#blueprint
402296 messages ยท Page 743 of 403
If you click the uuh
Semicircle line whatever in the Variable
You can change it in an Array
This you mean
Yeah
After you click the Eye, if you click the Button in your level, you'll see it exposed on the Instance
Yeah, instead of GetAllActorsOfClass use that
Hmm isnt destroying them
Still gives me pending kill ๐ฆ
Show me the Details of the button
when you press the button, you could loop over that array
that way no pending kills
using a ForEachLoop
inside the loop, you can also double check that they are valid
triple double safety check
in case there's another button that also destroys these traps
or really, anything that destroys them
How would I add this foreachloop
it's a node
i have a blueprint that stores a player character variable
upon traversing the map at speed i can get stutters and such, and through print nodes i can see the variable drops out of memory from a stutter.
anyone know how to work around this or store more permanent variables?
ye
Ohh
Is it possible to export a movie sequence from blueprints?
What does "is valid" do btw?
Checks if it actually has a valid ref
So if its in the world?
For example if it was already destroyed, it fires IsNotValid
Ohhh
pending kill or not existing is not valid
So does nothing in this case
So this is cleaner than the get all actors of class, because it's more precise rather than generic?
Like, it enables me to place more traps
You can control what traps you want the buttons to destroy
Or control their behaviour better!?
Yeah
cool
Thanks a lot
Makes a lot of sense and it helped ๐๐ป
For those who have made vehicle building games - what did you find to be the best system? 1 actor, 1 actor with child actors, or other?
IIRC I did it by having each part being a separate actor and had a special plugin written that automatically instanciated all of those
hello guys , is there a way for me to let the main camera of my fps game to not render specific lighting in scene
I'm getting some very strange behavior with a particle effect I was given by my artist. In preview, the particle fires towards positive X correctly, but when spawning it in-game if I aim at a wall the particle is reversed
So it fires backwards.
I've debugged the normals and rotation and can't find anything wrong with them. Is it something weird within niagara?
cause iam trying to make the game dark for the player but there is also light in scene so other players can see in light
you have to change the direction in niagara afaik (or expose it per instance). but it's definitely more of a #visual-fx query
Any chance I could get access to that plugin?
for a fee of course
a friend of mine will post it on marketplace in some time
any idea under what name?
How to structure a Game Feature plugin that gives user an ability to spawn a new type of Actor?
anyone know how to fix this problem im trying to rotate a object along the x axis uses the mouses location but it wont work ik the mouses only uses x and y but is there a way to make it use y and z
I'm confused by what you're asking. It looks like you have X plugged in to rotate as you move the mouse while Y and Z are locked at 0 and 90 degrees. Wouldn't you just need to plug in Y and Z instead?
no that makes it move very weirdly
here
that black orb thing is the mouses location
i was just seeing if it worked dont ask
but im trying to get that gun to point towards it
befor the game was top down
it worked fine
but now that it is side on
it stoped working
as the mouse moves along X and Y
i need it to move along X and Z
hello, is it here that i post this? im trying to make a photocamera in a vr game. so u can actually take pics and it saves like phasmo. how do you capture a picture like that? is it witha 2d scene capture?\
@somber quail What Axis is your game along? What is left and right?
left and right is x
ok im rotating it on the Y now it changed a few things but isnt working as well
it is a big buggy
it is rotating now
Basically what you need to do is set pitch. Then choose side based on whether the mouse location is + or - X
@somber quail Shouldn't it just be breaking the transform and pugging Y into Z?
Pitch is from straight up to down, but it is independent of facing. So you also need to choose the facing(Z in Rotation) based on the mouse direction in world X
Your Yaw should pretty much always be 180 or 0. If your world goes left = -X and right = +X
Then in that case, Right should be 0 Yaw, left should be 180 yaw
i dont overly understand how to do that tho
I'm off. But I would start by using the LinePlaneIntersect Origin and Normal function. Use it to make a plane at your character's location, facing +Y(Towards Camera), and project the mouse onto it. Then you can convert that to character's local space by getting character location and doing MouseLocation-CharacterLocation. If new local vector is +X, set Yaw to 0, if -X set yaw to 180. Then you might be able to FindLookAtRotation the pitch from the same local vector.
The lack of resources on player controllers is killing me, why does this bring up an error no matter what I do I just can't assign a player controller to a pawn and make it work
there's no player1controller?
I can use things like getplayercontroller from id to remove the error but that still makes it work wonky with multiple characters
I'm just using get player controller from id now
there's no errors but inputs don't work
Not sure why the player controller isn't working correctly and I can't find any resources on how to do this
I just want to get a few player controllers and assign them to pawns so you can control them with some gamepads I don't know why this is acting like this
For some reason player 2 works but the input is all wrong because I press move once and it just won't stop moving even though the character bp itself isn't the issue so I can only assume the issue is the player controller somehow
I don't know
Nvm I managed to make player 2 work
it's just player 1 not working now
progress..
lol
hmm i'm not sure how that could be
I could try doing the player 1 stuff last and player 2 first I guess just to test
i'm not sure how the order could be responsible for this
well
damn
I don't know why this helped
I literally just played a sequence down
and for some reason it worked
๐ค so uh thanks
i'm very confused but glad I am getting inputs now for some reason
the detective is right
Hi I'm getting started with UE, where do I begin to start learning how to blueprint in Unreal?
I want to start small, but Im having a bit of trouble trying to find where to start
there's a introduction on the unreal youtube channel I think that helped me a bit
This video gives us an overview of the Introduction to Blueprints video series as well as jumps into a high-level overview of the concepts behind Unreal Engine 4โs Blueprint Visual Scripting system.
Thank you!
hope it helps ๐
https://youtu.be/VyHbd6sx5Po
i've watched this old video and i have something to ask. and this video is old so no one will answer me there
so i'll ask it here xd
"watch it first"
so..
Anything H will say D will do the opposite
D is just trolling
Its just if A do B and if B do A just to prove her wrong
and there is still no meaning of this problem
H will say the right thing but in this problem
we gonna do the opposite just to prove her wrong
no one can abuse this to make an algorithm that will run forever
cuz this time the algorithm will be inside H
so H can say what D will do and there is no Bigger D to do the opposite this time
even if a human is doing this he wont get it right, if he says halts it will run forever and if he says run forever it will halt
i know there is something that i got wrong and thats why im asking, they wont offer 1m$ for this if its this easy
sorry for the bad explanation
One of the most influential problems and proofs in computer science, first introduced and proved impossible to solve by Alan Turing. The video provides the idea of this incredibly clever proof. I highly recommend anyone who is comfortable with mathematical proofs to read the formal proof to the problem (look at additional resources below for inf...
Hello. I am aware of how to make AI go to a RANDOM location, but is there a way to make it go to a SET location? If so. how?
Type in a vector in a reachable nav mesh bounds and watch it go! @trim matrix
yeah but i mean can't i just assign a object reference and it feeds its position into a vector?
^
Yeah just get the location of that object or simply get a reference of the object and plug it into target actor
Assuming you are using ai move to
Ok so let me ask this
I want my ai to have moments where the navmesh just stops. So like there's a scene I was gonna do in unity where the character looks back, a creature teleports behind him, and he starts walking towards the player, then because of the force of the footsteps, the floor under the player breaks and the creature teleports down to the basement where the player is falling. Is this possible in UE5? Sorry if its a stupid question
I even uninstalled Unity because to get pathfinding to work there good you have to code your own and i dont feel like using THAT version of navmesh
if it's not dynamic, animate the positions in timeline
What do you mean by "dynamic"?
Does it need to figure out which path of many paths is the the best way to go? Or does it just need to go from point A to point B on a set path?
Hi I need help replicating this code, any help would be greatly appreciated https://blueprintue.com/render/9we2xhxm/
the latter
can someone explains to me what do these mean. For context, one of my asset straight sent me to another map while it supposed to decrease my player's health
There are many different choices with lighting. I can see what materials are too complex, or what mesh is too heavy.
