#blueprint

402296 messages Β· Page 750 of 403

pure walrus
#

ok thats false i mean obviously

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how would we travel ? πŸ˜„
its called 3rd newton law

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fart in space u'll advance

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was it clear ? i can be more precise

bright frigate
pure walrus
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just wanna make sure u know how to use modulo

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so u dont code thing unecessary

bright frigate
#

I'm thinking to divide by the total seconds (the base unit I'm using to track time) divide it by 3600 to get the hour (or just use the hours value) and multiply it by 30 to get 180 degrees, yes? That should work

bright frigate
pure walrus
bright frigate
#

although problem is, my time is tracked in military format (24 hours) and the degrees will be going to 360 which only corresponds to 12 hours

pure walrus
#

i know there is no air in space
isn't it why they call it space

bright frigate
pure walrus
#

mister hoodie think we go to Mars by aiming correctly from the earth !

bright frigate
#

if you really want to be accurate, there is actually some sort of "air" in space, as in, molecules of gas, but the density is ridiculously low

pure walrus
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u dont need the ground

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this is just physics im sorry !

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u eject matter u have a force in the opposite direction

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i cant justify it except by some adhoc argument like energy conservation

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im not debating with u xd

icy dragon
pure walrus
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alright

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one day u will know how spacecraft works hopefully

fiery glen
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okay, I can't tell if you are arguing about the specific term or saying that spacecraft literally cannot propel themselves in space

pure walrus
#

dont listen to him lol
ofc u have rocket physics in space, u just dont have frictions which makes things actually easier to simulate

pure walrus
#

i perfectly undestood u
u think we need air to propel spacecrafts

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which is the dumbest thing ive heard today but the day just started

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u still got time to pb

pure walrus
#

u seem to enjoy speaking about things u dont know

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good day anyway !

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i see no insults

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but ok !

icy dragon
# tawdry basalt a

Anyfuckingway, you could take the Flying BP template, add some scifi effects, and work your way up from there. The default template isn't that snappy for gameplay purposes, so you should make some adjustments to it.

pure walrus
#

space physics is simple enough he can do it from scratch

obtuse herald
#

Great weather today

icy dragon
#

Is realism even matter for scifi space games?

pure walrus
#

just making sure your bs doesnt go through xd

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imagine saying something true tho

maiden wadi
#

There is a fantastic thing that people came up with in the 90s when the internet started to be a big thing and people were acting just like this. It's called a mute button. Please use it. This place is meant to be constructive.

fiery glen
#

no need to be rude

pure walrus
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i just demonstrate how stupid they are if necessary

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and it was here

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since he's misleading another member

fiery glen
#

okay, go have your awesome discord slapfight elsewhere

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and prove your awesome victory there

pure walrus
#

i was on my way anyway

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no but thats funny saying a spacecraft doesnt work in space

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imagine

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anyway

pure walrus
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all good

bright frigate
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ok I'm not sure why but it's not working as expected.

If my start time is 15, then it should go into the true branch, which it does.
15-12 = 3
3 x -30 = -90 degrees on the X axis. But instead of pointing to the 3, the hand is pointing to 6.

surreal peak
#

Are you taking into account what 0 is pointing at?

pure walrus
#

try manually put -90

bright frigate
surreal peak
#

How is the clock oriented?

surreal peak
#

Seems weird

bright frigate
pure walrus
#

ah

bright frigate
#

that's odd, why are they pointing to 1 at 0 relative rotation? Do I need to deal with pivots yet again?

pure walrus
#

the parent is offset for sure

bright frigate
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I made sure they were all aligned.... ughhhhhhhh

surreal peak
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No idea about your hierarchy

bright frigate
surreal peak
#

So can't answer that

drowsy flame
#

Hello, can anyone explain what exactly does
To Direction And Length
(2d vector) Do?seems like it just compares two cordinates with eachother to see which one is bigger?

bright frigate
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no even after unparenting them, 0 still points at 1

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odd

pure walrus
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then the axis are shift ?

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have u tried world rotation ?

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world rotation 0 should give u 0h

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if not then the axis of the arrows are not aligned

bright frigate
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lemme see

surreal peak
#

Or what do you need to know?

bright frigate
icy dragon
pure walrus
#

check the axis on your mesh

bright frigate
icy dragon
pure walrus
drowsy flame
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so the length is the distance between x and y or what?

obtuse herald
bright frigate
obtuse herald
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Which is essential the same

icy dragon
pure walrus
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his math are correct anyway

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he has a axis problem

bright frigate
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modulo works properly

obtuse herald
#

ue fixes that automatically

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But yeah, modulo is the cleaner way

pure walrus
#

@bright frigate try change the mesh

bright frigate
pure walrus
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it really should work

bright frigate
icy dragon
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If it's appear to point upwards in the viewer, in UE, that means the mesh itself is fine.

pure walrus
#

oh ye try ray casting along inner vector

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ultimate test to see if it's that or no

pure walrus
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i meant to battou

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u should check

icy dragon
bright frigate
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well I didn't mess with anything, I just see if it imports properly. If it doesn't then I redo things in the DCC

pure walrus
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i hope u know that lol

bright frigate
#

seems fine here

icy dragon
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Import settings can be screwed up, for one thing.

bright frigate
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also, I know that if I don't do this set-original-position and just let it increment from pointing at 12, then everything works as expected. It goes from 12 to 1 correctly

pure walrus
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im confused

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i thought the arrow were tilted for relative rotation = 0

bright frigate
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err scratch that, it starts from 1 as well lol

pure walrus
#

aight

bright frigate
#

so there's a 30 offset for some reason

pure walrus
#

even for world rotation

icy dragon
pure walrus
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haha

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thatd be great

bright frigate
pure walrus
#

if yes this is def a mesh pb

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no need to look at your bp

bright frigate
pure walrus
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i would raycast alonf forward/up/right

bright frigate
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I dunno what I can do with the mesh, it's all set correctly

icy dragon
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Also another way to do clocks is to make it a skeletal mesh, but that's kind of a different topic.

pure walrus
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im saying in ue

bright frigate
pure walrus
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unless u wanna do arrow physics

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when u break it

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u tried raycast in ue ?
if up is along the arrow tilted with worldrotation =0
i'd just kill myself @bright frigate

icy dragon
pure walrus
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i suggested him to try every tick i hope he did

bright frigate
#

ok something is going on with the last node here

obtuse herald
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disconnect the timer, try the rotation aain

bright frigate
#

I disconnected it and then setting 0 for X was correct

obtuse herald
#

yeah, you're probably not setting current hours when begin play

bright frigate
#

when I reconnected that -30 one, then it gave the offset

pure walrus
#

bad reference?

