#blueprint

402296 messages Β· Page 685 of 403

tired chasm
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OH! sorry, I'm blind

gentle urchin
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Could be that it is identical to "location", but i would assume location is the same as impact point.. altho that wouldnt make much sense

tired chasm
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Yeah I don't get what the difference is with those 2 pins

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wouldn't getting the location get me the location of the actor? I need the hit location

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sorry if I'm misunderstanding ><

gentle urchin
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Location and impact point seem identical

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get actor location is not

tired chasm
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Yeah that's what I thought haha

gentle urchin
tired chasm
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OH!

burnt nest
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I believe it is relevant for box and sphere traces using sweep. Location is where you can place a sphere so that it is in contact with the hit actor, while impact point is when it reaches the center (or maybe it's vice versa). They are the same on initial overlap. Something like that. πŸ€”

tired chasm
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heccin sweet! thanks!!

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ooooh

gentle urchin
quaint bough
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When i want to make a game with different heros to select from with different abilitys and stats would i make a new character blueprint for every hero?

quartz pawn
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hello, so I am getting this error when trying to see if the player is looking at a specific object. Accessed None trying to read property Actor

burnt nest
open crypt
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what's the right command for getting a random point in a collision box? I'm trying random point in bounding box but I'm not sure what to put in for the box's origin

burnt nest
burnt nest
# quartz pawn

The "Actor" that's coming out of your function in the first node is null then. The screenshot doesn't show what that actor is. If it's just going to be the player, you can just do a Get Player Character instead.

burnt nest
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Yup, looks about right!

open crypt
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Can you advise why SOMETIMES my AI are falling through the floor? maybe it's a problem with simulate but it keeps happening

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why would it be different given NO changes - what is the variable here that I am missing

burnt nest
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Hm. It looks like they might spawn in before the ground is fully loaded

open crypt
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oh crap

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is there a simple fix for that?

quartz pawn
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why wont my service run in my behavior tree?

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and did they remove event receive execute?

burnt nest
open crypt
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I'm trying to spawn some AI in a volume but they end up floating in air - or being stuck in the ground - I know I could hardcode the ground part and just clamp it so they couldn't spawn any below a certain value - but I'm not sure what to do about this floating person - shouldn't gravity take effect and they would fall on the ground ?

quartz pawn
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someone

open crypt
quartz pawn
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ok

trim matrix
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Hey there! I'm just startin to learn how to use BP and was hoping someone would be able to recommend me a course or tutorial (I noticed one on youtube from 2015, but I feel like I need somethin even more extensive)

open crypt
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If you watch the blueprint communications video - that will get you started very well I recommended all the time don't worry about the date, none of those principles have changed

trim matrix
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That's the 2hour 22min video with Live Training on YT right?

open crypt
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Yes, put the time in, trust me

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You'll learn more in 2 hours than weeks on your own

nova ledge
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Hello everyone! Does anyone have an idea where I can find a video tutorial on how to make a guild system? Or at least where I can find clues on how to make one?

trim matrix
# open crypt Yes, put the time in, trust me

Oh, Ill watch it for sure! If anything 2 hours sounds like almost no time at all xD Anyhow, thanks a lot for the recommendation, Blake! Feel free to DM me if u think of anythin else that might be useful for a newbie!

open crypt
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Check that before you ask a question because he already took the time to explain it better than most here would

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Another piece of advice would be to get very good at using a screenshot program, like ShareX and learn that there is an art to asking questions that get answered

quaint fog
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Hey guys, I would love if someone could check my logic, and just tell me if I am misunderstanding how this should be done:

At startup, I am telling my game instance to create all the required menu widgets (main menu, pause, settings. etc) then the game mode bp goes and retrieves the created widgets from the game instance, stores them in variables and displays the main menu widget.
As menus get closed, I am actually just "collapsing" them so that the game doesn't create them from scratch every single time. And every single menu opening is done through a generic "open menu" function in the game mode bp with the widget being opened passing into the function as an input.

I understand that the system allows for a lot of flexibility in how these things are done, I just want to know if anything that I described is criminal and a big no no

open crypt
trim matrix
silk bolt
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I've finally got a basic OSC blueprint working, but I'm curious if you can route the Exec pin from the "Create OSCServer" element to the two "Convert String to OSCAddress" elements, or do I have to daisy-chain them?

silk bolt
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Thanks!

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When you nativize a blueprint, where do you see the code?

icy dragon
faint pasture
silk bolt
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How would I pass data (like a float from a received OSC message) to another blueprint (like the object I want to control?)

azure bolt
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Hello I have a problem with SetWorldRotation. I have it so the NPC rotates to face me when i talk to them, and when i stop talking to them they should rotate back to their original position. As you can see in the video, the event is being called, but it doesn't do anything. Anyone have an idea why this is happening?

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This one works

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this one does not and it doesnt matter what you put into the rotate value, it won't do anything, However it does work when called from the editor as demonstrated in the video

dawn gazelle
azure bolt
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Nope that is working as intended

dawn gazelle
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Before your rotation, you are setting "Current Rotation" which would be the original rotation of the character. After the rotate is completed, you are setting "New World Rotation".

If you're wanting to reverse the rotation that took place, then you should be using "Current Rotation" as the target. The "Current" input should be set to the mesh's current world rotation (not the new world rotation)

azure bolt
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I dunno all i know is that if i swap them, then they work the way i want. But this isn't the problem. My problem is that the code that should rotate the character is being run, but still not rotating the character

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(bottom video shows the variables plugged into Rinterp as they are in the orginal code)

fallen glade
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anyone know how to stop a blueprint to take more than a tick? This kind of works but I can only know the last tick time so sometimes it's off

unique harness
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idk but spread your nodes out, holy moly

dawn gazelle
fallen glade
burnt nest
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Besides, it allowed you to fit it nicely in one shot. πŸ™‚

fallen glade
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now it's clean

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all my bp are like that I read them better that way

silk bolt
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Can publicly exposed variables from blueprints be used in materials?

quaint fog
fallen glade
faint pasture
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Just do it all in AHUD

fallen glade
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don't they get cleaned?

azure bolt
tranquil prawn
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Idk what u r trying to do exactly but just from a quick look..

azure bolt
tranquil prawn
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if u dont get the issue, just try to print string every single thing until u figure it out

quaint fog
azure bolt
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I've done this. It prints the strings when its meant to, i follow the breakpoints through the execution and it should be rotating the character. but it doesn't...

quaint fog
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HUD makes sense, don't know how I missed it, thanks! They persist in HUD?

tranquil prawn
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maybe ur character is not moveable (static)? or one of the components isn't?

azure bolt
tranquil prawn
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try to maybe change the rotation of the actor instead of the component
also try to make a new actor with that logic and see if it works on it
Idk just stuff like that, anything that could minimize the options of what the problem coudl be
@azure bolt

azure bolt
silk bolt
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How do I retrieve a variable I exposed from another blueprint (my OSC receiver) in a separate blueprint (my material)?

silk bolt
trim matrix
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im checking if a file exists in a while loop. This works okay but while it is checking my games animation freezes. how could I permantly check instead of using a while loop?

unique harness
trim matrix
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ahh I had no idea there is a timer blueprint, my bad! ill reform my nodes

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Okay quick question, what's the performance hit (if any) of having a bunch of collapsed graphs everywhere?

unique harness
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none

trim matrix
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In theory, I don't think there should be, but never hurts to ask

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Gotcha, thanks!

fallen glade
clear meteor
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Is there a trick to getting AI to animate after SpawnAIFromClass? I've tried a dozen tutorials but when my AI spawns it just sits there. That node is supposed to take care of the controller and behavior tree right?
If I drag my AI into a level it runs the behavior tree as expected, but nothing when I spawn it.

last abyss
clear meteor
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And it's the correct controller

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Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue". Blueprint: AIControl Function: Execute Ubergraph AIControl Graph: EventGraph Node: Set Value as Object

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For some reason the behavior tree won't move past Rotate to face Enemy when I spawn the AI

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... the spawner

last abyss
# clear meteor

beginplay would run before possess, so that would be why you're getting accessed none?

clear meteor
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Hmm.. that's how the dude in the tutorial set it up but he was just placing the AI's not spawning. How would I adapt this setup to spawn? Sorry, I'm an artist and I'm new to blueprints

last abyss
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well you could instead do it on possess, after u run behavior tree because then the blackboard does exist

clear meteor
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Holy crap, I think it's working

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It really shouldn't matter if I use On Possess vs. BeginPlay? I guess both placed and spawned AI's only really matter if they're being possessed anyways. I think

last abyss
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yeah it shouldn't matter since they will get possessed anyways

clear meteor
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Werd

opal pulsar
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hey gamers
i'd like some help if any of you have some spare time

so i have this blueprint actor, which has a trigger box
i need to do something if the player presses a key and is in this box, but i need to check this from the blueprint actor itself
how would i do something like that?

