#blueprint

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buoyant gate
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im not using this

fair magnet
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yes

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that's why I'm telling you to do that lol

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The after you set it to RepNotify

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there will be a function called like this

buoyant gate
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all good?

fair magnet
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I think yes but what comes after that branch ?

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on the right

buoyant gate
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this is func btw

fair magnet
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yea

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so

charred breach
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How to make this text red colour? Is it possible? Thanks in advance! ๐Ÿ™‚

fair magnet
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then set it

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@buoyant gate so first...

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try without the branch first if it works

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cause that timeline might cause trouble

maiden wadi
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Wut? Just Set Color on the textblock.

buoyant gate
fair magnet
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yea you can't use timelines in functions :o

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might need to find another way around it

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@charred breach

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you can change color there

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mb

sand yacht
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any one like some spaghetti?

charred breach
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@fair magnet Like this?

maiden wadi
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Less concerned about the spaghetti and more concerned about the use of variables from other execution lines. ๐Ÿ˜„

fair magnet
charred breach
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nope

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not working

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๐Ÿ˜ฆ

fair magnet
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what exactly are you trying then ?

maiden wadi
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Did you change the color variable?

fair magnet
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like just change the color in general ? or change it after you press smth?

charred breach
maiden wadi
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Are you setting the color to something else in the animation?

charred breach
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that is the full code rn. It show Hit! but with white color

maiden wadi
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Can you show the animation in the UMG editor?

charred breach
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yes

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Ohh, I am dumb, look:
I changed it and it works, sorry ๐Ÿ™‚

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@maiden wadi Thank you!

maiden wadi
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Not dumb. Just learning. ๐Ÿ’ฏ

charred breach
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๐Ÿ™‚

icy dragon
buoyant gate
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@fair magnet so what do i do here?

fair magnet
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plug in the target in the update sun direction

buoyant gate
fair magnet
buoyant gate
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haha silly me

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yeah, this thing is gaining speed exponentially now

fair magnet
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lol

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sounds fun

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are you increasing the daynight speed somewhere?

buoyant gate
fair magnet
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as I said

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disconnect the branch to try it out

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the timeline could cause trouble

buoyant gate
fair magnet
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yea

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does it still do that?

buoyant gate
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it wont run

radiant mural
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Trying to get a definitive answer to this question. Can this,

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be done in BP or C++ at runtime? and if so, how

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Sorry Ayes and Hushey, did'nt mean to interupt your productive exchange

fair magnet
buoyant gate
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thats alright bro no problem at all hope you get help with your thing too

radiant mural
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Thanks, both ๐Ÿ™‚

buoyant gate
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why use this stuff over what i had

maiden wadi
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@radiant muralWhat is that for? What asset are you in to get that?

radiant mural
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@maiden wadi That is a built in engine function. Just right click on a skeletal mesh, go to skeleton section in the menu, and you should see it there.

fair magnet
radiant mural
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@maiden wadi it actually works really well, but i need it at runtime. Would save me months of work if i could do it at runtime.

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@maiden wadi Missed the other part of your question.. It is for, well, exactly what it says ๐Ÿ™‚ It allows you to assign a different skeleton to a skeletal mesh asset

fair magnet
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Alright Hushey... so in case you wanna keep your old stuff... Let's just make a new actor right?
This actor you set to Replicated
Aswell as Replicate Movement
Then... You do this

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alright?

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that alone makes your sun rotate already

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since it's replicated... the Server will tell other clients the suns rotation

buoyant gate
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im just asking why really

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but i get it its for replication

maiden wadi
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@radiant muralHmm. I don't see anything directly. But then that's a pretty unorthodox method. Normally you just assign a skeleton to a mesh, and often times even if you use multiple skeletons, you just name bones similarly for coding purposes.

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Also, since this is for sun things. You need 360 degrees. Either rotate the Yaw 90 degrees and use Roll instead of Pitch. or keep a replicated float and set pitch explicitly based on a 360 degree clamped float. You'll end up with gimbal lock otherwise.

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The rotation setters have issues at around 90 and -90 pitch with tiny increments because they're designed not to allow rotation past those points since they're usually meant for FPS style movement.

radiant mural
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@maiden wadi Unfortunately what i am doing requires the step i am asking about. I do understand what you are saying though. In this particular situation, it is beyond that normal technique.

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@maiden wadi the only other thing that would help in this scenario would be if they have added the ability for a skeleton to adjust real time to drastic changes in a base mesh from morph targets. such as a character creation system that goes from a giant to a small type character.

maiden wadi
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I feel like there has to be an easier way to handle that than a full skeleton retarget at runtime.

radiant mural
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@maiden wadi I certainly wish there was ๐Ÿ™‚

charred breach
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I have this line trace by channel and I want to check if it hits the head of my target.

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it has a collision on the head and the body, but the code for hitting it is:

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the whole actor

earnest tangle
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I think you should be able to look at the Hit Component

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Check if it's the component you use for the head hitbox

charred breach
random shale
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Hi guys,
Is there a way to click Play in Editor from Editor blueprints or console command?

earnest tangle
mental kelp
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Hello, I'm a newbie to Unreal and currently in school learning about it but I have a problem that I need help with and can really use the help if it's not much of a bother

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Oh uh my apologies, I have a pseudocode that I need to deciper into unreal but I'm not sure which nodes I'm suppose to be using

gentle urchin
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Show some code, so its possible to provide some pointers ^

mental kelp
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Well its directions were:Set a local variable named curHighest to the first item of the Items Array
For each Item in Items
If Item.cost > curHighest.cost
Set curHighest to Item
Return curHighest

maiden wadi
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So getting the highest cost item from an array of items?

mental kelp
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Yes so far that I know, i would need a For each/For loop node, a variable named curHighest, an array named Items, and a If node

maiden wadi
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Is the item a struct or an object?

mental kelp
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Well the item was placed as an actor, so an object

maiden wadi
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Either way is pretty much the same.

mental kelp
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If I may ask, in the first photo, you use a mybreakitem, what exactly does that do?

maiden wadi
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In the first one it's passing in an Array of Structs. Breaking the struct just shows it's properties.

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It's the same as your Item.Cost in code.

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Technically since you're using actors, your pseodocode should be Item->Cost. Cause you'll be getting it from pointers.

mental kelp
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Oh okay and what about if it was the opposite? Like let's say instead of finding the highest, i would find the lowest. Would the same layout work for the lowest or would there be a difference in the nodes being used?

maiden wadi
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Well, to be fair you could ditch the float in that and go off of what you had written. Then it would be a simple matter of the operator swap.

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Should work for instance.

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Er.

worthy tendon
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to get the minimum you need to store first one. then start searching for lower price items

maiden wadi
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Well. sort of. Actually amusingly that complicates the function more...

mental kelp
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How so? Would it be difficult to understand or is it another matter?

maiden wadi
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Well. Dealing with pointers in blueprint is fairly safe, but you should still avoid null pointer usage where possible.

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This would keep you from trying to access Cost on null pointers here without requiring to check the array before passing it in.

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In Blueprint it'll just error out and take longer to silently fail. If you access null pointers in C++, your application crashes.

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To explain what I just posted. It's removing any null pointers from the array. Checking if the array still has indexes. Setting the local pointer to the first index, and then running the comparison loop.

mental kelp
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Yes I've been told that the application loves to crash alot especially when trying to do pointers

maiden wadi
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Doing things like this in Blueprint makes me appreciate having learned C++. ๐Ÿ˜„

mental kelp
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Correct me if I'm wrong but in blueprint, you are using C++ right? Is that why it's easier to understand? I currently been studying how to understand C# but I failed the class as it was too much for me to handle but I have to retake it

astral tangle
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What was the node to get the class which a pawn inherits from?

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Reference to that class

maiden wadi
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@mental kelp Blueprint nodes are written in C++, yes. for instance, I can create the same thing as above in a library that would look the same when used in the graph by doing

.h
UFUNCTION(BlueprintPure) static UMyItem* GetHighestCostItem(TArray<UMyItem*> InItems);

.cpp
UMyItem* UMyFunctionLibrary::GetHighestCostItem(TArray<UMyItem*> InItems)
{
  InItems.Remove(nullptr);
  if (InItems.Num() <= 0)
  {
    return nullptr;
  }
  UMyItem* HighestItem = nullptr;
  for (UMyItem* LoopItem: InItems)
  {
     if (!HighestItem || (LoopItem.Cost > HighestItem.Cost))
     {
        HighestItem = Item;
     }
  }
  return HighestItem;
}
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@astral tangleNot sure if that actually exists. You can compare if a class is a child of a class with ClassIsChildOf, but I don't think you can get anything but the object's actual class. You should already have access to the full parent class though if you have the object's class?

mental kelp
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I see. I recognize most of the code that you used and it does seem to use all of what the nodes show

fallen glade
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In this situation, if integer is returned "INDEX_NONE"(?), the bool will always be false no matter what right?

maiden wadi
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Should be.

fallen glade
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thank you @maiden wadi

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"INDEX_NONE"(?)= -1 apparently haha

astral tangle
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This is what I was looking for

earnest tangle
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Yeah INDEX_NONE is -1, this is because it's common for array related functions to return -1 if an element was not found, hence "none" as the index

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apparently they wanted to give it a constant in the UE C++ codebase

grave relic
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Is anyone able to help me with some infinite loop problems? Since it dosnt say what loop is in the wrong i tested it, the third loop is where the problem is. Num(2n-1) = 20 and Depth(2n-1) = 0. I cant figure out how to fix it, as the loops are identical except 1 difference, and that shouldn't changes that much since when i remove the Depth value its still an infinite loop.

surreal peak
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Well these are nested. How often does this call in total?