bright frigate
#

well Sun BP keeps track of hours, mins, secs
So at begin play I'm just pulling the value from there

pure walrus
#

JEEZ

obtuse herald
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and my guess is it is set to 0 when the event first fires

pure walrus
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u are setting the relative rotation from the relative rotation
idk if it's that i just wouldnt

obtuse herald
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and when you start with hour 15 (Sun BP) lets say, the branch will run

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because 15 =/= 0

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then it sets currenthours to 15

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and rotates the thing

pure walrus
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but he tried worldrotation = 0

bright frigate
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I just tried to see what happens if I reconnect the modulo logic with the final node at the bottom disconnected
and that causes the hand to point to 5 lol

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I'm gonna disconnect the timer to make things simpler first

obtuse herald
bright frigate
obtuse herald
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yeah

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but you get into the timer 0.1 secs later

icy dragon
bright frigate
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now I'm not getting into the timer anymore, it's getting a bit complicated. With this, it should point to 3 on the clock, so why is it pointing to 5 LOL

pure walrus
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try 0

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if 0 doesnt work no need to complicate

bright frigate
bright frigate
obtuse herald
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try 6

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should be -180

pure walrus
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it should work now

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all u have is a math problem finally

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nice watch btw :>

bright frigate
icy dragon
bright frigate
bright frigate
obtuse herald
bright frigate
pure walrus
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how in the hell

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90 ?

obtuse herald
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no other actor runs the Update Time event?

surreal peak
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The Distance is the length of the stick

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The Direction is where you are pointing it at

bright frigate
#

this is so weird lol

obtuse herald
icy dragon
# bright frigate nope

If the watch won't die/misalign at any moment, I think directly getting the time value every tick, without storing it in another variable would work.

bright frigate
obtuse herald
#

the watch is broken

bright frigate
bright frigate
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I know that the sun bp time works flawlessly because I'm running the lights off of it too and they run fine. I'm running audio from it, which also run fine

icy dragon
surreal peak
pure walrus
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@bright frigate increment 1 every tick and print the transform while looking at the arrow
so u get the full picture

obtuse herald
bright frigate
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fuggin A look at this

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if I use the float instead of the int hours, then the hand is pointing to 6 correctly lol

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everything works fine now

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lol

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wtf unreal

pure walrus
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why ??

bright frigate
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wtf

icy dragon
pure walrus
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ye

bright frigate
obtuse herald
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but what

pure walrus
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nice one

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2.99999999 = 2

bright frigate
#

unreal makes me this panda

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also maths

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I did great in advanced maths but man simple maths blows my mind off

pure walrus
#

ffs

bright frigate
#

well anyway thanks brudders

pure walrus
#

i still unsure what happened

bright frigate
#

always good to talk, makes the brain go weeeeeeeeee

pure walrus
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np c;

bright frigate
native willow
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well, its not unreal, that's how cpp converts floats to ints, use round instead

drowsy flame
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Have a very nice day Cedric!

icy dragon
bright frigate
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frack but the moment I add that last node back in, it adds the 30 degree offset again

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so maybe i should use -x30 instead of -30?

native willow
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well, thats the instruction that it was given, static cast from float to int, truncates the float, even if it is 2.99 it will still result in 2

icy dragon
pure walrus
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why does it fuck up like that ?

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gonna try

native willow
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gimme a sec, I need to understand what are you guys doing here

bright frigate
native willow
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print out the values of current seconds and hours on begin play and compare them

bright frigate
#

here's a refresher

native willow
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I think the SunBP has a bug with converting from seconds to hours

bright frigate
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they're being set in the timer

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so at the start they are 0

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when the values are different, the branch then assigns the new to the old

native willow
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print them out and you will know

bright frigate
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which causes the offset to take place

bright frigate
#

these are local variables in this BP

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unless you mean the sun bp's int hours

native willow
bright frigate
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that's printing 17 ... I dunno why, gotta check this out now

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clock is set to 15 though (from the seconds float = 54000)

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oh wait

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haha

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ok there are 2 int hours

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one is the current hours being set in the bp as the time updates

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the other is the one for the UI compass mesh of the sun bp component. Which does not change/update. It's just the slider value

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this guy

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so I was 'get'ing the wrong one

pure walrus
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ouch xdd

native willow
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that's why first thing you do is debug...

then you blame the engine

pure walrus
#

aight thats reassuring

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gg

obtuse herald
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way easier

pure walrus
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engine is only wrong half of the time

bright frigate
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man everytime I do debug first, it's always fine ... reality is that the world is always gonna do the opposite πŸ˜„ πŸ˜„

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@native willow are these Floor nodes the culprits?

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because even with the correct variable being 'get', it's printing 0 instead of 15

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argh

native willow
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use print string or breakpoint

pure walrus
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i dont like those delays

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i mean the 1.5sec

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why is it there ?

bright frigate
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but if I print it here in the clock bp, then it prints 0

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so I dunno wtf is going on anymore

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other than real world timing that somehow beginplay is printing it before the value has been set in the sun bp

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If I use Event Tick like this, then it's correct lol

native willow
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on what event?

native willow
bright frigate
bright frigate
native willow
bright frigate
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but how does that translate to the 30 offset?

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should I just remove this timer stuff and use tick

native willow
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I have no idea, im not following your code

bright frigate
#

ok

bright frigate
pure walrus
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u checked mesh visibility and location at runtime ?

echo salmon
#

Hello and sorry for my stupid question , iam trying to understand Cast To . For the sake of this example i have created BP_Item1 BP_Item2 BP_Item1 has a custom event called Hello . If i want to access it from BP_Item2 with Cast To i should do as the follow screenshot ?

pure walrus
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what could have make them different

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dunno your code sorry

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so it's not visibility

pure walrus
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i always havve an empty level to test those things

echo salmon
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@pure walrus iam confused because we are already accessing BP_item1 class , why we cant acess its variables and events/functions etc direct after we got the reference ?

pure walrus
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what if u attach a simple cube to it does it show ?

pure walrus
#

actually u dont

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need to cast

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if u hover your mouse on the output pin it shows the type

echo salmon
#

What about if we have like 10 items from the BP_item1 class ? And we need to access one exactly ? We should filter it ?

pure walrus
#

resorry no u dont need to cast

maiden wadi
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You don't need to cast, but you still should cast or check IsValid.

pure walrus
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and set the reference

echo salmon
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So basically if i have lets say 2 BP_actors (two cubes) and i want to access each other i have to first get its class and then cast to the actual BP_actor1 . So its a required that we have to Get All Actors from class if we need communication between two actors .

pure walrus
#

i would use reference instead it's more safe

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i never used that node personally

maiden wadi
#

What is the use case for the two cubes? Are they placed in level and just need a reference to each other? If so, put an instance editable variable of the type, and set them in the level on the details panel.

pure walrus
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and event dispatcher if u need every instance to respond the same way

echo salmon
#

Yeah , iam just trying to understand Cast to , iam not searching for the best solution . Thank you for ur kind help

pure walrus
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hmm

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can u change the snowman mesh easily ?

