#blueprint
402296 messages · Page 708 of 403
Thanks for the advice!
@orchid star That's interesting, but I don't want a single tag applied to it, I want a float value... would I just use lots of tags?
I will check this person out. Thank you
plug the npc image to target
and remove set npc image
ok
you can create function library and set the variable values there
like lets say
it has
Tanky tag
it doesnt take the type
you use this value with this library
@fleet cedar it doesnt take the type
then npcimage is not exactly image widget is it then
Would this work if I have 1000 different values?
this is not
trying to implement a tab target system; when i press tab - need to display the npc stats including image, have figured the other part this image into widget is not working
this is raw reference
try using 2dtexture
let me check what it was called
hold onm
yes it is a 2d texture
just need this bitmap into the image box on the widget like here
its a map of integer to 2d texture
no
its a variable in widget class
Could you maybe press enter when you actually finished typing? 🤔
i load this manually - by defining the variable in editor, and then added the bitmaps from content library
then if you want to change the image you use this set brush from texture on the image widget
thats what google told me.. but just not sure, also as i mentioned before, what is the target on this node
Image Widget
i think you just need to plug in the actual image
image is not compatible with 2d texture
what is compatible with 2dtexture then
what is the widget image
on your widget designer
you will use that to set brush from texture
do i use it like this -
this gives me an error on play - as tempvariable is tried to be accessed before it is set
and it doesnt work anyway
it is what it is
and you are telling me you cannot plug npcimage to target
npc image - is a map; i get the first element of it, the value of that is a 2D Texture
i get that also in runtime; - till that part it is working
only part missing, - is how to convert the 2d texture, and load into widget image box
anyone knows how to enable/disable cloud shadows in blueprint??
im using volumetric clouds
there is an option in Directional Light to do it but I want to do in a blueprint
Hey I'm adding a widget to viewport when i collide with a box collison, which works, but it doens't work when i leave the box. The code runs, but it doesn't remove from parent... anyone know whats going on here?
Set the "owning player" to the player controller when you're creating it. See if that helps.
it probably wont
try to see where it fails
put a watch on remove from parent
and check if the reference is right, or if even comes to that
check the reference
you are creating the widget
setting it
but you are adding it to viewport
from create widget pin
maybe try connecting the variable instead
Yeah tried that too, didn't seem to work
Yep, it runs the whole thing
tbh
this is wrong aproach anyways
overlap
might be getting called twice
and dropping the first reference
and therefore not get removed
use print s to see if overlap happens twice
even if your using a overlap - you can check to see if the widget exists before adding a new one.
maybe better
or yeah you can do that as well
but try to control it more reliably
dont handle widgets outside of controller
or maybe pawn
what it sounds like is they are adding the widget - setting the var, the event gets triggered a second time and the widget is added again - overwriting the var for the first one.
the other approach would be save the widget reference to a array (expecially if it can show more then one at the same time).
personally for popup widgets, i use a single widget thats part of the hud, and only the information on that widget gets changed during the 'on overlap' on the exit from the overlap it just hides the widget.
this resolves the problem with overlap being triggered twice or more for me, and seems to be accurate for whats being hit.
Ah for me making the widgets was giving me a headache so i just made what i wanted this one to look like in photoshop. So its pretty static. but yeah. Is hiding/Showing less resource intensive that remove from parent/add to viewport?
depends on how complex your widgets are. widgets are only player based so its only going to effect the client its running on.
Yeah its not really the most complex thing in the world
yep thats a pretty basic widget, shouldn't impact anything.
i'll show ya mine here in a sec, waiting on project to load.
thats my overlap widget, has 3 text areas that get changed and the little white box is a graphic atm for the key to be pressed. The top one only shows if there is a secondary action key for the item.
Pretty smart
i also use the little white box to display a graphic sometimes:
im going to be remaking my project so this one has litterally been turned into a test project now.
but all in all its a multi-function pop-up widget slim design so i can use and reuse depending on what a trace / overlap hits.
for some reason i cant look up or down
i can look side to side but not up or down
i do every thing i did for other games and still doesnt work
i do everything the video does too
hey I have a boolean in one class and I want accees its state in another blueprint though I have no target I just want to put the boolean value from class a to b; How could I do it because with casting the target part isnt working
Hey, can a custom event be called from a child BP? I know functions can but im using a timeline which cant be put in a function so i cant use them
nvm figured it out
Hello all. im currently encountering an issue with enemy respawn logic that i made. I cant get the array of enemies to update. I was wondering if you could drag out of the spawn actor
Hiho to use a function Library i have to set a cast from Widget to this library, dont i?
Functions from a function library are available everywhere. It's macros that are tied to a specific class
I always forget to ping
im also thiink like that but i will get an errow about the Func Lib ^^
And this function is a function from the SkillFuncLibrary ^^
so i think he want to have a cast or something like that ^^
Judging from the icon at the top left of the node, it's a function from a blueprint called "Skill Func Lib", but it's not from a BFL (a Blueprint Function Library). Please, double check that.
its a blueprint function
Check the Blueprint type. "Normal" vs "Function Library"
Good news is, you can easily copy paste the functions from one to another. Not talking about copy pasting the blueprint code, but the functions directly
the function + code?
That would be nice in my Library i have 311 Skills so 311 Functions XD
Damn! I don't know if you can select several of them at the same time
Doesn't look like it
But
this sounds like really smelly code
you have clearly architected this incorrectly.
In the function list on the left on the origin BP, right click the relevant function. Copy. Then go to the destination BFL and Ctr+V. It should appear on the left, on the function list
you should most likely have a single function that modifies any of those skills
If you're going to refactor in the original BP, you'll have an easier time moving them
I wonder if there's an easier way
its ok thanks ^^
i was asking 3 or more times ^^
Can someone help me up with a lill system in my project-
I basically want to make a battlefield style loadout system where you can chose the weapon you wanna spawn with
Is there a way to open the same blueprint multiple times? I want to transfer settings from one struct to another (which are incompatible, so can't copy them) in their components' defaults
Store it in a variable?
I have already asked several times about the skills, either there was no answer at all or I was referred to the GAS channel. Unfortunately I don't use GAS, I built everything myself and have now set over 200 skills so I won't start from scratch ^^
I am currently changing each skill individually in the skill tree
Nani?
I already have the variables - I want to transfer their settings from Property A to Property B
but the structs are incompatible, so I can't copy - paste them
In a datatable, or?
you can open the same project up twice
in their components' defaults
that is a huge ooof
I guess I'll just duplicate the BP then
then delete when done
I had the same problem
I was using actor as a child in another actor
And i changed the actor to one of its children overtime but it somehow never changed the properties
that's unfortunate that you weren't able to be helped. but I'd highly recommend you change that now 🙂 or you'll end up with much bigger headaches down the road
what do the skills look like? have an example BP?
Does anyone know how to do this?
second^^
that's an extremely vague question with no specific answer. you'll want to start small. look up creating an inventory system first
Why would i make an inventory system?
Think of it as a death match mp based game
I just want to change the primary weapon and its properties
a loadout is a collection of items, stored and equipped in a certain manner
i.e.: an inventory
and an equipment inventory is just an extension of that inventory system
Can i not use a main BP and just have the mesh and stuff stored in enums
you can. won't be as extensible. but if you're scope is pretty small, then this will work
not the enums, but just having all the properties on the character
I think you mean structs? You can't store anything but 256 whole numbers in Enums.
anyone knows whats wrong with this ? i cant look up or down with the mouse
check if your spring arm uses controller rotation
where do i check?
its in my character bp i know
but where is the controller rotation thing?
found it
its not checked
should i check it?
yes
idk
im still knew to these things, i ges i have to fail to learn
Does anyone know how to take a wave player in a sound cue and decide a looping point to start and then one looping point to end?
idle->walking->jogging can all be controlled by a single blendspace, seems to be how most people do it, even for straffing and walking backward.
