#blueprint

402296 messages Β· Page 731 of 403

tight schooner
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It's fundamental to blueprinting

lyric holly
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i need that

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thanks!!!!!

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i am really just getting into bp from learning mostly on the c++ side

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but i see how important blueprints are

winged thicket
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ok cuz my for loop is broken and the answer i got didnt help me much, reposting^^^

hardy fable
winged thicket
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hmm yep someone (or me) deleted it in some point, im testing in this project for a long time so maybe i did it

hardy fable
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Well hopefully a new/another project will have it intact, or you'll have to re-download the engine or manually rebuild it to recover it, if it's actually gone from the engine files

dawn gazelle
icy dragon
hard charm
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Guys how can I stop a root motion of an animation by blueprint and then activate it all by blueprint

fossil osprey
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Ok so hear me out, I am making a machinegun with projectiles, but I don't want to make projectiles to spawn and be destroyed, I'm trying to use the object pooling method on them, and so I don't know which one would be more efficient,

Option A: Have 50 static meshes as components on the gun, upon firing, one of these meshes is shot( i will probably use a for each loop), its collision, visibility/hidden and ticker is enabled, after 0.1 seconds the 2nd bullet is shot, etc. until it reaches the target, when the target is reached, the bullet is disabled and hidden.

Option B: Have the same 50 static meshes as actors inside the level, upon firing, one of these actors (there will be an array inside the level blueprint called) gets gun location and target location and moves there, its collision, visibility/hidden and ticker is disabled until its shot. After 0.1 seconds the 2nd actor is called, etc.

open crypt
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You need to find every single level you load and make sure they are not loaded at all first

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remember that a persistent level is simply the one that is currently "opened" versus streamed levels, which are streamed ONTOP of a persistent level - your trigger volumes are disappearing because you are changing levels from that persistent one - check your "world settings" and make sure your default map is set to the one that contains your trigger volume

timid flint
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Can I make a text render component not receive any shadows?

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nvm, I've setup a second lighting channel

odd ember
fossil osprey
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I will still have bullets spawning but that would be like a capacity per wave most likely

odd ember
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you think your solution is cheaper?

fossil osprey
# odd ember you think your solution is cheaper?

probably, what i usually do is i have 2 projects, one the basic way, and one the experimental way then when i play the game i run it in "new editor windows" then i press CTRL + shift + ,(coma) and tells me performance and other details im concerned about

odd ember
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you're not going to get any real performance data until you run it in standalone

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but I don't understand why you're even concerned about this not having even implemented a basic version that works first

fossil osprey
odd ember
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but you dont even know if performance is going to be an issue yet

fossil osprey
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yeah i want to counter the problem before it comes, im making a space game so im planning on having a giant ship as a boss, but that in itself harms performance (tested it on my friend's phone), so im trying to save performance for as much as possible in the beginning instead of going back and changing everything

odd ember
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I mean how are you even going to know that you've optimized enough when you don't know the full extent of the issue? it makes no sense to optimize until you know what needs to be performant and what doesn't

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but it's your project, so if you want to spend more time going in circles trying to optimize things instead of making a working prototype, don't let me hold you back

fossil osprey
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I mean if you think about it, there's 1000's of bullets, spawning and destroying them can become performant, changing this just by 5% multiplied by all 1000 of these bullets would give me higher ceiling of what i can have in my game but it seems like quite a lot of work, i will probably try to optimize other things before i tackle the bullets haha

odd ember
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you're not going to know what you need to optimize until you have the full picture

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it's easy to fall into the trap of going back over what you know or have done but that's not how games are shipped

fossil osprey
odd ember
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games are shipped by making a working prototype first

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and then making sure that working prototype works performant

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until you have all the variables, you don't know which variables you need to adjust

fossil osprey
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ohhh i see, yeah i guess we would have to ship it first, thanks for the advice, I will look at it from that perspective then

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it will cost me time but as you said, better to fall for the trap than to struggle

odd ember
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if it's your first game, you can't expect to make it perfect either

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da vinci didn't paint the mona lisa as his first project

quartz pawn
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How do you get the controlled player pawn from a player controller?

odd ember
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get the project working, see what fails, learn from those failures, take that experience with you to the next project

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isn't get controlled pawn literally a getter function?

quartz pawn
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seems so

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guess im blind πŸ‘“

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Blueprint Runtime Error: "Accessed None trying to read property CallFunc_K2_GetPawn_ReturnValue". is an error I get when trying to possess a pawn.

odd ember
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your pawn isn't valid yet probably

quartz pawn
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what do you mean by that

odd ember
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wait why are you destroying the controller

quartz pawn
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its destroying the pawn

odd ember
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debug it

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with breakpoints

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you'll be able to see where it goes wrong

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maybe the pawn hasn't spawned yet

quartz pawn
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the function executes whenever the pawn hits something

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so it should be spawned

odd ember
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even if the function executes, something inside the function could go wrong

quartz pawn
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its the spawn actor

quasi frost
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What is the node called that swaps between each use. I cannot remember its name lol. Like swip swap or switch swap or something lolol. I don't remember.

quartz pawn
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flip flop

quasi frost
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thanks lol

dawn gazelle
quartz pawn
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this is in the character btw

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anyone?

odd ember
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I mean I said already that you can probably find the issue using debug breakpoints

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hard to say what's wrong just at a glance

quartz pawn
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i tried but i don't know what to look for

odd ember
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you can look at values

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if you hover over the values you can see what they are currently

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at each step of the way

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so if your pawn is null (which it seems like based on the error) you can see where exactly it returns nullptr

quartz pawn
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the pawn seems right

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the transform is righ

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its not spawning the actor

odd ember
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try to adjust the collision settings?

quartz pawn
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still

coarse forge
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oh hello bp people!

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if im in my hud bp.. how does one call a function on my main character?

