#blueprint

402296 messages Β· Page 573 of 403

exotic rose
#

and it worked, just updating his z

#

the problem is it doesnt repeat until the key is released, so I thought that I would have to make a custom event for it to repeat every .1 seconds

static charm
#

go back to using the key presssed

exotic rose
#

you mean screenshot

#

or are you not done talking

static charm
#

i meant that method

exotic rose
#

oh okay

#

and how do I make it repeat every .1 seconds until released?

#

let me screenshot what I have, one minute

static charm
#

yeah i'll show u how to repeat

#

until released

exotic rose
static charm
#

wait so that wasnt working?

exotic rose
#

no, it only happens once

#

let me take a video if you dont mind

static charm
#

nah ur fine

#

just need to fix it a little

exotic rose
#

alright

static charm
#

u almost had it

exotic rose
#

damn Sadge

static charm
#

basically delete the gate

#

and plug the delay out into the branch in

#

then connect branch boolean to the cntrl hold boolean

exotic rose
#

okay one minute

#

what about the sequence?

#

do I use that?

static charm
exotic rose
#

I see

#

cheers, will test this

static charm
#

there's a lot of ways to do it

olive sedge
#

How can I set my project to capture mouse on middle mouse button and otherwise show cursor?

timber cloak
#

is there such thing as automatically create new Array Variable?

static charm
#

uuuttp, depends what you need to do

#

but yeah theres a few ways to add new variables

#

you can use Add function for the array

timber cloak
#

i understand that you can promote new variable using "Add" node

#

but instead of manually promote new variable for new array, can we make it automatic?

static charm
#

automatic after what

#

everything needs a starting point

timber cloak
#

after the "Add" node, it automatically create new variable itself.

static charm
#

sure

#

but you have to create the logic for it to be automatic

timber cloak
#

the variable thing is the only thing i have no clue how would one create it automatically. Only manual i know, by using "Promote Variable"

static charm
#

if u give the situation or scenario then maybe there's a easy solution we can give u

odd ember
#

wait what are you even trying to do

timber cloak
#

similar to the profession thing actually

#

hold on

static charm
#

the gameplay situation

#

"player kills enemy and the enemy reference automatically gets added to the array"

#

there's really nothing automatic about it, you just program it

#

which is what we can help with

olive sedge
#

@static charm very good, thanks

timber cloak
odd ember
#

once again

#

what the f am I looking at

timber cloak
#

my role function

#

well, the only thing i am trying to do is, getting it set promote new variable on the "Add" node

odd ember
#

pretty sure loops cannot extend beyond a function's scope

#

so whatever that function does (which seems to be nothing currently), it doesnt work

timber cloak
#

eh? i see

static charm
#

well it would do the first part of the loop and exit

timber cloak
#

thanks for letting me know

odd ember
#

also the IsValid macro is buggy

#

better to using a branch on the pure IsValid function

#

or I say buggy

#

what I mean is there are certain scope instances where it just doesn't or can't fire due to the underlying BP logic

timber cloak
#

Branch, that has True and False bool?

odd ember
#

yes

timber cloak
#

noted, thanks

static charm
#

anyways, still don't know what variable you're trying to add to an array, but you can make an empty variable and set it during gameplay and then add that to the array

#

you can use Make

odd ember
#

I think for your role thing that we discussed yesterday or whenever

#

the trick is to make a tree with enums

#

is that you can hook up a select node to another select node

timber cloak
#

3 days ago, you said there's a bool into SetRole function, i suspect it's the branch, but then i don't think it can fit in

#

so a list of Enum using Select, then select again after?

#

instead of using Switch?

timber cloak
odd ember
#

you would use a variable named Role

#

that you would then want to set

#

from that set, you have a network of branching select nodes

#

done

odd ember
timber cloak
#

which is i am trying to figure out

odd ember
#

that can't be

#

I suggested no such thing

timber cloak
#

i probably misunderstood, my bad

odd ember
#

role would always be a variable

#

and set role

#

would be literally using the Set functionality

#

of a variable

#

I got an animBP where I have selects set up in that fashion because I want to be able to assert anim states based on exclusion

#

the most important part is that it is readable in this case, not that it performs exceptionally wlel

#

going back to the mantra of make it work, make it neat, make it fast - in that order

timber cloak
#

but failed to do so

odd ember
#

so use the above as an example of how to link select nodes

#

that's how you want your role tree to look basically

#

if there's more than two roles you need to use an int or enum instead as a branch but it is still possible

#

or you can just add an additional select node and branch between those as well

#

I recommend drawing out your role tree

#

on paper

#

figure out where each role is situated

#

and use that to construct your select tree

lucid granite
#

Is there a way to move a horizontal/vertical box at runtime in blueprint?

odd ember
#

absolutely not, everything at runtime is static, even the player character

lucid granite
#

noooo

odd ember
#

of course there is

#

what do you need to do

static charm
#

lol

lucid granite
timber cloak
#

let me try to digest on your advice, i am slow will take some time.

lucid granite
#

don't see a move (only a remove)

odd ember
#

best way would be to use a timeline

odd ember
odd ember
timber cloak
#

i drew that previously though

odd ember
#

that's pretty much the standard for anything moving, anything rotating etc.

odd ember
lucid granite
#

says timeline can only work inside actors

#

so not widgets?

timber cloak
#

ah i see

trim matrix
#

I canΒ΄t find any cascade text channels so I am just going to put my question here: How can I spawn a particle emitter after one have finished?

lucid granite
odd ember
lucid granite
#

widget blueprint "Horizontal / vertical" box

static charm
#

i think thats Set position for moving those widget boxes

lucid granite
odd ember
#

the widget boxes can be animated

#

I reckon that's your go to

#

look for animating widgets ue4 or some such

lucid granite
#

thanks for the advice πŸ‘

sand shore
#

@lucid granite the reason timelines can only work in actors is that the node creates a component which belongs to the actor

lucid granite
#

Thx, I found out there are blueprint timelines with widgets too

#

He explained it quite well to me (widget timelines)

sand shore
#

well that's not the same thing but yes

#

they both use curves with the same (or similar) editor

odd ember
sharp zealot
#

used this tutorial but this is missing

spice sequoia
#

What node would I use to get a Float input of between -1 and +1 to give out a relative value of up to 1 depending on which side of zero it is at? - so +1 would be 1, and -1 would also be equal/up to 1 etc. Zero would be zero. I know I can lerp on an alpha but this only works between 0 and 1 of course

trim matrix
#

@sharp zealot If you get the location where you click you can add a find look at rotation and set the players rotation

sharp zealot
#

ill try tnx

#

unfortunatly im a c++ programmer, with blueprint imtrying to understand how to do with tutorials πŸ™‚

trim matrix
#

@sharp zealot Then you should ask in the c++ text channel there should be someone who could help you

tight schooner
#

@spice sequoia absolute (abs)?

