#blueprint

402296 messages · Page 466 of 403

tight venture
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@maiden wadi whenever I suggest the Singleton pattern, there is usually a better solution lol

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GameCore is making a FPS game, and for whatever reason, needs all players, when looking down the scope of their rifle, to see what Player 1 sees

trim matrix
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No they need to see what they all should see

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Like looking down your own sniper scope

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But rn they all see giraffe 1

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And i want them to see their own girraffe

tight venture
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🤔 I thought that's what we had clarified, @trim matrix

trim matrix
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Sorry my english isnt verry good

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😫

tight venture
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okay, so ... lemme get this straight cuz now I'm really confused

maiden wadi
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@trim matrix Just to be clear. Right now they all see the same thing, and you want them to see different things.

trim matrix
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Yes

sand shore
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you're using a render target?

trim matrix
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Yes

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2d render target

sand shore
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You need different ones for each player in PIE

tight venture
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Player 1 is pointing his rifle at an Elephant. Player 2 is pointing his rifle at a Giraffe. What does player 2 see when he looks through his scope?

sand shore
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Or you need to uncheck single process, maybe

maiden wadi
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@tight venture Right now an Elephant, but he wants it to see the Giraffe.

trim matrix
tight venture
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k i'm gonna leave this conversation cuz I have no idea what's going on

trim matrix
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Player 2

sand shore
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it just so happens the render target is drawn over with one players view

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both players see it

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Try what I suggested

trim matrix
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Ill try

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Nope didnt work

sand shore
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what'd you try?

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I suggested two things

trim matrix
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Uncheck sigle process

tight venture
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@maiden wadi which parent class do I want to choose when creating my macro library?

sand shore
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Okay I wasn't sure if that'd help but it was the quicker one

tight venture
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I don't even understand why I have to choose something here

trim matrix
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Cause i cant make 2 render targets since alot of players will eventually use the scopes

sand shore
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@tight venture restricts use if the macro to children of the selected class

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BP_Base cannot use it, if you pick that class... but BP_Child can

maiden wadi
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@tight venture Probably Actor. Maybe Object. Just depends where you need to use it.

tight venture
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ah okay, thanks. I chose Object lol.

sand shore
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If you picked Actor, Object BPs could not use it

trim matrix
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Im calling it inside the firstperson character

sand shore
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@trim matrix If you want to test in PIE you will do two render targets or more.

tight venture
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It's just a Utils library. Like Utils::RandomElementFromArray()

sand shore
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You can turn that off in actual builds

trim matrix
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Yeah but the game will eventually make alot of players

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Since its multiplayer

maiden wadi
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Shouldn't that be something that's done on the client though? So there's always only one render target?

trim matrix
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Yesh thats what im trying

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But it copies the image of player 1

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To player 2 his scope

sand shore
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Yeah. It's not per-player. It's shared.

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Sucks, but thems the rules

trim matrix
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Oof so i cant make it per player

sand shore
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You have the same issue if you do split screen in shipping

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You can. It just requires editor hacka

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hacks*

trim matrix
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Ohw

sand shore
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You plop in two characters in the level with autopossess

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point one to a different RT

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that simple

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Or there's even better ways that'll scale to split screen if you do that... but I'm reluctant to tell you

trim matrix
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Ahh damn okey

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Thx for the help though

willow lichen
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I don't even understand why I have to choose something here
@tight venture Because there are some BPs that can only be used if you ensure that the object you use the macro on has it

sand shore
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I sometimes do it just for strong architecture

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It's set up in an awkward way. Should be more akin to AllowedClasses metadata on Class variables in c++

tight venture
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So, I am encountering problems doing a "is this array empty" check in my macro. Basically I have to do that check outside the macro, right?

sand shore
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no?

maiden wadi
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Why would you need to do it outside the macro?

sand shore
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I shouldn't expect so

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Are you nesting macros that use arrays?

tight venture
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Cuz if it is, I'll need to return either null or a zero-initialized object of type whatever-type-the-array-is.

sand shore
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Don't do that, nested macros are very sketchy

tight venture
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So, i'll need a local wildcard variable of that type that I can set, and then return that

stoic silo
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Hello guys any body know how to hide bone of weapon MAGAZINE

tight venture
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But as far as doing that goes, I only see this option

sand shore
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Yeah

tight venture
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Is a getter, not a setter

sand shore
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yup

tight venture
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How do I set this variable

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So I can return it

sand shore
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drag into the graph, Assign

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it's weird. that isn't a real variable per se.

tight venture
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okay, cool. Thanks

frozen sky
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wait is that any type of variable?

sand shore
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And definitely assign on both branches

tight venture
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Yeah, it has to be.

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namespace Util {
RetType RandomArrayElement<typename RetType>(std::Array<RetType> array) { ... returns a RetType ... }
}

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RetType is unknown at compile time

sand shore
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std::vector would like a word...

frozen sky
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that's cool, can you do that in cpp? This would be super useful for applying blueprint settings via cpp without hardcoding a location for the blueprint you want to access

tight venture
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@frozen sky Those wildcard types only exist in macros, afaik. I just discovered it myself

sand shore
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@frozen sky Yeah kinda

tight venture
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Yeah, it's called templates

sand shore
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Go look at KismetArrayLibrary

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No it's not templated at all

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There are templates but nothing about them is directly supported in BP

frozen sky
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i've worked with quite a few ue4 engineers and they never mentioned this

tight venture
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They're not actually wildcards, the compiler expands them to their proper type at compile time. So if you use that function as both RandomArrayElement<int>() and RandomArrayElement<float>(), the compiler makes two versions of the function for you

sand shore
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This isn't the same thing at all

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it just superficially looks similar

tight venture
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@sand shore I bet UE implements them with templates behind the scenes, though. Wait, how would you be able to do this without templates?

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i.e. how is this not the same thing at all

maiden wadi
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I always love it when people get him talking. I always learn something new.

tight venture
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Who, lambda?

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hehe

maiden wadi
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Yeah.

frozen sky
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do you have reference on getting the most distant location on a spline from a given location?

sand shore
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void* and descriptor objects

tight venture
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oh god. That's straight up C talk there

sand shore
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a record layout, for the older crowd

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Yup well

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that's BP

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Go see for yourself in the container libraries

tight venture
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I'll take your word for it 🙂

sand shore
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You can even see how to walk the bytecode

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If one is so inclined, you can even emit custom terms from your K2Node

tight venture
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BUT... in C++ land, we use templates, not void pointers @frozen sky

sand shore
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as long as you handle them

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Nope! Not if you want to expose to BP

tight venture
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cuz void pointers are scaweyy

sand shore
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You can do containers templatized

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but a template function cannot be exposed to BP

tight venture
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Why do they have us write in C++ then

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I wonder

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Not saying you're wrong, just saying

sand shore
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What are you actually asking there

tight venture
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Nothing. Don't mind me

sand shore
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Nono

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Not trying to be snarky

tight venture
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I'm trying to learn #blueprints, dammit! I don't wanna write C code

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lol

sand shore
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Fair

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You don't need to understand the belly of the beast

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But I gotta let the truth out

tight venture
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This conversation is in the wrong channel #cpp ahem

stoic silo
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Hello guys any body know how to hide & show bone of weapon MAGAZINE

tight venture
sand shore
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@tight venture Nope, not IMO

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It can be valid insight into how you optimize in rare cases, but also if you're trying to cross learn

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The reason I don't just drop source code is out of respect to the channel though

tight venture
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@sand shore just curious, since you seem to be quite knowledgeable... In BPs, is there any library for data structures besides just arrays and sets and maps? Like, if I want to use a priority queue or something?

sand shore
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Those are middling in their support anyway. No, and adding your own is definitely a #cpp topic

maiden wadi
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I love blueprints, and I love designing with them. I probably honestly wouldn't have gotten too interested in actual game design without it. They simplify a lot of concepts that make design seem very daunting. So much so that I took a very little bit of LUA experience and started rewriting my inventory system in C++. I honestly wouldn't have been able to follow and understand that conversion without understanding the engine through blueprints first.

scarlet bobcat
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yeah Im working out how the engine works first via blueprints then will try and get the rust off my C++

maiden wadi
frank abyss
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hi everyone

frozen sky
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have any of you gotten the most distant point on a spline given a location? They have a function for getting closest but I want the opposite

tight venture
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@frozen sky I've never worked with splines before, but you may just have to iterate through it

maiden wadi
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@frozen sky If you can get all of the points, you could just do a simple distance check loop.

frozen sky
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well i guess it's not points, it's just location along spline

willow lichen
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Hi. How do I return ownership back to the server?

maiden wadi
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@frozen sky Is this a SplineComponent?

frozen sky
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Yes

sand shore
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#multiplayer tldr- assign back to the controllers chain at some level

tight venture
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@sand shore I ask, specifically, for this: I have a Set of Foo objects, and each Foo has a boolean member variable, and in one of my blueprint functions, first thing I do is make an Array of Foo objects which have that boolean set to true. Doing this necessitates iterating through the Set. Is there a more elegant way of doing this? (The function in question isn't called often enough to make this a performance issue... it's more just an academic curiosity)

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If I were doing it in code, I'd probably use std::copy_if or something of the like.

willow lichen
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If I were doing it in code, I'd probably use std::copy_if or something of the like.
@tight venture Do it in code and expose a blueprint

frank abyss
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Hi everyone, I need some help please
In unreal engine I have 2 screens in the same scene, how to play in each screen a different video at the same time when I press play?
I've already loaded the texture (video) in the 2 screens and made a blueprint for the video but could not make it play at the same time

sand shore
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@tight venture Ue4 would prefer Algo::CopyIf

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But none of Algo is BP accessible

maiden wadi
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@frozen sky Not optimized, could lessen the calls a bit more, but you're trying to do this.

tight venture
frozen sky
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i just about have a solution written, i'll post it here in a sec

tight venture
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@sand shore ^

sand shore
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try it out with a struct array

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but yes

tight venture
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Only thing I was worried about was assigning the wildcard type to zero

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In case the array was empty

sand shore
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Same

tight venture
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You think I should even do that check at all (I'd prefer not to have an execution pin pass through this macro)? And just be sure and use it carefully?

maiden wadi
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@tight venture I'm not sure you need to assign it to zero for that. It seems to pass a default nil or 0 value if there's nothing in the array when you Get. With nothing in the Array the RandomIntInRange returns 0, and Get(Copy) of 0 index in an empty array just returns a nil or 0 value.

tight venture
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@maiden wadi Beautiful. You are a gentleman and a scholar.

meager finch
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anyone that could help me? i cant find video or guide on this problem I have

frozen sky
sand shore
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@tight venture It doesn't always reset itself to a null value - only in functions

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Flip flops rely on the value of a macro variable not resetting

tight venture
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Or I could return a bool IsValid result alongside it...