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Does it reach the infinite loop detection value?

grave relic
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Well it is an actor that spawns, so as i press play it gets called once, and does not get called untill the player moves

maiden wadi
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Sometimes it can be worth putting the next loop inside of a function to hide it from the loop detector in blueprint. It counts more like 3-5 iterations sometimes in the loop detector instead of the one it should. The default 0.5 million iterations is more like 125,000 to 250,000 with triple open loops like this for some reason.

grave relic
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Okey so if i understand you correctly, i put the third loop in its own function since the system kinda freaks out and assumes there are more iterations than there really are?

maiden wadi
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I've fixed similar problems by doing that before I learned C++.

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Alternatively. Just up the loop detector considerably in the project settings.

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This for instance. does not crash.

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But this does.

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3x3x29000 = 261,000. Far cry from the half a million default setting. ๐Ÿ˜„

turbid rapids
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Hi
I made a PlayerController and in that I created the widget and set it in a variable like the picture.
I am trying too access this variable in my character blueprint (in begin play to reset some data like bullets etc.)
but ot gives me Accessed None To Read Property
I think my character begin play gets called faster than my player controller.

Can you help me what should I do?

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it's my character bp

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and it's error

sand shore
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Use the possess events so you know that the controller and pawn are connected.

Also, is this ever going to be multiplayer?

sand shore
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Access Nones mean that you're attempting to reference something that either doesn't exist (yet?) or that you didn't properly get the reference to

hexed swan
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hey, is there anything that I can do to make the detour AI controller not jitter my characters?

Essentially, I have a large horde that is densely packed with each other all moving within generally the same location. The problem is, when some of them start colliding -- they start jittering like its jacobs ladder lmao.

I tried making collision affect navigation, reducing their turn rate, and setting navigation as dynamic. However, even though the problem has been reduced a bit its still prevelant.

Any ideas on what I can do?

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for access none thing, its good to try and use isValid? nodes

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I usually do that

turbid rapids
sand shore
hexed swan
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true, but in some cases when the character is destroyed or smthing then you might have unexpected cases where the reference is no longer valid

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so when I start getting that error I usually slap on a isValid? :DDDDD

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It would be much better to just not try and access something that does not exist if you know it is not valid for sure there tho

fossil skiff
worthy tendon
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this might help you understand better.

fallen glade
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could someone tell me what does this mean? ""Var" is read only and can not be modified directly", I'm just getting the variable here right?

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I guess is the trying to modify it that's the problem?, but how can you change just one parameter then?

maiden wadi
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It means that it's set to BlueprintReadOnly. This means that it's only modifiable in C++. You can't set the members of that struct in Blueprint.

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Is that an Image widget?

fallen glade
fallen glade
maiden wadi
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I think that the Image has a Set Tint color function doesn't it?

fallen glade
dire atlas
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these are two variables created as local variables, but have different icons, I need to make the item base variable in the form of a ball icon, not a minus one, but if you look in Details, then the icon is a sphere.

sand shore
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Why do you need the icons to be the same?

dire atlas
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It is necessary to fix these icons somewhere in the engine, so as not to get confused, in previous versions of the engine these icons were all replaced with a blue sphere.

gentle drum
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why can't i call a custom event in a widget blueprint? trying to create a custom event for a callback but wont allow custom event in the widget?

maiden wadi
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@gentle drum In a Userwidget blueprint?

gentle drum
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i think so

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i know i tried to copy the blueprints form a working project . tried to use it in this widget and wont allow custom events

uncut lark
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So when it comes to saving, whats the difference between saving level states or saving and loading?

I want a save system that saves location, saves what weapons the player has, ammo, health, as well as what items were picked up in the current level along with the previous level.

Just like half life's save system

maiden wadi
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@gentle drumIt definitely wasn't a UserWidget then. In fact I don't know if any class would not support custom events.

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@uncut larkSaving and loading is a semi complex topic. It's not necessarily hard, but it has to be tailored to your game. If those are the only things you want to save, then most of it is easy, basic variables. The harder part will be the specific pickups if you're allowing the player to go back and pick them back up at a later time by loading the level. Is that the case, or do you just need to know how many you've picked up?

uncut lark
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I need to know like if they picked up a specific health pick up or a weapon pick up, either placed by me in the editor or dropped by the enemy

maiden wadi
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Are the enemies placed?

uncut lark
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Yes

gentle drum
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@maiden wadi its a user widget

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tried it every way. Cannot create a custom event

uncut lark
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Im assuming Id want to follow this tutorial?

https://youtu.be/avwVygn97N4

In video voted for by my Patrons and YouTube Members we go through the process of saving the state of a level and player data between level changes. This is intended to show you the thinking behind how to accomplish this, along with a working example.

Support me on Patreon and get access to videos early, join our developer community on Discord,...

โ–ถ Play video
maiden wadi
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Initially, it's just about data control. I'd make a struct that contains a level identifier like the level name. Make an array in it. Assign your drops and placed items some form of ID. Name, Integer, GameplayTag all work. In your level load, check against the save, get that level's stats, and set them in the Gamestate or something. Remove all placed versions from the level at beginplay, and on enemy death, check those values and don't do the drop if it already was.

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@gentle drumThat.. Is odd. I have never once witnessed that. O.o And I work mostly with widgets for my dayjob. Does this happen even if you create a new UserWidget class and open up it's graph? You can't right click and create a new Custom Event?

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If that's the case, what engine version are you running?

gentle drum
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4.26

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trying to callback to create json object and object ...string to text

maiden wadi
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How are you creating the Userwidget class, by chance?

gentle drum
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purchased this template so not really sure i will look

maiden wadi
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I know there's an odd bug with the designer missing from creating it from a C++ subclass via right clicking. Or at least there was in 4.25

gentle drum
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umg.User widget

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not sure what that means lol

earnest tangle
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I found the most confusing BP node I've seen so far :P

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The In XY is actually just the X value... the Out XY is actually just the Y value...

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the Context String does nothing, except it's used in logging if the row is not found...

maiden wadi
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Haha.. there's not even any commenting on that either.

hushed badge
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i feel like my characters speed is indicated by my mouse , if i look down he becomes slower and can stop completely if fully look down, how can i fix it?

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its a 3rd person btw

worthy tendon
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break rotation then make rotation again but only connect the Z component. then get forward and right vectors from it.

hushed badge
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you want me to change those?

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i tried to add break rotation

orchid star
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break vector

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use Z values only

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nvm

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do what he says mb

hushed badge
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??

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i added the break vector how do i only use the z

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nothing connects to it

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@orchid star is there something are you talking to just me?

maiden wadi
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GetCamera->GetRotation->MakeRotation from only Z from the GetRotation.

worthy tendon
hushed badge
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wow, thanks man

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im new and dumb, tanks for showing me the full thing, rather than being vague

chrome sundial
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Any Way to avoid this after changing structure?

willow phoenix
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Splines. the red debug spheres are the actual random generated position the spline points "should" be located at. but they are spaced evenly every 100 units or so. is there some "override" in the spline that i need to deactivate? im creating these with a forloop on begin play

hidden flume
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How would i use Instanced Static Mesh to make slate roof out of actual slate plates?

late cave
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I have two classes I can't cast to... anyone know why?

jovial dirge
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I am trying to bind event to a custom event, so it looks like this

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but I am trying to do it inside of a function

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and it won't let me create an event

late cave
# jovial dirge

you can't have events in functions... create and event to bind the event, and call it from within the function (I think)

late cave
# jovial dirge

No need to message me. Put the thing you show in this screenshot in an event, and then call the event from the function.

tired cypress
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If that doesn't work, I have seen a bug where you can't cast to class objects that you just created until you restart the editor.

tired cypress
fossil dagger
#

So I have enemies in my map, my gun does a line trace, to do this knowing I will need more types of enemies, I have them as a child. So my first child enemy works fine line traces them fine. But I add a second one and line trace does not find him. Just passes through, should I make it a child of the child or what am I doing wrong.

static charm
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well either your line trace settings are set for only that enemy instead of the parent. or the new enemy is missing some collision setting

jovial dirge
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Is there a way to have a string go to a config.yml file? for Example I am packaging a dedicated server build and I want people to be able to setup their own dedicated servers.

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for example it would check a serverconfig.yml

Servername=
Mapname=
ServerDescription=
SessionName=

static charm
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you mean importing a text file at runtime, yeah you can search how to do that

jovial dirge
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Say I want people to be able to download the server so they can host their own dedicated servers

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And I'd want the server settings to read from a config.yml file

obtuse herald
jovial dirge
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Oh nice! Which config file is it? IS there a way to specify a specific file/make one?

obtuse herald
obtuse herald
jovial dirge
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Yeah I just saw that

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So it won't accomplish what I need

obtuse herald
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which defeats the point

jovial dirge
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yes

obtuse herald
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Not in a BP only project

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however

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there is a BP Files Utils plugin I belive

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it's a 'stock' plugin, so you just need to activate it

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but it can't read files

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damn I'm giving bad advice today

obtuse herald
# jovial dirge yes

but there are several free plugins on the market place to open, read, write and save text files.

