#blueprint

402296 messages Β· Page 751 of 403

earnest tangle
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Or is that from someone else's project?

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I don't think that node is a builtin so it's coming from somewhere else, possibly a plugin or a custom function

kindred marsh
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Hello guys i really need your help. I am working on a VR project i have the oculus rift hmd and i didn't manage to see my vr controllers. I saw a lot of tutorials and i follow the steps but nothing. I believe that it was the steam VR i close it but same problem. Could anyone help?

vagrant flicker
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Hello. Can somebody tell me how to limit the animation sequence to play only from the first to the last frame?

In my case, I have two issues:

First, If I press the backwards button "T" and the animation is on 0 frame -> The animation will play from the backwards. I do not want to. I want the sequence to be played backwards only if its on certain frame and not go bellow 0.

The second problem is that when I play the level sequence backwards, when it goes to the first frame (0) the animation is going at the minus graph.. -1000 and etc while I am holding the button.

I fix that for the forward part by using "EventOnFinished" and now when the animation goes to the last frame, it stops and even If i press again the button nothing happens, its stays in the last frame, but for some reason its only working for the forward part.

https://blueprintue.com/blueprint/fkz8khfn/

jovial prairie
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how to fix font from AAAAAAAAAAA back to normal

maiden wadi
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@jovial prairie That looks like RichText?

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If it is you'll need to create a RichTextFormat file.

jovial prairie
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got it

sonic crescent
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Hi! Any good tutorial/notes to animate a spaceship banking when the ship is turning? I want it to bank/roll quick a start, and go back to position when releasing…

faint pasture
spice smelt
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Hi, I'm relatively new to unreal, and I'm working on a film/television project.

I need to make an actor spawn where I click, which means just taking the trasform of a raycast hit from screen space to world space.
However while doing so for play mode was pretty straightforward, I found nothing about doing so from edit mode instead of play mode...

tidal marlin
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its not my project so i cant do it. But dude where i give it really sure that its not plugin.....]

earnest tangle
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You'll have to ask the person whose project it is to try and hover over it to see where it comes from

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It should say "Target: Something" where Something is where it's defined

icy dragon
spice smelt
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We need it to spawn mannequins while virtual production camera (ue's beta feature) is running and while third parties may modify the scene

icy dragon
sonic crescent
spice smelt
white scroll
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Any way to show all blueprint compile warnings while in the editor?

We are getting following warnings a lot when building the game through cmd but can't figure out what blueprints are causing these
LogInit: Display: LogEnum: Warning: In asset 'None', there is an enum property of type 'EPlayerTeam' with an invalid value of 'EPlayerTeam::Attacker'

quartz glade
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Are blueprints garunteed to complete all processing before firing another event on the next frame?

Consider the BP above. If I click the mouse button briefly, and trigger some long and complicated function, am I garunteed in this scenario that no matter how long that function takes, it will be completed before UE processes the mouse released event?

earnest tangle
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Yes

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The only exception to this is if you use latent nodes, such as a delay

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obviously whatever logic is in the delay will run later whenever the delay (or whatever the latent action is) finishes

quartz glade
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yep, that makes sense. But otherwise its all single threaded?

spice smelt
earnest tangle
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That'd be fun

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@quartz glade and yeah, the game logic runs in UE's gamethread which is just one thread

quartz glade
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cool - thanks. makes it easier to reason with some of the processes

spice smelt
quartz glade
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yeah - so a mouse pressed, then a mouse released, they should technically always be on two seperate ticks right?

spice smelt
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in that case you never know it was pressed

quartz glade
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oh right - i can see how that occurs - ok

spice smelt
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but those are edge cases that won't happen 99.999% of the times, and just can't happen if your application is fullscreen

quartz glade
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a related question to confirm I'm not going crazy - there is no such thing as a "mouse held down" event/status. The only way to detect that scenario is get "pressed", set a bool, deal with it until "released"?

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I checked the new UE5 event input stuff, didnt see it there either..

spice smelt
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that said bear in mind that all i'm saying comes from generic development, I've no experience with if and how ue handles these edge cases internally

earnest tangle
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There's probably no event for "held down"... There might be a way to query the current button status for example in a Tick handler

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But not sure if that's available in BP's

unique wasp
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I'm confused about where I'm supposed to put my camera. I thought I could put that in my Pawn class, but if I do that, then it doesn't seem to get used. If I put a camera directly in the level and set it to Auto Activate For Player 0, then I get the behaviour I want, but then the PlayerController doesn't 'have' it because it's in the level instead of in the Pawn. I'm confused, how is this supposed to work?

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(I have a GameMode, PlayerController and Pawn Blueprint class, and have set the Editor Preferences and GameMode to use those.)

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(I'm making a building game, by the way, so there's no player avatar in the world: just a cursor to click stuff)

earnest tangle
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If you put it in a pawn, and then set that as the default player pawn, it definitely should be the one used

tranquil rain
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Can anyone help me with this? How do I stop list items showing others variables?

obtuse herald
# tranquil rain Can anyone help me with this? How do I stop list items showing others variables?

I've used the ListView Widget before, so I thought I remembered how to use it. Lol. Here's the reminder to my future self so that I don't waste another couple of hours in forum posts and google-holes.

This example was created with UE 4.25 but should apply to 4.23 and later (this was when Epic changed the UserObjectListEntry interface).

#ue4 #...

β–Ά Play video
unique wasp
tranquil rain
unique wasp
trim matrix
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why cant I collapse to function ???

obtuse herald
obtuse herald
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Your problem is that you're not refreshing (or at least not correctly) your Entry widgets with the new Item data they've received.

tranquil rain
vagrant flicker
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Hey folks! I still need some advice, can anyone take a look when its possible? ❀️

#blueprint message

obtuse herald
tranquil rain
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That is done

obtuse herald
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Ok, now on you left side you should have Interface functions

tranquil rain
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Yeah

obtuse herald
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Implement the OnListItemObjectSet function

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This will give you an event with an fancy icon

tranquil rain
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That's how I do it

obtuse herald
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And you're refreshing your data based on the ListItemObject you're receiving through this event?

tranquil rain
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I set all the item entries with it

obtuse herald
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show me

tranquil rain
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@obtuse herald

obtuse herald
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that looks good

obtuse herald
tranquil rain
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Select data to be applied to spawned actors in the next level. It all works fine except the check boxes showing as checked when not.

minor galleon
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anyone know why sequence graph editor wont F*&(king stop popping up?

tranquil rain
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Only the data from the ones you actually click is taken

obtuse herald
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to the IsSelected state

tranquil rain
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I'm not selected the item tho

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Just clicking checkbox within the item

obtuse herald
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I'm assuming you always want max. 1 item selected

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So you need to store somewhere which item is selected

tranquil rain
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I want 4

obtuse herald
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ok

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then you need to store which 4 items are selected

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and based on that, change the checkbox state when receiving new data inside the entry widget

tranquil rain
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I'm storing the index number

obtuse herald
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So the your Item object knows the self index and can access the index of every Item selected?

tranquil rain
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It could

obtuse herald
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Ok then, check if the index of the received object is one of the indexes currently selected (at OnListItemObjectSet)

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If so, tick the checkbox, else untick the checkbox

tranquil rain
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I'll give it a try. Thanks

obtuse herald
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Because currently your EntryWidget does receive it's new data, but doesn't do anything with the checkbox, so it just stays ticked

tranquil rain
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Will let you know the results πŸ˜€

gray hare
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If I add a component to an actor in C++, the inherited component shows up in blueprint, but the details panel is empty. Is there a way to make it not empty?