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so u are sure it's not a custom mesh/material problem

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oh

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thats a difference between them true

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worth a check

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but u said the cube is visible normally ?

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if u attached it to the mesh then rotation must be good

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ye

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ah

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ok

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ig u checked on wireframe

maiden wadi
#

@echo salmon Casting is much simpler when you understand the data you're handling. The blue variables like that are called Pointers. These variables do little more than hold a memory address in them. When you create a new object instance, that instance gets created and is placed in memory. Pointers point at that memory location. This is done to avoid copying around the object everywhere. Pointers by default are empty, this is why if you place a new one in a class and don't Set it, it'll be invalid. But like your GetAllActorsOfClass, this function iterates over all actors in the level, checks if they're that type or something that inherits from that type, creates a memory pointer and passes those back as an array.

Basic lesson over, the reason it is important to know what memory pointers are is because when you cast, you're telling the compiler what you expect this pointer to point to. This is a safety feature to keep you from accessing random pieces of memory. Say you create Item1, this gets stored at memory address 123412345. When you cast this pointer, you're not actually changing that. The pointer will still point to the same spot, you are simply changing what you expect to get from that memory location. If Item1 inherits from Actor, it also inherits from UObject. So you can successfully point to the same object stored at 123412345 location whether you cast it to Object, Actor, or Item1. If you try to cast to Character, the cast will fail, because Item1 has no inheritance chain to Character.

echo salmon
#

@maiden wadi thank you so much for you in depth answer about Cast To . Make sense now.

pure walrus
#

show collision ?

maiden wadi
#

Best way I started learning Casting personally, was to start thinking of it as TreatAs instead.

pure walrus
#

i see them as policeman checking ids

fiery glen
#

that's a good way of thinking about it

pure walrus
#

thanks

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but it is on the visible one ?
then the mesh went byebye

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so the cube would be floating here in the capsule?

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if yes i would say the mesh has a problem not the component

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can u set snowman mesh at runtime ?

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i think u gotta check if the cube is attached to the mesh by shifting the mesh, it should shift the cube too
if it does that means the mesh is here but has no geometry somehow
if it doesnt move it may have been destroyed

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lol

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thats weird..

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nice!

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u are just setting the location here

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no matter the shenanigans u do this should'nt tilt it

hexed inlet
#

Ahhh, I see. I missed that.. and almost missed your reply. TY.

dawn gazelle
#

I know you asked this a while ago, but I thought I'd have a crack at it...

bright frigate
#

It was my logic

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the rotator -30 = new rotator is flawed because it just deducts the angle regardless

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the yellow highlighted part is the one that I should have done

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because that properly takes care of the values on whether to move it or not

bright frigate
#

but I think when you said it, this did flash in my brain for a moment but there were so many things going on that it just slipped at the time πŸ˜„

pure walrus
#

we did said a lot of things xd oh well u good to go now

bright frigate
#

don't worry I'll probably think of something else that will require brain frying hahaah

pure walrus
#

haha bet

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see ya πŸ‘‹

undone otter
#

Hey, does anyone know why my Blendspace 2D is not playing turning animations, it does IDLE/Forward/Fast but even though I have all the animations setup for left turn and such. It does not register the turns when the animation is played. I have setup the blueprint and setup the direction and speed variables and put them into the statemachine. It would seem they are not working. Anyone have any ideas what could be causing it.

undone otter
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Sorry the animation is not playing but AI character is turning

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It swimming forward, but when it turns it does not show the turning animations.

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I am using EQS system for navigation

pure walrus
undone otter
#

At run time

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the animation blendspace is working fine in the editor, its when run time happens, they don't play animation when turning,

pure walrus
#

and u have debug the variable u feed

undone otter
#

Yes, I have check to see if getting direction and it is

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I have printing everytime it turns

pure walrus
#

have u check with a constant value to be sure its not a ref pb

undone otter
#

letting me know the values and they are between -180 and 180

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not sure what constant value your refering too

pure walrus
#

value that ensures u dont get a static state

undone otter
pure walrus
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u only set the speed in begin play

undone otter
#

I swapped them around earlier

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to see if that was problem

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from Event blueprint begin play and Event update animation,

Swapping them around did not fix the problem

pure walrus
#

ok

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the is valid should be in update too

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oh u swapped the event

zinc blade
#

How would I be able to get a live reference of a spawned enemy to update its own Health bar Widget UI? Cause this is what I did but it looks and seems wrong.

undone otter
pure walrus
zinc blade
pure walrus
#

if thats the pb

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or/and vice-verca

pure walrus
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then whats your matter exactly ?

obtuse herald
#

WidgetComponent =/= WidgetReference

pure walrus
#

i still dont get the issue :/

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oh ok

zinc blade
light token
#

Hello. I created a project in 4.27 but have to use a plugin which is only working for 4.26. Now when I switch engine versions the map can't be loaded anymore. Is there a way to convert the map to another engine version or am I stuck in 4.27?

native willow
#

whats the map?

pure walrus
light token
#

It's my game mao

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map

native willow
#

variable?

light token
#

No the project map.

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With all positions and stuff in it

native willow
#

what is the project map? im confused

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oh, you mean a world asset right?

light token
#

yes

native willow
#

jeez

light token
#

sorry, noob here

native willow
#

was confused with TMap container

zinc blade
pure walrus
# obtuse herald

@zinc blade this is the way to go with an event or a function
be aware that u set the type to "Widget" and not anything else
(im just paraphrasingg)

light token
#

Is there a way I can use that world asset in 4.26?

native willow
#

switch the engine version, I don't get the issue

light token
#

then it complains my world asset was created in a newer version of the engine

obtuse herald
native willow
#

try to migrate it

obtuse herald
#

now you can use the bind function inside the widget editor to update accordingly

light token
#

Ok will try

#

Thanks a lot

#

Failed to open map file. This is most likely because the map was saved with a newer version of the engine.