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i.e. File Helper BP Library

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or you can just create your own libary if your project isn't bp only

jovial dirge
#

Okay thanks for the help ๐Ÿ™‚

uncut lark
#

So I think Im slowly beginning to understand saving and loadint a bit better, Im just curious, how can I get the level streaming volumes to save the level data once I leave it and to load it once I come back? Could I just use the begin and end overlap event on the level blueprint?

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Im just stuck with implementing while using level streaming volumes. Every tutorial ive seen online has different levels, but its not handled using a level stream volume

stray island
#

I want to create a three looping tasks with a delay

Do task A , then B then C , then A , with the delay between them

uncut lark
#

Would uou wanna use a looping sequence?

stray island
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wdym

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I think so yeah

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I just added a delay between the three tasks , connected to a looping timeline , if theres a more proper way for this please suggest me

uncut lark
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Yeah, try a sequence hooked up to a for each loop maybe?

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Whats the implementation

stray island
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A traffic light color switching

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I will try thanks

late cave
#

Nothing has changed in Unreal on this front, I'm guessing? You can't find a key from a value in a map with blueprints?

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(Yes, I know a value could be in several keys, but you could have "find first key".)

stray island
#

This is the Bp i created for Traffic light and its working and looping but Iโ€™m afraid its too dumb The way i connected the end of bp to the first color to loop

fiery swallow
orchid garden
#

there is also something you have to think about with traffic lights, for one, you'll need to at least sync the traffic lights for the one street section, nothing like having two green lights firing off at the same time when it should be red and green.

Also on a city grid, believe it or not, the traffic lights are synced across the grid so that they all fire off in a particular order to allow smoother flow of traffic. without it, you'd end up with green lights going off but no one could move because the street ahead is full of cars still.

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just some food for thought for you @stray island

stray island
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Thats interesting info for future creation, and i think i can implement a logic for that with some extra steps , but for the time being i will leave it as simple it is as its a simple stylized city pack for market place leaving extra steps for developers thanks!@orchid garden

storm vigil
#

Hi. I currently have a working leaning system from several tutorials using a timeline, and using its alpha float to drive lerps between transforms and set the relativelocation of the FP camera, and to drive the rotatory values coming from the control rotation also for the camera. It works. However, I have a problem when I simultaneously press buttons. For example, I continuously press E, and while pressing it I also press Q, the moment I release Q, while still press E. The leaning sort of resets. I would like to limit that when I am pressing one leaning button I cannot press the other one or at least it would not reset. I tried several methods like adding bools, using is input key down, etc. Thank you
by the way I am using Use Pawn Control Rotation so I need to use control rotation from get controller to rotate the camera**

uncut lark
#

Like an axis value?

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And then just add it so that it constrains the lean to only be able to work if the camera is > a value on the neutral position? If that makes any sense

worthy tendon
storm vigil
storm vigil
worthy tendon
vast crow
#

This awesome feature allows you to "mute" nodes like in houdini, resulting in much cleaner code. It's built-in in editor (editor preferences -> blueprint -> experimental features)

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Sadly, it doesn't work now in 4.27 and nodes are still executed ๐Ÿ˜ฆ

worthy tendon
#

it's experimental I think. but it would be great if it always worked

icy dragon
mint wraith
#

when rename C++ class/file name, how to deal with the inherited Blueprint classes?

maiden wadi
#

Reparent it and fix up all of the links.

mint wraith
#

is there any automatic way to convert Blurprint to C++ code, and vice versa

eternal kraken
# mint wraith is there any automatic way to convert Blurprint to C++ code, and vice versa

I don't think converting C++ code to a blueprint would be possible
https://forums.unrealengine.com/t/converting-blueprints-to-c-code/109706
Converting blueprints to C++ is tho

mint wraith
#

ok, thanks

earnest tangle
#

BP code can be nativized by checking the box

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This effectively generates C++ code from it

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Generating BP from C++ is not possible

eternal kraken
#

Anyone know how i could get the possessed pawn from a player controller?
I've tried using Get Controlled Pawn but it doesn't return the proper type of my pawn

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It returns a Pawn Object Reference and i need my custom class (named TrueFirstPerson)

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I tried casting it but the cast fails

mint wraith
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@maiden wadiis it able to dynamically reparent the BP inherited class ?

earnest tangle
#

Core Redirects can also be used if you rename C++ classes, they will automatically rename the refs in BP's

mint wraith
#

i know, but i have many to rename, donot want to keep so many lines there...

earnest tangle
earnest tangle
#

They have to be manually saved because the editor won't flag them as changed, but this will save the changes from the redirect

mint wraith
#

ok, greate, i'll try it , thanks

eternal kraken
#

I'm trying to set a variable on every player when they log in

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Both player pawns have TrueFirstPerson as a parent

earnest tangle
#

I don't know if the pawn has been spawned yet in Post Login

eternal kraken
#

dammit i'm dumb lol

#

good point

earnest tangle
#

maybe try using Spawn Default Pawn For

eternal kraken
#

I have some code for manually spawning the players

#

And i forgot about it

earnest tangle
#

heh :)

late cave
#

I made a change in a Blueprint somewhere that for some reason causes a stutter... it's a single stutter I know how to trigger, but how do I debug it? I can't use break points because that of course won't make the stutter show up... I need a graph of some sort, I think

#

there's so many cool gpu performance visualizers etc, but is there the same for blueprints?

earnest tangle
#

๐Ÿค”

#

I mean if you know how to trigger it, then that should give you an idea on where the problematic BP is

#

You can try disabling parts of the logic and see if the stutter repeats. If it stops doing it, then you found where it's being caused, and if there's more nodes to look at, you can try disabling some others in there

#

I think there's some kinda profiling tools in UE but I haven't really looked at them much lol

late cave
#

Trying some session front end with a data capture thing now, but wow, it's difficult to understand even with a tutorial...

#

wtf... I don't even have audio in my game yet! ๐Ÿคฃ

#

ok... and now suddenly the data capture button is greyed out and I can't capture anything more... wtf

#

hrmm... so note to self: Don't listen to headphones using ASIO exclusivity mode while testing performance in Unreal Engine ๐Ÿ˜…

#

But still, this doesn't tell me much either...

late cave
icy dragon
late cave
#

Where is this magical device? (Found on Reddit...)

#

Either my Google Fu skills are weak, or there's like near zero results for it...

spark steppe
#

asio is for musicians who want low latency

storm vigil
worthy tendon
maiden wadi
#

Kazem is right in that regard. In multiplayer you would likely just replicate a visual state enum for the animblueprint and let it do the animation blending locally per client. you could easily switch between like LeaningLeft, LeaningRight, StandingStraight, and also use the replicated crouching variable to get all of the animation blending looks you need from a third person perspective. Locally it'd be different because you need to move the actual camera and whatnot.

storm vigil
#

I see thanks guys ๐Ÿ™‚

obtuse herald
# storm vigil I see thanks guys ๐Ÿ™‚

Also some general advice:

  • Generally try to not use tick, you can easily achieve the same outcome with timelines.
  • Only the Authority (Server) is able to replicate stuff to the other clients, so make sure you change variables and fire events on the Authority if you want that stuff replicated.
maiden wadi
#

Timelines are tick.

spark steppe
#

and a bit more tricky, for stuff that can change state while the timeline is running

storm vigil
#

Thanks for the advice. I still haven't delved with multiplayer. hehe
I do have other logic tied to weapon sway/procedural aimoffset and recoil recovery using tick/delta seconds which for me was I think better to do (at least when I compared it to another method) and complicated for me to do use using a timeline.

maiden wadi
#

Timelines are actually more wasteful than a boolean on an actor's tick. Since they're another component on the actor, and even more function overhead calls.

spark steppe
#

but you could just make your own event, which triggers itself until done

#

instead of messing with enabling/disabling tick on the actor

obtuse herald
#

but there are timers as well

spark steppe
#

just leave it as it is for now, but if you add more stuff later, it might get to some point where disabling/enabling tick becomes quite a mess

maiden wadi
#

Also do not use repeating timers near tick times. Those are also potentially more wasteful than tick.

storm vigil
#

I have another problem, I noticed most FPS templates and tutorials have a fire rate tied to timers and function by event etc, which I think is a common practice. I noticed that even if I slowed down the fire rate lets say 1 fire every second when holding the LMB it does 1 fire every second. However, if I spam the LMB I can sort of get out of this limitation and go faster.
May I ask if this is really the behaviour of guns (real life) despite the gun having a slow fire rate when holding the trigger, you can alternatively just press and release (repeatedly) to make it faster? Hope I make sense. hehe Thanks

obtuse herald
#

You usually can't pull the trigger faster then auto-fire

#

and auto-fire is as fast as it gets

#

gun needs time to load new round into chamber + heating issues

storm vigil
#

I will just probably ask the authors if they can add that logic though so that it would be cleaner ๐Ÿ˜„

obtuse herald
#

I would go with do-once

dire atlas
#

Hello everyone, tell me how to call a variable from the blueprint class in the animation blueprint class? for some reason is called from some other blueprint class.