odd ember
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make properties UPROPERTY(VisibleDefaults) or BlueprintReadOnly or BlueprintReadWrite

maiden wadi
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Also don't hotreload.

odd ember
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dunno why this is in the blueprint channel though

gray hare
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I wasn't sure if this was a C++ or BP issue. Conversation is continuing in #cpp. Thanks for the help.

odd ember
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I meant the discussion

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or the question rather

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poe's law in action

gray hare
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I tried hot reloading way back in 4.13, but it was horrible and bad and it scarred me. So no more.

maiden wadi
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TLDR, just enable LiveCoding, and if you change a class constructor, or a .h file, close the editor and F5

gray hare
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Most of what I do involves touching .h files.

icy dragon
gray hare
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I've had good luck using Hot Reloading when iterating on unit tests.

maiden wadi
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You'll have good luck until one of these days, you hotreload, and then spend two weeks rehooking up half of your blueprints when they just randomly decide to corrupt. πŸ˜„

gray hare
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yeah...

maiden wadi
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I used to think I could just be careful around it. Then I had it happen to me. Screw doing that again.

pure relic
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Hello! I have one question. I'm looking to make an object of my choice ripple once (As in the geo ripples) and it can be triggered by an input of my choice. Anyone know how I can do it? I've only been able to find raindrop tutorials x.x'

odd ember
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you might have to reword that

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I have no idea what you mean

pure relic
odd ember
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what does that even mean

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what is a ripple

pure relic
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Sorry if Im not clear

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^ like this. It needs to show depth, not just a material

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unless 3d depth can be shown via a material

odd ember
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I don't think this is the right channel for that type of ask. I can't see anything in blueprint that would help you with that. try #graphics

tawdry surge
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anyone have any idea why my left mouse button input is not firing from my game mode BP
However my on click event in my player's ui widget still works fine

icy dragon
tawdry surge
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no i lie

obtuse herald
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I don't think game modes can even receive input events in the first place

tawdry surge
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the button reacts the event wont fire

obtuse herald
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game mode really isn't the place for whatever you are trying to achive

tawdry surge
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ok thats what i was wondering

icy dragon
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Game Mode is practically server side in MP situations.

tawdry surge
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this is just a single player stand alone

obtuse herald
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Usually you define stuff like winning conditions in there

tawdry surge
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shouldnt matter

icy dragon
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Just don't do input events in Game Mode.

tawdry surge
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playing in single is playing as the server so it doesnt matter in this instance
the input thing does matter

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well apparently you cant

obtuse herald
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PlayerController / PlayerPawn is probably the thing you want to put this in

north marten
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Is there a way to have a static mesh use a sequencer for a spawning in and out animation? The tutorial i followed shows to use the level sequencer but it has to have the actor in the level in order for it to work and i cant have it spawn in if its already there

north marten
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Can timelines work with material parameters?

odd ember
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sure

north marten
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Can someone give me a quick crash coarse on that please?

odd ember
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something easily googlable

icy dragon
odd ember
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I'm sure there are tutorials by the boatload

north marten
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yeah I was looking around and havent found anything for it, just meterial collections and using the sequencer

odd ember
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maybe try using the keywords

icy dragon
north marten
uncut lark
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so Im having an issue. my walk button will override the normal walking behavior. For now, it will just continually walk at the walk speed until you let go of W, then itll return to its original behavior.

Any ideas?

fallen glade
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Is it possible to have request a random point in reachable range but in a doughnut so it's not too close to me?

Right now I'm doing it like this:

Get random point
Is point far away enough?
If not, fail,
Repeat after a delay

odd ember
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should be

uncut lark
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Yeah there should be like a range value

odd ember
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even easier

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I was going to suggest the math

fallen glade
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you guys mean by code or bp?

obtuse herald
obtuse herald
fallen glade
obtuse herald
fallen glade
obtuse herald
odd ember
obtuse herald
odd ember
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select node

obtuse herald
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yeah but where would that help?

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am I dumb rn or..?

hybrid ether
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Hello, I have building system and its like placing actors and then destroying actors. Base building like rust or ark. How to save those?

granite jacinth
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hi, very new to ue4, i'm trying to ge tthis "character rotation" variable to send the number into my anim blueprint, but i don't know how. anyideas at all?

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i need the number to end up here

tacit oyster
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Hi everyone, I'm creating a chat system. I use the bp player state to store the nickname (it comes from the gameinstance). For first I spawn the character, after that I assign the nick to the player state. The issue is that when the node called to assign the nick is executed the spawn has not been completed yet, despite the node for the spawn comes before the node for the nick. The only way I found is to use a long delay. Is there any solution? Thanks.

earnest tangle
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How did you determine the spawn is not complete?

fallen glade
obtuse herald
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(I didn't test it tho)

dawn gazelle
granite jacinth
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i made a float variable in the anim bp, which do pull off of?

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there's also this one

dawn gazelle
granite jacinth
onyx token
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okay so i'm currently trying to make 8 directions of dodge with 8 different dodge animations

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depending on input

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i'm about to plaster my entire blueprint full of AND / OR / XOR / whatever nodes

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but before i do this-

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is there a better way to do this? kek

odd ember
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create a function

onyx token
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well this is inside a makro

odd ember
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I don't trust macros personally

onyx token
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why? rooThink1

odd ember
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there's been cases of them not being able to validate data correct, use functions correctly, and in some cases straight up crash

onyx token
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hmm so i shouldn't use functions and just put 8 different montages in my normal blueprint?

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because afaik i can't put a montage onto a function

odd ember
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I would not do animation logic outside of animBP

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possibly, for the animations

onyx token
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but i thought blend spaces are for looping animations? rooThink1

odd ember
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it's for... animation blending?

onyx token
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yea like running / walking

odd ember
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but you can also have 2d blendspaces

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so you can blend a lower and an upper part of an animation

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and have them blend correctly based on 2 values

onyx token
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ooh nono i don't want the animations to blend, i'm fine with those 8 animations not blending at all

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(they can't really blend anyways, they're vastly different from one another)

odd ember
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well

onyx token
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i just wanted to know if there's like a "get direction" node or something

odd ember
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perhaps a select node could work

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but again, I would not do this outside of animBP

dire frost
onyx token
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hmm... can i play animations in the animBP with an event, or do i have to have a bunch of booleans and put it on Update Animation?

onyx token
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WASD

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or controller input

dire frost
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oh, you can just get the input axis for each one

odd ember
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those are the same values

onyx token
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so i got this for my attack animation, the bool "Firing" gets set to active when i press Leftclick

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so should i make 8 different bools and put them all into the animBP?

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or maybe make an int and have a selector in the animBP rooThink1

odd ember
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handle animations in the animgraph, not the BP graph...

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but

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you somehow need to collapse those 2 values into 1 value

onyx token
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wait in the animgraph? rooWtf

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i'm supposed to handle animations here??

odd ember
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the whole point of the animBP is the animgraph

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if you click on the "default state machine"

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yes

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because the animation graph runs on a separate animation thread whereas BP runs on the game thread

onyx token
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i see....

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but how would i play a different animation in the animgraph tho? With a bunch of Layered blend per bone - which just are set to all the bones?

odd ember
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the same way as you would otherwise

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it's a question of transition

onyx token
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how would i do otherwise? rescBlank

odd ember
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you can handle it inside of a single node

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called BlendPoses

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in fact, I handle all my animations through that node

onyx token
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i see....