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i hope my explanation is understandable xD

dry blaze
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@opal pulsar Bind a key using bindaction to pressed and release functions. When pressed, set a bool to true, when released, set the bool to false. Then use overlap begin + end with the box to again set another bool to true/false then in Tick check if these two bools are true, if so there you go πŸ™‚

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Hey! I have two character that collide while in the air but they just keep bouncing back when they collide with each others capsule components. Does anyone know how I can make it so the characters dont bounce back off one another but stay locked with each other when they collide in the air. Thank you! πŸ˜„

clear meteor
last spade
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Hey everyone

So i tried to give my Metahumen some animations (from the manequin) and it kinda works. But the torse/shirt &Face doesn't animate at all. The hands, Head, Leggs, Feets al are working properly but the shirt/torso & Head realy doesn't do anything. Does someone knows a fix?

strong barn
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I have a navmesh and an endpoint, a spawner spawns these and they don't move

quaint fog
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What would be the proper way of making confirmation widgets? I am doing them with call dispatchers atm, but I am not sure how to differentiate the "confirm" thats meant to start a new game from the "confirm" that's meant to delete a save for example

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is there a way to pass in an ID of some kind when binding? that way I could at least see if the binding ID and a call ID match

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I am going to try making the press of the new game button be the caller, and the confirmation widget be the binder, since you can have inputs on the call

faint pasture
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@quaint fog if you're not trying to do any sort of transactional pattern, just have whatever the thing is that would be doing the action without the confirmation spawn the confirmation widget and then have the widget called into its parent

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Set the reference on spawn to whatever the widget should send a confirmation message to

cyan jacinth
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Hey there, just wanted to ask a quick question about a blueprint function. In the function "Move Component To" there is a value called "Over Time". Is this value allowed to be changed over a period of time or is it just fixed? I haven't found any information on this, because I've been trying to change this value over a period of time for the past few days.

quaint fog
silk bolt
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How do you re-import a .COPY file with a blueprint into another project?

tawdry surge
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I'm trying to work out the logic for how to take control of an actor/pawn my player is holding. For example, if I have a 3rd person character riding a mount for a jousting type game, how would I get the Lance to point where the target reticle is on the screen

faint pasture
half scroll
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Hi peoples I’m making a mobile game but I wanna hide my on screen controls using UMG but unhide when the player ovelaps a vehicle something like that my current setup is using interface that calls a notification and I’m using that interface to implement the visibility of the buttons but it’s currently not working can anyone point me to good resource

faint pasture
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@half scroll just have a Boolean representing whether or not the UI should be shown and after you set it, call and update UI function that uses the Boolean to show and hide the widgets

marble summit
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Is there documentation about what happens when you attach a character blueprint to another? Right now I'm trying to have an actor hop onto the back of another actor, then hop off and move. But after it attaches itself, it seems like it loses all physics and AI

tawdry surge
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I don't really need him to get on, but if they are hit hard enough they will be dismounted, so the mount would just be a pawn, and the player would be a separate character actor @faint pasture

proud sable
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Is there a better way of doing "held" key behaviour? I'm having issues getting this to work consistently for what I need.

I have two attacks, on "Left mouse" and "Shift+Left Mouse", and I noticed sometimes they seem to conflict or stay held when they shouldn't. Especially the second one

dim loom
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hi there can some one maby help me out am trying to make a player to camera and then back to player cutsense now i got (set viewtarget with blend) but i can seem to have it go back to the player

faint pasture
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@proud sable the new input system makes this kind of stuff a lot easier

mystic olive
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heres what I got so far,

Im using an BP Actor with a static mesh it being the cooking pot

from here I added a box collision to detect when the player has entered the area to be able to start cooking at the station

I than added 4 red dev arrows just so I can not only see the placement of where the spawn will be and the direction but I can use them also as variables to detect the location and whether that space has been filled or not
[7:04 PM]

[7:04 PM]
need some help I tried to add in the code now that would add the item to the arrows location but it still only drops onto the ground like before Im still using Reids Spacial Inventory system is there anyway to tell it insted of dropping the item on the floor having it using my "HAS ENTERED COOKING AREA" bool check and than to add the item that I am dropping to that spawn location insted? I dont need to worry about picking anything back up into the inventory atm I just want the items to go into the pot once they are there I can store all their variables
[7:00 PM]
I have a basic collide with box collision turn has walked into area bool On and Off
[7:04 PM]

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please @ me if you have any suggestions

dim loom
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this is btw the setup now and the red arrow is the part that isent working it just doesent want to blend back to the player please can some one help me out

faint pasture
north hedge
proud sable
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I'm still back in UE4 for this project

dim loom
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wel i want it to go back to the player and it wont i tryed doing player camera manager but that doesent work .

mystic olive
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oh sorry my bad I realise I pasted the message from another server of mine

@faint pasture

basically trying to drag an item out from the inventory and when in the box collision on the BP Actor I want the food item to spawn into the pot
this way I can start a cooking system

north hedge
dim loom
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@north hedge i have try so many was to get this to work

faint pasture
north hedge
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Both the Camera Manager and Player Camera are the player pawns camera

lament ginkgo
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Hey so if I have a Parent with an OnClick event and then I have a child actor of the parent which also has an OnClick; how can I ensure when you click on the CHild it doesn't call the parent's onClick? Right now it seems to call both.

faint pasture
dim loom
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wel it does the begin blend so it blends over to the cutsense but it just the other blend that isent working

proud sable
dim loom
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and it wont alow me to plug the camera in so and that doesent realy make sense any way

mystic olive
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@faint pasture so I should add a connection between the inventory componant and the cooking station BP Actor itself for easier connection?

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Do you think this might help?

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Im thinking it may cause it might have a more direct connection. Thanks for the suggestion on sending the item to the station

faint pasture
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Make an event on the cooking station actor where you send it an item

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I'd give the cooling station it's own inventory too but that depends on your architecture

dim loom
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so yea am kinda stuck now

north hedge
faint pasture
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In my game, anything that involves items has an inventory component. Taking something out of a chest and looting a dead body and placing an item into a station all do the same thing, they move an item for one inventory component to another

mystic olive
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actually you gave me an idea if I just give the BP Actor its own inventory conponant it might make it easier

dim loom
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i tryed getting the lenght of the cutsense but it wont even allow me to do that .

mystic olive
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and give it a base of just 4 slots and an output slot of the finished item

faint pasture
dim loom
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@north hedge i had a delay in between there but i just couldent get the (get lenght )

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btw i have this in my level blueprint dont know if that makes any diffrence

north hedge
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It does, yeah

dim loom
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i did try to get frametime and some other but that dident help

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@north hedge

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see its not showing up

hardy summit
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play rate? or mode?

dim loom
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the time it takes to compleet the cutsense

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i cant seem to get the lenght of it

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btw i am using unreal engine 5 but i dont think that should make a diffrence

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also he make a object to set the player view target and when i use that on the (set viewblend ) as new target that doesent work.

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could it be becos am using a 2 camera in my main pawn ?

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i have 2 cameras in there so maby unreal doesent know witch am aiming at

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@north hedge do you maby have a example for me .dont know if you done any think like this before maby i over looked somthink

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compleet bp

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this is all of it il do the delay again but like i said i cant get the lenght of it

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and am also wondering where the camera resides in the get player charate/get player pawn/get play controler

north hedge
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I don't at the moment unfortunately but the one I wrote just used the sequencer + a delay and then just reset the target camera to the Pawns camera.
So you're doing it the same way I did as far as I remember

dim loom
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wel the delay thingy kinda works but i think it sets me to the player pawns 2 camera . i have 2 cameras becos i needed a work around for croutching and i know that the pawn has 2 cameras but if so how would i target the camera

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@hardy summit and yea il give it a try thanks

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this is what keeps on happening when it finishes

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this is how the camera starts off

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so i give control back to the player but the camera is very off set plus it does some weird thing with the camera to like the hands and gun dont follow any more

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btw @hardy summit play rate doesent work it just jumps back to the player after easing in to the cutsense

open crypt
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More of an animation question but I know it's blueprint as well - how would you do a smooth transition in blueprint to move from an an Entrance animation (what's the right term?) to the Idle version - meaning, one animation is you picking up the pickaxe, and then you swing, then the 2nd animation is you continuing on that pickaxe but it's an idle, then you have an exit animation - I can set up in blueprint (instead of using anim_bp for something like this) but I could use some assistance on it

sand shore
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@open crypt you would do a state machine and maybe some blendspaces. You could also use the blend in or out settings on your montages, and just manually call Play animation

open crypt
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I'm not passing in floats or anything

sand shore
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if you do the anim state machine, you could just set a "desired state" variable on the anim instance and that'd be that

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Typically you have a systemic way of handling equippables so that your state machine doesn't handle all of them in a unique way.

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If you wanna do the "play animation" route without an Anim BP, I would say that's probably more difficult to get right. You'd essentially be writing your own state machine

open crypt
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hmm...could you walk me through that on #animation ?

sand shore
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Dunno the precise nature of how you handle your items now but I would suggest learning the anim tools instead of trying to do it all in BP

open crypt
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I've watched the tutorials I've just never set one up of this type

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Yeah I wanted originally to do it on the anim BP

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animation montage is probably what I want - it's just a matter of getting a smooth transition to the Idle animation and then looping it

covert arrow
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@trim matrix are you using regular actor array or child component array i was having the same issue with weapons and having the component on a character?

open crypt
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I have 6 character meshes rigged to the UE manniquin but when I try to use a socket the item is misplaced - (it works on one of them only basically) - the object is floating away from their hand - how would I handle this in BP (I think that's the only way unless you were to rebuild this mesh to have the hands in the precise same location)

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is it just a matter of offsetting it

tawdry surge
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You can try the actor local offset node

open crypt
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You mean when I attach to the socket?

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Trying to figure out the best place to get that offset numbers - can I see the difference in values in the socket editor?

tawdry surge
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If you attach it to a ui widget or set up debug logic you can, but it just off sets the target actor in local space relative to it's parent.
If you figure out how far you need to off set a particular socket component you can set up individual off sets per item

proud sable
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Could someone help me figure out why this doesn't work?

I'm trying to track whether or not the F key is being held.

The retriggerable delay should only be passed after 0.5 has elapsed without an input. But I also need it to loop until the F key is released.