#

Basically removes the sign from the value

spice sequoia
#

@tight schooner Thanks - Exactly what I was looking for and so simple. Thankyou!

icy saddle
#

Is there an easy way of spawning a cube on ground level in BP?
Currently I'm spawning the cube in front of my character by using an offset from my character location, but it spawns a little above ground (so it floats a bit).

maiden wadi
#

The simplest way is probably a linetrace to find ground level.

icy saddle
#

ah I see, I was hoping unreal would have something simple like "spawn on ground" hahah
thanks, I'll try that

#

i saw there's an option to place objects on ground level in the editor's viewport but i guess they didnt create a function for it outside the level editor functionality

trim matrix
#

hey guys any tutorials to save all actors in maps (actors and destroyed actors) ?

#

how do i let one object (for example Triggerbox) destroy an foreign object (like doors or anything like this)

maiden wadi
#

@icy saddle Come to think of it. That might be a way too. I didn't consider that. You may be able to simply move the object straight down on Z in a sweep move. It should stop it at the first thing hit.

trim matrix
#

or in better way: how do i let one object interact with an other.

#

i tried to make an openable door with E button first... this did'nt worked so now i try to open an door automatically with an triggerbox

#

maybe i create an cutscene for this so it looks better

ruby tree
#

I just have a quick question

#

Does anyone know how long it takes to build ue4 from source? I did some calculations and it's looking like it takes upwards of 33 hours, is this normal?

maiden wadi
#

@ruby tree Highly depends on your machine. Anywhere between 11 minutes to several hours.

spark steppe
#

11 minutes? how?

ruby tree
#

I'm assuming the visual studio build output (currently [222/3743]) is probably not a great indicator of time then

maiden wadi
#

Some of the newer AMD processors work incredibly well I suppose.

trim matrix
#

i already created an trigger box.. or you mean in the object editor?

spark steppe
#

well ok right, it uses almost all cores to compile

odd ember
#

timelines were created for stuff like door rotation over time

maiden wadi
#

@trim matrix By destroyed, I assume you mean actors with destroyable meshes? A destroyed actor can't be saved, it doesn't exist anymore.

trim matrix
#

So I want to add a sprite box in my dialog component but I donΒ΄t know how to store a sprite in my blackboard or get it out form a blackboard key any suggestions on how to do it?

maiden wadi
#

He is, but I'm just trying to be certain he's not somehow trying to save already destroyed actors, and just means a fractured mesh or something.

ruby tree
amber marsh
#

is a time span variable something that can replicate?

ruby tree
#

I don't see why you wouldn't be able to, but I don't know that much about replication

#

Also @spark steppe you said a build took about 2 hours for you, what specs are you working with?

trim matrix
#

so my currently only problem is.. i dont created an door by myself because i dont know how do create models and i cant model. so i downloaded one from quixel bridge.. so now i want to make this door move/openable. first i wanted to create an dynamic door that you have to open fully by hand like the doors in the Game "Visage" then i wanted to make it half automatically to just press E and then it opens. and now i want to make it fully automatically with an trigger box because i dont know how to make the previous ideas work.. sorry if my english is bad. i'm not native english

mortal wharf
odd ember
#

set the collision boxes to be visible

#

or debug using breakpoints

#

the latter is more precise

trim matrix
#

@mortal wharf If you have the print node in your character the enemy mesh may be called as touching you

mortal wharf
#

There is a lot of space between the player and the enemy

trim matrix
#

Oh you meant from the pic got it

#

thats an good idea. but my main question is. how do i make that one button "E" can interact with every object i want. so that the Button "E" not only opens one door but every Door you look at.

mortal wharf
odd ember
#

well if you try one of the things I mentioned you could get to the bottom of your issue

#

visually in this case it's clearly not helping

#

so try debugging with breakpoints

maiden wadi
#

You may also want to show what and how you're printing. It's probable you're not checking the overlapping actor correctly.

odd ember
#

likely

mortal wharf
#

where should i put the breakpoints?

odd ember
#

on your collision box trigger

#

when it's entering

#

and show us the logic

mortal wharf
#

@odd ember I mean now i just got a black screen when i put a breakpoint on the overlap

odd ember
#

tab back into the editor

#

because that means the breakpoint triggers on the first frame

#

before the game even runs properly

mortal wharf
odd ember
#

cool

#

step into the next node

#

and hover over the "other actor" pin

mortal wharf
#

The current value of the other actor is none

odd ember
#

even after you stepped into the next node? as in, the big red arrow above the node is on the cast node?

mortal wharf
#

No i haven't stepped into the next node yet i am doing it now

odd ember
#

do that and then check

#

those values only update after the node has been triggered

#

and breakpoints hit as soon as the node gets hit

#

so generally you can only see stuff on the previous node when it comes to variables

odd ember
#

here it generally helps to have classes called something appropriate

#

I have no idea what the Test2 class/actor is

mortal wharf
#

Test 2 is the enemy

odd ember
#

cool

#

then we can ignore this case

#

press the button to return to game

#

I forget what it's called

mortal wharf
#

Resume?

odd ember
#

probably

#

it's like a big "play" arrow

mortal wharf
#

And now when i have resumed?

odd ember
#

wait for it to trigger again

#

the game should unfold

dusky thicket
#

So what would the cleanest way of notifying a parent blueprint when a childactorcomponent does something? I'm going down the Blueprint EventDispatcher rabbit hole and it's way too ugly (particularly because I cannot bind the event dispatchers in a function, so I have casting vomit all over my event graph of the parent).

odd ember
#

or make it trigger again if you have to manually do it

mortal wharf
#

I took a single look at the enemy and the screen got like grey or something

odd ember
#

@dusky thicket if you leave an event dispatcher unhooked up in your component, then go into the parent class, right click on the component and go down to event

mortal wharf
#

and then took me to the editor

#

with a big arrow above the overlap

odd ember
#

yeah so that means the breakpoint has triggered

#

breakpoints will pause the game and execution

#

so you can step through

dusky thicket
#

@odd ember Ah this is a ChildActorComponent, and the event is on the actor.

odd ember
#

I strongly recommend not using child actor components

dusky thicket
#

Ahhh so that's my problem. Got'cha.

odd ember
#

whatever your case may be there are probably better ways of doing it

dusky thicket
#

I was wondering why this was blowing up...