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the thing is- all the tutorials i watch, they literally just play animations in the third person character blueprint - screw it shrug

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i never knew you're supposed to play them in the animgraph OhIPanda

odd ember
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montages where things are happening as a cutscene or similar can be done in normal BP

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but if you're actively playing while animating, you'll want to have the separation

onyx token
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well i guess....
Blueprints are named blueprints despite not being blue rooMad

pseudo narwhal
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Hi, do you know how can I get all the elements from a widget inside blueprints? I dont want to create references for all of them

odd ember
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blueprints refer to schematics because they used to be drawn on blue cloth with chalk afaik

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or no, it was actually paper

onyx token
odd ember
pseudo narwhal
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I wanted to select all of the elements (images, text, buttons...) at once, isnt there any specific node for that?

onyx token
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ok so this can't be correct rooThink1

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do i need to do this for every single animation?

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and then have 1 bigass int to select them all?

pseudo narwhal
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Thanks @onyx token , I'll do it one by one then..

odd ember
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I would suggest creating an enumerator for directional inputs

onyx token
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ok sure- but you get what i mean

odd ember
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yes

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then the mapping between input and enumerator

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is where it gets interesting

onyx token
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wait so i actually just stack 7 "Blend poses by int" nodes? rooWtf

odd ember
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no

onyx token
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and the question is just how i choose them?

odd ember
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just one node

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if you make the enumerator

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you can blend poses by enum

onyx token
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but where can i set more?

odd ember
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read pls

onyx token
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ok hang on

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lemme get an enum, maybe it gets less if it's context sensitive

odd ember
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that's why I said make one

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that represents your directions

odd ember
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yep

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if you make more enum states the node size increases

onyx token
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but i have a bunch tho...

odd ember
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you'll have 8

onyx token
odd ember
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if you right click on the node, you should be able to add or remove poses

onyx token
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ooooh add pin for element!
i would've never ever found that rooBlank1

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ever

late cave
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wait until you discover that some nodes have stuff to change in the detail panel only...

odd ember
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anyway

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the next step is converting your input into an enum

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you basically have a 2d vector value of [forward, right]

onyx token
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wait hang on, i need a default null value in my enum right?

odd ember
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those go between -1..1

onyx token
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not just 8 different directions

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i also need a "not rolling at all"

odd ember
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you dont

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you only want to transition into a roll state when rolling

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so having a default state isn't necessary

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but it's there regardless

onyx token
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alright.... So how do i fill the RollAnim? Can i pull it from my third person character via animBP?

odd ember
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so you have the animations somewhere as assets

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just add them where appropriate

onyx token
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sure, i call it the "noodlynator"

odd ember
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all you have to figure out now is how to transition your inputs into the enum

odd ember
onyx token
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ok wait but... how do i get it to default now? rooThink1

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like

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i can set the int

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to 1-8, no problem

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based on which WASD is pressed

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and if i set it to 0 it goes default?

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nvm i can't set it to 0...

odd ember
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you put this inside your animation state machine

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not your end result

onyx token
odd ember
onyx token
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i don't wanna take up so much of your time, i feel bad, are there any tutorials i can go through that explain it all to me?

odd ember
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it's really intuitive

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but yeah idk there probably are

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I don't know the tutorial stuff out there

onyx token
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so i'm using the standard mannequin.... i would do this then? rooThink1

odd ember
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what I gave you with the blend poses will most likely not be covered very easily, but the transition between states in an animation state machine will definitely be covered

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and all you need to do is to take that blendposes node

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and put it inside a node inside the state machine and figure out a transition condition

onyx token
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okay....

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so the transition condition would be me pressing the roll button

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and then i'd put the enum inside of the node inside the state machine

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which is inside my anim graph, being filtered via a bone filter

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which is inside my mesh

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which is inside my third person character blueprint

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what is happening

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my brain hurts

odd ember
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well consider this

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I have about 7 systems layered on top of each other in the game world alone

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never mind what is going on on the character/player

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games are very complex machines

onyx token
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i'm in

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system layer 4, going deeper...

odd ember
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lmao

onyx token
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wait, if i add a custom event in my character mesh animation BP-
Why can i not call it in my third person character if i have the mesh right there? rooThink1

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oh wait, it's because i'm dumb.

dire frost
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<@&213101288538374145> this one right here

torn kettleBOT
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:no_entry_sign: Omnicy#3240 was banned.

nimble vortex
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thank you.

onyx token
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wait wtf? rooWtf

odd ember
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what you do want on animation tick is switching direction and checking for input

onyx token
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ye nono i just wanted to use the Shift key as a way of setting the "i'm rolling" bool
and set an int in my third person character BP - which i would then send via the custom event over to my animBP

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should i use an interface instead?

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i'm confused why the custom event doesn't work...

odd ember
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you need to bind your event dispatchers if you want a direct link

onyx token
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oh right event dispatchers were a thing too

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okay, so now i got the rolling to work - but of course it never stops rolling...

odd ember
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have you set the exit condition?

onyx token
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that's what i'm trying to figure out

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the exit condition would be once the animation is done rooThink1

odd ember
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it should be the opposite transition of entering

onyx token
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well entering is "roll is true"

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but exiting needs to be "animation is done"

odd ember
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then drag a new transition back to idle

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or what have you

onyx token
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yea

odd ember
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there's an animation percentage thing

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that you can use

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percentage completed or whatever

onyx token
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all i found is this but this doesn't work...

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although epic did use it on the jump animation...

odd ember
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so you gotta find the same one

onyx token
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oh you mean the one playing right now?

odd ember
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yep

onyx token
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like this? The only ones i have are these ones

odd ember
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I think there's one called GetRelevantAnimTimeRemaining

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which is probably the one picked

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because someone has had this problem before and solved it

mild flare
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Hello,
I am trying to setup a Killfeed and it actually works pretty fine, displays the killfeed on client and server-side. but I still get error messages when I am done testing - can't figure out to avoid that, tried running it with a delay broke it, also did making it reliable

what am I doing wrong?

dawn gazelle
mild flare
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so the multicast is ruining it, do i get that right?

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should it be run on owning client?

dawn gazelle
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Right. The multicast is calling on all other clients, so they can't see that player controller reference. Even if you were to "Run on Owning Client" it still wouldn't receive the references correctly.

mild flare
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hmm damn, thanks for the hint

dawn gazelle
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What you probably want to do is have your UI bind to an event dispatcher in the game state. When a player is killed, the server can run an "executes on all" RPC in the gamestate passing the playerstates of the causer and victim which then calls the event dispatcher and passes through the referenced playerstates. The event dispatcher in your UI can then create your message you want to display and read the names from the playerstate value it passes through.

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I say to pass through the playerstate reference as it's probably less data passing the references than the entire stringed names every time.

mild flare
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alright, makes sense will try to make it work like you said - thanks!

onyx token
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ok.

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i got this

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and it's being triggered by this

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which works

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and to go back, i wanna do this

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which doesn't work.

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and i'm stuck. I literally have no idea why.

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i tried all of these.

vapid ibex
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Is there a way to store something in the editor? I'm loading an XML object during the work, and the problem is that the editor crashes if I load it too many times, I'm seeking a way to load it once and then store somewhere.

dawn gazelle
onyx token
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nvm, i was really really really really stupid.

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i never set the bool to "stop being activated"

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end me

onyx token
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but thanks so much for helping me, you're da best rooVV1 @odd ember

vapid ibex
# dawn gazelle You're loading the XML at runtime?

No, in the editor. Basically XML stores my dialogues. In the runtime I load it once in game instance, but I also use it when I'm editing the dialogue trees to display text of the phrases, and apparently it crashes the editor. I use EasyXMLParser.

#

I guess this gets called too often.

dawn gazelle
vapid ibex
#

Ideally that's what I want to do, yes. I just don't knowe where to store the XML object when in the editor.