#

Is there anyone in here programming for PUBG?

spark steppe
#

you have to cast your character reference to the correct class

#

which seems to be BP_CharacterWHATEVERISCUTOFFFROMTHESCREENSHOT

dire atlas
#

an error: Cannot place variable in external scope

spark steppe
#

did you cast your character reference?

dire atlas
#

It's not entirely clear how they made it so in the video that a variable from another class can bind to a character.

dire atlas
spark steppe
#

they cast to the correct class before accessing the variable

dire atlas
surreal peak
#

You are mixing stuff up

obtuse herald
# dire atlas When I unchecked the Content Sensitive checkbox, a variable appeared, but not fr...

Casting gives you a more specific reference for the Object you pass in. Your โ€˜Objectโ€™ input must be a parent of the reference you want to get.

In this case โ€˜Try get Pawn Ownerโ€™ returns a Pawn reference. However, you need a โ€˜BP_Characterโ€™ reference. Since Pawn is a parent of โ€˜BP_Characterโ€™, you can cast to it with the โ€˜Cast to BP_Characterโ€™ node.

Here are the parents of your โ€˜BP_Characterโ€™: โ€˜UObject => Actor => Pawn => Characterโ€™

surreal peak
#

The TryGetPawnOwner node returns your Character, but of type Pawn. While the correctly spawned Character is "in" that variable, the coding part only sees it as a Pawn, which is a Parent class of your character. If you want to access the variables and functions of your class, you need to cast to it. You aren't doing that. You are casting to Character, which is still not your class. The Inheritance is probably Pawn -> Character -> BP_Character.
You need to cast to BP_Character if you want to have access to your classes properties.

small plover
#

trying to override the canjump function but i dont understand how i have to proceed. when i try to create a custom canjump event the editor doesnt let me name it canjump

surreal peak
#

That's not how overriding works

#

On the left side you have a Functions Tab

small plover
#

oh got it

surreal peak
#

If you hover that it should show "OVERRIDES" , which you can click

#

You can select available overridable functions there

small plover
#

thats what i needed thanks a lot sir

#

and is it possible to see the base code somewhere? i'd like to copy it and modify only a little part of it

surreal peak
#

Yeah in C++

dire atlas
surreal peak
#

Pawn is the Parent Class of Character

#

Character is the Parent Class of your class, which you named BP_Character

#

TryGetPawnOwner returns the instance of your class, but as type Pawn

#

You need to cast if you want to access the BP_Character stuff

vapid moss
#

ok so this works perfectly, but it only works for the "SiloBP" object in the persistent level. How can i change this so that it affects every single item under the "SiloBP" class instead of just the one in the persistent level

surreal peak
#

IsAiming is part of BP_Character

#

You can only get that if you cast to TryGetPawnOwner return value to BP_Character

#

You are currently casting it to just Character, which is not enough

#

The Character class does NOT have your Aiming boolean

small plover
surreal peak
#

If your project is BP only, then either turn it into C++ by adding a C++ class (any will do), or, if you don't want that, look up the code on GitHub

small plover
#

gonna look it up on github thank you

surreal peak
#

You can also make a second project that has c++ and stays empty and only use it's visual studio solution

#

Visual Studio makes it a bit easier to search for functions etc.

#

Maybe you can even just open the engines solution

#

but never done that on launcher engines

small plover
#

i'll just open my other project which is in c++ with rider

dire atlas
vapid moss
#

anyone have a clue about my problem? Seems as if it wont let me change it to the class for some reason.

vapid moss
#

THANK U ily

burnt nest
vapid moss
#

hmm, both say that they are slow and to not use them on things that are constantly happening. What would I use if it was a constant thing? There is going to be atleast 200 of these animations happening every few minutes

#

not at the exact same time of course, but there will be many per minute and probably a few a second

runic plinth
#

Hey all, can I get some advice on an approach to an idea I need to program. I need to store several predefined zones (vectors) on the level to later spawn (and destroy) actors. Is the best approach to manually save each and every vector in a variable and then called them or is there a more efficient way?

burnt nest
vapid moss
#

Thanks, will do

fiery swallow
vapid moss
#

One of the animations happens after a certain amount of time, and one of them happens when the player presses E on the object

#

should i not do that in bp?

fiery swallow
#

You should handle that stuff in the SiloBP

#

Give it a collision capsule, when the player overlaps it and presses E then it should activate the animation

vapid moss
#

ohhh okay. you are saying to do it in the actual silobp instead of in the level bp, i gotcha

fiery swallow
#

that was you don't need any references, you certainly don't want to be calling hundreds and saving them for no reason :/

#

As for the ones that activate on a timer, you can easily do that with a timer function in the silobp

vapid moss
#

yea i get what ur saying now. That makes alot more sense than doing it in the levelBP and stuff. Thanks, will do it in the SiloBP instead!

fiery swallow
#

incase you're unfamiliar with the timer

vapid moss
#

oo okay thanks

fiery swallow
runic plinth
runic plinth
#

Oh right, i haven't used arrays and for loops much in my experience but thanks for the feedback I appreciate ๐Ÿ™‚

uncut lark
#

How intensive is saving different game instances?

maiden wadi
#

How do you mean?

uncut lark
#

Like I want to make an fps with level streaming, but obviously I dont want to bog down the performance too much

#

So is saving each level to a game instance going to be too much data for the game to store if I implement it across an entire game?

#

Like is there maybe a way to delete a previous levels game instance?

maiden wadi
#

If you don't want to save the data, just clear it when streaming in a new level. Game instance exists from the time you start your application until you close it. You don't really destroy or create it more than the once.

#

Unreal handles all memory management for you. If you have a huge array, and you empty it or remove many instances from it, the engine will automatically free the memory for you at garbage collection. If you continually overwrite the same variable, you're using the same amount of space, nothing extra.

uncut lark
#

Gotcha, so maybe not the way to save a previous level's data for whats been killed/used?

#

The thing with these different game instance tutorials is they dont mention for how many maps you should be using the method for. Im assuming its the whole game but Im not sure

maiden wadi
#

Personally, I'm against storing game persistent gameplay data in the GameInstance.

uncut lark
#

How would you approach it?

#

In this implementation, the game is using level streaming volumes. I was assuming I could just use a game instance to store this persistent data

maiden wadi
#

Sounds like you're using one map then and many sublevels?

uncut lark
#

Im using one persistent level and many sublevels yes.

So chapter 1, area 1, chapter 2, area 2

#

Etc

maiden wadi
#

You should always consider saving game related data in Savegame files. In that case, you will not lose data if your application closes/crashes.

#

For map wide data you need to keep for gameplay computing, store it in the GameState.

#

GameInstance should be reserved for application wide data. Loading screens. Options menu open? Stuff that will affect you anywhere but can be reset and doesn't matter if the application closes.

orchid osprey
#

Hi there, i m bit noob to BP but i want to try stuff i usually do environments in UE but i want to try and make something ike game and maybe learn BP so my qestion is how to merge 2 projects together mostly just to add flying balloon to an rpg game.
I added the second project to the RPG and i added all the inputs and it is working but now i want to add the controls from the fly character to the rpg one
This are the 2 project i m talking about
"https://www.unrealengine.com/marketplace/en-US/product/easy-survival-rpg"
and
"https://www.unrealengine.com/marketplace/en-US/product/modular-flight-system"
Anyone had experiance with this projects ?

uncut lark
#

Okay, so for level data, save in a gamestate. Player data, like variables and location, have the savegame object handle it

maiden wadi
#

Any form of data that you need to save to reset your game from startup from a load game, put in a SaveGame. Checkpoints are a common thing for this. It's easier to keep game data accurate from specific points in the game. Anything you need to play the game in real time, should be kept in the GameState.

uncut lark
#

So could I call a gamestate from a savegame object?

maiden wadi
#

How do you mean?

uncut lark
#

You said the gamestate is for realtime, so Im picking up from that is if I quit the game and reload, it wouldnt save said data

#

So could a savegame object retrieve this data?

#

I also found this, which I think would solve my issue

#

But I still would like to understand how to differentiate between gamestates and gameinstances

maiden wadi
#

Backing up just a bit. Do you have checkpoints or whatnot in your game, or are you allowing saving/loading from anywhere?

uncut lark
#

Sorry, Im allowing saving/loading anywhere

#

Think like Half Life, but its only going to be limited to like 3 or 4 spots

maiden wadi
#

Well, ignoring everything else. Consider just the player. I'm not as familiar with loading in using level streaming volumes, but you'd need to load the persistent map. Have something like GameMode or GameState get the savegame. Make sure your current correct level is loaded. Then either purposely spawn and possess a pawn or set a value and override GameMode's spawn default pawn and set the position to the saved position. Initialize the character's other stats from the savegame. Health/Shields/Stamina/Weapons/Ammo/etc. You can probably get away with that with a single struct of data for the player, and then a name for the sublevel they were in.

#

For all other things, it starts to get more complicated. If I recall correctly you said you have hand placed enemies and health kits. You'd need to tag these somehow with an instance editable tag. Name, Integer ID, GameplayTag, etc. On map load, you'd need to crosscheck the picked up ones from an array and destroy them whenever you load a new map.

uncut lark
uncut lark
#

Or possibly have it access all of the objects with a certain tag (Im assuming a Bool) and then handle it

clear osprey
#

Why can't I move an object attach to the character using the Select and translate Object tool ?