The first time it goes through it fires after 0.5 seconds, then keeps firing every 0.5 even though it's receiving input from the delay every 0.01. My brain is breaking trying to figure out why, am I missing an obvious node? I thought retriggerable delay would only fire if it hasn't been activated within the duration pin duration*

open crypt
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Why isn't my socket attaching correctly? skeleton is saved, the component is parented to the mesh that has the socket and I've entered the correct socket name and recompiled - mind you, it doesnt' want to attach to ANY bone socket

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it just sits on the goddamn floor lol

tawdry surge
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If its not attached to a bone then it spawns at the scene root.
What do you mean the socket won't parent to a bone? How are you setting it up, cuz they absolutely do

open crypt
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the IK's don't

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which I guess is for obvious reasons

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once I moved it to the a non-IK bone it worked -- knew something was up when it would work on the index finger

proud sable
open crypt
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how would you setup that offset - I can figure out the relative difference from the preview meshes I think and hardcode that in there @tawdry surge

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so that relative location is the socket itself relative to the bone - so I can move those numbers to where it looks good (but I just can't save the skeleton because I would be overwriting the socket itself)

tawdry surge
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I thought you meant the socket was patented and certain things didn't align properly you can add a local offset to line it up.
If thats what you want then the easiest way is to set the node to a variable value and attach it to a ui slider to find the correct offset and then save that as the offset for the phone actor when its attached to the socket

open crypt
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where should I put that offset here

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just add relative location/rotation then?

tawdry surge
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Its old but is the general idea

open crypt
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and I would love to know why my animation isn't looping - I'm playing a montage before this to transition (they bring up the cellphone to their face) then I want to just loop through it

tawdry surge
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Is it set to loop?

open crypt
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i don't need that middle one but i threw that in there because it doesn't make sense

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I'm assuming it's because my montage has a looped section

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but I was trying to get a seamless loop if that makes sense - when they enter it, and then just play the looped section indefinately

narrow kelp
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You might be better off making an anim blueprint

tawdry surge
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Yeah like an idle. Idk it looks ok to me but I spend most of my time on gameplay logic.

mossy bronze
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so im trying to make a quest system

open crypt
tawdry surge
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Don't do much animation

mossy bronze
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and im so confused on what the workflow should look like

open crypt
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I already had a hard enough time setting up the state machine

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all I want it to do is loop

mossy bronze
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should i use data tables? structures? both? actors for the individual quests?

open crypt
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from the section of the montage

tawdry surge
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@mossy bronze watch reids channel

mossy bronze
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reid?

tawdry surge
mossy bronze
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oh, literally "reids channel" lol

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thanks mate!

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Hopefully he's good at explaining it.

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Thank you brother

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It feels really weird

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I wish there's a way to link sql data with a unreal game

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Which im sure there is

tawdry surge
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He does a good job

mossy bronze
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the blueprint is strange

tawdry surge
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Most likely but data assets and tables are nice too

mossy bronze
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blueprint system*

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Yeah I guess I'll check that video out. Thanks man

languid night
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can anyone help me out on how to do this?

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This is an animation test I created in about 3 days using Unreal Engine 4 and Maya LT 2016. The concept came from a game called Bloxorz and this example was created for a user (Turdle) on the Unreal Engine forums. The full project file is available for download on my website (movement is done with the I-J-K-L keys): https://cybereality.com/tutor...

β–Ά Play video
mossy bronze
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Just used to more traditional networking system

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and looking at unreal's source code finding out how it's networking works is fucking impossible

tawdry surge
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You can use c++.. or python if you have a self-loathing and wanna make your game drag

mossy bronze
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lol i can't imagine dealing with python + ue4

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wait

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are you talking about networking specifically with python?

tawdry surge
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Nah Alex Forsyth does a good video on networking with unreal and another on how the engine works from start to finish

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Anything in python but networking too

mossy bronze
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how the hell does that work? all the defines in this project alone is fucking ridiculous lmfao

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unreal's project*

tawdry surge
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Yeah it's big..

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And the macro/overloads are crazy

mossy bronze
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ill probably look more into the networking side after seeing this workflow for quest systems.

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and YES

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dude the macros are so confusing

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it's not even c++ at this point

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a whole new language lmfao

tawdry surge
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I hear they are working on one actually

open crypt
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I'm not calling or referencing a blueprint but I'm getting compilier warnings - how do I shut up unreal and tell it to stop trying to compile that fucked blueprint

narrow kelp
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you can disconnect the offending parts.. I do that sometimes

open crypt
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no it's a stupid old anim bp that somehow got it's skeleton switch so every animation is bitching about the wrong skeleton

narrow kelp
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Not sure, it might fix itself with an unreal restart

open crypt
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for doing this offset @tawdry surge - these are relative to the bone - so how do I take the numbers from here, when they are good, and add them as an offset that takes this into account - it's the difference of the two i thought

tawdry surge
#

You would just save the difference to a variable and then add it to the offset whenever that item is attached to the socket

open crypt
#

difference between what? where the phone sits normally on the skeleton?

tawdry surge
#

The difference between the bones default position and the target position.
Subtract the two and you'll have your offset value

open crypt
#

default position right? looks good on the socket

#

different mesh on same skeleton

#

so the difference when it move it on HER and it looks good on HER , right?

tawdry surge
#

Default is where is spawns normally. If the default looks good then you don't need an offset

open crypt
#

but the way she is THERE, that's the same skeleton and everything, I haven't moved it

tawdry surge
#

Yeah for her you'd want to offset it down a lil

open crypt
#

it's just a different mesh on the same skeleton

#

so I take the difference between those two then

tawdry surge
#

You use her mesh and the add offset node to find the difference between where it is now and where you want it to be and then that is your off set

open crypt
#

I'm going to just have to do the math first and hard code it - i can't add an offset from the previous one because i have to position it first

zinc wasp
#

Why can't you just test the offset until it looks good?

faint spire
#

Hey so I'm using a nav link proxy to enable my ai to jump on/off of stuff, but when they perform the jump they are facing the wrong way. Anybody know why this might be?

open crypt
zinc wasp
#

Lol, ya thats what I would do. Just I saw you wrote hard code it which got me confused.

open crypt
#

bro you have no idea lol

#

I definately have some high functioning form of aspergers or OCD because I have spent wayyy too much time on such a stupid thing

zinc wasp
#

Lol. I guess I'm not the only one. One thing I learn with Unreal is not everything is as simple as it seems.

tawdry surge
#

That's just computers and software in general

open crypt
#

well fuck me what did I do wrong

#

happens right after the event were these the right nodes?

#

this is wayyy to much time spent I'll just live with it and tell any critics to do a better job than me or shove it

#

just go back to the skeleton and make it look as balanced as possible for all meshes concerned

narrow kelp
#

you could always add a socket

#

with the offset

open crypt
#

.....

#

That's literally what I've been trying to do for the past hour JOHN

#

lol

tawdry surge
#

Did you watch the wadstein video I linked? He sets it up on a ui widget so he can make adjustments during runtime and make it easier to get it to look right during play

narrow kelp
#

ok

open crypt
#

yeah but he wasn't dealing with sockets

tawdry surge
#

Its the same.. component type is irrelevant

red vale
#

Hey everyone. I'm trying to get access to my custom player state in UMG. Everywhere I search people suggest to cast to the player state off the player controller, but that isn't working for me (player state doesn't inherit from player controller). Does anyone have any suggestions? I must be missing something obvious:

#

I do have CustomPlayerState set in my GameMode

red vale
#

I actually started there but couldn't find my answer. I see that game state has an array of player states, but is that the intended way to access it on the client?

zinc wasp
#

Been awhile since I did anything multiplayer, I can't remember which is server side only and client side sorry man.

red vale
#

No worries, thanks for the help!

zinc wasp
#

But according to that diagram it does say gamestate and playerstate is both.

red vale
#

Okay weird, I can get the player state off the player pawn and then cast it to my custom player state, and access the player state that way shrug

maiden wadi
#

@red vale To be clear. In your first image. you're trying to cast a PlayerController to a PlayerState. A PlayerController is not a playerstate, so that cast will never succeed.

faint pasture
faint pasture
delicate folio
#

hey was wondering if i could get any help / pointers on how to create something similar to the positions table in the top right im not entirely sure how to go about it and cant find anything resembling it

sick sapphire
#

is there a way to set it so that my third person player character does not influence physics objects?

#

as in they can still be blocked by them, but cannot move them by pushing against them

fickle remnant
fickle remnant
sick sapphire
fickle remnant
#

hell forza gets that somethimes. Jokes apart you have to probably do some math to make your outcomes predictable

sick sapphire
dusky dome
#

Hello nice people, I just realized that you can't use clear and invalidate timer by handle in blueprint that inherit from UObject, just wondering why?

surreal peak
#

Well

#

The actual answer is the lack of GetWorld() returning a valid world

#

UObjects don't need a World to function, but to get the TimerManager you require a World.

#

If it's a BP UObject, then there is nothing really guaranteeing that you have a valid world in that UObject, so the graph just blocks you off.
If you have a C++ one, you can override it and it should start allowing you to use World functions.

#

Might be better now adays though, but this is what the UObject does:

#if DO_CHECK
// Used to check to see if a derived class actually implemented GetWorld() or not, but only on the game thread
bool bGetWorldOverridden = false;
#endif

class UWorld* UObject::GetWorld() const
{
    if (UObject* Outer = GetOuter())
    {
        return Outer->GetWorld();
    }

#if DO_CHECK
    if (IsInGameThread())
    {
        bGetWorldOverridden = false;
    }
#endif
    return nullptr;
}
#

The problem here is, that GetOuter returns null in the BP Editor

#

So it will set bGetWorldOverridden to false

#

And you will not have access to World stuff

#

If you have your own UObject, you can override the function and fix that "problem" :P

olive sedge
#

Hey everyone, is it possible to use a function library in UMG?