#
trim elbow
#

I'm trying to make my character invisible to the AI when it's hidden in darkness. Added collision to the light blueprint and I got no clue how to set in the overlapped area to be visible for the AI

odd ember
#

that's uh

#

a very difficult thing to do

#

early thief games could do it because their renderer was entirely software based

#

so light values per vertex were available directly

trim elbow
#

But the sphere collision should't technically solve that for a simple game ? I did a boolean variable isHidden and trying to set it to true on collision , however no clue how to make the AI ignore the character.

odd ember
#

you can fake it by having a collision that blocks the visibility channel or whichever channel the AI uses for vision

#

but that sounds like a boatload of markup, with a lot of markup debt and performance issues

#

there aren't really any solid solutions for this as of yet

#

that's why no game has done it since the thief series

icy dragon
odd ember
#

you don't have to consider players overlapping it

faint pasture
#

You can either calculate lightness heatmap in 2 or just dynamically calculate illumination by lights within range etc

odd ember
#

if you have the correct collision channels blocked it's automatic

faint pasture
#

Like if you have 5 lights in relevance just run some function to calculate an illuminance from distance and a line trace vs visibility from light to character.

odd ember
#

a light heatmap sounds like an interesting concept, but it's probably costly... either in terms of production and/or in terms of performance

faint pasture
#

It all depends on the design. If it's 3d then I'd just trace vs lights and calculate it dynamically.

odd ember
#

I would imagine it more like a navmesh style map where light values are mapped perhaps

#

but certainly not something that's possible in BP

odd ember
trim elbow
#

I'm a beginner so guess I 'll go with the simpler way as with the trigger volumes .

odd ember
#

you don't need to have trigger volumes. the collision just needs to block vision

faint pasture
odd ember
#

I'd probably in your case create a custom collision channel that is used exclusively for AI vision, so that it doesn't interfere with the use of other channels

faint pasture
#

You already have Visibity, can also just use that.

#

I'm sure there might be a way to leverage EQS to do this too.

odd ember
odd ember
#

hence why it's smart to make a custom channel

icy dragon
faint pasture
#

You only need to trace vs player character

#

And only from lights within a range. Dirt easy

icy dragon
odd ember
#

I imagine this is only when there is a direct hit on player from the trace

faint pasture
#

We're talking illumination here right? Like Theif and Splinter Cell

#

That's a trace from Lights to Character blocked by Visibility.

#

Npc seeing the character can be a function of trace from their eyes to character blocked by Visibility

trim elbow
#

More like a simple lowpoly maze game , that i'm trying to hide/crouch in the dark areas to avoid patrolling AI's

odd ember
#

I'm still wondering how your trace alone will account for illumination based on the information of the light. a custom light class with exposed volume that has linear values for illumination is perhaps the best case, and even that sounds a bit dodgy.

icy dragon
#

I'm putting into account cover system for the heck of it. Say, player hiding under a bench or behind a protrusion.

faint pasture
#

And whether or not they see you is
Illumination x Visibity or whatever

odd ember
#

again it doesn't seem you take specific light information into account

#

so all lights would be the same light

#

which isn't true

#

nevermind indirect lighting

faint pasture
#

You can do a distance function etc.

odd ember
#

yeah but you're still not taking into account any light information

#

which means a candle and an industrial spotlight have the same effect on the AI

faint pasture
#

Ok so then you use Power in the function.

#

Illumination = TraceHits x Power x 1/distance etc

odd ember
odd ember
#

and what is it based on?

faint pasture
#

Whatever you want, or just take the Illuminance off the light component.

odd ember
#

again that's just a linear distance to the light

#

it doesn't account for e.g. IES textures

icy dragon
faint pasture
#

Well no shit lol, but you can easily use direction and cone angle etc to filter it to the general light shape.

odd ember
#

I can't imagine the performance issues with 40 cone traces going on

odd ember
#

it's for good reason there hasn't been a commercial game that has tried this

faint pasture
#

What alternative are you suggesting then that uses the IES then?

#

I'm guessing none. So checking for a general cone is better than nothing. Make your light profiles fit the cone close enough and call it a day.

odd ember
#

I'm not suggesting an alternative for any of this. it's a pipedream to try and make something like that work through traces, and I don't think the end result will be worth the effort put in.

#

I already suggested just using the visibility collision for the person asking, and keep it at that

#

and perhaps the closest to a "professional" solution would be something like an actual navmesh that takes light values off the ground and allows AI to sample them

#

which would likely require some degree of baking (e.g. limited dynamic light support)

icy dragon
#

People just generally lower their expectations when it comes to lowpoly games and its feature implementations. Unless the game style is hyper realistic, they'd expect the AI to be more generous and not cheesing them with realism.

vapid ibex
odd ember
faint pasture
icy dragon
#

It's just given that low poly = less realism all around

odd ember
icy dragon
#

As far as the logic sight goes, typically games see the player as either a huge box or cylinder/capsules.

(MGS2 seem to be the exception by detecting per limb collision with artificial delays)

vapid ibex
#

But then again, yeah, true stealth is very hard, since I don't know if it's even possible to solve cases when for instance you're in the shadow but there's a bright lit wall behind you, so you CANNOT be hidden.

odd ember
#

points I've already made further up

vapid ibex
odd ember
vapid ibex
#

I suspect that it's not that they don't bother, it's that their versions are more optimized than linetracing to every light in the vicinity.

odd ember
#

I know that they don't bother

#

at least for some games

icy dragon
#

Dangit, I think you can even reduce the trace count if player character's overall hitbox is not on sight at all.

#

Only increase the trace count if player hitbox is on sight, then check for the limbs hitboxes.

odd ember
# odd ember I know that they don't bother

just adding to this point, there is a difference between perceived safety and actual safety, and it's much easier to play on that difference than it is to make AI work well with lights

icy dragon
#

If you want to go further, don't line trace at all if distance to player is further than max linetrace distance.

odd ember
#

I wouldn't do a single trace until more conditions have been fulfilled, personally

vapid ibex
odd ember
#

within maxrange/within dot half angle/trace

vapid ibex
#

Just stopping it from going closer than needed to a light was simple enough, but then I wanted it to pathfind while sticking to the shadows...

odd ember
vapid ibex
#

I even pondered some ridiculous hacks like "render a small 2x2px camera view right down the NPC's center, and try to sample brightness of that texture"

odd ember
#

I mean, the NPC's visibility doesn't really matter

#

it's the player's location that matters

vapid ibex
#

Not if NPC's behavior is affected by how much lit it is. The idea was of an NPC that's cowardly in light but attacks in darkness.

odd ember
#

I see

faint pasture
#

If lighting informs ai as well just bake it to a tilemap and use that, or EQS

#

Same thing tho, not really sampling GPU light but a function of nearby light and their properties.

sonic crescent
#

Sorry to disturb.... i can't remember.. I need to shoot a Big bullet every 10 Bullets... What was the node to do that? I think it was something to do with N ...

sonic crescent
#

thanks it be that

faint cloak
#

You guys know how to add all this options to a custom event?

#

I'm trying to update a health bar after fall damage

#

nvm i found the way

tranquil rain
#

@obtuse herald thanks for your help worked a treat

ripe rose
#

when my player picks up a weapon and the appropriate static mesh and other visual components are added to their actor, i need other player clients to also do that. do i need to do a repnotify for adding the components? can i just make the components replicate? or what's the easiest way to do this?

final nimbus
#

How do you get blueprint pins to show their values when setting a breakpoint?
I've tried hovering, clicking, setting watch points on this Start/End FVectors and no luck.

dark crow
#

BP ones are not reliable

#

Just log them

#

Β―\_(ツ)_/Β―

glass crypt
#

shouldn't a child automatically call a parent's event? i can't for the life of me call the "interact" event that's implemented in the parent.