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but that would kinda defeat the purpose of the whole thing

sand shore
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yup

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I don't know the best null value to use though

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Oh also

maiden wadi
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Still think this is the best case. It'd just return the default nil value from any datatype and you could do with it what you will. That or make two execution lines based on whether the array is empty.

sand shore
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I just saw. You should not assume array access out of bounds is safe. If you nativize you can crash

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And I can't remember what it does in shipping

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Indeed in editor you get log entries saying you accessed none and that can be annoying. In actual builds it might be a perf concern due to logging

maiden wadi
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I feel like this is one of those cases where numbers will generally always return zero, bools will return false, and objects still need to be checked outside of this for whether they're valid if you use it on an object. I don't think you're going to optimize it perfectly for every datatype just inside of the one macro.

sand shore
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I'm just guiding towards best practice. It isn't about the data type

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Crashes on array access don't care what you're trying to retrieve

tight venture
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@maiden wadi You'd still have an array out-of-bounds error there if the array was empty. The local int would be 0 and you'd be accessing array[0] where there isn't anything there.

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@maiden wadi where did you see that GET returns a null value when called on an empty array? I am trying to find the documentation for that node and failing

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Google isn't helping, and the context menu is all greyed out for that

sand shore
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I can confirm that it returns a default value

tight venture
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hehe okay

haughty fossil
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Is it just me or are all like all the text and string functions lacking exec pins? There's no way to use conditionals to format text without making a bazillion custom functions 😦

willow lichen
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Can I access data table by index?

tight venture
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PrintString (or wherever you use the text) will have an exec pin

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@haughty fossil

willow lichen
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Or iterate over every item?
using strings sounds awful

haughty fossil
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PrintString is used for debugging though and is dev only 😛

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What I want to do is to format text according to variables and bind it to a text block in UMG.

maiden wadi
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It's mostly testing and assumption on my part. Most of Epic's return for blueprints contains at least a default nil or 0 value, and it doesn't give any errors when using it as such.

tight venture
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I'm just saying, don't worry about the exec pins. Just format the text, and wherever you need to use it, that'll have an exec pin.

haughty fossil
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Well I can't format the text without using branches ^^

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I need to do like int > int and stuff like that.

tight venture
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@haughty fossil screenshot pls

haughty fossil
maiden wadi
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@haughty fossil Pretty sure you might be looking for Select nodes.

haughty fossil
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Oh I think I can use select nodes.

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But I'm thinking this might just be faster to do in C++ lol.

willow lichen
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How can i get rid of the data table wildcard?

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Or how I can "imply" that it is the struct I want

maiden wadi
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Strings are what finally drove me to C++. I was sorting arrays of structs based on a string in them. Totally did it. But three loops in with infinite loops unless I hid them behind other function calls drove me to start writing library functions.

haughty fossil
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Won't the wild card just turn into your struct if you plug something into it?

willow lichen
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Won't the wild card just turn into your struct if you plug something into it?
@haughty fossil

haughty fossil
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Huh, weird.

willow lichen
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I cant plug it into something if I don't have something to plug it into. Like, I cant just plug it intot the float

haughty fossil
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I think you might be trying to plug an actual data table object into a function that expects the name of a row? Not sure though haven't used data tables.

willow lichen
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The data table is set as a variable

surreal peak
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You have to break the pin

willow lichen
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^

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Thanks

surreal peak
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If you connect a variable to the Get Row node, it can't auto detect the underlying struct

willow lichen
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Makes sense

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I tried to break but didn't find my right struct when searching "break". But moving the pin and then typing break found it. Thank you

surreal peak
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Cheers

tight venture
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btw I did do a nested macro for ArrayIsEmpty = !ArrayIsNotEmpty. I hope y'all meant that it would get confusing, not that there's some bug in UE concerning nested macros

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It should be safer to do it DRY I would think

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Oh man.... now what

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The error message only popped up when I tried using ArrayIsEmpty(). Maybe y'all were right about using nested macros...

stiff hatch
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does it do the same thing if you use a int>-1 ?

sand shore
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I am.

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Don't use them.

tight venture
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I unnested them, works fine now.

sand shore
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💯

willow lichen
sand shore
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you need to add one?

willow lichen
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Check second screenshot please.

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Moreover. Why is one of these implementations yellow and only allows me to create an event

sand shore
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In your implementation. You need to explicitly add a return node.

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I see the one in the interface

willow lichen
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Weird.

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How is it called?

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Ah just return node.

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Interesting that it doesn't generate that. That worked thank you. How about the second one with the yellow implementation ?

maiden wadi
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@willow lichen The difference of color between those two interface functions is that one is an event and the other is a function. One returns a value, the other just calls functionality in the actor the interface is implemented in.

willow lichen
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But they should both be functions

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Can I enforce that without using a return value?

sand shore
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nope

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you can right click and convert to function on the event though

willow lichen
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Ah okey thanks.

bold pilot
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Anyone experienced "print string" suddently not working? Playing in new editor window, no longer seems to work at all, no matter where or how I trigger it.

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It's going to the log but not the screen, even with "Print to Screen" ticked.

maiden wadi
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Do you have the uhh.. I don't remember the command for it. Disables all on screen messages thing.

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Not sure if that affects prints. Never used it. Just a thought.

tight venture
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Anyone know anything more about this advice?

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It doesn't really go into any more detail other than that statement

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I have a blueprint class that needs both.

maiden wadi
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You need both events, or you need an object that plays event hit, but can still be detected with overlap checks?

hallow night
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You can enable/disable overlap checks in runtime

static goblet
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Im looking for some help on a BP, I followed a series of tutorials on youtube on creating a strategy camera that has a limited movement range, and moves the camera based on where i click as long. I am trying to limit the clickable actors to a specific list and IDK how to acomplish that

maiden wadi
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@static goblet Clickable actors? Like selecting units to make them move kind of click?

static goblet
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right now, if i click on any actor in the scene, the camera moves to focus on that actor

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what id like, is to place in a few specific actors (spheres) and those be the only actors that are available to click on to move the camera

maiden wadi
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Ah, I see. I mean there's a lot of ways to handle it, but if it's just a specific type of actor, I'd probably just ask of the clicked actor under the cursor is an actor of that class. Via cast to or get class if class == chosen class, both work. If so, move camera.

static goblet
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i am very novice at BPs, can i show you what i have and u tell me where I need to add that?

maiden wadi
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Go for it.

static goblet
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I followed a 4 video series from Dev Enabled on youtube you can find here: https://www.youtube.com/watch?v=fj2RSH5gL1A

Top-Down Strategy Camera:
In this collection of videos, we will create a simple top-down strategy camera. It's a very simplified take on camera systems seen in popular games such as the X-Com series.

This Video:
In this video, we create the functionality allowing us to selec...

▶ Play video
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but ill show u my BPs

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created a function called Handle Mouse Clicks

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and one called Check if Click Hit Actor

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those functions are used along with this on the event graph

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i appreciate any help

willow lichen
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How can I use the class scale when spawning an actor?

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I have a class ItemBase
And that is ItemStone
Static Mesh is the scene root (from stone)
Now I scaled my mesh down to 0.1 for example.
How do i retrieve that value to plug it into the Spawn Actor scale thing

gritty elm
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in my character class, the instigator return null, but it should return the controller, why this happening please help

maiden wadi
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@static goblet So, your custom function node CheckIfClickHitActor?

static goblet
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@maiden wadi yes?

maiden wadi
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You want to drag off of the actor coming from that and cast to the actor type that you want to be able to click on. Put that cast node between the branch and set there.

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That'll keep your camera from focusing on that actor or moving the camera to it unless it's of that actor type.

static goblet
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@maiden wadi do i use the Cast to StaticMeshActor Node or is there a different one?

terse ice
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Hi all! I'm trying to understand the builtin OnDamage events. I've a parent BP that after an AnyDamage Event calls a PrintString and a Dispatcher which I then Bind to an Event>PrintString in a Child BP. However this Bound event in the Child is never called when I damage the Actor ingame. Damaging the Parent works fine; however. Is this because the builtin Damage events are authoritative?