Hey guys, I had a question that I was wondering if you had the answer to because my own research has left me unsure. I am creating a level editor type of game where you can drag in actors and place them in the world. One of the tedious tasks I have is needing to create UI buttons for each of the objects you can place which takes up time considering there is hundresds.
My question is, UE4 already renders an image in the editor when I am looking at the BP in its folder. Is there a way to take that image and turn it into a texture that could be applied to a button?
something like this maybe? https://marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/thumbnailer-lite
lite version is free, regular version is 14.99
Thanks @orchid garden the other plugins in the store next to this one look exactly like what I need. It will save me a ton of time instead of having to manually create them myself.
Dunno offhand but try #audio
i have a blend space made dont know how to use it yet
Is there someone that is handy with interfaces? I'm having a controller that controls the time of day. It takes different times of day and stores them as ints, so sun rise is 0, morning is 1 etc. And i want the the sun-controller to send out to all interface users that this currently the time of day is X. So for test i have a actor that has the Day time output, but the script never reaches the actor from the controller.
@grave relic On the sun controller, when you call DayTimeOutPut, you need to specificly tell the controller which actor to send the data to.
Right now when you call DayTimeOutPut
on the sun controller,
The sun controller is trying to send that time data to itself
since the target is "self"
you need to get a reference to that specific blooming flower within your level, plug that into the "target" input on the DayTimeOutPut
I belive your missunderstanding how interfaces work
you dont just call the interface funtion and it magicly sends the data to all interface users. You still need to specify a reference.
Okey i see, im planing of having a lot of entities tied to this controller. So was thinking of an interface to broadcast to every user of the interface. Cause i know i can just put in a target, the problem is that im gonna have 100+ entities that are going to be dependent on the sun controller. And it was my understanding that a interface is a best way to achieve this.
Interfaces could be very usefull there yes. But not in the way I believe your thinking.
So basically i need a way to get this message to every entities dependent on the time of day, and it was my understanding that an interface would be best for this. But seems i was wrong 😮 Any other ideas? Would really appreciate the help ❤️
Nono your kinda right here.
yes interfaces would help you alot
Its just
Well first off just to make sure, do you understand what I mean when i say "reference" ?
just to be clear xD.
I do, im aware of most of the basics, just trying to learn interfaces 🙂
okok sorry then but just to make sure lol
kk so an interface isnt some call that automaticly sends out the event to all its users
Np! if you dont know that i know you cant tell me 😛
its just like calling direct logic on something.
you need to have a reference to the actor to call logic on it
Though the thing that makes interfaces special is that they can be used to call the same logic, on many many different types of actors.
anyways,
in your case. I would store a reference to every actor that needs to that time of day information.
Then, loop through them all.
and directly call that interface funtion on each of them
just like you would have todo if you were not using an interface.
So for example i could use get all actor with interface, store them in a array ref, and then when im gonna tell everyone what time of day it is, use the ref and plug it into the Day time output?
yea
that would work mhm
That would be the way to accomplish this using an interface
But then im thining what type of reference i should use. Cause the Day time output requires a reference of type interface, while the get all actors makes an array of actors. And the reference is incompatible, and i don't think there is a way of converting actor to interface ref
oh
actor references still yes
Try dragging off one of those actor references
and trying the name of the interface funtion
also this is not a broadcast or whatever
if you use get all actors of class, it's more like a wild guess
Oh right forgot you can do that! That will solve it, thx for the help Morgana 🙂
The reason your seeing it require a interface type input is because the SunController also has the interface implemented
your actors could subscribe to a event dispatcher on your daytime controller
you were using the version of the interface function that exists on the SunController,
so your daytime controller has a event dispatcher named onTimeChanged for example, and notifies everyone that is subscribed on time changes
theres a specific get all actors with X interface implemented.
Ah i see would you say that i should use event dispacher intsteed @spark steppe ?
that's what i would do, it was just a suggestion
same xD
I see, you are a great teacher Morgana, feel safer about interfaces atleast ^^

Will lookl into event dispatchers, and more into interfaces, thx for the help both of you ^^
Good luck 

i coded everything as the video and what i have done in that past said and it wont work
it wont let me look up and down
thats the problem
you mean the camera?
had the same thing earlier
did you fix it?
yeah
someone here told me to select the camera or the spring arm and then check the controller rotation
it worked for me
you use code? or blueprints?
blueprints
you could just send a screenshot
on the right scroll down
thank you
YES
i have been working for hours to fix this
thank you so much
i was going to restart the whole thing
waw i ges you and i are at the same pace lol next i have to do blend spaces
same
one other person is learning so hope it helps
hope so gl !!
okay i've been punching around this problem for about 2 hours; I'm trying to rig up a really basic projectile collision logic. Right now I've just got a basic projectile BP with a collision cube, a static mesh, and a particle system that spawns on hit.
In the projectile's collision component, if I turn on 'world dynamic' to overlap, the projectiles spawn and instantly count as hitting something.
Are you checking if the 'other actor' in the hit/overlap is what you want it to hit?
Something like this.
i'm currently using the content examples, which hooks into a scene component variable of 'Projectile Owner', which I think is also incorrect...
Mind if you take a screenshot of the blueprint?
I'd suggest doing something like this to find out what is making it destroyed. You don't have to do the casting, just put the print string after your branch.
Anyone know of a way in BP I could check for if the player simply moved the camera and also track the speed of that camera movement?
it's hitting bpPlayerShipPawn...
Get camera manager -> get velocity
i have the projectiles spawning through two scene components (two hardpoints beneath the wings), no matter where i move them, they seem to be hitting something.
the scene components are nested under the static mesh
Does the projectile owner variable have the instigator in it when it overlaps?
That'll be why that's occuring
Hmm. That's interesting.
so i put down in the BP projectile event graph, EventBegin Play > 'set owner to Projectile Owner'
and now the other-actor print is saying it's hitting itself
This is what I have in a projectile I made before. Haven't tested it much but it should work.
Either make this populate the variable, or check it upon overlap if the former doesn't work
I also have a check in the projectile to ignore if it hits or overlaps itself
Hmm. I should stress that I am extremely inexperienced.
Same lol
so I'm not sure where the Is Valid check is going, for example
Oh, one sec
Not sure you need to do this though
This might work too
Not sure which is best performance wise
And if BeginPlay always occurs before hit/overlap
Not sure. Is it a function? It could be that it must "return", in which case you can add another "return node" for clarity
it's a macro
but it doesn't matter, this is a engine bug here
and... a huge one tbh.
Hmm. Might have to start the projecitle logic from scratch. Oh well, learning by repetition is learning
bp debugger is kinda broken unfortunatelly
debugger doesnt always tell the truth^
just trust your code when that happens i guess
Is there a volume that I can use to block sphere traces that are inside it?
like to just block the channel? that can be set with any volume, whats the use case?
I guess because I am using a multi trace it passes through it?
multi traces should stop at the first blocking hit
Oh? Hmmm
thank you for chiming in with advice. It was appreciated!
So if I have 20 colliders and put a large box over them and set it to block all, it shouldn't hit the ones inside?
Yeah for the moment my code actually doesn't check against the instigator, collision wise. It just spawns outside of the pawn geometry and hope it doesn't collide
gotcha
But the examples I linked should be ways to check it
yea, however i dont know how it will behave when the trace starts already penetrating (if you are inside said box)
Hey there, was trying to fix this last night but I couldn't figure it out. I've been looking more and in this timeline, after activating once, it will stop at seemingly random values. Does anyone know why my timeline will stop randomly at different points halfway through? I will attach screenshots of BP below, thank you 🙂
Hey guys im kinda new to unreal engine but I was wondering if there is a certain tutorial or asset that can make weapons that only kill certain enemies>
for example, I want this pistol to kill every enemy except these two
are all enemy's the same class?
yes I am using the AI tookit NPCs
what if the two enemies were not NPCs from the toolkit?
