#blueprint

1 messages Β· Page 396 of 1

marble tusk
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Any warnings or errors in the log which might be related?

lusty hedge
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yes.

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no errors

last peak
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You are not overwriting the struct in your actor right ?

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What you can try is create a setup event in the actor pass the struct into that event, call the event directly after spawn and try to overwrite the struct that way

next hollow
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The easiest way to clear up any oddities right now.
Make a new var on the actor, and make it expose on spawn, and do nothing else.
Then try.

Theres a possible? chance that the struct var itself is super weird.
(I've started to see how crap BP structs are for this reason, they just casually decide to implode)

lusty hedge
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the inventory system i made is complicated

last peak
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might instantly fix the problem

last peak
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Sometimes you have to use structs

lusty hedge
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in the future what should i use

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from my noob brain i saw them and im like oh wow thats a great way to organize

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its like a folder for variables

next hollow
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Structs are great, I love them.
But, creating them in BP just has so many random potential oddities.

If you only know BP, then your forced to deal with them.
But, to "fix it", you'd just declare them via C++

lusty hedge
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i should learn

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i did C# Unity no problem

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but when i switched to unreal i did BP only because fun

last peak
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It is really easy to declare a struct in cpp

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You can use uobjects instead

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They cost a bit of performance tho but in 99% of the time it doesnt matter unless you are creating absurd amounts

marble tusk
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I've personally not had any issues with blueprint structs in a long time, but to be fair I've only been messing around in the editor, not putting together a whole game or anything like that

next hollow
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They really start to fall apart if you edit them when there in use.
But, overall can be quite fragile.
I love see recast, or default_, when you hover over a struct you made.
Or, your game throws compile errors on every struct usage.
Cuz, TRASH_struct_items does not match struct_items pin invalid.

marble tusk
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I used to have the problem where they'd break where in use, but I had realized it only ever happened where I was splitting the struct pin instead of using a break node

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Since then I only use break nodes and haven't had that issue in years

next hollow
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Pretty sure I've like barely ever used that right click split.
Always felt a bit sus. πŸ˜›

Wish I had an old log, where like 40% of my game threw compile errors on functions that had the struct as an input.

marble tusk
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Instanced Structs are super useful btw. Highly recommend learning about Instanced Structs for anyone not familiar with it

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It's almost like a wildcard value you can use anywhere

next hollow
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I've never personally ran into an actual use case for me of instanced structs.
Same thing with data tables.

last peak
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Name
Value
Weight
Image
Class

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Ive seen some ppl use them for dialogue too

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Its pretty much just a easy way for non programmers to add new things without them messing up your code

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Its also a bit more organized than just a raw struct

next hollow
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I just prefer multiple class files, personally.
Lets me be open ended.
Rather then locked down with DT's.

I've only used DT's for 1 thing.
It was to add a generic piece of data to every one of my classes, without individually defining the var for each class.

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The other time I saw a game dev use DT's, was for an audio lookup table.
Falling, crouching, footstep, eat, damaged, etc.

But, that just seems so cumbersome?
Create a whole DT, for what could be a struct of the different audios.
(IDK any other info about the game, as to maybe a secondary reason they did it like that)

last peak
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i would just put it into a component

next hollow
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Yeah.
Component, or even a data asset.
Or, just a struct var on the thing that uses the audio.

severe turret
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you have to understand the use cases for DataTable and DataAsset and why you would use either. Consider a Data Table is a Row/Column setup, like a spreadsheet. It is best used for larger data set or entirely static and single use data. Whereas a DataAsset is more for smaller, instanced and object variable properties and uses more functionality than a DataTable. It's just a case of understand the paradigm of the methods you are working with.

dark drum
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I wish there was a way to extract data tables into data assets.

Import CSV as data table -> extract to data asset -> profit!

severe turret
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Also, if you are able, write your structs in C++ and not BP. It solves most of those issues you have with them breaking.

severe turret
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you could populate a data asset from values in a data table tho if the structure is already built.

dark drum
severe turret
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that would require one of two approaches. Either editing the DataTable core class so it has that function, which is drastic because it means editor code changes and that's a commit you need to add to each iteration you use it with after the engine is updated/redownloaded. Or you hook the event that tells you when a data table has been edited. Not sure if an EUW has enough access for that but it's definitely do-able in C++ (although if there is no event to hook you would have to add it, making it the same as problem 1.)

dark drum
severe turret
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I've actually just got finished writing a plugin that creates data tables from code as part of it's functionality. I just can't remember if it has an event for when it's completed updating/being edited πŸ™‚

last peak
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What do you guys think should i take this gig of fixing the project?

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It will drive me insane 100%

severe turret
last peak
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But it would be a lot of hours

next hollow
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Install plugin.
Press button
Uninstall plugin
Send fixed graphs

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Profit

last peak
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But he has bugs in it too

dark drum
severe turret
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all code has bugs in it. That's what gets me the most work :p

last peak
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That discovery find the bugs fix the bugs

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Goddamn feast and famine i dont get a single gig for almost 2 months and today i got 6 requests at once

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one month im starving the next im drowning

last peak
next hollow
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What is your Fiver?
I fix Blueprint bugs? πŸ˜›

dark drum
last peak
severe turret
last peak
next hollow
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lmao?
Actually

last peak
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Ye your not even allowed to communicate outside of fiverr with your clients

dark drum
next hollow
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Is that a new thing?
I used Fiver like 1 year ago?
We were chatting about everything on discord.

last peak
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Its because then everyone would just get the clients on fiverr and then ditch them to save the 20% fee

last peak
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Im not sure for how long that is tho im only on fiverr for half a year

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However i pulled my first big client off platform too and i didnt got banned lol

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on paper im tech lead now for them

next hollow
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Yeah, idk.
We chatted a tiny bit on Fiverr, then I asked if they had discord, and we just did everything else on there

severe turret
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my lord fancy giving Fivver 20% when they do no work. I'd rather use a recruitment agency. At least they do something.

primal flame
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Hi, I’m new to Unreal Engine 5 and I’d really appreciate some help.

I’m trying to build a character switching system. I’m using the Third Person / Side Scroller template to make a 2D platformer with two characters.
What I want is: when I switch characters, the previously controlled character should continue moving based on its current momentum (e.g., keep moving if it was running, or keep falling if it was in the air).

However, with my current Blueprint setup, I can switch characters with a button, but:
If I switch while running, the previous character keeps playing the running animation in place without actually moving.
If I switch while in the air, the previous character freezes mid-air instead of falling.

I feel like I’m missing something fundamental about how movement or control should be handled.
Does anyone know a good way to implement this properly?
Also, sorry if this is the wrong channel.

Thanks in advance!

cyan jungle
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According to AI, you can also check a box in the movement component to run without controller. Not sure how well that'll work but give it a shot!

marble tusk
# next hollow I've never personally ran into an actual use case for me of instanced structs. S...

It could be really helpful for stuff like inventory systems where every item has different data it needs associated with it. You could have an array of a base item struct which will store your whole inventory, and in the struct instead of having a huge structure including all of the variables any item could need instead you could have a single instanced struct. Then in the child class for each specific item the items would store and pull its own data struct to and from the instanced struct. So each item's instanced struct in the inventory array only contains the data that specific item needs and nothing else.

next hollow
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While thats probably valid for something like making items out of DT.
It really doesn't make much sense for a full class/ object based item system like I prefer.
I just add a new var.

Let alone if I also want just +1 new value.
gotta make a very similar, yet unique instanced struct, and swap all the refs over, for the new class, just for +1 value.

marble tusk
last peak
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Anyone in here that has a fiverr gig up for Programming that wants to collaborate with me ?
Sometimes i dont get a single gig for a month or 2 sometimes i get 5 at once and i have to turn them down
Im mainly just looking for others that would be willing to share excess work once they are booked out

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@next hollow maybe?

dark drum
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Does anyone know how the common video player works? I've selected a video and then call the play function but it just stays black.