Is there are lighting mode that shows what BP is using the most CPU?
When it says 'none' it means you did not set a variable. If you are casting to a ball, and then reference that ball variable later in your BP, it will give this error. You can get around this with'is Valid?' node. It will ask if the ball varibible has been set. If not do... blablabla.....
i see
How do I move a texture over the x and y axis in a material blueprint?
try 0.3 not 100
R = Left to right. G = Up Down. (positive number slide the texture up). -.5 to +5 should be the max you ever need to use. Anything past that, and you are touching the edge of your texture. I used -.28 0 +0.28 to shift between 3 different textures on a sign.
probably smth along those lines
So I'm making a 2D RPG, and at the moment I have the attack system in place, but I'm trying to stop the player from being able to spam attacks until the animation is finished and a small amount of time has passed. Is it possible to ignore an input if an animation is playing? I mean I am doing that already I guess, but I'm having a weird issue that I don't understand fully. My character is getting set to their Default animation when an invalid attack is detected, instead of just not accepting it as valid.
Double check you entry logic immediately after the input
Usually you would check if it is NOT attacking then set attacking and run the attack
I'm a indie dev and I've just started learning, this is my first ever project so I'm sure that a lot of my stuff is wrong.
Yes no worries, part of the learning curve
What do you mean by entry logic?
You get from the player the input command to attack
First thing, you check if you are already attacking or not. If you are already attacking, nothing happens until the attack has finished.
If you are NOT already attacking, then you set IsAttacking to true and play the attack animation
At then end the delay resets IsAttacking to false so you can attack again
So the problem seems to be in your first branch
Yeah I have that working fine. The issue is that it's setting my animation to the default, which is blank so my sprite disappears when it returns that I am already attacking. It doesn't let me attack again until the delay is done.
The attack still goes through
It's overiding the animation for the attack with another animation when it receives an input when IsAttacking is true.
Yes that is because the condition on the first branch triggers if you character stands still
That's not standing still, that's a check for if they're airborne
Hey,I did something accidentally and my viewport split into 4. Does anyone know how to turn it back to normal?
Ok sorry, I see now that you have the branch out of false. Didnโt see it before. So that seems right indeed.
Click the little window icon on the top right of one of the viewports
You may not see it in full, but I can spot it in your pics
I suggest you do some blueprint debugging by keeping your BP on screen while you play
If the flip book resets there is something which triggers that
I found it. waaaaaaaaay out in the void of my event graph I had a random input action call going into a flipbook update
This is what was going on.
Thanks,I will try it.
i've spent a few days trying to figure this out, and a bit stumped, anyone played the Room games? trying to recreate something similar to their circular motion controls.
eg. use mouse to rotate an object, like a screwdriver, using circular motions, mimicking the turning of the screwdriver. anyone got any ideas the best way to do that, i need to work around the findLookAtRotation behaviour of pointing directly where the mouse is because that snaps the object to a rotation and it looks pretty bad
Heya, does anyone know a way to save a modified dynamic material instance, to a regular instance into content browser? I'm guessing something like create asset, but i can't construct a factory in blueprint.
Not sure but you could always look at what values you assigned into it, and create a material instance with the same parameters
since static instances can be saved as assets
But i can't create a material instance in blueprint, since i can't create a Factory.
I think i have a workaround now though, using duplicate asset, and using a premade instance of the material i want to copy
Alright guys. I have the attacking logic all done and dusted, but I have a system I want to implement and I'm not sure how to go about doing it. I want progressing through the combo to be reliant on two conditions.
1 - The animations only go through the combo if a valid hit is detected so that if you are just spamming it will just play the first attack every time otherwise.
2 - If there is enough of a delay in the attack inputs, even if a valid hit is detected it will still reset the combo.``` I can't find much info about these kind of conditions online, thought y'all might be able to point me in the right direction.
@mossy vessel
Thank you!
is that ue5?
Is there a way to Truncate a float to numbers of 100?
For instance, 125 becomes 100 and 375 becomes 400.
divide by 100, round number, multiply by 100
Thank you. That works ๐
create dynamic material instance
Hi guys someone know why Blend using variable causing Anim Notifies to stop firing?
its kinda strange cuz anim A notifies are working, but not B
Quick question, why are there two essentially duplicates?
E.g. I converted a point light into a blueprint so it has the root as the bpself and nested under it is a pointlight component, so it kinda makes sense, but I'm still kinda unsure if there is more to it, if there is a slight difference in behaviour with respect to something else I haven't considered
im blending default pose and "work" animation with notifies.
if work animation is default animation (goes straight to Output pose) or is A animation in Blend notifies are running.
But if its B animation in Blend - 0 notifies
@bright frigate if you have two components it will list them both when searching for nodes. If you only need one, just delete the other component
ok so both will do essentially the same thing right
If they are both point light components, yes
it's just how by default unreal made the light into a bp
That only has one point light so I'm not sure why it would display two
yea I didn't mess with anything just clicked convert to bp and it chose to make it a subclass of point light in the list, I just clicked ok
Here are two loose, untested ideas in my head for how to approach that. If you have a way to convert the mouse location from a pivot to a rotation (lookat works I guess), then all you need is an offset -- upon click, subtract the lookat rotation from the original rotation to get the difference and save the result to a variable, and then you'll have a useful offset that you can add to the lookat output.
Another idea is to, each frame, get the difference between the previous lookat result to the current lookat result. And then you'll have this running delta rotation that you can use to offset the object you're rotating on each frame. You could also potentially keep track of revolutions this way, e.g. a screw that needs 6 twists to lock in. You might run into issues when you cross a 180-deg threshold (e.g. 177ยฐ... 179ยฐ... -179ยฐ... -177ยฐ). I don't have an elegant solution off the top of my head for that. Probably have to check if the delta rotation exceeds some threshold, and when it does, add or subtract 360 to get the delta in a reasonable range.
If I select an actor in the World Outliner and open the Level Blueprint, I don't see any options for it when I right-click; dragging and dropping it does nothing either. Anyone have any idea why that might be?
Okay, turns out I was editing the persistent level BP, not the sublevel BP for the sublevel that the actor is in.
Hi! I am working with UE4 and using BPs, I have an issue where I override the characters mesh (player choose from Team A, Team B or Lobby) so its displaying another mesh by choice - the issue is that for some reason ragdoll (simulating physics) only works on the lobby mesh which is using the ue4 mannequin - I used "Set Skeletal Mesh" do get the result. Do I have to use something along with it so the death animation (just ragdoll) works?
In my game I have this room, and I want the background music's volume lower, leading to a pause, when I enter the room, and when I leave the room, I want it to raise the volume and continue, is this achievable?
Idk if I plained it properly
you may need to update the physics asset if you use a different mesh
yes thats possible
you would use two triggers like a collision box to your room, the one closer to the room triggers the volume lowering, the other one the raising
or just make one collision box which covers the whole room, on begin overlap you would lower volume, on end overlap you would raise it
Okay thanks!
thanks alot! I was importing the the meshes without setting up the physics asset
thanks for the response
Hopefully a quick question:
I know how to communicate from parent to child and get a reference.
How Do I communicate from the Child to the Parent?
Currently I am having the parent use tick to check a bool in the child actor. It's dragging my fps.
Does anybody know how to create a new directory? When searching for 'Make Directory' (https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/FileUtils/MakeDirectory/) in the blueprint editor nothing pops up
Make Directory
A single parent checking a value of a child in tick really shouldn't have much of an effect... either way, you could use an event dispatcher in the child. You can then bind an event in the parent to listen to it, and only run the logic when the dispatcher is called
That function should be available in a plugin that you can find in the Plugins tab (called Blueprint File Utilities or something like that)
Awesome, thanks a lot
Hello, I have a small question about Gameplay Statics and Blueprints.