#

I'm just trying the logic simply on a title menu. Poke the single player or multiplayer button, some effects play, and the menu prevent you from touching the other buttons.

#

I'd normally do this in C++ but I took it as an opportunity to learn more about blueprints.

odd ember
#

I don't see any reason for using child actor components in this case

#

you can have the parent widget spawn child widgets

dusky thicket
#

The buttons have similar effects so each button is a sub actor.

odd ember
#

save them as individual widgets

#

custom widgets are available

#

so you can template all your widgets

#

and they will appear as custom widgets in the left hand menu in the UI designer

dusky thicket
#

Note that these are 3d objects... collision spheres. It's VR.

odd ember
#

I'm sure there's a custom class or component for this in VR

#

although I'm not big into VR

mortal wharf
#

So do i just repeat resuming or what do i do?

odd ember
#

@mortal wharf check the actor again

#

see if it's your player

#

if not, disregard

dusky thicket
#

Anywho. Thanks @odd ember for pointing out the moment where I strayed from intended.

odd ember
#

remember you have to step to your cast node

#

or alternatively move the breakpoint to be on the cast node instead of the event node

mortal wharf
#

Ok so when i first start the game, the other actor is the enemy but after i look at the enemy after i have resumed i step into the cast and the other actor is the player

odd ember
#

cool

#

so that's the point where they meet

#

you're using a separate window for your playtest yes?

mortal wharf
#

Yes

odd ember
#

try instead using the PIE window

mortal wharf
#

A standalone game window

odd ember
#

because it allows you to do something that is useful here

#

sorry, "selected viewport"

mortal wharf
#

Yeah and now?

odd ember
#

so at the top of the window, next to the pause/stop buttons there should be another icon

#

that says something like "detach from player controller"

#

this will allow you to fly around freely

#

at this point, if your trigger boxes are visible, you should be able to see where the overlap happens

mortal wharf
#

Yep

#

They are visible yes

odd ember
#

so do you see the overlap? can you take a screenshot?

mortal wharf
#

The player doesn't have a mesh

#

So it isn't visible

odd ember
#

is the capsule visible on the player?

#

set it to visible

maiden wadi
#

Might also check that the player character doesn't have some sort of large detection sphere or something with overlaps.

odd ember
#

yeah absolutely

mortal wharf
#

@odd ember Do you think i could screenshare? You don't have to use a mic cause i don't have one here either

odd ember
#

I don't think it would help as I don't get more info from this

#

and there is no remote control option

#

maybe for good reason tbh

mortal wharf
odd ember
#

try with detaching

#

so we can see it from a third point of view

#

right now it looks like it overlaps in the front

#

but it may be wrong

mortal wharf
maiden wadi
#

Can you show the player character's class viewport and component list?

olive sedge
#

I'm trying to get a Manny to stand around and then go places I click. Right now he just falls down and spazzes out on the floor until the drops off the edge.
How do I define the behaviour? Is this in my PlayerController? Would I have a seperate PlayerController for each character? Should this Manny be an Empty Character Actor with a manny mesh attached?

mortal wharf
#

What do you mean?

#

@maiden wadi

maiden wadi
mortal wharf
#

So the player not the enemy?

maiden wadi
#

Possibly both. Start with player.

maiden wadi
#

Cone, and Sphere, what are those?

mortal wharf
#

You might remember a few months back with the stand and sit enemy?

#

That is the cone

maiden wadi
#

If that is in front of the player character, I'd assume that is what is overlapping your enemy and triggering it.

mortal wharf
#

So how could i restrict it?

#

Only for the enemy?

maiden wadi
#

Hard to say. You can change overlap channels, but that's going to get complicated fast with multiple enemies. You could check the overlapping component and make sure it's not that, in your one enemy, but that's kind of a bad method for future updates.

odd ember
#

@mortal wharf you could check for specific components and ignore if it is that particular component's class

#

otherwise it's physical object overlap

#

but that comes with its own share of hurdles

#

as collision is two way

mortal wharf
#

This is actually the last update for my game, i have been working on it since april @maiden wadi

#

@odd ember How would i do that?

odd ember
spark steppe
#

anyone has an idea what im doing wrong here? i want to attach the cameraComponent to a socket of my actor but somehow it ends up with having pitch/roll in it's rotation... (all childs of the cameraComponent get relative location set to 0 after setting the root to the actors yaw)

mortal wharf
#

Do i put the restricted actor in the field or the one the cone is for?

#

@odd ember

odd ember
#

whatever the class is that's causing the issue

#

in my case I can do this because I have a custom component

#

if you don't have a custom component you do it based on object name

#

for instance, if it's just a trigger box

#

but it gets more and more hacky the weaker your checks are

mortal wharf
#

So the cone in this case?

#

The cone isn't selectable

#

The cone is for another enemy with a overlap event so do i put that enemy in the field, or the weeping angel enemy or the player?

odd ember
#

yeah the cone in this case

spark steppe
#

let's call it partyhat from now on

mortal wharf
#

No i want the cone overlap to only work on one actor and not all of the actors in the level, so i basically want to restrict it to only that one actor

#

@unique flicker

#

The cone isn't in the list @odd ember

odd ember
#

if you want the cone to just work on one actor

#

use cast to prevent it from reaching any other actor

#

shouldn't be harder than that

mortal wharf
#

But isn't that the thing i am doing?

#

I have to get the function

#

From the Nightmare bp

odd ember
#

so why is it hitting the player?

timber cloak
#

probably a skill

mortal wharf
#

It doesn't but someone here told me that if the cone is in front of the player which it probably is, that is probably the problem or something like that

timber cloak
#

it says dead on the top left

mortal wharf
#

I am not near him at all but the overlap print string still gets called

#

Take a look at my last messages @timber cloak

#

Well not last but some of my last

timber cloak
#

yes, i saw both "sit" and "stand" on your screen shot

mortal wharf
#

Not that, that is a whole different thing

#

before that

timber cloak
#

yeah, it is not triggering at all

#

the "dead' is definitely different trigger

mortal wharf
#

omg i said look at some of my last messages with @odd ember and @maiden wadi

mortal wharf
#

🀦

#

Yes it says dead but just please look at my last messages

#

not the nightmare and cone things

#

before that

timber cloak
#

i scrolled up, and i can't see the code clearly but i suppose that one is the "dead"