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what is the node for that

odd ember
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how do you spawn the hud

coarse forge
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good question

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let me see

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assigning it here

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as part of the world settings

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then events on my character like this launch widgets that are in the hud

odd ember
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is the hud spawned already?

coarse forge
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well like this.. missing a node

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yes

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spawned at game initialization

odd ember
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where is that logic?

coarse forge
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{
    Super::NativeOnInitialized();
    MyNativeOnInitialized();
}
odd ember
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in which class?

coarse forge
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thats my hud class

odd ember
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yeah but in which class do you spawn the hud

coarse forge
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the full hud or the widget

odd ember
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the widget

dawn gazelle
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Use this node then cast to your character BP class.

coarse forge
coarse forge
odd ember
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the better way is to pass the player as a reference to the widget when you spawn it

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that way you have a reference inside the widget that is always correct

coarse forge
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is that the owning player here?

odd ember
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and always referencing the player for whom the hud is relevant

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I think that's controller

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but yes, same concept

coarse forge
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ah

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k thx

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ill try some things

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single player.. so.... yolo

glass crypt
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Is there a way I can plug in a red delegate wire without having to drag it from the event?

spark steppe
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you can drag from the delegate input, too

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to create an event for example

odd ember
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create event node yeah

glass crypt
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Oh ok cool. Create event worked. Thank you.

fierce birch
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hello all im trying to spawn coins within a box collision. the result varies from spawning within the box to spawning outside the box. how can i make it consistently spawn within the box?

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box collision

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result

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just using the reg infinity grasslands template

runic terrace
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Is it possible to create a function with wildcard variables? I know it can be done in C++ but can't seem to find a way to do it in BPs

fading raptor
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How would i go about getting a collsion socket from 1 pawn, and getting a collision socket from another pawn, and move 1 socket to the other

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I want to make a player mount onto a horse, I made a socket at the player butt where it would be on the horse, and i made a socket on the horse saddle where the player butt would be

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Im trying to use attach actor to component but i cant get it to work, let alone make it a smooth transition

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When i do "Get socket location", it prints out all zeros, so i was also wondering how to get the world location of a socket?

runic terrace
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using the world transform of the skeletal/static mesh that owns the socket

fading raptor
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its still printing all 0s

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MountPoint is the name of the socket on the horse, this snippet is in the player bp

runic terrace
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You didn't use Transform Location node

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wait

fading raptor
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Im pretty sure i set it up wrong, because its still all 0s

runic terrace
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Just realised Get Socket Location already should return world-location

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Are you sure the socket name is correct?

fading raptor
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Yes its correct

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hmm i did what you showed above and its still all 0

runic terrace
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is it in construction script?

fading raptor
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no its in the event graph

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whats the difference?

runic terrace
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That's weird it's returning 0

fading raptor
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So i set up the same code in the horse blueprint, and it prints correctly

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hmmm

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maybe its something to do with the mesh for some reason

runic terrace
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It should return the same value outside of the horse bp as well, perhaps the mesh reference is not correct?

fading raptor
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thats what im trying to figure out

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I have armor on the horse, but its a different name so imnot sure

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Its literally the same code and same mesh, i made a reference to the mesh in the horse bp then called it in the player bp, and its still not working

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why is this so dumb

runic terrace
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can you screenshot it?

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How are you getting the reference

fading raptor
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i cast to the horse and created a variable

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thats in the player bp

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thats in the horse bp

runic terrace
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But how did you acquire the HorseV3 Reference?

fading raptor
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Do you think it has to do with the get player oawn

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i always guess that the object is til i dont get an error

runic terrace
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That would get the player character

zinc blade
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anyone know anything about this?

runic terrace
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not the horse

fading raptor
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oh my god

zinc blade
fading raptor
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then what should the object be

runic terrace
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You need a way of finding the unique horse actor the player wants to interact since there can be multiple horses in the level

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For example when the player wants to mount they will interact with the horse, that's when you get the reference either via a linetrace or something else

fading raptor
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i understand what you mean

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itll be a multiplayer game so that will be needed

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but how would i have a seperate object for each horse

runic terrace
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Linetrace returns a single actor

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so if a player interacts with the horse, a linetrace would return the exact horse actor the player is interacting

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assuming the linetrace points at where the player is looking at

fading raptor
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ohhh

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so once i do that, how would the cast look?

runic terrace
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Something like that

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Assuming LM1 is the interact button

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But it wouldn't be this simple, the player isn't only going to interact with a horse the whole game.

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You need to come up with a logic on how to handle that yourself

runic terrace
zinc blade
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(details panel blank)

fading raptor
runic terrace
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not sure

rancid steppe
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I can't import any anim from maximo

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I need help

runic terrace
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can you send the output log?

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probably an issue with the root bone

open crypt
# rancid steppe

download sharecast - it's free and easy to use screenshot taker - literally puts it on your clipboard - you hit CTRLSHIFT printscreen and then CTRL V in this window

runic terrace
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You can also use win+shift+s

rancid steppe
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ok

runic terrace
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Can you please send what is written in the output log?

rancid steppe
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ok

runic terrace
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Make sure when you download the animations from Mixamo, key all frames is checked

rancid steppe
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its also error

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i can import only with skin

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when i download without skin and import it to folder its error

light token
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Hello people. I made a little quest system for my game. Now I want to add the Quest. How do I instantiate the quest? At this point i derived it from Actor. It's actually just a data class without the actor things needed. Could anybody help me get that AddQuest node filled and working?

maiden wadi
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@light token If your quest is derived from Actor, then you'll just call SpawnActor with it's class.

light token
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Alright! So thats the best way. Thanks a lot going to try this out!

dreamy solstice
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right so i want to make the guns ammo chamber and the charging handle to move when shooting

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this is my current layout

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i tried using a bonespace node and it didnt work

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what node do i use?

timber knoll
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That should just be animation

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You can start an animation when you shoot, and let the animation tell your script it finished

dreamy solstice
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so i have to animate it?

timber knoll
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Yep

dreamy solstice
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can animation BP do?

timber knoll
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Or at least, that would be the easiest way I know

dreamy solstice
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ok then

timber knoll
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Yes animation BP should work just fine

dreamy solstice
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alright thanks

timber knoll
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But if its only shooting/reloading it might be a bit overkill πŸ™‚

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I usually go for animBP when dealing with a lot of different animations that need to blend

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Such as characters

dreamy solstice
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ill go for animBPs

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unless ill have to ill animate

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also is there a layout or node i should use?