It appears that GameplayStatics as a class is not available in Blueprints. So, where should a Blueprint developer keep globally relevant data? My first guess is inside the Game State, but I'm not sure.
Any advice would be appreciated.
Cheers.
I think gamestate is appropriate.
Okay, thank you.
well context is important @rancid quartz
you have GameMode (Server only in multiplayer), GameState (replicated to all clients), GameInstance (Local only on all clients and server).
PlayerState (specific for each player in the game)
Is there to not spawn actor if out line trace range
Thanks, Kaos. I guess it's a little confusing because it seems like what would be in one place in C++ in GameplayStatics is distributed over several places in Blueprint, eh?
not sure what you mean
GameplayStatics are just static functions
that can be used anywhere
just like a Blueprint Library BP.
Oh... maybe I'm showing my lack of experience. I thought it was common to keep global variables (the quintessential example being Gravity) all in the same place. And I thought that place was GameplayStatics. I guess it takes a bit more thought than that.
do unreal face link will remain free or it will be costly in the future?since I want to buy a Iphone 11 just for facelink app, is there any better option for lip-synching without iphone for free?
I'm getting the error "Blueprint Runtime Error: "Accessed None trying to read property LogLine". Blueprint: TopDownCharacter Function: Execute Ubergraph Top Down Character Graph: EventGraph Node: Set LogLineSingle"
Setting it manually from within WB_InformationWidget works, but trying to do it from the TopDownCharacter fails with that error. Does anyone have any clues?
Error
@lusty elbow Logline is a pointer to an instance of WBInformation. Pointers are null by default. You need to set that pointer somewhere.
Does anyone know how to make an in game camera. Like in phasmophobia where u use a camera to take a still image that u can look at elsewhere? Im trying to make a camera. I already have the 2d scene capture that displays itself on the screen of the camera.
But idk how to take a still shot of what is looking at and how to look at it later
you need to capture a specific frame into a second render target for a captured photo while using the first render target for camera view
How do you capture a specific frame into a second render target? You make a new render target and then you set render target I know. But how do I just make it that specific frame? Because I set render target and it was updating it every frame
there is a function, just replace render target, call Capture smth smth, (I dont remember) on the component, and replace redner target again
Ohhhh that's smart. You set that render target to not capture every frame. Basically put the film in, flash it with that image at that moment, then take it out and put the other film back in in a way.
emm, you want your redner target component to capture every frame if you want to use one component
OK so in the photo camera actor. There's a 2d capture scene cam. The screen has the mat of that render target so you can see what your talking a Pic of with the cam. Right?
So then hit interact key, flash goes off, then what? Off of the 2d capture component. What would I do?
Sorry I'm new to this relatively
Should I have a second 2d capture component? One that doesn't capture every frame and just have the one that does every frame for the live screen?
you have your scene capture component which captures to the first render target that you then use in a material, when you take a photo you replace a redner target with a second one, call component to capture (because you want it to happen right now) the image ends up on your second redner target, then replace the redner target on the component to your first redner target so it will still update the material
the photo ends up in your second target
and you use 1 component
OK I think I get what you mean. I'll have to test it out and see if I can get it to work.
if you want to have more than 1 photo you will need an array of render targets and before taking a photo, you will have to create a new one
Different approach - is there a way to make the static meshes non instanced? i dont need them to be
I've noticed that if I have lights set to visible, but they are way out of view (i.e. let's say I'm above ground and lights are underground), they affect the framerate. Why is that? Shouldn't they be culled since they are being obstructed by geometry completely?
speaking of lighting, RTX GI looks great ... alas it only works with HDRI so /fail for me lul
unfortunately these objects are created automatically from FBX import
bruh I first got into game engines way back with Trespasser from 1998, that thing you had to unload and load things literally 10 metres away from you because of obvious reasons but I was always fascinated by it ๐
It's not using the regular RTX raytracing
at least from what I understand
more of a Lumen-ish hybrid approach but without the insane performance hit of full blown rt
true
Thanks.. its given me an idea
just disabling the underground lights that I can't see has literally boosted my framerate to 2x lol
and those lights don't even have shadows enabled on them
AND I have a 3080 ...
pretty crazy
from like 70 fps to 250/uncapped
ZOMG I am still having an issue with getting the child to talk to the parent.
My issue is that the child (LockA) is trying to set a variable (a bool called Unlock) in the parent. I have several locks on different doors, and some door have more than one lock. Having the parent (door) control everything is easy. On construction is sets the variables for all the children and marks them as lock 1, 2, 3, etc. But then constantly checks (using tick) to see if the variables in each child have changed (from Locked to Unlocked... bool). This is killing my fps. So It would be nicer if the child could send a message to the parent, but unless the parent is hard coded, I can not figure out how to do this. I can cast to a parent if I know the parent is DoorA or DoorB, but I don't know how to cast to something unknown. The locks are used on different style doors. GetParent gives me a name, but I can not figure out how to attach this to anything to get it to call an event, or change a variable in the parent.
Yeah use an event dispatcher as I said earlier
Anyone available to try and help a first time dev with an issue.
HI๐ฅ, is there a way on Overlap with a BP, to on overlap with bp trough casting to say trigger overlap when overlap is with ONE SPECIFIC PART in the bp? Like a hand or something?
Hi! When i move my mouse my character doesnโt turn or look up, but when i click A my character goes left and when i click D my character goes right and i donโt know the issueโฆ help me please
is tick disabled if your player controller?
No
welp, beats me then
Thanks for the reply! How do I do that in blueprints? I have another widget that does something similar and I'm not having this issue.
@lusty elbow Pointers point to where an object is stored in memory. If it's invalid, then it isn't pointing at a valid object. To make it point to a valid object, you need to create that object first. For widgets this is often done with the CreateWidget node, then use the blue return value on that to populate your pointer.
Ooooh! I see it now. Thank you so much!
ok comrades, I have successfully got my day night cycle and streetlights enabling and disabling smoothly at the proper times.
Now I want to add a delay so that each light may start at an ever so slightly different, random time than the other like in real life (which happens due to age of the light fixture, the electronics and maybe even grid layout/distance, a light routed longer being activated slightly later, or its sensor of the sun at a different angle or dusty or whatever determining its different activation time)
So, shall I use a regular delay node, or a retriggerable delay?
for anyone interested how it's set up
Alright guys. I have the attacking logic all done and dusted, but I have a system I want to implement and I'm not sure how to go about doing it. I want progressing through the combo to be reliant on two conditions.
Conditions :
1 - The animations only go through the combo if a valid hit is detected so that if you are just spamming it will just play the first attack every time otherwise.
2 - If there is enough of a delay in the attack inputs, even if a valid hit is detected it will still reset the combo.
I can't find much info about these kind of conditions online, thought y'all might be able to point me in the right direction.
You can see the basic concept, I'm incrementing an int to track the combo, and then resetting it at the end. But I'm not quite sure how to implement the logic for the timing....
I should add, that I am a very new game dev, this is my first project. So I'm probably doing a lot of things inefficiently.
ok - im frustrated with a really stupid problem.
I've got a blueprint class (based on actor). it has a defaultsceneroot in it.
Then I have a child blueprint class of ^. It contains a Sphere static mesh (beneath the inherited defaultsceneroot).
Why cant I replace the DefaultSceneRoot like this (construction script of the child BP)
it throws no errors, and flatly doesnt work (runs, and when I inspect the instance in-world, the DefaultSceneRoot is still there).
@nimble raft Inherited components aren't really meant to be replaced. If you're replacing components in subclasses, your hierarchy plan needs a rework. for instance. If 199 of your classes are going to have a scene component, and 2 a sphere, then you need a base class that has none, and then a child of that with a scene component, and then your 199 classes can inherit from that and a second child from the no component base that that has a sphere, which your two sphere types can inherit from.
@maiden wadi so, my real goal here, is to have an empty parent BP, and have several different shape child BP. Importantly, the child static meshes need physics on .