#

This is the error I get

pure walrus
zinc blade
#

so like this? @pure walrus @obtuse herald (EnemyBP)

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and then like this (WidgetBP)

pure walrus
#

toyb was right your widget variable is a widget component

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it should be a widget ref

zinc blade
obtuse herald
pure walrus
#

aight

zinc blade
#

THANKS

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OMG

pure walrus
#

haha

zinc blade
#

thanks you guys @obtuse herald @pure walrus

obtuse herald
#

you're welcome

pure walrus
#

ez

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@obtuse herald im unsure the difference between the 2 tho

obtuse herald
zinc blade
obtuse herald
#

(technically it draws the widget onto a rendertarget and that gets drawn onto a plane)

pure walrus
#

can we say its a widget + scenecomponent ?

zinc blade
obtuse herald
pure walrus
#

hm never did 3d widget

pure walrus
formal wren
#

Hi, I want my mouse cursor to snap to a world location on screen. But the cursor is always offset from it's target location. Any idea what I am doing wrong?

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I notice the offset varies when rescaling my window

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but I am kind off lost on how to take that into consideration

obtuse herald
formal wren
#

yeah, already did that πŸ˜„

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wasn't the cause

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I uncollapsed my helper function to show my logic and the node was disconnected by that

pure walrus
#

isnt it the ceil part ? or it's a big offset

obtuse herald
#

I don't think we are talking about a 1px offset

pure walrus
#

that answer why they are int

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ok

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wait

pure walrus
#

nvm

odd ember
#

it should be scaled by DPI

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there's a function for this afaik

waxen sorrel
#

isn't possible to keep stored an array of components created in a BP ?

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without the need of recreate these on the construct

faint pasture
waxen sorrel
#

I'm creating instance components

fallen glade
#

Can I use timers dynamically? Like having an array of timers doing the same thing with different parameters?

waxen sorrel
#

Inside a BP that are stored into a BP Array of StaticMeshComponents

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at restart the editor the array is there as is visible

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but the components are null

faint pasture
#

When are you adding them?

green echo
#

Hi all,
Attempting to get all Data Assets that derive from a C++ Type using the Asset Editor Subsystem "GetAssetsByClass" with "Search Sub Classes" set to true - what Class Name am I supposed to be entering? I've tried various formats (full c++ class name, without the U, with a /Script/MODULENAME.ClassName) but still not getting any results.

This is just in an Editor Utility Widget. Any help would be greatly appreciated

waxen sorrel
maiden wadi
vagrant flicker
#

Hello. I have a simple logic in the level blueprint that allows me to activate and manipulate level sequences using certain keys.

However, since I am making an open-world game I would like to manipulate and activate this only in certain trigger boxes. Also, in the best-case scenario, I would have different children mechanics applied for different cases and level sequences. I would need better control.

How to translate the logic from the level blueprint to a separate blueprint
What is the easiest way to translate this level blueprint mechanic to apply in certain trigger boxes for example or in certain cases? Thanks in advance!

#

I tried to copy and paste the logic from the level BP to another newly created BP but nothing happens

brazen pike
#

that is super hard to read, any chance you can paste it into blueprintue.com and post the link here?

vagrant flicker
vagrant flicker
#

Basically, I need to translate this into a separate BP I think and activate it only in certain triggers on my map... But have no idea how to do it

round panther
#

So im trying to make a really basic character changer and my problem is that when i change the animations, its not all the animations its just the idle animation does anyone know if theres a node i can use?

vagrant flicker
#

And as my game grows I sense there would be a smarter way to do this kind of mechanics instead of accessing them all through my level BP

zealous meteor
#

Hi, so I have been trying to make car controller similar to rocket league but I cant make it work. Has anyone an already set up car or maybe someone can help me make the controller arcady?

brazen pike
# vagrant flicker I tried to copy and paste the logic from the level BP to another newly created B...

Yeah so that'll be because a BP can't access the same things a level BP can. This is one of those classic youtube tutorials where they tell you the easiest way of doing something to get the shortest video length, rather than the best way of doing something. There's quite a bit you'll want to do and learn, so it would actually take me a while to explain it all. Have a look at some more tutorials of how to do individual things first, then you'll slowly get a hang of all the different techniques to put them together.

So just some random concepts I'll through out are gonna be key inputs in project settings, trigger boxes, casting and object references. You're going to want to use those, if you just really want to do this right now

#

But I would recommend watching some more tutorials first

faint pasture
#

On button press, Button looks for Door that matches it's tag and opens it.

#

Get actor of class with tag.

vagrant flicker
#

Thank you very much guys. I searched some tutorials for this kind of scenario, but wasn't able to find ones.
So, I need to make a generic BP and cast the sequence to the generic BP and transfer logic there?

#

It's still messy in my head. Maybe if you suggest me some particular tutorial for this cases.

obtuse herald
brazen pike
vagrant flicker
#

Oh thanks! I am going to hit that books now πŸ˜›

gusty shuttle
#

@zealous meteor You can create a new project and select the vehicle option for the starting assets

#

Assuming you didn't already know that

zealous meteor
#

I want to make my own car

gusty shuttle
#

But that vehicle controller might steer you in the right direction

#

Well you gotta learn from something, might as well learn from the base line vehicle pawn they provide. You don't have to use it, but learn from it

#

On my end, I'm trying to figure out how to get the text in my enum to a string or text variable haha

atomic salmon
#

@zealous meteor ask in #legacy-physics, there is quite some expertise and similar ongoing projects

gusty shuttle
# obtuse herald tostring

Aye, it just returns the number that enum was set to. All good, ima run a ForEachLoop and get the index number

#

Unless there is a diff way to go about it

unique wyvern
#

When you have a for each looping through a class struct array variable, are each of the elements passed by value or reference

gusty shuttle
#

@unique wyvern Are you talking to me or someone else?

unique wyvern
#

asking a seperate q

obtuse herald
obtuse herald
#

<@&213101288538374145>

gusty shuttle
#

My god...you're right @obtuse herald That's exactly what I needed! Thanks!

torn kettleBOT
#

:no_entry_sign: Klavs#8135 was banned.

gusty shuttle
#

Dude, that just unlocks so much more potential haha. Why did I not know that?

obtuse herald
#

you're welocme

obtuse herald
#

when you double-click the node, you can see it for yourself

unique wyvern
#

aight ty

faint pasture
obtuse herald
burnt trench
#

How is this an infinite loop?

