#blueprint

402296 messages · Page 764 of 403

zealous moth
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but it's still amazing stuff

barren flower
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Thats you?

zealous moth
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yeah

barren flower
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I was looking at your realtime livelink data video a year ago, its on my watched list haha

zealous moth
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well we were a team of 2

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that's my bud

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I focused mainly on performance and tests

barren flower
zealous moth
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Like the tests on the HISM splines and the vertex anims

barren flower
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Ive watched a few apparently

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Thats kinda cool

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Oh my god

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you have one on vertex animations in materials?

zealous moth
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yeah we tried to pump out videos weekly or so but the views never went past 1k so we gave up

barren flower
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Thats litterally what im trying to do

zealous moth
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yeah, but it's only simple rotations, we aren't super pros on it

barren flower
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Well, the serious game dev audience, as just demonstrated, is pretty small

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but that said, you do it for a while, then you hit critical mass

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dunno man, maybe you should keep at it

zealous moth
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there is an awesome plugin I bought on the market place that makes material animations in UE4, it's quite efficient in my testing.

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nah, I make more $ with assets 😄

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this is what you want to watch btw

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how to randomize mats on HISM

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ah! even better! 😄

barren flower
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Im actually gonna be a jerk and keep that a little quite for a little bit

zealous moth
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hahahahahahaha

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sure thing

barren flower
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I'll make a tutorial on it at some stage

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Oh, do you have a link to that tool by any chance?

zealous moth
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for the mat anims?

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yeah sec i will dm you

barren flower
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sweet cheers

silk rampart
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Does anyone know of a good example blueprint that allows me to make a button to say cycles through meshes? similar to a character creator, picking hairstyles and such

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Trying for a simple one, not tied to a playable character

maiden wadi
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@silk rampart Do you just want to see the hair, or see the hair on a character?

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To be fair that doesn't really matter. The simple answer is that you need to tie your data to the mesh, most likely in a datatable or data asset. A TMap of GameplayTag/StaticMeshSoftObjectPtr in a dataasset would probably be the easiest to start off with.

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Then you can just get that asset, get the map. Use the tag(Can also use FName if you want. GameplayTags are much better), look up the data and get the mesh, resolve it, and set it.

zealous moth
maiden wadi
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I'd probably do a datatable struct personally. Use GameplayTags as the lookup. CharacterCustomization.Hair.HairNameHere. You can lookup the table via a map of datatables by getting the map for CharacterCustomization, find the table that matches your tag, which will match a table connected to a tag of CharacterCustomization.Hair. Use that table to look up the struct. Then you have access to the struct which should have the soft object pointer of the hair, the name of it, description maybe, etc.

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Widget can get the same table, and just populate an array of the datatable's names. Then you'll have access to easily look up every hair by index in the table.

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Whole process is very easily extended for any sort of customization by little more than an additional datatable, added to the lookup map, and minor widget customization.

dawn gazelle
maiden wadi
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They do. But GameplayTags have a function to convert to FName.

dawn gazelle
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So then in the datatable itself, you'd still have to input the gameplay tags as Fnames? :/

maiden wadi
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Yep. But you get to sort your tables for easier lookup.

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For example, say you have a bunch of things that are similar, but you need different logic for them based on their data. You could put a bool in a struct and look that up in the table, but often it can be a lot easier to associate it via it's tag.

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Item.Consumable.Apple for instance. You could look up Apple in a few different tables, find that it's in the items table, and get that it's a consumable. Or in gameplay logic you can simply check if Item.Consumable.Apple matches tag Item.Consumable on use, do consumable logic.

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Also quicker to map tables to tags and find the right table to iterate than search through a composite datatable.

silk rampart
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thanks for the info guys, will have to look some of that up

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Now if I can just figure out to setup a parameter collection to be quickly swappable I think I be good for my plans this month

tight pollen
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Anyone know how to set it up for a bone without hiding bone?

odd ember
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set it up for a bone without hiding bone

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what

tight pollen
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i want only set Phys Body Option for a bone

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😓

odd ember
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isn't that something you configure for the skeletal mesh?