This is my problem - with physics on, the child mesh moves around as I collide it - but the Actor (and the DefaultSceneRoot) stay put.
I need the Actor / parentBP / DefaultSceneRoot (which is not simulating) to follow the simulating child
hence me trying to replace it
Out of curiosity, is there any reason why you don't just replace the scene component with a static mesh component?
In the parent I mean. Parent can set it to null. Children can set it to whatever shape they want.
this kind of thing requires more advanced logic, either as a state machine or a behavior tree IMO
@maiden wadi interesting, that would work I think. However - it doesn't really answer the baseline question - why didn't that bp photo above work? like it silently fails... "its not meant to" <- can you elaborate?
Would this be the right place to post a question about nativization?
Would it be easier to remove the hit logic, and make it just the timed window?
you should look at how each attack may have a state, e.g. FirstSwing, SecondSwing etc.
and have each state perform different logic
then you can also make a SwingMissed state
that could act as a reset potentially
IMO think about how the states would correspond to the beheavior in real life, and go from there
@nimble raft When your actor instance is created. You create two pointers. One to a SceneComponent type, another to a StaticMeshComponent type. Then using those empty pointers you create two objects. A SceneComponent and a StaticMeshComponent, StaticMeshComponent is attached to SceneComponent. Your hierarchy is all set up. Then you come along in ConstructionScript and say that the pointer being used for SceneComponent should point to the StaticMeshComponent. You haven't actually done anything to the components themselves, you've simply changed what it points at.
THEN you can think about what and how each state executes logic
Yeah I'm a new dev so I'm not very experience but I'll take a look at State Machines and see if it will workfor what I need. ๐
if you're new, always start small IMO
@maiden wadi ah ok. I thought it was equivalent to the c++ where you literally set RootComponent. Am I right assuming there is no BP available Actor:ReplaceRootComponent or something like it? I searched a bunch and didnt find one.
Not seeing anything. I imagine to stop designers from breaking complex hierarchies. ๐
Is there any way to force a blueprint function that returns a bool to nativize as a return value and not an output parameter?
One nativized asset is trying to read it as a return value, while the function is being nativized as an output parameter
Maybe setting the bool as the first return.
But realistically nativization is largely a waste of time and effort. You'll spend less time and get a lot more mileage out of learning some rudimentary C++.
louis 14'd
When I drag multiple static meshes (2 x spheres) into my scene at the same time they both end up with the same world location (as shown by the XYZ widget). Why is this? I would expected world locations to be different because they are clearly in different locations!?
I'm a C++ dev, this is a large project that we are trying to "easily" squeeze some additional performance out of and thought that was a simple way to achieve that. Guess we will have to start porting blueprints to source then :/
thanks
???
I'd be too terrified of what the nativization would do to my code. ๐
yeah, just seeing how it can f up something so simple already put me off tbh
and bye to nativization I guess
lol
when you drag actors... that haven't been assigned a world location yet... into the world, you expect them to have different world locations?
the fact that I have dragged them into the scene - surely this gives them a world location?
so you're moving actors in the scene... and they move to the same world location, not keeping their offset?
thats not really it - After I drag them in together, i dont want them to move anymore. I just want to get their individual world locations i.e. sphere 1 and sphere 2. They both report the same location though. I guess this could have something to do with the FBX file they came from. Sorry if this doesnt make sense!
where are you asking their world locations from?
and what locations are they reporting? 0,0,0?
this is how im getting the spheres and getting their world locations
it prints the same location for both spheres
are they part of the same actor?
Ive tried looking for a relative, local, offset etc
they are separate actors in the scene
try GetActorLocation
ive tried that... same issue
could it be that the root components are in the same position, but the spheres are offset inside of their actor?
the location equals this, no matter what component i select
try clicking on the arrow next to absolute location and set it to the other option
and see if it still is the same
i tried that too. its the same values
Its bonkers! where the heck is this offset coming from?!?! ๐
they have different world locations - as i would expect.
it must have something to do with the source of the static meshes - the FBX file. They are referencing something I cant access to get their world location
Thank you for trying to help... been trying things for a few hours now!
i will get my question tidied up first... its not easy to explain!
@maiden wadi thanks for your help, I realized I could just use a variable to drive the Static Mesh in the component, and do away with the subclasses altogether ๐
any other way to get info from the current level? (ultimately, I want to create a soft object reference from it...)
not in BP AFAIK
this is what I've done personally
but that's because I can ensure that DT is available from the project settings... which requires cpp to setup
Is there a way to change the type of light (e.g. point or rect) to use for a blueprint? As in, the way you can set custom mesh in the construction script. I can't seem to figure out for type of light because a light is not a mesh it's a type of component or something
The lights are specific kinds of components
so if you wanted to change the type of the light, you would have to add a different kind of light component
Haha, neat... thanks, I think I'll do a variation on that ๐
@earnest tangle is there a way to expose that so I can drag and drop it?
I tried object reference or soft reference but I don't really have an idea with components
I use a GameInstance Subsystem for that currently. Keeps track of the loaded level, stores the data via GameplayTag. GameInstance has static data I can use to look up levels or data related to levels via the tag. System also handles my loading screen stuff.
To add comps in BP's you have to use the appropriate node, such as "add point light component"
they all get their own node like that
WTF Epic!?
They really don't care about blueprints, don't they?
looking at the github PR it sounds like there may be some technical or design flaw with the UWorld refs
To be fair. Level handling really isn't meant to be a designers job most times.
Right, because designers love shit like this? ๐
What are you even doing with that?
trying to stay sane is what I'm doing... but it's difficult
but is it possible to swap out which component is being used by a blueprint the way you can do with a static mesh?
you can just add the type of component you want to use instead of hardcoding the component in the component tree
where do you input your master level list?
beyond that it gets a bit tricky
so will it be a case of just setting the point light disabled and the other enabled something like that
yes
just don't add the point light at all unless that's the type of light you want
I mean disabling it would also work I guess but not sure why you'd want them both
Can we check that if line trace is not hitting any object i tried to print string but nothing shows up . It only works on success.
well originally I converted the point light that I used for my streetlights. I thought I'll later add ability to change the type of light so I can reuse it elsewhere.
Meanwhile, I already have like a spotlight elsewhere. So different light. However, I want the exact same logic available (like responding to changes in game time)
the cast may fail
basically I want to reuse as much as I can
it works thank you so much for quick answer
if it's an issue of future proofing, you can always come back to it
the creed still goes: make it work, make it neat, make it fast
not make it fast, make it work, make it neat
as many people do
no I definitely make it work first
as I said, I got the streetlights working and now I'm looking at ways to reuse it for other types of lights
but I didn't realise that it's a different thing for components
I don't really see a point in changing lights per asset necessarily. if the whole street light, including the mesh and light, is the asset, then where would that be reusable?
