#blueprint

402296 messages ยท Page 743 of 403

dark crow
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Nu

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If you click the uuh

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Semicircle line whatever in the Variable

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You can change it in an Array

wraith bay
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ohh

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got it

dark crow
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Yup

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Then click the eye on it

wraith bay
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This you mean

dark crow
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Yeah

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After you click the Eye, if you click the Button in your level, you'll see it exposed on the Instance

wraith bay
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Wait dont I have to link this array to something

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I link it to destroy?

dark crow
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Yeah, instead of GetAllActorsOfClass use that

wraith bay
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Hmm isnt destroying them

dark crow
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Yup

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Click the button in your Level

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and go into Details

wraith bay
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Still gives me pending kill ๐Ÿ˜ฆ

dark crow
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Show me the Details of the button

odd ember
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that way no pending kills

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using a ForEachLoop

wraith bay
dark crow
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Yeah that's fine

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But yeah, ForEachLoop may be a good idea

odd ember
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inside the loop, you can also double check that they are valid

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triple double safety check

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in case there's another button that also destroys these traps

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or really, anything that destroys them

wraith bay
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How would I add this foreachloop

odd ember
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it's a node

dark crow
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Drag from the Get of the Array

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Type ForEachLoop

spark cliff
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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?

wraith bay
dark crow
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Yup yup

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Here's a sample

wraith bay
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Ohh

muted halo
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Is it possible to export a movie sequence from blueprints?

wraith bay
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What does "is valid" do btw?

dark crow
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Checks if it actually has a valid ref

wraith bay
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So if its in the world?

dark crow
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For example if it was already destroyed, it fires IsNotValid

wraith bay
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Ohhh

odd ember
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pending kill or not existing is not valid

dark crow
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So does nothing in this case

wraith bay
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So this is cleaner than the get all actors of class, because it's more precise rather than generic?

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Like, it enables me to place more traps

dark crow
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You can control what traps you want the buttons to destroy

wraith bay
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Or control their behaviour better!?

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Yeah

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cool

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Thanks a lot

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Makes a lot of sense and it helped ๐Ÿ™Œ๐Ÿป

rough blade
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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?

native willow
tired mantle
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hello guys , is there a way for me to let the main camera of my fps game to not render specific lighting in scene

hardy merlin
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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

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So it fires backwards.

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I've debugged the normals and rotation and can't find anything wrong with them. Is it something weird within niagara?

tired mantle
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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

odd ember
rough blade
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for a fee of course

native willow
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a friend of mine will post it on marketplace in some time

rough blade
trim matrix
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How to structure a Game Feature plugin that gives user an ability to spawn a new type of Actor?

somber quail
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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

lucid lynx
# somber quail

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?

somber quail
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no that makes it move very weirdly

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here

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that black orb thing is the mouses location

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i was just seeing if it worked dont ask

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but im trying to get that gun to point towards it

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befor the game was top down

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it worked fine

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but now that it is side on

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it stoped working

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as the mouse moves along X and Y

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i need it to move along X and Z

trim matrix
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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?\

maiden wadi
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@somber quail What Axis is your game along? What is left and right?

somber quail
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left and right is x

maiden wadi
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Well, that wouldn't matter so much.

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Well, would a little.

somber quail
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ok im rotating it on the Y now it changed a few things but isnt working as well

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it is a big buggy

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it is rotating now

maiden wadi
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Basically what you need to do is set pitch. Then choose side based on whether the mouse location is + or - X

tepid forum
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@somber quail Shouldn't it just be breaking the transform and pugging Y into Z?

maiden wadi
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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

somber quail
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this is the closest i can get to slightly working

maiden wadi
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Your Yaw should pretty much always be 180 or 0. If your world goes left = -X and right = +X

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Then in that case, Right should be 0 Yaw, left should be 180 yaw

somber quail
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i dont overly understand how to do that tho

maiden wadi
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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.

sand bloom
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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

tepid forum
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there's no player1controller?

sand bloom
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I can use things like getplayercontroller from id to remove the error but that still makes it work wonky with multiple characters

sand bloom
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there's no errors but inputs don't work

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Not sure why the player controller isn't working correctly and I can't find any resources on how to do this

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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

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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

tepid forum
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I don't know

sand bloom
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Nvm I managed to make player 2 work

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it's just player 1 not working now

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progress..