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there might be some issues with only a partial physics body I suppose

tight pollen
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just need this to fix the problems

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i have PBO Term

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and i want set to PBO None after something

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can it be set using BP or do I need C ++

odd ember
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I don't think it does what you think it does

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PBO None has a tooltip that says Don't do anything

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so that would suggest that when you choose that option, nothing different happens

tight pollen
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I'm just asking if it can be set or not, i need this 😓

odd ember
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but it doesn't do anything lol

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it only makes sense in the context of the function

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void USkinnedMeshComponent::HideBone( int32 BoneIndex, EPhysBodyOp PhysBodyOption)
{
    TArray<uint8>& EditableBoneVisibilityStates = GetEditableBoneVisibilityStates();
    if (ShouldUpdateBoneVisibility() && BoneIndex < EditableBoneVisibilityStates.Num())
    {
        checkSlow ( BoneIndex != INDEX_NONE );
        EditableBoneVisibilityStates[ BoneIndex ] = BVS_ExplicitlyHidden;
        RebuildVisibilityArray();
    }
}```
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the parameter isn't even used in the function it would seem

tight pollen
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okay then how do i change back to PBO None when set to PBO Term

odd ember
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you can't

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it says in the tooltip

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but being that the parameter isn't even used, it shouldn't make a difference?

tight pollen
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I need PBO Term to permeate, but when the AI ​​dies problems arise with Decals, their location changes

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when i have PBO None then is ok

tight pollen
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I do not know what to do

icy dragon
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Are you trying to have some kind of skeletal wound system?

tight pollen
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no

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i mean Niagara

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Niagara location changed after AI dies

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when i have PBO Term

odd ember
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then... don't do PBO Term?

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I've showed you the function that uses it

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but it doesn't actually seem to use the parameter

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so I don't even know how you are getting differences

tight pollen
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I do not know either

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but I get differences

true valve
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How do you remove a specific foliage actor?

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I've an instanced component as component class in my foliage type.

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I'm trying to remove the foliage from the component.

odd ember
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you can click select it with the foliage tool

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but uh

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not really blueprint relevant?

tight pollen
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PBO Term makes the difference

odd ember
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multi line trace, check for bone is hidden, ignore if so, otherwise hit?

rain egret
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how do i rotate an object, with a physics handle, in a way that it, regardless of its base rotation, rotates either left right up down.
its difficult to explain what i mean

tight pollen
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if you know what i mean

odd ember
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I don't

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but I don't know your use cases either way

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sounds like you're doing something that either isn't possible by default, or requires advanced effort in cpp to make work

tight pollen
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ok I keep looking, thanks for help 😉

glad compass
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I am getting this error, I think my blueprint is returning null.

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetGrabbableObjectNearMotionControllerGripPosition_NearestComponent_1". Blueprint:  VREntity Function:  Execute Ubergraph VREntity Graph:  EventGraph Node:  Attempt Grab
icy dragon
cerulean fog
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ah ok I'll put it there thanks

odd ember
glad compass
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I dont see a issue in it. How would I send the blueprint?

odd ember
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how would you what the blueprint?

glad compass
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well, with things like normal programming, you can simply copy and paste the code, and then it is easier for others to debug, but I cant do that with blueprints. Just screenshots?

odd ember
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ohh like that

glad compass
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alright

odd ember
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there's also that website

glad compass
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that?

icy dragon
odd ember
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blueprint ui ? something

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ah

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yes

glad compass
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I am doing stuff in VR, and I am using unreal engine 5 btw

faint pasture
odd ember
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inbetween get component and the looping it may invalidate potentially

glad compass
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alright

odd ember
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literally there is a node called IsValid

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ah

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actually

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don't use a sequence node there

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put the return at the end of the loop

glad compass
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ok, and also, most of this code is made by unreal lol

odd ember
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you can still check for validity, that's worth, but the sequence node is screwing you here

faint pasture
odd ember
faint pasture
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There's actually three reference frames and play here, the camera, the world, and the object. Which one do you want to be rotating in those directions in?

rain egret
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the camera

odd ember
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did your character die

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because that seems like unhandled death

faint pasture
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I don't recall the specific nodes but there are some nodes to generate rotations given an axis and angle. Use the cameras forward up and right axes and you'll be in business

odd ember
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the internal quat function we used a few days ago

faint pasture
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You'll want to combine rotators. Handle rotation equals handle rotation combined with the output of that rotator from axis and angle.