#

tried this too

#

if i set a breakpoint in the child bp it gets hit, but never hit if i set it in the parent bp

#

the whole point of inheritance is to inherit functionality from parents so i'm not sure what's going on

#

is it because it's an interface event?

tulip mason
# glass crypt is it because it's an interface event?

Yeah I think so, not 100% sure but I think interfaces need to be implemented where you want them regardless. Even it's a copy and paste deal.

Only other solution u can think is to have a function in the parent/child called from the interface that carries down from parent to child.

tranquil rain
#

I have checkboxes on list items how could I stop allowing them to be checked after a certain number?

dawn gazelle
tranquil rain
#

I tried this but can only seem to lock all or none

#

I think I'm trying to halt the whole thing

#

Where would be better

dawn gazelle
upbeat shore
#

okay I am losing my mind trying to figure this out so I'll ask here. is there an easy way to do a snap 40-50 degree turn with a character blueprint? I'm trying to set up a basic VR character but every tutorial for a snap turn is with the player being a Pawn and not a Character, so the methods simply do not work, either not doing any rotating at all or for some reason actually changing the location instead of rotation

#

I can set up a smooth turn super easy, but the snap turn is just not working

velvet dagger
#

I'm trying to make it where when a button is held my character will slowly descend instead of descending normally, how would I go about doing that?

thorn ermine
upbeat shore
#

i have tried pretty much every single rotate node for everything. it seems like rotators just do not like it when you have an HMD active

thorn ermine
upbeat shore
#

I've tried both tutorial and winging it

#

yeah I already checked that one out. I followed it to a T, but instead of rotating the character, it would just kinda move it slightly forward and to the right

neon heath
#

guys i been stuck on this for 4 hours

upbeat shore
#

the problem being that he is using a Pawn blueprint type and I'm using a character, so for some reason it can't work the same

neon heath
upbeat shore
#

at least I think that's the issue

neon heath
#

any ideas? I am literally just trying to make a car movable / drivable - I have everything setup but for some reason no results still, yes everything is rigged, yes the model is being instantiated through the blueprint into the world

#

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This is a step by step tutorial on how to make cars in unreal engine 5.

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upbeat shore
#

oh. my. god

#

so now i have it working

neon heath
upbeat shore
#

earlier I attempted to use the add yaw input with a do once, but it was just moving smooth

#

so I deleted it, but I figured I would redo it to show "i tried this but it was only smooth turning" and I go to test and it is snapping

neon heath
#

very nice!

upbeat shore
#

so I guess i'm happy its working but why didnt it work earlier

neon heath
#

I feel dumb too right now, spent 4 hours to get a damn car to move and still having issues

#

using chaos Physics

#

chaos vehicle plugin

#

etc

upbeat shore
#

man, I wish I could help you but I know nothing about vehicles in unreal

#

also it seems like the issue was before I had it in a function? If I put the same code into a function it breaks, but outside it works

thorn ermine
upbeat shore
#

OH that makes a lot of sense then

thorn ermine
#

but glad you got it working

upbeat shore
#

because that function would just be constantly repeating due to it being executed from an axis event right?

dawn gazelle
neon heath
#

what do you mean by possessed? I have the blue print with everything in it

dawn gazelle
#

Possessing an actor is what allows you to control it.

neon heath
dawn gazelle
#

You placed the actor in your scene yea?

neon heath
#

yes

#

if you'd like, I could share screen with you

dawn gazelle
#

Click on the actor in the world and look at the possess options

#

You want to change Auto Poessess Player to Player 0.

neon heath
#

im in ue5

dawn gazelle
#

Should be something similar I imagine. I'm not at all familiar with Ue5 yet.

neon heath
#

oh there

#

those are the default settings

dawn gazelle
#

Yeah change Auto Possess to Player 0

neon heath
#

done

#

I have a lot better camera rotation now @dawn gazelle

#

but still no movement

thorn ermine
# upbeat shore because that function would just be constantly repeating due to it being execute...

I mean the amount of times and even the speed at which it gets called has kind of no impact on the state of the function itself, the documentation on this is also not very clear, so trial and error suggests blueprint functions reset their state upon entry ( we know it does this for doonce ) whereas the tick function itself does not reset this state each time it gets called ( otherwise doonce would never work as expected )
https://forums.unrealengine.com/t/do-once-not-doing-once/1794
This is going to cause problems for more people for sure, but it is also a good idea to make small test cases that you can quickly assert behavior independently of your game, if you are unsure of exactly how or why something works, specially if you are making it a prime mechanic in your game πŸ™‚

dawn gazelle
#

Try checking your input axis values by putting a print string after them and feeding in your axis value, specifically Throttle.

neon heath
#

yup i had done that for an hour lol

#

its insane - like, they print out values when they aren't even being pressed

dawn gazelle
#

yeah they would since they're axis - they always fire.

neon heath
#

it seems for some reason, i think my issue is with the input settings

#

right axis true

#

fair

#

gah

dawn gazelle
#

and you are getting values out? like between -1 and 1?

neon heath
#

oh i was printing text before, sorry I misread your above

#

damn 0

dawn gazelle
#

Check your input binds.

worthy frost
#

i always do Axis Not Nearly Zero to a branch

#

so i don't get spammed

neon heath
#

W = throttle, represented by a var of positive 1

#

should be sending

worthy frost
#

S is also -1

#

err 1`

#

it should be -1?

#

oh wait nevermind

#

its bound to different axis

#

@neon heath does the value increase when you press the key?

#

or is it always 0?

neon heath
#

always 0

#

so its not being recieved i think

worthy frost
#

do you have anything else that could be overriding that

neon heath
worthy frost
#

and consuming the input (tho it should not even execute)

neon heath
#

nothing else really in here thats saying 'w' or 'W' as input

worthy frost
#

no i mean another event in another blueprint

neon heath
#

up here there is tho

worthy frost
#

bound to the same input

neon heath
#

but that shouldnt be valid to reference because that would be in access of a diff bp like, firstpersoncharacter etc

#

let me see

worthy frost
#

its likely the key got consumed

neon heath
#

jesus wow

#

i had done a test earlier in another BP

#

that was it

worthy frost
#

yeah it was being consumed elsewhere

neon heath
#

so i got the car moving now

#

thanks btw @worthy frost @dawn gazelle

#

but its super slow lmfao

worthy frost
#

well

neon heath
#

how i speed this thing up, maybe just multiply by some vars?

#

or what

worthy frost
#

you need to provide a multiplier to your input

neon heath
#

right yea

worthy frost
#

Axis * value * DeltaSeconds

#

where value is your speed multi

#

so Axis * (500 * DeltaSeconds) (to ensure car has same speed if frame rate changes)

neon heath
worthy frost
#

maybe i dunno its 6 am

neon heath
#

lets see if this is yummy

worthy frost
#

and not slept

neon heath
#

damn

#

i did that last night

#

i feel it

#

2 am here

#

up since 11 am

#

same stuff

worthy frost
#

been working all day, crunching last minute fixes for DLC release

neon heath
#

went bed at 6:37 last nite xd

#

very nice

#

whats your project?

worthy frost
#

Red Solstice 2 on Steam

neon heath
#

very nice m,an

#

im working on a nft game

#

cant say too much but yeah

sage pecan
#

Hi, I would like my character to stay crouch if button is down, I'm thinking of looping the animation, how do I do that?

neon heath
#

prob use a boolean value, say if(bool==true) then basically animation.looping = true

#

etc

#

then if(bool==false) animation.looping = false

sage pecan
#

The problem is, I don't know how to do the animation looping since the event is fired only once when pressed

#

So the animation will be played only until the end of animation

tawdry basalt
#

how do I add objects in pawn to an array?

thorn ermine
# upbeat shore because that function would just be constantly repeating due to it being execute...