Edit: Never mind, I've just used the default media player and rendered to texture method.

next hollow
last peak
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πŸ˜„

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There are like 50 more of these graphs goddamn ^^

faint pasture
last peak
faint pasture
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I have zero interest in node wragling someone's spaghetti monster but for the right $$$ I probably would.

last peak
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Thats studio prices, for a professional client ok probably even too low but for the regular fiverr clientits a race to the bottom
I take 30$/hour

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However today i got sourced by their talent scouts for a 2 week sprint for around 3.5k$

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I probably cant do both

dark drum
last peak
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Its trying to not go insane

dark drum
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I actually enjoy rebuilding systems. πŸ˜… You already know what it should do so thats half the work done lol.

last peak
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but honeslty recreating everything from scratch is probably faster hahaha

last peak
faint pasture
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I make almost the same homing from work on my own project while babysitting my soils lab.
TBH every time I peek at anyone elses projects I get the heebie jeebies. Just gigs upon gigs of shit slapped together. Terrible.

dark drum
last peak
faint pasture
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Tried helping with a friend of mine's (he's a professional credited game dev) project, and it was like 90+ gigs in git. For a simple dungeon crawler. An ran like absolute garbage. That's no way to live.

last peak
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But fixed prices usually bring in more money because you always price a bit up as buffer, if you are fast you canm make a bit extra out of that

dark drum
last peak
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However you will also get a lot of super annoying clients that expect you to do a week worth of work for 50$

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Ah please build my a robot with physics that can solve a maze my budget is 50$

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Shame on me that i took the goddamn offer, i needed early reviews and this mfker wasnt happy because i didnt implement him a full heatmap

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I just made the robot prioritize fields that he hasnt visited yet fml

dark drum
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I've been procrastinating a lot today. Granted still making progress on my personal project be it slowly.

last peak
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The real money is with their talent scouts, if you have a good profile with good reviews they will connect you with professional clients

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There you make the real money

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If a few ppl from this discord start fiverring we could create a agency haha

next hollow
dark drum
next hollow
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lol

faint pasture
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It's always just GameNameClassType or GameNameAcronymClassType for framework classes then just Name for mostly data-only extensions

dark drum
frosty heron
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I went with B_

faint pasture
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Why not AThingy to reflect the C++ convention if you're doing all that

frosty heron
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I want to be able to tell which are the native class and which are bp

next hollow
faint pasture
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I've also lived like this before:
A_Thingy
AC_Thingy
ABP_Thingy
PC_GameName
GS_GameName
GM_GameName
PS_GameName

faint pasture
dark drum
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I tend to lean towards base classes not get a prefix but child classes do.

next hollow
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The most I do is component to comp

Never crazy/ a ton of abbreviations.

next hollow
faint pasture
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if you intend your C++ class to be not visible there or abstract you can do that

next hollow
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Idk lol
It’s just the way I’ve named stuff.

wooden whale
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anyone who knows why this happens?

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trying to animate the buttons but its animations list is empty

frosty heron
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@wooden whale the animation variable can be pulled from the variable list.

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Look at the variable panel.

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Drag and drop then plug it into the anim pin.

wooden whale
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ow okay yeah I see now

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thx

maiden wadi
# frosty heron I went with B_

This is what we do for BPs

W_ WidgetBlueprint
BFN_ BlueprintFlowNode
DA_ DataAsset (Not all DAs follow this, only generic ones, system based DAs have their own prefixes)
DT_ Datatable

SM_ StaticMesh
M_ Game material
M_UI or MUI is UI material
T_ Texture
T_UI or TUI is UI texture```
frosty heron
peak trail
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my personality type is FEDUP

acoustic hemlock
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Not sure if I'm missing something, but I think this works? It kind of half works, I don't think I set up bonus point scoring correctly. Also I'm now trying to figure outwhen to call updates for the UI.

crimson briar
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Uhhh, I'm not sure, it is a lot of wires to decipher

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Depending how your UI is set up, you either call the update at the end of everything with the full array of scores.
Or after a change in one of the scores if you have the UI set up to receive individual round results instead of redrawing everything

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I would recommend at least setting up a function called something like "UpdateScore" that will receive the data to update a given round score. It will then set everything in the relevant array and call a dispatcher or direct update on UI. At least this way you can call it wherever you change the score without duplicating the UI logic as well

last peak
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Yeees i can use the meme again muahhahah

crimson briar
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But the graphs in your meme are materials πŸ˜•

last peak
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Doesnt matter

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Same point ^^

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wtf is this XD

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Like isnt that incredibly hard to debug?

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It would drive me insane

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Ah guess i have seen worse

dark drum
last peak
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Something that is always missing from tutorials

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they always just slap everything in the graph

dark drum
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It could definitely be cleaned up by dropping in a function and using a local variable and set member node.

acoustic hemlock
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I just said screw it, if it works I'll clean it up once it's finished.

spark steppe
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i think that attitude might work if you know what you are doing

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that whole thing looks scuffed tbh

crimson briar
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It is fine, it is way better to do stuff instead of worrying to do it perfectly the first time

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I know I have this problem way too often. I try to plan for everything and end up with only a few nodes after an hour of "work"

spark steppe
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idk how many score patterns there are?!

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is it just number of pins or strike?

crimson briar
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The scores in bowling are weird

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Next round scores affect previous rounds scores

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Someone was on something when they came up with this lol

dark drum
acoustic hemlock
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I'll give it a shot

acoustic hemlock
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I can't get the set members node to display a score variable input.

crimson briar
dark drum
acoustic hemlock
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Ok

lilac mountain
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Hi! im trying to add a system that lets players swap Items in their hotbars at their selected slot if their hotbar is full and im trying to get it to spawn off an arrow component on my player. I can spawn the items at my players location by getting the owner of my inventory component (the player) but it pushes them out of the way. My current fix is just adding 10 to the x and y value of the actor location but Id prefer it to have it drop in a more consistent location. How can I get that arrow component off of a get owner?

crimson briar
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If it is not forward you want, you can also GetRight or invert the forward/right

lilac mountain
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This worked perfectly thank you!

pure heath
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Can anyone help me? one day i just logged on and now i have this issue i really don't know what to do and its bugging me alot i turned on the capsules visibility and it shown that the capsule was following the camera for some reason. and i made sure i had orient movement to camera disabled

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i honestly don't know what to do

barren relic
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anybody ever had an issue where your enemies can move in one level but not another? that's what im having an issue with right now

maiden wadi
barren relic
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yeah they're both present, they work and move in every level I have except the main one

pure heath
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crap

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that was the issue

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bvruhhh

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game dev, huh?

last peak
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Lmfao its always just a checkbox or a goddamn bool thats set to true

pure heath
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Too relatable

primal flame
cyan jungle
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Or both?

primal flame
cyan jungle
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Awesome! Good to hear. It's always nice when it's a quick easy fix.

ruby cobalt
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I do this and then change one of the parameter on that ppm: doesn't work. but changing the instance param works..

something tells me that once i add or update blendable, it's not the MID, but a new copy???

dawn gazelle
steady night
leaden ruin
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I'm having an issue where I have a timeline that is changing my fov, then leads into a sphere trace generation, but the sphere trace generates over and over for like 3 seconds after the timeline has been triggered, any idea why?

leaden ruin
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my screenshot is broken currently, apologies

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trying to get help from r/techsupport currently haha

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but I have a left mouse button pressed > timeline (play from start), has a track that goes into a lerp, update > goes into a set field of view > sphere trace by channel

maiden wadi
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Is your timeline about three seconds long?

leaden ruin
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nope, .5

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more accurate timer is 5.5 seconds* was guestimating

dark drum
maiden wadi
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Unless you're mistaking the debug trace as it still running, it's hard to say without seeing the logic.

leaden ruin
maiden wadi
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What error?

crimson briar
maiden wadi
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Printscreen pasted into paint and cropped can also work if it's just the snipping tool being broken.

leaden ruin
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error 0x87e10bc6

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also happening for paint, windows store, etc