#

that part triggered only

#

basically your last screen shot cone is not there/not triggering

mortal wharf
timber cloak
#

@unique flicker you saw it correctly lol

mortal wharf
#

You guys are talking about the wrong blueprint

lucid granite
#

so the "Designer" has the button BtnBetRaise but the "Graph" does not

#

the BtnBetRaise is a part of the BxBottomRow but I don't know how to get that button from that horizontal box

#

and shouldn't the button just be there as a varible?

mortal wharf
#

So since the cone wasn't the problem what do you think the problem is? @odd ember

#

The sphere didn't have any references so i just deleted it

odd ember
#

it is probably the cone, because the cone is still part of the player character yes?

odd ember
#

@mortal wharf if the cone is still part of the player (as in, it is a component of the player actor), then that will still overlap with the test2 enemy

mortal wharf
#

Well yeah the cone is in the player character but it gets casted so shouldn't it be restricted to that ai only?

odd ember
#

the problem is that the cast that happens on the enemy

#

just checks for if it is the player

#

and in this case, the cone, since it is attached to the player

#

it IS the player

#

so we're back to that you should have an additional check that in case it is the cone component, it does not count as an interaction

timber cloak
#

also, we can't the see cone without actual visual debug on it

#

to be accurately see the problem, you need to have a visual as well

mortal wharf
#

But i can't select the cone in the field?

timber cloak
#

first person perspective usually can be misleading when it comes to range interaction lol

mortal wharf
#

I have already tried seeing it in third person

odd ember
#

also a cone like this can be represented mathematically instead, which would eliminate the reason to have mesh overlap

timber cloak
#

do a visual debug

#

set your cone to visible

mortal wharf
odd ember
#

check what class your cone is

#

my guess it's a static mesh component or some such

mortal wharf
#

@timber cloak Thank you! The cone is the problem

#

Thanks for the tip

timber cloak
#

welcome

#

@odd ember btw i am still lost with your select coding

odd ember
#

what is your issue now?

timber cloak
#

@unique flicker he triggers the dead part for sure, not the last one. Without visual nobody knows

odd ember
#

I mean I said that a while back even lmao

timber cloak
maiden wadi
#

I thought we established the cone issue an hour ago?

timber cloak
odd ember
#

pretty much

timber cloak
#

but.. how am i going to do with the "amount" and add them into new arrays?

odd ember
#

@timber cloak okay that's a start but it's a really flawed way of describing it. forget the arrays. arrays have nothing to do with this

#

this is purely for picking 1 role

#

nothing lse

mortal wharf
#

I can't seem to find where i check what class the cone is

#

Oh wait

#

Yes it is static mesh

odd ember
#

@mortal wharf cool, so say that if it's a static mesh component, exclude it

#

which will require a branch, and the != node for class

mortal wharf
#

But i know the cone is the problem now

odd ember
#

we knew that an hour ago

#

or more

#

we've been trying to fix this

timber cloak
#

you can't set arrays anymore once you do those select type of coding? I definitely need to add the "amount" variable of the players (that is being randomly set for their role/job), and then lastly add them into new arrays.

odd ember
#

you dont need arrays

#

for this

timber cloak
#

then what about amount?

odd ember
#

you need a single (1) enum

#

amount of what

timber cloak
#

like Number of Salesman, Number of Chef

odd ember
#

you can have that in an int variable?

#

it's like you want to make it hard for yourself

mortal wharf
#

And what should i select in the != field?

odd ember
#

@mortal wharf the class of your cone... so static mesh component or whatever it's called

timber cloak
#

i am not so used with "Select" nodes, sorry. I am still trying new stuffs/nodes here.

odd ember
#

@timber cloak it's nothing to do with the select nodes

#

it's how you set up your thinking even before then

#

let's start again

#

you have a person

#

that person can only have a single role, correct?

timber cloak
#

correct

odd ember
#

so, create a class called person, add a variable to that class called "role"

mortal wharf
odd ember
#

the logic is correct, but you need to do it where you print "dead" and cast to the player, not where you cast to the nightmare class

#

also the branch should go AFTER the cast, not before

mortal wharf
#

Yeah but this whole system is for another enemy i just need to restrict it so it doesn't interfer in other ai's in this case the weeping angel

odd ember
#

okay?

#

how does this interfere?

timber cloak
mortal wharf
#

Cause the cone is for another ai and i want the cone to be for that ai and that ai only but the cone also stops the weeping angel so i need to set it so it only works for the nightmare ai

odd ember
odd ember
#

I would strongly urge you to create a separate actor class for your person

astral tangle
#

Hello, I'm new to visual scripting and trying to make a smooth mouse aim. I think I got it how to do it, however, i'd need this Get mouse position on viewport to two values. Currently it's printing them as one debug line. How to split it to x and y values or is there a better node for it? Thanks guys!

odd ember
#

@astral tangle right click on the pin -> split struct pin

#

can't be connected while you do it

timber cloak
#

clearer now. Thanks for the detailed explanaition

odd ember
#

that's what we're trying to do

#

we need an actor to be a person

#

and that is most likely not the same class as the player class

#

I mean player

#

not necessarily

timber cloak
odd ember
#

nope

timber cloak
#

i rather keep it less rather than adding more

odd ember
#

you are writing the underlying "archetype"

timber cloak
#

there's a reason i am not using "Spawn" and "Possess"

odd ember
#

then when you spawn your person in the game

#

they get assigned a role at runtime

timber cloak
odd ember
#

@unique flicker there isn't. what I'm trying to say is that it cannot be the player BP

odd ember
mortal wharf
timber cloak
#

so your idea was to use multiple "ThirdPErsonCharacter" BP class all along

odd ember
#

no

#

because you cannot control multiple characters with a player controller in third person

timber cloak
#

well, i have same question as tidii with using one character BP class only

odd ember
#

at least not how the third person template is set up

timber cloak
#

the thing is, it is multiplayer and everyone's character is the same character with same thing except Skill, Role and Name.

odd ember
#

no, AI controller is what you'll need

timber cloak
#

nobody going to control multiple characters

odd ember
#

that's fine

#

in that case you can add it to the third person character

#

so understand this: as a blueprint what you are creating is a blueprint of an archetype

#

at editor time it doesn't really do anything, as none of the variables are instantiated

#

once you run the game, you can spawn any number of actors based on the blueprint you've created

#

and give them custom values for any variable you've created

astral tangle
#

@odd ember Thank you so much! I'll let you know if I get the thing working!!