#

This happen after importing the new developed map for my project, but switching to the old map I can move attached objects in the character view port

late cave
#

is it possible to get the highest zorder widget displayed on the screen? like, without having any references to anything at all?

#

like... what widget is this?

#

huh... doesn't seem to be a way...

light root
#

I have an event called Event On Move Made in this UE4 tutorial project, but I can't find where the caller is. Is there a way to debug from where it's being called? I right-clicked the event node and selected Find References but the only reference is of itself

#

It's definitely being called, i created a breakpoint and made sure

lyric bone
#

Array references are not compatible? Help please!

earnest tangle
vapid moss
#

Would anyone here have an idea how to setup a blueprint that would give the ability for the player completely able to see themself in tpp and only able to see their arms in fpp? or would that not be a blueprint kinda deal

maiden wadi
#

@light rootYou can search in All Blueprints by name for the event. From the main editor window go to the top left, and go to Windows->FindInBlueprints->FindInBlueprint1. This'll do some indexing. DO NOT SEARCH until it's done. It can crash the editor if you do. Then just write the name of your event.

#

@vapid moss Generally just create a function in your character blueprint that sets which camera you want to see to enabled, and the other camera to disabled. Based on first person or third person, set visibility of the skeletal meshes.

vapid moss
#

hmm okay ill try to figure that out thanks

teal dove
#

Hey guys, do you know if there is a way (node) to do a selection for execution pins - so that I can use a int or float value to decide which execution order gets triggered?

Similiar to the select node, but for executions instead..

surreal peak
#

SwitchOnInt?

#

Won't be a thing with float I assume

#

Cause that's not so nice with ==

#

@teal dove

teal dove
vapid moss
#

whats the opposite of "set owner no see"? "only owner can see" would make it so other players cant see it right? I figured out how to hide my body in FPP mode but not TPP mode, but when i go from FPP back INTO tpp i cant see myself then. So im close haha. Just trying to figure out how to be able to see my character after i swap from tpp back to fpp. This is what my bp currently looks like.

teal dove
#

And I think your blueprint structure won't work, because you fire the toggle two times, giving conflicting results

vapid moss
#

the toggle works fine, and since i start on tpp it works fine, but after i swap into fpp (i cant see myself, which is good) but when i swap back to tpp i still cant see myself

teal dove
#

What do you want to do, toggle the visibility of the mesh when you switch the camera?

vapid moss
#

yes, I want the player to only be able to see themself in 3rd person, and hide themself in first

#

and im halfway there, i just need to fix the fact that im still invisible when i switch from fpp to tpp

teal dove
#

Give me a sec I will make a screenshot

vapid moss
#

ok thank u, and thanks for being so patient ive only done this for a few weeks

teal dove
#

No problem I hope I can help ๐Ÿ™‚

fair bone
#

Hi, does anyone know of a way to setup a loop which counts amount of actions in the Input mapping context? In this case 2. I only find an array of all total key mappings. Using Enhanced input in 4.27.

fair bone
#

Going to give it a try. Ty

late cave
#

I do this, in case it's useful...

gentle socket
#

I'm trying to make a blueprint for a playable keyboard. Ideally I'd define things like the position, pitch, colour, etc. for all the different keys in a single place. Something like an XML or a YAML like file which contains the parameters. Does Unreal Engine have a concept like this?

viscid blaze
#

So, I think I finally have my head around how to setup and work with Blueprints. Iโ€™ve started this framework, but wanted to run it by others in case Iโ€™m missing something.

I have a Player with components for things like an Interaction System, HUD handling, health system, ectโ€ฆ. Then on the opposite end I have components on my other Actors that the player components can interact with, like the rest of the interact functionality.

My though is Iโ€™d extend the components if things need more defining (like if I add a Pickup to my game it will just be an extension of ActorInteractComponent).

Everything uses Interfaces to communicate.

Does this all sound doable and scaleable? It seems to be working so far, just wondering if thereโ€™s anything Iโ€™m missing. Iโ€™ve started to incorporate Multiplayer elements now as well, so wondering if Iโ€™ll run into an issue with MP and my current plans for the framework.

Any feedback would be appreciated! Thanks!

cobalt anchor
#

Please learn C++

viscid blaze
# cobalt anchor Please learn C++

How would you suggest I approach things differently with cpp? Still stick with the component system as my primary framework for things, or take a completely different approach?

elder gulch
#

Hii, im trying to make a stamp mechanic where i place the stamp on the paper and a decal saying verified spawns on the paper at the same location where stamp hits like irl but idk how to do i tried setworld location for decals or spawn decal at location and got the location of the stamp at the OnCcomponentBeginOverlap of the paper but i still cant find a way of doing it can anyone help me ty :)

modest gulch
#

Is there any node where I can get information about how far away or how close player looks at given actor? By "far/close" I mean purely angle of view, not distance between player and actor.

maiden wadi
#

@modest gulch Do you mean like this? Red actor would be 45 degrees to the left in player blue's view.

maiden wadi
#

If you need a FPS view, it's also possible you might be able to project the point to screen and do some math based on the view's field of view.

modest gulch
#

basically I need how far away direction of camera is from ideal direction "staring straight at actor"

vapid moss
#

hi brain not working rn, any idea why when trying to add a TPP perspective (already have over the shoulder and FPP, as notated with FPP and SPP) isnt working (its going second, first, second, third) and wont let me cycle back. Im trying to get it to go FPP, SPP, TPP)

maiden wadi
#

Direction, or point?

modest gulch
#

I mean, I know you can do some black magic with dot product, but maybe there is node for that?

#

(not for dot product, but for whole functionality)

lyric bone
# earnest tangle None of those are arrays, did you read the message it shows?

Okay, so you're right...

but, I am trying to add the objective here, to my array of objectives. Everything is working up till this point.

I am working on a quest system and at the moment, these are 'sub objectives', i.e. I have the quest name that pops up, this is supposed to populate sub objectives of "Go inside the house".

earnest tangle
#

Well I don't really know how it's supposed to work, but the Target pin is supposed to be the object you want to call this function on, not its parameter

#

and if you look at the node it says "Target is BP Obj Collection"

#

so the target needs to be of that type, or a child class

lyric bone
#

It looks like this on the other project I am implementing from and it worked properly there. I feel like I am missing something small....

#

This one DOESN'T work

earnest tangle
#

maybe you didn't use that as the parent when creating it?

clear osprey
earnest tangle
#

open the bp and see what its parent class is

lyric bone
#

The parent for Reach Destination is BP_Objective

earnest tangle
#

Is that the type of the Objective pin? It should say if you hover over it

lyric bone
earnest tangle
#

Sorry I meant the pin on the Add Objective node, which takes the objective as the parameter

tiny lynx
#

For some reason when i play my game in standalone, it does not call any of the HUD functions. Is there something else I am supposed to do to set this up? It works perfectly fine in PIE mode

earnest tangle
#

Well that doesn't seem right, if you're reimplementing it you probably should see how it was set up in the other project

runic plinth
#

Hello, hope someone can point me to the right direction. I want to place several actors on the level but I don't want them to be loaded all the time. What should I use to load/unload these actors?

zealous moth
#

@runic plinth unless they are on screen and with active functions they dont matter

#

Worst case just disable their tick when thry arent on screen

#

And enable when they arr

runic plinth
#

Is the same logic for blueprint actors? How exactly do I "pause" BP actors?

zealous moth
#

It is the same.
Look do a test using ~fps and i forget the other command

#

When you load a level you load all of it.
Then you instantiate it.
The only thing that matters is whether or not they are on screen

crude eagle
#

Hey. I'm playing around with subsystems and for some reason my UGameInstanceSubsystem with a method denoted as UFUNCTION(BlueprintCallable, Category = "Whatever") cannot be found withing a widget blueprint? Any ideas?

runic plinth
zealous moth
#

Close all. Recompile and reload your widget.

#

So many times this happened to me

lyric bone
earnest tangle
#

The Add Objective function is probably wrong

#

most likely you have a different parameter type in the other project

vapid moss
#

hmm so this is working perfectly the first time, but after the 1st time it cycles through FPP, SPP, TPP it gets stuck in a loop on FPP, TPP instead of cycling back through. Ive gotta be doing something wrong with my reset. Anyone got ideas?

#

Do i need to maybe combine all 3 of the Set Owner No See Exec's into something and run it back into the MutliGate reset? If so im not sure what its called

trim matrix
#

How do I cast to an AI controller?

lyric bone
lyric bone
zealous moth
#

Imo start over and check as you go

lyric bone
#

I guess the biggest frustration is uncertainty.

zealous moth
#

It is always best to redo and do it slowly and check your steps along the way

#

When i combined dcs and als for instance, i had to redo the same steps 3 times to get it right

trim matrix
#

Hey all, I am trying to make the following calculation, however it seem's that when using power function, if the exponent is lower than -7 the result is 0.0.

Is there any way around this or is there something I have messed up.