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i never used animBP before

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and i guess its the perfect time to learn it

timber knoll
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Wait wait

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AnimBP won’t animate it for you btw

dreamy solstice
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oh

timber knoll
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It still needs it’s own rig etc

dreamy solstice
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so i have to animate it then use the animBP?

timber knoll
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AnimationBP is the brain that drives animations based on the nodes and states

dreamy solstice
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i see

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alright then thx

gray lantern
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Is it possible to have one mesh in the BP attached to the rig on multiple sockets

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eg. the mesh gets duplicated across all the sockets I want to attach it to?

coarse flicker
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For whatever reason the text is never updated (The print statement gets called) I don't understand what's wrong here. Any help is appreciated. I feel like i'm missing something obvious.

rose elbow
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Anyone know how to apply damage via line tracing?

timber knoll
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or any custom damage function / health interface instead of Apply Damage

rose elbow
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I have my own damage system so just replace Apply Damage with that?

timber knoll
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exactly

rose elbow
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Great, thanks

candid nest
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hey i need a help i have a scen in which it is evening but i want tht in my room the room should be dark and exterior it should be evening only how can i do that the room is geeting light of evening and it is a close room

timber knoll
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blueprints can't fix your lighting

sand bloom
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I want to track a vr controller's position after pressing a button and do an event when it hits a certain location

Right now I am doing this by saving the old relative location on button press and comparing it to the current relative location and then using add and minus to change the location of the old relative location

this system seems to work fine, I managed to put a cube there on a button press as you can see in this video example

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the issue is.. nothing is happening, like the cube test system works fine but my actual system does nothing when i move my controller to the good location

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the levationcheck is triggered somewhere to keep firing every 0.3 seconds to check if i'm in the right spot yet

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I'm just really confused why my cube test system works and my actual system.. doesn't

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I would love to get some insight because i am quite stuck

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the inrange float checks the current controller location for the value

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it uses the old saved location on buttonpress with a add and subtract for the y and z axis

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upper inrange is for y, lower one is for z

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it seems to be related to the y value

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when I set the y branch to false it works when i move up

When I set the z branch to false it does not work when i move to the side

rose elbow
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So i've done this but when the line trace hits an enemy it doesn't apply damage, anyone got any suggestions?

brazen pike
rose elbow
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also the line tracer seems to have a bit of a delay on press? you have to hold it down for a second to get one to come out

sand bloom
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what's interesting is that the y value works when it's in the plus/right but not when it's in the minus/left

brazen pike
sand bloom
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not sure why

rose elbow
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it was at 0.25 when it had the delay

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setting it to 0.0001 = no delay

brazen pike
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you shouldn't have to hold it down to get it to work, especially if its a timer

rose elbow
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lowering the timer makes it so there isn't a delay between me pressing left mouse and the line tracer actually appearing

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when I had it at 2.5 if I just clicked the mouse it wouldn't show I had to hold it

brazen pike
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you could set up a sequence before the timer and connect the sequence to the timer and a call for the event. That way it fires instantly and starts the timer

rose elbow
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sorry 0.25 *

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won't adding a delay just after fullautofire work?

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nvm

sand bloom
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So I did more testing and both values update fine, but my inrange bool just straight up doesn't work

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even if it's as close as possible

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moral of the story? i'm an idiot who doesn't know basic math and didn't know i had to reverse my min and max values when i subtract vs adding

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😩

brazen pike
brazen pike
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And does it work if you remove it?

rose elbow
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it's at 0 by default

brazen pike
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okay

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try this

rose elbow
brazen pike
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np

vestal acorn
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Any hints on how to change the aspect ratio of the cinematic camera? Basically this here returns f1.77 then f0.5 - so it keeps resetting the aspect ratio somehow.

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funny enough it will return f0.5 then f0.5 if the camera if the camera isnt blended

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or posessed, tried that as well

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for a normal camera it works fine, but for the cinema camera its not working :/

gentle urchin
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Engine bug?

vestal acorn
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Nah, I think I found it out on how to do it with cinema camera

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(for filmback settings - its missing the aspect ratio itself sadly, only sensor width/height)

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And then set its members

wary shadow
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Does GetWolrdRotation return yaw, pitch and roll in degrees or radiant?

tight schooner
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+/- 180 except for pitch which is +/- 90 IIRC

wary shadow
tight schooner
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I couldn't say lol. I haven't done much with radians

worthy tendon
wary shadow
worthy tendon
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break rotator

wary shadow
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Nice thank you I’m oretty new to blueprint πŸ˜…

earnest tangle
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Doctwor Node

royal rain
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So if I post some screen shots later of the blueprints of an asset later could someone help me modify it do I can edit it the way I want. I'm not at a pc rn. But I would really like help figuring out the asset to use it the way I need it to

tacit cliff
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need help here, is there a way to put these two nodes together, thinking i will add more pickups later so I dont have to cast to each everytime i want to call the pickup

opaque blade
# tacit cliff need help here, is there a way to put these two nodes together, thinking i will ...

possibilities: (depending on how different they are from each other)

  • make a blueprint base class for them and inherit from it (rebase the existing ones), this way you have common functionality in the base class
  • make an interface (downside is it cannot have variables), but you are not stuck to the same inheritance tree
  • make a component - can have common functionality, variables and is not dependant on inheritance tree either, but might be harder to extend / overwrite functionality (especially in pure BP projects)
tacit cliff
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i will try thanks

trim matrix
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how do I make these?

faint pasture
sweet birch
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hey guys, how can i get the selections on a sphere trace like shown in this picture? new to blueprints

trim matrix
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the values dont correspond

odd ember
trim matrix
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how do i change it to a 2 value point

sweet birch
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ohhhhhhhh

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yeah i looked into enums but i thought its weird that the guy would do that if in that scenario hes only using 2 outputs

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thanks guys

odd ember
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not sure where enums figure into the question tbh

trim matrix
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nvm

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its not a 2 point value

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its just 0.9

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and 0.6

sweet birch
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think its cos visually similar :p

trim matrix
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but the quality was rlly bad

odd ember
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not sure why people are asking material graph questions here either but w/e

faint pasture
odd ember
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unless you mean the cpp & out parameter, but again, that has nothing to do with the question?

sweet birch
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one more thing while im here, i cannot at all find this set thing, its not a variable or something right? I think its something common that is just not something i can find after 10 mins of trying 😩

cinder raven
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im trying to set a camera to smoothly move between two transformation with a timeline, when I do this with lerp transform it looks like either keeps adding or maybe multiplaying the coordinates and it overshoots where its supposed to go

odd ember
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nah that's someone's custom variable @sweet birch

cinder raven
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could someone help me with that

odd ember
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so if you just make a variable and hook it up to that, it should be fine

trim matrix
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how do I make this into this

odd ember
trim matrix
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its not graphics