I could use render targets for an alternative option, any tutorials on how to use render targets for spawning in game and clearing render targets with certain weapons?
I basically want to create a mop that I can hit people with and also clean puddles
I've got my millipede npc mostly working:
https://i.gyazo.com/c34f2a3e7b91463c7c188949d2dd7299.mp4
I'd like to next implement self-collision check, so that it wouldn't cross it's own tail.
But I dunno how.
Right now it moves by just constantly feeding movement input along the forward vector of the head segment, and head segment slowly turns to look at whatever target destination location currently is - there's no AI controller in the thing.
It generates spline path behind it, that's used to lay out the rest of the body segments. It's quite simple setup, but I don't know how to factor in a self-collision check without tossing away the current movement setup, which ensures that velocity vector is never changed sharply, like it does with the regular AI controller.
I guess body segments should "deflect" the head away from them, but how can I go about that?
I'm using BLUI to do HTML UI in certain elements of my project. How would I go about calling functions somewhere when the user clicks a button on the ui?
So really general question (maybe, at least I hope so) and apologize if this is the wrong place for this question. But I am fuzzy on when I should use pawn and when I should use character. The bit that confuses me is that character specifically says for bipedal implementations, yet I have so much trouble finding good resources for how to correctly implement movement on a pawn without the CharacterMovementComponent. Lets say in the context of a generic slime monster in an RPG, would you make your blueprint from pawn or from character?
Character can generally be used for most types of moving NPCs.
Even something like a Deer could be a Character, only the visual element is a quadruped.
So would really the main distinction be if you needed custom movement or something that falls outside the realm of the CMC?
Yes, another reason would be optimization.
or something not "living"
CMC is quite advanced.
It has a lot of functionality you may not need, so you would have reason to create your own minimalist movement component that achieves only what you need it to do.
Whether its living or dead shouldnt have anything to do with it.
yeah i guess that was a bad way to phrase it.
do you know any good resources/examples of using a movement component on a pawn? google/youtube just like to spit out videos using the character
technically if your character pawn is using a capsule component, wouldn't the CMC work the same for it?
Hi, I'm running into a really strange issue with traces on my foliage. I'm doing a box trace that moves across the landscape and spawns fire emitters on the foliage it hits but for some reason foliage on the corner of the landscape which is not being hit by the trace is also spawning emitters. Anyone know what's going on? Thank you.
Is it a 1 to 1 thing?
If you only trace one and set it on fire, does it exactly burn one on the corner?
Might be sharing data somehow?
Hello everyone, can you give me a hotkey for aligning nodes and connecting lines?
Is this a Bootstrap grid?
@dire atlas select and hit "Q"
Hello all! I want to keep this macro as is and use the "Spline component" only when "Single" is true .... why am I getting these errors even when "Single" is false?
that looks sick
Can you show the whole thing?
this is the whole macro
What is "SplineMaterialGradient"?
it's the name of the macro
Hm, it's trying to fall back to self on that SplineComponent pin
Which is obviously wrong since that's probably some actor
So it's not about the boolean
yeah it is .... maybe I should just recreate it if it shouldn't happen
But about the unconnected SplineComponent Pin
You could just make two macros if it's not solvable
so I can't have the empty pins just hanging there if unused?
oh ok, thank you 🙂
Maybe there is some setting on the Input
But it tries to use "self/this", and that is whereever you have that macro in
i'll try to make it a function first and then separate them If I can't thank you for your time, very helpful as usual @surreal peak 🙂 ❤️ 🙏
you could spawn some sort of collision spheres behind you and try to avoid them by using some whisker traces on the head ?
@fallen glade you need to connect something to the input Spline Component
Even if the error appears inside the Macro it is actually in the way you call it
It's giving me no problems in a function ... is it still bad?
Spline Component is the name of the input pin, it doesn't mean a reference to Spline Component is passed to it, you need to actually connect the reference to the pin
Macros are just replaced by the contained code when you compile the BP (a bit like C++ macros)
so they need everything to be connected to work .... makes sense
If the function acts on a Target and the target is the actor itself, then it will work with the default (this)
Correct. Otherwise it will just carry on a null reference which will produce the error
I see, so why is the same function not giving me errors?
@fallen glade probably it is using the Spline Component reference as target or it has internalized the reference when you have created the function. Can you show the function?
I just copied the code over, here:
You are actually passing something as New Param 1 (being blue I assume it is a reference), that's why it works. If you do the same with the Macro it will work as well.
the bottom one was fine as a macro, the top one was giving me errors
The top one should also give you errors as function honestly, because you are not passing any reference to it.
haha no idea what's going on 😛 I might separate them just to be correct...
Bottom one works as functions and as a macro because you are passing all the right arguments to it.
I assume that should always be the case right?
Ok let me clarify this.
A Macro has to be valid at compile time. That includes a proper connection of the inputs since, as said earlier, the actual code is just replaced with the code contained in the macro.
For a function it is different. It is ok to pass a null reference to a function. In that case the unconnected PIN is fine at compile time, it means you want to pass a null reference to that function and the function may be fine with it.
Then the function will fail at runtime
in your case
I see, didn't know any of that. Thank you for your time explaining things to me !!! 🙏 ❤️ @atomic salmon
You are welcome. 🙂
It's 32,742
does anyone know how to get the player controller number? i can't seem to figure out how, but i can get it if i'm in an external blueprint.
No one can help you until you lay out your problem.
ok
I want to know how can I make update option inside my game
like epic games launcher has in app update
I literally searched whole google for that but only got nothing
please somebody help me
in the blueprints
Usually you update your user's changed files when you patch. Things like Steam do this for you. You don't do this through game coding.
can we do it
because i know about patching
but i dont wanna use that
i wanna have update option like epic games
launcher
You're not going to be able to do that in Blueprint. Even in C++ that is going to be a rather technical topic for in application updating.
oh
Can you help me
for this
Did you try reading posts about it online ?
yeah
i did'nt found anything except patching
Whats the difference
:triangular_flag_on_post: ROYALKINGSJ#2266 received strike 2. As a result, they were muted for 1 hour.
@dense citrus Well.. that happened. Anyhow. Normally controllers are numbered in the order they're created in. In Singleplayer you'll always only have PlayerController 0. In Networking code, this is often pretty useless because you don't really rely on the order of the controllers but the way they connect with other objects.
@maiden wadi what's a good way to dictate players then? i'm using a few different player characters, using the same blueprint to make a sorta multiplayer, but the damage is applied to all characters, not just one which is a big ole issue for reasons i'm sure you can imaggine
What is the damage from?
it's from an object in game using a blueprint interface @maiden wadi
But how is the object supposed to damage the players? Is it like an AoE, projectile, etc?
oh, under this instance, it's a box collission, which sends to the bpInt numbers i want like dmg and such, then to the player bp
So when their character walks into it?
yep, beginOverlap
In that case you can get the correct controller by getting the overlapping Pawn, and doing GetController, and cast it to your player controller type.
i have done that first bit, butt on the last i cannot seem to get it (thus my issue) is there anything obvious I'm missing? this is my first time doing this
You probably also want to only do this on the server.
fair enough, tbh, I'm actually getting pulled away, do sorry but it seems like I'm getting pulled away, sorry about leaving whole you're here but thanks for helping while i could
how to make your gun along with your entire arm point towards a target
@visual vigil Depends on how perfectly accurate you want it. Most often the illusion of this is created with 1D or 2D aim offsets, which are just blendspace animations driven by control rotations more or less.
Thanks🤝
i wana do like the one in old tombraider games when her individual hands can aim to different targets
tried using look at function but didnt give good results bec bone transforms are inverted
Not really sure how they handled that then, but my first thought is IK effects.
Hi. Is there a way to make the editor break execution at a node that generates a warning like it breaks execution at errors?