odd ember
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what a marvel of engineering

faint pasture
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Angle will be driven by your inputs and Delta time if that's a thing. I don't know if you are trying to rotate in 90° chunks or what

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For mouse driven rotation like Garry's mod, I would say angle equals mouse axis input x someconstant

rain egret
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best example would be in space engineer the way you can rotate things there

odd ember
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ah yes, rotating things

faint pasture
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Never played it but if it's anything like Garry's mod or starbase I know what you're talkin about. If you're trying to build some sort of a vehicle building system, we can probably talk about that sometime. I'm working on a game with that type of stuff.

rain egret
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thatd be great, the building part i already have, i trashed my previous rotation function because it wasnt very intuitive to use

dawn gazelle
# maiden wadi I'd probably do a datatable struct personally. Use GameplayTags as the lookup. C...

You said here "Use that table to look up the struct".... How would one do so? The only means I know of getting the structure of a table is by defining the actual table in something like the "Get Data Table Row" and the Out Row pin would have the appropriate structure assigned. Using a variable for the Table leaves it as a wildcard, and will automatically set the pin as soon as any single structure is fed into it, so it can't be used to feed into similar execution paths.

I know workarounds for this, like using a switch node using a gameplay tag and then defining the table directly for each tag (example below, perhaps this is what you meant anyway?) but I'm curious if you have a different way of accomplishing this?

rain egret
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into this

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and each pannel is its own object that can be removed and attached

faint pasture
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Hey bud you're still in Blueprint and not in the p.m. lol

rain egret
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aaaaaaaaaaa

dawn gazelle
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Nice work tho 😉

maiden wadi
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Actually in BP you could do the same. Use the tag, pass it to a data asset function. Return the row type struct from that function. Use the tag in the function to find the datatable in the datasset's map of tags/Datatables, then just put that return table into GetDatatableRow if it's valid. Return the data afterwards.

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Make a map in the dataasset to map the tables to tags. Then you can get a reference to the dataasset anywhere you want via a set variable or a static return function.

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Pure easy lookup of data for any gameplay tag's ui data in any widget you want to use it in.

icy dragon
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Nah, jk, I don't do procedural building, it's out of my design docs.

gusty shuttle
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When using my keyboard, the UI works wonderfully, however, when using a controller, it's far to quick and overshoots focus on buttons. Any tips to slow it down?

odd ember
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use different control schemes for different input devices

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implement deadzones

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etc.

gusty shuttle
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Ayeeee, so far I'm just using keyboard and controller. Ideally I could use both. It is working, just the deadzone thing I think. I need to do a >.3 or <.3 me thinks. I forget the nodes

odd ember
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there's... no node?

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just constrain the axis input

rain egret
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worlds adrift, was also a airship building sim. but it died because no more money

buoyant stratus
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I just want to set a scalar parameter on my material instance but this doesn't work, so I have no idea how to make it work, any help?

mental robin
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Not sure if I am dumb as hell or something is broken. In debug the subtraction 'always' equals 0. Despite it clearly showing (for example) 12 - 7

icy dragon
buoyant stratus
tawdry surge
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I think it would pry be easier to use a parameter collection and change the value in there. It's how dynamic wind/wetness is usually handled for foliage/ outside environments

buoyant stratus
buoyant stratus
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what section?

brazen merlin
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last picture, Material Instance Dynamic

buoyant stratus
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that's what I just tried doing here, in the event graph

green eagle
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Trying to retarget an anim for a different skelly but I can't seem to find the skelly as an option but it is in the project and the all that. Any ideas?

brazen merlin
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look closely, the output of the MID is using a set parameter which has the target of the MID - you have target mesh component

green eagle
brazen merlin
green eagle
buoyant stratus
brazen merlin
buoyant stratus
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what's this Base Color thing that the picture has

brazen merlin
burnt trench
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is there a way to detect if you're using a controller or keyboard as input?