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A Call to Parent function in the Child AnyDamage event does execute my Dispatcher. It's just trying to call the Dispatcher from the Parent's AnyDamage event that doesn't seem to go through (I'm in 4.25)

maiden wadi
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@static goblet Cast to whatever actor type you want to be able to click on. If it was me, I'd make a new actor class specifically for it.

static goblet
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@maiden wadi ok i apologize again for being a noob at all this, how do I create a new actor class?

maiden wadi
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@static goblet No worries. Right click in your content browser and under Create Basic Asset there's a Blueprint Class. Click that, and then at the top, click Actor.

static goblet
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ok, ive done that, named it BP_Retail_Click

maiden wadi
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Add a Static Mesh to the top left in Components, and change it's mesh to your sphere things or whatever you wanted to click on.

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Then you just need to put them where your current sphere things are and replace them. Then where I said to put the cast, you'll cast to your BP_Retail_Click

static goblet
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@maiden wadi ok ive done that, like this?

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im getting an error

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says i need something for the object pin

maiden wadi
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Plug the Hit Actor into the Object

static goblet
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Huzzah that works!

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thank you so much

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you are awesome

tight venture
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What would the equivalent of VInterpTo be for easing between two float values, not two Vector3Ds?

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I need to do a gradual rotation along a single axis

maiden wadi
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@tight venture I think it's just FInterpTo

tight venture
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kk thx

bold pilot
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@maiden wadi Possibly - will look into that, thanks. I was using apostrophe to see AI data at some point so it may have disabled that.

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Hm after closing down Visual Studio and wiping everything it seems to be working again. Thanks for the help all the same.

static goblet
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what do i do in order to make a level start with a cutscene/sequence and them when its over change to the default pawn?

sand shore
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Depends on whether you want them to possess the pawn and wait without being able to change game state or not

static goblet
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im sorry i dont understand, when a level starts i just want it to play a sequence, then when the sequqnce is over, switch to the default pawn

untold sapphire
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@untold sapphire Personally, I'd recommend making it so that your walking around and picking stuff up is done in the character. This is character specific functionality. The controller should be used for non pawn specific stuff. One classic example of this might be tabbing to show a score screen while your pawn is dead and destroyed. But all of the running around, shooting and such is done in the Pawn. So in your case, the walking around and picking things up should be in the character. For your table top game, you might create a second pawn that is spawned at a specific place on the table. When the character interacts with the table, call unpossess, stop movement on the pawn(Keep a reference to it for when you leave the table though), Possess the table pawn and do some camera work if you want. Doing it in this manner allows you to keep stuff like menu access and non-gameplay specific keys available while both in the pawn and at the table without having to copy that functionality into two different player controllers.
@maiden wadi
good advice thanks!

knotty quail
round idol
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I'll ask this again here, sry for the long question: I've got many units (turn-based game).

  1. According to class, their icon changes to display the proper class near the portrait.
  2. According to era, the portrait frame is different as well.
  3. According to Tier, details are added to the portrait frame.

Now, the question is: should I host the Image vars in the "UnitBase" blueprint or in the Widget? I'll use selectors on Enum to switch vars but performancewise/smartwise, should they rather exist in all unit's characteristics as "defaults" inherited from UnitBase, or in the widget that displays them?

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@knotty quail Are you trying to make a dialogue system? - wait that's pretty obvious...Ok, I did one, but it's logic is kinda weird. I used switches on "topic" and "level" of conversation.

sonic flint
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that's not totally weird

round idol
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It is when you are setting it up

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xD

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you need to pay attention not to loose your focus and mess it up 😛

sonic flint
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Oh I get you, my dialogue system is basically an actor i drag into the viewport that can be placed around different things.

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I'm still working on a better system but for now it's servicable

round idol
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basically you just fill in arrays of questions>answers which are in fact = "topics" which can change and "levels" within the same topic. Then just pull out of the data table accordingly. Probably you can use composite data tables, but idk, never used those

hollow sequoia
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If you bind to an event, is it necessary to then manually unbind to it on destroy or endplay to prevent leaks and that sort of thing?

round idol
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@hollow sequoia Never thought of that, but it's a fair question...Btw, anyone can/care to elucidate? It's rather interesting idd.

rustic verge
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Well unless you want it always active you will need to certainly unbind it at somepoint. Is that what you're asking?

tight venture
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Anyone see something wrong with these? I used to get overlap events triggered between Influence and SK_Kitty, but now nothing

rustic verge
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@tight venture For influence try checking world dynamic, that usually fixes my overlap events not firing.

tight venture
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that did it

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thx @rustic verge

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Why would that matter, though? SK_Kitty is set up to have collision as a Pawn

rustic verge
#

well, im not sure exactly, but since it is overlapping with an object in the world it has to be dynamic.

#

but i dont fully understand, just found that works for me usually

hollow sequoia
#

@rustic verge it's conceivable that the event knows how to handle and/or clean up the dangling subscriptions...

tight schooner
#

@hollow sequoia interesting question... Dunno the answer but if you check the output log and see errors and warnings during gameplay... You tend to see those when nodes are executed on actors "pending destruction"

#

I don't have UE4 open rn, but if there were a way to get a list of every actor subscribed to some dispatcher, then you could test whether actors pending-destruction stay subscribed until garbage collection or not

icy pilot
#

How would i get the information about the selected target from a drag and drop operation?
Like i got Image1 and Image2, how would i know that i drag 1 or 2 ?

rare gale
#

Anyone around that can help with Save/Load in BP? I have a struct that I'm saving for inventory items, one struct for each into an array. For some reason, it saves and loads fine in the same session, but coming into the level fresh it only loads 2 items and only if they are in specific slots. However, they are all the same thing. I just don't know where to go to debug this. I can provide more info if someone thinks they can help. Feel free to DM

#

@icy pilot you can get the currently dragged item I believe... let me open my project to see how I do that

icy pilot
#

That would be cool ^^

rare gale
#

This is what I'm doing. For me, when I drag I'm creating a widget and then setting that as a variable I can access for that info.

icy pilot
#

Ahh, i see. Thanks 😄

rare gale
#

Actually, as I look at it I'm not using that so can't confirm it works. 🙂 However, this does work. The CurrentDraggedItem is the widget I was dragging and have just dropped. Stands to reason you should be able to do something similar while dragging. Guess it depends what you are trying to do.

pine trellis
#

how can I have a pawn run on all sides of a cube? most gravity plugins once you walk to the edge of a cube the pawn falls off

#

I dont want my pawn to fall off, I want him to keep walking on the cube

zealous moth
#

@pine trellis drawing inspiration from Unity, you can make detectors for your pawn using floating pawn nav movement and dictating the movement based on your detection results

#

I am working on it at the moment and haven't made it yet

knotty quail
#

@round idol Yes I am, but this question (I think) is also a larger one outside of the dialogue system.

#

Calling different sequences from the same row of a data table

round idol
#

@knotty quail I'm not sure I understand what you mean by sequences

knotty quail
#

Within a datatable you have rows, within those rows you can create sequences that hold different text. Sequence 0 = x sequence 1= y

#

As of right now it's calling the entire row and displaying x and then y

#

I'm trying to figure out how to make it call either sequence 0 or 1

#

not both

#

CandleInteraction is the row name

#

is there I way I can pull just a single sequence from that row?

#

I have a scene manager defining what data table I am using, so that is how it knows what DT to use

round idol
#

@knotty quail Sure. It all depends on how you have your struct "structured" 😛

#

say you have DT1 Holding, row 1, Sequences A,B,C. Your struct would look like this: Struct:A,B,C.

#

you can get the row, split the struct and get what which one you want.

#

the row contains all of the information you set to the vars inside the struct you made your table on.

knotty quail
#

When I created my DT, did I use a struct as a parent or something? I am not sure if I have made any structs (sorry, still new to this)

#

ah yes

#

I used the SDialogue struct

#

Which i believe is a default in ue4

round idol
#

Well, then I'm lost

#

I only ever used custom structs to organize my data, and didn't even know a "dialogue" struct exists as default in UE, maybe I'm missing some new features?

knotty quail
#

I may be the one responsible for losing you, I'm using a toolkit to build a game from so it could very well be from that. I'm still sifting through all of the framework to learn from it

round idol
#

There it is! the toolkit. Now it makes sense...ok

knotty quail
#

Looks like there is already a sequence structure

round idol
#

Well, you only have one option I'm affraid. It all depends on how the toolkit is using the information within the struct and there is were you're having trouble yourself now. So the only thing to do is look at the publisher's website/channel/etc. You need to find info on that toolkit from its maker.

#

That last variable is in itself an array of other (further) structs, each containing more info.

knotty quail
#

Sadly the documentation is lacking in a lot of areas, so I'll just have to keep studying all of this until I find how it works

round idol
#

Or just try and make one yourself. I once tried like 3 dialogue plugins and ended up making my own because instead of learning someone else's logic, i'd rather try and use my own - for me it was simpler/more productive that way. I just failed to understand how "others" think. I'm not saying mine is better, it's most probably worse, but suited my needs back then so yea... 🙂

charred berry
#

new to event scripting, not new to bp's, reading unreal doc on this, so just ex., say I want player hand to touch 'area a', do I use actor begin overlap or is there something other specific function for this?

rustic verge
#

new to event scripting, not new to bp's, reading unreal doc on this, so just ex., say I want player hand to touch 'area a', do I use actor begin overlap or is there something other specific function for this?
@charred berry Yes I use begin overlap for lots of scripting. Just be sure to run a branch off of it so it only fires when your hand overlaps and not something else.

charred berry
#

ok ty so much

buoyant night
#

is it possible to make a child animation blueprint for a different skeleton (of the parent)?