#

Or make a UMG function library?

warped spindle
#

hey .. can someone help me?I want to do an event that happens for a time of, I don't know, 10 secunde and then I want the values ​​to come back to normal.
To be more specific, I want to do a ball breaker and I want to do a kind of super power, which activates for 10 seconds and makes the life of the cubes 10% shorter, but after 10 seconds i want that velue to comeback to normal

olive sedge
#

@warped spindle look into timers

#

@warped spindle And also delay

valid lichen
#

Hello, I am attempting to spawn a weapon and have it constrained to the player character. However, none of the methods I have tried result in the weapon following the character!

I have tried using a scene component, and parenting the weapon to that. This results in the weapon floating near the characters spawn point.

I have tried using a mesh (cube) with a socket attached, but the cube also just floats nearby with no weapon attached!

What do I need to do here?

#

Are components meant to have the parent components position and rotation or am I missing something?

#

Also, this tag has appeared on the player. I am not sure what it entails

olive sedge
#

@valid lichen the skeletal mesh of you character should have sockets

#

and you should attach to them

valid lichen
#

I do not have a skeletal mesh for the character

olive sedge
#

well you should πŸ˜‰

valid lichen
#

I don't want to?

olive sedge
#

then what do you use as the character model?

valid lichen
#

Nothing

olive sedge
#

uhm.. ok

#

well, if you want it in the socket, best move it there on tick then I guess

#

with SetWorldLocation

valid lichen
#

Right, but how would I have the socket follow the player?

#

I thought that parenting would create this behavior anyway

#

Well, this appears to make the cube follow the player in some capacity. I'm not sure where it is as the gun is no longer visible

delicate folio
#

i am testing out my main menu car selecting widgets and im getting this error - i tested it 10 minutes ago and it worked perfectly fine i changed the level name to remove the 1 at the end of it and its saying this i added the 1 back and its still saying this

#

anyone know how to fix it? cos im confused

valid lichen
#

Is there a way I can log information to a console or something?

#

I can look at components while the game is running, but I am not sure what I am looking for.
For instance, maybe the location should change as the player moves around? Maybe not as it may be relative to the player. How can I tell? No idea.

faint spruce
#

anyone know why rotation works liket his, instead of spinning around its axis

ancient stag
#

Usually logging to the output log is done in C++.

valid lichen
#

Well, I have already tried 'watching the wires' Everything lights up as far as I can tell

ancient stag
#

You should look at the section "Blueprint Debugger", I think that fits your case best.

fallen glade
#

how do i make sure that 2 blueprints don't spawn at the same time from 2 different triggers?

valid lichen
#

Okay, so there is a variable called 'EquipGun'. it contains a reference to a gun. I figured I would watch it to see if the reference shows up. There is no 'watch this value' option

ancient stag
valid lichen
#

Oh nevermind, you have to right click the text

ancient stag
valid lichen
#

I'm not sure what this is doing, I have paused execution but there is no value

ancient stag
valid lichen
#

Oh wait! It shows up in the event graph window.. Obscured by the nodes...

Well, at least I can now tell that the gun is indeed assigned.

#

Likely going to have to throw it all out and start again anyway. Nothing works

valid lichen
#

I assigned another mesh to the gun and well. Lo and behold it does not follow the player..
It's sorta just hanging out up in the sky

ancient stag
ancient stag
valid lichen
#

I am assigning it as a component, I do not have a skeletal mesh

#

I have a cube mesh, which follows the player. I have assigned a gun to a socket in that cube mesh.

ancient stag
#

Is the gun a static mesh?

valid lichen
#

The gun is a blueprint containing a static mesh

ancient stag
valid lichen
#

Okay...
Now the gun floats into the air and gently flies away into the distance...

valid lichen
#

Yes, I have done that

ancient stag
#

Make sure to remove any movement logic from your event tick and begin play, including the socket.

#

Because the gun is now a child of your Character. It should follow the player without floating away. You can position the gun in the viewport of the blueprint

valid lichen
#

Still does the same thing with the positioning logic removed

valid lichen
#

Well, I moved it around in here a bit and now it is just static

loud hull
#

What is the equivalent of GetWorld()->GetLevelScriptActor() in Blueprints?

jaunty solstice
sonic gull
#

The delay isn't available in all contexts. You can't have a delay in functions or construction scripts, for example, but it is available in the event graph. The reason for that is that a delay can't be finished in the same frame, so allowing it to be used in functions can cause several issues (at least that's my limited understanding).

topaz cosmos
#

Hey gays sorry for a bad english, im from Portugal, can someone help me please ? My character can go deep in wall (i Try wall slide) and i dont understand why

#

Sorry not gays guys*

#

Can i show my blue print?

warped spindle
fallen glade
maiden wadi
#

@fallen glade It doesn't matter about how many of that actor there is. It matters how many total total actors there are. It iterates through every actor in the world to find those types. The more actors it has to check, the more time it takes. This node is fine for one time gets and caching like at game load, but it should generally be avoided for regular use in running game code.

fallen glade
boreal ether
#

Afaik get all actors of class doesn't iterate over each actor in the world but uses a hash map

lament iron
#

guys. another question. is there any way to disable git-status check each time while building? coz anyways its disabling due to timeout.

valid lichen
#

Still haven't gotten the gun to behave

prime stump
#

Hi, wondering if someone can help me, im kinda new-ish to blueprint and something is confusing the life out of me.. I thought that if you make a blueprint of an actor, each individual placed blueprint in the scene becomes its own instance is that correct?

valid lichen
#

I believe that is the case

#

I am not sure if it is just a timezone thing, or if blueprints are not very popular.. but there isn't a great deal of activity here

prime stump
#

Typical lol the problem im having is that i have a door thats setup as a blueprint actor, but the variables aren't updating per door its just doing it for all the doors, for example i have a way to lock the doors, if the doors locked and you try to interact with it it'll play a door locked sound, but it does it for every single door even if they're not a locked just because the one door is locked so it's as if its not treating it as its own instance

valid lichen
#

It sounds like something is overriding all the instance variables for some reason

prime stump
#

Could it be the way ive got my interacting set up?

valid lichen
prime stump
#

The top image is in the CharacterBP

#

the bottom image is the DoorBP

celest pagoda
#

Sorry for interrupting ur current discussion. I also got a quick question, i had my "Ai plays sound when he sees player" setup like this, now i wanted to make the AI stop his sound whenever he died so i found this BP

#

now the sound doesnt play anymore tho.

#

i connected it like this

prime stump
#

I think thats because you haven't told it what the sound is supposed to be attached too

faint pasture
celest pagoda
#

does this needs to be attached to the AI whos saying it or to the player whos hearing it

faint pasture
#

Then when the pawn is about to die, have it stop playing.

faint pasture
#

or rather the capsule or whatever

celest pagoda
#

but i thought the bool stop when attached to destroyed would take care of the "stop audio"

faint pasture
#

well you aren't attaching it to anything yet that I've seen.

celest pagoda
#

i now attached it to the self

#

and the sound plays again, but still doesnt end as soon as the ai dies

tawdry surge
#

@prime stump all your doors are inheriting from the same blueprint, so if you change the original blueprint class it'll change them for all. You need to make the values you wanna change public so you can adjust them from the details panel of the individual instances, otherwise you would need to make a child class of the main door BP with different settings for how they work

prime stump
tawdry surge
#

Yeah. So when you place a door in the level and select that instance, in the details panel that variable will be present and editable

faint pasture
prime stump
#

The doors open and close on a timeline but that'll stay the same for every door its just the bool values that'll change, for example one door can be locked while the rest arent locked

tawdry surge
#

Rule of thumb is anything you only gotta do once, and doesn't need to be done during play should be in construction

prime stump
#

Im not too familiar with construction script if im honest, so from my image what would need to be in there instead of the event graph?

tawdry surge
#

Anything that can be done at creation. Getting constant references to other classes, altering the mesh transforms to get random variations, any constant variables that you can set.. it's just for off loading work to the loading screen rather then handling it at runtime

celest pagoda
#

Is the construction script the same as what the C++ constructor would do ?

tawdry surge
#

Sorta. Constructor in c++ is a lil more flexible, but basically

maiden wadi
#

@tawdry surge @celest pagoda They're not the same thing. C++ Constructor is ran when the base object is created. In Unreal, objects are created and copied from the CDO. The Blueprint Construction Script is a function used to update this object long after that fact. The C++ equivalent is the virtual OnConstruction function.

celest pagoda
#

Thanks for clearing that up. I also managed to make the sound play and figured out why the sound didnt stop immediately in my case: The actor gets destroyed when killed with a delay (to make a ragdoll death), however this prevents me from stopping the sound at the moment the NPC is shot. Does someone have a workaround ? I tried to add an audio component and use that as attached component so i could call "destroy component" the moment before i go into the delay block. But that didnt work out.