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its a bp

odd ember
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material graph isn't the same as blueprints

cinder raven
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This is how its setup and I would like the camera to stop once it reaches CameraTransform1

odd ember
trim matrix
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graphics = performance not Mat bps

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grow up kid

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telling people not to ask for help

cinder raven
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woudnt even know im very new

trim matrix
#

thats so toxic

odd ember
#

lol

trim matrix
odd ember
#

<@&213101288538374145>

trim matrix
#

anyone know what this blueprint is

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how do I toggle opacity

limpid lintel
#

@trim matrix take it to #graphics , that's a material not a BP

odd ember
cinder raven
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so itd probably better just to set up as many cameras as I need and use set view target with blend? I'm trying to make the camera cycle 90degrees around the character on button press

faint pasture
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@odd ember whoops I responded to the wrong guy. The guy I was responding to was wondering why his parameter didn't have a value of 2000.

cinder raven
trim matrix
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thats literally what im saying

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this is so silly

faint pasture
torn kettleBOT
#

:triangular_flag_on_post: BaBa#2667 received strike 1. As a result, they were muted for 10 minutes.

limpid lintel
#

don't test me today

woven wing
#

Woof

torn kettleBOT
#

:no_entry_sign: BaBa#2667 was banned.

woven wing
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Thanks.

limpid lintel
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@trim matrix any further questions?

trim matrix
#

please dont ping me

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I dont like getting pinged, i dont have a headset

limpid lintel
woven wing
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Depending on where you got your target transforms from.

ancient torrent
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Is it possible to convert inherited components when removing parent actor?

woven wing
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I think SetRelativeTransform is going to take your actors transform into account?

summer jetty
#

Is using trigger actors with blueprints better for level streaming compared to streaming/trigger volumes? Or does it not really matter (different method for same result)? I've heard volumes tend to break when publishing the game so blueprints are better?

odd ember
cinder raven
#

its the character's camera that would follow them, thats what I would want right?

ancient torrent
woven wing
woven wing
cinder raven
odd ember
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I just looked into how I do camera. I work with RInterp or FInterp and avoid transforms

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assuming this is third person

woven wing
cinder raven
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Ok thank you both, im gonna experiment a bit thanks for the help

ruby prism
#

I'm relatively new to Unreal Engine and I'm using UE4. I've been playing around with the FPS project and was wondering how I could stop the bullet drop from the ball being shot out the gun. I've been looking at the blueprints but can't find anything blatantly exclaiming what causes the drop.

lusty wraith
#

hey guys, can anyone see any mistakes ive made here? Ive been trying to fix this for hours and cant get anywhere.

woven wing
#

So I think it's gravity that is causing them to drop.

woven wing
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So like "Q2Message" doesn't appear to be filled out from anywhere.

ruby prism
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Yup, found the gravity.

lusty wraith
winged thicket
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hello there, i was trying to make 2d noise and it kinda of worked but it make this weird shapes:

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and its just a test, i know.. its spaghetti

woven wing
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Somewhere, that object has to be created and put in the slot.

winged thicket
# winged thicket and its just a test, i know.. its spaghetti

if my code was so spaghetti to understand what i did:
random value for X and Y,
a var called (Was) that saves what X was before, and a simple 1d noise based of X+Y that when it ends:
X reseted to (Was) Y get changed a little bit and it move to the right a little bit, and var (Was) get changed a little bit too.
Loop a few times and i got this:

odd ember
#

maybe I'm missing something, but what's the point of making noise in BP?

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how do you plan to use it?

trim matrix
#

why is my thing not red

winged thicket
soft scaffold
#

Hi! I have a really complicated problem. I have a projectile which movement is controled by a timeline. My problem is start when i shoot multiple projectiles, because the timeline cant start a new track for another projectile, so the last projectile dissapear. Any idea to fix this?

woven wing
# trim matrix

In the first image, the red nodes are the BP's Event nodes. They define what happens when the event is called.

In the second image, those blue nodes are used to call the previously defined event.

So they're different sides of the event.

Red nodes define what happens.
Blue nodes define when they happen.

#

So if you had an event called SayHello, it's red node would be responsible for printing the word "Hello", and it's blue node would be used to decide when to print the word hello.

odd ember
trim matrix
#

oooohhh my god that makes so much more sense than what I was thinking

woven wing
#

πŸ‘

odd ember
#

now I'm wondering if you can actually make heightmaps in BP for landscapes

#

would be interesting if true

winged thicket
lusty wraith
woven wing
odd ember
woven wing
odd ember
#

how do you know about making noise and not know about nesting loops

#

for (x axis)
for (y axis)

halcyon grove
#

this is probably one of those things where straight doing it in the compiler is better, but is there a way to populate structure variables from a spreadsheet instead of manually typing them in?

winged thicket
odd ember
#

I don't have ue open

#

I just showed you how to do it in code

lavish wadi
#

it allows you to import a CSV easily and store it as a Map of Struct you can access later

winged thicket
odd ember
lusty wraith
# woven wing In your example, I have no idea what QMessage2's class is, so it's hard to say.

i appreciate that was a really dumb question sorry. basically Q2Message is a blueprint consisting of a widget that has some animated text. I am trying to press a button - Q2Button - and have the animated text pop up -Q2Message. At the same time, i want the button to also activate some moving targets. So i gather thats why im having the issue of nothing working becasue i have tried to pull them by adding them as variables and picking them in the drop down menu. When you say create, so you mean somewhere in the current blueprint?

halcyon grove
#

🍿

winged thicket
dawn gazelle
#
for (x axis) { 
     for (y axis) {
         // do stuff here that references x and y axis.  This will go over all possible values of x and y.
     }
}
#

(Simplified)

odd ember
#

yes taht

halcyon grove
#

a hero emerges

#

lol

halcyon grove
#

I am also now learning about nested loops πŸ™‚ https://www.youtube.com/watch?v=H7frvcAHXps

This video looks at nested loops, i.e. a loop inside a loop.

Support this channel on Patreon: https://patreon.com/codingtrain

Contact: https://twitter.com/shiffman

Send me your questions and coding challenges!: https://github.com/CodingTrain/Rainbow-Topics

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Processing: http:...