#

I was searching that one for a while from internet πŸ˜› couldnt find

odd ember
#

in the case of your third person character, every player gets a different third person character

#

and every character can be assigned a different role

#

as you want them

mortal wharf
#

The main problem is still not fixed unfortunately he doesn't move inside

#

We fixed that he didn't move all the way to me but he doesn't move at all when he is indoors

odd ember
#

I mean I wasn't aware that that was a problem

mortal wharf
#

Yeah sorry about that i didn't mention it

#

And correction it works in the test level but he doesn't move at all in the main level

#

The screenshots were all from a test level because he appeared broken in the main level

#

He works good in the test level but if i put him anywhere in the main level he just doesn't move at all

spark steppe
#

does he spawn inside the nav mesh?

mortal wharf
#

The whole level is covered in nav mesh so yes

timber cloak
#

@odd ember For roles with single "ThirdPersonCharacter", i suppose i run a loop with enum variable on "ThirdPersonCharacter" BP class?

Another thing is to confirm is, the integer on the boolean "Select" which overwrites the enum's name with "False" and "true", any caveats or it is fine?

winged kettle
#

using an actor component for a grabbing system. How do I get references from the actor components owner without casting? Also without adding code in the owner?

odd ember
#

@timber cloak I mean your setup does nothing the way you've set it up

#

your "number of roles" doesn't matter

#

@winged kettle there's no real way to do it without casting

maiden wadi
#

It depends on what you need from the owner.

winged kettle
#

Thats what I was worried about

odd ember
#

well yeah if you just want actor functionality that's free

maiden wadi
#

GetOwner() will return the owner as an AActor, but if you need the class, you have to cast.

odd ember
#

but if you want anything class specific from the owner, then no

winged kettle
#

Need a way to check for overlaps without casting inside the actor component

odd ember
#

I created a custom component derived from a collision component for that πŸ˜…

maiden wadi
#

You can get overlap data from the Actor pointer.

winged kettle
#

well, im not sure how to do either of those methods.

maiden wadi
#

What overlap data do you need? What are you looking to do?

odd ember
#

you need to dive into c++ if you want to derive from a collision component class

winged kettle
#

basically it turns physics off and sets the location to a scene component in the player bp. If over lapping another actor it keeps you from being able to drop it.

#

Works fine just trying to get it all tidy in an actor component for modularity

#

Ok with c++ but will probably not go that route

maiden wadi
#

I imagine it would likely be best to do something like this in a custom SceneComponent, and use the SceneComponent as the grab location.

#

As for overlap stuff in either an ActorComponent or SceneComponent from the owner without casting, these are your options.

winged kettle
#

That was the last piece of the puzzle

#

That bind event is pretty great

maiden wadi
#

Found it pretty useful, myself, in quite a few abstract locations.

odd ember
#

requires a little more boilerplate but I suppose it is a good BP only solution

winged kettle
odd ember
#

I mean it has no impact on gameplay

#

it's more for your own sake of doing repeat setups

winged kettle
#

Yep, going for that extra time in setup to save time in the long run

timber cloak
odd ember
#

I told you

#

a single role variable

timber cloak
#

uh, the way with multiple "ThirdPersonCharacter" BP Class?

odd ember
#

you dont need multiple classes

#

you're misunderstanding things

#

you need one class

#

and one variable within that class

timber cloak
#

i see. So, do i still go with the Select node and all?

#

i am quite slow, my bad

#

i totally fell asleep just now

odd ember
#

all you need is a role variable

#

of type enum

#

inside your custom enum

#

you need EVERY SINGLE ROLE AVAILABLE written in

trim matrix
#

heyya

#

do you know why my char jumps off edges when going down hill ? i am using character movement

#

its doing that in fast speed only

timber cloak
#

in case i misunderstood again

odd ember
#

delete all of that

#

once you have your role variable

#

use the Set functionality

#

no loops

#

no nothing

#

no functions

#

and pull out a select node from that

timber cloak
winged kettle
#

Have to manually tell it when to update but works well. Any one have any better ideas? It just updates when the player moves. This is basically hey you cant drop this item because it is overlapping something and when physics turns on it will flip out.

twilit heath
#

you can just do a sphere trace on a 0,1 sec timer

#

and enable physics/dropping depending on if you caught something in the overlap or not

#

without even accessing the Owner, except to get its location for the Center

#

(if its a scene component, you don't need owner loc, it has its own)

winged kettle
#

Its an Actor component set up to work with many items. Many items are kinda long. Not sure if a sphere trace is good enough.

twilit heath
#

you can do a sweep

#

if you need hit locations

#

just a short distance, cheap one

winged kettle
#

You know, Ive never done a sweep before

twilit heath
#

its basically a trace with a shape

winged kettle
#

oh, well thats pretty cool

twilit heath
#

engine does it non-stop, for example to detect floor

#

from movement components

earnest tangle
#

You can't sweep with an actor from blueprints though unless you use a set location :\

winged kettle
#

ahh... 😦

twilit heath
#

i don't do such thing in BP

earnest tangle
#

I guess you could set location with sweep enabled and check the sweep result

#

if it's bad then reset

winged kettle
#

well ill have to keep that in mind though may come in handy

twilit heath
#

c++ is able to create a simple shape inline

#

for the sweep

earnest tangle
#

Yeah I just made a C++ helper function to allow me to do a sweep from BP's... no idea why it isn't available by default :P

winged kettle
#

Ill have to comment that then with this info. If its too heavy ill need to go that route

twilit heath
#

but essentially

#

doing a periodic sphere overlap

#

or reacting to begin/end overlap doesn't really make a difference player can notice

#

in most cases

winged kettle
#

Maybe I can do a two stage test. First being a larger overlap that triggers this more accurate overlap test.

twilit heath
#

accuracy is the same

earnest tangle
#
bool UCppHelperLibrary::SweepTraceActor(const AActor* Actor, const FVector& Start, const FVector& End, const FRotator& Rotator, const TArray<AActor*> IgnoredActors, FHitResult& OutHitResult)
{
    UPrimitiveComponent* Root = Cast<UPrimitiveComponent>(Actor->GetRootComponent());
    if(Root == nullptr)
    {
        return false;
    }

    FComponentQueryParams Params;
    Params.AddIgnoredActor(Actor);
    Params.AddIgnoredActors(IgnoredActors);