#

Initially the for loop is fired at beginplay btw

maiden wadi
#

Completed, start loop again.

obtuse herald
#

Delay nodes don't delay the ForEachLoop

maiden wadi
#

It's not that. WasKilled is never set in the loop.

wise mantle
#

i got an actor i wanna turn visibility on, when its not on screen. i tried this setup that i found online. it gets the location of the actor and converts it into a 2d point on your screen. with this blueprint, the game knows when i dont look at the actor. problem is that, when i look at the actor, but i place a wall inbetween, the game still thinks the actor is on the screen. how can i check whether theres an occluding object in the way?

burnt trench
#

ohh the delay node doesnt, I see. How can I handle this situation then

maiden wadi
#

Wait. No. I confused myself. I thought those were checking that the same.

#

But yeah. If you call that with WasKilled false, it'll infinite loop.

obtuse herald
#

DoOnce -> Play Montage -> Delay -> Reset

#

It would actually still infinity loop

burnt trench
#

inside for loop?

#

yeahh

obtuse herald
#

What do you want to do?

#

Play an animation after the other?

burnt trench
#

yes

#

in a loop from the array

#

until the AI was killed

obtuse herald
#

aaaaa connect the get node with the index

obtuse herald
#

wait no the node aint work because the visibility is off when you're cehcking thus no render recently

wise mantle
#

yea exactly xD. but i can try some line tracing

#

but how will i got about doing that. can i shoot a line from the camera to the actor, and then check if the line hits something on the way? i havent worked too much with tracing

obtuse herald
#

Yeah

vagrant flicker
#

Okey guuuys, so fast question again if you have 2 minutes.

I made the transfer from the level BP to generic BP which holds only the needed information for the game mechanic.

I set ActorBeginOverlap to play the function, but I had a bump there too. So basically everytime I enter the trigger the sequence will play only 1 time. I need when I enter the trigger NOT to activate the BP but provide me the opportunity to play it on input keys as it was in the level bp.

https://blueprintue.com/blueprint/qduj2bfi/

Any advice is highly appreciated!

obtuse herald
burnt trench
# obtuse herald

gotchya. I was making a new macro for a for each loop with delay built in as a solution haha

wise mantle
wise mantle
faint pasture
faint pasture
#

Trace to your target actor by channel

#

That trace you are showing there is tracing from camera location to plane, and only hitting the plane. That doesn't make any sense

wise mantle
#

so you use trace by channel if you wanna include other object in the trace too?

#

if that makes sense

faint pasture
#

Yes. Trace by channel traces from start going to end point, and tells you if it hit anything the blocks that channel. The channel you probably want to use is visibility, one of the built-in ones

#

Like you could have your walls block visibility but not your glass

wise mantle
#

ok thanks. i got a bit confused with all the trace functions

faint pasture
#

But remember it only traces to a point. Depending on what the actor is, its location might not be where you want to trace two. If it's a character, you probably want to move the point up to like head level instead of tracing toward their feet

wise mantle
#

ok. in this case, its just a static actor

#

or else you would plus with a vector3?

tiny vale
#

How would i go about doing a 3d widget that stays the same size even if ur distant from it?!

obtuse herald
#

this is the function

faint pasture
#

That is, if it's a widget component attached to an actor, not a widget added to the viewport

obtuse herald
#

Note that Screen space widgets will never get occluded

tiny vale
obtuse herald
#

cause it's screen space

tiny vale
#

its working but its not on the position i want am i doing anything wrong on the actual widget? ** **

sacred elm
#

So I'm trying to make a simple AI character that walks on the x-axis towards my player, but it won't move with physics enabled. And I need that to perform attacks on it that knock it back. This is what I have for its movement now:

#

it's running on event tick

spark steppe
#

there seems to be a lot of issues in that node setup

sacred elm
#

yeah, I'm just guessing at this point T_T

spark steppe
#

unless it should really only working when on the positive side of the x axis

obtuse herald
#

dangerous

sacred elm
#

for right now, yes

#

is there a better way to do this?

#

because it's getting frustrating

obtuse herald
spark steppe
#

if yours is not working, yea sure theres a better one πŸ˜„

#

the one which works

sacred elm
#

lmao

spark steppe
#

or use nearly equal zero (which is the same but a bit more compact) πŸ˜›

#

and you might want to negate the output

#

as it actually would only move when it's at 0

sacred elm
#

oh, I wanted it to basically stop if it was in the air

#

like stop moving left/right

spark steppe
#

oh i see

#

but then use the z-axis (which is the up axis in unreal)

obtuse herald
#

that would be Z axixs then

sacred elm
#

omfg

#

I'm so dumb

spark steppe
#

nah, beginner mistakes

#

and it would really only work with flat terrain then, so you may wont to improve later on this

sacred elm
#

okay, so it stopped moving when it's hit up. But now it won't move to the side lmao

obtuse herald
#

we've been all at the point were we thought that y axis would be up/down because we all've played minecraft before

spark steppe
#

could use a line trace to detect the distance to ground

sacred elm
#

yeah

#

is ai movement normally this hard?

#

for like zero reason?

spark steppe
#

thats not even ai movement

obtuse herald
#

no, normally you use a character movement component

#

and nav meshs and stuff

sacred elm
#

I've got it on an actor because add movement input wasn't working

#

and I don't need like crouch or sprint or anything on it

obtuse herald
#

If it works it works

spark steppe
#

well, those can all be disabled in character movement component

sacred elm
#

it doesn't lmao

obtuse herald
#

but it's not the usual way

spark steppe
#

just be aware that there are other methods that are usually used to let AI wander around

sacred elm
#

I guess I'm just trying to figure out why the character refuses to move lol

obtuse herald
#

are the forces enough?

#

also you're just accelerating the collison capsule

sacred elm
#

I guess not? I mean i've got it at 1000

#

isn't that all I needed to move?

obtuse herald
obtuse herald
tiny vale
sacred elm
#

oh it is attached. And the zero didn't work. It just straight up will not move side to side

obtuse herald
sacred elm
#

I was gonna say, that's great, dude. Very visible

tiny vale
#

i can't see the item tho after a long distance

#

only the widget

obtuse herald
sacred elm
#

I mean the widget was covering it up was it not?

obtuse herald
sacred elm
#

oop. that's what it is. it's just not adding any force

obtuse herald
#

hahaha

tidal marlin
#

Hello. Who, by any chance, knows how to get the get global settings node?

tidal marlin
sacred elm
#

okay, it's working now. Thank you guys so much β™₯

obtuse herald
obtuse herald
tiny vale
obtuse herald
faint pasture
fresh charm
#

yoo

#

somebody know why my line traverse this object ?