β–Ά Play video
odd ember
#

yeah I mean a google search for the term would give you much better explanations

woven wing
#

There's two ways to do this, you can make the animated text part of the blueprint with the button, or you can dynamically spawn the animated text when you click the button.

quasi frost
#

So does clear and invalidate just permanently kill the timer? I want to kill it and re start it over and over but it seems to only work once. I added do once with a reset to try to stop it from deleting it again for some reason and it didn't work. Any idea how to stop a timer without permanently stopping it?

halcyon grove
#

I would disagree that y would be the columns xD

#

i also think he's putting x and y in the wrong places in that video

woven wing
# lusty wraith precisely

I would probably make the animated text part of the main blueprint, and just have it be invisible until the button is clicked.

#

Then, all you have to do is change the animated text's visiblity.

#

And it will pop into existence.

winged thicket
sweet birch
#

trying to get a target like shown on a set variable here

sweet birch
#

cannot SadMario

odd ember
woven wing
lusty wraith
#

these are what i have currently. Im working mainly withing the Q2_button_bp to execute everything

winged thicket
woven wing
odd ember
winged thicket
#

ok i'll try a nested loop, 1s

lusty wraith
woven wing
#

Ahh!

#

OK. That's clear. Thank you for the diagram.

dawn gazelle
woven wing
#

(diagrams are great!)

lusty wraith
#

lol πŸ˜„

trim matrix
#

Last guy got banned for this

lusty wraith
#

worth a thousand words or something is the saying

glass stump
#

if i wanted to have a moveable tripwire type thing attached to an enemy (follows it) would i do the trip wire as a seperate BP and somehow have it follow the enemy? Or would I do it as part of the enemy?

woven wing
# lusty wraith lol πŸ˜„

So in this case, because you have basically one place you want to show the message. It makes the most sense to have a single 'MessageDisplay' object that is in the map (like your button is there) but have it be hidden by default, and then have the buttons tell it 'Hey! Display your message now' and have it become visible.

#

(I do not know why this discord decided against letting people make threads, it really makes these channels much more confusing)

woven wing
glass stump
halcyon grove
glass stump
#

maybe a motion detector would be a better word

halcyon grove
#

and thank you for pointing that out actually.

trim matrix
#

@halcyon grove Hey man don't worry about it I'm just looking out for you

glass stump
#

@woven wing

halcyon grove
#

yea i really really appreciate it I use this discord a TONNE

woven wing
#

He didn't get banned for posting in the wrong channel, he got banned for posting obscenities after a mod told him to move.

odd ember
#

tripwire following you around sounds like low key horror

#

like no matter where you go you trip

woven wing
#

So, don't worry. You're not gonna be banned for posting in the wrong place as long as you're not a huge asshole about it.

#

: )

glass stump
#

basically like there's a device attached to the enemy that displays a laser beam coming out of it. and if it detects you you get discovered

lusty wraith
glass stump
#

i wasn't sure if i do the laser seperately or not.

halcyon grove
winged thicket
#

wtf?

woven wing
dawn gazelle
winged thicket
#

this is kinda cool ngl

woven wing
glass stump
#

Thank you! :)

woven wing
odd ember
halcyon grove
#

πŸ˜‡ yes I believe so

winged thicket
odd ember
#

whatever function you use for noise

#

just take both coordinates into account

lusty wraith
winged thicket
#

making the same shape

winged thicket
#

@odd ember its making the same shape

odd ember
#

ok show your code

#

I assume you're using vectors for this yes?

winged thicket
winged thicket
odd ember
#

you should multiply instead of adding

#

at least from what I can see

#

on the noise that is

winged thicket
#

something so weird happening, it sometimes give me this, and the other times give me this: there is no middle point

odd ember
#

I assume perlin noise has a random element

#

and that element is sometimes 0

#

but the first result is more correct

#

the issue you have is that your values are getting duplicated

#

so probably your loop setup isn't correct

winged thicket
#

but doesnt it just give me a value between -1 and 1

odd ember
#

0 is between -1 and 1

winged thicket
#

i mean the duplicate part

odd ember
#

no

#

your array should give you values of x and y

winged thicket
odd ember
#

so for each x value you go through the entire row of y values

#

yeah so you dont have a nested for loop

#

it seems

winged thicket
#

i do

odd ember
#

where?

winged thicket
#

isnt this a nested loop? a loop inside a loop

odd ember
#

the for should be next to each other

winged thicket
odd ember
#

setting values inbetween may result in errors

winged thicket
#

so do i move Y in the end of the nested loop

odd ember
#

basically the only thing you should have between them is for x (set x to a variable) then for y (set y to a variable)

#

then do your logic

#

otherwise the logic that you execute in the first loop only happens once per row

winged thicket
#

every new row

odd ember
#

ok, rubber duck it

#

what are you doing every new row

winged thicket
#

Y

#

settings Y and moving it

#

and when i move it from there it still do the same thing

odd ember
#

why are you moving Y?

winged thicket
#

hmm? cuz its 2d?

#

ok here

#

moved them

#

but it still do the same thing

#

here is all the code

odd ember
#

I don't know what the perlin noise node is doing

#

but I tried and got this

winged thicket
#

maybe we're just moving so fast so it looks random?

odd ember
#

just copy the code I gave you

winged thicket
#

which one

odd ember
#

did you not see the screenshot?

winged thicket
odd ember
#

yes

winged thicket
odd ember
#

that's noise

winged thicket
#

where is the 1d perlin node

odd ember
#

you dont need one

#

in this case just multiply it by a random value

#

that's still noise

#

I don't know what it does tbh, or why it needs an input

winged thicket
#

but not smooth one

#

its just like random vector in range

odd ember
#

well then

#

perlin'd

winged thicket
#

you took a random float in range and perlin'd it

odd ember
#

correct

winged thicket
#

@odd ember do you know what perlin noise is?

odd ember
#

it's just a smoothstep on a value

winged thicket
#

you just took a random value and made it random it

odd ember
#

so what I gave you should give you perlin noise as you'd want it

winged thicket
#

In the fifth part of my Perlin Noise Tutorial, I demonstrate how to use two-dimensional Perlin noise in a p5.js sketch.

πŸ’» Code: https://thecodingtrain.com/learning/noise/0.5-2d-noise.html
πŸ’» Code (web editor): https://editor.p5js.org/codingtrain/sketches/2_hBcOBrF

πŸŽ₯ Next video: https://youtu.be/D1BBj2VaBl4
πŸŽ₯ All videos: https://www.youtube.com/...