#

i have this case where I just need to swap out hte animations and keep the logic, but all the skeletons are different

simple lantern
#

If I have a bunch of blueprints with unused components, will those components cause overhead? For example, I have a light BP with a parameter to toggle particles (light bugs). only half of those actors in my scene have the emitters activated. do the rest of those actors cause more overhead with the disabled emitter than if I just swap them out with a regular light w/ no particle component?

hybrid ridge
#

I have a question I made a bed and if I wanted the character to get in it and sleep in it and get out when you want him to. Do I made the animation of the character doing that in modeling software and then Import that animation to unreal? Or how do I go about this?

round idol
#

@hybrid ridge Yes. you make the animation (mind the root motion considering it's going to lay on a bed not on the floor) and import it in ue. You can tweak some things further in UE afterwards. 🙂

#

@buoyant night no, but you can retarget the animation for a different skeleton 🙂

simple lantern
#

If I have a bunch of blueprints with unused components, will those components cause overhead? For example, I have a light BP with a parameter to toggle particles (light bugs). only half of those actors in my scene have the emitters activated. do the rest of those actors cause more overhead with the disabled emitter than if I just swap them out with a regular light w/ no particle component?
@simple lantern Bumpin' this

round idol
#

@simple lantern They will cause overhead - the question is how much, and it depends on the number of actors

simple lantern
#

ah thanks

round idol
#

if you have 10-20 actors it won't matter, but if you have hundreds, that overhead will start being a problem

simple lantern
#

I'll probably end up with like 80 light actors, each with an emitter that has around 10 particles that will get triggered as the player gets close to them

#

does dynamically creating an emitter component solve that overhead?

round idol
#

Ofc. Or, you can just create two children of the BP - one with and one w/o

simple lantern
#

cool good to know

round idol
#

but mind you, you won't be able to add components on runtime (i know...)

simple lantern
#

oh

round idol
#

*actor components I mean (sorry, my bad)

simple lantern
#

Oh i thought you meant BP components

round idol
#

you can add scene components - as many and varied as you like 😛 sry for the confusion

simple lantern
#

and was a little confused

buoyant night
#

@round idol thanks

round idol
#

yea, bad language on my behalf 😛

#

@buoyant night np 🙂

simple lantern
#

so is that the main benefit of dynamically creating material instances and such, to lower the overhead?

round idol
#

instancing as a concept means that only one object is loaded and then just copied around in the world

#

the material (unique) is the object, the rest are just copies of it

simple lantern
#

yeah I've just been applying material instances to my objects, but have seen how you can generate dynamic material instances within an actor BP

#

which seems like a whole different approach

round idol
#

depends. I rarely use called DMI's

#

I prefer using material parameter collections for various tweaks, but methods have their ups and downs, depends on context really

simple lantern
#

cool appreciate the info

round idol
#

np 🙂

trail saddle
#

Hey guys ! i am currently using the LineTraceByChannel node to constantly update the player's current target at every ticks but when the ray it another player it seem to be returning a body part mesh as the actor hit. How can i get the whole player from that ?

scarlet ledge
#

How do you unset/unvalidate a character object reference variable in BP?

trail saddle
#

you can set it to null i guess

scarlet ledge
#

How do I set it to null after starting the game?

trail saddle
#

hum thats actually not as straight forward as in C++ it seem

#

i guess a would use a second variable that i would never set as a reference to null so to speak

#

why would you unset a variable in blueprint tho ?

#

@scarlet ledge

scarlet ledge
#

Contextually deciding wether or not to perform an action if a certian object reference is set.

trail saddle
#

well that is the only way to do it in blueprint i could find

scarlet ledge
#

If I can't do it via that way I could just use a bool.

#

It doesn't unset for me for some reason.

#

I think the issue is I'm testing if its valid before its unset.

#

Ok, when a Player Controller posses another actor/pawn/character, it will call Event ActorEndOverlap on the previously controlled actor/pawn/controller

tropic mortar
#

for some reason button 22 and 2 are controlling button 398 and 218 how can i fix this

devout condor
#

so I have a child actor componet that has a animation based on what the parent dose
It works fine for your self (eather server or client) but you can't see others update properly in multiplayer

maiden wadi
#

It really depends on how you're making them do it. The animations should happen on the clients themselves based on replicated variables. Simplest example is maybe the default movement. You press a key, client tells the server it wants to move, server moves and replicates the new location back to the client. Then the client simply gets velocity and tells the mesh to play the animation correctly. In short, find a way for the client to get a variable from the actor that both clients can see and make your animation blueprint get it to make it play the animations generally at the same time.

devout condor
#

Would this be the same if the server has the same problem?
It seems that everyone can only see their own animation and no one else's, I would think that something isn't replicating but I have every thing that needs to be replicated to replicate...

#

I'm using the control rotation, it's a stationary pawn

maiden wadi
#

So, you have a child actor that's on another actor and the child actor needs to play an animation when the parent actor does something. What is the trigger on the parent actor? What does it need to do for the child actor to play it's animation?

devout condor
#

It's a turret pawn for a vehicle pawn, I'm just trying to find a way to simply it

#

It's supposed to aim where you look

maiden wadi
#

Haven't done anything like that myself yet. But I imagine that you could treat it just like any other pawn if you can possess child actors. On mouse X rotate the turret's whole body, and on Mouse Y change the pitch of the weapon mounted on it. So.. I suppose that if possessing child actors actually works, you just need to create a 1d aim offset for the weapon on it and the base would rotate outside of the animation?

shut hinge
#

This was supossed to have worked, but it didn't. The Variable Closest Enemy is invalid, so i can't fire the collision detection Code for the Sword.. The Second Isvaild node reads it as not valid.

#

So the print string never fires. How to fix it, I don't know.

maiden wadi
#

You're going to need to share the function as well. No idea what it's doing.

shut hinge
#

? share the function?

#

its calling it from the bpi character interface

maiden wadi
#

Get Closest Enemy. It looks like it's returning an actor for you to use. Does it actually set that variable that you're trying to check IsValid, or do you need to use the return to set it?

shut hinge
#

but I can't understand why the variable closest enemy is not valid. Because this is why the hit detection of the sword is not able to work to detect the enemies because the socket code never fires because it can't get past the second is valid node.

#

ever since I upgraded from 4.21 to 4.22 the collision code stopped working.

#

here's what the engine is saying

#

LogBlueprintUserMessages: [CH_Player_C_0] Is Not Valid
LogScript: Warning: Accessed None trying to read property closestenemy
CH_Player_C /Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.CH_Player_C_0
Function /Game/Char/human/CH_Human.CH_Human_C:ExecuteUbergraph_CH_Human:1F6F
PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property closestenemy". Blueprint: CH_Human Function: Execute Ubergraph CH Human Graph: Fight Node: Branch
LogAudioMixer: Display: No commands were queued while flushing the source manager.

maiden wadi
#

Where is that value coming from that you're trying to set? How are you getting the actor reference in the function?

shut hinge
#

I know nothing about setting variables with functions interfaces.

#

its beyond my knowledge. I have limited knowledge of the engine

#

I copied a tutorial for the melee system and it hasn't come out right because of this isnot valid problem with hit detection.

#

strange, putting that set inside of the function at the start has stoppded the error, but hasn't solved the problem. I think it might be an engine version problem because this code was done in Ver 4.22 and I'm trying to rebuild it in Ver 4.25

maiden wadi
#

@shut hinge Not the last picture, the one before that. Where are those three blue lines plugged in? Where is it getting the actor reference?

shut hinge
#

oh right hold on

#

so i swing my sword at the enemy and of course nothing happens, no hit detection because of this issue. But this melee system that I been trying to install was for ver 4.22 so it might not work in 4.25

maiden wadi
#

Just a couple of things to start with. I don't think it matters, but it's weird using a Spheretrace with the radius at 0.0. If you just want a line trace there's a MultiLineTrace as well. Second, I'd recommend using an IsValid before the message to ask if the hitactor is valid. Third, is that I'd really recommend gathering up the hit actors that are valid, and enemies, and putting them through a separate function that returns the closest actor to another actor. Then return that and use that reference to set your actual value of ClosestEnemy.

shut hinge
#

The trouble with losing the hit detection collision all started when I upgraded to 4.22 from 4.21 because I needed the editor utilities that was only avaliable in 4.22. Because I needed the mesh procedural instancing system, but you needed to have the editor utilities to install that system. That's why I upgraded. Wish I didn't now, it broke the collision in the weapons.

maiden wadi
#

Do your weapon's event hit or overlap still fire?

shut hinge
#

That's odd, multisphere trace should not be reading 0 0 or it won't detect any trace for the weapons... that's it, tha radius values for the sphere trace must've been reset when I upgraded. You just fixed it. Now its hitting the enemies. When I first upgraded, the Socket was deleted from off the sword. I replaced the socket, but I didn't know it also wiped the Radius value out as well.

maiden wadi
#

Updates can be terrible sometimes. It's usually worth the little bit of extra effort for the better tools though.

shut hinge
#

Oh this is a nasty engine when it convenienty loses its own values.

maiden wadi
#

Odd that it removed the radius and socket though.

#

Never had that happen.

shut hinge
#

I find that very strange... But it happen, it deleted the socket from off the static mesh sword.