    ECollisionChannel Channel = ECC_Camera;
    const bool Result = Actor->GetWorld()->SweepSingleByChannel(OutHitResult, Start, End, Rotator.Quaternion(), Channel, Root->GetCollisionShape(), Params);

    
    return Result;
}```
#

here's the code to do a sweep with the actor's shape

twilit heath
#

the only difference, if you run the sphere overlap every say 0,2 seconds

earnest tangle
#

you can stick that into a C++ blueprint function library

twilit heath
#

is that if something enters overlap 0,05 seconds after your last check

#

it won't be detected for another 0,15 seconds

winged kettle
#

And......... thats going into my bag of tricks. Nice man, I really appreciate it. Ill get that dude in my library.

earnest tangle
#

One modification you may wanna make is set the Channel variable as a parameter instead of hardcoding it to ECC_Camera

#

that would allow you to choose which channel to do the sweep on, I just needed it on Camera for time being so it's hardcoded lol

winged kettle
#

lol, Im glad you mentioned that. I may have overlooked it.

twilit heath
#

could had added that little tidbit to the function's name @earnest tangle

earnest tangle
#

Maybe, I probably meant to change it into a parameter but forgot about it :P

twilit heath
#

you can do it without breaking anything

#

but putting it as last default parameter

#

then no code or BP node breaks

earnest tangle
#

I'm probably using it in like one place in my project so nbd even if it did break something :D

twilit heath
#

and it traces on camera unless you tell it otherwise

elfin inlet
#

its inside my playercontroller

#

i don't think there is any reason for it to not work

#

the hud widget isn't added to viewport

flat raft
#

@elfin inlet use the debugger.. see where it fails.

elfin inlet
flat raft
#

Maybe it is added and you can't see it.

#

Try adding it to the top left, which I think is default.

elfin inlet
#

that's it

#

my tiles are invisible

odd ember
#

at least they are not indivisible

flat raft
#

Well..there's your problem

#

lol

elfin inlet
#

thank you for making me feel dumb lmao

fierce birch
#

just wondering, what would be a good idea to set up a saving system when you dont know how many variables you need, and you have a lot of them

dense badger
#

Heya all, I'm doing this to try and find out what class of thing I am targeting:

#

But GetClass and Class == doesn't appear to resolve with inheritance.

#

IE: if I say Class == Vehicle and the class I am testing is Car it returns false

#

Hrrrm, I found "ClassIsChildOf" I guess that works

timber cloak
#

the "Set Role Name" Variable is from "ThirdPersonCharacter" BP class.

forest sable
#

hello

#

real quick, what is the deference between an interface call and an interface massage ?

odd ember
#

everything else is useless

forest sable
#

@unique flicker can you elaborate ?

timber cloak
forest sable
#

yup

odd ember
#

like you're not understanding how programming works yet you won't give up on your own interpretation of it, even when it's wrong

neon sorrel
#

Anyone know why this gets the variable from the local player, not the one that is the hit actor? The input into the cast is the hit actor on a sphere collision. They're both the same character. Im trying to get those variables from the player it hits, so that it displays the other plays name not the player who looks at them.

timber cloak
odd ember
#

@unique flicker

#

please

#

don't give him ideas

timber cloak
odd ember
#

you don't

#

not here

#

you assign the role to the class

#

and nothing else

#

stop

#

really

#

you're not helping

timber cloak
odd ember
#

he already does @unique flicker

#

imagine

#

whenever a person spawns

#

they ask for a role

#

not if you set up the role on beginplay

#

which is basically what you want to do

#

you do not want to ever have to loop over all of your persons

timber cloak
#

wait, this is not like the player walk up to the AI manager and ask for the role, but it straight away give the player roles at BeginPlay/OnPostLogin.

odd ember
#

you want each person to autonomously ask for their role

#

so that when they spawn, tehy already know what they are going to be

timber cloak
#

this is supposed to be randomed each time it BeginPlay though

odd ember
#

sure

#

doesn't matter

#

no loops

#

none

#

whatsoever

#

literally as you spawn your person, they will find out themselves what they are

#

and you can decide then if it's random or predetermined

#

it doesn't matter

timber cloak
#

really? without loop? My first time doing random on BeginPlay without loops. Especially without having the amount that is fixed in the beginning prior beginplay

odd ember
#

the amount can come into play later when you're spawning them. but that's not relevant here

#

here you are looking at blueprint of one person

timber cloak
#

Okay, then if it's 10 players*, 5 different roles, each roles has a fixed amount "Number of Teaching Role" etc. Then how is the system knows how many roles is going to be assigned?

odd ember
#

the system spawns the roles

#

it knows all of them

#

it manages them

#

etc.

#

if you tell the system to spawn 10 persons the system will know all of those 10 roles

timber cloak
#

correct, then each of the role contains different integer/amount

odd ember
#

no

#

in your person/character blueprint whatever you're calling it

#

all you need to do is set your role on beginplay

timber cloak
#

the player isn't walking up to AI manager and ask for role.

Yes, i can understand know the role is all automatically assigned once you set.

The only thing my stupid brain cannot understand is that where should the integer be at?

#

set the integer in ThirdPersonCharacter BP class?

odd ember
#

no

#

the game mode if anything would handle spawning

timber cloak
#

correct

odd ember
#

and so if you absolutely need an amount to spawn, it would spawn them

#

hence game mode handles amount

#

depends on what logic he wants

#

if it's random, then just set it up with a select node

#

if he wants he could even expose it on spawn so the role becomes visible on spawn and the game mode can input a role based on whatever parameters it chooses

timber cloak
odd ember
#

I told you that was wrong

#

and right now I think it's just making you more confused

#

there are no arrays

timber cloak
#

okay no more arrays. I forgot that picture has it.

odd ember
#

no more arrays

#

no more loops

timber cloak
#

it is just to show that there's 16 total players, roles automatically assigned randomly to 16 different players.

#

then the bracket with number (3) amount being set, how?