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I know how to do it for action buttons

buoyant stratus
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I get that part now, so should I just make the target from the material instance dynamic my mesh or what do I do there?

burnt trench
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but not for axis ones

brazen merlin
buoyant stratus
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never mind the picture and my unreal engine is different

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what do I put here

brazen merlin
buoyant stratus
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k I' mjust selecting the material instance from the dropdown

brazen merlin
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yeah that works fine, dragging a pin out would make it a variable instead, either is fine in my eyes

ripe lake
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Just made a macro 🙂

buoyant stratus
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this didn't work

ripe lake
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Useful 🙂

buoyant stratus
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@brazen merlin what did I do wrong that this did nothing to my material instance?

buoyant stratus
brazen merlin
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after creating the mid, assign it to the mesh

buoyant stratus
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how do I do that

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Set Material?

brazen merlin
dusk cave
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is there a node that will give me a random number between certain numbers? Like if I need it to return a random number from only these numbers 0, 4, 7, 9

brazen merlin
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the top is in begin play, the set parameter call is when you need it

buoyant stratus
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move what I have to beginplay? I'll do that

unreal quail
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anyone knows why my animation blueprint is not getting my player pawn?

dusk cave
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@brazen merlin Thank you!

buoyant stratus
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I assume the MID you have in your blueprints is a variable

unreal quail
brazen merlin
brazen merlin
unreal quail
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I tried adding a breakpoint in blueprint to see what it's getting but it's never my player pawn (even though I double checked that my player pawn is using that anim blueprint as you can see on the right)

buoyant stratus
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I'm just trying to figure out what colour that MID node is in your image

brazen merlin
buoyant stratus
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what is this

brazen merlin
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its the nodes from the picture copied as text

buoyant stratus
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it's an object reference I think

brazen merlin
unreal quail
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and after closing the window the breakpoint isn't even opening so I assume it's not even being called

brazen merlin
rough cedar
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Just wanted to say thanks for the help the other day @faint pasture , @icy dragon, @odd ember, @zealous moth

I was the guy having a problem with jumping not working. Anways I had to rebuild my busted BP but its all good now!

unreal quail
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yup as you can see on the right screen

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I think the issue is that the update tick isn't calling

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void AYmenokCharacter::UpdatePawnMeshes()
{
    bool const bFirstPerson = IsFirstPerson();

    FirstPersonMesh->VisibilityBasedAnimTickOption = !bFirstPerson ? EVisibilityBasedAnimTickOption::OnlyTickPoseWhenRendered : EVisibilityBasedAnimTickOption::AlwaysTickPoseAndRefreshBones;
    FirstPersonMesh->SetOwnerNoSee(!bFirstPerson);

    GetMesh()->VisibilityBasedAnimTickOption = bFirstPerson ? EVisibilityBasedAnimTickOption::OnlyTickPoseWhenRendered : EVisibilityBasedAnimTickOption::AlwaysTickPoseAndRefreshBones;
    GetMesh()->SetOwnerNoSee(bFirstPerson);
}

I think this might be the issue

brazen merlin
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i dont believe it got solved either

buoyant stratus
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I tried this for beginplay then

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for my key press

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oh

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no parameter name

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brb

brazen merlin
buoyant stratus
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yeah I can confirm it didn't work

brazen merlin
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aw what?

ancient atlas
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I only want my door to open when it detects my player (who has the tag player) as it was triggering off my projectile but now it wont open. i have given my character the tag Player but no good.. thanks

brazen merlin
unreal quail
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well it's working now somehow

buoyant stratus
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very long

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I don't really understand shaders either

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even less so in unreal

brazen merlin
buoyant stratus
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but the variables

brazen merlin
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in the material, you have a scalar parameter with the same name as what you have in the parameter call?

buoyant stratus
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that's what they look like

unreal quail
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I added a set visibility based anim tick option on begin play to make it always tick then removed it and somehow it's working now

buoyant stratus
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yeah Alpha is a scalar

brazen merlin
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what are these parameter defaults, you're using a param collection?

buoyant stratus
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I'd like to double check that though

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I don't know anything about unreal I literally just followed a tutorial for the material and blueprints

ancient atlas
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dont worry about my question i had added the tag in the wrong place 😛

buoyant stratus
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I'm more comfortable and set with Unity but we have to use unreal for this college "group" project (they have done nothing)

brazen merlin
unreal quail
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also breakpoints on animbps seems to not work whatsoever