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and printscreen

dark drum
leaden ruin
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on a free trial and i sure as hell am not giving windows my money now lmao

maiden wadi
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What all have you tried as a fix so far?

leaden ruin
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currently running "cmd.exe /k dism /online /cleanup-image /restorehealth && sfc /scannow" in cmd

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updating and restarting

dark drum
leaden ruin
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lowkey forgot my phone has a camera

leaden ruin
dark drum
# leaden ruin

In the timeline, tell it to use the last keyed frame for its length.

dark drum
leaden ruin
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ok yeah you're onto something, forgot to change the length, now it only does it while the imeline is running

leaden ruin
dark drum
leaden ruin
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not sure what enterprise is ngl, I wasnt aware there was a 90 day limit

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as for bp

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you were right that the length was the issue partially, it sphere traces every tick of the timeline it seems, is there a way to get it to do the sphere trace just once without the do once command? (I have a whole tree of things afterwards so i'd have to loop them all back into the reset

dark drum
leaden ruin
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event track seems to be making it do it twice, once at the beginning once at the end i believe even with only one marker at the very beginning

dark drum
leaden ruin
leaden ruin
dark drum
leaden ruin
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only started doing this after adding the timeline, unless for some reason it was firing 2 simultaniously and I didn't notice?

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each other branch is the same but casting to different objects

dark drum
full badge
leaden ruin
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i've used them in java but nowhere else

leaden ruin
dark drum
# full badge you know interfaces exist right

Personally I'd just get the root component from the actor and cast to primitive component. When dealing with physics actors, the root should normally be the mesh anyway.

An interface seems unnessary to me in this instance.

full badge
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so i think interface will be better?

leaden ruin
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I tried with mass but then I got errors with thirdpersoncharacter cause it has physics disabled

dark drum
leaden ruin
dark drum
leaden ruin
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gotcha alright

leaden ruin
dark drum
leaden ruin
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makes sense makes sense

leaden ruin
dark drum
languid hemlock
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Im creating an utility widget and using this to get count of X class actors in the level. However this works only when i place them to the level before starting the game. They are not included in the array if i spawn the actors in runtime. How can i solve this?

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There are about 50 actors of this class in the level, but it only counts the placed one

maiden wadi
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Cause the above gets your editor world I'm assuming. So you'd need that plus a get all actors with your active PIE world's context, and then append them and length that.

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You can't spawn actors in a construction script.

languid hemlock
rapid sphinx
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The BP Node search is going to drive me clinically insane
I wonder if there's a plugin to clamp down random BS results when you literally typed the name of the exact, specific thing that you want to use 99% of the time
It'll come up right, usually.. if you type the entire thing, but how can I get to like "rota" out of rotation and still have it selecting things like set relative scale 3d?

dark drum
worthy frost
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oof

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even if its editor, thats a bit extreme

dawn gazelle
full badge
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if you type any space ue will show results that contains the input instead of fully matched

sullen violet
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Hello, I have a problem with the method of saving data for quests. The quest can be any and for each quest its own data is saved, can I use Json to save the fields of the quest I need in a Slot? Or will this be the wrong approach. Quests inherit from Object. I use VaRest to create Json.

languid hemlock
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I don't have a single source for spawning, so a setting up dispatcher system felt like overkill for a simple debugger widget

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Maybe i could do it every 0.2s instead of tick 🧐

last peak
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Is it really such a big problem tho ?

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Isnt it just printing the length?

languid hemlock
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No just wondered, it works fine

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It pulls some variables and set textblocks for each item actor

last peak
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Hmm, if you get performance problems from it every 0.2 seconds could already help a lot

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But i think as long as your not looping trough them each tick it should be fine

dawn gazelle
rapid sphinx
jaunty solstice
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Why am I unable to dynamically update Blueprint properties in my Blueprint actor?
As a first step in the Blueprint I have selected the properties and selected
Expose to Cinematics

Exposed these same properties in Sequencer and then scrubbed the timeline.
I can see the keyframed values change(attached) but my actor does not change!

As a 2nd step I ALSO enabled 'Instance Editable' on the same properties in the Blueprint.
Now I can see the properties in the Details panel, and, can change them correctly updating my actor.

But...scrubbing the Sequencer timeline still has no effect.

Pulling my hair out. What am I missing?
I also tried simulating while playback in Sequencer but no difference.

In other words, I can update the blueprint actor if I manually change the properties directly in Details panel.
But the same properties being updated in Sequencer have no effect, even though I see them updating in Details panel as well!

nimble abyss
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I’m trying to implement a freelook system in UE5 where the camera behaves differently based on movement. When the player is idle, I want the camera yaw to be clamped (like limited head movement), and when the player starts moving, the character should rotate freely with the camera (full 360Β° like a normal FPS). Right now, I’m toggling Use Controller Rotation Yaw based on velocity, and I initially tried using View Yaw Min/Max or direct yaw clamping in the Camera Manager. The issue I’m facing is that the clamp is locked to world space instead of the character. So when I rotate the character and then go idle, the camera still clamps based on world directions (like north), not relative to where the character is facing. This makes the camera feel stuck or inconsistent depending on direction. I want the clamp to work relative to the character’s facing direction (so I can look Β±160Β° from the character, no matter where I’m facing), but I’m not sure how to implement that correctly in Blueprint.

sharp raven
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Hello Guys, I am using horror engine, I wanted to make a system by which, when we shoot at trigger_shoot, so a specific object should get destroyed from the level

sharp raven
last peak
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Like this are absolute day 1 basics

sharp raven
last peak
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sharp raven
last peak
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How would spawning in a loop change anything ?

sharp raven
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Would you like to help me? By using AnyDesk

chilly canyon
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Mate, I think you should learn the basics first and then jump onto the horror engine plugin thingy @sharp raven

sand shore
frosty heron
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the horror of relying on plugin without ever building a system on your own.

sand shore
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Yeah; I hadn’t heard of β€œhorror engine” until I looked it up just now. I think with a lot of backstory, someone might be able to help, but the amount of detail originally provided means that anyone unfamiliar with that asset would need to ask a lot of questions or guess (or buy it and learn it)

severe turret
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It's got a lot of users from what I've noticed. So should get some help somewhere.

severe turret
sand shore
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Woah that’s a blast from the past

frosty heron
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Rama's plugin are just a bunch of helpers, what I am saying is more about those who just started on their journey. Not sure how to build their own system and end up buying a plugin in the marketplace just to hit dead end.

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I mean plugins are great, most of what I built are actually inspired from plugins I had in the past.

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but to be able to rebuild or extend it, need to at least to be versed in bp to bp communications and oop.

severe turret
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Yeah been there done that with loads of things. You can learn a lot but often it's more time spent understanding a system than just creating the system. Especially if you don't agree or follow the paradigm they coded it with.

sand shore
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Allegedly, according to the reviews, extending horror engine to do more things is hard, and the vendor regards that as out of support scope

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I do not envy t-rex here

spark steppe
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using some function library plugins is totally fine imho

worthy frost
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Rip rama

severe turret
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oh man I didn't know he passed. Rest in peace to him. He was like a hero of the scene

worthy frost
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I mean some of his stuff was questionable but so is anyones code

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/me looks at the ai system in ue

spark steppe
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one should keep in mind that a lot of stuff was probably written when UE was even worse documented πŸ˜„

severe turret
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he did a bit of Ai work on a game I worked on early on. I think he lost faith in the project and we had to replace it. I couldn't understand any of his code at that time as I was still moving from unrealscript to C++

last peak
#

Any of you guys have a fiverr account or would be willing to create one and do freelance work? Recently i have a lot of excess customers that i have to turn down, i would redirect them to someone else if someone is interested

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If anyone is interested hit me up, we could create a little collective where we can share work

frosty heron
frozen cairn
#

Hello guys. If I want to add a sword to my character there are several options:

  1. AttachActorToComponent
  2. AttachComponentToComponent
  3. create static mesh and add it as a child to my character (like in screenshot)

which option is preferable and is better to use?

frozen cairn
last peak
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If your character only has 1 weapon then it might be simpler

frosty heron
#

Depends on your game. If you are going to always have something there and you don't need to create a Component at run time. Then why not.

frozen cairn
last peak
#

ye ok then its fine if you just add a static mesh and handle hit detection directly in the enemy

frozen cairn
#

thank you

frosty heron
#

it's fine until you want to expand on it.