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lol

tepid forum
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either input setup in settings problem

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or maybe execution order problem

sand bloom
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hmm i'm not sure how that could be

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I could try doing the player 1 stuff last and player 2 first I guess just to test

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i'm not sure how the order could be responsible for this

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well

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damn

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I don't know why this helped

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I literally just played a sequence down

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and for some reason it worked

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๐Ÿค” so uh thanks

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i'm very confused but glad I am getting inputs now for some reason

sand bloom
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the detective is right

sullen ravine
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Hi I'm getting started with UE, where do I begin to start learning how to blueprint in Unreal?

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I want to start small, but Im having a bit of trouble trying to find where to start

sand bloom
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there's a introduction on the unreal youtube channel I think that helped me a bit

sullen ravine
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Thank you!

sand bloom
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hope it helps ๐Ÿ˜„

winged thicket
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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...

โ–ถ Play video
trim matrix
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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?

fiery swallow
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Type in a vector in a reachable nav mesh bounds and watch it go! @trim matrix

trim matrix
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yeah but i mean can't i just assign a object reference and it feeds its position into a vector?

fiery swallow
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Yeah just get the location of that object or simply get a reference of the object and plug it into target actor

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Assuming you are using ai move to

trim matrix
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Ok so let me ask this

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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

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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

tepid forum
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if it's not dynamic, animate the positions in timeline

trim matrix
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What do you mean by "dynamic"?

tepid forum
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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?

winged sentinel
solar dawn
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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

deep cove
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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?

deep cove
solar dawn
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i see

light token
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How do I move a texture over the x and y axis in a material blueprint?

faint pasture
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offset the uv in coordinates

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or if u wanna animate it use panner node

light token
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like this?

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it's not working this way

deep cove
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try 0.3 not 100

light token
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Ah awesome it's moving now

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Thanks a lot!

deep cove
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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.

native willow
spiral bison
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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.

atomic salmon
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Usually you would check if it is NOT attacking then set attacking and run the attack

spiral bison
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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.

atomic salmon
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Yes no worries, part of the learning curve

spiral bison
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What do you mean by entry logic?

atomic salmon
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You get from the player the input command to attack

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First thing, you check if you are already attacking or not. If you are already attacking, nothing happens until the attack has finished.

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If you are NOT already attacking, then you set IsAttacking to true and play the attack animation

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At then end the delay resets IsAttacking to false so you can attack again

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So the problem seems to be in your first branch

spiral bison
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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.

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The attack still goes through

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It's overiding the animation for the attack with another animation when it receives an input when IsAttacking is true.

atomic salmon
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Yes that is because the condition on the first branch triggers if you character stands still

spiral bison
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That's not standing still, that's a check for if they're airborne

atomic salmon
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Ok

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Do you have any other code which is running in parallel? Tick Event?

inner rose
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Hey,I did something accidentally and my viewport split into 4. Does anyone know how to turn it back to normal?

atomic salmon
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Ok sorry, I see now that you have the branch out of false. Didnโ€™t see it before. So that seems right indeed.

spiral bison
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This is my event tick logic

atomic salmon
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You may not see it in full, but I can spot it in your pics

atomic salmon
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If the flip book resets there is something which triggers that

spiral bison
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I found it. waaaaaaaaay out in the void of my event graph I had a random input action call going into a flipbook update

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This is what was going on.

deep elbow
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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

gritty adder
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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.

earnest tangle
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Not sure but you could always look at what values you assigned into it, and create a material instance with the same parameters

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since static instances can be saved as assets

gritty adder
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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

spiral bison
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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
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How do I call the parent classes like this?

atomic salmon
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@mossy vessel

mossy vessel
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Thank you!

deep elbow
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is that ue5?

atomic salmon
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@deep elbowasking me? Yes, that is UE5 EA

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should be the same in UE4 iirc

olive ingot
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Is there a way to Truncate a float to numbers of 100?
For instance, 125 becomes 100 and 375 becomes 400.

earnest tangle
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divide by 100, round number, multiply by 100

olive ingot
spark steppe
tame tiger
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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

spark steppe
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what's the blend weight of A and B?

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iirc they only fire over a certain threshold

tame tiger
bright frigate
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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

tame tiger
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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

earnest tangle
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@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

bright frigate
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ok so both will do essentially the same thing right

earnest tangle
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If they are both point light components, yes

bright frigate
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it's just how by default unreal made the light into a bp

earnest tangle
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That only has one point light so I'm not sure why it would display two

bright frigate
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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

tight schooner
# deep elbow i've spent a few days trying to figure this out, and a bit stumped, anyone playe...

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.

peak whale
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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?