#

that's what happened when I switched engine versions to upgrade my project.

maiden wadi
#

Happens. Once you spend enough time with it, you don't notice it half the time. You're just like "Oh look, that's not working. That's right, that's right, that's working.. Oh. Fixed."

shut hinge
#

i spent two years in this engine trying to get the components of my game up and running. I've got the basic dialog system all working but still to get the dialog choices to work with it. But I don't know how to code that so the widget dynamically creates the choices slots for you, it would have to be done with a data table. There was quite a few components I needed for my game, a Combat System, Dialog System, Inventory System, levelling System. ANd I also need to get vehicles working in it. I don't know how to add that code yet so I can drive a vehicle around.

#

I don't know if I can take that vehicle starter template and copy parts of that code to get a vehicle to be driveable in my project.

#

There's alot I don't know about this engine. Not sure if we can merge the starter templates logic into the project or not to allow these features..

maiden wadi
#

Only been working with UE4 for about seven months and I have no prior experience in development. Also haven't done anything with vehicles, but I'm pretty sure all you need is a vehicle pawn. On button press, detect if object in front of character is a car, if yes, call possess on the vehicle pawn. Hide the unpossessed player character or attach into car. When getting out, just place the player character next to the car and repossess.

shut hinge
#

I know you can make different level maps from these starter templates.... But I wanted my game to be like Jax & Daxter III where you had vehicles and everything else all in the same world to access seamlessly instead of blanking out the screen and loading each section. like with Final Fantasy XII.

maiden wadi
#

I'd start by importing either the Vehicle or VehicleAdvanced starter pack into your project and just use that pack's default pawn as a developmental placeholder for your car.

shut hinge
#

yeah, I have a vehicle but I think you need to rig it up with some bones to make that drivable, I don't know if you can replace the mesh in that vehicle pawn with another vehicle mesh, be great if you can do that without causing any complications for its code.

maiden wadi
#

Might be able to. Lemme look.

shut hinge
#

I'll get a pic of the vehicle i had in mind

maiden wadi
#

Seems pretty straight forward. You'd just need a car rigged the same as the Vehicle Mesh that it uses. Of course if you don't want to use the Vehicle movement, you could always create your own movement component.

shut hinge
#

Also I came across a strange problem. One of my head meshes when I put his head texture on him, it wraps him all in one color instead of with the head mesh in all its details..

#

tried using the text coordinates to rescale the texture on his head but it didn't resolve it.

#

here's the problem I'm having with Rex his head only shows 1 color of the head texture, while his body shows all the rest of the details of the texture.

#

but when I had someone add his body, his head only allows just 1 color to be wrapped on him.

viscid skiff
#

I have an issue with setting camera rotation (on the X axis, so roll). Basically I'm using a timeline to lerp between the current camera rotation and the target camera rotation. Issue is that while the lerp is happening, I cannot move the camera until the lerp is finished. One workaround I found is to enable "use pawn control rotation", but that creates other issues. Is there some setting that allows the lerp to override camera input? If so, how would I disable it?

#

Screenshot for more information

tight schooner
#

so you just want to manipulate roll while the player still retains full control of pitch/yaw? I guess the YZ has to pass through on both the A and the B inputs of the lerp. Not sure if that would actually work; I can never quite wrap my head around rotations and its gimbal logic.

#

Or do the break/make stuff on the output end of the lerp

#

where you allow the original YZ to pass through

viscid skiff
#

I'll experiment with that, thanks.

tight schooner
#

I guess it could just be a regular old lerp-float at that point feeding the X input of a Make Rotator

#

@shut hinge For graphics issues I'd hit #graphics

serene hemlock
#

hey does the 'Construct object from class' node work for you in 4.25? I am using Blueprints as well as C++ for my project and I get this error message when I try to compile my actor with this node: "Cannot construct objects of type 'Game/DIRECTORY/NAMEOFBLUEPRINT.NAMEOFBLUEPRINT_C# in Construct Object from Class".

tight schooner
serene hemlock
#

yeah I will try this, thanks^^

maiden wadi
#

@serene hemlock Your object inherits from UObject and not AActor, right?

viscid skiff
#

So if I used a lerp-float and make rotator, what would I feed into the Y and Z?

tight schooner
#

@viscid skiff the original values; the lerp just feeds a new X

viscid skiff
#

This?

#

Doesn't seem to have fixed the problem

tight schooner
#

yeah sorry, there's some gimbal thing I'm not getting

#

or I'm not sure. So when your timeline is running, the control is locked? Are you affecting rotation normally on some axis input event or tick or something?

#

it's not apparent to me why the control would lock in the first place

serene hemlock
#

@maiden wadi ah this makes sense, first time working with this node and now everything works. thank you

viscid skiff
#

It.. seems like when the timeline is running only the Y axis locks, I somehow didn't notice this when testing it.

#

I can still control the X axis.

maiden wadi
#

@serene hemlock Yeah, I don't understand the differences enough to comment. But if you're using UObjects, you'd construct, if you're using AActors they need to be Spawned.

viscid skiff
#

And no, rotation isn't affected anywhere else

tight schooner
#

yeah sorry, based on the graphs you've shown, it's not apparent to me why one of the axes that you're effectively passing its current value through to the Set Rotation node would lock

viscid skiff
#

That question made more sense in my head.

lilac lance
#

@viscid skiff yes

#

But you need to fire it more than once

tight schooner
#

The timeline fires each frame in a tick-like fashion. And each time, all the nodes are re-executed; getting the data again and doing the math. So there's no persistence in that sense.

lilac lance
#

Seting a position will just instantaniously change its position.

To make it smooth you lerp it by setting a bunch of positions in between

viscid skiff
#

That's essentially what I meant in that question.

lilac lance
#

I know

#

You can use a timeline for example

#

Or other things

#

@viscid skiff a timeline can be considered a temporary event tick that has some cool features

viscid skiff
#

I'm using a timeline to set the control rotation

tight schooner
#

I will critique the use of the timeline-lerp because it's using itself to set itself in each frame, which would cause different lerp-speeds at different framerates because of compounding effects. The cleaner way to do it is by first saving the original value of X before running the timeline, and feeding that stored value into the Lerp node's A.

#

I didn't bring it up earlier because it doesn't solve the deeper mystery of why one of your axes lock 😅

#

what are you getting the world rotation of?

viscid skiff
#

Player Camera*

tight schooner
#

Maybe that has something to do with it. If you're taking values from one thing and using it to set a different thing...

viscid skiff
#

So.. should I use the player's mesh?

tight schooner
#

or maybe set the camera's relative rotation directly?

#

Cuz right now you're setting player controller on each frame based on the camera and maybe that's messing up the order of operations of how you'd expect the player controller to affect the camera. Or something.

viscid skiff
#

Some weird stuff happens when I set the relative rotation, the camera ends up facing backwards.

#

And it does a few 360s.

tight schooner
#

just gimbal things I guess

#

lerp rotation with shortest path checked would probably fix that

#

like you were originally doing

#

it'll fix the 360s but idk about the facing-backward

viscid skiff
#

It fixed both the issues but the camera no longer rotates on the X

#

Which then means the original issue is gone 🤣

tight schooner
#

so now it doesn't roll? Like the timeline doesn't do anything?

viscid skiff
#

Seems like it.

serene hemlock
#

have a look at quaternions
this seems like a gimbal lock problem

trail saddle
#

Hey guys ! I am trying to make a targeting system in my Third person action RPG using a ray trace by channel every ticks but when the ray hit a character it return the part of the skeleton mesh hit, how can i get the entirer character ?

charred berry
#

any other trace channels that might help ?

#

only thing I see that might fix it

trail saddle
#

hum there must be some easy way to get the character that left arm belong to xD

exotic cradle
#

Lol

#

So I have toggle between walk/jog and for whatever reason it loves to take my stamina but doesnt love to give it back when I stop moving.

charred berry
#

I assume you routed the BP for that eventuality ?

trail saddle
#

probably not, what do you mean exatly ?

charred berry
#

phone

exotic cradle
#

Now im even more confused than I was

charred berry
#

sorry that was for sandman, hey MR sandman

#

sorry its been a LONG few months ;+__)_

exotic cradle
#

Hello its been awhile since Ive been here

#

Since like November of last year

charred berry
#

ya

#

@trail saddle i have no idea on yours, I*'ve yet to get advanced like that on my char

exotic cradle
#

Ill just post a picture

charred berry
#

but I will have to soon

exotic cradle
#

Jeeez quality

charred berry
#

heh ya

#

boy you're not kidding

#

was that prtscn ?

exotic cradle
#

Gyazo lol

charred berry
#

:)(

exotic cradle
#

Thats a little better

charred berry
#

sorry not really

exotic cradle
#

RIP

charred berry
#

you really need a prtscn button 😉

#

ya I know darn things

exotic cradle
#

I have one just two screens so I have to crop anyways

charred berry
#

ah ok

deep elbow
charred berry
#

ROFLK

#

I almost DID That myself

deep elbow
#

can't help myself

charred berry
#

lol

#

its ok laughs now, are heavily theraputic!!!

#

HM are you sure you don't need a branch to make sure your health regens after idle ?

#

dunno just asking

#

wouldnt' think so , but hey code is demanding little stinkers

exotic cradle
#

I have 3 branches before the InputAction even reached the Sequence node

trail saddle
#

i would handle the regen of life / stamina on a completly different function

icy pilot
#

How do i detect if an drop from a drag and drop operation hit e.g. Image1 or Image2 ?

trail saddle
#

also im really trying but you cant expect to have efficient help but just putting your whole program on an image and ask us what is wrong, you need to compartiment that a bit more

exotic cradle
#

Huh?