#

this is what i tried

last abyss
#

off of the spawn attached's return value promote to variable and stop/fade out whenever u want with that reference

broken quiver
#

Probably a bit noob question here but how do I make a pawn/character have switch between its AI and player controller?

neon jay
#

Hello How would I go about making the player fire a grenade to a given location with an arc to it?

green bluff
#

Heyya Gurus, quick question, for NPC AI, do y'all think its better to do it through Blueprint nodes or Behavior Trees? Ive seen both

celest pagoda
charred breach
#

Hi! How can I see and use what class it generated? I want to cast to the generated class

opal ivy
#

Not being able to get the color at a particular location in a Texture seems like a glaring omission to me... is that just me?

sonic gull
#

At least in the editor it's possible:

opal ivy
#

Editor Only would be useful for me, actually. I'm not seeing that node though, lemme look a bit harder

#

big sad

last abyss
tawdry surge
#

@maiden wadi by "sorta" and "basically" I meant it happens b4 play begins and sets the defaults.
The c++ deep dive explanation isn't all that enlightening for beginner blueprint ppl

sonic gull
coarse oriole
#

Anyone know of a good way to do a blueprint where if I hold down a button for 3 seconds it will do the command? I have this really simple InputAction --> Open Level but I'd like for it to have a 'charge' time so that you can't just trigger it on accident. Pretty novice to all of this any help would be appreciated.

tawdry surge
#

You could do the input pressed and delay it 3 seconds then branch to check if the button was released. If it was then nothing happens, if not then the level is loaded

opal ivy
#

I'll do that in a bit. Thank you.

#

I already wrote an app that converts a texture to a 2D array for me now though. 🀣

opal ivy
#

I wouldn't mind the -90 part, but the tiny bit of extra rotation confuses me

tawdry surge
#

Conversion precision errors. Unreal uses radians for rotation and the Conversion back the degrees using the base two math can cause minor issues like that.
But 8 millionths of a degree almost never matters

formal dagger
#

hey guys, i have a little issue with a array BP. So my character has a bucket, she fills it and then go to a work station to put the ressources into the house storage. This part is good, the only problem is the statics meshes stay in the bucket. I've tried destroy actor from the array of the content of the bucket but it doesn't work. any idea ?

lime karma
#

hmm I'm running into a weird issue with some collision detection. I've got a basic shield thing on my player meant to block projectiles and it seemingly works at first, but if the player doesn't look directly at where the bullets are coming from, all of a sudden they seem to ignore the shield and damage the player even though the shield is still between the two, and I'm not sure what's going wrong. Here's a visual of what's happening with the player's capsule collider visualized as well

#

the shield is still clearly in the way but the bullets are passing through it somehow

#

but they don't if the player looks straight ahead so it still works under ideal circumstances

celest pagoda
#

Is there a way to export all of these references of a skeletal mesh (including shaders, textures...) so i can use them in another project ?

sonic gull
#

The migrate function exports all the references automatically

rotund basalt
opal ivy
#

Ultimately I don't want to be pulling from textures long term, I'm just trying to work specifically on this thing and I wanted a quick way to get data in and out

faint pasture
opal ivy
#

in game code

rotund basalt
#

Never testet it really but it depends pretty much on the amount of pixels there are (duh)

fallen glade
#

first time I notice this, what is it?

faint pasture
#

@opal ivyRender targets have this

faint pasture
opal ivy
#

Don't need to render anything, just wanted data in and out quickly, for the time being

faint pasture
opal ivy
#

... get a 2D array of ints in and out of the engine

#

long term I'm going to need to work with textures to generate a 2D array, but for the time being, I just need the end result that I have from other sources.

rotund basalt
opal ivy
#

Out of curiosity, is that Read Render Target Pixel available when running in headless mode?

#

Or rather, are materials as a whole available in headless mode?

rotund basalt
fallen glade
#

this is the best I could find about transient materials. no mention in the whole discord

opal ivy
#

Playing around with random generation by way of materials could actually be fun

#

but ultimately only helpful it works server sided.

#

🀣 Get Real Time Seconds always returns 0 in the editor

faint pasture
#

In my case it was doing Wave Function Collapse

opal ivy
#

That's super disappointing, to be honest.

#

Means I could do generation with a client, but then I'd have to give the client the world seed

#

also super unfortunate is that I'm going to have to implement chunks still. I shouldn't be surprised, just disappointed.

warped spindle
#

Ok. I have made something ,but now I can't change the value from the superpower blueprint.
If I change the value from the cubebase in self it's working ,but it's not working form here..

raw horizon
#

there is any advanced health system tutorial??

burnt nest
burnt nest
opal ivy
#

So, I think that I'm ultimately going to have to do something more than just pieces building into a set of HISMs and I think the answer is some sort of marching squares working on a set of meshes rather than tiles

warped spindle
raw horizon
#

I writed this for If anybody knows it just share info : (

warped spindle
#

I've tried also with blueprint interface and it's not working with that either

burnt nest
warped spindle
#

I will post tomorrow more screenshot with shereX to see better

winter garnet
#

Hey guys, is there any way I can get a Object's class by file path?

#

I'm trying this:

#

But it seems the Class returned is not what I want. When I Print String that class, it displays "Blueprint"

open crypt
#

Can someone check the logic this - I have six meshes and I want to randomize their materials so they are different as much as possible - My BP has six different arrays for material instances for those meshes - the randomization works but I find it is repeating more often than I'd like, since there are at least 10 variations but I'm seeing them used more often - so my idea is this:

  • it takes in the array of materials and randomizes them (on the outside of that function, that is what is passed in, the Material Inst (the NPC name is set just then too)

this would work, except these are not being stored anywhere and each would be an instance - so I guess I need to compare them to the existing ones in the world - so should I set my check to be if they can find the material on another one, and if so, then remove it here?

#

if so, how do I get the material instances of an mesh so I can compare it

#

this is only run at begin play when it is spawned btw

quaint bough
#

When i use this is the result sorted in anyway ? like closest first in array?

maiden wadi
#

@quaint boughNot likely. Generally never trust getter functions unless you read through them or write them yourself. And even then it's just good practice to run them through your own sorting function.

open crypt
#

Should I be concerned about this - this function is called at BeginPlay - (I mean what I actually setup) it sounds like the error is caused by ending play

#

is pending kill is more like garbage collection - so I need an "is actor being desatreoyed on that fuction ssomehow?

#

so weird

maiden wadi
#

Generally means you're trying to do something you probably didn't intend to do.

open crypt
#

But why is garbage collection happening when I am SPAWNING the item?

#

ah

#

what does it mean then?

#

why is it being destroyed - I'm not calling that event

#

What I mean is, as far as I can tell, I have not made a "destroy actor" for this actor in question

opal ivy
#

So, I'm cooking up some ideas for how to do this setup I want in a way that DOESN'T eat tons of memory via instances.

open crypt
#

. I now set the Spawn Collision Handling Method to "Always spawn" and it worked properly. good point

#

wait, you mean I can google things and get the answers???!

opal ivy
#

64 meshes seems like it'd be a lot. Am I crazy?

#

It'd be 64 HISMs on a single actor

#

but only 1 copy of that actor

open crypt
opal ivy
#

well, 64 HISMs per "type" terrain

open crypt
#

I don't want to turn off pawn collision and have them inside each other

opal ivy
#

so in the case of my first little setup, it'd be 128 HISMs

open crypt
#

but obviously that's not ideal either

opal ivy
#

a "beach" set + a "cliffs" set

#

At runtime, potentially, yes.

#

I'm eventually going to allow players to affect the terrain and they could do weird stuff

open crypt
#

I don't want to mess with collision avoidance just yet, I just want a simple "nudge" that i can add to things like that

#

this is a crowd spawning BP that picks a random point and spawns something there

opal ivy
#

Can I safely assume that vert/tri counts are a large part of the consideration here?

#

Before I could potentially implement any kind of optimization during generation of the procedural meshes:

Min Verts: 216
Min Tris: 108

Max Verts: 2540
Max Tris: 1056

#

I could potentially get those numbers down a good bit by doing some simple optimizations of the models as well.

zinc nacelle
#

Using Level blueprint, how can i set "catdog" invisible by referencing it?

#

SMcube is in my level, catdog is inside of it, how can i reference that?

faint pasture
#

@opal ivy shy would generating on CPU or GPU matter regarding the client? Either way the client gotta know what the world looks like.

zinc nacelle
#

there's a step missing between these two,

opal ivy
#

Right, but the client should be notified of the world's state via an array of bytes

faint pasture
#

@opal ivy verts don't matter. Drawcalls do.

#

You doing a tile based system?

opal ivy
#

Yeah, sorta. Just in a 3D space

faint pasture
#

How big of a visible map? Minecraft scale?

opal ivy
#

if each of my HISMs is 2 materials, that turns it into 128 draw calls, but with them being instanced, there shouldn't be a ton of data riding those calls either

#

Currently it's 500x500, but I want some flexibility, which is why I'm optimizing now, considering that I'm already pushing against a performance wall.

#

If I could get up to 2km x 2km, I'd be content with that.

open crypt
#

Is there a way to spawn nav meshes on a blueprint? I can add it as a component (a modifier) but I can't resize it as far as I can tell

opal ivy
#

I've considered chunks, but that's mostly just spreading the problem out rather than solving it.

faint pasture
#

@opal ivy is it 3d or a heightmap?

opal ivy
#

it's a heightmap

high ocean
#

can anyople pls tell me why this code always returns "not found" when those vectors clearly exist in the array?

opal ivy
#

byte[,] where each value represents a low granularity value (currently between 0-4)

narrow kelp
#

Only time I use them is for cheats on test levels

high ocean
#

@trim matrixI feed in vectors snapped to grid and the grid value is ridiculously high (precisely to make "kinda" sure I will find them). While running, i checked, and - for instance x=3000 y=4000 was there several times, but the array find would still return -1 😐 what am i missing?

#

even tries ignoring Z, still would fail to find

opal ivy
#

"ridiculously high" could also be introducing floating point issues.

zinc nacelle
#

is it possible to create a new blueprint for a static mesh already in your level?