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Okay, turns out I was editing the persistent level BP, not the sublevel BP for the sublevel that the actor is in.

mild flare
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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?

wraith bay
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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?

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Idk if I plained it properly

spark steppe
spark steppe
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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

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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

wraith bay
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Okay thanks!

mild flare
deep cove
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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.

restive oracle
earnest tangle
velvet token
restive oracle
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Awesome, thanks a lot

rancid quartz
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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.

gentle urchin
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I think gamestate is appropriate.

rancid quartz
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Okay, thank you.

worthy frost
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well context is important @rancid quartz

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you have GameMode (Server only in multiplayer), GameState (replicated to all clients), GameInstance (Local only on all clients and server).

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PlayerState (specific for each player in the game)

harsh kayak
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Is there to not spawn actor if out line trace range

rancid quartz
worthy frost
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not sure what you mean

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GameplayStatics are just static functions

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that can be used anywhere

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just like a Blueprint Library BP.

rancid quartz
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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.

prisma snow
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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?

lusty elbow
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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?

maiden wadi
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@lusty elbow Logline is a pointer to an instance of WBInformation. Pointers are null by default. You need to set that pointer somewhere.

trim matrix
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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.

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But idk how to take a still shot of what is looking at and how to look at it later

native willow
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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

trim matrix
native willow
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there is a function, just replace render target, call Capture smth smth, (I dont remember) on the component, and replace redner target again

trim matrix
native willow
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emm, you want your redner target component to capture every frame if you want to use one component

trim matrix
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So then hit interact key, flash goes off, then what? Off of the 2d capture component. What would I do?

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Sorry I'm new to this relatively

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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?

native willow
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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

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the photo ends up in your second target

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and you use 1 component

trim matrix
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OK I think I get what you mean. I'll have to test it out and see if I can get it to work.

native willow
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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

lament trail
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anyone know how i can connect these nodes?

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this is my instanced static mesh

lament trail
bright frigate
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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?

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speaking of lighting, RTX GI looks great ... alas it only works with HDRI so /fail for me lul

lament trail
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unfortunately these objects are created automatically from FBX import

bright frigate
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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 ๐Ÿ˜„

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It's not using the regular RTX raytracing

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at least from what I understand

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more of a Lumen-ish hybrid approach but without the insane performance hit of full blown rt

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true

lament trail
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Thanks.. its given me an idea

bright frigate
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just disabling the underground lights that I can't see has literally boosted my framerate to 2x lol

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and those lights don't even have shadows enabled on them

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AND I have a 3080 ...

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pretty crazy

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from like 70 fps to 250/uncapped

deep cove
# earnest tangle A single parent checking a value of a child in tick really shouldn't have much o...

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.

earnest tangle
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Yeah use an event dispatcher as I said earlier

spiral bison
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Anyone available to try and help a first time dev with an issue.

river pine
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HI๐Ÿ”ฅ, 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?

worthy carbon
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Hi! When i move my mouse my character doesnโ€™t turn or look up, but when i click A my character goes left and when i click D my character goes right and i donโ€™t know the issueโ€ฆ help me please

odd ember
worthy carbon
odd ember
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welp, beats me then

lusty elbow
maiden wadi
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@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.

lusty elbow
bright frigate
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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?

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for anyone interested how it's set up

spiral bison
#

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.

nimble raft
#

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).

maiden wadi
#

@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.

nimble raft
#

@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

maiden wadi
#

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.

odd ember
nimble raft
#

@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?

covert swan
#

Would this be the right place to post a question about nativization?

spiral bison
odd ember
#

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

maiden wadi
#

@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.

odd ember
#

THEN you can think about what and how each state executes logic

spiral bison
#

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. ๐Ÿ˜„

odd ember
nimble raft
#

@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.

maiden wadi
#

Not seeing anything. I imagine to stop designers from breaking complex hierarchies. ๐Ÿ˜„

covert swan
#

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

maiden wadi
#

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++.

odd ember
#

louis 14'd

lament trail
#

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!?

covert swan
#

thanks

maiden wadi
#

I'd be too terrified of what the nativization would do to my code. ๐Ÿ˜„

covert swan
#

yeah, just seeing how it can f up something so simple already put me off tbh

#

and bye to nativization I guess

#

lol

odd ember
#

when you drag actors... that haven't been assigned a world location yet... into the world, you expect them to have different world locations?

lament trail
odd ember
#

so you're moving actors in the scene... and they move to the same world location, not keeping their offset?

lament trail
odd ember
#

where are you asking their world locations from?