There's no mesh on the light, it's just a light
so... you wanted to save a light component and switch it with a different one with no regards to the mesh?
there's no mesh ๐
it's just a light
I was hoping to make a blueprint which I can select type of light component so that I can place it wherever I want that kind of light-logic to be
Just make a scene component be the root component for it instead of the light
then you can just have one of the light comps added to it
I mean that seems like it should work?
e.g. my streetlights have a nice bit of logic for switching on and off at random times depending on time of day. I have a place where I want to use a spotlight instead but instead of copy pasting the logic it'll be the same BP
alternatively you could create an actor component which contains your light adjusting logic, so that you can add that component to other light related actors
if it's like a tool for picking different lights (although I fail to see where it would be used), you can use an enum in the construction script to spawn compnents attached to the root, depending on the enum type
whether this is actually faster than picking out a light from the components drop down combo box is anyone's guess
well if it doesn't make any significant difference I'll just go with making the spotlight a BP and copy paste the logic there too
but that means adding yet another node at the end of the tick which I was hoping to avoid, although that may not make much of a difference either
Don't get too infatuated with inheritance.
if I could have changed just the light component then I guess it would be part of this array
IMO the smartest thing you could do if you're doing it in regards to turning lights on depending on TOD
is using a subsystem that the lights self register to
the subsystem keeps track of the TOD and calls the lights when they need to switch
ok I understand the English part of that ๐
the logic for keeping track of whether to switch on or off is within the light BP
I would just make a TimeOfDay interface and have some central entity pass it to the sun/moon and all other objects that need the time
or have each entity get time from a subsystem or other entity
my sun BP keeps track of all the seconds passing. That "update sun" event is calling the event in the light bp, which checks if the seconds are so and so and whether to switch on or off
is that similar to the sub system being talked about?
the behaviour I mean
a subsystem is like a manager
it automates the process quite a bit
and prevents weirdness
you can have roughly the same logic with a spawned actor in the level
sounds like multiplayer useful stuff
nah
I use subsystems for saving, I use them for AI
weather,
whatever you need really
Subsystems are great because you can globally get them too
ToD seems like a perfect candidate for a subsystem
ya if ToD is a big deal, make it a subsystem for sure.
well every tutorial on subsystems seems to be on multiplayer related topics
something to do with steam and steam parties
That's just the OnlineSubsystem which is one subsystem already in the engine
Subsystems are like components on an engine/world level
Subsystems are C++ only tho so you're gonna have to delve to that
My game tracks time of day in GameState because it's easier to keep it there for stuff like savegames :P
ahhhhhhhh
In the meantime you can replicate the same functionality just by having ToD "live" in GameMode or GameState
well considering I haven't touched C++ in at least 4 or so years ... gonna have to skip that ๐
probably 6 actually
game mode is even an actor... so it could be a component on gamemode, if you want separation
Really the only difference would be something like
Get GameState
Cast to MyGameState
Register ToD Listener
vs
Get ToDSubSystem
Register ToD Listener
well considering the size and scale of my scene, I don't really need to do these things
so I suppose I'll just jank copy paste the bp lol
important to note that game state is flushed between levels
erm so, why are these last two not affected by the same logic? All the others turned on
during a simulation the array has 17 total items in it, why is it ignoring these two?
Is there a way to make billboards render behind geometry in the editor?
I am making a tool in the construct script using a billboard as an icon, but when it goes behind geometry you can't see or click it again.
material billboard -> custom depth mask
ok seems I needed to put a foreach loop for the update event
but the question is why was it working for all the other lights without the for loop ๐โ
Yeah, but this is for post processing, isn't it? I wanted for it to show up in the editor without having a PP material
what do you mean?
They're all the same - stationary
Show your logic for how the lights are controlled.
we can't just sit here and guess why it's not working without any info
here's one
why so agro? I stated it wasn't working, I shared a picture, I said that the array was not showing the final 2 objects in it and then that adding a foreach loop (in the picture above) solved it
you have to set the custom depth mask inside of the material itself. talk to people over at #graphics for how to solve it
How to convert a relative transform to a world transform?
Aight, thanks!
Any help?
Root world location + relative = relative world loc?
ohhh, ok. sry
Yeah. I figured it myself. Thanks anyways ๐
I've got agents of multiple sizes. How do I stop them from crossing paths? Crowd manager allows only 1 agent. I've tried all the hacks I could think of.
cpp your way out of it
argh.. I can load and unload streaming levels fine except for this one level, which loads in OK but refuses to unload. anyone have ideas for things to look for to fix it?
I thought maybe it was my player collisions but even manually piping in a keyboard command is failing to trigger stuff that I'd normally just bind an event to
I'm using a different pawn in there than the player spawned with in the persistent level, is that the problem>?
afaik it's the only thing that's intrinsically different than the other maps but the keyboard input is bound either way so wtf
So, I have created this blueprint https://blueprintue.com/render/99zrvi45
But for some obscure reason, the decal material doesnt respect what I have set. It just always spawns the default decal material.
Any ideas whats going on?
breakpoint it and see if there's anything going on
does anyone know of a way to get all blueprints that implement a specific interface? GetAllActorswithInterface is only returning actors that exist in the world and I need a way to just get them all
you want references to things that don't exist?
no it's an existing blueprint but it isn't present in the world
as in you don't have to drag it into the viewport in order for it to be registered
you mean UObjects with interfaces?
UObjects aren't exposed to blueprint generally by design
UObject?
Any thoughts on the best way to data model character skins? Current version I'm thinking is just skeletal mesh + material instance array (I want to share skeleton and animBP across skins)
for multiple nav agents, even that doesn't help
Uh, any reason I wouldn't be able to update to 4.27.1?
UObject is the base class for all classes in the engine. Actor is the subclass that can be placed in world. most BP logic only extends as far as actors
ah, alright then I'll just have to do something else
but you can't use Get All Objects of Class the way you can Get All Actors of Class
no, but you can have them register with some easily accessible class
I wanted them to be automatically accessible without having to manually register anything
like there's a series of objects that I need in a list
this is as elegant a way as they come
well get all actors only happened the one time at startup so it wasn't a huge deal
I think the issue is that Objects may be initialized before BeginPlay
that depends on what constructs them, and when
they're static the objects just hold some data and functions
we have literally everything initialized and ready to go before BeginPlay gets called on anything
anyway, thanks everyone
no
then make a data asset
yes but if you were to pull the registering in something like GameMode you couldn't be certain it exists before you start the registration
data asset?
it can hold data, it can hold functions, and it can be referenced by anything via direct asset reference
well that would work but is there a way to address a group of them en mass at run time?
you make an array of data asset references and just assign them on the CDO
as a simplest variation
yeah, honestly I think I'll just go with registering objects as normal, I'm trying to go for something friendly to noobs more than anything else
data asset exist to do exactly what you need here
hold on I need to just google it, thanks a ton for the help
what can make inputs or events go dead?
or the ability to unload a map
dagnamit
the inputs aren't all dead but I can't trigger an unload and if I try to print string it, I get nothing from even certain keyboard inputs.. I should restart ffs
So I am using a sphere collision around my character to check for items that I can pick up, I currently have my items set to overlap all, but I want them to have physics and react to gravity and my player if I walk inti them, but turning on physics just drops them out of the world
What custom collision would I need to use to achieve this
Inputs can be consumed by input events (i.e if you have 2 'K' key events, one of these will consume the event and let the other not fire). Also if you use Input events outside from your controller space you need to set Auto input in the Actors details panel.
ah, hmm, interesting..
You can turn the consuming off in the events detail panel
ok I will look, tyvm!
For the add static mesh component, i have to choose the static mesh in the blueprint. How can I make it so that the static mesh is a public variable? I cannot connect a static mesh variable into the "Add Static Mesh Component" node
thanks! was a bit of a noob question
also, is there a way to do this with less nodes:
set relative location?
not exactly sure what your making a transform for, so its a guess.
worked for me, thanks
do unreal face link will remain free or it will be costly in the future?since I want to buy a Iphone 11 just for facelink app, is there any better option for lip-synching for free?
Hello,
I have trouble with disappering actors. I'm creating airfighter dogfight game. It's important to see other planes. How to turn off disappering? When planes got small distance they began to disappear. In order to see them again i must almost colide with plane.
How to fix this?
I've tried to enable never cull
did you used and tested facelink ?
is there any other option to buy ? did you have any info?
ok
Is there a plugin that exports blueprints when you save them as PDF or PNG image?
What would you prioritize to work on more in terms of gameplay? https://youtu.be/LfDyJYGnjJc
What would you prioritize work on more?
How can I change line trace to overlap events? Had tried with begin overlap and end overlap in pickup actor with no luck. Ofcourse Changed collision from block to pawn
hey, how do i trigger blueprint evets in the level sequencer?