Engine version 4.26.2

Apologies I am new to the engine.

zealous moth
#

@trim matrix what is the actual value in scientific notation?

trim matrix
#

10^-9

zealous moth
#

Hm mighy be too small not sure how the engine handles it

#

I would test different exponential values on print string and see when it just becomes 0 to see what the lowest is

#

0.1 0.001 etc

#

I am not at a comp atm

trim matrix
#

Yeah, I tried with 10^-6 works fine, soon as it hits 10^-7 it returns 0.0

#

First day on the job I hit the limit ๐Ÿ˜ฆ lol

zealous moth
#

Ok so thats the threshold. Check settings if they can go lower

#

Otherwise use scientific notation as a work around. I mean so you really need such low values?
When i made my fps i deal 1 or 2 damage but i output 100 and 200 to make it flashy

trim matrix
#

Unfortunately we are working with chemistry values for a simulation based game, pH being mixed requires crazy low numbers due to the calculation required, so one digit out will result in huge differences

zealous moth
#

Yeah i am aware of log scales

trim matrix
#

Yeah they are a pain in the butt.

zealous moth
#

Programmatically what you can do is keep the units and save the exponents as separate values.

trim matrix
#

Ahh ok.

zealous moth
#

Which brings it back to sci notation

#

Basically do a check if greater than 0 on multiplication of the inverse log and if so divide and save that operation as a separate int. Loop until satisfied.

trim matrix
#

Thank you Zanet ๐Ÿ™‚ I will have a go and report back, Thanks again

hidden flume
#

How can i deform my mesh to stay along spline component?

zealous moth
#

Spline component? Why not use spline mesh component?

hidden flume
#

I forgot it exists...

#

Thanks, will look on it!

trim matrix
#

Hey Zanet just reporting back, tried a few different solutions unfortunately looks like this may be not possible on unreal, going to have to settle with average value rather than the exact pH mixture, so to confirm 10^-6 is the limit ๐Ÿ™‚

west wigeon
#

for animNotifys, is there a way for it get a variable from another actor, and store it as its own variable without needing to cast every time?

light root
fiery swallow
west wigeon
#

im just trying to maximize perf, since the anim notify is running every time an enemy takes damage, but when i cast to a variable(works fine as local var), it says the value is read only within this context

whole marlin
#

In my project it is set to blueprints but I need to make a C++ class. When I right click I dont have the option like I use to, to create the C++ Class. How can I?

fiery swallow
true valve
#

Can you use AimOffset with root motion anims?

brazen pike
#

I've asked similar questions before, but I've narrowed down my issue so I'll repost one last time and hope for the best. I've got a map widget made for my level and its near perfect, it just is a little off when getting to the further corners of my map. I'm 95% sure this is because I stupidly put my level on a slight rotation ages ago. Can anyone think of a smart way to fix this without redesigning my entire map by correcting the angle?

#

I'm a novice when it comes to blueprints so I don't even know where to start

#

if anyone is interested, what my top-down looks like

#

by using the bot-left and top-right corners it should offset the size difference because of the angle

#

I think this might be a bit of a tough one, so it may be impossible, who knows

worthy tendon
brazen pike
worthy tendon
#

yes, you can capture one and save it

#

I didn't understand your angle issue by the way

#

just make sure your scene capture is orthographic and not perspective.

brazen pike
#

okay

marble summit
#

Anyone run into an issue where every time you try to save a struct or edit anything in it the entire editor crashes?

fossil skiff
trim matrix
#

So I just found this question

#

And this trick does indeed work

#

But is there a reason why "World Soft Object References" should not be created as a variable?

#

And are not able to be created from the UI

fiery swallow
worldly karma
#

Hello all - I have a question about one of the examples from the Content Examples, specifically the Math Hall map. There is an example in there showing the trenchcoat dude in tpose, always facing the player. There is a little BP capsule with some logic to display player distance as text, but I don't understand how the rotation is being passed to the mesh asset, as I don't see any reference to it in the BP, only get nodes. Can someone explain ?

#

this booth :

surreal peak
worldly karma
#

(hi Cedric !)

surreal peak
#

Hey!

trim matrix
surreal peak
#

Epic Games doesn't want you, in Blueprints, to get, set, store etc. a World reference

trim matrix
#

Awww

#

Oh well

surreal peak
worldly karma
#

that's the confusing part, I don't see any reference the the mesh, and the mesh itself is not even a BP actor, just a plain mesh dropped there

#

and duplicating it doesn't create the effect on the copy, so this specific mesh has to be called somewhere, but somehow I can't find it

surreal peak
#

LevelBlueprint?

worldly karma
#

that was my guess too, but no luck

#

it almost sounds like a weird conversion between engine versions causing the link to be hidden somewhat ? But that seems like a stretch

surreal peak
#

If you rightclick it, there is a menu option called Level

#

There you can click Find In LevelBlueprint

#

Maybe that helps

#

But the logic itself sounds very simple, if that's all you are interested in

worldly karma
#

yeah definitely not in the level BP, hmm

#

true yeah - find angle, apply angle

#

or maybe the engine has a way to feed expressions directly to object transform fields ? Bypassing BPs ?

#

(just thinking out loud here, it's just confusing)

sonic pine
#

Hiho I'm trying to save some character variables when closing the game. The main code is in the CA_SaveGame file. Now I am trying to call this up within a widget (LogoutWidget). My question is, can I just call this up now or do I have to declare it every time?

This is in the CA_Gamemode

surreal peak
sonic pine
#

The code is in the Gamemode with a SaveGame custom Event

surreal peak
#

Yeah then get your gamemode and call it

#

@worldly karma The code is in the capsule that you can barely see

#

Also there is a Normalize2D node. So the multiple with 1,1,0 isn't even needed

worldly karma
#

yeah I could tell that the code was from there, but I can't find any reference to the model in it

surreal peak
#

It's an Instance Editable Variable

worldly karma
#

even though it is clearly referencing it somehow, as deleting the model from the scene gives a warning

surreal peak
#

You can see it in the settings on the right

#

"Target Actor"

#

"Instance Editable" means that the variable can be modified on an Instance level. So if you drag the BP into the scene, you can modify the variable on the instance.
If you have 2 or more of those in the scene, they can have different values there.

worldly karma
#

but how is the implicit link being made ? I still don't see the reference to the model

surreal peak
#

The BP has a variable, that is set to Instance Editable

#

Then it's dragged into the scene

#

Then you click it

#

The you see the variable in the settings on the right (Target Actor)

#

There you can select the MeshActor

#

"Owen" is the name of that MeshActor that is A Posing

worldly karma
#

I finally found it haha

surreal peak
worldly karma
#

so ... a skeletal mesh is considered an actor, even when not part of an actor BP ?

surreal peak
#

It is part of an Actor

#

That is a bit more complex

worldly karma
#

that seems helpful but also dangerously confusing at the same time

surreal peak
#

Whenever you drag something into your level, it has a chance to use a Factory (that's something in c++) to handle that.
For something like a USkeletalMesh (the Asset), it will spawn an ASkeletalMeshActor, which comes with a SkeletalMeshComponent, and sets the USkeletalMesh on that.

#

That exists for a lot of Assets

#

Sounds do that, Particles do that

#

Everything in the scene will always (+- some very specific things) be an Actor

worldly karma
#

I think I got "trained" to expect that kind of stuff to be very strict (ie, wanting to manipulate a skel mesh, requiring to specify that type precisely)

surreal peak
#

Well it's not modifying the mesh

#

It's rotating the Actor that the Mesh is part of

#

Which will rotate the MeshComponent too

worldly karma
#

right yeah - but the UI/UX doesn't really show that layer, so to speak

surreal peak
#

Ehh, maybe

worldly karma
#

hehe

surreal peak
#

If something is in the level, it's an Actor. That's basically a given.
The node in the BP that sets the Rotation is also based on Actor.

#

So you can read that it's doing that

worldly karma
#

I suppose its the BP paradigm that made me assume a certain structure (BPs wrapping around components), whereas there is another way to access the actor aspect (so to speak)

#

anyways, that clarifies it ๐Ÿ™‚

surreal peak
worldly karma
#

it's also somewhat strange that something BP related, isn't typed/defined inside the BP editor interface, but only in the properties panel once dropped in the map hehe

#

but I guess that's the nature of instancing, UX wise

surreal peak
#

Very common though if you want to reference things that are placed into the level

#

E.g. a generic Button that can be used to tell another actor to do something

#

The button would also have such a variable

#

And you#d select a door, window, gate, etc. in the scene in the dropdown

#

But that laso goes for other variables, not only for references.

#

A Gate can have a boolean exposed like that, so you can set one to open and another to closed

worldly karma
#

well, that clarifies a few things in advance that I likely would have gotten confused by very soon in the future haha

surreal peak
#

:P

#

There is a stream pinned to this channel, 2 hours long, called Blueprint Communication

#

It should talk about that stuff

#

It's a bit older, but these are fundamentals that never change

worldly karma
#

well, you clarified it faster than any 2hours video could do hehe

#

but yup, noted

#

interestingly, I suppose that one could sometimes want to be able to call more than one actor there, in order to not have the duplicate the BP as many times the effect is needed

#

so I guess that's the main limitation of doing things that way

#

Anyways, much thanks, that's all clarified ๐Ÿ™‚

surreal peak
#

You can expose an Array of Actors :P

worldly karma
#

well, for now I'll just move the logic inside the BP itself, that's just easier

#

but yeah, thanks again, that clarifies a bunch of things.

crimson hornet
#

Hello I have an question. So I made this in a BP sword, I want it that the ThirdPersonCharacter will play the animation. In the Play Anim Montage it wants a target. but I don't know what I need to do there.

mystic bough
#

you need to reference your character for the target. I don't know what others would recommend but I personally would keep animation related blueprints either with my character or the animation blueprint

crimson hornet
#

Okay

hallow night
#

Or just use get player character > get mesh > get anim instance

#

But this will play the animation to the player even if the character holding the sword is an ai or whatever

azure smelt
#

Hey there good people, Not sure if this is the right channel but it is blueprint related..... SO my PC keeps Bluescreening when i used blueprint nodes in the editor. I don't know if i can simulate this crash on another program. I don't know why it is crashing, i'm starting to think it could be my motherboard, but i don't know if i am over reacting. Please help, why does my pc crash?

trim matrix
#

Here's node network for this so far ..

sand tartan
#

Hey all, I'm running in circles trying to solve something which seems fairly simple in principle. I'm trying to break down what was initially a single 'Move Component To' call into 2 movement calls, one for the 'sideways' movement, and one for the 'forward' movement, rather than the diagonal movement which occurs when these are done simultaneously.