#

i dont want to make a new blueprint and then put the SM inside and have to repositition the asset in my level

#

nvm, i found a button

open crypt
#

Anyone have a good character "Look At" tutorial that can take in an actor location and make the character mesh look at that easily? I'd obvviously prefer not to take apart my Anim_BP if possible

burnt nest
# zinc nacelle nvm, i found a button

You can also select a blueprint you've made and right click a mesh in the level and click on "replace actor with" to replace it with the blueprint.

high ocean
#

@trim matrixi'll do that and see - thanks! πŸ™‚

burnt nest
burnt trench
#

Hello everyone. Can you bind events to delegates on runtime in blueprints?

narrow kelp
#

yep

burnt trench
#

I have an actor that I spawn on runtime in my level that has subscribed to a event dispatcher

#

but it doesnt seem to run

#

but the one that preexists in the level is fine

burnt trench
narrow kelp
#

It shouldn't matter if you spawn your actor or if it starts in the level

burnt trench
#

its the only explanation

#

it literally works if its in the level but if I spawn it, it doesnt

narrow kelp
#

There is probably something else going on

burnt trench
#

can I make sure or verify if they are binded?

narrow kelp
#

I guess you can call the event right after binding it

wary tinsel
#

hey guys! I'm trying to interpolate this replay. Basically I want to interpolate the car position since I only recorded 5 keys each second. For some reason this it's still giving little 'lag'. Can someone tell me what I'm doing wrong?

burnt trench
#

the binding is on beginplay, you cant miss it

#

I do call it, but the already present in the level ones do the thing but the spawned ones dont

#

Can I quickly show what I mean in a screenshare what I mean?

narrow kelp
#

You can post screen shots

burnt trench
#

Binding

#

Binded event

narrow kelp
#

The delay could be it

burnt trench
#

the delay is essential because otherwise the gamemode doesnt have enough time to spawn the actual thing and store it in a variable

#

so there's a null reference without the dealy

narrow kelp
#

what is actually triggering the event

burnt trench
#

this is the begin play of the eventhandler

#

which triggers the event

zinc nacelle
#

how can i make a my character teleport by interacting with a object without level blueprints?

narrow kelp
#

That only happens at the start of the game tho right?

high ocean
#

@trim matrixIt was because I am retarded AF, and fed the array with unsnapped vectors FML!πŸ€¦β€β™‚οΈ

burnt trench
#

oh is that the problem?

narrow kelp
#

So if your spawned object spawns any time after exactly 0 it wont work

burnt trench
#

that they need to be triggered again?

narrow kelp
#

you're not binding until .2 seconds

burnt trench
#

ohh okay makes sense

narrow kelp
#

if you bind earlier it might start working

zinc nacelle
#

so i have my trigger volume in my level, how can i reference it from my static mesh blueprint?

narrow kelp
#

It still depends on when you spawn it tho

burnt trench
#

is there a way to detect when something has subsribed to the event in BP though?

cursive path
#

I look for inventory system have section for every item such as weapon not mix with others and glove and armor all seperate and each section have 200 slot scrolling to chose.
I look for in marketplace and youtube cant find it

open crypt
#

Is there anyway to "Get A Random Point in Navigation Mesh" so I can spawn an AI there?

faint pasture
proud sable
#

So I'm casting from my animation blueprint to a parent character blueprint. I want to cast to one of these three children blueprints depending on which character is being played. Is there a way to do that directly?

open crypt
#

get pawn owner I think

sudden zephyr
#

Hey all, dunno the odds of someone knowing a solution but I'll try anyway.
Does anyone have any idea how to calculate an alpha from a predict projectile path trajectory arc? I have a jump idle animation blendspace that has the character tilted up, level and tilted down and I want to make the character adapt it's blend based on the predicted arc, Like alpha of 0 would be character tiled upwards, 0.5 would be level and 1 would mean tilted downards for tochdown. If that makes any sense. πŸ˜…
I'm googling for hours, no luck yet.

opal ivy
#

Okay, so. I need to do some research on procedural meshes because at this point, what I've done with them doesn't seem super applicable. What I'm going to be attempting to do is merge multiple static meshes into a single procedural mesh. Anyone know of any resources of doing such in blueprint? Additionally, advice on the best way to store these procedural meshes once they're "baked"? Generating them over and over seems a bit foolish

faint pasture
opal ivy
#

My approach to using HISMs isn't proving problematic, assumedly because of the complexity of calculating each tile.

faint pasture
#

I mean show an example of what you want it to look like

opal ivy
#

hang on

cursive path
#

You should use interface

opal ivy
#

Part of my problem is it currently takes a couple of minutes to generate the instances

cursive path
#

@proud sable you should use interface

faint pasture
opal ivy
#

I have it working. I'm now attempting to optimize things to make it not the most awful thing in the world to load

proud sable
opal ivy
faint pasture
#

@opal ivyWhy not use terrain? Do you intend for it to have vertical jumps in elevation?

proud sable
#

I ended up getting it working but I was mostly interested in knowing how to call the children of a blueprint for learning's sake

opal ivy
#

yes, I do

#

That's generated from these 5 meshes

faint pasture
#

@opal ivyCan it have caves? or is there 1 height per XY locatoin?

opal ivy
#

1 per X/Y

faint pasture
proud sable
#

That's what I'm doing, I still need to inform the blueprint of notify events though

opal ivy
#

Caves are a problem yet to be solved, because I actually want to have instanced dungeons eventually and I know that having multiple levels loaded on a server is in the realm of black magic

sudden zephyr
# faint pasture just use z velocity

I can't or don't want to use Z velocity because it's not dynamic, as in, if I jump on different elevations, the animations will be interrupted mid way. Let's say I get my char mov com jump vel and compare to Z vel to have an alpha, if I jump in place or from one surface to another that's of same height, the anim will be perfect, however when I jump to something higher or lower, the blend will either cut too early or play too long. If you know what I mean.

faint pasture
sudden zephyr
#

At the middle of the arc path that we got

faint pasture
sudden zephyr
#

Ok, I'll try see what I can come up with. TY, the Z vel will definitely also help a lot. Didn't think of that one at all either would have made prototyping so much easier. xD

faint pasture
#

Z vel is what pretty much every game uses

fierce stirrup
#

Guys I am new to Unreal. When coding a blueprint do I ALWAYS have to set Cast To ThirdPersonGameMode (I mean for an event to happen in game)

#

?

faint pasture
#

You should start with following a good tutorial

fierce stirrup
#

Just following Hour of code by Epic Games

fierce stirrup
faint pasture
#

@fierce stirrup How much programming have you done before?

fierce stirrup
#

Python and htm

#

anyway, basic stuff. Still trying to improve.

faint pasture
#

I don't know what the go-to tutorials are nowadays but just start with a template project and start messing around.

fierce stirrup
#

I am doing that with Unreal Hour of code, it is really basic

#

learning about collisions and events right now

faint pasture
#

Just make sure you know what an Actor, a Component, an Event, a Function, an Interface, casting, structs, basic data types, the basic framework classes, etc are.

fierce stirrup
#

thanks a lot. I will look at the docs

opal ivy
#

I'm a bit unclear on the "Sections" part of procedural meshes.

#

I'm inclined to think different section would be used for different materials?

zinc nacelle
#

how can i set multiple objects visible? i have 20 lights i want to flipflop visibility on, but i dont want to manually connect each one in the blueprint

#

ah, actor array

opal ivy
#

I literally cannot find answers as to what a mesh section is

green eagle
#

im ripping my teeth out here!

Is there not a node to match INDEX on an array(s)?!?!?

opal ivy
#

a node to match INDEX?

#

What?

green eagle
#

So "rock" has value 0 which needs to be "found" in the Array with a float for total rocks the 0 int identifier needs to be matched to the index [0] in the array so that if an items id(int value) matches a given index it can update the element of that index

opal ivy
#

Are you trying to get the index of a specific value in an array?

green eagle
#

yes

opal ivy
#

Find

green eagle
#

I realized my faults... never forget to click in the viewport friends... RIP

opal ivy
#

I'm going to take a guess and say that what I want to do isn't something that can be done without deep diving into C++ and probably be putting this project aside again.

#

I want to be able to combine 9 static meshes into 1 static mesh without doing it manually, as doing it manually would mean creating 64 different meshes

#

It's possible there's a solution here using structs to more quickly cook things while still using HISMs without the procedural mesh generation, but IDK and I'm getting frustrated with it at the moment.

green eagle
#

@opal ivy Just breifly tried back tracking through the thread to see what you were aiming for and from what i gathered I would like to make a suggestion if you havent already tried this. Look into SideFX Houdini Software They have an Apprentice version for free. You can use it with a little bit of basic computional logic knowledge to create diverse modelling tools and features that work with most game engines. Indie Pixel is a guy to look up for some VERY awesome tutorials.

opal ivy
#

The idea of having to create and import 64 meshes for each kind of "tile" I want to use makes me want to retch for a variety of reasons, but I appreciate you looking and trying.

green eagle
#

There with ya man. Thats why houdini saved my life.

opal ivy
#

I think even if I "cache" the types of meshes to instance, I'm going to have something horrendous because of the sheer number of instances I'll have to push

#

Even if I significantly reduce time to calculate things, it's still 2.25M instances spread across 5 HISMs

ebon olive
#

Hey guys. Right now I have this setup. When my dude dies by walking into spikes, he respawns at the last checkpoint, BUT I dont respawn WITH the character but as complete air that I can control still... the character keeps laying dead on the ground..

open crypt
#

How do I access my anim_BP to change a variable on it (that drives animation) ?