#

and where?

odd ember
#

in game mode

#

game mode essentially becomes your person manager

#

it tells each person that spawns what role they have

timber cloak
#

correct, that's what i have been doing

odd ember
#

and if they have to change role, they ask the game mode to change role

#

only the game mode will have the authority to change the role for them

#

it's certainly not

#

basically you have to unlearn everything you've done up until this point

#

or it'll keep confusing you

timber cloak
#

i am trying to unlearn it now, Been using loops and array all the while

odd ember
#

I can already tell you this is wrong

#

it's wrong if it's in the character blueprint and it's wrong if it's the game mode blueprint

#

the number of roles

#

is something game mode and only game mode needs

#

the select node for which roles

#

is something the player character and only player character needs

timber cloak
odd ember
#

I don't understand what you're trying to say/do

timber cloak
odd ember
#

yes

#

the latter is basically what you need

#

for your player character

#

for your game mode you'll need to manually handle spawning

timber cloak
#

the former, is what i am trying to understand you because I still remember the "Set Role" enum variable you told me create, and i suppose this is also what i should put in GameMode link with Number of Roles? Sorry if i misunderstood again.

odd ember
#

yeah the set role is for your player character

#

your game mode isn't going to have a function like that

#

if anything, it's going to use the variable on the player characters it spawns

#

now before I leave for the night

#

go into your game mode blueprint

#

and set up your player spawn

timber cloak
forest sable
#

does anybody know how Fortnite building system was created

timber cloak
#

ignore the player controller

odd ember
#

literally just the last node

#

and begin play

forest sable
#

I've been looking for documentations for it everywhere and i'm really struggling with something

timber cloak
#

but the last node requires "target"

odd ember
#

the target is class itself

timber cloak
#

i brought in from Character BP

odd ember
#

it's because you're making it in this silly practice class

#

remove it

#

bring it the player character class

#

delete this nonsense class

timber cloak
#

this is the variable made inside GameMode

#

without the "Target" since no class reference

odd ember
#

...

#

the game mode doesn't need this variable

#

the player character needs it

timber cloak
#

ok then it's the first screenshot

odd ember
#

no

#

delete this class you're making this in

timber cloak
odd ember
#

and put it inside the player character class

timber cloak
#

this put in player character class?

odd ember
#

yes because you're in the array_struct_practice class

#

delete that class

#

it's just making you do wrong stuff

timber cloak
#

that's just a GameMode's name

odd ember
#

honestly, delete it and remake a new game mode. or delete all of your variables

#

start clean

timber cloak
#

okay i remake new

odd ember
#

you have 100s of variables in that class

#

you need to have like 2 at most

timber cloak
#

all was re-trying in and out, turns out everything was useless

odd ember
#

cool

#

now

#

your game mode

#

does not need an occupation variable

#

delete it

timber cloak
#

there isn't any new variables anymore. Deleted all as per your instruction

forest sable
#

@unique flicker Epic doesn't but i do

noble basin
#

how would i access a parameter in a blueprint and then change it within that blueprint?

odd ember
#

okay, delete the stuff in the event graph

timber cloak
#

won't improve if i just stop at this point and making mistakes like now

noble basin
#

a parameter of a material i should say

odd ember
#

there is a plus next to where it says functions on the left

#

if you hover the mouse next to that

#

you'll get a button that says override

#

click it and it's going to open a long list

timber cloak
#

noted

#

clicked

odd ember
#

you're looking for a function that's called something like "OnMatchStart"

#

or similar

spark steppe
#

did you mean onBeginPlay?

timber cloak
odd ember
#

it does not

#

ah wait

timber cloak
#

there's none there

odd ember
#

okay, go to your class defaults

#

check which class is the parent class

#

it's probably GameMode Base

spark steppe
#

isn't that class settings?

odd ember
#

you need to change that to GameMode

timber cloak
#

GameModeBase

odd ember
#

without the base

#

GameModeBase is a limited gamemode for singleplayer

#

it doesn't have multiplayer functionality

#

once you've reparented

#

go back to the override and see if you can find the OnMatchStart

#

or something else with "match" in the name

timber cloak
#

i remake a new under GameMode Parent, without Base

odd ember
#

sure

timber cloak
#

but no OnMatchStart either

odd ember
#

is there any name there with "match" in it?

timber cloak
#

ready to start match?

odd ember
#

there should be a few

#

ready to start match

#

that's probably the one

#

click it

timber cloak
#

Okay

odd ember
#

what do you get

timber cloak
#

a new function of it

#

or is it requires Advanced Session Plugin from the forum?

odd ember
#

ah no

#

sorry it's called StartMatch

forest sable
#

i really need to get a look at that building system code

odd ember
#

that's the one you want

timber cloak
#

no Start Match either.

#

Choose Player Start?

#

Handling New Player, right?

odd ember
#

handling new player is too simple for what you want to do

#

at least for now

#

or actually

#

you can use it

timber cloak
#

ok found Start Match with mouse clicks

odd ember
#

you need it as a function though

#

that you can override

#

ah

#

let's try with handling new player

#

what you want to do is create a "spawn actor" node

#

inside of that function

#

and that should be of the class that is your player character

timber cloak
odd ember
#

delete the stuff on begin play

#

that's not relevant

#

just kill it

timber cloak
#

ok done

odd ember
#

the spawn node is correct

#

input the class of your player character

timber cloak
#

done

odd ember
#

now go into your player character blueprint

timber cloak
#

alright

odd ember
#

and add a variable called Role or Occupation

#

set it to be the enum

timber cloak
#

ok had that

odd ember
#

cool

#

so

#

click it

#

in the details panel

#

tick the box called "instance editable"

#

and the box called "show on spawn" or something like that

timber cloak
#

done

odd ember
#

expose on spawn

#

now go back to your game mode

#

right click on the spawn node

#

and hit refresh node

timber cloak
#

already

odd ember
#

your spawn node should have that variable on it as a pin

forest sable
#

waht is GAS ?

timber cloak
#

correct

odd ember
#

this is how you will set the role on any new spawning player

timber cloak
#

ah i see now

#

but if you are not using spawn node? Only default spawning through defaults World Setting.

odd ember
#

if you want it to be random, just put a random function deciding the role

#

if you want it to fulfill other constraints, do that

forest sable
#

Thanks

odd ember
#

there is no such thing

#

everything gets spawned

#

players do not exist in the world

#

they always get spawned in

#

a player start is just an indication of where you want them to spawn

timber cloak
#

I am using "PlayerStart" capsule on Level. That's how i have been automatically spawning without Spawn and Possess node

odd ember
#

yep

#

that's fine

#

it will still work

forest sable
#

Gameplay Abilities (sometimes referred to simply as "Abilities") themselves are C++ or Blueprint children of the UGameplayAbility class. They define what the Ability actually does in C++ code or Blueprint scripting, as well as establishing elements of how the Ability should be treated, such as replication and instancing behaviors.

timber cloak
#

that was also how i started running around with loops and arrays

odd ember
#

like I said

#

player start

#

is just a location

forest sable
#

it says blueprint scripting

#

@unique flicker

timber cloak
#

i see

odd ember
#

when the game mode is looking to spawn players

#

it gathers all the spawn points

#

in random order

#

and checks if something is already spawned on them

#

if not, it spawns something

#

it does this automatically

timber cloak
#

correct, i spammed countless of test to see it for weeks.