I know that I just need to find the change in X and change in Y from the Start vector to the End vector, but getting those values relative to the actor forward and right is where I'm stuck.

tight schooner
#

@sand tartan if I need a vector to be made relative to an actor's rotation, I use the node "unrotate vector"

#

@trim matrix maybe better to ask in #graphics cuz I'm not sure. Maybe you can sample a noise-like curve asset or a noise texture or something. Or add up and clamp a bunch of off-phase/freq sinewaves. I don't think there's a true "random" node in the material graph and idk what the best approach to pseudo-randomness is, so either ask in graphics or wing it.

sand tartan
trim matrix
#

Hello, So I am trying to change parameter Alpha in blueprint during runtime. How can I accomplish that, I've already set Is Variable to true but cannot find a method a method that changes alpha parameter

trim matrix
sand tartan
#

then make sure you hook whatever widget you are trying to adjust into the target there

trim matrix
#

How to deal with this?

sand tartan
#

you can only use it on widgets, what variable type is "ones"?

trim matrix
#

Text that I've added in Designer. I want to change alpha (transparency) of it through blueprint

worthy tendon
#

make sure to use context sensitive @trim matrix

trim matrix
#

Thank you all! it works

sand tartan
crimson hornet
#

Can someone tell me the difference between Steam advanced sessions and steamcore I searched on the internet but couldn't really find something.

lyric bone
zealous moth
#

you missed a step along the way

lyric bone
#

I think I might know what I messed up/missed, by doing it again.

zealous moth
#

just make sure you hit that save button

runic plinth
#

Hello, could someone show me some light. I set in the player BP a reference to find the closest "A " BP actor. Now I need to reference a variable in this "closest reference" in the BP "B ". How can I do this? Referencing my first attempt to ask this question to make sure I'm explaning myself the best I can.

zealous moth
#

@runic plinth do a reverse set

#

when you actor spawns, get them to find the player bp cast to it and set themselves

runic plinth
sonic pine
#

Hiho im still working at my SaveGame System. My problem is the Character Logout Location is still working but the Character Level, Current EXP, SkillPoints, Coins will not be Loaded maybe they will not be saved i dont know.

This is the Save

#

I have watched a lot of Videos about that problem and there the are loading all saved variales with this little loadgame

#

I thought i have to call every variable like at the top screen with changed in and outputs, dont I?

#

It would be nice if someone have some experience with that kind of Code ^^

maiden wadi
#

If the location is working, then your level save should be working. What does your loading look like?

sonic pine
#

Thanks i have found the issue mistake xD

#

I missed to set the correct output xD

elder gulch
#

Hii, im trying to make a stamp mechanic where i place the stamp on the paper and a decal saying verified spawns on the paper at the same location where stamp hits like irl but idk how to do i tried setworld location for decals or spawn decal at location and got the location of the stamp at the OnCcomponentBeginOverlap of the paper but i still cant find a way of doing it can anyone help me ty :)

zealous moth
west wigeon
fiery swallow
sonic pine
zealous moth
#

lemme rephrase: your struct can contain all your variables but have to be loaded once.

#

instead of dragging and dropping 10+ times each time per save event

west wigeon
heady burrow
#

On construction script executes twice, not once, anyone knows why

#

doing just this, I see 2 "Hello"

#

nevermind, my mistake.

gentle urchin
zealous moth
#

yup it is but the person i replied to did not sound like a programming type

gentle urchin
#

Fair enough. The node you showed is very helpfull for showing float values on screen aswell :)

#

Without loosing the relative precision

small quiver
#

hi I have 2 basic questions

#

im new to blueprints

#

when I run the exe I cant see the custon in the main menu

#

and I have enabled when pressing esc to bring up the main menu, but the game ends. Does anyone have an idea of what might be wrong ?

small quiver
#

pie?

obtuse herald
#

Play in Editor

small quiver
#

no

#

stand alone

#

and pucking

obtuse herald
#

oh

#

and it just closes without anything?

small quiver
#

when i press esc key is quits

#

in blueprint i have set it to bring me main menu

obtuse herald
#

did you save everything?

#

did you try to use another key to test it?

#

have you bind somewhere else the esc key to close the game?

small quiver
#

yes pressing m works

#

I have saved everything and with esc key not for other task

#

As you can see in the image this is a level stream

#

and Im changing between 2 levels

#

when I want out, supposetly by pressing esc key should bring up the main menu

#

but it doesnt, it quits

#

I dont know

obtuse herald
#

try the same without 'Set Game Paused'

small quiver
#

ok

#

ill pack it because I dont see diference in stand alone game

obtuse herald
#

If it's still the same behavior, try disconnecting everything and just calling a print node

#

If it prints, then some node is causing an issue, if it dosen't the issue lies elsewhere

small quiver
#

everything is the same

#

what is a print node ?

#

ok

whole dune
#

How can i call get schiene from the other blueprint

trim matrix
#

Good time of day. How can I get an event when I am changing variable which is editable and expose on spawn, while I am playing in editor?

unique harness
maiden wadi
#

Quite a few people in here are students. They don't have access to Discord on their workstations.

worthy tendon
#

are you changing it from detail panel or with blueprint?

trim matrix
#

@worthy tendon From detail panel, when playing in editor.

dapper bramble
#

Anyone an idea why the second line trace often spits out false for a hit?

First trace is from crosshair world position to an end point, and second trace is from the weapon barrel socket towards the first trace's impact point.

I am not moving my mouse a bit and yet the second trace often fails to register. How can that be?

#

Edit: The first trace 100% hits every time (not visible in screen shot)

#

Whenever the "false" appears, I can still clearly see the green one is going through the object, so there is no reason not to hit it

worthy tendon
trim matrix
#

@worthy tendon ok. I know about this. What about real time change settings without event tick?

worthy tendon
#

there is no event tick

trim matrix
#

@worthy tendonAnd thank you for trying to help.

worthy tendon
#

then you have to manually select this button

trim matrix
#

Understood.

worthy tendon
#

but if you want to automate it I think you should do it in c++

#

can you do c++?

trim matrix
#

@worthy tendon Unfortunately no, but for first time the update custom event will work fine. I thought that there is and option, when you changing the value it can call the event

runic plinth
#

Coming from Tick. How taxing on the performance is the work around above for my lack of knowledge?

maiden wadi
#

You realize that you're checking all actors in the game. If they're a type, bind an event to them. Then getting all actors in the game again, if they're of a certain type bind a different event to them. And you're doing this once for every frame drawn to the screen. Which can mean up to 200 times per second.

#

At the very least, you should do GetAllActorsOfClass once, and then iterate over that return array with a for loop to check the tag. You'll be iterating over less actors that way.

worthy tendon
maiden wadi
#

You should also move that to somewhere that can be called easily if you ever need to update your portals, or just do it on beginplay.

trim matrix
#

@worthy tendonThank you. Have a good time

runic plinth
maiden wadi
#

Your portals are all the same actor, just distinguished by the Tag on them, right?

#

Sorry. Same Class, not same Actor.

runic plinth
#

At the moment yes that's my approach. I tried a spawn/destroy but was ending up with a mess of vector variables so I chose to place the actors on the map and manipulate them.

#

Maybe with an Actor has Tag condition node?

maiden wadi
#

If you want to be thoroughly optimal. It would be best to have an array somewhere that is easily accessible. GameState is possibly a good choice. Just an array of pointers to your actors. At their Beginplay, have them GetGameState, CastToCorrectGameStateType, AddUnique into this array of portals.

worthy tendon
#

@runic plinth could you explain what you are trying to achieve? From what I understand, you have bunch of portals, some of them exit point and some entry. And you are trying to keep track of enter and exit count?

maiden wadi
#

What class is your above screenshot in?

runic plinth
#

Something like this?

runic plinth
runic plinth
worthy tendon
#

I see. And what do you mean by Kill 0 (blue) and Kill 0 (red)?

runic plinth
#

when it reaches the maximum of teleports allowed ( Y ) kill either end

runic plinth
#

How can I access the variable inside this reference? Being that Closest Portal comes from a second BP class

#

Let me explain better sorry. The Closest Portal variable is set like this

#

It is now a reference in the player character BP. I need to get a variable from Portal BP while "filtered" from the Closest Portal reference

#

Like this

runic plinth
#

Annoying discord took so long to set this zzzz sorry

#

Below that question someone here tried to help. Hope with this you can better understand.