β–Ά Play video
#

watch this video

odd ember
#

tbh fair, it should be between 0 and 1, not -1 and 1

winged thicket
#

..

winged thicket
#

just took a random value and did some math and at the end its still random

icy dragon
#

Did web coders misinform you that much?

winged thicket
#

ya thats what he did

#

wdym, i was commenting in his code

odd ember
#

looks pretty perlinesque to me

winged thicket
#

he did: random float in range - 1d perlin noise

#

so its just a random value that is perlin'd

odd ember
#

noise is just random values

#

you do understand this right

#

afaik perline just smoothes the transitions of noise, much like in the screenshot above

winged thicket
#

ya, but when you just put a random value in it, it does nothing

icy dragon
#

For all I care, there's also "1D Voronoi"

icy dragon
#

Or should I say, "voronoise"

winged thicket
odd ember
#

there's also

winged thicket
#

watch any video talking about it

odd ember
#

you have to start with a value, dig?

icy dragon
#

I know web coders are guilty of mixing up terms.

odd ember
#

this is literally the formula for perlin noise

#

literally the dude in the video uses random

winged thicket
# odd ember literally the dude in the video uses random

In this video I discuss the concept of "Perlin" noise, how it differs from regular "noise" (i.e. randomness) and how to make use of it in Processing.

The Nature of Code
http://natureofcode.com/

Twitter: https://twitter.com/shiffman

Read along: http://natureofcode.com/book/introduction/#intro_section6

https://github.com/shiffman/The-Nature-o...

β–Ά Play video
odd ember
#

basically he says it's value that goes between 0 and 1

#

ok good, that's exactly what you're looking for

winged thicket
odd ember
#

that's exactly what I did

winged thicket
#

IT NEED TO GO SMOOTHLY

odd ember
#

and it is smooth

winged thicket
#

can you make it go higher?

icy dragon
odd ember
#

I mean the perlin node literally handles the smoothening for you

#

I don't see the issue

#

all I did was input a value

winged thicket
#

ok look

#

i'll do it

odd ember
#

I don't know why you're arguing when you couldn't even figure out what a nested loop was half an hour ago

#

I mean

odd ember
#

here's a pixelated version of the spheres

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from above

dark crow
#

Actual clouds

odd ember
#

crazy innit

winged thicket
#

its just random float in range with math, it will still be random

icy dragon
#

Of all the time I worked with web coders, they're often guilty of mixing terms up for the sake of simplification, but something like this happens when they (forced to) branch out

odd ember
#

the values you made are so high that there isn't enough space to smoothen them out lol

#

what do you expect

#

0 on one node 10k on the next

#

I mean

#

try lowering the values a bit to see if you can get consistent results

dark crow
#

We finally unlocked the secret of modelling brushes and fur in engine

odd ember
#

lmao

odd ember
#

groom TDs rejoicing everywhere

icy dragon
#

Now, there are fringe cases like when you want to make sure the actors spawned isn't too close to each other, but that's a different story.

winged thicket
#

look

#

it looks smooth but its random and cuz a mesh is printing it looks smooth

odd ember
#

try upping the grid size

#

you can also lower the values

#

to just be 0 to 0.5

winged thicket
#

and is random

#

and in the video he didnt do random

odd ember
winged thicket
#

he made a var called T that he change it every tick

#

he did random to show us whats the diff between random and noise

winged thicket
#

@odd ember @icy dragon

#

so..?

#

do i win?

restive token
#

I dont even know how to google this but

#

how would I make it on a widget so that you can't navigate with keyboard on certain buttons

#

basically i have an inventory menu, i want the keyboard or gamepad to skip the items that have zero items

#

and only navigate the ones that have >0 amount

#

or how do i even google this lol

icy dragon
winged thicket
icy dragon
woven wing
winged thicket
winged thicket
#

and btw, i just didnt know the name

sand solar
#

I keep getting this error after I moved my FL to another folder. Its just a Bind on event function so that I can accept or cancel a menu action:

odd ember
#

and we're trying to help you and you were being rude about it

#

so I don't know what you want

woven wing
#

Because that looks like a broken reference.

sand solar
woven wing
sand solar
woven wing
#

OK, then I'm not sure what has gone wrong.

#

But I expect you'll have to rebuild that binding.

harsh zephyr
sand solar
#

It was fine for the first two editor opens, but then it just broke on the third. I tried getting rid of the two functions, but the delegates are now ghost and are haunting my scripting lol.

restive token
winged thicket
# odd ember and we're trying to help you and you were being rude about it

ok im sorry about that, you were calling me stupid from the start, and at the end you just told me to use a random float in range, and when i said you didnt even use perlin noise you just perlin'd a random float, the red line is random float - 1d perlin noise and the blue line is normal perlin noise

#

thats the diff

woven wing
winged thicket
#

you just take a random float every tick, so its just random but remaped

restive token
#

You can navigate and press enter / A to click

harsh zephyr
#

Can somebody help me pls ? πŸ™‚

winged thicket
harsh zephyr
#

That is my problem

#

If you dont understand my problem i will send another video πŸ™‚

winged thicket
harsh zephyr
#

No

#

Wait for one minute

#

This is the problem

woven wing
harsh zephyr
#

My animation is that

#

But animation is not working

#

Its have to work

#

But probably its a blueprint problem

woven wing
#

Ooooh

#

OK, so it's not playing the 'shoot' animation when the character shoots.

harsh zephyr
harsh zephyr
#

But not true

woven wing
#

"not true"?

harsh zephyr
icy dragon
woven wing
#

Not shooting.

icy dragon
#

I need to whip out my project that used my own animations on top of ALS, and see how I used them, but that'll took too long for me atm.

harsh zephyr
#

I watched a tutorial

icy dragon
# harsh zephyr

Though IIRC, what I did is basically change the upper body overlay with the shooting anim montage.

harsh zephyr
#

Im making this system from tutorial

#

I did everything true

#

But not working :/

icy dragon
harsh zephyr
#

In this video, I am going to add a upper body animations in the advanced locomotion system v4. There are many way to add the upper body animations, but I think this method is quite easy and the result is quite good (except for the spine's rotation because the spine of the firing animation is rotated to the right, if you find a animation that the...