#

what about shield? Dual sword? guns?

#

just factor them before diving in.

#

If a weapon can be anything then you probably want to create the component at run time as defined.

frozen cairn
#

no, at the moment just a sword, if i'll add a shield i'd better to kill myself )

#

because it's too much work to do and I want a simple combat system for now

idle crescent
#

What does editor only mean? It only works in the editor? Not at runtime or packaged? :S That's problematic if true.

spark steppe
#

use the GetSkeletalMeshAsset node

unborn anchor
#

Hey yall, im making a melee system that uses 3 box traces for the attack, I only want an actor to get damaged by one of the box traces which is why I add all unique hit actors to an array then apply damage to the actors in that array. I used the add unique node to only add the actor if it is not already in the array, but when I hit an enemy with my attack and they happen to be in two of the hitboxes it still does damage for each hit instead of just 1. Any ideas?

languid hemlock
unborn anchor
#

thanks I will try that

languid hemlock
#

because hit results may not always be the same and may be added to array again. It may be like Hit Actor A at X location and Hit Actor A at Y location. They both will be added to the array since location is not same

unborn anchor
last peak
#

@dark drum have you thought about it ? I recieved another request today and im 100% booked out

dark drum
last peak
#

This one only has 1 cursed graph
With a few smaller allignment bugs

#

doable

#

If your generally interested i keep him warm, if not ill just turn him down ^^

dark drum
modern cove
#

Trying to think about how to fish data out from multiple save files. When I Load Save Game by slot name, it does so, but when I attempt to Cast to My Designated Save File object, it fails

maiden wadi
#

Like the DoesSaveGameSlotExist or whatever it is only checks if there's a file there. It doesn't care if it's valid or not. If you're getting a valid object back, you should check what kind it is if the cast is failing.

idle crescent
#

Can I get all the bones in a skeleton with collision, somehow? Is there a function?

languid hemlock
#

There is no builtin function

idle crescent
#

That gets all bones, yes, but what if I want ones for only with collision?

languid hemlock
idle crescent
#

That have colliders on them.

maiden wadi
idle crescent
#

Well. I'm trying to get the bones in the physics asset, so when I do sphereoverlap, I can find the bones with collision in said sphere.

languid hemlock
idle crescent
#

Oh. I was going to see what bones were reachable from the center of said sphere overlap, with nothing in the way.

maiden wadi
#

I'd say that without C++, to be able to go lower level, you're going to end up with some approximations more than specific results.

But if you just specifically want the bones with nothing in the way, you could line trace them.

It won't be wildly cheap in BP only, but you can dist check them for the sphere. And only line trace the ones that end up close enough. If you hit the bone you're tracing, nothing is in the way.

maiden wadi
# languid hemlock

Does this actually return every bone, or do you get one entry for the skeletal mesh with the first bone hit?

languid hemlock
idle crescent
#

Yeah, this may be a thing best contracted out to C++, so to speak. I can always expose the results to BP.

maiden wadi
#

Ah, niiiice. I'll have to remember that one. I honestly expected that to return just once for the skeletal mesh.

#

But yeah, good way to gather the bones. @idle crescent Then you could just trace each overlapping one with a line trace to see if anything occludes them from the source.

#

Still gonna be 80% cheaper in C++. But very doable in BP.

idle crescent
#

Right, I could always make it a function in C++ and expose to BP, would do okay, I'd think.

modern cove
maiden wadi
spark steppe
#

get the physics asset from the mesh component and get the physics bodies?!

#

but iirc i also had to make a C++ function for something like that, the bodies from the PA might not be what you actually want

lusty hedge
#

how come unreal only detects left mouse button on double clicks?

opal pulsar
#

so the first click gets eaten up

#

any click after that should work

lusty hedge
#

what is PIE

opal pulsar
#

play in editor

#

when you press the green arrow and try the game in the editor

lusty hedge
#

i know of what you are saying now but that is not the issue

#

it is consistent

#

double clicks only

#

double clikc and hold = true

#

release = false

opal pulsar
#

how are you checking this?

#

maybe the problem is elsewhere

lusty hedge
#

printing th ebool

opal pulsar
#

hmm

#

when are you printing it? on tick?

lusty hedge
#

yes on tick

#

ive tried input action and debug left click

#

on tick ^

opal pulsar
#

try adding a print saying something like "click" right after setting the Left Click Held to true

lusty hedge
#

i have. tried that i am 100% sure that double clicks are the only way for these nodes to register. the best workaround i have found was simply tieing left click functionality to "release" and that would work without a double click

#

but in this case i need the "pressed" to fire on the first click

#

unless i missunderstand you maybe

opal pulsar
#

the only thing that makes sense is something else taking up the first input

lusty hedge
#

i agree but i cant figure it out

#

do canvas panels mess with that ever

#

or UI set to "hidden"

#

on their visibility settings

split dagger
#

Try setting the button to Disabled or using PreciseClick in the Interaction tab (I got this info from ai)

frosty heron
lusty hedge
#

its just my character recognizing LMB down

lusty hedge
frosty heron
#

Might want to find out, otherwise juse force debug set to GameOnly and see how that goes.

#

But yeah UI can consume input, including canvas panel. Use widget reglector to see if you hit any UI.

lusty hedge
frosty heron
lusty hedge
#

ty

last peak
lusty hedge
#

i used the input action and same problem

#

Claude figured it out!

#

it was show mouse cursor ???

#

weird af

#

apparently when show mouse cursor is on it consumes inputs

finite hearth
#

Can someone remind me of the trick when updating structs in BP?

How can I do this without adding 50 reference errors into my project?

dawn gazelle
last peak
dark drum
half prism
# finite hearth Can someone remind me of the trick when updating structs in BP? How can I do th...

Open only the Struct asset in the editor.
Make your changes to the struct (add variables, change types, etc.).
Save only the struct (Ctrl+S on the struct editor). Do not save anything else.
Close the editor completely without saving the other blueprints that reference the struct. When the editor prompts you to save modified assets on shutdown, decline/ignore the ones that use the struct (or just close without saving all).
Reopen the project.
The struct references should now pick up the new layout with far fewer (or zero) errors

not sure if it's still working ^
you need to test it though..

if it doesn't work vvvvvvv

open the related bp one by one and go to the top left search for the Refresh all nodes, it will help you instead of refreshing the nodes one by one, you need some kind of plugin to do it (refresh all nodes) on all bp that uses that struct

frosty heron
#

step 1, don't use bp struct.

#

Re-ordering or removing is a pita, bp or cpp. But at least it doesn't come with the unknown struct error that bp struct has.

loud vessel
# finite hearth Can someone remind me of the trick when updating structs in BP? How can I do th...

Hey, you can follow this tutorial πŸ˜‰
It's easy, and removes all future headaches. (It's the most modern solution to this problem.)
https://www.youtube.com/watch?v=IqsSOiKnijE

We got "Fix unknown struct" before GTA6..... what a world.

My FREE Plugin: https://www.fab.com/listings/fa599c9d-6c92-4917-ae4e-7a506f5e97a5
"""Support""": https://discord.gg/aaQv8bhbFy
Forums Post: https://forums.unrealengine.com/t/unknown-structure-fixer-plugin-tool/2715731
(Make sure to check it out, it has all information you'll need.)

The...