#

That's confusing ๐Ÿ˜…

#

Oh I think I get what your saying. But that Cast comes from Tick. Thanks for the right click to convert it to Pure though that's new for me.

sand shore
#

Another edge case is if the node has a stale value. It will only ever execute once per invocation.

Being called on Tick doesn't address either pitfall

#

If you CheckThePins, I did a vid on how that all works which has had mixed reception

runic plinth
#

Thank you. Although I still need to draw a reference variable from that reference variable.

trim matrix
#

cast is expensive dont do that in tick

#

you can use reference instead

worthy tendon
#

I dont understand why you are trying to do bindings in tick

runic plinth
runic plinth
#

yeah but I changed them to BeginPlay though

worthy tendon
#

What do portals do? (I'm just trying to understand your problem to come up with better solution)

runic plinth
worthy tendon
#

Go ahead.

echo wren
#

both methods seam to work, but i dont wanna get screwed later down the road

whole marlin
#

I have this error and im about to send the code, im confused

#

There is the code, it is in the level blueprint

digital axle
#

Can someone point out why this is None?
It's a SoftRef contaning a level. It returns none only if it already opened another level. i.e. if I go from level A to B, it works for B but when going from B to A it gets nulled out. Even though, it is just a SoftReference that should be created on the flight. Right? Not sure if Im missing something about them :/

#

but Im not loading anything in there. Im just returning a reference from it

#

that should return TSoftObjectPtr<UWorld> but in that sceneario returns None

worthy tendon
#

maybe when you go from B to A, the level is unloaded and soft ref must be loaded again.

whole marlin
#

I have this error and im confused on why the error is doing it

worthy tendon
whole marlin
worthy tendon
#

player controller, but also check the type of your game mode.

whole marlin
#

Nothing is in the game mode for my menu. Its also a game mode not a gamemode base

digital axle
whole marlin
#

class

worthy tendon
#

Inherit from GameModeBase. but I don't know about GameMode. it might be needed for multiplayer (I have no experience with it)

whole marlin
#

Yeah i was doing multiplayer so i did game mode but i didnt know i needed game mode base, ill try using game mode base instead of game mode

worthy tendon
#

No, like I said, I don't know about GameMode. use it if you have to.

warm swallow
#

Sooo, the compile button has disappeared. Is this a bug or did I do something to hide it?

worthy tendon
#

check toolbar

warm swallow
#

ah

#

thanks

#

lol

zealous moth
#

which folders can be deleted in a project and yet keep enough info for safe transfer?

supple dome
#

@zealous moth

crimson sage
#

I am having some code run for day and night cycle. But using lerps and timelines when switching between levels the code just resets and the progress is lost. Is anyway for code to never stop running or not reset bewteen maps? I though of the game instance but not really sure.

dawn gazelle
#

Yes, you could store your "current game time" in your game instance and on level loads, read the value from there.

crimson sage
#

I mean I have a timeline and while running on the level it has some progress. When switching the level this timeline I guess gets reset and then it messes the code

heady burrow
#

Trying to use AI Move to, I have a nav mesh, but the character just wont move at all. Any ideas what I can check?

zealous moth
#

Does it have an ai controller? Use the base topdown game and see that code for ref

heady burrow
#

I migrated the third person shooter

#

and reused the character

#

I imagine it has something setup to get only player input and not AI stuff

#

thats my guess

fair magnet
#

The EditorUItilityAssetAction Blueprint... is it possible for me to do something for an entire folder? including sub-folders?

zealous moth
wet patrol
#

Would any of you guys know how to do a swap weapon on overlap, making it so you only have 1 weapon at a time

#

This is what I got and keep getting an error and dont know what I'm doing wrong for such an easy system

meager spade
#

You also seem to be in some kind of loop

#

Nvm you aren't spawning in a destroyed actor

fiery swallow
#

secondly, There's no mesh to attach to the component because you just destroyed it

wet patrol
#

@fiery swallow @meager spade Thanks both ๐Ÿ™‚

autumn plover
#

How to stop third person model casting shadows to first person hand models when tp is owner no see.

maiden wadi
#

@autumn plover Set HiddenShadow to false.

autumn plover
#

but I want it to cast for others.

#

(multiplayer game)

maiden wadi
#

Then set it false locally. It's not replicated.

#

It's a little odd to disable the third person shadow though. Even for first person. You'll be a pair of floating arms. O.o

autumn plover
#

yes, but its casting shawdows to arms

#

its kind of annoying

#

third person models are basically casting shadows to the firstperson arms even though the third person model is set to owner no see.

#

i like the shadows it cast on the ground... just don't like it being casted to the first person arms.

torn kettleBOT
#

:no_entry_sign: Jรณzsef Csurgai [EB]#4756 was banned.

earnest hollow
#

Hey everyone, i have a widget inside of blueprint and im trying to create a variable in blueprint that would set a text that widget displays, here's where ive got so far, but it does not work( Any tips? On the first screenshot is blueprint construction nodes trying to set var inside of widget

#

Here's widget nodes

#

Text is binded to input var

wet patrol
#

Odd question, Im doing a tile based game with AI and I wont be able to use a Nav Mesh. Is there a way I would still be able to get enemies to follow the players to attack?

burnt nest
dire atlas
#

Everyone pirvet, can someone tell me how to call the blueprint class Camera Shake, I'm using the UE version 4.26.2.

austere tree
#

hi, i wanna create a free roaming car game whats the best tutorial any suggestions

dire atlas
icy dragon
dire atlas
#

Why would the developers of Unreal Engine remove all the necessary features?

dire atlas
# icy dragon Like what?

In the post above, I fixed the screenshots, what the developers deleted, but in those. There are functions in the documentation, but they cannot be called, because you cannot call a specific Camera Shake class.

#

The developers of Unreal Engine removed, but did not come up with a replacement.

#

Maybe somehow you can write a blueprint class, if you know what functions should be included in the Camera Shake class

proper vale
#

Hi, guys!
Does anybody can recommend some Game Architecture guides for ue4?
I am starting make a game and want to make it in the right way.

dire atlas
surreal peak
#

Yop, documentation isn' always up-to-date. Your best bet is to learn the Game Framework first, so the classes that make up the core of the Engine's gameplay framework (e.g. GameMode, GameState, PlayerController, Pawn, Character).
Once you truely know what they are for and which one to use in what scenario, you are already quite far. Everything else is learning by doing and googling, as well as your own code.

dire atlas
balmy niche
#

Hey everyone,
I'm trying to create an quadruped animal character. However, I'm having trouble settting up the collisions. I read that the capsule component has to be there. Am I supposed to add collision components for the legs one by one and attach them to the bone sockets?

surreal peak
#

This might help you with the camera shake

#

I think they only renamed some stuff

#

Basically, as far as I can see, you just need to use the Matinee one and then it should start looking familiar again

dire atlas
# surreal peak This might help you with the camera shake

Not for my mind this C ++, I programmed using tutorials, but without a specific teacher on programming games in C ++, I can't do it at all, I just can't try, my hands dropped, I don't know how to master this C ++ myself at home , for me this is unrealistic.

surreal peak
#

Not sure why you tell me this

#

You asked for the CameraShake stuff

#

Everyone pirvet, can someone tell me how to call the blueprint class Camera Shake, I'm using the UE version 4.26.2.

#

That's all I answered

#

If you open the video and watch the first few minutes, the person explains what class to use for the CameraShake BP

dire atlas
surreal peak
#

That's literally what the project i'm using is doing though

#

Make a CameraShape BP from MatineeCameraShake and use the exiting PlayCameraShake functions to play them

#

This works just fine

#

BP_CameraShake is a child of the Matinee one

dire atlas
#

Functions should be called from Get Player Camera Manager.

#

This is what is called, but these are not the functions that are needed.

#

Although similar, I'll see how it works. Thank you.

#

It works, you need to download the old engine and the new one in order to compare and it will be easier to navigate the renamed functions.

surreal peak
#

But the functions were never on the CameraManager?

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They were always on the PlayerController

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And that is still the case

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Maybe not idk

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But I can't see the issue atm

hybrid latch
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Can anyone give me pointers on how to access a socket on a rifle scope that is blueprinted and attached mesh to it? Weaponclass spawned, childactor spawned (scope) and attached to weapon. Need to access a socket on the scope mesh for ADS camera

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I can Get access to the scope blueprint via char reference but not the mesh that the socket is attached to

dire atlas
surreal peak
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if you spawn the Weapon and save the ref, and that has a ChildComponent, which has the Scope Instance in it, then you should be able to interact with that

hybrid latch
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I thought also that this should be no issues but socket transform clearly gives back parent transform so it is not correct.

surreal peak
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Could be a ChildComponent thing?

fossil skiff
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So im doing wall run and i can't jump from one wall to another more than 3 times. I think its because of the max jump apex attempt thing being on 4 but idk. can anyone help?

terse latch
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Been looking at the easy ballistics plugin and was wondering has anyone been able to get a alternate fire mode or different ammo to work?

surreal peak
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If this is singleplayer, then you can just use LaunchCharacter with the velocity you need (might even be better, given that Jump is only upwards)

dire atlas
fossil skiff
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so how can i change it

proper vale
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Hi, guys!
What is the best tool for planning and drawing all architecture of your project? for example - For example connections between actors or event dispatchers or variable and etc.

proper vale