wise mantle
#

ok i finally got it working exactly as i wanted xD. i had some trouble with multiple objects to trace to, but it finally works! thanks for the help @obtuse herald and @faint pasture πŸ˜„

pure walrus
# fresh charm

gonna guess collision is set to physics only or no collision

tawdry valley
#

How does the Combine Rotators work

#

I thought it would add the two together but it doesn't seem to work

pure walrus
#

order matters

tawdry valley
pure walrus
#

try switch

sacred elm
#

another problem :)

sacred elm
#

How do I reference the blocking volume I'm using for the ground? Like if my collision capsule is touching the ground, I wanna do _____

pure walrus
fresh charm
#

wdym

#

you want print if object have colision ?

pure walrus
#

print collision object type

fresh charm
#

ok

pure walrus
#

to be sure

fresh charm
pure walrus
#

visible in ray tracing ?

fresh charm
#

ok wait

#

i send you some pics in DM

#

its weird

faint pasture
pure walrus
#

i think he was tracing against self

fresh charm
#

yeah

#

just uncheck

plush swallow
#

is it possible to store an object class in an array instead of its reference in BPs?

#

or actually just a class object variable instead of a reference

#

lets say i spawn an actor but the actor instance variables changes throughout the game and i want to save it as a variable with all the variables but then i delete the actor and i want to spawn it again with all its same variables it had when i saved it

maiden wadi
#

Oof. The Savegame wall.

plush swallow
#

i meant storing the object as it is

#

if i spawn a class of it all of the variables will be set to default

maiden wadi
#

Usually you just store what variables you need to save somewhere. Either on another object or in a savegame object, then reset them after creating the new object.

plush swallow
#

so u have to manually store the instance variables in a different object then set them all of them when u spawn a new actor?

#

kinda seems too tedius especially if u want to save different classes of objects

maiden wadi
#

Are you talking about saving things in the same game, or saving things, closing the game, starting the game and loading all state back?

plush swallow
#

basically saving the actor class with all of its variables

maiden wadi
#

Not saving. Creating a new one and copying variables.

plush swallow
maiden wadi
#

Sure. Structs will help with that. So will a decent hierarchy of objects if they're going to get complex.

plush swallow
#

or do i have to use c++ for that

maiden wadi
#

Lower level class pointers.

#

C++ won't help much with that. It has the same restrictions. If you want a lot of different types in the same array, they need to inherit from a common place and be stored as that type.

earnest tangle
#

inb4 voidpointers

spark steppe
#

or byte arrays

#

if you want to save objects, use a 3rd party plugin which allows for object serialization

plush swallow
earnest tangle
#

...but yeah those might be signs of poor architecture

#

...huh? πŸ€”

#

lol yeah

#

it sounds like you'd want an event dispatcher?

maiden wadi
#

Also, you've been on Youtube too much, that is not what casting means to do.

maiden wadi
#

Casting doesn't actually have anything to do with communication. It just tries to allow you to use a pointer to call a specific function on an object.

#

Calling the function is communication. Calling a function is making a phone call. Casting is knowing when to use the country or international code.

spark steppe
#

casting is like calling someone and asking him if he identifies as Dog

last walrus
#

Am I able to know what player caused the error to happen? (not this specific)

trim matrix
#

hey guys

#

m having a big issue with my blueprint
so basically my random idle breaker animation is not working , its only playing the first animation over and over again

#

It was working perfectly before

#

ever since I added this it stopped working
this is too to check if the idle breaker is playing and the speed is greater than 0 , the player can transition into the next animation which is walking or running

faint pasture
#

We really need a Casting 101 page for newbies, every day there's someone using it wrong.

pseudo narwhal
#

Hello, does anyone know how to make this array to work? I have those 3 skeletal meshes, they go through an "for each loop" node, but it only fires the first item πŸ˜•

trim matrix
#

its only playing the first animation

#

somebody help me pls

faint pasture
#

@trim matrix Confirm that the idle breaker index is getting set to the random number as you think.

trim matrix
#

mmmh

#

where exactly cause I think I might of broken something

#

the issue is here???

#

@faint pasture

faint pasture
#

Print that value to confirm that it's actually changing.

formal wren
#

Is it possible to use curves outside of timelines? For example I define I curve and later I want to get the y-value at x in ablueprint function

odd ember
#

casting can be thought of as typecasting, so something related to acting

odd ember
#

cast as a role

trim matrix
tiny vale
#

i have a question that i always got confused at, how do i set that uplink widget texture thats blue to be like red for example if its the other team's actor and the material but thats a stretch

#

on a multiplayer game

faint pasture
#

Like a dynamic material or widget tint or whatever.

tiny vale
#

yea

#

a Material Instance

#

that has a color parameter

faint pasture
#

If you do, then you need to come up with some function to drive it. If you already have a Team variable living somewhere, then use that.

#

Just give the actor a Team. Then if Actor team = local player team, set it blue. Other way around, set it red.

trim matrix
#

@faint pasture did you watch the vid

faint pasture
#

No I'm on a phone and can't see s***. But if you can confirm that the index value being read in the anim BP is correctly being randomized the problem is going to be something else past that.

spark steppe
tiny vale
faint pasture
#

The widget sets itself blue

tiny vale
#

but won't it be blue for the other team also?

faint pasture
#

It's a widget component on a world actor rightm

#

No, you don't replicate the color. You just replicate the team the widget belongs to

trim matrix
#

@faint pasture

faint pasture
#

It does that work as expected?.

#

Test it at the last place that variable is used, in the animation blueprint. If the integers random as expected, then that's not your problem.

trim matrix
#

but the animation wont play

#

unless its 0

#

so the problem is not there I think

#

Its somewhere else

#

what about here?

faint pasture
#

Are you sure the other animations plugged into that player or even valid?

trim matrix
trim matrix
#

this is so that the character can walk or run even if the idle breaker animation is playing

spark steppe
#

are they set to LOOP?

#

or play when becoming relevant

#

does anything play if the index is not 0, like the first one?

faint pasture
#

Yeah plug the first animation into all three sockets and see if it works for any random number

trim matrix
#

ok

#

so for some reason

#

I remembered my friend put that value

#

and now it works

#

can someone explain to me how

spark steppe
#

you sure it wasnt your dog?