β–Ά Play video
#

I'm eager to hear if it works, good luck!

modern cove
livid flare
#

Hi guys, I'm using a data table row variable exposed on an actor so I can edit some of his struct values inside the viewport, and to get those values from another actor I use a cast. Both actors are using an interface, so I was wondering if the cast is still necessary or I can access those variables from the interface

#

E.g. one variable is a boolean, where one actor set the value on the other actor, do I need the variable on one actor or I can get - set the variable just with the interface

maiden wadi
maiden wadi
# livid flare Hi guys, I'm using a data table row variable exposed on an actor so I can edit s...

Don't use interfaces to avoid casting. Learn proper class structure, and how loading linkers actually work.

In reality interfaces are the last thing you even want to consider using. The answer to your last question is that yes you need the variable on one of the actors. Interfaces cannot hold any state.

Depending on what you're doing you should be able to cast to a base class with less linkers to call the function you need, or if it's not very specific to this actor's class and can be reusable, it should go in a component.

balmy jewel
#

guys

#

hello

#

I wanna change sensitivity on ue 5.7 but I cant I watched many tutorials but It didnt work

last peak
maiden wadi
# last peak Ah man the Unreal engine Subreddit would rip you apart for that ... even tho its...

People used to drain blood to cure ailments. It was widely accepted as correct treatment by professionals and common people alike. The interesting thing is that it worked in a few rare cases and harmed in many many more.

I see the "Use interfaces to avoid casting" in the same light.

So the barbarians in the Unreal Engine Subreddit can keep sticking needles in themselves all they like. I'll keep my clean projects.

last peak
# faint pasture Blind leading the blind

A beginner asked how he can decouple his code properly, every single comment was use interfaces.
When i tried to tell them just create a base class or use components so you dont have to re implement the same logic on many bp's and that thats the proper way to do it they went mad at me

Listen everyone does it differently bla bla bla
I said ye and some ppl dig holes with a hammer doesnt mean thats the right tool for the job.... they didnt like that πŸ˜„

loud vessel
raw onyx
#

Yeah everyone does things differently. I've seen someone that has so many interfaces it genuinely terrifies me, they use them for everything

last peak
#

With a interface you have to re-implement the same code over and over and they get pretty messy

#

Instead you could just cast to a base class or use a component that already has the functionality setup

raw onyx
#

I do use interfaces but I usually implement the interface on a base class

last peak
loud vessel
#

huh... so if I want (for example) to interact with a door, or box, or whatever...
The "Interact" should be a sort of component? in both?

I'm trying to understand.

last peak
#

Since everything has different functionality

loud vessel
#

Oh ok.
sooo it's bad when doing exactly what?

raw onyx
#

Like I rarely ever use Event Dispatches, not a big fan of them personally

last peak
#

That would be really annoying to handle over interfaces

loud vessel
#

ooooooooh ok
Yeah I agree 100% with that.
Just use a component like "AC_AI_Info" or something, which handles all that base-stuff.

#

Right?

last peak
#

Yes

#

Or a base class Bp_Character base

#

And you put the function of loosing health in there

loud vessel
#

Ok yup, that makes sense.
I really thought I was one of those barbarians blobsweat
Holy mini-heart attack!

last peak
#

Even if you would pump everything full with interfaces it wouldnt break your project

#

But it would become horrible to debug at some point

raw onyx
#

Yep interfaces like event dispatchers can make things quite abstract and a pain to track down bugs

#

And don't be afraid of hard references either if something is always gonna be in memory anyways

last peak
#

Haha ppl avoid them like the pest

#

If you understand how they work it aint even a big deal

raw onyx
#

Yep it only becomes a problem when circular dependancies happen, but even then sometimes they can't be avoided

queen valley
#

Does anyone know how they did this? https://www.youtube.com/watch?v=MAXOjz1cBpM

There was an older video of them using render targets to make it look like a portal and teleporting the player at the right time, but how the hell does light pass through in this example?

Just a video experimenting with the new megalights from Unreal Engine 5.5. To my surprise it can be fully integrated with portals, which creates really smooth lighting and reflections from the portals which couldn't be achieved before.

In the demo scene here, I have two portals, one for the window, and one for the door that the player can pass ...

β–Ά Play video
pure heath
#

Hello guys im having an issue where whenever i enable Component Replicates on a component in my character the client can no longer move or do anything (veggified) while the host can the same stuff, but when i turn it off it goes back to normal then i can move and do the same stuff that the host can do any help?

last peak
#

I am going insane

#

I have a widget that gets created as soon as the game starts

#

the small circle

#

But it never gets created anywhere

#

Not in the base class not in the controller not in the character

#

It does exist in the content browser

#

Anyone knows a way to find this thing and where it gets created ?

raw onyx
loud vessel
#

You can find the texture for the circle?
Can't you check its references?

loud vessel
#

I usually just hit "Delete", to pop up everything it's used by.

last peak
#

Not one of these is the widget im looking for

#

Ofc 0 documentation in this project ffs

frosty heron
#

use widget reflector

last peak
frosty heron
last peak
frosty heron
#

click on "pick on hit testable widget"then hover over the circle. If there's a hit, it will tell you the widget.

last peak
frosty heron
#

wdym by preview image

#

the circle could be a mouse widget. Look into the project setting.

#

type cursour or how ever you spell that word.

raw onyx
#

Yeah that would make sense, it could be replacing the mouse cursor for aiming, since many games use a circle to represent where your aiming

last peak
#

Godamn if i had a idea how it gets created it wouldnt be a big problem i have to replace it anways

#

Γ‚s soon as i tab out of the game window its gone tho

#

Like the circle

#

Ok the widget reflector has a delay function nice

#

Ofc it gets created in the hud

#

πŸ˜„

raw onyx
#

At least it's an easy thing to change from there

nimble zodiac
#

Hello guys, I have a problem and I tried since yesterday to fix it but nothing works.

#

My Character cannot move anymore for some reason, crouching and looking around works but moving around doesn't

#

I didn't change anything to the inputs everything was working perfectly fine.

sharp raven
#

Hello Guys, I am using horror engine in ue5, I wanted to make a system by which, when we shoot at trigger_shoot, so a specific object should get destroyed from the level. But I am stucked can anyone help me? I will give credit and profit share

empty karma
#

Hi !This is a skin changer button option .. left and right .. the left button is working very well but the right button is stuck at 2nd skin .. if i use first the left button and i swap some skins and after that i want to use right button working on 4-5skins ... i have 18 skins .

crimson briar
#

Also why do you add 18 before Modulo

spark steppe
#

and emissive material

queen valley
#

also why did they mention megalights then

spark steppe
#

yea, that was likely added in 5.5, which is why they mention the version!? 🀷

#

actually starts at 1:30 iirc

#

where they walk past the panels on the side

#

so yeah, came with 5.5

hushed orchid
nimble zodiac
lusty hedge
#

anything wrong with my calculation

#

trying to make an object follow mouse cursor.

#

it does push towards mouse cursor but its also being held in the center

#

like it will move towards cursor but only a few cm away from the middle

lusty hedge
#

figured out after 4 hours

#

i feel like such a noob sometimes it really never ends

last peak
lusty hedge
#

Like what the flip havent they added documentation to each node

last peak
# lusty hedge Like what the flip havent they added documentation to each node

Check out matthew wadstein tutorials https://www.youtube.com/watch?v=npjnb3K_tG8

What is the Does Data Table Row Exist Node in Unreal Engine 4

Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup

β–Ά Play video
#

He is the better documentation at this point πŸ˜„

marble tusk
# spark steppe https://www.youtube.com/watch?v=p9XgF3ijVRQ

Fun fact, the upcoming new mesh terrain system was going to call the type of mesh it uses "MegaMesh" but was changed at some point. The new name is "MeshPartition" which does kind of describe it better since it relies on World Partition.

inland walrus
#

Anyone know why the manny mesh fits fine but the other doesnt (with the gun)?

last peak
#

Why do small skinny jeans fit my little sister but not me?

dawn gazelle
last peak
#

The correct one is because im fat as f

dawn gazelle
#

XD

inland walrus
modern cove
livid island
#

So the "Hit" node on the Event Hit event doesn't seem to be correctly returning Surface Type. It always returns "Default." But when I hook it up off of the "Other" node as shown, it reads the Surface correctly. Anyone know anything about this issue?

chilly canyon
#

Should do the trick

#

If you want to get physical surface that is

#

If it doesn't return proper surface then maybe you've set it incorrectly on the material/mesh override?

modern horizon
#

Yo! i'm trying to make a blinking material, however my set timer by function name connected to event begin play isn't looping, any idea why?