@dreamy solsticehttps://docs.unrealengine.com/4.27/en-US/AnimatingObjects/Sequencer/HowTo/TracksEvent/
Hi there'
I have a problem
I have some anim montages that use the upper body slot
I have one anim montage that I want for the entire body
how can I have these montages not conflict with each other because when i try to set it up the fullbody montage works then the upperbody monages break
#animation is probably a better place for your question
I need help, how do I combine these two into one state machine
after several minutes finding out what bp it used i got it
sooo thanks ๐
IS there a way to spawn a blueprint after a level sequence finishes?
How would you solve this situation? I'm trying to make only 1 player go if two collide with each other before continuing in their path once the player allowed to leave is out of range.
My main issue is that if every colliding pawn tells the other to stop no one would move?
how to filter an array of strings by some condition? in blueprint, in pure function that doesnt create variables. is it possible?
I guess that could be a random float and statistically they will never be the same?
I've downloaded a Mersenne Twister Random Plugin I've been told it's pretty random? is that true?
was it stupid of me to buy haha? I know nothing about coding so I rely on a lot of stuff like that
realistically as an artist there are a lot of simple plugins that would make bank if someone that could made them
the store is barren
how to make new smaller array? do i need to create a variable for that?
@trim matrix thank you for your help! lots of love โค๏ธ ๐
integer64>float?
in randomness I mean
is this something I should not do?
It's not giving me an infinite loop error ๐ค
https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/BP_HowTo/WorkingWithArrays/
according to this i dont think its possible to make an array to return from pure function in Blueprints
am i missing something?
haha yeah I just want a mesh to continuesly blink untill i press a button to turn it off.. Is what I posted a bad practise?
well, its possible to make an array, but how to connect for each loop to populate the array?
Timers
cause it feels that way but I see this as logical
or Timelines
yep it seems impossible. solutions on internet involve creation of the array variables https://answers.unrealengine.com/questions/86309/how-can-i-dynamically-create-an-array-within-a-blu.html
thank God I discovered Sequence.. I was really suffering with out it lol
Thanks, that worked!
control flow: switch on object class reference (return value from AssetDataStructure/GetClass). possible?
hey guys I am trying to make a function, that checks if widget is a part of other widget's hierarchy, but I'm kinda stuck. I guess the best way would be to have an array of integers to navigate through each GetAllChildren, like in the picture attached. does anyone know how to create such function?
I don't remember but can you just get the widget's parent widget?
If so, you could just traverse the parents until you either run out of parents, or the parent matches the desired one
@stoic crest Are you able to use C++ at all?
not yet, I just started learning yesterday ๐ข
All good. Was just wondering, because that is much easier in C++ using the WidgetTree.
oh thats interesting, can't wait to find out more
When i import an inventory download in my project content folder it gave me only the folder and not the assets etcโฆ how to fix this
I'm making a game where the game asks all players a question, first person answer proceeds to next round.
Where is the best place to "manage" the question from, level blueprint?
Like I'm not sure where I should make this blueprint
make an actor which is the game manager
Level blueprint ๐
In the default third person character playerblueprint,
how do i disable whatever makes the character turn towards the direction of movement
thanks
is there any way to add hyphens between a string after every 4 characters?
Don't even really need to do that if you get the character array. Loop over it, and every fourth loop, add a hyphen at the index and increment.. Oh wait.. can you ++ a blueprint macro's loop iterator?
hmm
its appending all the hyphens in the beggining is my branch statement wrong? @maiden wadi @trim matrix
0 mod 4 is 0, and arrays start at index 0 so yes it is wrong
Hi, I'm trying to make a crosshair (static), is it better to use HUD BP class or Widget?
I tried using HUD class, but it seem to not appear on screen even after I set gamemode's HUD class to my HUD
Do I need to call it in my player BP like using Widget?
To change the HUD class, just set it in GameMode, and make sure that map is using that game mode in project or map settings.
Simple crosshairs are fine in HUD, but if you need more complex stuff like interaction displays around the crosshair and such, it can be much easier to drop into a widget.
So is it better to learn using widget for the long run? (If will be using dynamic, hit marker)
hello how do u communicate between two different gamemodes and player controllers between two different levels?
Game instance is one way
Or savegame
Depends on the game though.
im trying to make a team selection in the lobby then open another level and have the player join their selected team
im using a lobby gamemode and controller then switches to game controller and gamemode when game starts
You would use a game instance for that.
Or just change the default gamemode for that level.
Same with the player controller
U would use a game instance only if the different teams had different gamemodes. But if all of the players have the same gamemode regardless of teams, itโs unnecessary
Is it even possible to have different gamemodes based on teams? Didnt think so
I dont think so. You can have different player controllers i think.
Why would you do that, or what exactly would that accomplish?
I dont, i just read the above comment, and it sounded like it was a possibility
How can I spawn the player BP after a sequencer gets done playing?
Save which team the player is on to a game instance and when you open the game level, set the variable in the character to the variable in the game instance.
Thereโs no connection to the execute pin.
Hello!
This is the sound played by a shotgun, since it is firing 6 pellets at once it plays the shooting sound of the shotgun 6 times. is there any way to prevent this? I am having this logic inside of a function
google didnt help so far
@sage pecan I would personally go with Widgets. If you're aware of how they space themselves on screen, it's very easy to put one in direct center of the screen by simply adding it to viewport and setting the correct values.
For instance, these functions called on a crosshair widget.
use "do once" node and then reset it back after 6th trigger
@gritty elm its still happening
did you verified your sound? maybe your sound itself is triggers many times
the code you've shown in image is inside actor. If you spawn this actor 6 times, then it will play sound six times?
Depending on the method of firing, it seems you're playing the sound 6 times. Show more of your code prior to playing the sound
@gritty elm thats the sound cue, it is inside an actor as a function (if that makes sense)
did you tried to play only sound cue in the editor ( just to make sure it only plays once )
so if it doesn't, then you probably spawning sound attached multiple times. Add breakpoints or print string ( just to make sure it only print string once
I bet you're using a for loop to spawn the actor right?
It's going to play six times that way. You can play the sound OnCompleted if so
Show code and get help.
If its inside a function, does do once even work?
don't use do once inside function. you need to have strong concepts about functions
I would think not
i try outside the function
Yes, spawn the sound stuff outside of function
lol that fixed it
thanks alot @gritty elm @paper galleon @gentle urchin โค๏ธ
sure.
Probably need to reset the do once on reload
Do once shouldn't even be there anymore.
im not sure what it wants me to connect
The cast node is not connected
It's pretty obvious
the do once is deleted from inside the function and i put it in the BP right before I call the function - again thanks alot
yeah thanks i was in my own head about other stuff lol
You can convert it to a pure cast instead of connecting it.
๐ you can convert the node to a pure cast of you're sure it's a player controller which it usually is for widgets. That way you don't need to connect it
Lol beat me to it
Lol
Right , so the sound works for the second shot aswell?
yea with a delay i reset the 'do once' node
Alright. If you spawn the actors with a loop you can attain the same effect by plaving the sound node at the "complete" end of the loop. Removes the need for the do once and reset. As Ozy mentioned
And less work for you :p
@gentle urchin sorry but what loop do i use for that?
For loop. First index 0 last index 5
will try that
Spawn actor for each index. Then drag off the on completed pin and play your sound
it's playing it 6 times again, sorry for the questions here, first time doing the loop thing
Drag off the loop body and spawn actor there. Then drag off completed and play sound there.
You might need to create a fresh function for that rather than trying to refactor an old one. Seeing as you're a bit green
by actor you mean the pellets, right? the sound is just attached to it, do i get that right?
As far as I can see , you're playing the sound at the shotgun location.
Yeah, the pellets.