#

or you?

trim matrix
spark steppe
#

what transition is that even? in or out of the idle breaker?

trim matrix
trim matrix
#

bro I slept 5 hours

#

idk wtf is going on

#

well since im already in the animation

#

idle breaker time remaining = means the next time before the next animation

#

so since the time remaining is currently 0

#

0 is smaller than 0.2

#

idk if I got that right

#

@faint pasture you get it?

spark steppe
#

yea 0 is smaller than 0.2

#

all the other things, not sure about that πŸ˜„

trim matrix
#

jeez

#

I need to stop sleeping so late

#

lirely have a headache rn

tiny vale
#

Also it only works with a keyboard input for some reason, if not it gets called 3 times

sacred minnow
#

hello everyone i have a question im trying to make a button that changes the resolution, i dont know to explain this very well but, everytime i click the button it changes to a higher resolution, then loops back to lower resolution

spark steppe
#

that sounds awful

pure walrus
sacred minnow
#

oh sorry i said this completely wrong

#

its to toggle between fullscreen and windowed

pure walrus
#

u mean size

#

ok

#

i would still use a checkbox with 2 images

spark steppe
#

you could also make a button that picks a random resolution πŸ˜„

#

i would just make a combo box to switch between the modes

pure walrus
#

or put a transparent border and collapsed it to have the other fullscreen

#

in a horizontal/vertical box

sacred minnow
#

i made this at it seems to work

pure walrus
#

u meant the res of the game

#

okay xd

#

well good

spark steppe
#

isn't there also windowed fullscreen?

sacred minnow
#

oh yes

#

but how do i make a loop for the 3 modes?

#

flip flop is only for 2

spark steppe
#

get the current mode as enum, switch on that

#

and offset them all by one

#

e.g. if it's fullscreen set it to windowed fullscreen

#

if i's windowed fullscreen set it to windowed

#

if it's windowed set it to fullscreen

#

or use a enum select node, to specify the new enum value

#

which is the compacter solution

last walrus
#

what event is called after ALL scene is prepared for work?
in multiplayer looks like players are not created instantly after the "begin play"

spark steppe
#

beginplay

last walrus
faint pasture
spark steppe
#

yea, but beginPlay can fire in arbitrary order, thats why i removed that comment

last walrus
spark steppe
#

maybe beginplay of the level blueprint? 🀷

#

or is your event already in the level blueprint?

last walrus
#

I'll try this
1 sec

spark steppe
#

also don't move your whole logic

#

just add an customEvent to your game master manager actor

last walrus
#

nah
doesnt work

spark steppe
#

and call it from the level blueprint

#

hmm, how many players should be there?

last walrus
#

the window in right - player camera

#

if I make this screenshot right after the launch - screen is black - no player yet

spark steppe
#

is the first player client also the server?

maiden wadi
#

@last walrus I know this isn't exactly perfectly helpful, but realistically there are no perfect events for something like that. Pretty much all events are considered unsafe to rely on for order in multiplayer. This is one of the biggest reasons that C++ is so highly useful in Multiplayer coding. For instance it would be very easy to use PlayerPawn's Client side Possessed version to send an RPC to server, telling server that client is ready after possession. Store that character in GameState as an array or something. On number reached, do game start code. In blueprint, you're going to end up relying on the locally controlled pawn's beginplay to do this same thing, not quite as nice in the end. Ends up with networking checks and fusses up what should generally be used for state setup for actors becoming relevant.

last walrus
undone otter
#

is it true you can't change a mesh size/scale at runtime?

proper umbra
#

At the moment I am trying to add impulse to an actor (Another character). However, when I turning on simulate physics (which allows add impulse to work, the character ragdolls. Any other way to push an Actor.

faint pasture
rocky falcon
#

So what's everybody use these days for blueprint unit testing?

faint pasture
rocky falcon
#

I've heard Rare has had some success with it

#

Dunno if there are others who also have done it

faint pasture
#

I could maybe see unit testing GAS stuff with it but otherwise I don't really see the point.

#

Most other BP should be fairly simple

rocky falcon
#

Rare sees a point to it. And I do too. Just wondering what's everyone currently using for it

#

This looks cool

faint pasture
#

I doubt more than 1% of the people here are doing any sort of automated testing. That test suite looks awesome though, might be worth it for like an open world game or something with a lot of required coverage.

pure relic
#

If I was looking to have a camera focus on an object, and the camera will only pull slightly in all directions using the mouse, anyone know I can incorperate that? The focus would never leave the object.

dawn gazelle
#

On tick:

dawn gazelle
pure relic
#

I think thats it, thank you so much @dawn gazelle

stone canopy
#

Hello. I'm using a paragon character, now i want it to shoot, but these characters have the weapon mesh integrated in the body skeleton, what could be the best way to work this?

icy dragon
odd ember
#

maybe just find the gun socket

#

on the skeletal mesh

#

and use that as the location where you spawn projectiles/trace from

icy dragon
# stone canopy their own weapon

That would be up to the animation, and do either hitscans with fake projectile (most TPS games do this), or actually launch projectile from weapon's socket location.

stone canopy
#

i wouuld be shooting the projectile just when the character fire animation starts

#

thx @odd ember will research how to do this

#

thx @icy dragon

odd ember
#

you can use anim notifies to figure out the exact timing you want to fire your gun at

#

within an animation

icy dragon
#

Though unless it's a special ability shoot, the firing logic should be done the moment player pushes the button.

stone canopy
#

yeah, i know that despite i didnt use much

#

at first i think the only thing i need is the socket where to spawn the projectile, coz observing the shoot animation seems that the right time to spawn

#

at the beginning

icy dragon
odd ember
#

that's a design decision

stone canopy
#

ok

trim matrix
#

where can I find this window

#

its not there for me

dark crow
#

In the BP

trim matrix
trim matrix
trim matrix
#

how can I make a normal sprint system with a custom made character

faint cloak
#

Just change your character max speed everytime you press a button

#

Create an action named sprint, call it on your blueprint, then get character movement and set max speed everytime the action is pressed and return it back to normal when release

#

Guys i want to create an inventory system with stackeable items, i saw the umg ui inventory series on the unreal engine's youtube channel and i already have that structure done

#

But idk how to configure the slots to make them stackeable

#

Any help/advice you guys can provide please?

#

I can show my structure if needed

faint pasture
#

Just an array of item structs?

faint cloak
faint cloak
faint pasture
#

Can't go digging into all that. At a fundamental level what is your representation of the contents of an inventory? An array of structs or a dictionary or what?

faint cloak
#

It's an array

faint pasture
#

Array of what?

faint cloak
#

Im going to be honest with you man, it's my first time using unreal and i just followed the tutorial steps

#

I don't have an idea

#

😦

faint pasture
#

Show where an item is added to that array

faint cloak
faint pasture
#

K so to do stacking, there's a few ways to do it. At a minimum you need to add a MaxStacks field to your item struct

#

Then there's a few ways to handle stacking. Simplest would be to also add a Current stacks field to the struct as well

faint cloak
#

Yes, i already have TypeOfItem string variable and MaxStacks Variable

faint pasture
#

K so when you add an item, first check if there's already an entry in the array with the same item and Current stacks < MaxStacks.