#

i might just be a idiot, but i want it to start looping the second you get into the game

wooden whale
#

so I had this issue where I wan't to create a system where if I go in a bonus segment in my game. all my child bumpers launchforce parameters need to change. however when these parameters are changed my bumper strength still stays the same. any idea how to fix this?

this is the response I got from ai but that didn't work

OnComponentHit (BumperCollision)
β†’ Get Velocity (van BallMesh)
β†’ Break Hit Result β†’ Hit Normal
β†’ Reflect (In: BallVelocity, Normal: HitNormal)
β†’ Multiply Vector * BounceStrength
β†’ Set Physics Linear Velocity (Target: BallMesh, New Vel: Result)

livid island
# chilly canyon Break hit result -> phys mat -> get surface type

Thanks, yeah, that's what I ended up going with. Looks like this is a known issue. I'm thinking the "Hit" node is more used for Line Trace than Physical Collision. Here's the thread I found: https://forums.unrealengine.com/t/event-hit-hit-phys-mat-always-returns-default-in-surface-type/469435/6

Epic Developer Community Forums

May be a little obvious but for me what fixed it was that at the very botom (not shown on your first image) there’s a menu where you have to actually link the physical material with the surface type. I forgot that step so I was always receiving a β€œdefault” value.

frozen cairn
#

Hello smart guys.

I'm building a melee combat system and I want to know which option is better to use to check if enemy is near and player may use target lock.

option 1 - Sight Sense AI Perception
option 2 - Collision (box or sphere)
option 3 - Gameplay Targeting System
option 4 - Something else?

frozen cairn
frozen cairn
#

ok I've chose to use a sphere trace..thank's everyone )

tawdry bronze
#

Can someone help me with creating this retractable line type thingie in umg ive tried all i can think of and would appriciate some guidance
cant find anything on ue forums or yt

torn whale
#

How do I make a 2d clicker game

#

The templates only give 3d stuff

frosty heron
#

I would use unity for a 2d clicker game.

#

A lot of feature for 2d including custom shape collision.

#

And fyi 2d support ceased to exist in Unreal.

torn whale
#

I mean I will slowly go up to 3d

frosty heron
#

You will have to do a lot of heavy lifting your seld.

frosty heron
#

Epic dont give a f about it.

torn whale
#

So is 3d good if I want to learn

frosty heron
#

Good for what?

#

You can make any games with unreal. But doing 2d is not easy mode here

#

3d is fine.

stable birch
#

It probably would be easier to implement the entire board as a single material too fwiw

severe turret
#

yeah I'd do that in a shader. There are ways to have points in shaders you can then use to draw lines between like a spline.

tawdry bronze
tardy bolt
#

How to create a Dash mechanic that works on slopes as well?

#

Current version of Dash I have works fine on plane surfaces, but breaks on terrain or any angular surface change

last peak
#

But to get it really clean its a lot of work

dark drum
jovial delta
#

I have a Actor BP and a Character BP, both have the same BPC. However only the Character BP is returning the correct variable values from the BPC while the Actor BP is only returning the default values. How can I make the Actor BP return the correct updated values?

#

Or does anyone know why the actor BP is only returning default values

jovial delta
last peak
#

Each of them has its own component

jovial delta
#

Actor Component

#

i suppose is its technical name

last peak
#

Its a different instance

jovial delta
#

there pulling from different ones?

last peak
#

Imagine bill and bob both buy a red car

#

Bill paints his car black

#

Will bob now have a black car ?

jovial delta
#

No, but I feel in my example bill and bob both have the exact same red car. They both put the car in drive. Why is only bills car going forward?

last peak
#

But they dont

#

They bought the exact same model

jovial delta
#

with the exact same features

last peak
#

yes

jovial delta
#

so why are the features only working for one of them?

last peak
#

Becasue they have 2 different cars

jovial delta
#

2 different cars with the exact same features

last peak
#

Yes

jovial delta
#

so you would expect the features to work the exact same

#

but they are not

last peak
#

They both buy a red car

#

both cars are red now

#

Bill paints his car black

#

Now his car is black

jovial delta
#

i am not editing my actor component

#

it stays the exact same

#

im just trying to get information from itt

last peak
#

So you dont change any variables in the component ?

jovial delta
#

i change variables in the component

#

but none externally

last peak
#

What does that mean ?

jovial delta
#

Ill send the code

#

Actor Component Code

last peak
#

If you have a component with 1 variable
Name - default value "Default"

You spawn bill and bob now both their names will be "Default"

If you change Bills name to Bill
Bills name will now be bill while bobs name stays "Default"

jovial delta
last peak
jovial delta
#

whats a manager?

last peak
#

A blueprint that you use to store informations and both actors have access to it

#

In the manager you create a variable
Global name

#

BILLYBOB

#

Now after you spawn Bill and Bob both can ask the manager whats your global name ? then set their component name to it

dark drum
jovial delta
#

They need to find out what item they are holding

dark drum
last peak
#

Unless they all have their own inventory

dark drum
jovial delta
last peak
#

Wrong flow

jovial delta
#

I guess, but its what i came up with on my own and I dont really know the correct flow

last peak
#

The tree does not ask the item what are you

dark drum
# jovial delta Yes, im currently working on code where the player tries breaking down a tree fo...

I'd say you have two options. On your interact event (im assuming you have one) you should be passing a reference to the thing doing the interactiong. (The player character in this case) From this you can use the get component by class to get the inventory component from the player. With this the actor can get data from it as needed.

However, if this is something that would be used a lot, it might be worth adding an addition input to the interact event. When the player interacts, in addition to passing a ref to itself it also passes a ref to the currently held item.

last peak
jovial delta
#

How do i pass that information to the tree?

last peak
#

You can create a custom event in the tree

dark drum
jovial delta
#

Will i have to cast to what i interact with?

#

im not super familiar with interaction with BPI

last peak
jovial delta
# last peak Something like this

Would this a good example of when to use casting? I've heard you should try to avoid casting because it can become resource heavy

lost wolf
#

yes

#

never ever cast

last peak
#

Remember Shit always falls down it never climbs upwards XD

lost wolf
#

spend 3 months finding something less efficient instead

#

if you're casting might as well delete the project

dark drum
last peak
maiden wadi
#

He's being a smartass.

jovial delta
#

I did get that

lost wolf
#

its a noble journey to go on

#

many have went on the crusade

jovial delta
#

Thanks for the help guys, ill try implementing stuff based on suggestions

last peak
dark drum
lost wolf
#

an interaction is just a function call

last peak
#

Guess even a interface would be suitable for this then you dont have to learn when to cast and when not .... however you should learn that super early on its important

dark drum
last peak
# jovial delta Thanks for the help guys, ill try implementing stuff based on suggestions

Learn about casting. What is casting, when do you use it and when do you not use it?

Join my discord server for any Unreal Engine questions!
https://discord.gg/hCahgbFzyG

0:00 - Intro
0:23 - What is casting?
1:51 - How do to get the "object" reference?
3:13 - Caveat of casting
4:52 - Recap & alternative to casting

β–Ά Play video
last peak
#

However its so important that its one of the first things you have to learn anyways

meager spade
#

Interfaces were super confusing in the beginning for me at least

#

Especially in BP

dark drum
jovial delta
#

Yeah, i thought i somewhat understone them

#

but its confusing

last peak
# jovial delta Yeah, i thought i somewhat understone them

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I always imagined a interface as a bridge in between 2 blueprints

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aint 100% correct but it was really easy to work with it like that πŸ˜„

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God my first blueprints i ONLY used interfaces haha

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It turned into such a mess

meager spade
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Interfaces are just more confusing ways of using inheritance

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Since it makes the inheritance tree non linear

last peak
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Ehhh

dark drum
# jovial delta Yeah, i thought i somewhat understone them

Casting is just a type check. Is an instance of an actor actually this specific class type. When we know what something is, we can call functions for that specific type.