Might there be anyone who has worked with superior rpg? I ran into a trouble some problem with the targeting thing. I want to disable it (for now anyway). But even tho I set the input keys to none. When I hit Q it locks the mouse up if aiming at a "enemy".
Breakpoints exists.
well, thank you. the thing is that the warning I get involves a node that is called tens of times at startup but throws a warning just twice. I would rather not spend 2 hours going through each call to see why " Attempted to access index -1 from array of length 0".
It would probably be easier to find out why your accessor is -1.
Hi, I'm trying to teleport a character
Does anyone have any idea how to get a teleport position so that the character will not fall off
For example if you teleport to the edge of the object then the coordinate will change so that the character won't fall off
You could probably project it to navmesh, that might give it enough space for it to not be at the edge
@earnest tangle nice idea, i will try thx
@earnest tangle wow, its perfect
it worked thanks again 🙂
nice :)
Hello Everyone,
i'm working on a shooter game project and it has 7-8 maps . i make a build for ANDROID, and it's working fine But when i make a build for IOS It's only loading the default maps nothing else working except the default map . i can't Switch to other maps, they are not opening . please help.
Did you specify which maps to include in the build? It must be in the Project Settings - Packaging
Expand the first dropdown in Project Settings -> Packaging, you should see this
Not sure then, I didn't work with IOS before
May I ask a question? I found that the variable called PressedJump in the Jump function is read-only. How can I change that?
Why would you want to change that? It would just reset to its original value
In the official document, the variable is changed to set the value of "IsJumping" to be used in the state machine. I wonder how they can make it.
I'm guessing it's a custom created variable not a built in one
Can you link the document?
Below the "Creating the Animation Blueprint"
they create custom variables and set it
Create a boolean "is Jumping" variable in the animation blueprint, then set it to the read only "Pressed Jump" variable of the Character blueprint.
Pressed Jump isn't being changed here
I wonder the value of isJumping is set by PressedJump. PressedJump is not changed here, but I can't change it either after press the spacebar in the character bp
so the value of isJumping is always false.
Is the cast to the character successful?
yes. I made all other actions successfully.
Okay wait I'll try testing it
Oh yeah, pressed jump doesn't seem to change its value
You can use is falling as an alternative to check if the player jumped and is in air
Yes, I tried that. So the official document really makes me confused.
Might be an old document and the variable is deprecated
Maybe. Thank you after all.
You're welcome
I have a really basic question. So I have a mask and all I want is to make a parameter to invert it. I know I have to use oneminus but don't know how to tie everything together to trigger the switch. How do I do that?
I also want to effect all parameters that are already there
so you want a parameter that chooses when the mask is flipped?
Yes and all parameters will control the invert so that I believe should be before everything?
if so, plug the non-flipped mask into Lerp, and then the flipped mask into it as well. Set the parameter as the alpha value. That should do it.. also #graphics is better for material Q's
(There's probably some other ways to do it as well)
Understood, but I want to have a enable/disable option for inversion so it has to be a parameter. How do I do that going from the existing "emissive mask" node? And once the inversion parameter is enabled it takes over the original one.
Will write there next time.
Yeah as said you create a parameter and plug it into the lerp's alpha param. That would allow you to toggle which lerp input is used based on it
How do I make a parameter since oneminus nor lerp can be one?
the node is called scalar parameter or something like that
or just copypaste one of the existing parameter nodes and rename the parameter to something else :)
ohh I'm stupid, I didn't see lerp has an alpha value for parameter haha
heh
hi guys. i have a problem with a car. i have 2 event 1 that trigger the brake 1 that trigger handbrake. i want to set a material for the brake. i cant get work by the 2 event. how can get it work ?
Works perfectly thanks a lot!
👍
Btw instead of scalar parameter is there one that has only 0 and 1 without float?
I don't think so
I think there's a boolean switch thing or something, but afaik it doesn't work with dynamic material instances, so it depends on what you're doing with it I guess
https://blueprintue.com/blueprint/qluxhf3p/
Guys, why isn't 'IsValid' preventing the hit result to be called? I keep getting the error that no result can be accessed on set control rotation
my character is always looking forward anyone knows how to fix it?
fix it to do what exactly?
@hushed badge check whether "use controller rotation yaw" is active
also check orient rotation to movement inside the character movement component
Hi everyone, I have an actor with a box collision as root component. The actor has a procedural mesh component (it works as a normal static mesh component) that I set at runtime. But when I set the mesh it doensn't fill the collision, the pivot of mesh is not at the perfect center.
whats the non-physics based version of this? just set velocity?
Hey guys is it possible to make a game pause when no keys are being pressed? I basically want to make a game where it resumes when the player holds down W, and as soon as the player let's go of W, the game pauses until its held down again
@orchid garden there is no non-physics based version of that. You need to move your actor kinematically which means the velocity results from how you move it between 2 adjacent frames.
In the case of a physics simulating actor velocity is a property of the connected physics bodies and the actor will maintain it until either you set is specifically or forces/torques are applied to alter it (Newton's first law)
@formal cedar yes set game pause on on W pressed and set game pause off on event W released. It should work.
Thank you Jobim, quick question can I also have the player walk when We is held down and not walk when no key is pressed?
In addition to this pause system
How to you make that character walk?
I want to have the character walk for a long time (holds down W) and then the game pauses when we stops walking (let go of W)
Only walking forwards no left right or back
its active
but after i turn it off only the character moves left and right not the camera
i checked the other thing nothing changed
Add AddMovementInput node when W is pressed, something like this https://docs.unrealengine.com/4.26/Images/InteractiveExperiences/Input/MoveForward_Blueprint.webp
I'll look into it thank you sm Jobim!
You're welcome.
@hushed badge what does your character look like? Is it a standard 1st/3rd person character or what?
How to get angle between two actors in negative and positive depending upon wether it is in left of char or right
@visual vigil take the world transform of the first actor (which we will call the reference actor) and the world rotation of the second actor, then feed them into: https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Math/Transform/InverseTransformRotation/
Inverse Transform Rotation
The result is the rotation of the second actor respect to the first actor
Probably you are interested in just the yaw
As an alternative you can do a FindLookAtRotation from the first actor to the second one
but working with Inverse Transforms looks much more professional 😉
Does anyone know how to recreate this in UE4
I dont know how I can make it so I can Search a URL in game
I think you do have to select character to get access to that component. I dont think it allows you to add it to a base pawn. But yeah, I think my problem is that im over complicating the problem and I need to ignore the "bipedal" verbiage it uses.
is it possible for something like timeline in animBp
@visual vigilThere isn't really a point for that. AnimBlueprints run on tick anyhow. Just set the state. And if you want a particular animation, do a montage and blend it in.
For localization, how the heck did I end up getting french or whatever language this is in my cultures. These languages/cultures should be reading english, so what gives?
is there a way to have a cable connect to a child actor
hi there, im having this issue where im trying to make a co-op/multiplayer game with a health system, but the issue is, if i apply damage to one character, it's applied to all. does anyone know how to make it so the damage is seperate? (for context, im using a blueprint interface to cast the damage to the player using a box colission)
i want to make a drone/quadcopter, what's a good way, in terms of performance, to apply some random position offset/rotation so that it doesn't hover in a static position. is there any better way than running a timeline all the time to apply those values?
Is it just a visual effect or is it going to affect the behavior in some way?
well kinda affects behavior, going to work on that it tilts in a reasonable way to get back to its origin position
If it's non-gameplay then maybe do the wobble in a vertex shader (material graph), but otherwise...
Would anyone happen to know why this is not changing my movement speed?
In the material for your drone, you can assign a world position offset. This can either be a transform or a rotation. Using simple sinusoidal functions using time as a variable you can make them hover as you wish.
Use print strings and see if they get called correctly
yea but it takes away a lot of control from me, unless i add material parameters to tweak each setting, not sure if it's worth the effort
currently implementing everything onTick, as it's just some vector math + interp nodes
I recently heard that if you have any kind of cast in your blueprint and not even using it, it will automatically add up to the memory, so it means it could easily get out of control and you would end up casting everything. What about interfaces? Are they the same in this regard?