#

Me?

#

I cant seem to take a decent screenshot so Im typing it out. Its rather easy

#

Input action(is toggled) -> #1Flip Flop A output -> Branch to detect if the player is jumping -> Branch to detect if the player is moving( velocity) as well as inputting MoveForward -> Branch for detecting if stamina is above 0 -> Set Jogging (box checked) -> Sequence.

#

#1FlipFlop B Output -> Branch once again to detect if the player is jumping and to set stop sprinting when landed -> Set Jogging(box unchecked) -> Sequence Node

trail saddle
#

but the problem is with your stamina not regenerating right ?

exotic cradle
#

Yeah when I stop forward movement even with the Input toggled I dont get the stamina regen but if I hit the button again it will regen. Which doesnt make sense because the branch related to detecting if the player is moving. If that condition is false the branch should be outputting on the false output to the Sequence node for stam regen

charred berry
#

are you sure thats how your regen fucntion works

exotic cradle
#

It works with sprinting

charred berry
#

you seem to have a missing piece in your text , for regen

#

i know

exotic cradle
#

It has to do with creating that type of signal using a toggle input as all I did was copy the sprinting version and change it to a toggle input

trail saddle
#

i cannot find where the regen happen

exotic cradle
#

That is where the regen happens

#

hate to admit I posted those is backwards order..

trail saddle
#

im sorry i can't pinpoint exatly what goes wrong . But to be honest it feel a bit too messy to be reliable. You need to split it up into modules

exotic cradle
#

Well I have everything separated in my BP by it’s function. Unless I need to go more in-depth than that

trail saddle
#

i mean what you are showing me is not separated at all

exotic cradle
#

I had to do that type stuff to take reliable pictures lol

gloomy marten
#

YO YO YO! So, I'm new right, and I need a template that will give me a loading screen, HUD, menu, title, etc, I cannot find that? Does anyone know how to access this?

trail saddle
#

I am not even sure those exist , Zara, as it is fairly simple to make. I do think for the menu at least that exist

#

but i cannot remember where i saw it

gloomy marten
#

;o

trail saddle
#

i do not recommand using templates for that tho, as it is the first thing your players will see and you dont want it to feel recycled

gloomy marten
#

impossible, how are we supposed to start

#

ig...

trail saddle
#

you're not supposed to start with the menu tho

#

try and watch some youtube tutorials

gloomy marten
#

you see,

nimble vortex
#

you are supposed to start with learning and reading documentation

exotic cradle
#

I started by downloading UE4 and watching over 40 tutorials from WorldMachine to UE4

trail saddle
#

yea me too basically

gloomy marten
#

i created this game, and then what happened was everytime the player died, the menu would pop up but where the player was was still showing

#

unloading scenes didnt work

exotic cradle
#

Probably more than 40

gloomy marten
#

i already did lmao

deep elbow
#

@exotic cradle where you print the stamina for the regen, is that actually going up

gloomy marten
#

the menu i think i did wrong

#

thats why I am asking

exotic cradle
#

Yes @deep elbow

deep elbow
#

Ok just windering, cause you were incrementing and then setting the variable again, thought perhaps it was going a bit mad setting it twice so quickly

exotic cradle
#

When I untoggled the assigned key it goes back up. It’s supposed to go back up when I’m standing still while toggled but it doesn’t.

#

It continues going down

#

Which the Velocity and Get MoveForward branch is supposed to prevent that

deep elbow
#

the one thing i don't see there is the remove stamina timer

#

yeha but those checks happen once, when you press the toggle button

gloomy marten
#

help with unloading the map?

deep elbow
gloomy marten
#

hol up

#

oh this damn

#

WTF

deep elbow
#

that seems a bit too advanced though, you might just be talking about reloading a level if you die?

gloomy marten
#

MY WHOLE COMPUTER IS GLITCHED

deep elbow
#

cause then just do the Open level command

gloomy marten
#

I did a unload all and i cannot close UNREALENGINE

#

im using the little block thing

#

that u move the connector too

#

not cpp

deep elbow
#

yeah uh, good luck

gloomy marten
#

wht..

#

thats all i get? (•_•)

trail saddle
#

dude

#

first of you gonna calm down

exotic cradle
#

^

trail saddle
#

you're not giving us a lot of informations here. It seem to me you are looking for some miracle , and i don't have those, or my damn targeting system would be finished already

gloomy marten
#

i wasn't calm because i just got bsod, and now im back :p

#

i did this levelunsync all or smthing idk

exotic cradle
#

Hmmm ima get some rest and take a look at it in a bit. Already put in 7 hours on this one issue lmao might just setup a different stamina system

trail saddle
#

sandman, make your regen completly separate from the rest

#

is how i would do

#

it would be easyer to see what the issue is

exotic cradle
#

Yeah that’s what I’m thinking I’m going to do

#

Been thinking about that for awhile lol

trail saddle
#

yea i think it would make the whole thing more reliable, and probably gonna be easy to do also

misty escarp
#

Hello guys,
Today I have this error for the first time in 7 years lol
What's wrong with my Structure and how do I fix it?

severe rune
#

It looks like you have a type that's not compatible with a set or map used in your struct

#

I.e. if you use a custom struct as a key of a map it will break by default as you haven't defined functionality that lets it determine uniqueness (GetTypeHash)

misty escarp
#

hmmm... ok maybe the Data Table row handle that I have in my structure causing the issue

#

Nope! It was the text variable type I have in my structure that tMap didn't like 😦

trail saddle
#

anybody got a way to get the character targeted by another chatacter ? The trace by channel node return part of the skeleton mesh

misty escarp
#

get hit actor->cast to character

trail saddle
#

yea i have tried that but the cast failed. Let me show you

misty escarp
#

or you can add a tag in your character and from the hit result use "Actor has tag" node

trail saddle
gloomy linden
#

So it doesnt hit?

trail saddle
#

it fail to cast

#

when i do that

gloomy linden
#

So what is the "Hit Actor"?

trail saddle
#

when i do that , the "Hit actor" Is the actual arm of the skeletal mesh

gloomy linden
#

So you would need its parent?

trail saddle
#

i dont know , is the whole blueprint considered it's parent ?

#

i thought the parent would be the class it is derived from so maybe i am confused

gloomy linden
#

You will need the class reference in order to cast to that actor class

trail saddle
#

The "Get parent Actor" Return Null

elfin hazel
#

That's a very weird print name. Have you like divided the parts of the default mannequin skeleton mesh into static meshes or something?

#

Or can you use a regular print string instead of that custom Object Name node?

trail saddle
#

i just made a new character to be sure

#

and same problem, ill try using a regular print

misty escarp
#

Check your collision preset for your Capsule Component. Make sure it BLOCK visibility

elfin hazel
#

Because when I did something similar, the actor result would be the actor instance, the component would be a skeletal mesh, with a bone name. By default it should be a skeletal mesh, getting a static mesh result makes no sense, especially not as an actor object.

misty escarp
#

Also, the dudes in the map are they BP Characters or just the SK_Mannequin ?

trail saddle
#

Yea i just check collision and it is set to default Pawn collision and it does block visibility

#

the dudes are other players

#

so it is BP_PlayerCharacter

#

also

#

it doesnt take any part of the skeletton, it seem to only take the Left Arm for some reasons

misty escarp
#

ok, on your trace node set the debug mode to per duration and see what turns green

#

My guess would be something wrong with the targeting system you use. Maybe it only search for particular objects! Or it needs some custom collision settings in your Project Settings

trail saddle
#

i set it on "per duration" and now the characters are completly ignored, it does work normaly on the static meshes all around tho

#

well i showed you the whole thing really

#

it work on everything exept characters

#

i have created a new character blueprint diretly derived from the UE character class and with nothing but the manequin mesh and still same issue ;/

#

im gonna make a new project realquick to be 100% sure of where is the problem

#

I have created a completly new project and copy pasted the part of the blueprint for the targeting and have the same issue , so i am fairly confident that the problem is in that portion of code

#

boy when i started that i sure didnt think it would be such a big deal xD

frank abyss
#

Any tips on: how to play the video only when it's shown on screen ?

west jasper
#

Hi, Does anyone know how to linetrace down but then offset it to the left or right of a the chracter please?

#

what i want to do is when my character gets to a beam it traces to see if its on the floor or not and lock the character to the beam

cyan valley
#

Hey, i'm trying to make a random sound when my player lose hp, plz help

mortal wharf
#

Does anyone know how to toggle the visibility of a text render with a umg button?

cyan valley
#

Do u search oin youtube ?