And thinking about it a little more it seems more likely that those type of methods ( doonce, doN, etc. ) maintain their state via the Event Graph
so for events, tick, anything that you do inside the main event graph, will respect that state, whereas functions get their own "new" mini event graph upon entry, and it gets "destroyed" upon exit. πŸ™‚
ok, done with this now, lets do some work

worthy frost
#

@sage pecan i would not use a montage for crouching

#

this would be done via the animation bp

#

then again looks like your doing something crazy cause deactivating the movement component, why?

#

also crouch will set the capsule size to crouched size (in the CMC)

#

so not sure why you are manually setting it there also

#

all you need is your animation bp to query the player and see if its crouching

#

but 100% i would not use a montage for crouch

sage pecan
worthy frost
#

cause you set your animation BP up wrong

#

and your playing montage,

sage pecan
worthy frost
#

it 100% does change

#

CrouchedHalfHeight in the CMC

sage pecan
worthy frost
#

(click the Character Movement Component in your character BP)

#

Montage are for things like sword swing attacks, etc

#

things which fire off dynamically

ripe rose
#

the following is part of a repnotify that triggers when a player fires their weapon. it works perfectly under normal circumstances, but if the player is holding the fire key when they enter relevancy range, it doesn't work. it actually runs the code, but that print statement i put there displays the name as blank. meaning it goes through the node to create a particle system, but it's null after it tries to save it
https://i.imgur.com/Hb7Eyqf.png

worthy frost
#

movement, crouching, etc should be AnimBP

sage pecan
worthy frost
#

bo

#

no*

#

CrouchedHalfHeight

#

and yes you need CanCrouch ticked also

#

its misleading cause its under Nav Movement

#

but the movement component checks that bool, to allow crouching, even for non nav agents

#

its weird but it is what it is

neon heath
#

I think my iq has dropped about 50% or so due to sleep deprivation, would someone be kind enough to tell me again - how do i just get the distance between 2 objects, yes a float - a float / vector - vector but more in depth

worthy frost
#
    FORCEINLINE bool CanEverCrouch() const { return NavAgentProps.bCanCrouch; }

    /** Returns true if component can jump */
    FORCEINLINE bool CanEverJump() const { return NavAgentProps.bCanJump; }``` as seen here
worthy frost
#

(Location - Location).Length

sage pecan
#

So the capsule component will follow this height?
Will it shows in the play mode if I disable 'Hidden in Game'?

worthy frost
#

or use that node πŸ™‚

neon heath
#

I feel dumb because Im not sure what to use for the actual vector

#

im trying to do FirstPersonController and an in game object

#

but I need to convert to vector

worthy frost
#

?

upbeat shore
#

alright now I've got another issue. the camera height is either way too high with my guardian floor floating above my ground in game, or its too low and the guardian floor is beneath the ground. I'm using a quest 2 with the link cable. I cant test on my index if its a persistent issue or just oculus

worthy frost
#

you want to get what?

neon heath
#

player and a car

worthy frost
#

yes but what do you need/want

#

what you trying to achieve

neon heath
#

if(dist of 2 objects <= 1) ill debug a message

worthy frost
#

Car->GetActorLocation Player->GetActorLocation

ripe rose
worthy frost
#

Distance < 1

neon heath
#

there yes!

#

getactorLoc

#

you guys are both great

#

thats what it was!

worthy frost
#

also

#

there is a node

#

Player->GetDistanceTo(Car)

#

which is cleaner

ripe rose
neon heath
#

beautifulll

worthy frost
#

@ripe rose i am not sure, if the particle fails to spawn

#

then the component its meant to attach to was null

#

try printing the attach component

ripe rose
#

o

upbeat shore
ripe rose
#

i thought i checked that already but you're right

#

now i just have to figure out why that is null which i also don't understand rip

#

shoulda been created on beginplay of the component for all clients

#

i mean it is

#

it just goes null after leaving relevancy range

worthy frost
#

not sure what that component is

#

where is it created?

#

you do know relevancy destroys the actor right?

#

then recreates it when they enter relevancy

ripe rose
#

the player BP adds this weapon component on its beginplay, and then the weapon component adds a static mesh to the player and saves it as a reference

#

i vaguely understand relevancy

#

i probably have a gap in knowledge somewhere

worthy frost
#

yeah so its likely something is not running again

#

when player enters relevancy

ripe rose
#

yeah sounds likely

worthy frost
#

we just made our players always relevant

#

but for a 8 player co-op it made no sense to hide them

ripe rose
#

yeah

worthy frost
#

we do use that for the AI tho

#

cause we can have up to 200 ai in the world

#

and that would be nuts πŸ˜›

ripe rose
#

wellt he good news is the static mesh is being re-added when re-entering relevancy, it's just the reference that gets wiped

#

when something re-enters relevancy, does is just recreate all of the components it had without running their beginplays?

worthy frost
#

it should run the beginplays

ripe rose
#

weird

neon heath
#

goodnight guys - thanks for your help, I much appreciate it!

ripe rose
#

nite

ripe rose
#

it's trying to run the repnotify function before the beginplay functions, so it hasn't yet set the reference that it tries to use in the repnotify

#

idgi

#

This is how it is supposed to work. You can handle your logic in BeginPlay and be assured that the variable has been replicated by then.

#

maybe i'm doing something backwards

#

yeah i think i may more or less fully understand what's going on now

#

was simply an order of operations problem

#

wasn't a problem when i had this all on the player bp because the components weren't being added at beginplay

pure walrus
#

i just learn u cant check a checkbox and add it to a widget in the same frame UNLESS u check it before u add it (still same frame)

#

happily losing 30mn on this to start the day in shape

#

actually nvm it doesnt work
i had to delay to next frame

ripe rose
#

one time i had a variable that would set in editor correctly but in standalone wouldn't. i had to put basically a "if(true)" to make it work

#

ue4 can be special sometimes

maiden wadi
#

Wut? You should be able to set checked state after adding the checkbox to something else i the same frame?

#

@pure walrus How are you creating that checkbox?

dim robin
#

would you suggest any workaround to fix a physics simulated sphere to prevent it from rolling "forever" on a non-flat plane?

earnest tangle
#

give it a nonzero angular inertia or whatever the setting was called

earnest summit
#

Hii peeps, question I am trying to add a "Fire Rifle" animation to my character, If I dont have looping enabled it only does it once and with looping on it doesnt stop after releasing the mouse button. Is there a way to break the loop or maybe a more common use to add a animation like this?

brittle plinth
#

hey guys
Do you know how to add cinematic black bars ingame?

earnest tangle
#

Easiest way would probably be to just add a widget which has bars on top and bottom

brazen pike
#

That way the animation only loops when the character is firing

#

btw you might want to turn the animation into a montage rather than just a straight animation. Tbh, I don't know why it is better but when I used straight animations in my own project it would mess up other animations and using a montage fixed that problem. Could just be my own issue though, I haven't taken the time to fully understand it all

earnest summit
brazen pike
#

Oh I see you were asking about that now. Yeah I would definitely suggest using a montage.

earnest summit
brittle plinth
#

?