Can using interfaces instead of casting reduce memory usage?
yes as you talk to the object that implements the interface no needs to cast at all and nothing to create it is all there already
So we can say it is better to replace casts or reference variables with blueprint interfaces
The way casting works is that casts need to validate EVERYTHING that the cast is related to, so if you cast to an AI for example, and he's holding a gun, you also need to validate the gun, and UE has to hold everything it's validating in the process in memory at the exact same time.
Interfaces don't do this and really all they do is send a message out, if you're a good programmer, it'll work 100% of the time
Casting is used for prototyping ideas in controlled environments
Interfaces is how you wanna do things in the final product
not exactly
casting and interfaces serve very different purposes
casting is for going down the class tree in a sense
casting is not inherently bad
:triangular_flag_on_post: LearningCrypto#7155 received strike 1. As a result, they were muted for 10 minutes.
Thanks for the answers! Could you guys give some example about when to prefer casting or interface?
There was some talk I believe where a UE developer pointed out that casts can crash games on consoles, because they have no virtual ram, and because of the validation process casting has to do, but it was old so it might not be relevant anymore
without having to inherit from one universal class
most of the time though casts are fine if u use them correctly
You can also retrieve the object and talk to it like this, so it's very similar to casting, but I've noticed it sometimes can crash the game if the engine is still in the process of setting the variable and you request data from it
So casting to animbp makes sense because it will be displayed anyway but casting a boss is no way to go, right?
I think the casting really just became an issue once you had a VERY large game
since the validation could branch out to hundreds of things
It was somewhere in this talk he mentions casts can crash games on consoles
https://www.youtube.com/watch?v=EM_HYqQdToE&t=5345s&ab_channel=UnrealEngine
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...
Casting to a boss might be fine, you just have to think about the validation process of everything connected to the boss, like it's components. Casts only have to do this verification like once in a thousand times, and the validation branch has to be pretty big I believe
Thanks, I’ll need to review and rework most of my code then. I should look into other common mistakes before I start I guess.
Does any of you know if Unreal caches GetDataTableRowNames? The question is because - should I cache the results manually or can I keep reading from DataTables without having to worry with performance?
but one can use isChildOf Class to check if something is of a specific type?!
or am i missing something here and it's also doing a lot of validation in the background?
ok, then about the cost of casts (everything has to be loaded...) why would i cast something that isn't loaded?
e.g.: i cast a lot to my specific character class, but the character is loaded anyways, just trying to understand if thats an expensive cast or not
ok, thanks
casts aren't that expensive really, the only scenario I can think of is if the cast does the 1 in a thousand validation process and you have like 50 things connected to the thing you're casting to
I haven't found much info on the validation process though
That's why I think it's a 1 in 1000 type of thing in very large projects, like triple A titles
Then it needs to validate everything it's casting to
casting is not really expensive
The engine, the why I can't figure out
the famous if(rand()%1000==1) revalidateEverything();
plus micro-optimizing will limit your game dev
make it work, profile, if its good, leave it.
just remember, if your doing a lot of calcs or array iterating, then C++ is always going to be faster
one thing i highly recommend
a base BP class with no references
but only BP related logic
i have PlayerPawn_Generic_Parent which has no references, no skeletal meshes, etc
then PlayerPawn_Generic which has references
i cast and put logic in the Parent, to avoid reference loading
if i need BP logic (for things that are simple and don't really need to be in C++)
i never cast to PlayerPawn_Generic from any other bp
heard this from someone some time ago, and it really is a solid approach
but couldn't all of this be avoided by making your own CastTo Node which does the c++ way of cast!?
just wondering
problem with casting is that node needs to load that BP to find what stuff it has
if you have a base bp you can cast to then you can avoid the expensive loading and cross-loading of assets
especially things like particles, textures, mats, skeletal meshes, etc which your player bp likely has
This does answer the first part of your question, he used a bit of an extreme example but it seems yes if you have a cast in a blueprint (they were using it though) it loads whatever the cast is referencing
https://youtu.be/2edoacF53F0?t=1742
This practical discussion led by Senior Dev Rel Tech Artist Zak Parrish presents an overview of common issues that arise during a studio’s first six months on a UE4 project, focusing on solutions. Topics include general best practices, optimization guidelines, and how to avoid common pitfalls of game development.
Learn more at http://www.unreal...
Thanks for the video, I’ll definitely watch this asap
i'm having an normal actor, is there any way to add the character movement component which the pawn class uses?
Not sure if I understand correctly.
Do you mean if I have a character BP, I should create a child from it and hold every skeletal mesh, particle or any other thing that is not mandatory in the child and base things in the parent. After that I should cast the parent so I won’t have to load particles static meshes or other things. Is that correct?
Why is my PHYSICS VOLUME not changing a thing.
Im am once again asking for your knowledgeable support. Currently I have a system that tracks what time of day it is, morning, noon etc. I store these as ints, so sunrise is 0, morning 1 etc. I use a event dispatcher to notify all entities that the time has changed. Thing is that currently to tell the entities what time of day it is im casting to the sun controller. And ideally i wouldn't want 100+ entities casting to the controller. 🙂
you would add a integer variable as input to your event dispatcher so you can have the timeofday as argument for it
you may have to recreate your event things, as they often don't update when changing the signature of the dispatcher
But how 😮
top inputs field, there should be a small plus
it's not good integrated in the UI for sure 😄

Goddamit i legit dident see that one, been trying to figure it out for sooo long. Why cant it just be like with interfaces
thats the output, not input
however, beside of that you might want to consider to make yourself a custom enumeration with morning/noon/afternoon/etc...
it makes your code/bp more readable and it's as cheap as using a integer
Yeah but thats in my interface, just wanted to shot it as example 😛
But will fore sure make a enum, currently in early testing ^^
🤙
Using Floating Pawn Movement, how can I make AI pawns avoid hitting collision besides its target?
Is there a way to change a function with another identical one in the whole project? (similar to the "replace references" upon calling delete on an asset)
a function core redirect might do it https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/Assets/CoreRedirects/
Is it possible to have a 10 second cinematic actor, that plays for 5 seconds, then stops and wait for for a blueprint to tell it to continue?
Hey I have a question
Can I get "How long time is animation played"?
I want to get "How long time does animation transition stayed there" so I want "animation playing time"
but "Current Time" and "Time Remaining" seems not work because they won't get "Total play time"
Hi so I'am having problem with input in project. I have two axis binds for mouse X. The problem is that when I add second axis bind the first one doesn't receive value. How can I repair it?
This video series answered all my questions so definitely watch this
https://youtu.be/j6mskTgL7kU
In this presentation from Unreal Fest Europe 2019, Epic's Sjoerd de Jong offers an in-depth look into Blueprints. Best practices, dos and dont's, and recommendations on how to utilize Blueprints to its full potential.
During this advanced class we will go into how to use Blueprints in a future proof and scalable way. We will look into how to c...
I need to rotate my actor in direction of velocity. It's like a disc that needs to incline itself in the direction.
Tried a lot of ways to do it. I was wondering why this logic that I came up does not work as intended. In despair I tried all types of combinations of x,y,z and it doesnt work as intended.
I guess it's a good question for the forums. I've read tons of forums posts and watched some youtube videos. found nothing like this
@pulsar arrow So briefly speaking I cannot have Mouse X assigned to two bindings?
What is the best practice way of syncing certain events between level/game mode/play controller when the game starts?
It seems there's no predictable way to know which of them will be constructed first. And If the one blueprint relies on the others it becomes tricky to know how best to handle it
Why is my PHYSICS VOLUME not changing a thing.