Lets say we have a Door BP. This door is also an actor so a reference to it can be stored in a generic actor (or object) type reference. Doing so means we've lost informaiton about what it is. Casting to door allows us to check, hey is this actor reference a door.

Interfaces are for when you have 2 or more classes that need to share/implement the same set of functions but don't have a common parent it could be implemented on. The interface functions once implemented can be called on the instances without needing to know its specific type.

You can get similar behavior to interfaces using actor components via composition.

last peak
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It decouples completly

jovial delta
last peak
jovial delta
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I see

dark drum
meager spade
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I personally swear by using interfaces for widgets, depends on your type of game though

dark drum
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Interfaces can be useful when making plugins though. Especially if you need two plugins to communicate but don't want to tie them together. (so they can be used independently if needed)

dark drum
last peak
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Ye fk that in widgets i always use direct references or interfaces

dark drum
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BP interfaces are pretty naff. You can do a lot more with them in C++.

Having class selectors that only show classes that inherite the interface is cool. Having default implementations is another nice thing but you can't do this in BP. This can result in a lot of repetition and bugs.

jovial delta
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is it weird to have my interaction trace in a actor component attached to my bp_Character

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thats what a tutorial i followed did

dark drum
dark drum
jovial delta
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I see

last peak
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Maybe not the trace i do them usually in the actor directly

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But splitting everything up in components is very handy

dark drum
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I don't always do it that way but if I need a dedicated interaction system I tend to have 2 main components for the system. One on the player character that handles the traces and then another one that gets placed on the interactables.

last peak
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Component and enum for everything fuck inheritance haha

jovial delta
dark drum
last peak
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Gameplay tags are for weaklings

dark drum
last peak
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You think you can solve all your problems by just slapping a post it note on them ? Come on do better

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Nah i use them a lot too πŸ˜„

jovial delta
last peak
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What do you not understand exactly in this 2 bp's ?

jovial delta
last peak
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It should be its own thing

worthy frost
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unless its built into the mesh (some characters have this stuff built on the mesh) so it cant be seperate

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but it doesnt matter

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you can still achieve this no matter what way its done, the principle is the same

jovial delta
# last peak Why not ?

There is a Axe bp but its really just as an item on the ground. The Character see what items its holding and just gets data from a data table

last peak
jovial delta
last peak
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Like do you just left click and nothing happens ?

jovial delta
last peak
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Can you send a screenshot how it looks like ingame ?

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But lets say the weapon is really only data

jovial delta
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I also dont really have the axe detecting a hit but more so if the sphere traces overlaps the item and you press the interact button it fires off the code

last peak
last peak
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remember shit always falls down

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The player shits

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Player
I
If there is no weapon
I
Tree
it shits directly on the tree

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So you would put this code in the player

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But instead of the on component begin overlap you use your spehere trace hit

jovial delta
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My actor component BPC_Interaction has the sphere trace by channel though, not the player

last peak
last peak
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Player
Component
I
Tree

dark drum
last peak
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Ahh a function were getting snobby in here πŸ˜„

jovial delta
worthy frost
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btw theres tutorials like this everywhere on the internet

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its such a common thing

last peak
dark drum
# jovial delta which actor would i put this in?

This would either be an interface function implemented on the Axe or if its a standard function on an actor component (placed on the axe) you can have it call an event dispatcher that you can then implement on the Axe.

last peak
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XDDDD

last peak
worthy frost
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btw you shouldnt care you hit a tree, as pattym said, it could be a rock, anything

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so when you use your axe, you should detect what the axe hits

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not the tree detecting the axe

last peak
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Thats why you would have a base item

worthy frost
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or interface..

last peak
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Or a component on the item and you check for that component first

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or a interface ye

dark drum
# jovial delta Thank you

You'd have something similar to this in your player character or interaction system. You'd get the held item from the inventory system (or where ever its stored) and pass it through the interaction event.

last peak
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He doesnt know what the validated get is

maiden wadi
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This conversation is causing me so much pain.

jovial delta
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and i would assume thats a validated get for a variable that refers to whatever the actor is that is being intereacted with

last peak
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But in your code you wouldnt have that since your using a spehere trace

dark drum
jovial delta
last peak
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Are you setting it after you do the spehere trace like this `

last peak
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Then its fine

jovial delta
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It just first checks if the item being collided with has the interaction interface

last peak
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And your already using a interface

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So you can just create a new function in that interface

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"Get hit"

jovial delta
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Would i give that function inputs?

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such as for the hitspeed?

last peak
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Everything that the tree needs to know

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So i would assume maybe Item Name

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Or just a integer "dmg"

jovial delta
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Well I also have other various information it grabs

last peak
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Depending on how you want to set it up

jovial delta
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such as if your using the correct tool

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So ill probably do grab variable name

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i mean held item name

frozen cairn
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for a melee combat system there is a need of enemy target lock. to find near standing enemies i can use:

  1. sphere trace
    or
  2. sphere overlap actors

which one would you use?

lusty hedge
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Claude spit out a blueprint for the first time

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was very surprised

maiden wadi
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Claude's visualization tools are really nice.

gritty flower
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I need help im stuck at - I have zibra ai volume and I wish to reduce its density overtime = Like when it triggered starting from 0 to rise and after a few seconds goes back to 0

lost wolf
split dagger
narrow kite
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Can someone verify/explain how variable are updated on a UMG widget. To start with are there multiple "binding" types. Because there appears to be at least 3. Binding to a function. Binding to an actor variable. Binding to a variable created inside the UMG widget.

Testing notes: Disabling a UMG widget from updating in the class settings will NOT stop the binding to functions. This can be demonstrated by assigning a random variable in the function. It will spam update when the widget update is off.

Needs verifying/data. I tested binding to a variable inside the widget. This is set on construct to a random value. This value seems to persist. However, is that because the construct is only ran once and it's actually updating every frame because in order to use that variable it needs to be bound to a text block for example.

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It seems you can not call to a 3rd person BP and reference data from it inside the UMG construct. This will get a value of 0. If you assign it manually it will work. I presume it needs to be done on the widget creation.

frozen hedge
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What are you trying to do?

Update a value visually?

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If I was doing it effectively, I would use dispatchers, bind event to (on value changed) set percent or text on that value.

In binding you can also do similar stuff to that

crimson briar
tepid charm
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Hi ! I'm having an issue i understand, but dont know how to fix. Here's the steps :

Picture 1 : I want to spawn an actor x times. These actors have different types and weight, sorted in the DT. The weight is here to determine it randomly based on the weight settings.

Picture 2 : For every item type who's weight =/ 0, check its weight. Then return the type in batch or continue the loop. Whenever an item is added, stop the loop.

Picture 3 : Simply my weight setup depending of the day in-game.

/!\ Error : Basically, it returns the for loop macro, so the error node is obviously the Picture 4

Any idea of to fix it ? Thx buds πŸ˜„

Edit : If the paper index ( 0 ) has weight, it will only return paper, whatever the others weights are. Looks like it can't go further the first index in every loop.

crimson briar
tepid charm
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Oh wait..

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XDDDDDDDDDDDDDDDDDDD yeah ok i'm a dumass. Basic node breakdown.

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Thx i guess ? ❀️

crimson briar
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Np, not sure if it was the root of the problem though

tepid charm
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It was ofc. I just didnt see the infinite loop connector.