#

the whole widget

#

Trough out the game

#

done

#

πŸ˜„

willow phoenix
willow phoenix
#

oh

#

wait you mean appdata on win? πŸ˜„

icy dragon
willow phoenix
#

nevermind, found it πŸ™‚

#

save game slot file is under in the project files \Unreal Projects\MyProject\Saved\SaveGames

lucid lynx
#

I have a -180 to 180 variable that indicates a direction in 3D space. I need to convert that information to an x,y plot of 0-1 and 0-1.

gentle urchin
#

Example value? What would -180 be in x.y space?

lucid lynx
#

-180 to 0 would be 0 to 1 on the x space for example.

gentle urchin
#

And 0 to 180 would be 0 to 1 in y space?

lucid lynx
#

Let's see...I think 90 would probably be x=0, y=0.5

gentle urchin
#

180 would be x 0 and y 1?

lucid lynx
#

Yeah, that's the idea. I think x would be 0.5 though.

gentle urchin
#
  • 180 would be x 1 , y 0?
#

Map range clamped x2should solve it

#

Guess you gotta know the values you want

#

But the node that can solve this would be map ranged clamped

#

One of them handles -180 to 0 in x
The other handles 0 to 180 in y

#

However scaled you want/need

lucid lynx
#

Ah, I think that's what I'm looking for.

#

So I just feed the same info into that node two different times, one for my x and the other for y?

gentle urchin
#

Ye

#

Clamped makes sure the value isnt extrapolated beyond the values you've set

opaque patio
#

Anyone know what I'm doing wrong here? The teleporting works fine when the vehicle topples over, but only once. Once it "teleports" the whole thing of rolling over and teleporting doesnt work anymore. The 2nd time around it does print string "toppled", so it does go through it. I'm still a noobie, so if you're willing to help (thanks a lot btw πŸ™‚ ) please take it easy on the terminology

#

its the teleport node that doesnt want to work twice for some reason

maiden wadi
#

@opaque patio What's with the GetActorOfClass?

sacred current
#

How can I change a value float smoothly from 1 to 0 over a given number of seconds, using a set timer by event?

opaque patio
maiden wadi
#

@sacred current You can't. Not unless something else is updating whatever you're using the number in. You need some sort of Tick,Timeline, etc. And by then you may as well just update your own float there.

formal wren
#

When using child actors, this happens after a while:

maiden wadi
#

@opaque patio But this is the blueprint of the car you're flipping isn't it? You should be able to just call this on self if that's the case?

formal wren
#

For some reason ue keeps the created child actor isntances on the map after playing

opaque patio
#

Thnx, ill try that. Thought of that as well, but didnt work. Maybe it does now

formal wren
#

resulting in my character having 20 hands instead of 2

maiden wadi
#

@formal wrenIs that via ChildActorComponent?

full hare
#

Well Oh boy i hate behavior trees anyone has any ideas why it isnt working? the GetBool casts to the controlled ai gets the boolean which works but then the blackboard based condition like breaks everything o,o

earnest tangle
#

is the idea that all those nodes will run in sequence?

#

so first it finds a location, then it gets a bool, then it moves?

full hare
#

yep the find loaction and move to works but i wanted to add a boolean to the move to

#

location*

earnest tangle
#

Yeah so the problem is you're using a selector and not a sequence

full hare
#

i tried using a sequence as well but let me try

earnest tangle
#

selector runs the nodes that you have in it until one of them succeeds

#

sequence runs nodes in it until one of them fails

#

so in this instance, the selector would probably never get to the last node if get bool is always successful

full hare
#

the weird thing is if blackboard is well not true then it stops since it doesnt suceed but if i use the other one then it stops when it suceeds

#

i meant if the boolean not blackboard mb

earnest tangle
#

Well yeah it would stop in the false-case because your blackboard decorator fails so it won't run the node in that case

trim matrix
#

Hello. If I am doing this manipulation it adds extra item , which wasn't in array

full hare
#

i used the sequencer now after the blackboard is true it no longer checks if the boolean changes and even if i use a simple parallel and i see the value change the blackboard doesnt care and execute the code anyway even though it isnt longer valid and it should stop

earnest tangle
#

so you want it to abort the move if the boolean value changes?

full hare
#

basically I want it only move to only if the boolean is true if its false dont move if its true again move there again

#

in short i have an enemy and it always follows the player but i want it to stand still when it shoots but after it shoots it needs to follow the player again

earnest tangle
#

Maybe try setting the blackboard decorator so it aborts self if the value changes

#

It should have an option for that

full hare
#

in on value change i have no options there

#

like in the observer aborts

#

i just have none

earnest tangle
#

That's odd, it should definitely have "self" πŸ€”

full hare
#

well there were no options so i had to cheese it a bit now it works thanks πŸ˜„

#

it didnt have self

#

but i added it to a simple parallel and now it has self so it works

#

thank you

earnest tangle
#

well that's good :)

open elbow
#

I'm wondering if anyone knows how to take a screen position that's fed to UE and trigger UI under that screen location? Regular mouse clicks won't work with my project set up

marble olive
#

Has anyone tried to make an Arcade machine with playable mini games? I would be interested hear if anyone has.

earnest tangle
#

I have one in my project

#

It just has one game in it though

vapid ibex
#

I have a problem in my UI blueprint that fills an element with slots. It should be a simple task, but forloop for some reason refuses to behave! What might be the problem?

earnest tangle
#

are you modifying active slots in your loop

#

if so, the problem is most likely that the last index pin gets re-evaluated every iteration, so the last index keeps becoming smaller and you get less items than you wanted

maiden wadi
#

πŸ‘†

#

It is a very good habit in Blueprint to drop anything you're looping over into a function with the loop parameters. Less chances of reeval issues, and loops also tend to behave better that way. Also for the same reason and for a lot less execution, it's a good habit to mark your const BlueprintCallable C++ getters that return arrays with BlueprintPure=false

vapid ibex
#

Oh, so the last index is evaluated every iteration?

#

I thought it is evaluated only the first time when loop begins - which would be, you know, logical thing to do...

maiden wadi
#

Not necessarily. C++ does the same thing.

thorn ermine
#

I mean you can make it not evaluate it again by introducing a variable, and dont change it during the loop πŸ˜†

earnest tangle
#

technically it still re-evaluates it, the value just is constant

maiden wadi
#

If you follow C++, this for instance, would only print one time. Since I is being reevaluated every iteration.

{
  i += 50;
  UKismetSystemLibrary::PrintString(this, FString::FromInt(i));
}```
#

It's the same for blueprint loops, whether ForLoop or ForEachLoop.

#

I mean. If you wanted to, you could create your own BlueprintMacro that takes in the end value, or the array, stores it locally, and iterates off of that. StableForLoop, StableForEachLoop

#

Works well. πŸ˜„ May actually keep that.

glossy bane
#

I'm trying to change a vector parameter in cascade trough blueprints but I'm getting no results, anyone that could point to where I have made a mistake?

maiden wadi
#

Use that a User level Parameter?

glossy bane
maiden wadi
#

In Niagara. What is Acceleration marked as? User, System, Particle, etc

glossy bane
#

This is in cascade not Niagara, and I have just right-clicked and selected acceleration as emitter module

maiden wadi
#

Oh. Brain went straight to Niagara. πŸ˜„

glossy bane
#

Yeah I should be able to do this simple effect in cascade so I just figured I would try

#

Changing the constant for Z axis in acceleration does exactly as expected in the particle preview

south merlin
#

What is the difference between Report Damage Event and Apply Damage?

#

I didn't even know there was a Report Damage Event until today. I always used Apply Damage

earnest tangle
#

report is for AI perception damage sense

#

apply damage works with the builtin damage system on actors

south merlin
#

so it wont' apply damage, just let the AI know it got damage?

#

like shoot a monster to agro it?

earnest tangle
#

that's up to how you want to implement it, apply damage does nothing by default as well

south merlin
#

ok, before I was using the apply damage to change the state of an enemy when you shoot it. Going to look into this damage report. It might clean up some code.