Hey I want to get this red allow vector
How to do?
trace line from camera get impact point normal make some calc voila
here's what might work
tried that too. works great pointing the actor to velocity but it does not tilt the mesh towards velocity. this tilt is what Im trying to achieve
thanks for replying anyway
I'm trying to finish my AI and it was working sort of fine until today something went horribly wrong, i'm trying to set it so that it will chase the player on sight, or go and checkout footsteps sounds when the player isnt in sight, but i'm having some trouble with it, can someone help me out?
I need to tilt the disc to velocity direction.
anybody here android game developer using unreal engine????
Iam stuck in one problem
iam using blueprints. When i try to save game using save game to slot node, it works on all android devices except android 11
In simple Save game ( write data) in android 11 not working. Anyone has solution???Kindly tell me
Am I blind, my projectile keeps "exploding" instantly when it's spawned, it's only supposed to do so on a overlap event when it touches something
The turret bp has no collision
I set it to no collision and also disabled generate overlap events
it happened both with actor and sphere overlap
I cheated and fixed it with a delay and a gate
i still don't know why on earth it triggered on something with no collision but hey this works even if it's dirty
Coooooould anyone on here point me towards a way to get distance matching coded in? Also known as "reverse root motion"? I'm finding a ton of examples but 0 tutorial online.
I'm having a problem where I get "access none trying to read companionref" when I play the game, but when I just compile, it doesn't show any errors at first. Does anyone knows how to solve it?
That means you havent set the value of the companion ref. Connect the "Get all Actors of class" node to your "set" at the top.
i followed everything from this tutorial, but it's not working
should I put some random number there?
Connect these nodes:
woww it's working!
@dawn gazelle thank you very much, it was just a simple thing but I couldn't figure it out 
Is there a better way to do hitscan than this? It works, but doesn't hit the center of the screen perfectly.
The output vectors are then passed to a shoot routine where the line trace is performed.
that's because you seem to trace from the gun, idk if FPS do that, too
guess they trace from the camera
yeah, I think I'll need to pass three vectors. Two for the actual trace, and another to get the trace particle beam to match up with the gun
I had this happen, it still works without any problems that note is lying lol
Can you set an AIPerception component's sense config in blueprint?
Hello everyone. I need some help with something here.
How can i assign a Skeleton at runtime? the equivalent of "assigns a skeleton to the selected mesh" at editor level alt text
How can i do this through BP or C++ during runtime?
Thank you
If you respond to me, please use the @ so i can actually find it 🙂 Thanks
@glossy gladeBy the time Beginplay runs on your Controller, all three will exist. GameMode is required to hold the classes for both GameState and Controller, GameState is the class that actually calls beginplay, so by the time a controller calls Beginplay they will all three exist. On the other hand if you're talking about Beginplay order, you can't promise that at start of play. There are some ways around it, but in general they all involve simply registering the actors somewhere, and when all three are registered to be ready, then call the functions you need.
@trim matrix No. Nothing is by default unless you mark it to. Most things in blueprint are copied.
What are the repercussions if your function gets too large? Say with too many additional functions inside it
None really. Just takes slightly longer to process with more stuff to do. Of course that depends on control paths. You can compute half of the world on one control path, but if that path never gets used and the other part of the function is just returning 2+2 as an integer, it's going to be pretty quick.
does anyone know why this isn't working?
I'm trying to stabilise the head bone on my character, I pass in the previous VB head transform as LastHeadTransform and the camera transform as CameraTransform and I have a tolerance on how much the head bone basically lag as the Tolerance.
the tolerance is given in how much the head bone can "lag" relative to the camera, so if the tolerance.x is 0 it means that it shouldn't lag in the x axis at all, relative to the camera.
not sure if it's very clear, I just have a virtual bone called VB head attached to the root->head bones
idk if i got this completely wrong, since it seems to work sometimes but the rotating the old VB head - new VB head with the camera rotation and then inverse rotating it seems to cause issues since the values don't seem right
the one above is wrong, deleted a few nodes by mistake
Hey i am trying to deform cars and meshes in ue4 can anyone help me, how to do it
I'm getting a certain error when trying to pull variables off of a character component into an animation BP. Anybody know what's up with that?
I've done this a zillion times idk what's wrong with it.
BP_DistanceMatcher is invalid on that TwinblastPlayerCharacter.
Or rather... What would make it invalid?
That's odd then if it's a class default.
So it isn't just me. That actually makes me feel better, not having done something wrong for once 😂
Does it actually work though and you only get that error once?
Nope it throws the error and I get A-pose
isn't the error he's getting saying the value he's trying to get from it is invalid rather then BP_DistanceMatcher?
Doesn't work, error once.
What AnimBP event is this execution line on?
Event Blueprint Update Animation
Hey guys,
I am working on a game where if the player dies he re-spawns instantly to the nearest checkpoint, but as you can see in the video their are falling platforms. Question is how do I restore them back to their previous locations.
I added in an "IsValid" macro to check... yeah not valid.
Which is weird BECAUSE the actual functions that the BP_DistanceMatcher performs still work just fine. So it's like it's not valid to the AnimBP
i was following this https://youtu.be/eNkmF7u9V8g?list=LL video but it's not working for me any help?
UE4 Graphics Settings Menu / Save And Load Made Easy
Graphics settings creations is actually very simple when using built in unreal engine nodes. And today we are going to do just that.
Join our discord: https://discord.gg/Gr9sPP2
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i can change settings and everthing but it's apply anything
i'd suggest you ask on his discord, alot of helpful people there:
https://discord.gg/sY3BZD7E
Oh thanks
One thing you could do is once they fall a certain distance, teleport the platforms to their original position
🙂 np, itsmebro is pretty active in his discord
ok 🙂
Don't we have some other way
I mean there are more complicated ways.
Anyone using advanced steam sessions?
Please tell I will take a look
I'm stuck on trying to get the player count in the current session...
Always displays 1/(max players)
Use a timeline with a float curve to drop them and slowly bring them back up?
Set the original location of a platform on begin play, then send out a dispatcher to all platforms to reset to their original location when the character dies?
Use the save game functionality?
These are all way more complicated than teleporting them back after a delay
in order of least to most complicated
@maiden wadi Did you abandon me and label my fluke a lost cause? 😂
Thanks bro
i'd reset them on player respawn rather then player dies, respawn can take a second or two, costing time with your dropping platforms, making them have to rush with less time while respawning.
Can you have two different axis bindings on the same axis. Example Mouse X is assigned to two different axis bindings
Oh I love unreal :D, because when I assign to second axis binding The first one stops working any ideas why does it happen? One binding is in blueprint second one in C++
o.O intresting, wasn't happening to me (4.25.4)
mines fully bp though
both mine have the same axis scale, donno if that makes a difference
I don't think it makes a difference mine have the same axis scale.
hrm... intresting indeed, everything was working properly too...
Anyone familiar with steam advanced sessions?
i was litterally messing around with the hang glider from UE 4, changed it all to mouse control with the axis values, and was getting readouts for both on the printsstrings.
@atomic spade Hard to say what it is. If it was PIE testing, the cast should fail for the editor preview. For anything else it should work for that class type if it's a default actor component unless you're removing the component somewhere.
When I add second binding , the first one doesnt get any axis values. Event is fired properly but axis value is always 0.0 even though second axis binding receives proper values
Yeah I just moved the code up a level into the character, and it's working fine. Idk.
is there a way to find where is game save files?
i believe its projectname/saved/savedgames but i could be mistaken...
Thanks again
it was projectname\Saved\Config\WindowsNoEditor
in appdata
yeah was just gonna say try appdata, might default there
thanks again i know it was in appdata but idk where can i find it
there's a way you can change the save path but i forget how :/ this old brain is like swiss cheese.
ok now i will try to how to change location lol
Hi guys, does anyone know how ALS keeps the mesh component attached to capsule component during physics simulation in ragdoll mode? Doesn't physics simulation auto detach mesh from its parent component?
Because there's no practical reason to do so.