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they only (annoyingly) get triggered by the preview

buoyant stratus
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how do I check this

unreal quail
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but when you PIE they never trigger

buoyant stratus
#

I found it

brazen merlin
# buoyant stratus I found it

great, now you said you're not super sure what's going on, so do you know that when set to 0 or 1 there is an effect noticeable? Not in the editor, but on the mesh

buoyant stratus
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it renders through wall so I called it look through wall

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this is what it looks like in the viewport @brazen merlin

brazen merlin
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so do know for sure that the input fires?

buoyant stratus
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I would much rather be using like a code editor or something but I tried that once and every error just closed unreal engine with a message warning error so I am forced to stick with blueprints

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even if I don't get it

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I'm sure my input fires when I press the button, I have it printing when it occurs

brazen merlin
buoyant stratus
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yeah but there's no autocomplete

brazen merlin
buoyant stratus
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unless you look for obscure nodes

brazen merlin
#

its different for sure

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the parameter name is case sensitive

buoyant stratus
#

its named the exact same

brazen merlin
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from what we've gone through, i cant see why it doesn't work yet it doesn't

buoyant stratus
#

this is my beginplay

brazen merlin
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yep, looks right

buoyant stratus
#

I should note that the parent is the instance, not the base material

brazen merlin
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dont think that matters

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you can try the base to see

buoyant stratus
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I did

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doesn't work

brazen merlin
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so i guess ill start asking wilder questions, there's only one material slot on this cube?

buoyant stratus
brazen merlin
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not sure what the ToggleAlpha bool is for, that doesn't speak to the material param

buoyant stratus
#

this is the blurprint

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blueprint

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only one material slot, it's just a cube in blueprint and that has a material, it is an actor that has this blueprint on it that I just posted, I just want to toggle vision for the cube through walls

brazen merlin
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you can try an engine restart if you want

buoyant stratus
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if it doesn't work I'll probably just stop for now and experiemt with procedural animations in unity

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cos its about to be the next day

brazen merlin
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i getcha, sorry we couldnt fix it

buoyant stratus
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engine restart doesn't work so I'll leave it at that

buoyant kindle
#

Before I get blasted, is there a posted or implied way a question may be asked? I'm fairly new to UE4.

icy dragon
buoyant kindle
#

Alright, thank you @icy dragon

green eagle
#

have an on hit trigger that works with certain objs but not with others.
The collisions are set to ignore all except WorldStatic and WorldDynamic which are set to block. Its category is WorldDynamic.
The objects I want it to trigger the hit with are WorldStatic and WorldDynamic set to block all.
Simulate hit and overlap events is toggled on everything.

Any ideas?

cursive apex
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am making a stone that gradually changes color when hit with spell particle collision but I am having difficulties on the particle blueprint part

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don't really know where to go from here

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I know what to do one the box blueprint part ... I think

indigo bough
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I have a blueprint actor with something like 4000 static mesh components. Almost every mesh is unique (so they can't be instanced). How do I break this down to be more performant? The blueprint editor is so slow to work with in this state, and frankly prone to making transform errors because it freezes after any action. I haven't even worried about it yet, but if the editor is running slow, I can't imagine what spawning one of these actors at runtime would be like. Any advice would be appreciated.

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To add: Almost all of these meshes can be Nanite (there are literally 20 or so that can't be). Would I be better off combining these meshes into larger chunks?

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I was under the impression separate meshes would be better for frustum culling, but it appears that's irrelevant if they are nanite meshes (hence the added context above)

odd ember
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I don't know that for such specific case that there would be a blueprint only solution

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seems to me you'd have to do a lot of custom work to make it functional

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like a custom actor, custom ISM component perhaps

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but that's only really possible in cpp

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nanite stuff you're probably better asking people in #nanite since most people here aren't on UE5

indigo bough
ripe lake
#

Is it possible to enable blueprint graphs in game?

glad compass
#

can anyone tell me what node this is? I saw it in a video and the person doesnt explain how to get it.

ripe lake
#

It's a blendspace, used in anim nodes

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You create it in the content drawer, Animation > Blendspace 1D

static charm
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No, but someone did make their own "blueprints" to run in game

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so i guess the answer is yes, if you're willing to re-make blueprints work in game.

glad compass
#

that is what it was

ripe lake
static charm
cursive apex
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what is he using on target is player base ?

dark crow
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Eh?

cursive apex
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player died

dark crow
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Ok? The Cast connects to it, basically calls the function in Player Base

cursive apex
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what is player base ?