I'm not with my pc. I'd have sent an example. Maybe someone else can help
its fine, thanks alot! will try to get it right and not break the other weapons in the process
Yeah. It's quite simple in principle. Spawn the pellet six times and after the six have been spawned, play the sound. That way, the sound plays only once and it's a clean method of creating a shotgun
LoopBody->SpawnActorFromClass(pellet)
Completed->SpawnSoundAttached
First index 0, last index 5
thanks alot i will keep trying
Not sure what you're using hit result for
hey guys, im really new with this stuff and im trying to learn
basically im making this door here toggalable, pressing E makes it dissapear, then pressing E makes it re appear when you are in its range
but for some reason after making it dissapear the first time it never reappears after pressing E again
any ideas?
why are you disabling input
its to stop you from being able to trigger it outside the box trigger
use a bool for that and check the bool is true when you press E
whats a bool?
yeah thats what i was doing, ive been going through some
i did the unreal blueprints tutorial but after finishing it, tho i know how to turn lights on and off there are some areas im not good at
Okay, one of the firat things taught should have been variable types
firat?
I'll send something. Give me a minute
thanks!
first. typo
fixed it
this won't work as intended
hello. How can i make a structure array for string arrays?
i was a fool and was following what i did for the lights
seems to be working exactly how i wanted it to tho
Try it when not in range. You'll find that it works as well
Structure array?
yeah tho the issue ive had in the past is that the collissions are still there even after the door dissapears
yeah
set the value of variable. The box checked mean the Bool var will be true, unchecked is false.
bool?
A Boolean variable. It can be true or false.
You need a few more lessons. Basically what is happening is that when in range set the boolean to true and when not in range, set it to false. At any time you press E it checks that IsInRange is true. If it is, it toggles the door
This is probably the simplest variable type. Either true or false
Where would you recommend lessons?
First of all, u need to get some basic programming knowledge, to understand things. There are lot of videos for begineers.
But on ue page u can learn too.
https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/UserGuide/Variables/
What he said
i tried learning code, c++ and c sharp n such, but it ended up being too much for me to handle
but then my friend told me to do blueprints which is a visual version of coding and is way easier
There is the misconception that using blueprints does not require any programming knowledge. That is far from the truth
U dont need to make codes in UE4, thats true, but the logic behind BP is programming too.
It just means that is is faster and easier to visualize your logic
Visual scripting is much easier if u already know any programming language. But the good thing in ue, u can start the VS without any previous programming experience, just its important to think about VS like another languege, just with nodes not with words.
I mean so far ive gotten the hang of it pretty quickly, sure my methods are a bit larger and less clean but i feel like it still does the job
id just want to shrink it down and make it work
U cant skip learning the basic of variables, functions, macros, etc.
You need first to understand what variables and data types are. That is the fundamental of any programming
This things is used in visual scripting too, so u need to understand it.
yeah and im not planning to
i just didnt know this was something i had to do, all the tutorial videos just threw you straight into it
its also painful that the videos are like 5 hours long
with no editing
it would be so much easier to consume if they were to just cut out the part where they take breaks, or cough, or make mistakes
yeah, im intent on learning this, i just get stuck on some parts
thx for this link
but is there any youtube videos people would suggest?
It's fine. Just don't try to start making the next MMO๐
im currently going through this but so far it is yet to cover the stuff you guys mentioned
hahah well i do have game ideas but its nothing stupid complex or anything that weve already seen
The thing is that most UE4 tutorials start by teaching about the engine not really programming. YOU, need some level of programming knowledge. I don't know any UE4 tutorials that teach that. There probably are some. But a general programming knowledge is good too. Take one or two days to learn something easy like python basics.
ah thats a bummer
last time i tried messing around with code i took like a month break lol it was too much for me to understand
Ryan Laley making pretty detailed ue videos
Its not. You shouldn't be put off by that. You made the mistake of starting with C++. That is almost always a disaster for someone with zero programming knowledge
The Unreal Engine's YT channel make pretty good tutorials too. Need to know, some thing in videos can be outdated, mb the nodes renamed, but with google u can find this changes.
https://www.youtube.com/watch?v=zaVY5A0hqiI
For the full tutorial playlist:
https://www.youtube.com/playlist?list=PLZlv_N0_O1ga2b_ZaJoaR5dLHOFw4-MMl
This video overviews the concepts of variables in Blueprints and how you can create and use them.
A link to the wiki for further notes is available here -
https://wiki.unrealengine.com/Blueprint_Essentials:_Variables_Overview
Each variable you create in your Blueprints must have a set type. This video covers the most common variable types.
A link to the wiki for further notes is available here -
https://wiki.unrealengine.com/Blueprint_Essentials:_Variable_Types
I'm guessing there's some widget with that colour overlaying that image
It seem to be an image set to button
and it has the same issue
What's the best way to get a float variable (such as "impact time") given an animation montage inside a normal blueprint?
Animation Montages where you manually set the impact time of the attack:
AM_Attack1: Impact time at 1.0s
AM_Attack2: Impact time at 1.5s
AM_Attack3: Impact time at 2.0s
Then in any blueprint, you can get the impact time given an animation montage.
One solution I'm currently doing (that is very messy) is storing it in Game State: a dictionary/hashmap of Animation Montage - impact time (float) key-value pairs.
So in any blueprint I just grab the Game State and input the Animation Montage to get the impact time.
Of course, it is messy. You have to update the dictionary/hashmap in Game State.
Optimally, it would be nice if I can set a variable for impact time inside the Animation Montage itself. Then in any blueprint I'll just call some function like GetImpactTime(Animation Montage). Is this possible?
have you tried anim notifies?
Or anim states
Allowing to be at desired length, has a begin end, and tick notify avaliable
Used by the ActionRPG template
If you wanna see a sample of it
Hey guys, I've a bit of a UMG issue. Basically i've been plugging the progress bars into my throttle and brake output
and steering also
but when the games deployed, it does not show. It shows up inside PIE mode however
is there a reason for this?
Does anyone know how to make player movement speed separate from framerate? (using blueprints)
argghh, I cannot unload this streaming level for the life of me. I do it in other sublevels fine. what can be going wrong? if I trigger to load a new sublevel and unload the map in question immediately upon Begin play, or at the end of my initial begin play routines, and it loads and unloads fine. but in this particular map, if I try to call it by custom event, bound event, even debugging input, it refuses to even print a string from the routine
it's the exact same approach I use in the other sub levels. is there a way to force the file to rebuild or something? it compiles fine but failing to print a string is messed up
Is there a way to see the blueprint call stack in UE5? I cant find the option
blueprint debugger window. only visible during breakpoints
Am I doing something wrong then? I stick a BP in my function, which is three funcs deep (UpdateObjective> UpdateQuestLine>UpdateQuest), and this is all I see
If I want it to update, I have to step over/into things, and it only keeps tracks of the nodes I step onto
from what I can tell it does what it says on the tin. I think those objects being deleted may be part of your issue
As far as I can tell, they aren't deleted. I am in a single object, and if I step out the Exectuion Trace will update, showing the new node at the top. It isn't a call stack, it just keeps track of what nodes I stop at, in the order I stop at them
RIP T_T
I'm creating a game with planes as pawns.
So I know that a controller can control a pawn, so in this situation the pawn will be the plane.
What should I put in the controller and in the pawn? Do I put the health in the controller or the pawn and where do I put the controls aka movement WSAD etc ?
Hope everyone has an amazing weekend ๐ (or will have)
this is what the 3Cs are based on
camera, character, controller
hi someone can help me
So the health goes into the pawn, because if it dies the health doesn't need to be persistent, stats and equipment should be in controller same as movement?
input should be in controller
with blue pront
anything that is related to the character, should be on the character
iaa
if the player dies, what object really dies?
i
this needs to be stickied or a bot command really
@devout dove if you have further questions feel free to ask
So the idea is to let the Pawn/plane die and then be respawned with full HP etc.