#

(I"m moving everything over to Behavior Trees for my AI)

#

thanks

trim matrix
#

Why does this not print to the play mode? Am I going about this the wrong way entirely?

earnest tangle
#

Your print node is not connected to the exec pins

#

Nodes with exec pins do nothing unless you connect them

pine hatch
#

Hi I have a problem regarding to my blueprints on hit event... I am using the event to set vector parameters on my material.. so when it hits the other actor it sets the normal value to -1 on the hitted location.. it works fine but the only problem is when it doesn't hit the other actor anymore it doesn't set it back to 0... I tried to use isvalid on the hit result.. I also tried to use the on component end overlap event.. but non of those works.. I wonder could I use some kind of custom event or how could I get an event to tell the bp when it should set it back to 0 ???

south merlin
#

@pine hatch is this a damage effect that wears off over time? Or do you mean once the overlap ends it should go back to 0?

pine hatch
#

once the overlap end it should go back to 0 but i have to use the on component hit event it doesnt work with on component being overlap event

zealous moth
#

is there a way to move individual components in editor? Like an Actor with 2 cubes. Move one that isn't root and move the other (also not root)

#

I am not talking about move component node. Just drag and drop

earnest tangle
#

If you select the component when you have the actor selected you can move it

zealous moth
#

No I cant...?

#

omg

earnest tangle
#

Works for me unless I misunderstand

zealous moth
#

double click and I can

#

ZOMG!

trim matrix
#

God i love structures. best thing in the world.

pine hatch
#

is there like an is event active function?

obtuse herald
trim matrix
fluid stratus
#

Might there be a way to go for high values such as like in a idle game? I am hoping to try for high values but things start to break at about 2billion mark. Tho numbers can show about 9 quintillion functionality breaks. I guess you could think of it a endless rpg is what I am working on. But atm 2 billion is the limit which is abit of a bummer then again I am trying to work with crazy ideas.

earnest tangle
#

usually they only break if you change fields in BP structs, C++ structs work pretty reliably :P

trim matrix
#

I have about 20 structures as of right now lol

#

So much easier to store you information int here than copy and pasting everything voer and over agian

obtuse herald
# trim matrix can to many structures be game breaking?

No, the issues mostly releates to editing the strcuts-structer after you used them. Sometimes things will go just fine; sometimes you get compile errors because you now have different struct "versions"; sometimes it compiles with different struct versions breaking things in runtime.

obtuse herald
trim matrix
earnest tangle
#

Yeah I haven't had any issues with modifying structs declared in C++

trim matrix
#

Its a simple fix really. Save EVERYTHING, close editor, reopen editor, edit structure, Save structure, exit editor and DONT SAVE, close it. This does not break it.

zealous moth
#

Is there a way to automate adding new components in editor on construction?
I have an array of cubes. I want to add a new cube by clicking the instance editable array and just add a new one in the world.

So click add on the array, adds a new actor component of type static mesh comp defaulting to cube.

earnest tangle
#

construction script can do stuff in editor, maybe try that

obtuse herald
trim matrix
zealous moth
maiden wadi
#

If the array is instance editable, and you change the array, it'll run the construction script usually.

trim matrix
#

Im trying out a new method other than doing this, Which system would be better? like this or anim notify??

remote obsidian
#

Hola, with bitmasking enums, is there a way to cast a bitmasked enum to the enum itself?
Eg. I want a function that has an input of a bitmasked enum, but it's not psosible to mark a function input as bitmasked it seems?

#

Similarly what if i wanted to have a map array of static meshes, with the key being a bitmasked enum?
Doesn't seem possible using blueprints to me?

#

Bitmask integer is not compatible with enum

odd ember
#

why aren't you handling animations inside animation graph?

remote obsidian
#

Int to byte then byte to enum, is that the path?:

odd ember
#

I don't know that BP is fully setup to deal with bitmask enums if they're not defined explicitly in cpp

#

(and exposed that way)

faint pasture
trim elbow
#

Hello all ! I'm trying to get the sprint working , while simulating it never reaches the underlined false condition , while it's being pressed , is there a simple solution for this?

#

the ui seems to work fine

#

and that part is the issue i guess

remote obsidian
#

I think i can make do with bitmask int > byte > enum

trim matrix
#

@trim elbow You are telling it to Move the stamina bar to search for the same value IF it is true or false?

#

Branch the condition to say stamina on?

#

add another branch on false, add the > to true?

earnest tangle
#

also if your game runs at even 100 fps, the stamina recovers in 0.3 seconds from 0 to >10

trim elbow
trim matrix
#

Thats because its only finding that value.

trim elbow
trim matrix
#

Drag stamina On to the branch condition

#

add another branch to false

#

connect the condition to that

#

that SHOULD work i think.

trim elbow
#

i'll excuse myself if i'm wrong as i'm just a begginer

trim matrix
#

False to True then stop

#

not false flase

#

follow that

willow phoenix
#

trying to sort my struct array. it is not even close to what im expecting it to happen. where did my brain turn 180Β°

trim matrix
#

sorry to ask such a simple question but nothing is filtering out when I search, is this a bug or did I click something?

remote obsidian
#

Another hopefully simple question, if I don't want to store my array long term, simply create it before a foreach loop, populate it, pass it to another node then forget about it, is that possible?

#

I've tried the make array node but it seems like it's not intended to be used this way, only for creating an array in 1 step with specified items

neon heath
#

hey guys

#

does anyone know any really good UE5 assets?

#

and more specifically - UE5 population assets for random characters / npcs?

#

my population system isnt supported in ue5 yet

trim matrix
# neon heath does anyone know any really good UE5 assets?

This video shows how to recompile a plugin (in this sample case, the UE4Duino plugin for Arduino communications: https://github.com/RVillani/UE4Duino ) for Unreal Engine to avoid "built with different engine version" errors.

There is a "In About a Minute" version of this process here: https://youtu.be/sC0gnfYzFzU

β–Ά Play video
south merlin
neon heath
willow phoenix
#

if anyone wants to sort a struct: i added a remove index for my temp array too, and now it works:

faint pasture
trim matrix
#

You can convert it.

#

Just like

#

Strider is not UE5 supported

#

BUT converting it, it is now.

earnest tangle
#

Sorting in BP's is kinda annoying, it's much simpler in C++ :P

odd ember
#

not to mention slow

faint pasture
#

Sorting is the type of thing that is very good to have in a function library.

#

And yes, math in BP is very slow. I changed an algorithm from 8 milliseconds per frame to 0.05 milliseconds per frame just by moving some math to C++

earnest tangle
#

sorting almost anything in C++: Algo::Sort(AlmostAnything); lol

remote obsidian
#

Just going to keep the function working with a single enum selected input, I'll just have to call it multiple times

#

For now anyway till I have more time to figure this out

maiden wadi
earnest tangle
#

Algo::SortBy(MyArray, &MyStruct::StructProperty) :P

maiden wadi
#

Fair enough. Side note.. Don't stay only BP if you're going to do UI. It's just not worth it. Sorting is just one example.

#

Like.. Here, sort this list.. You need to sort it by seven different categories. That's like, what, 30 lines of code for both ascending and decending for all seven? That'd be a nightmare in blueprint.

dawn gazelle
#

But I thought I did pretty good sorting 4 categories both asc and desc... D:

#

(only used for a relatively small list too....)

odd ember
#

I keep UI to menus πŸ™

#

other than hud elements, I try to keep all other UI work diegetic

final nimbus
#

Is there no way to change the values of these select pins? I want to have -1 be an option

odd ember
#

don't think so