#

and what locations are they reporting? 0,0,0?

lament trail
#

this is how im getting the spheres and getting their world locations

#

it prints the same location for both spheres

odd ember
#

are they part of the same actor?

lament trail
#

Ive tried looking for a relative, local, offset etc

lament trail
odd ember
#

try GetActorLocation

lament trail
lament trail
odd ember
#

could it be that the root components are in the same position, but the spheres are offset inside of their actor?

lament trail
#

the location equals this, no matter what component i select

odd ember
#

try clicking on the arrow next to absolute location and set it to the other option

#

and see if it still is the same

lament trail
#

i tried that too. its the same values

#

Its bonkers! where the heck is this offset coming from?!?! ๐Ÿ™‚

odd ember
#

try with two different actors

#

and put them in the same positions as the spheres

lament trail
#

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!

odd ember
#

then

lament trail
#

i will get my question tidied up first... its not easy to explain!

nimble raft
#

@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 ๐Ÿ˜‰

late cave
#

any other way to get info from the current level? (ultimately, I want to create a soft object reference from it...)

odd ember
#

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

bright frigate
#

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

earnest tangle
#

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

late cave
bright frigate
#

@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

maiden wadi
#

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.

earnest tangle
#

they all get their own node like that

late cave
#

WTF Epic!?

#

They really don't care about blueprints, don't they?

earnest tangle
#

looking at the github PR it sounds like there may be some technical or design flaw with the UWorld refs

maiden wadi
#

To be fair. Level handling really isn't meant to be a designers job most times.

late cave
#

Right, because designers love shit like this? ๐Ÿ˜

earnest tangle
#

What are you even doing with that?

late cave
#

trying to stay sane is what I'm doing... but it's difficult

bright frigate
earnest tangle
#

you can just add the type of component you want to use instead of hardcoding the component in the component tree

odd ember
earnest tangle
#

beyond that it gets a bit tricky

bright frigate
#

so will it be a case of just setting the point light disabled and the other enabled something like that

odd ember
#

yes

earnest tangle
#

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

odd ember
#

same

#

seems unnecessary

harsh kayak
#

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.

bright frigate
#

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)

bright frigate
#

basically I want to reuse as much as I can

odd ember
#

in which case you dont get your print string

#

the branch should be before the cast

harsh kayak
#

Thanks I should check it right now

harsh kayak
odd ember
#

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

bright frigate
#

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

odd ember
#

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?

bright frigate
odd ember
#

so... you wanted to save a light component and switch it with a different one with no regards to the mesh?

bright frigate
#

there's no mesh ๐Ÿ˜„

#

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

earnest tangle
#

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?

bright frigate
#

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

earnest tangle
#

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

odd ember
#

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

bright frigate
#

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

faint pasture
#

Don't get too infatuated with inheritance.

bright frigate
#

if I could have changed just the light component then I guess it would be part of this array

odd ember
#

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

bright frigate
#

ok I understand the English part of that ๐Ÿ˜„

#

the logic for keeping track of whether to switch on or off is within the light BP

faint pasture
#

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

bright frigate
#

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

odd ember
#

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

bright frigate
#

sounds like multiplayer useful stuff

odd ember
#

nah

#

I use subsystems for saving, I use them for AI

#

weather,

#

whatever you need really

faint pasture
#

Subsystems are great because you can globally get them too

odd ember
#

ToD seems like a perfect candidate for a subsystem

faint pasture
#

ya if ToD is a big deal, make it a subsystem for sure.

bright frigate
#

well every tutorial on subsystems seems to be on multiplayer related topics

#

something to do with steam and steam parties

faint pasture
#

That's just the OnlineSubsystem which is one subsystem already in the engine

#

Subsystems are like components on an engine/world level

earnest tangle
#

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

bright frigate
#

ahhhhhhhh

faint pasture
#

In the meantime you can replicate the same functionality just by having ToD "live" in GameMode or GameState

bright frigate
#

well considering I haven't touched C++ in at least 4 or so years ... gonna have to skip that ๐Ÿ˜„

#

probably 6 actually

odd ember
#

game mode is even an actor... so it could be a component on gamemode, if you want separation

faint pasture
#

Really the only difference would be something like

Get GameState
Cast to MyGameState
Register ToD Listener

vs

Get ToDSubSystem
Register ToD Listener
bright frigate
#

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

odd ember
bright frigate
#

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?

lost wyvern
#

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.

odd ember
bright frigate
#

but the question is why was it working for all the other lights without the for loop ๐Ÿ˜‚โ‰

odd ember
#

are the lights self registering?