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Or is that the name he is using for the character

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because I can't find it

dark crow
#

Probably his own Character

cursive apex
#

btw thank you for helping, I know these are stupid questions

dark crow
#

So he's just Casting to his own Character class

cursive apex
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yep, thx

dark crow
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Most likely called it like that cause it could hold the base functions for all deriving Characters from it

For example Cow and Human could derive from Player Base

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What happens there is exactly this:

Player enters Kill Test so it generates a Overlap Event -> Check if Other Actor (Actor Overlapping) is Player Base -> Wait 0,1 Seconds and check if Player Base is dead with Player Died (Check is done in Player Base)

empty needle
#

Does anyone know if there is a node to select objects within the Editor for Blueprints?

cursive apex
empty needle
#

Agree, but still need the node that actually selects the objects.

dark crow
empty needle
#

I'm trying to find out what actors has a "Tag"

dawn gazelle
# empty needle Does anyone know if there is a node to select objects within the Editor for Blue...

You can drag and drop references to objects in the level blueprint, but otherwise, you need some way to get a reference to the actor you're wanting to reference.
You could do "Get Actor(s) of class" but that's typically pretty heavy as it loops through all actors in the scene to find one.

You can get references in other ways too, like doing traces, overlaps, or having exposed variables that you can set a reference to directly on actors within the level.

cursive apex
dark crow
#

There's Get All Actors with Tag if specifically searching Actors with a Tag iirc

dawn gazelle
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^ same problem with that one too. Fairly heavy.

empty needle
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I have an idea.

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I created a simple actor class, and exposed an array.

static charm
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I don't believe that get actors of class loops through all actors in the scene

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get actors of class can be slow, if you have lots of actors of that class

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but i could be wrong and just never had it be slow for me?

dawn gazelle
#

It does.

        for(TActorIterator<AActor> It(World, ActorClass); It; ++It)
        {
            AActor* Actor = *It;
                OutActors.Add(Actor);
            }
        }
static charm
#

if i close my eyes, then its not true

dawn gazelle
#

XD

cursive apex
mystic mist
#

How would one make a BP for two physics balls striking together generating a sound?

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Ive got two balls, I want them to make a sound when they collide only with each other.

cursive apex
#

nvm

brazen merlin
icy dragon
mystic mist
#

@brazen merlin the ball I control is a separate BP from the other ball.

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I suppose I could actually put them together. What would you advise?

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@icy dragon I will try that out thanks!

mystic mist
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Im still getting some serious feedback, because its trying to play the sound when it collides with the surface as well, how would I make it specifically play only when the balls are interacting with each other?

open crypt
#

I'm getting an error when I am trying to destroy an actor - that it is pending kill - that's all well and good but it never actually destroys it

idle sandal
#

can i ask a question about splines in here? im trying to get a cave spline in ue5 but for some reason i cant seem to get it to work

#

or pm someone

sonic crow
#

How does one get the "TopDownCharacter" controller inputs to work with a xbox controller (get hit result under cursor by channel) ?

brazen merlin
brazen merlin
# open crypt I'm getting an error when I am trying to destroy an actor - that it is pending k...

this kind of message tends to indicate the actor it is trying to access is already being destroyed, thus failing to get a reference to it. This is usually solved by checking to see if the actor in question IsValid before attempting to reference it. As for the specifics, the message does not tell me, but that is the usual cause and solution. As for where, again, im without that information from just this warning dialogue

brazen merlin
idle sandal
brazen merlin
sonic crow
brazen merlin
#

im not familiar with the game, can you move the cursor around using a gamepad joystick?

sonic crow
brazen merlin
#

ah, i think i understand then. There is a node to check if using the gamepad or not. That can help determine which input logic to allow

zinc blade
#

do I really have to use and make a PlayerController blueprint in order to access its Inputs, or can I just use a GameMode blueprint to use Input Events?

brazen merlin
brazen merlin
open crypt
zinc blade
brazen merlin
# zinc blade no, not really

then it should be fine to keep input events within the player character. some of the template projects start this way (without a controller)

sonic crow
brazen merlin
zinc blade
#

I just wanna know their relation/s

#

I know having a controller blueprint would be best

brazen merlin
brazen merlin
#

iirc, top down template uses a controller

open crypt
# brazen merlin so it is solved?