#

So if you're picking up a Potion and you already have an array entry with Potion, 3 stacks, 5 max, then just add 1 to current stacks.

#

If there is NOT already an entry with current < max, then just add another entry. That'd be starting a 2nd stack.

faint cloak
#

I do understand the logic but since it is my first time with unreal i don't really know how to do it with nodes lol 😦

I am used to work with code lines and i don't know the correct nodes to use here.

I'm pretty sure i can get the "TypeOfLoot" node from the variables I have and just set the MaxStack but in Unreal what's the node i have to use to compare the item im grabing with the entire array to check if it's just going to stack or if it is going to set into an empty slot?

surreal delta
#

Hey guys I'm just looking for clarification of how to describe what type of communication is happening with interfaces. Between event dispatchers and interfaces I mix up describing what is actually happening a lot.

So when I set up this interface. I am inputting a reference to the object variables into "Solved Trigger" part of I_Moveable.

With this action, in this case the "Sender" requires a reference to the "receiving" objects correct?

TLDR. Interfaces only need a reference to the object as the sender. The receiver only needs to wait for the trigger event and therefore does not need a reference - is this correct?

faint pasture
surreal delta
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Well the mechanics work i'm just trying to improve on my lingo when describing how functions work. I mix up the communication types. e.g. what and when object references need passed in.

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This trigger basically toggles objects on and off when the button is pressed

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so these are instance editable variables. I select the phasing object sets within the play editor

faint pasture
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That BP snippet is calling Solved Trigger on whatever those objects A and B are

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Interfaces just let you define functions that will be implemented arbitrarily in arbitrary classes. Interact is a good example, a door and a button will respond to Interact differently and shouldn't share a common base class. That's where interfaces can step in.

surreal delta
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Right so interfaces allow for different mechanics to be implemented from the exact same signal

faint pasture
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Yes

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And without a common base class.

worthy frost
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Interfaces get around the inheritance problem

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You might have say InteractableActor, that you use for interacting with in the world

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but what if now you want to interact with say another player? or NPC

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interfaces make a contract, whatever implements this interface, responds to these functions and handles them.

surreal delta
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Yes so I guess im just confusing up the 3 communication types for references that need passed in. Just to make sure i'm understanding how each works individually:

For direct communication, only the sender and needs an object reference
for interfaces, only the sending event needs a reference. The "event" in the blueprint does not, as it references itself by default (as an event)
for event dispatchers, receivers subscribe to a reference of the sender

faint pasture
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@surreal delta those naming conventions are wack tho, I'd expect IMovable to have movement related functions

surreal delta
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The objects in the game move when interacted with

worthy frost
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Dispatchers are like, oh this just happened, anything that wants to know about it can be told now

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(Dispatchers are just Events/Delegates that get broadcast)

surreal delta
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dispatchers "subscribe" to the event basically. thats one way ive been told. Its like getting bell notifications on youtube - e.g. only the functions that are assigned to care about it will act.

worthy frost
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you bind to them, and run something when its called, which can be in the future.

faint pasture
static charm
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Direct comm, only needs sender to have the receiver's object reference.

worthy frost
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in bp? not sure, in C++ you can make delegates static

faint pasture
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Hmm Intredasting

worthy frost
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tho if they are local stuff, you can route them through GameIntance or w/e

surreal delta
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Ive come to learn my school will likely not teach us anything about the C++ end of UE before i graduate. wondering where I can go to learn that on my own. In a game designer program so more focused on level design

faint pasture
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So I take it a global SomethingDied buss could be accomplished with a static delegate removing the referencing

surreal delta
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didnt see anything in the learn hub for C++. Maybe a few things but no beginner stuff. I have a little background in C#

worthy frost
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yeah tho, i do that via the GameState/GameMode

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due it to being only valid during gameplay

faint pasture
surreal delta
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do you need the VS version of UE to do C++ or do you just tell the project to run C++ files. not sure if prereqs are different

faint pasture
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I just like super loose coupling. Just want something to shout into the void that it died and then something else to react if subscribed.

worthy frost
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yeah we do that via GameState

static charm
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there's a few options for compiling UE4 c++ these days, but by default you need VS and a bunch of packages but it's all grouped in a simple UE4 dev package install when update/installing VS.

surreal delta
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yeah thats the first thing i need to look into is that

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weve only played with blueprints and thats all were gonna do until i get my degree

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any recommendations for schools to get masters? Not sure if it should be in "game design" but after attending an epic games hiring seminar it seems likely I will need a lot of experience beyond school to even get my foot in the door

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bit off topic but since were here, sorry lol

static charm
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yeah you're going to need to ask that in another chat channel, no idea.

thorny marsh
faint pasture
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As a degree. As a skill it's awesome, bit it's a lot easier for a CS grad to learn games than a game design grad to learn programming. Unless you wanna just do art you have to be able to do a bit of everything yourself. Depends on how big a place you wanna work at tho.

surreal delta
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Yeah my mindset at first is that I wasn't too worried about programming and more so becoming the prototype artist for levels and mechanic implementation.. The degree is for computer science and we have done a bit of scripting outside of unreal. e.g. practice C# in VS but mostly focused on learning bps

surreal delta
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awesome thank you πŸ˜„

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but yeah hindsight what your just said is 100% right. I will need to push myself to learn this on my own and if I can find somewhere to learn more programming without drowning in debt that is probably the best

undone otter
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@faint pasture Not yet, was wanting to learn how to do it., change mesh size at runtime?

sharp rapids
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@undone otter you mean setting scale?

lapis helm
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I've changed the FTableRowBase of a data table, now I can't reparent it and it gives me this when opening it,

I can delete and make a new one just fine, but what if I wanted to change the RowBase of a huge data table? how do I change it properly so it wouldn't break things....

earnest tangle
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Not sure but the fact you're hotreloading could be causing at least some of it :P

lapis helm
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so should I close the editor before compoiling the changed data table?

earnest tangle
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Yes, you should always close the editor before compiling unless you're using live coding

icy dragon
fiery glen
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and even live coding can't do everything

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it will get better though

tidal marlin
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Hello. WTF is? How i can get it in blueprints?

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I cant find it in....

earnest tangle
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Hover over the Get Global Settings node and see what it says