I want to know how ALS did it, meaning keeping mesh component attached to the capsule component during physics simulation. When I enable physics simulation, mesh component auto detach from its parent component. I couldn't figure out how LALS did it.
Pretty familiar what ya need to know?
Hello there. Need a little help here. Is there a way to record in-game camera at runtime? Considering i need this to work even in a packaged build. And later output it in some common video format. Any suggestions are super appreciated.
I need help with set visibility in widget not working
@finite dawn There is a plugin/script in Marketplacec for that. So it's deffinitly possible but you will have to work it out somehow
@cursive path Show your Blueprint
try 2 sided?
It's worse, seems like a boiling pot with that option 😄
It's spotlight and not pointlight got it
Would it be more efficient to do a sphere trace on tick or have a sphere collision which rotates on tick which checks for overlap? 🤔
Traces are incredibly cheaper than movement stuff usually.
I see thank you.
You could run like 100 Line traces on tick and be chillin, as long as you use a realistic distance
I saw on a tutorial video people saying sphere traces are not efficient. And that is what I'm using hence I got curious
I.. Don't know what they're comparing sphere traces to then. I mean I have a mid line CPU, and I can run thousands of sphere traces per frame in blueprint with little impact to gamethread.
I dunno. Maybe they're phone developers or something and traces are terrible on phones? It's hard to believe that anyone using a PC would find shape traces expensive.
Spheres are the most efficient collision primitives since checking for overlaps/hits just involves a comparison with their position and radius.
I am watching the unreal tutorial on blueprint essential concepts, and I don't get how it takes like 20 blueprints just to open the door!!!
Does anybody has good tutorials/guides on making 3rd person raycast/crosshair ?
If my distance is like 300 units, it's fine if I have 4 different line traces (one of them on tick) that goes off frequently? Not much of a performance hit?
Like ricochet?
Increase the bounciness in your projectile movement component
If you want it to precisely bounce from one enemy to another, you'd need to setup homing and homing targets
You could take the OnHit event, then GetAllActorsOfClass, loop through your enemy classes and check which one is closest and if it's close enough for a bounce, and if the projectile has bounces left and then whatever logic to fire the projectile at the new target.
There's one by Matthew Palaje on YouTube. Seemed straightforward and worked well.
I believe if you activate homing when the projectile hits something initially (if it hit an enemy), and then set the homing target component, it should automatically go to the new target.
Hey everyone! Welcome to Let's Create. In this video we create an ability from Destiny 2. The ability is the Sentinel shield throw.
We'll be creating this ability in the Unreal Engine 4 using blueprints.
If you're new to Let's Create make sure to watch these two videos below: https://www.youtube.com/watch?v=GbhKmFIQtvU
If you'd like to supp...
@mystic bough
I am looking for any novice blueprint tutorials that have helped you in any way please send them my way thanks.
ok ive been stuck here for a minute. any advice on how to fix this/resources to learn what im doing wrong? lol basicly my problem is when my player character "dies" in my third person shooter, im still able to move around and shoot while laying on the ground. Thanks in advance
i think this is where the problem is, i copy pasted from my ai blueprint. (the connection to disable input from "get controller" was my last attempt at a fix
I managed to get Unreal into a state where the editor crashes on startup after I made a change to a Blueprint (it also crashed when I made the change). Is there some way of handling this kind of problem without recreating that entire Blueprint?
If auto saving isn't disabled, you can find older versions of uassets in your project's folder: saved/autosaves/...
@wraith comet That's good to know for next time! For now it won't help me because I started by cleaning my project folder, hoping that would fix the problem, thus deleting those backups. A good choice of mine... ;)
For now I'll just recreate the Blueprint, but for next time this will definitely help, thanks!
Hey I have a question
How to use output in Blueprint Interface?
adding any function or event isn't allowed in BPI, then how to output something in BPI?
Please show me example if you could
Does anyone know if foreach loops in BP execute once silently even if they are never triggered in game? I'm getting this error:
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item". Blueprint: BP_WSPGetZonesAvailable Function: Evaluate Immediate Graph: ForEachLoop Node: Branch
From a loop that never gets hit, it's as if it's getting a populated array with null entries.
The break point on the foreach is never even hit, but the mere act of wiring up the nodes will trigger the error.
for the record, anyone who gets stuck in a similar way to me, it worked perfect when i put a disable input on the blueprint string above where i thought the problem was. after the Custom Death BP rather than the Death anim BP i feel dumb XD
a blueprint interface is just meant to allow conversation between one blueprint to another, i.e. similar to calling a custom event within a single blueprint. any functions you want do do wout be done in the blueprint receiving the call from the bpi
No, foreach loops only run if there's something to loop. It wouldn't make any sense for them to run with no data
so happy i fixed this, a few cups of coffee and some deterimination go a long way (getting up before the kids to work in silence helps too :P) ima just lurk now while i continue to work. Level design step is close now
if its connected up, even if you never call it its still compiled at runtime, and if there is a error within the routine it will toss errors at you.
Well....
so, BPI's output is trash?
?
BPI out put is useless?
no
BPI does not output anything
it's more like a declaration of what objects which implement the interface can do
you can for example have an interface which is called "interaction interface" and it has a function called "Interact"
now in your game you have chests and boxes and people, and you can implement the interface on all of them
bpi's do output
and you don't need specific code to handle all those different types of interactions
Yah that is expected, the issue is it's the foreach macro itself and I can't see anything feeding into it, maybe there is something in a weird state and it's running somewhere weird.
it's input pin in BPI
@smoky ice perhaps, have you tried adding a print node to check the length of the array or such?
I've branched with a length > 0 check just to confirm, and it's always correct, I never get [0] = none
@burnt citrus I would recommend checking this one out, it talks about interfaces amongst other things https://www.youtube.com/watch?v=EM_HYqQdToE
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...
It has a table of contents in the description if you want to skip directly to the part with interfaces
I've worked around it now so it's not an issue, and generally I write most code in cpp, this just seems odd.
Thanks!
I think the error seems to suggest the value of your array is actually none 🤔 but not 100% sure. it's definitely weird, I've never really had this problem in BP's
Yah that's my assumption, although in a BP there's no way to check if it's actually none as far as I can tell, so there might be some weird chain of events coming from C++ where it's actually nullptr or something.
Sounds possible yeah
@earnest tangle thanks for that live training. honestly if unreal cleaned up their playlists their youtube would be much more helpful imo
Yeah there's a lot of useful stuff in these, but it's a bit of a pain when it's 2 hours to find the bit you need sometimes
Repost for visibility: Hello everyone. I need some help with something here.
How can i assign a Skeleton at runtime? the equivalent of "assigns a skeleton to the selected mesh" at editor level alt text
How can i do this through BP or C++ during runtime?
Thank you
If you respond to me, please use the @ so i can actually find it 🙂 Thanks
Hi gals and guys, I've got a question, maybe someone can help me.
I'm adding an evade ability to my character. Let's say I want to dash 1.5m forward. I can calculate the end location easily. For the actual move, first I've tried using Apply Root Motion Move to Force, and it worked fine, I could control the move distance precisely, but I cannot apply any curves here to control speed.
Then I tried using Apply Root Motion Move to Actor Force, but I can't get it to work properly. First it takes Location Offset, so I get the offset by subtracting previously calculated End Location and Actor Location. It moves me in right direction, but way too much. Only when some curve is added for horizontal speed does it look fine, but still I lack precise distance control. Does anybody know how to use this function properly. I'm basically blindly changing params until it looks fine, but things may go haywire with the first change that happens 😄
Hey friends, i want to add image instead of this text. which component i should use?
is there a node that can take an array of numbers and then just mix them up randomly
Oh right shuffle
Sorry
not quite sure, maybe you'll have to create a widget with image element, and than add that widget as a component to your actor...there may be easier way to do this, do check 🙂
Hey how are you?
I am having a problem when things are not spawing when I alt tab / lose focus of the game.