#

is the mobility of the last two lights static?

lost wyvern
bright frigate
bright frigate
faint pasture
#

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

bright frigate
odd ember
naive grail
#

How to convert a relative transform to a world transform?

gentle urchin
#

Root world location + relative = relative world loc?

unique thorn
#

ohhh, ok. sry

naive grail
fallen glade
#

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.

odd ember
#

cpp your way out of it

white field
#

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

heavy lion
odd ember
#

breakpoint it and see if there's anything going on

worn ledge
#

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

fiery swallow
worn ledge
#

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

odd ember
#

you mean UObjects with interfaces?

#

UObjects aren't exposed to blueprint generally by design

worn ledge
#

UObject?

dreamy pecan
#

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)

twilit heath
faint pasture
#

Uh, any reason I wouldn't be able to update to 4.27.1?

odd ember
# worn ledge UObject?

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

worn ledge
#

ah, alright then I'll just have to do something else

twilit heath
#

you can make UObject derived blueprints

#

they aren't even very limited

odd ember
#

but you can't use Get All Objects of Class the way you can Get All Actors of Class

twilit heath
#

no, but you can have them register with some easily accessible class

odd ember
#

true

#

a pseudo subsystem

#

@worn ledge what is it that you are trying to do

worn ledge
#

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

odd ember
#

this is as elegant a way as they come

twilit heath
#

there is also a silver lining to registering

#

its much faster then get all actors

worn ledge
#

well get all actors only happened the one time at startup so it wasn't a huge deal

odd ember
#

I think the issue is that Objects may be initialized before BeginPlay

twilit heath
#

that depends on what constructs them, and when

worn ledge
#

they're static the objects just hold some data and functions

twilit heath
#

we have literally everything initialized and ready to go before BeginPlay gets called on anything

worn ledge
#

anyway, thanks everyone

twilit heath
#

does the data ever change at runtime?

#

@worn ledge

worn ledge
#

no

twilit heath
#

then make a data asset

odd ember
#

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

worn ledge
#

data asset?

twilit heath
#

it can hold data, it can hold functions, and it can be referenced by anything via direct asset reference

worn ledge
#

well that would work but is there a way to address a group of them en mass at run time?

twilit heath
#

you make an array of data asset references and just assign them on the CDO

#

as a simplest variation

worn ledge
#

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

twilit heath
#

data asset exist to do exactly what you need here

worn ledge
#

hold on I need to just google it, thanks a ton for the help

sick sapphire
#

what does plane constraint do

#

(character)

white field
#

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

fading oak
#

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

obtuse herald
# white field what can make inputs or events go dead?

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.

white field
#

ah, hmm, interesting..

obtuse herald
#

You can turn the consuming off in the events detail panel

white field
#

ok I will look, tyvm!

eager nest
#

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

twilit heath
#

you have return value

#

pull from it SetStaticMesh

eager nest
#

thanks! was a bit of a noob question

#

also, is there a way to do this with less nodes:

orchid garden
#

set relative location?

#

not exactly sure what your making a transform for, so its a guess.

eager nest
#

worked for me, thanks

prisma snow
#

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?

dense bone
#

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

prisma snow
#

did you used and tested facelink ?

#

is there any other option to buy ? did you have any info?

#

ok

trim matrix
#

Is there a plugin that exports blueprints when you save them as PDF or PNG image?

winter scaffold
harsh peak
#

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

dreamy solstice
#

hey, how do i trigger blueprint evets in the level sequencer?

atomic salmon
#

@dreamy solsticehttps://docs.unrealengine.com/4.27/en-US/AnimatingObjects/Sequencer/HowTo/TracksEvent/

Example of how you can use Sequencer's Event Track to fire off Events in Blueprint.

chilly jetty
#

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

atomic salmon
trim matrix
#

I need help, how do I combine these two into one state machine

dreamy solstice
#

sooo thanks ๐Ÿ™‚

trim matrix
#

IS there a way to spawn a blueprint after a level sequence finishes?

fallen glade
#

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?

trim matrix
#

how to filter an array of strings by some condition? in blueprint, in pure function that doesnt create variables. is it possible?

fallen glade
#

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

trim matrix
#

how to make new smaller array? do i need to create a variable for that?

fallen glade
#

@trim matrix thank you for your help! lots of love โค๏ธ ๐Ÿ™

#

integer64>float?