#

I'm sure there is a tutorial

fiery jolt
#

starting take recorder from blueprint

trim matrix
fiery jolt
trim matrix
#

aamir this is a voxel plugin, it doesnt go like this

#

i want to interact with the foliage and take it back as a resourcex

tropic mortar
#

for some reason button 22 and 2 are controlling button 398 and 218 how can i fix this

cyan valley
#

Ask to god, impossible to understand for human, it blew my brain

rustic verge
#

for some reason button 22 and 2 are controlling button 398 and 218 how can i fix this
@tropic mortar can’t tell anything from that code. Send a shot of the widget itself and the button order. Maybe you have them overlapping somehow?

alpine halo
#

Hey, i'm trying to make a random sound when my player lose hp, plz help
@cyan valley make a sound cue with 'random' node

trim matrix
tropic mortar
#

I renamed them to make shore i was using the right ones but i still don't work it does this

cyan valley
#

@cyan valley make a sound cue with 'random' node
@alpine halo Yes, i do this but for playing the sound only when the health value decrease ? Is it possible ?

buoyant night
#

is there a special trick to get the PS4DS controller to work in ue4? I plug it in and it doesn't respond. I know it works cause I use it with PS Remote Play. I have the buttons configured in my project inputs. Is there anything additional I need to do?

alpine halo
#

@cyan valley just do play sound 2d with sound cue when your health decrease. I mean make a blueprint interface for taking damage. When the interface function begins execute add this play sound 2d node

cyan valley
#

@cyan valley just do play sound 2d with sound cue when your health decrease. I mean make a blueprint interface for taking damage. When the interface function begins execute add this play sound 2d node
@alpine halo Sorry, i'm new with unreal, But how can i see if the value decrease ? There is no Action calld "value" so how ???

#

And thanks for helping me 🙂

patent ermine
#

In my for loop, i get an actors display name, and if it contains a particular string, i spawn another actor, however, the next time around the spawned actor no longer contains that string. As I assume Unreal assigns a random display name to the spawned mesh. Is there a way to assign a name to the spawned mesh?

maiden wadi
#

DisplayNames are meant for debugging purposes, not actual design. What exactly are you trying to achieve? I'm not sure I follow this very well.

patent ermine
#

I have a mesh that is imported from max. The name of this mesh is "Something_14x22".... When a user clicks a button, I find all meshes that are named "Something_14x22" and destroy it, and create a new mesh ( slightly different looking ). Now the next time the user clicks the button, i can no longer find any mesh with a name "Something_14x22" since the last spawned asset lost its naming convention. I am aware we could potentially add "tags", but this would be an extra step I was trying to avoid, since the designer is already naming them properly in 3dsmax. Hopefully this gives some context.

bitter ingot
#

@trim matrix from where the hell did you get that?

maiden wadi
#

Sounds like maybe a good use of a StaticMeshComponent or StaticMeshActor class with an identifier variable in it.

trim matrix
#

In 2.24 can just drag off of any value.

#

Same place you would find reroute node

maiden wadi
#

But from what valuetype is it being dragged off of?

alpine halo
#

is there a special trick to get the PS4DS controller to work in ue4? I plug it in and it doesn't respond. I know it works cause I use it with PS Remote Play. I have the buttons configured in my project inputs. Is there anything additional I need to do?
@buoyant night how about 'is controller key' node

trim matrix
#

I seem to be able to get it from alot of different variable types

#

Im just in a random event graph for that

#

Its input is a wildcard

ancient heath
#

@trim matrix pretty sure it's just a convinience node just like Reroute

#

so you can drag one pin to some other place in the graph and then drag multiple pins from there

trim matrix
#

yea but i feel like it has todo something different then reroute

ancient heath
#

wait actually

#

that's right lol. Ignore what I said

#

made me curious

trim matrix
#

Im thinking it might have todo with optimization

#

Not having to repeat the same calculations multiple times

#

But i wouldnt even be sure how to test that

ancient heath
#

well it explains itself though. Returns a copy of a value plugged into it

trim matrix
#

I feel like thats so pointless then?

#

If its just returning a copy

ancient heath
#

I didn't see it being used pretty much anywhere

#

but I think you could just skip making a temp variable for something

trim matrix
#

Oh

ancient heath
#

and plug that directly into where you'd use that variable

trim matrix
#

Oh ok so yea

#

But tho

#

Idk how to test that to make sure its actualy doing that

willow lichen
#

Can Interfaces have variables?
So, they enforce a variable, which make sense, but I cant find it

ancient heath
#

okay I give up, don't know how to test it either. There's also nothing about this thing online

trim matrix
#

yea I cant find anything about it also

#

So dumb

ancient heath
#

as in inputs and outputs? @willow lichen

#

or make the blueprint they're implemented in suddenly have a variable

willow lichen
#

No not function inputs/outputs

#

I want an interface that enforces a variable. Like for example
You have a "IHaveId" interface
Variable: int id;

#

so every one that implements that interface has to expose an ID. Like you commonly are able to do with interfaces

ancient heath
#

oh. Don't think so

willow lichen
#

Weird.

#

Thanks

frozen spear
#

@patent ermine i was under the impression that displayname was different for every spawned instance of an object, interesting that you got that working

#

Ah you're using contains node...not comparing

azure mason
#

What would be the fastest way to get an actor on a level from a non-level blueprint?
Specifically I want to get the GameStateController actor on the level
I have it tagged with "GameStateController" - that's how you generally do it quickly in Unity/Lumberyard

#

This would be from a spawned blueprint, not one already on the level, so no direct referencing allowed ahah

#

I know there's the Get All Actors of Tag nodes but those are reported to be slow - if I only have one actor with that tag would it still be that slow?

#

Oh wait, you can (basically) always access the GameMode BP can't you, yeah I guess I'll just do that 8D

earnest mural
#

Im trying to make a camera where you can look around a ball using the mouse. It's working ok, except that it seems to also go around the X axis (roll), which i don't want. How do stop this from happening?

#

I've looked around google but im not getting much luck

edit: Setting the rotation semeed to have worked, thank you tsauken!

white crypt
#

maybe changing roll to 0 could fix that or under spring arm settings find "inherit roll" and disable that @earnest mural

#

if none of these work then you should use set world rotation, that way you will be able to set roll to be updated to 0 every time, currently you are adding to the existing rotation

buoyant night
#
pure heron
#

I don't suppose there's a Blueprint implementation of Epic Online Subsystems out there yet?

maiden wadi
#

@buoyant night PS4 controller should work fine in Unreal. It should be detected as a standard gamepad device in Windows.

gloomy anvil
#

any help - i had a level blueprint on all my maps to add an overlay over my hmd with company copywright stuff - i was developing on a Rift so lined it all up - used anchors in the umg - then packaged and copied over to Vive and its like the right botton corner is up at the left top edge // so i tried to add it to the vr pawn //bp event begin play - create overlay widget - add to viewport /// thats it worked in level blueprint for rift - wway offset on Vive - in BP_pawn/event graph it worked in editor but on package pawn's hands doesnt show up- i cant fly around and no widget at all - where should i put it to get it to work

odd eagle
#

I want to get this working on a newer version

#

Coming from unity I'm not good at this kind of stuff yet

#

Could someone explain what bad cast node is?

#

I can't find it in any docs

sand shore
#

it lost the type

#

that used to be a regular cast node. "Cast to Character", for example

#

but the type information has been lost

ionic wyvern
#

you must have deleted the class you were trying to cast to

sand shore
#

Not necessarily

odd eagle
#

I don't think that's it

#

I'm downloading the older version to compare

sand shore
#

That's what causes bad cast nodes

#

I don't know the specific reason you lost your type information

#

could be compile failure in the class it needs to cast to, resulting in no skeleton class or generated class - for instance.

odd eagle
#

yeah there's plenty of these

sand shore
#

But I would expect you to still have the name/path of the class in that case

#

What that means for you is that if that were the problem I would expect you to not see a bad cast

#

That's a pretty rough situation, what version was it supporting?

odd eagle
#

4.10

sand shore
#

And you wanted to bring it to 4.25?

#

I would maybe try bringing it up slower.

odd eagle
#

no wait i'm stupid

#

it seems the repository has missing files

sand shore
#

4.10 -> 4.15 -> 4.20 -> 4.25

#

Ah that'd do it

#

thats deleting the class!

quaint moss
#

hello, how can I do a flickering light without syncing the light intensity of all actors? I'm using a timeline at the moment, but the timeline status is always the same for each actor with that blueprint

maiden wadi
#

@quaint moss Possibly randomize the time between when you're calling the timeline to play.

quaint moss
#

the timeline starts when the actor spawns, but all actors spawn at the same time I think

#

I want to make random flickering lights with different actors that have in common the same BP

maiden wadi
#

@quaint moss So on beginplay, set an event by timer, and put a random float in range into the timer, and move your timeline stuff to the timed event.

quaint moss
#

thank you guys!

maiden wadi
#

@sand shore Heyo, you're pretty good with the C++ understanding. I have an issue. I really want to replicate a struct that is using uint16. I know Blueprint doesn't support them by default so I can't use them like that. So.. Should I just write my C++ using the uint16, and then create a getter function in C++ that converts my replicated array to a second struct type that outputs the uint16 as an int32? Is there any better way to handle this? My larger concern is the network traffic over a bit of extra processing on the client. Right now I'm using two uint8s but I figured I could simplify it to a uint16 and just change how my struct is being obtained in my widgets. Is there any other way I should consider thinking about this?

sand shore
#

Yeah, just convert

#

Typically you'd want to have a engineer on-staff to maintain custom types

maiden wadi
#

Unfortunately it's a personal project for now. So I am the engineer. XD

sand shore
#

Which is why I didn't even get into how you'd do it

jade pelican
#

I have a map of <SteamID, Object> (SteamID is a struct) and nothing is ever added to it. I have a picture below (yes i know the value is empty but it doesn't add even when it isn't empty), any ideas?

buoyant night
#

@buoyant night PS4 controller should work fine in Unreal. It should be detected as a standard gamepad device in Windows.
@maiden wadi guess mines not working? Do you have experience using it? If so can you explain how you connected it and set it up (did you do it wired or bluetooth, etc.)?

maiden wadi
#

Not a lot. To be fair I didn't use the default settings. I was using a program for the dual shocks on windows. DS4windows or something. Can't remember the name.

pallid grotto
#

how can I edit UPROPERTY(s) of variables that are inside a blueprint object? say I have a USTRUCT that has three UPROPERTYs that is inside a blueprint object like this. How can I edit the properties of that struct? is this possible?