#

but then.. i always thought the sequence is similar when it comes to player controller's index

#

as in, the player0, player1, player2, which then i used "Shuffle"

#

to randomise

odd ember
#

the spawn points are random

#

the order of player controllers is not

timber cloak
#

Uh i see.

#

i would like to clarify, does all the Subclass for "Roles", goes into the same list together?

#

hold on

odd ember
#

yeah they're all in one big enum

#

right now you don't care about making it different than that

#

it's a consideration for later

#

for when or if you need to optimize

timber cloak
#

oh okay, i have been using 2 different Enum

odd ember
#

use 1

#

and forget about the subclassing

timber cloak
#

which was also why my variables are a lot as you saw

odd ember
#

you have no subclasses currently

timber cloak
#

alright, make sense

#

since select node can't go 2 different enums

odd ember
#

and when youll start making them that's a later consideration too

timber cloak
#

that's also got me confused

odd ember
#

yeah you cannot convert between enums

#

and since role is a unified concept

#

your character will only ever have one role at a time

#

hence

#

1 enum

timber cloak
#

yeah been figuring how do i convert Byte to Enum back to back for few days =.=

#

been doing all these stupid mistakes.

#

thanks for the sitting through the frustrations on me, appreciate it really

odd ember
#

you're going about it wrong because you have this thinking that all of the responsibility is in one place

#

which is a really bad practice

#

each class is responsible for its own behavior

timber cloak
#

can see it clearly that is all wrong all along

odd ember
#

that is why the role is on the character

#

but the spawning of the character

#

is handled by the gamemode

#

therefore it gets to decide what the role is

#

this is how you should be thinking

#

now if you'll excuse me, I'll be leaving

timber cloak
#

i haven't slept past 24 hours either.

#

thanks a lot really.

neon sorrel
#

-Is anyone able to help me with getting variables from a player?

#

I keep getting the same one from myself, not the player im looking at

noble basin
#

would anyone know how to change the radius of an instanced material through a blueprint?

tight schooner
#

Change the radius?

noble basin
#

that sucker right over there

tight schooner
#

yeah, using BP you need to make a dynamic material instance and then you can change parameters on it

noble basin
#

i followed along with that, i get how to use a dynamic mat instance to change the color or anything along those lines, i just dont know how to get to those variables along the right there

tight schooner
#

ultimately you're going to Set Float Parameter Value on a Dynamic Material Instance reference

#

and the parameter name will be "Radius"

#

so like the video demonstrates, you need to create a DMI, save the reference to a variable for future use, apply the DMI to some mesh

#

and once you've done all that you can Set Float Parameter Value on that DMI variable you saved

noble basin
#

does it matter what the mesh is

#

cuz the material is assigned to the post process volume

tight schooner
#

oic... I haven't tried it on post process materials

#

so I don't know if there's some consideration involved

noble basin
#

oof

#

prob shouldve led off with that

tight schooner
#

reviewing my script, apparently the way you do that is by setting the... Settings... (set settings) on a PostProcess object

#

and within that huge PostProcessSettings struct is a "Post Process Materials" parameter

#

and you can set a material there

#

Maybe you can make a dynamic material instance

#

and set it in a PostProcessSettings

#

here's a simplified version of that. "Object" way at the bottom left is where one assigns a postprocess material

#

so if you fed it a dynamic material instance, maybe you could control it

noble basin
#

im in a group project tryin to figure all this out haha, im talkin to the person who handles all the fx stuff and seein if they can help

vivid aurora
#

i changed it from being an actor to being just an object and it lets me use the dropdown now but now it doesn't see any objects

ember dawn
#

So I've got a broad question. Where exactly do you put the core systems of a game? Like if you want combat to have an Armor system that both players and enemies use, where do you build that system so that all the various actors can access it rather than building it into each of them individually? Because if you end up needing to make changes to it, its better to have ONE place you can make those changes, rather than redoing it on EVERY actor.

#

I originally thought I could put those things in the GameMode but apparently that was incorrect.

mortal nacelle
#

question: what is the best way to check if a class variable is set to None? the IsValid macro node doesn't seem to work for class variables.

#

situation: I have a basic attack with an optional projectile to spawn. I want to run the projectile logic only when i've configured that child class with a projectile BP

#

ok, apparently i can use an equals node. when I select "None" to compare, it is pretty glitchy, but it actually works

#

just says "Select Class" still

#

but w/e, i dont care

tight schooner
#

@ember dawn I'm not an expert and I haven't tackled equipment systems before. In lieu of someone more knowledgeable responding, I'll suggest it can live in a parent class of your pawn subclasses (knowledge of how inheritance works helps), or if it's a system that will exist across unrelated classes, you could make it as an actor component class and add it to any BP class that needs armor handling. (https://youtu.be/qr4ZjieAQKY)

#

Game Mode and other such manager classes is too high level for an armor system

blissful hornet
#

I'm getting a BPNativization error for my UMG widget. Get Selected Item in is private in UListView. How could such an important function be private?

raven pilot
#

hello friends

So am getting this error in the editor even though theres nothing wrong in the blue print graph, any thoughts is apprieciated

turbid rapids
#

Hi
Anyone has a good way or tutorial for making a edge detection?
something like what is in Batman or Spiderman games ... when character face to an edge a little icon shows on that edge... I couldn't find a good tutorial myself .. any help is appreciated

elfin inlet
#

Where can I find good documentation about tile view umg?
I'm trying to do a good foundation for RTS hud but that wretched thing just keeps crashing

brittle fiber
#

Masters, Spacetime is right

there is a platform that spawns blueprints from data table in a sphere

there are 2 dew things that i am to blend. This tentacle is a spline BP with niagara....

mission is simple, the spline has to start where the platform is placed( center. and finish where the spawned blueprint is

some private step by step dedicated guidance i seek)

#

is loading

elfin inlet
#

this is an inquiry for the ascended

olive sedge
#

I need some clarity on NPCs/AI. I'm trying to get a Manny to do my bidding.

Could you guys help me clear up the structure here?

I need a blackboard, that's where I store my decision making data
I need a Behaviour Tree, that's where I decide what the character is doing under what circumstances
I need an AI controller, that's where I.. I don't know, initiate the BT?
I need a character blueprint, do I? Why?
I need a pawn to attach my mesh and such to, yes? Should it be a character pawn? can it be an empty pawn?

elfin inlet