#

in randomness I mean

drowsy flame
#

is this something I should not do?
It's not giving me an infinite loop error ๐Ÿค”

trim matrix
#

am i missing something?

drowsy flame
#

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?

trim matrix
#

well, its possible to make an array, but how to connect for each loop to populate the array?

atomic salmon
#

Timers

drowsy flame
#

cause it feels that way but I see this as logical

atomic salmon
#

or Timelines

trim matrix
drowsy flame
#

thank God I discovered Sequence.. I was really suffering with out it lol

trim matrix
#

Thanks, that worked!

#

control flow: switch on object class reference (return value from AssetDataStructure/GetClass). possible?

stoic crest
#

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?

earnest tangle
#

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
#

oh my god you're right, I could just check the opposite way

#

thank you ๐Ÿ˜„

maiden wadi
#

@stoic crest Are you able to use C++ at all?

stoic crest
maiden wadi
#

All good. Was just wondering, because that is much easier in C++ using the WidgetTree.

stoic crest
#

oh thats interesting, can't wait to find out more

worthy carbon
#

When i import an inventory download in my project content folder it gave me only the folder and not the assets etcโ€ฆ how to fix this

tame stream
#

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

spark steppe
#

make an actor which is the game manager

maiden wadi
#

Level blueprint ๐Ÿ™

sick sapphire
#

In the default third person character playerblueprint,
how do i disable whatever makes the character turn towards the direction of movement

#

thanks

unborn turret
#

is there any way to add hyphens between a string after every 4 characters?

maiden wadi
#

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?

unborn turret
#

hmm

#

its appending all the hyphens in the beggining is my branch statement wrong? @maiden wadi @trim matrix

last abyss
#

0 mod 4 is 0, and arrays start at index 0 so yes it is wrong

unborn turret
#

ah right

#

got it

#

thanks

sage pecan
#

Hi, I'm trying to make a crosshair (static), is it better to use HUD BP class or Widget?

spark steppe
#

doesn't really matter

#

i would use HUD, tho

sage pecan
#

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?

spark steppe
#

iirc gamemode should be sufficient

#

but not sure actually

maiden wadi
#

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.

sage pecan
shut escarp
#

hello how do u communicate between two different gamemodes and player controllers between two different levels?

gentle urchin
#

Or savegame

scenic kindle
#

Depends on the game though.

shut escarp
#

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

scenic kindle
#

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, itโ€™s unnecessary

gentle urchin
#

Is it even possible to have different gamemodes based on teams? Didnt think so

scenic kindle
#

I dont think so. You can have different player controllers i think.

faint pasture
gentle urchin
#

I dont, i just read the above comment, and it sounded like it was a possibility

trim matrix
#

How can I spawn the player BP after a sequencer gets done playing?

scenic kindle
scenic kindle
#

Thereโ€™s no connection to the execute pin.

mild flare
#

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

maiden wadi
#

@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.

gritty elm
mild flare
#

@gritty elm its still happening

gritty elm
#

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?

paper galleon
mild flare
#

@gritty elm thats the sound cue, it is inside an actor as a function (if that makes sense)

gritty elm
#

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

paper galleon
#

It's going to play six times that way. You can play the sound OnCompleted if so

#

Show code and get help.

mild flare
gentle urchin
#

If its inside a function, does do once even work?

gritty elm
#

don't use do once inside function. you need to have strong concepts about functions

gentle urchin
#

I would think not

mild flare
#

i try outside the function

gritty elm
#

Yes, spawn the sound stuff outside of function

mild flare
#

lol that fixed it

paper galleon
#

Let me check something.

mild flare
#

thanks alot @gritty elm @paper galleon @gentle urchin โค๏ธ

gritty elm
#

sure.

gentle urchin
#

Probably need to reset the do once on reload

paper galleon
#

Do once shouldn't even be there anymore.

fallen blaze
#

im not sure what it wants me to connect

paper galleon
#

It's pretty obvious

mild flare
#

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

fallen blaze
scenic kindle
#

You can convert it to a pure cast instead of connecting it.

paper galleon
paper galleon
scenic kindle
#

Lol

gentle urchin
mild flare
#

yea with a delay i reset the 'do once' node

gentle urchin
#

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

mild flare
#

ohhh right

#

thats probably less counting for the engine right?

gentle urchin
#

And less work for you :p

mild flare
#

@gentle urchin sorry but what loop do i use for that?