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Like a comma in script, it was obvious but just couldnt find it

little agate
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Has anyone ever had this problem?
When Virtual Shadow Maps are on, the draw calls stay around 700. But with regular shadow maps, it jumps to around 7000.
Normally, regular shadow maps even give better FPS. until at some point it breaks and the draw calls spike.
I'm not sure what's causing it. I don't remember adding anything that could trigger this. this light is around 50 with capped distance. didnt matter if i didnt capped this though

chrome oak
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can somebody help me i was trying to make a simple pick up system and i thought i did it all right but when i run it it just doesn't work what did i do wrong? also i did this from a tutorial and if you need a better picture let me know i did ask in another server but i thought i try this one also since it has more people 😭😭

autumn pulsar
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Are input events fired before or after the tick event?

last peak
autumn pulsar
last peak
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Depends on in what tick group the input is

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Im not sure never looked that deep into it

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Maybe one of the other neckbeards know better

crimson briar
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I would guess they are executed before the tick - since inputs are sort of "cached" as an event from the system for the next tick as I understand it. But I also never saw any definitive answer to this

last peak
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Ai tells me inputs run first

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But its a very convincing liar

crimson briar
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I'll take a look at the player controller tick, maybe there is something there

last peak
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But if you think about it

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Inputs get handled in the controller

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Controller loads before the actor

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If your talking about the tick in the controller i dont know

dark drum
crimson briar
dark drum
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The number is the current game time.

ruby cobalt
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troubleshooting construction scripts and stuff that rusn in editor:

print doesn't work.. wondering how i can better visualize those for loops and stuff

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time to learn breakpoints?

dark drum
autumn pulsar
autumn pulsar
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As I can’t use the traditional event based systems

crimson briar
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Inputs are ticked at the start of the controller tick

crimson briar
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Better ss since i cropped too much back then

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There is a lot more code there of course but anyone can read it if you install the source with the engine

dark drum
ruby cobalt
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so i got an excuse not to learn what breakpoints do haha

dark drum
autumn pulsar
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So you can snoop around and see what data is being passed

dark drum
ruby cobalt
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haha i'm half kidding.. i'm just not used to using it and enabling/disabling them is annoying to me..

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i should force myself a bit and get used to it though

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i usually go read what the variables are at in the BP during play instead

autumn pulsar
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Really it’s whatever you prefer for debugging and whatever is faster, but don’t diss something until you try it

autumn pulsar
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Or just sanity checking complex logic

ruby cobalt
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yeah

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oh yeah not dissing.. i just need to develop the habit of using it

autumn pulsar
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It’s not for everything but it can help with a lot of funky functions

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You can also set conditional ones if you have an obnoxious bug that only shows up sometimes

chrome oak
vestal pumice
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Hello guys! I don't know if this is the right channel to ask this. I'm new to UE5 and I'm making a project in which my pawn comes from a c++ parent class. All blueprints compile fine, all gameplay works as expected, UI as well, but as soon as I try to cook the project in some of the WBP I get this error whenever I reference the pawn:

PackagingResults: Error: [Compiler] In use pin Car no longer exists on node Get . Please refresh node or break links to remove pin.

Is that something known as a bug or something? I tried refreshing nodes, recompiling from Visual Studio but nothing seems to fix it

dark drum
vestal pumice
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Fixed it, the plugin and engine versions were not the same

vernal lotus
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hey hey
How can I replicate this physics poking interaction from the physics asset using blueprints?

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I want this 1:1

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I tried a bunch of things and none of them work like this

buoyant hill
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need some help

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with character animation

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still not working

narrow kite
# crimson briar Every binding works on tick. It evaluates and changes the value each tick. Unles...

Thanks. That is the result I got from all tests. One of the main issues i had was how to access a UMG widget variable in the display area (not just a created variable). Because that is also highly limited. You can't expose etc on those. If you bind it to a variable inside the widget to update it that still counts as a bind.

There are references to changing the tick rate of UMG widgets also. That doesn't appear to exist in 5.7. You can disble all tick updates, but that also doesn't include any bound values. Aside from C++ coding is there a simple way to reduce the tick rate of a UMG widget for bound variables?

buoyant hill
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i m able to move but animation is not working

idle crescent
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Has anyone tested if multispheretrace runs faster if more of what would be returned is in the ignore field?

golden iris
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Hey guys im new to ue, can anyone help me with my character blueprint not moving when using WASD controls? In the template Third person level, i have my custom character and animations applied to the third person BP and it works perfectly fine. But then in my other scene, using the same character blueprint, it wont move and only rotates on the spot. Sometimes if I spam the keys and spacebar the character does move a little but then gets stuck again. Any ideas? πŸ‘€

narrow kite
idle crescent
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Ok. I was going to check everything in a sphere if it's a skeletal mesh, but before that check what actors wouldn't have that component and exclude them to be faster. Might not hurt that much

narrow kite
golden iris
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sorry yes I meant level, the default 3rd person level from the starter pack includes the character which works totally fine. Its when I use that same character in another Level which is when things mess up. I have checked the world settings and they look fine

narrow kite
buoyant hill
narrow kite
# buoyant hill help pls

You probably need to attach the correct nodes for the player movement variable. The left blue dot.

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That message means no value is found. That isn't a valid variable as is.

buoyant hill
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can you explain a easy fix

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Learn how to set up an Animation Blueprint in Unreal Engine for your character to give it life! This video is completely beginner-friendly and gives you an easy dive into setting up animations for your Unreal Engine 5 project!

Animations and character from Mixamo:
https://www.mixamo.com

Join my discord server for any Unreal Engine questions!
h...

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narrow kite
buoyant hill
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ok

narrow kite
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See how it's coneected on the left side

buoyant hill
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ok so i have to do it on right side ?

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nah

buoyant hill
narrow kite
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That "character ref" is attached to isjumping

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Probably because isjumping isn't a variable on that blueprint. That's why the char ref is needed.

buoyant hill
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i had to make a variable tho

narrow kite
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Attach that same character reference on the blue dot

buoyant hill
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i did the same thing tho

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my character is playing only idle animation

narrow kite
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Character movement has an empty blue dot

buoyant hill
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okkkkkk

surreal peak
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You'd want to use a getter and not a setter for that

buoyant hill
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exactly

surreal peak
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You already set it above the ticking code after all

buoyant hill
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so what do now

surreal peak
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Might wanna put an IsValid check there in case the CMC isn't valid. Can sometimes happen when previewing animBPs.

buoyant hill
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ok just guide which to join to what

buoyant hill
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this one ryt

buoyant hill
narrow kite
buoyant hill
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ok and?

last peak
buoyant hill
narrow kite
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This needs a reference because it's on a differnent blueprint

frozen hedge
buoyant hill
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no

frozen hedge
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Just been doing some Animation Blueprints

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So did you use Blend space for idle walk run or what?

buoyant hill
buoyant hill
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i m gonna crash out

frozen hedge
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is velcoity atached to it in the sequence

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state machine (state)

buoyant hill
frozen hedge
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whats in that state

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Idle walk run

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click on it

buoyant hill
last peak
# buoyant hill my character is only moving in idle animation

Try get pawn owner (that gives you the reference to the owning actor whoever plays this anim bp so your player)
With that reference you drag off and you say get movement component
that gives you the reference to the movement component you drag off that and you say get velocity that gives you the velocity vector from that you drag off and you say vector length, then you right click it and promote it to a variable "speed"

frozen hedge
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press play with tha window open and it should show you were its moving to from that state graph

frozen hedge
buoyant hill
narrow kite
last peak
buoyant hill
last peak
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ofc it doesnt work

frozen hedge
narrow kite
last peak
narrow kite
frozen hedge
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yeah he should of used try get owner, movement comp, then the rest

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is valid check

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do that

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see if it cancels out before firing

last peak
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Why a is valid check XD

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Just remove the set hahah XD

buoyant hill
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which set

frozen hedge
frozen hedge
last peak
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Is that really so hard to understand o.O

buoyant hill
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so i have to delete the charac movement

frozen hedge
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i will show you mine

last peak
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That is not a character movement

buoyant hill
last peak
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that is a set character movement

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Just remove it

buoyant hill
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ok

last peak
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now you right click and you type get character movement

frozen hedge