#

i figured it out

#

I needed "EditAnywhere" specifier, not "BlueprintReadWrite"

daring cradle
#

I don't want to speak over anyone here, so could I dm someone about a question relating to vectors and projectiles? I'm a beginner, and im hoping this is a quick fix..thanks in advance!

sand shore
#

ask in here

daring cradle
#

Okay, let me draw a quick diagram of my problem

heavy lion
#

How would I go about getting the current character forwards movement speed?
I want to check if the player running faster than some predefined amount.

daring cradle
#

So the goal is to shoot a projectile in whatever direction the camera is facing / forward vector of the control rotation I think. For this diagram, the character itself was facing forward the whole time, but I moved the camera around (in the direction of the green triangles). The red shows the trail of the projectile

#

So basically the projectile is not facing the view rotation

#

Except in one case, the x direction, sorry I should have labeled that

#

And here's the spawning blueprint in the third person character

#

I think I deduced the problem being in the projectile blueprint and not the third person character

#

Please excuse the messiness / bad code, as I said v new to this lol

#

I feel like I'm just messing up the basic vector math...but I can't pinpoint it because I'm not great with vectors. If you guys can spot any errors, please dm or ping me!! Big thanks in advance, this has been quite the headache.. (sorry for taking up so much space btw)

ripe drift
#

ignore that lol blonde moment (been a long covid19 brain fried week) just sorted it, answer my own question by typing it 🙂

latent junco
#

Hey, if I do a MultiLineTrace, are objects added in the order that they get hit?

#

to the internal array that gets iterated through by a ForLoop, I mean

#

Seems the answer is yes

daring cradle
#

I think...I fixed it! I had the event on OnComponentActivated, now it's on EventTick and working great but I don't like that it's on event tick lol, i'll try and fix that now

#

Beginplay works I think! wooohoo! 😌

exotic cradle
#

Stamina system round two! Fight!

#

After I fill out more of my GDD tho

heavy lion
#

Just got finished doing base implementation of my stamina system too

#

Just cant figure out how to disable sprinting when the players stamina drops below 0

exotic cradle
#

Could make a halt sprinting custom even set walking to whatever speed when stamina = 0

#

Idk your stamina system tho

heavy lion
#

Its very basic atm

exotic cradle
#

Yeah I gotta fix the one I have or make a new one. Could do get stamina-> =0 -> set max walk speed 140

#

Do you use stamina as an integer?

heavy lion
#

float

exotic cradle
#

Oh

#

Could still probs do the same thing with float

rustic salmon
heavy lion
#

Something to do with its collision by the looks of things @rustic salmon

exotic cradle
#

Physics on or off?

#

Collision?

rustic salmon
#

yeah Ive played around with those for Umm 3days now and still no good

exotic cradle
#

Set spawn a little higher off ground

rustic salmon
#

the helicopter is from Marketplace so the mesh and mechanics are solid so its something im doing

exotic cradle
#

Maybe

rustic salmon
exotic cradle
heavy lion
#

@rustic salmon Youre gonna need to show us your collision settings, how the BP is structured

rustic salmon
#

it works on an ordinary 3rd person model so must be something to do with my character

heavy lion
#

What does it have to do with your character if its the helicopter falling through the floor?

exotic cradle
#

Well he said it’s only when he uses his character

rustic salmon
exotic cradle
#

Has to do with his map than

#

Change the landing pad collision to simple?

rustic salmon
#

both helicopters I just dropped into the scene

exotic cradle
#

Change helicopter collision to simple?

rustic salmon
#

so must be something to do with my character

#

thats his map

exotic cradle
#

The settings related to how your character loads things in the world?

#

If your floor mesh wasn’t setup correctly than your character would be falling through the floor as well

rustic salmon
#

both are/have been/were exaclty the same but still the coppers sink

#

its got me stumped for 3 days now

#

if i shoot the copper it falls and stays on the ground

exotic cradle
#

Hm

rustic salmon
exotic cradle
#

Physics enabled?

rustic salmon
#

yep they are

exotic cradle
#

There is your problem my dude lol

rustic salmon
#

have you found it

#

I dont understand what the errors are telling me

golden wren
#

You can click on the underlined words of the error, the last words on each line , takes you to the node error, from looks of it , it has something to do with set vehicle

rustic salmon
#

yeah cool, just it only does it with my character no errors with another charater

exotic cradle
#

Maybe because it’s default reference is the other character

rustic salmon
#

its default is first person i just swapped it over to 3rd, works fine with the ue4 character but mine it doesnt, mine uses the ue4 skeleton anyways

frozen dune
#

A question about widgets, I intent to make a simple store with buy/sell/exit buttons and I was wondering a few things:

  • It's better to use multiple UI Widgets ? For example, one for buy, one for sell, etc. ?
  • Is there a recommended way to compact everything into a single Widget ? I have been thinking of using the characteristics of "is Visible" in the buttons to make everything into a single BP
  • For complex menus (inventory, character status, etc.) which approach would be better ? Multiple UI instances with an overall handler or a single BP that manages everything ?
exotic cradle
#

Did you check the event graph for the errors?

#

@rustic salmon

rustic salmon
#

yep nothing,

#

only those ones i posted before, just points to a couple nodes'

#

but like i say works fine with ue4 dude but not my dude

heavy lion
#

Trying to figure out how I would check who the player was killed by.
I want to have a different outcome based on this.

#

At first I thought of uding DamageType, but all manner of people are going to be using different damage types. I need to check if the enemy is of a particular type, not what damage type

bleak sable
#

@heavy lion Could you use instigated by and get the other players, player controller. If it is multiplayer you could get there player controller and then the player state then get the name

heavy lion
#

Its only gonna be single player. I think with the instigated by I can check if the damage causer is a certain AI controller?

bleak sable
#

If you can get an AI controller then It should work, if not you could get Damage Causer and then just set that on apply damage to the AI itself

heavy lion
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I cant find any examples of how to use the Instigated By output

fossil crypt
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Hi guys i am brand new to coding and i am creating a project for university. I have followed a tutorial to perfection yet to no avail. The blueprint i created is a locked door. You must have X keys to be able to trigger the door opening. It doesnt work as when i collide with the key my number of keys do not go up. This is the issue because i had my number of keys variable to be public and editable. If i write that i have 1 key the door does open. I have checked my key blueprint and i have stated that when you collide with the key Add 1 to number of keys. via the integer+integer. I know i collide with the key because at the end i also stated destroy the key actor, and it does. Can someone help?

tight schooner
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Public/editable shouldn't matter cuz it only pertains to manually placing the actor in the level. Have you tried using breakpoints or print nodes to make sure the script on the side of whatever's holding the keys is actually executing?

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If it is, in fact, executing and yet the value doesn't change, you might have to show us some of your BP (screenshots etc)

fossil crypt
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bro ngl im brand new to coding and i just have no idea lol ill show you some screenshots hold on

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First picture is my key blueprint second is my levels

heavy lion
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Scrap that second part and recreate it in your player BP

tight schooner
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So the door is looking for just 1 key

fossil crypt
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yea

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actually im not sure

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i dont remember setting that

heavy lion
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@fossil crypt You would be much better off checking anywhere but the level BP for the keys collected.
You are getting a reference to the player character from the level which may not be valid on begin play.
You should do the check inside the player BP

fossil crypt
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the 'ironlockeddoor' is my box collider

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So do i just copy and paste it from the level to my player bp

heavy lion
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You can but the references wont copy

fossil crypt
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Okay ill try that

heavy lion
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You want three actors. A key, a door, and a character

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The door actor could check to see if the player has the number of keys required to open it.

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But you could store the number of keys collected in a few places.

fossil crypt
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im just trying to copy and paste it into the players bp atm

heavy lion
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Why? The character doesnt tell the door how many keys it requires.

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The door tells the player how many keys are required

fossil crypt
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Oh i thought you said to scrap the part in my level and put it into my player bp

heavy lion
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Nope

fossil crypt
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So i need to put it on the door bp?

heavy lion
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Yeah. The door is in charge of knowing how many keys are required

fossil crypt
heavy lion
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Yes

fossil crypt
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Okay ill try that

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IronLockedDoor is a box collider not attached to the door is that fine?

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sorry if im asking stupid questions i really dont know anything haha

heavy lion
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That should work fine yeah

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On begin overlap, cast to player character, from player character, get number of keys, compare that to number of keys required > Do something (Play Timeline on the door mesh and/or play a sound)

fossil crypt
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Ok. So on the begin overlap im trying to select the trigger but this is the only one coming up

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Will this still work?

heavy lion
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You dont need to do that

fossil crypt
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I have it selected in my viewport and this is the only one i can select :/

heavy lion
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With your box collision selected in the components panel. Look in the details panel and you will see lots of green boxes with plus icons on them

fossil crypt
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i dont have it in my door bp

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its not in my components

heavy lion
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Your collision isnt in the door BP?

fossil crypt
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nah

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i think thats why the youtube tutorial told me to do it in the level bp

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want me to link the tutorial i followed?

heavy lion
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Doing stuff like this in a level BP is.... 🤦