paper galleon
#

For loop. First index 0 last index 5

mild flare
#

will try that

paper galleon
#

Spawn actor for each index. Then drag off the on completed pin and play your sound

mild flare
#

it's playing it 6 times again, sorry for the questions here, first time doing the loop thing

paper galleon
#

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

mild flare
#

by actor you mean the pellets, right? the sound is just attached to it, do i get that right?

paper galleon
#

As far as I can see , you're playing the sound at the shotgun location.

paper galleon
#

I'm not with my pc. I'd have sent an example. Maybe someone else can help

mild flare
#

its fine, thanks alot! will try to get it right and not break the other weapons in the process

paper galleon
#

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

mild flare
#

thanks alot i will keep trying

paper galleon
#

Not sure what you're using hit result for

true ingot
#

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?

paper galleon
true ingot
#

its to stop you from being able to trigger it outside the box trigger

paper galleon
#

use a bool for that and check the bool is true when you press E

true ingot
#

whats a bool?

paper galleon
#

boolean the Red variable type

#

You need a few youtube tutorials. Sorry to say

true ingot
#

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

paper galleon
true ingot
#

firat?

paper galleon
true ingot
#

thanks!

paper galleon
true ingot
#

fixed it

paper galleon
#

this won't work as intended

sturdy herald
#

hello. How can i make a structure array for string arrays?

true ingot
#

i was a fool and was following what i did for the lights

true ingot
paper galleon
paper galleon
paper galleon
true ingot
#

yeah tho the issue ive had in the past is that the collissions are still there even after the door dissapears

sturdy herald
#

yeah

true ingot
#

what does the "set" stuff do?

paper galleon
#

Sorry forgot something

sturdy herald
true ingot
#

bool?

sturdy herald
#

A Boolean variable. It can be true or false.

paper galleon
# true ingot what does the "set" stuff do?

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

paper galleon
true ingot
#

Where would you recommend lessons?

sturdy herald
paper galleon
true ingot
#

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

paper galleon
#

There is the misconception that using blueprints does not require any programming knowledge. That is far from the truth

sturdy herald
#

U dont need to make codes in UE4, thats true, but the logic behind BP is programming too.

paper galleon
#

It just means that is is faster and easier to visualize your logic

sturdy herald
#

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.

true ingot
#

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

sturdy herald
#

U cant skip learning the basic of variables, functions, macros, etc.

paper galleon
sturdy herald
#

This things is used in visual scripting too, so u need to understand it.

true ingot
#

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

true ingot
#

but is there any youtube videos people would suggest?

paper galleon
true ingot
#

im currently going through this but so far it is yet to cover the stuff you guys mentioned

true ingot
paper galleon
# true ingot but is there any youtube videos people would suggest?

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.

true ingot
#

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

sturdy herald
#

Ryan Laley making pretty detailed ue videos

paper galleon
# true ingot ah thats a bummer

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

sturdy herald
#

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

โ–ถ Play video
true ingot
#

oh ok ill have a look at that

#

thx

hushed pewter
#

Anyone have any clue why my blue image has suddenly turned yellow

paper galleon
# hushed pewter

I'm guessing there's some widget with that colour overlaying that image

hushed pewter
#

I made a sprite

gentle urchin
#

It seem to be an image set to button

hushed pewter
#

and it has the same issue

pale blade
#

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?

worthy tendon
gentle urchin
#

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

next kite
#

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?

tepid pike
#

Does anyone know how to make player movement speed separate from framerate? (using blueprints)

gentle urchin
#

Adjust by delta time

#

Doesnt the cmc handle this already

white field
#

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

bold shard
#

Is there a way to see the blueprint call stack in UE5? I cant find the option

odd ember
bold shard
#

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

odd ember
bold shard
#

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

odd ember
#

there should be a stack trace tab as well

#

there are 3 tabs usually

bold shard
#

RIP T_T

devout dove
#

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 ๐Ÿ˜„ (or will have)

odd ember
#

this is what the 3Cs are based on

#

camera, character, controller

steady wyvern
#

hi someone can help me

devout dove
#

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?

odd ember
#

input should be in controller

steady wyvern
#

with blue pront

odd ember
#

anything that is related to the character, should be on the character

steady wyvern
#

iaa

odd ember
#

if the player dies, what object really dies?

steady wyvern
#

i

odd ember
#

this needs to be stickied or a bot command really

#

@devout dove if you have further questions feel free to ask

devout dove
odd ember
#

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)

steady wyvern
#

help meeeeeeeeeeeeeeeee

worthy tendon
#

try to ask your question clearly otherwise nobody can help you.