#

I've triggered events from anim-notifies but can't figure out a way to go the other direction

tawdry surge
#

You're teleporting the controller and leaving the mesh behind. Try targeting the mesh instead of self @ebon olive

#

@open crypt

open crypt
#

that's someone else I think

tawdry surge
#

The cast in the middle is what you want

opal ivy
open crypt
#

ah get anim instance thank you!

opal ivy
#

14s just to calculate tile IDs even without spawning any instances at all seems ridiculously bad

#

Maybe not though, maybe I'm expecting too much.

ebon olive
tawdry surge
#

The teleports

#

You are moving self not the mesh

mortal cradle
#

Is it a good idea to make a parent actor just to quickly and easily give a tag to all the actors? Not sure if it's enough of a reason to add a custom parent to all the actors just to give them a tag.

tawdry surge
#

You mean a gameplay tag?

mortal cradle
#

yes

versed zealot
#

Hey guys, I followed a tutorial online about having an actor always face the player. I followed it and the static mesh actor is not rotating at all. I'm not sure if there's other settings I need to have set for it to work. I loaded a VR template, and I'm not sure if the world settings are what make this set up not work

tawdry surge
#

Why not do it in project settings

mortal cradle
#

@tawdry surge actually no, sorry. I didnt mean gameplay tag. I mean the one that you add in BP itself

slate wasp
#

how does one find all assets of a class in the editor?

open crypt
#

You should be able to type in the class name in the filter even

#

otherwise, the different filters

slate wasp
#

no I mean in a BP, via asset registry or asset manager I'm guessing

open crypt
#

get all actors of class basically

slate wasp
#

these aren't actors though

open crypt
#

you can get the class name from those

slate wasp
#

they're just UObject, sometimes UDataAsset

#

for instance that

#

that extends a class called UAnimShader which is just a UObject

#

I want to find all the UAnimShader assets in my project

#

in the editor, so not at runtime

#

in c++ I'd be using the FAssetRegistryModule along with an asset filter FARFilter

novel storm
#

Why can't I access my widget information after intializing it through my beginplay

slate wasp
#

and then call UAssetRegistryImpl::GetAssets()

#

there we go

tawdry surge
#

@mortal cradle As far as I can tell if you wanna make a parent class to act as a container for your tags and then have the children inherit from it, that'd be fine.
But what are you trying to do that the gameplay tags don't work for?

mortal cradle
#

@tawdry surge Tbh I haven't looked into gameplay tags enough yet. There is a lot of actors that should be destroyed on players death and I thought that giving the same actor tag to all of these them would be the easiest way.

ebon olive
#

MW_WHDS im so noob I dont understand how Inheritence works, I get the does not inherit error :(

#

guess I just gotta learn more

half scroll
#

Hi people I’m trying to get a list of hash maps in an array is that possible in unreal blueprints can’t seem to be able to or what’s the workflow wit that

tawdry surge
#

@mortal cradle I'd look at the unreal documentation on gameplay tags. You can do alot with them and its a built in system

cold sedge
#

Started working on an RPG project (Diablo style, top down). Have a paragon girl rigged up to my mesh and made some collectibles. I'm looking to get a basic auto attack going next but none of the tutorials I've come across have really grabbed me. Does anyone know of a good tutorial series (video or text; free) that goes into character attacks/abilities thoroughly?

faint pasture
opal ivy
#

blueprint. I'm sure there are optimizations to be made to that calculation, but realistically, I'm not mad at the time to calc a tile "index"

faint pasture
#

You'll for sure want to move any number crunching to C++, i got a 300x speedup on mine

opal ivy
#

It's the adding instances that eats all the time.

#

Yeah, I know. "Do this in C++"

#

Blueprint needs some love if 300x is legit the performance gain

faint pasture
#

I would recommend just using dynamic terrain tho

#

it'll automagically LOD down etc for you

#

thats why i was asking if overhangs were a thing

opal ivy
#

Alternatively, I can just throw this project in the garbage because I've yet to actually have a C++ project WORK

#

Dynamic terrain is a heightmap. It doesn't create the look I want, and doesn't allow me to use these low poly meshes I want.

#

The actual framerate is fine, so I'm actually zero concerned about LOD. My issue is the load time.

faint pasture
#

Have you profiled it? What's taking all the time up

opal ivy
#

And I'm just going to throw this idea in the trash again because it irritates me.

#

Adding 2.2M instances

#

to my HISMs

#

100k instances takes 5s

#

And somewhere between 400k and 800k instances just breaks, assumedly because it hits the max iteration limit, and turning that limit up seems jank

faint pasture
#

yeah you'll need to do that bit in C++ for sure, just make a function library and implement it there. Won't be too hard

opal ivy
#

I'm not doing anything in C++

#

A) I hate it.

#

B) It literally doesn't work. I create a new project, my PC screams at me for 10 minutes while it starts up VS with UE, then attempting to build just an empty project throws 3k+ errors

#

I realize that sounds terrible, and I know that C++ is industry standard, etc etc, but I have very limited motivation in life, and I'd just really rather throw the project in the trash before I spend all of my limited motivation on trying to wrench on a language that doesn't work for me.

faint pasture
#

I'd pivot towards a project that is well covered by BP then, which anything procedural generation is not

opal ivy
#

Yeah, I have another project. That has very little procedural stuff, and it's all just the state of things.

open crypt
#

you just have to have the items placed before runtime like foliage -

opal ivy
#

... what?

open crypt
#

I literally had to make a bunch of cars into foliage

#

and then I just placed the maround but I'm doing hundreds/thousands, not millions like you

#

if you are stuck in blueprint, the trick is to use the editor utilities (blutitilies) to spawn the stuff in BEFORE hand

faint pasture
#

like Minecrat

open crypt
#

then get a voxel system from the marketplace

opal ivy
#

Sadly, not really. There's a voxel plugin that I've been told to use 400 times that doesn't fit what I'm doing.

open crypt
#

they will have done the c++ stuff and exposed the other stuff like materials for you

opal ivy
#

^^ this is exactly the reason I don't want "Minecraft" mentioned.

open crypt
#

I haven't looked into BP nativization but I'm assuming you have it it won't work or doesn't apply to your use case

sand shore
#

well nativization isn't 100% anyway

sand shore
opal ivy
#

I actually would be fine with the meshes being "cooked" in the editor

sand shore
#

but automated, yes?

opal ivy
#

But procedural meshes can't be instanced as far as I can tell, and from what I'm seeing, in order to use the asset pipeline to "import" procedural meshes will require, once again, C++

sand shore
#

Would it be okay if it were a skeletal mesh?

#

Oh you need instancing too

opal ivy
#

Skeletal meshes can't be instanced, as far as I know

#

250k uninstanced meshes sounds like an awful idea

sand shore
#

Its supposed to be for characters but maybe you can get it to do static meshes

opal ivy
#

It's entirely possible that the best way for me to accomplish this without having to fool around with the godforsaken language of C++ is to learn the FBX or OBJ format or something and then make a small app that takes my pieces and spits out the "cooked" ones along with a CSV to help me import them.

#

I've got some ideas but I'm so over it for the day that I'm just writing the ideas down and moving on for the time being.

sand shore
#

I think I saw something in the works for doing lots and lots and lots of skeletal meshes

#

In ue5

#

but that's not production ready

#

Shame about C++ not being workable

opal ivy
#

The thing is, I'm capable, I just don't want to. I moved away from C++ as soon as I found Java, and then discovered C#, and it just really makes C++ seem terrible.

#

I can spend 10 minutes writing an app in C# that'll run on multiple platforms, or I can spend 10 minutes waiting for VS to be ready for me to work on a C++ project that won't build what it started with.

sand shore
#

If it's the thought of being stuck unable to escape C++ once you use it, maybe you can brave C++ long enough to get C# working again? There was that branch of the engine floating around (non-Epic though)

#

You don't have to tell me that VS is bad

opal ivy
#

Yeah, there's about 3 different ones that I've seen.

#

VS is great, it's just heavy.

sand shore
#

Nah

#

It's great in theory

#

I guess you could attribute all of the things to just extra heft, but nah

opal ivy
#

The problem I have with VS in this case is that with all the setup it has to do for a UE project, it just deadlocks on me for 10-15 minutes because I have an ancient processor

sand shore
#

even on a fantastic beast it isn't good in practice

#

it's tolerable

opal ivy
#

And then because I'm guessing I've got some weird setting or something, when I try to build that project, I get literally 3k errors

sand shore
#

By chance are those link errors? I was just helping someone try to resolve that earlier

opal ivy
#

VS isn't my problem. C++ is a monstrosity that's long past it's prime, and while I get that the power and bare metal performance is why it's still used for backend stuff, I really hate that it's still viewed as a "good" language to actually DO stuff.

limber seal
#

anyone willing to help me figure out why my actor in unreal is failing to get its component? I have a get node and the is not valid is firing every time 😠

#

its assigned to it in the details pane for each individual actor in world

hybrid ether
#

Hi. How to access that atmosphere and cloud component in blueprint. I want change color when evening to orange.

fiery lark
#

Okay guys, after I launch my AI, it tries to walk back to the previous nav mesh spot, so it faces the wrong way. Does anyone have any ideas on how to fix this?

versed zealot
#

Hey all, could anyone provide some help or links for having a static mesh actor rotate to face the player (VR) consistently (tick) I have tried a couple things but I'm not sure why they we're not working, perhaps because the guides were for actors facing a 3rd person player character?

#

This is what I've tried.

#

On the actor bp

narrow kelp
#

@versed zealot make sure it's set as movable

versed zealot
#

Thank you @narrow kelp , it is moveable (in the transform pane)

#

I suspect it is something like that though... just like a box I need to tick somewhere.