β–Ά Play video
faint pasture
# harsh zephyr But not working :/

Go step by step through the code from when you press the fire button to where the animation is played, and make sure you've got things right.

harsh zephyr
#

I will watch it again πŸ™‚

covert arrow
#

hey guys for throwing objects or adding impulse how can I do a stronger impulse based on how long an input has been hold for example the left mouse button was held for like 2 seconds it will be a weak impulse or throw but if we hold longer we throw stronger?

faint pasture
#

And make sure that you understand what you're doing, not just copying what someone in the tutorial does. You are probably a bit over your head right now.

icy dragon
harsh zephyr
#

Thanks for information

#

I will try that now

faint pasture
#

Or you can use a timeline, it'll effectively do the same thing

covert arrow
#

this is my code currently basically its a function with adding the impulse to the object based on the pawns camera forward vector but how can I manipulate the throw distance variable I have based on how long it has been held

faint pasture
#

The simplest way would be a timeline with a float track outputting the throw distance

icy dragon
faint pasture
#

Or without, however you want. Or you can just use a timeline, there's a million ways to do it

icy dragon
woven wing
#

Yeah, that's how I'd do it.

faint pasture
#

It is a very bad idea to make something like this dependent on tick

harsh zephyr
#

Hey im back

onyx token
#

like it doesn't let me rotate, but it always goes back to where it was rooMadCry

harsh zephyr
#

I did everything true again and something changed

faint pasture
icy dragon
#

Due to how Unreal waits for a game thread to finish before moving on to the next frame.

woven wing
#

Yeah, it would work fine.

icy dragon
onyx token
#

nvm, i'm dumb.

#

this fixed it

#

it just reset every frame of course

#

because i didn't add it to anything

woven wing
#

And remember, Timelines tick.

faint pasture
#

I know they do but why the hell would you be summing delta t instead of just using a timeline? That seems so ass backwards

icy dragon
woven wing
#

Timelines do that too.

faint pasture
#

And so can a timeline. So does get game time.

icy dragon
#

Also, correct me if I'm wrong, but in the event of one translating the code into C++, timelines might not exist and has to come up with curve like setup.

Oh yeah, curves.

faint pasture
#

I mean all a timeline is is a little object with curves in it that can tick and go forward and backward and reset.

icy dragon
#

I think curve assets is another option, though it might not be as elegant.

wary widget
#

my goal is to rotate an object by any arbitrary pivot without using the transform gizmos. in this case, the camera is a child of the cube. how can i replicate this behavior with blueprints?

woven wing
#

Like... just make your cube the child of whatever.

faint pasture
#

You can make a transform that has your offset and rotation in it, and apply that to the cube. You have to think really carefully about how you do stuff though.

wary widget
wary widget
onyx token
#

umm so i made a blank ue4 scene, and added a spring arm component & a camera into my pawn - and now i wanna use the scroll wheel to change the Target Arm Length on runtime...

#

So i can zoom in and out using my scrollwheel

#

but whatever i do, it won't budge.... If i change the target arm length on runtime, nothing changes 😦

#

even this doesn't do anything

#

not even for 1 frame or something

lofty quartz
onyx token
#

it's a spring arm component

lofty quartz
#

And you are printing to make sure that it gets to there and it casts to the camera class right?

lofty quartz
#

Maybe print the camera component's location during that stage as well.

#

Just to make sure it's actually changing something.

onyx token
#

i mean- i guess i can switch out the spring arm component with an empty static mesh or a cube or something - and then just manipulate the local X axis of my camera....

But idk rooThink1

harsh zephyr
#

Hi

icy dragon
lofty quartz
#

If the camera location moves right, I'd check to make sure that your character actually has it's view target through it.

harsh zephyr
#

Im making a bullet hole system with line trace i couldnt find where do i need to spawn it

#

Can i get some help πŸ™‚

icy dragon
#

The spring arm length should work regardless of it taking inputs or not...

onyx token
#

hm.... this works... shrug

#

welp whatever, i probably didn't set some option that enables the spring arm component in my pawn...
Since i'm not using an ue4 premade thing, but i made everything from a blank scene

harsh zephyr
#

Can somebody help me pls ? πŸ™‚

icy dragon
harsh zephyr
#

I though nobody see my message

harsh zephyr
onyx token
#

uh.... this makes sense right?

#

because nothing is happening.... but this should work? rooThink1

#

this is the timeline btw

#

lol?? wtf

#

event tick doesn't work??? rooWtf

#

huh. rooContemplateExistence it seems to be an unreal engine bug that appears with newly created character blueprints... wtf...

#

i guess i'll just launch a third person character template, copy the character pawn blueprint over, and delete all the objects & nodes to make it work rooBlank1
nvm, turns out i gotta recreate my project rooHold

faint pasture
odd ember
#

@winged thicket

#

this is just one level, but you could layer it with multiple levels based on size, for more variety

winged thicket
#

my problem was here, i was perlining them after * and +

winged thicket
# odd ember

there is somethings you forgot to add to your code: a var that is changed every row that X get reseted to
so its not the same row but with Y changed

Y/X need to be randomized at the start
otherwise you'll get the same shape no matter

odd ember
#

... that's what I said about adding random noise. in reality you need a seeded approach

#

but that's outside of the scope of BP

#

the perlin node itself should handle seeding

odd ember
#

well, you could take a random value at start and set that as a seed value to use, then multiply it ontop of the perlin values

lapis atlas
#

Anyone have any good resources or videos for learning blueprints in UE5? My brain is fried from trying to understand enemy movement/detecting player stuff from a video I just watched and would like an explanation for dummies video lol

woven wing
#

Problem 1 : You can fix this by setting the collision parameters on the sword to ignore Pawns.

Problem 2: Why not set the transform directly? If you remove the velocity on the object it should stay in the right position.

Problem 3: It seems likely that the object's 'Hit' event isn't being triggered by the collision with the ground. It's possible that static collision has it's Query off.

woven wing
#

We don't have a Brackeys for UE.

lapis atlas
#

Ah that sucks. Guess I’ll just figure it out as I go then. I’ll try again tomorrow

light token
#

Any tips on how to make an UMG Widget which displays multiple quest details in a list? Should I use a wrapbox? How do I start off? I'm very new to UMG.

woven wing
#

This channel tends to be for gameplay blueprints.

light token
#

Oh Sorry, I didn't knew that existed! Thanks a lot

woven wing
#

No trouble. Good luck!

proper umbra
#

Is it possible to have one actor within another one? I made a button actor and want to use it in a couple of different actors, wanted to know if there was a simpler way to do that.

woven wing
#

But they tend to be... fussy.

proper umbra
woven wing
#

But I don't know if you can get automatic hooks the way you do with regular components.

proper umbra
gentle urchin
#

You can override aswell

woven wing
#

Well, like any other event, with a handle on the actor, you can access the event.

woven wing
gentle urchin
#

Are we talking about another child actor than from sub classing?

woven wing
#

I believe we're talking about having, say, five instances of the Button actor - and wanting to do different things when the buttons are clicked.

gentle urchin
#

Thats possible aswell

#

Requires some extra magic tho

#

And its not overrides really

#

You could extend the buttons with a secondary claas tho

woven wing
#

Or just... subscribe to the click event.

gentle urchin
#

Y

woven wing
#

Which is the better option.

gentle urchin
#

Thats what i had in mind when i said extending it

#

But in this case, why would one not just sub class it ?

woven wing
#

Because that would mean making five subclasses?