steady wyvern
#

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

tepid pike
steady wyvern
#

helppppppppppp

worthy tendon
# steady wyvern

you have to recreate some nodes. or probably you are missing some blueprint classes.

steady wyvern
#

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

worthy tendon
#

go to those error links and show picture of your blueprint.

steady wyvern
#

how i can edit

#

blueprint

#

says read only

formal wren
#

How can I set the Camera Transform of my player pawn? This doesn't work:

#

Camera changes location, but keeps looking in same direction

odd ember
#

is this first person

formal wren
#

Yes

frank nest
#

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

untold girder
#

how do i change the character movement speed for the SideScroller character through code like change it by pressing an input

frank nest
#

but my interface on my fox character inside the interface function doesn't seem to receive anything ๐Ÿ˜ฆ Ill check out the select!

frank nest
#

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

odd ember
# formal wren Yes

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

sturdy herald
# hushed pewter

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.

sand wasp
#

Sorry but how do I get an event from the owner of the component

hushed pewter
#

Ah

#

My problem is its a png

#

Ill try turning it into a jpg

sturdy herald
sturdy herald
formal wren
sand wasp
odd ember
#

perhaps that will work. but maybe it's hard coded not to

#

because again, it's not recommended

sturdy herald
formal wren
sand wasp
#

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

sand wasp
formal wren
#

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

sturdy herald
sand wasp
formal wren
frank nest
#

@trim matrix so this is the interface call in the other character but the string never pops up and nothing fires

sturdy herald
sand wasp
#

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

sturdy herald
idle crescent
#

In general what's the greatest slope angle NavMeshes will work with>?

polar stirrup
#

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! ๐Ÿ˜„

frank nest
#

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 ๐Ÿ™‚

sturdy herald
# polar stirrup If I wanted to handle clicks different for a button inside a UserWidget, such as...

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.

steady wyvern
#

I FIXED NOW HOW I MERGE

#

thrid charchter controller qith start location

odd ember
sturdy herald
odd ember
sturdy herald
onyx frigate
#

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 ...

sturdy herald
#

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.

onyx frigate
#

But I will never be able to use it like a regular TL on my "action" ...

odd ember
#

and a curve, if necessary

onyx frigate
#

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 ?

odd ember
#

well it's not hard

#

just use GetFloatValue

#

and boom

onyx frigate
#

Perfect

white field
odd ember
#

ah yes, the classic destroying the world instead of killing children mistake... we've all been there

white field
#

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

sand bloom
#

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

static charm
#

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.

sand bloom
#

hmm I did this and it still fired wtf lol

#

I thought a locked gate would block any input

static charm
#

it does, unless you edited the Gate macro code

sand bloom
#

I did not

#

so I am very confused

static charm
#

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

sand bloom
#

oh I did, when I do that it doesn't run

fast escarp
#

Wondering if somebody could clarify, is CameraShakeBase in UE5 the same as CameraShake in UE4?

static charm
#

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.

sand bloom
#

yeah that's understandable, although mine just keeps running

#

0 is my variable

#

and hello my event firing

#

lol

static charm
#

then something isn't called the branch

sand bloom
#

hmm

static charm
#

use the "Check Whether..." event, split it with a Sequence

sand bloom
#

damn

#

you're right

#

I think

static charm
#

then from the Sequence you can connect right to your branch

#

and do both things with just that one event

sand bloom
#

Yeah it works now, only half of it was calling it basically

#

thanks ahah

static charm
#

nice

static charm
sand bloom
gray chasm
#

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?

static charm
#

why did it fall?

gray chasm
#

it has physics

#

I guess?

static charm
#

so turn physics off for the actor too

gray chasm
#

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

worthy frost
#

not really

gray chasm
#

... on the parent and all child subcomponents?

worthy frost
#

you need to disable physics, collisions, etc

gray chasm
#

mhm.

#

Oh well, library time.

#

I'm surprised, seems like a common use case to me.

static charm
#

well you're basically just deleting the actor lol

#

without deleting it

gray chasm
#

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~

worthy frost
#

i just made a wrapper function to handle it

compact ledge
#

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!

fast escarp
#

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

#

~,~

dawn gazelle
compact ledge
#

lol that was it!

#

thanks!!

pale blade
#

Does anyone know where this node is? I can't find it at all

earnest tangle
#

so if you're trying to use it in something that's not an anim bp it probably won't show up

pale blade