#

Or not! I have no idea XD

narrow kelp
#

Easiest way would be to add break points and step through

versed zealot
#

Nice, that does sound like a good plan. I'm new to UE, is there a link you could send me please? Thank you so much

#

For break points

narrow kelp
#

You can right click on a node and select add break point. that will make the game pause when it gets there, and you can see what that values are currently set to

#

Sorry I don't know any resources off hand, but I'm sure there is something on youtube

versed zealot
#

Thanks

#

Another noobie question: where does that output go? Message Log or Output Log? I actually have a breakpoint but I don't see it even hitting..., which almost makes sense because maybe the blueprint isn't even initialized

#

Oh, I see now.

narrow kelp
#

If you print string, it goes to Output Log

proud sable
#

I'm trying to spawn some actors around my character, this sort of works but they're all offset to one side depending on the direction the character is facing. I think it has something to do with local vs world position but I'm not sure how to fix that.

Any ideas on how to improve this?

#

Ah, right lol

#

Missed a zero

storm vigil
#

Hi. I would like to ask help regarding this logic of affecting my recoil pitch if my health is low. Currently this is how it is setup.

For example, when my HP is <95 (just for testing), it will affect my recoil pitch float which is within the base BP_Firearm.

The problem with this setup is that when I equip a weapon and get a damage (<95 HP), the recoil pitch is not executing. However, if I unequip my weapon and equip it again or switch weapon and my HP is <95, the code is now executed. So I am not sure why the code is not taking into account why its not checking that I am currently equipping the weapon under BP_Firearm. Thank you

zinc wasp
storm vigil
# zinc wasp Is the cast to failing?

I tried added a print string attached to the fail, it does not print even if I dont pick up a firearm and I pickup a melee weapon which is a different BP not under the firearm.

#

Here is the vid, by default recoil pitch is -0.1 which registers if I pickup a weapon (firearm). However, if I enter the damage box and HP get <95 it does not change the recoil pitch to -1.0 instead I have to unequip the weapon and equip it again, or switch firearms to see the changes

zinc wasp
#

Really hard to tell without seeming everything. Maybe though something wrong in get welded item.

storm vigil
#

The weapons are under BP_Firearm >> BP_Weapon >> BP_Wieldable Actor

zinc wasp
#

Put a print string on both failed

#

Not valid and casted failed.

storm vigil
#

It is only printing the Is not Valid if I have no weapon attached. The cast failed to BP_WieldableActor is not printing

zinc wasp
#

I think it's failing in set health. The first picture.

#

Looks like your casting an actor BP to another actor BP.

storm vigil
#

I see. Ill try to experiment more. Thank you. I tried moving the code after the health to the event begin play of the character and now it registers the Cast Fail of the BP_Firearm if I have not equipped something yet

zinc wasp
storm vigil
sand bloom
#

Does anyone know why a simple move to location won't work? I'm using the default ai controller on a pawn

#

I gave it all the data it needs and other have similar nodes and have movement?

#

I got a navmesh

#

Am I just stupid or what, I feel like I did everything right

#

doesn't matter if I use character or pawn

south bane
#

what is the variable type for an animation?

#

or how can i store reference to one?

zinc wasp
zinc wasp
south bane
#

there is no option :(

#

i have context thing on too

#

ive tried with it off

#

i use Get Animation Asset and then try promote to var doesnt work, ive looked through all the variable types with animation in the name and none of them look correct

zinc wasp
#

Hmm. I know there is. I just forgot.

south bane
#

no other types apart from enums

zinc wasp
south bane
#

oh :P thanks

#

also i made a struct with an image var in it, when i try and select an image none show up any idea why? i have loads of images in my content browser and they show up when adding an image to a widget

zinc wasp
#

Show up where?

#

Image only works for widget.

south bane
zinc wasp
#

Anything else it'll be a texture.

south bane
#

i want to save image ref

#

oh ok

#

can a texture be used in an image?

zinc wasp
#

Lol. Sorry man. Not really on my PC and haven't played with widgets in a while.

#

But I think so.

south bane
#

dw thanks anyways :)

weary prism
#

anyone know how i can replicate arrays to all the clients in a networked game Ive Tried Using Server Calls To set Said Array elements my issue is the server does not replicate the values for the very first time its being changed therefor causing the server to be ahead of what the client can see aka out of sync is there a way around this? as googling it seems to tell me its a engine bug

It Replicates Itself Fine its just the very First time i request a change it does not Take my Default Values into account therefor causing the syncing issue

sand bloom
#

it's an ai that's supposed to move to my player

#

I could give it a shot when i boot up unreal again though won't hurt

dim loom
#

@north hedge i found out what it was and its realy dum you need to use get player character for the new target and as target you need to use get player controler . that fix the problem plus yea the delay needs to be there and that is the only thing that i still need to fix . i cant seem to get the time duration of the sequence i tried to use get lenght to it doesent pop up and i also tried playrate and still its doesent work corectly

north hedge
#

Wow... thats kind of dumb haha
Yeah, I'd just delay for animation time manually

dim loom
#

kk

fiery lark
#

If I make a blackboard child, will it use the original code, or just the keys?

sand bloom
#

Because it still doesn't work

#

I get a

#

it does work with a character for some reason..

#

but not a pawn

burnt nest
sand bloom
#

hmm I thought pawn's were supposed to be able to do it too but maybe not, but i'm just going to try a different method without navmesh since it won't work well for my projectile to be character

burnt nest
#

It's rather strange to use MoveTo for a projectile anyway.

sand bloom
#

yeah

#

turns out there's a special projectile movement component

#

and with a quick tutorial i got something working now

#

has a lot of fun thing like gravity and bounciness apparently

valid lichen
#

I am attempting to animate a gun, but I think I am targeting the wrong component! Here I have set some material swapping, but this refers to the parent class and not the specific instance the player is holding. Is there a way I can get my players reference variable, in the base gun class?

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Here in player, there is reference to equipped gun, in EquipGun variable. I am wondering, if I pass this variable into event, will this behave?

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Hmm, no luck

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This blueprint system is difficult to think about class instance hierarchy

maiden wadi
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What are you trying to do?

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Is the top picture called inside of the Shoot function?

valid lichen
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Yes

maiden wadi
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You're not getting any errors about invalid references?

valid lichen
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no

maiden wadi
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Do you have any if branches before the set material stuff?

valid lichen
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It simply does not change the material

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Yes

maiden wadi
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Logic is making it to the set material nodes?

valid lichen
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Yes, I have set a breakpoint there

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And it breaks

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So, I have passed in a reference. Now I attempt to get the plane that the material is applied to. But still nothing changes

maiden wadi
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Hmm. Random test. On LMB, getallactorsofclass, get your gun class type and call fire on them.

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Also is this multiplayer?

valid lichen
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Okay, I will try this. I am not sure about multiplayer

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Gun is still shooting

maiden wadi
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Material change?

valid lichen
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no?

maiden wadi
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Odd

valid lichen
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Array is not compatible with single reference so I cannot do that

maiden wadi
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May try removing the materials entirely to see if it sets it to the default checker material.

valid lichen
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Yes, the default world grid material is there I think

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I am not sure how this helps. Of course I can set the material manually

maiden wadi
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If that removed the material, then I'm uncertain why it won't work.

valid lichen
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It works for every material except the one I want for some reason

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Oh nevermind, it was the same material

fair jungle
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Is there a better way nowdays to handle widget gamepad control than the focusing system? Last time I used it was a couple years ago and it really tedious

charred breach
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Why is the parent construction script still running even when I disable the connection and compiled like 300 times? πŸ™‚

visual dune
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Probs a dumb question but how can i make a public variable that can be seen by the user but not edited, kinda like its grayed out.

gentle urchin
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Isnt that what the private property is for ?

visual dune
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Like how this is grayed out

gentle urchin
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nvm, private is just internal

fair jungle
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Maybe if it's read only/constant it'll be greyed out?

gentle urchin
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Doesnt seem like it .. Im curious what the purpose of this is tho

visual dune
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To display information to the user

gentle urchin
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using categories gets you a long way

visual dune
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For like a tool

surreal peak
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I think BPs don't support that

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You would need to do that via C++

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VisibleAnywhere and then not ReadWrite

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The Private for Variables is just for access in and outside of the same class.

visual dune
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Do you think i could define the variabels in c++ then extend the class as a blueprint?

surreal peak
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Yes

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But if your logic is in BPs, then the Variable needs to be readwrite

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CAn still be only visible as opposed to editable

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So that should still do what you want

visual dune
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Alright

quick grove
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guys this is my result, I'd like to change the opacity of "|"

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I don't really know, maybe something like <Opacity=50>|<Opacity=100>

gentle urchin
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Using rich text could help you out

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altho i wouldnt do that on what seem to be a binding

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Unrelated; How do people usually reference spawned actors/objects from data tables? Like in a dialog system driven by datatable, how would one go about fetching several different npc's etc

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It feels so dirty doing
get all actors of class -> has tag X --> etc

gentle urchin
sick sapphire
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how do I 'turn off' the engine on my VehicleMovement component?
make it so that it can still brake and steer, but no acceleration

severe turret
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hmm that would be a clutch action. Not sure it has one from what I recall. Although you could make one by steadily stepping down the throttle over time

surreal peak
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Force Acceleration to 0? :D

quick grove
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ok thanks

surreal peak
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You mean you spawn something based on a class that is defined in a DT?

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And you want to keep track of them?

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Why not put them into an array wherever they are spawned?

gentle urchin
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they're already existing NPC's in the world ,

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how does one usually go about referncing those for something like a dialog system? πŸ˜›

sick sapphire