#

Seems unnecessary.

#

When you can just subscribe to the click.

gentle urchin
#

What's gonna subscribe to it ? The same class 5 times? Because rhat takes us back to square one

#

And if its 5 different classes, unless you for some reason need them to be very different , doesnt make much sense imo

woven wing
#

Nnno... you have five instances.

#

You subscribe to the click event in each of the five instances.

#

Now you have five events in the main blueprint that you can do stuff with.

gentle urchin
#

Doesnt sound very reusable at all but maybe im not seeing the big picture here

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Dont know to much about the use case either

proper umbra
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I'll try to show u guys what I'm trying to work on

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I have a button Actor that, when pressed, runs an event that so far only plays a sound. I want to import it into another actor that allows a function when said button is pressed

gentle urchin
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Same instance of the button, or a new one ?

proper umbra
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I would assume a new instance. I'm likely going to use this button actor multiple times, but it will have a different function on the Pressed Event depending on where I use it

frigid ether
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I make the "Actors to Trigger" instance editable and then implement the interface into the actors and hook that into whatever function I want them to trigger

gentle urchin
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Subscription or hardreferencing would probably suffice

frigid ether
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can also use soft references, this case I'm using hard references since I know both will be loaded

proper umbra
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ohh okay, I appreciate the example. From what I'm hearing, subscribing to the event seems like it could be a good option, I'm just not too sure how it would work.

woven wing
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I would do it like this:

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The child actors are instantiated before BeginPlay.

frigid ether
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Subscribing in my opinion is a bit more work that you don't really need. I'm not doing it in my personal case because I'm doing a open world game and for a button, I assume you would then have the other actor subscribe somewhere around Begin Play and if you have several hundreds, it might increase loading times but maybe not

woven wing
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So you can access their spawned actor, cast to the class, and subscribe to the event.

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You would need five such structures for five buttons.

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This way your buttons are generic.

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And you only need the one button class.

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No subclassing required.

frigid ether
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Subscribing and interface both achieve the same thing honestly, guess it's more just preference

gentle urchin
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where'd the 5 come from anyway, did i miss a post? πŸ˜›

woven wing
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πŸ™„

gentle urchin
proper umbra
frigid ether
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Main differences I see is that interfaces need you to do a For Each Loop while with a subscribe you can just call it and all the actors subscribed will trigger without a loop

gentle urchin
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I find subclassing and subscribing both very helpfull to their own use cases

frigid ether
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yeah of course, all these ideas have their time and place

woven wing
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In this case, having a class per button seems excessive.

gentle urchin
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if the button is only supposed to do one thing, i'd say its better practice to subclass them

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tossing 'all' that code into a singular bp can become messy

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isolating them makes alot of sense to me

proper umbra
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Yeah I'll definitely have to google it and research more later on

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And does the Bind Event to node work with custom events that I made? It doesn't seem to be appearing in the search

woven wing
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Yes, it does.

frigid ether
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Yeah, there's a small red box on the top right of your custom events

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Just like this

proper umbra
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I see. I'm not sure if I am doing this right then.

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Or I'm just not understanding

woven wing
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Ah, you want to create an "Event Dispatcher" in the button Actor BP.

gentle urchin
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you must make a dispatcher event , or somehow bind to the click itself by getting the reference to what would be clicked(since that would have its own dispathcer)

woven wing
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In my dummy example, I'm just waiting a few seconds before calling the dispatcher:

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But the principle is the same.

frigid ether
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If you don't see it, check if "Show Empty Sections" is visible

proper umbra
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Ah okay I see it.

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Yep this is exactly what I needed it do. Thank you three I appreciate it a lot.

woven wing
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πŸ‘

light token
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Array Length also gives this error.

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It even happens when I use the Make Array method and use it. Can't I use arrays in pure functions?

maiden wadi
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@light token If your Quests array is an array of pointers, make sure to IsValid them in the loop before trying to get their ObjectClass, or Progress variable.

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Alternatively, you can also just call Remove on the Quests array with no input, that'll clear out any invalid references.

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Before the loop I mean.

light token
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@maiden wadi The problem is not with the Quest array. It'with the Quest Structures array

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When I remove the Clear node

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and retrieve it's length and call print. it also gives this error

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I should have been more clear on that sorry

maiden wadi
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That's odd. Is that a function local variable?

light token
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Yes

timber knoll
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It would be more easy with actual context as in a screenshot πŸ˜›

light token
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I'll do that right away

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But yes it's a local variable. Should I make it a blueprint wide one?

maiden wadi
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Should not need to.

light token
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hmm it could be the problem

timber knoll
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Yeah it looks fine

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Have you stepped through the function using breakpoints?

light token
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since it trows the local variable away but savegame still needs it/

timber knoll
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Thats not true

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Savegame will only throw it away once its complete

light token
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ah

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sorry i'm still a bp noob xd

trim matrix
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is the savegame object you inputed valid?

light token
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yes

trim matrix
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wierd

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well have you tryed to simply the problem to debug it

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like taking away all extra code

maiden wadi
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I think your Unreal is drunk and doesn't understand what it's trying to error on. Nothing in that function is wrong with the use of your arrays beyond missing validity checks on pointers.

trim matrix
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just leaving add to quest structre, get quest structure

timber knoll
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Well I would for sure start using breakpoints

light token
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yes I did a length print on the quest structure array and it immidiatly gives that error

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i removed the clear node

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and put it there

maiden wadi
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Even if you disconnect the Loop?

light token
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i'll dive in using breakpoints, never used it before

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yes even if i disconnect the loop

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I also restarted UE

maiden wadi
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Are these blueprint or C++ structs?

light token
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Blueprint

trim matrix
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aside the point but if this is quest structres array is a local variable why do you need to clear it?