I meant that as a way for you to think about what each object is responsible for
another way of thinking about is that: controller is the player (and has all responsibility for player action), pawn is character (and has all responsibility for character action), view is camera (and has all responsibility for view presentation)
help meeeeeeeeeeeeeeeee
try to ask your question clearly otherwise nobody can help you.
why when i mix my prject said invalid class
for example for main charchter
when i assign to third person controller a hud and try to assign the same hud say invalid
how i can attach the hud to my new charcchter
its a game with two controllable char^achters
in different scenes
Thank you
Thank you! thought something was wrong but I also did a lot of stupid little changes to my settings but it works perfectly
you have to recreate some nodes. or probably you are missing some blueprint classes.
the class is how i named
the charchter
where
the probelm is the main charchter
one is warrior 1
and the other i didnt chnage
go to those error links and show picture of your blueprint.
How can I set the Camera Transform of my player pawn? This doesn't work:
Camera changes location, but keeps looking in same direction
is this first person
Yes
So I am trying to send a blueprint interface call to from a radial menu widget and I can't seem to cast(and I dont want to really) to my character class fox that is following my human player around... How can I get my BPI to send to the right place
how do i change the character movement speed for the SideScroller character through code like change it by pressing an input
but my interface on my fox character inside the interface function doesn't seem to receive anything ๐ฆ Ill check out the select!
get a reference to character movement and set the max walk speed to something you want
E.g. use shift for a sprint where you will set the max walk speed you currently have to double then when released back down to normal
I don't know the specifics of the first person character in BP. but you should be able to rotate the camera on its own, even though it's not recommended
I get this problem some months ago. If i remember correctly, i worked on some images in Photoshop, if i saved the photoshop file as a TGA (so not exported it, UE can use TGA files as image), then everything was fine.
Sorry but how do I get an event from the owner of the component
png better then JPG, idk UE how working with it. If u dont have a photoshop downloaded on ur PC, write me a direct message, send me this photo, and i'll send a TGA just to test it.
can u give a more details about ur problem?
Mmmh, nope. Thats what I try. The camera moves to new transforms location but doesn't change view direction
so I wanna access the hit event from an actor from an actor component
try changing it in the player camera manager instead
perhaps that will work. but maybe it's hard coded not to
because again, it's not recommended
Still not clear for me, maybe because its pretty late. Can u show image from ur blueprint?
there are no images as it's not working. I'm trying to somehow get the Hit event from the BP owner to the attached Component
and it's kinda not working cus there is no such event
If I untick 'Use Pawn Control Rotation' I can set the rotation manually. But then it wont follow my pawn anymore
This one works:
I think ^^ Have to investigate further
So u want to make some changes with an event related to a component if the BP owner is hit?
U can make custom events for that.
well, something like this...idk what i'm doing wroing
Works to change player camera. I use it with 'Find Look At Rotation' to set focus
@trim matrix so this is the interface call in the other character but the string never pops up and nothing fires
U can use the Event Hit node (https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/AddEvent/Collision/EventHit/ )
Or if u have a specific projectile or something like that, then u can use a collision box (the Third Person and maybe the first person have one on default) and on that collision box with Event Begin Overlap u can "sense" the projectile.
Event Hit
oh my bad @sturdy herald ...I wasn't aware of the other node. now it works just fine. I was taling about an component and not the actor btw :D still thanks
good u get the result what u wanted:)
In general what's the greatest slope angle NavMeshes will work with>?
If I wanted to handle clicks different for a button inside a UserWidget, such as left click does action A and right click does action B, what would be the best way to go about handling that? I see that a Button has an OnClickEvent, but from what I can tell, that's only for left clicks. Thanks! ๐
unsure what you exactly mean other then adding a breakpoint in certain areas but on forums I am getting conflicting information that my widget by having a reference to self wont send the interface call without the correct target which then I would need a reference for it like a cast
so what should I plug into target here if what I am trying to cast to is a character
@trim matrix I appreciate the help btw ๐
In your charachter blueprint, use this nodes (just write in search). In ur widget make the bool variables (RightMouseButtonPressed, LeftMouseButtonPressed).
Make variable in charachter blueprint, in type list search for the name of ur widget and make that the type of the variable. From the Charachter blueprint with pressed/realesed change the value of the bool var in widget. In Widget Graph, at OnClickedEvent make a Branch and use this bools as u want (note that both of the bool can be true at same time, but depending how u make the conditions, u have a chance to make a right click or left click dominant button, with sequence both of the actions will be called, etc). I have a sample from one of my project's first person charachter, just im using the D and G keys for calling some events in widget BP.
is that your character blueprint being responsible for a widget?
the widget is created for the charachter user and added to viewport.
Btw, @polar stirrup, u can promote to variable the Create Widget's "Return Value" output when u're created the widget.
why would you make the character responsible for the widget in this case? seems like the logic is tripping over itself
I dont know what u mean when u say the character is responsible for the widget or what is the problem with it
Hello guys and gals ! Do you know how to use a timeline outside of an actor ? I am creating an action system (action derived from uobject) and can't use a TL in the BP ...
u can make i think any time an actor just for this purpose (if u cant place this TL in another actor) and cast to it when need.
But I will never be able to use it like a regular TL on my "action" ...
use a timer
and a curve, if necessary
I can use a curve directly like that ? I noticed I could add a TL variable on my object also ... And set the curve if I needed but it doesn't appear as a regular TL anyway
Easy to use a curve directly in a BP ?
Perfect
finally found it! a spot where I was killing off the previous player pawn before spawning a different character type had an error where I was destroying the level instead of the intended child actor.. thanks again for helping me.
ah yes, the classic destroying the world instead of killing children mistake... we've all been there
lol, thanks ;D
you'd think that destroying the level itself would annoy the engine at least a little
the whole thing was supposed to be a shortcut time saver too, haha
hmm am I blind? I have a gate that refuses to close, my variable is 0 as told by a print string. And yet, it does not close. The event is done trough a tick
this seems like such a simple thing that should work
The open and close branch is done by a constant raycast
both are firing
just disconnect ur boolean and make it false always
to test it
if that works, then you know something is wrong with ur Go Up variable not being set correctly, or if it doesn't work then you misunderstand whatever is happening after it exits the gate vs what you thought it should do.
hmm I did this and it still fired wtf lol
I thought a locked gate would block any input
it does, unless you edited the Gate macro code
sometimes we work on stuff too long and forget whats going on. I would disconnect the Exit too.
that what you know some other code isn't running in place of
oh I did, when I do that it doesn't run
Wondering if somebody could clarify, is CameraShakeBase in UE5 the same as CameraShake in UE4?
well there's also order of operations/execution, so it's possible the gate can run once or a few times before it gets closed.
yeah that's understandable, although mine just keeps running
0 is my variable
and hello my event firing
lol
then something isn't called the branch
hmm
use the "Check Whether..." event, split it with a Sequence
then from the Sequence you can connect right to your branch
and do both things with just that one event
nice
no idea, but replying so your question is bumped as new
#ue5-general may be useful aswell
so... when I hide an actor and then show it again later, it's fallen off through the bottom of the world because I turned collisions off on it; rather than just setting hidden and collisions to off, is there a generic 'suspend' actor function I should be using?
why did it fall?
so turn physics off for the actor too
It seems odd that I have to guess what the 5 or 6 things I need to toggle on an actor are
That's why I'm asking if there's a higher level function I should be using instead.
collisions, physics, visiblity, tick
not really
... on the parent and all child subcomponents?
you need to disable physics, collisions, etc
you're retaining the state; you could snapshot the entire object state into a struct
destroy it
create it later
but serializing the physics state is a pain
I'll just writing a library function for it~
i just made a wrapper function to handle it
does anyone know why could this cast fail? i used it from another project (that i use as a guide) where it works fine but on mine it fails even tho it have the same stuff!
Can I make a select for bool? Looking to do this but with true/false
would like to avoid infinity enum equals
am dumb, immediately answered my own question, switch pin type to bool
~,~
Is your HUD class set to BP_HUD in your Game Mode settings?
Does anyone know where this node is? I can't find it at all
It's for animation blueprints I think
so if you're trying to use it in something that's not an anim bp it probably won't show up
Hm, I tried typing it in Anim BP but I still can't find it even with context off