance through it.

maiden wadi
#

These overlaps from character movement are kind of brutal.

#

But realistically it's the geometry caches.