Did someone have this problem?
need to use a widget
here's a nice little tutorial on doing health bars, basicly the same concept for a image.
Hey guys, in today's video, I'm going to be showing you how to display a widget above the AI's head. We will create a floating widget containing a progress bar linked with the AI's health.
This is an improvement on a previous video, including only seeing the widget when you are close enough, and each AI has their own health in their own widget....
@orchid garden @hasty moat i will do it like that, thanks for help.
Hi all, hoping somebody can help me with what I assume is a really simple oversight. I'm loading in streaming levels via a combo box for different options of a building. Each saved to it's own sub level. This works fine, but I can't figure out how to unload them when the combo box selection changes to a different level
There's pretty much 0 performance hit. Epic Games ran a test live with 3,600 line traces running on tick and not a single hitch came up.
However, it wasn't until they ran 36,000 line traces on event tick that they started losing milliseconds
Hi, i'm trying to upload a file to a GraphQL server and i'm having trouble uploading the file into the JSON. Can someone help me?
this is the request i send
I didn't use Va Rest that much but aren't you supposed to set the fields in the Json Request object and pass that?
yes, but varest does not allow the field type to be file type
only allows objects, string, int and so on
I don't think it's possible to upload files directly with VaRest
If it's an image you can try converting it to a byte array and send that instead but that would probably require c++
ok, i'll give it a try
How to use single root motion animation for jump?
I think that would fit better in #animation
Guys how would I get my UI to face my cursor every tick while my mouse button is pressed?
specifically a Widget component
thank you, I'll test that out
Make sure the actor that has the widget has input enabled though, otherwise it won't register the mouse button
yeah, I believe i've got that sorted
Or if you don't want that you can trigger the event outside of the actor
oh great
Hello everyone. Is it possible to do this at runtime?
Not as far as I know, but you can change the skeletal mesh at runtime if that's helpful
Ok, thank you. I was actually trying to get around that in a way. I had a rather involved plan, but it requires the ability to assign skeleton at runtime.
How to line trace down from 500 - 600 units infront of player?
like vertically down
in front or vertically down?
lemme try to draw a rough drawing and tell what I mean
Yeah this should work
awesome, lol now I feel dumb for making 1 small mistake xD
Well this sucks. Apparently overriden variables in components, i.e. values you've changed in the level editor UI, cannot be read in a construction script (https://forums.unrealengine.com/t/read-component-properties-in-construction-script/132760/5). This throws a massive wrench into my component ideas if the host BP class has to house all possible variables that components would use in construction.
Any way around this? 
how could i get a characters forward axis that's aligned to the slope its on
yeah, but I need it in construction for level editor/workflow purposes. Guess I have to stuff a bunch of public variables into the host class
Why not consolidate your construction script nodes into a macro, then put it in both construction script and begin play?
^this is in general a decent method altho I use functions usually
sometimes I need to apply the same changes the construction script would do for example on game load, so it's easy to just call the function to do that logic when the values have loaded
nav mesh makes no cost/calculations for empty space right? I just wouldn't want it on a big level because I'd pay for the calculations wherever the nav mesh bounds intersects geometry flagged for navigation, correct?
Imagine if you had a huge nav mesh bounds but streamed in levels after different heights, like floating islands - there wouldn't be a cost associated with having a huge one in the spaces that the unstreamed islands weren't loaded, because it's empty and has nothing to calculate
hello all having issue with enemy reference that is being set by line trace. im aware that i need to add a is valid but i didnt to explain the issue. what im making is a life steal ability that only works if you get up close to an enemy. it works sometimes and doesnt on others. confused on why it doesnt because the line trace is clearly hitting the enemy
You need an IsValid because some of those crab actors are in the process of being deleted - so if you are shooting them for example, you are activating whatever function destroys their actor and spawns in maybe a mesh ragdoll to be the dead body - but before they are destroyed, they are still hit by the linetrace
It's a part of what is known as "garbage collection" because the code is executed so fast, some parts of the actor exist and other parts don't - it's not important to understand what exactly, just put an IsValid after your True branch (the second one)
@fierce birch
ok
You "might" need to do anything one on the reference set at the end too
I don't know enough about garbage collection to be sure, but if you get the same error again, try adding it there too and seeing if it goes away
i did check for the is valid
it works fine until a enemy dies
then the ref wont update im assuming
correct
because by the time the line trace ended, that enemy was gone
rather, destroyed
but i thought that the enemy ref will update when i hit another enemy
because its on tick that the trace is getting exec
yes but there is still an instance where the assignment of the variable is being attempting to be placed as a reference to an actor that is in the process of being destroyed
hmm
I'm not certain but I believe that error is a safety check built into the engine to avoid crazy crashes - the moment something is flagged for deletion/destroyed, the actor keeps that flag, that way if any code attempts to interact with it, the engine fires a warning - think of how hard it would be to debug problems if you didn't have that code because you were destroying an actor
how would i fix it?
so you need to probably find where you are destroying them and examine the timing of it - maybe put a slight delay in it
for example, you could set a boolean on it that sets as TRUE once whatever code you want to run on it when it is hit/destroyed, and then check that variable to be true, before you call the destroy actor event
I'm not sure if I follow. The fundamental issue I'm facing is values in components that I've overridden in the editor seemingly cannot be read by the editor (i.e. before beginplay)... When I Get those values, it gives me the variable's default rather than the value I entered. Is there a way to actually get those values? Or must I fundamentally put those values into the BP actor class to use them in construction?
did you put them as "Expose on spawn" as well?
I tried... doesn't work
you need to set them again at begin play
can you show me some of the code? like one of your instances?
Maybe we're talking about different things. I'm talking about public variables on BP components not being accessible in a construction script. E.g. I changed the variable "Rail bar length" to 3 but when I try to read it during construction, it shows 8 (the default).
Because components don't even have construction scripts, I use the host actor BP's construction script to call an event on the component. For debug purposes, the event appends some stuff into a string variable called Debug_pseudoprint as shown in the screenshot.
My actual use case for doing this is to show some level design visual aids in the editor based on the values entered
I wonder if editor-only BP functions have the same limitations...
@open crypt but I have multiple spells. How would you suggest I work around that
Nvm I’m going to try something out
Consider having an interface
that triggers the same TYPE of event (like an interface function "HIT WITH SPELL" but is implemented (does different things) differently on the different actors
so "HIT with FIRESPELL Event" executed on Plant triggers 200 damage and plays burning animation - but that same event executed on STONE does 10 damage and plays smaller fire animation
I’m using an any damage so would a interface be necessary I’m going to add a Boolean and try a few things out
would it be a bad idea to put custom events onto a tick node for cleaner bp's?
depends on the events really, but you could always do them on a delay
tick is not the death sentence it is made out to be, you just have to recognize it's more about using events to drive things versus always checking their states
I have a vehicle system that uses tick to drive the entire status of a car and it runs fine but there is a slight delay in the tick
Yea I just got a bunch of stuff that needs to go on tick tho, Maybe I could use loops but idk
but I dont wanna attach everything to the tick node
so I made a custom event called linetrace and just hooked it up to the tick node, another one called stamina/health regen. etc etc
now that I think about it I could just use one custom event lol
you can do event by timer too
hm let me look up how that works haha
just run the event by timer, and plug it in to the actual event you want to run, and set the blue one to looping (basically do it at begin play but have a boolean before it so you can stop it )
so its a tick event you can stop basicly?
maybe, others would know more - you can semi-stop a tick by just putting a branch after the tick itself -
technically that actor is still ticking but it's just a single node that's ticking
No, they aren't
they are like paying someone a 24 hour wage when you need a wakeup call once a day
yea theyr just not optimal at all
but idk how much resources they take up by just.. attaching a healthregen system to it
they can be absolutely harmless and I use them frequently when I am prototyping or just one something done fast
probably nihill
you can profile it in the engine, just look up cpu profiling for unreal blueprint