Can't figure out what the order of spawning is - I even have some begin play delays in the Volume where I toggle on it's collision and off, to try to trigger the overlap event which deletes the actors - all the overlap logic works and they get deleted, it's a matter of timing

brazen merlin
brazen merlin
open crypt
#

lol it's a long convoluted chain - what's the way to determine whether a volume or an actor when placed in the volume, how do you guarantee that volume gets triggered?

#

without doing something hacky like placing the actor above it so it falls it at begin play

somber wadi
#

Does anyone know how i can set constraints on values for example say i change the ENUM here to another value, can i hardset the quantity to say like 1 only?

open crypt
somber wadi
#

unless..

#

Its more like is it just a constructor thing?

#

Cause its an Struct, and i just want too make it too where if the enum is set to Armor. The Quantity is one, and how i can do that.. and if there is an event what is it called.

open crypt
#

Just remember if you are using structs and getting the values, you need to "break struct open" and not using the "split struct" @somber wadi

brazen merlin
open crypt
#

this seems important

brazen merlin
#

well lay it on me, ill go make a sandwich while you break it down

supple bane
#

what is this?

sharp rapids
#

It converts a 2d vector into a 3d one

supple bane
#

yes, what's it called?

sharp rapids
#

ToVector(Vector2d)

#

I think

supple bane
#

yes i found it, ty

distant rain
#

Hi guys I have been stuck on a problem for 2 days wondering if I can get some advice.
I'm trying to add weight to my third person bp from an item when picked up but for some reason I cant get the item weight variable to add to the player weight variable both are float

Do I need to cast or interface?? Or do I need to do something else completely I'm not sure how I can reference the item class in the character weight function. Iv tried several different ways. I can get the master parent item class to add the weight but I cant get it to work for the children with different defaults

timber knoll
#

Which you can just do upon interacting with it

distant rain
timber knoll
#

A class doesn’t change values at runtime

distant rain
timber knoll
#

You usually have classes just to create actors in unreal

distant rain
#

so maybe i need to set up an array list with all instanced child actors?

timber knoll
#

The actor itself is what you use to have runtime changes

#

That could work, depends on your use case

#

Or you can do GetAllActorsOfClass

distant rain
#

thanks for the help I have been trying to do this for 2-3 days and its not even possible lmao

timber knoll
#

Wouldn’t you just want to pick up > get the weight from picked up item > add it to player?

distant rain
#

yeah i think thats what im trying to do here

#

I had 2 inputs

third person character & ItemParent BP

timber knoll
#

Your character should probably handle all input

distant rain
#

So I have it like this roughly

ThirdpersoncharacterBP>>WeightFunction>>inputs-itemclass+characterclass

#

I think i might need to strip it back and start again with the knowledge of requiring all actors to be referenced individually

#

I think i was trying to shortcut it as much as i could

timber knoll
#

yes but I don't see how your case would even need "all actors"

#

just the ones you are interacting with

distant rain
#

yeah 100% agree

timber knoll
#

you have to think the way the engine is structured

#

your input will be handled by player, but your player will have to know if he can pick something up

#

so you usually have some sort of overlap in the item

#

then the item has an oncomponentoverlap > other actor cast to player

#

and then when player interacts you pick up the item > using the reference you add the values

distant rain
#

ahhhh ok i think i know what you mean

#

I will have to ponder this for a bit and work out how i can do it

#

very much appreciated i was getting pretty frustrated lol

timber knoll
#

no worries 😛

dusk arrow
#

Using Set Timer by Function Name and Call Function by Name nodes bad programming?

cursive apex
#

Why can't I call the death function on the second image ?

#

the error was from something I added by mistake that it's no longer there

#

shouldn't I be able to find the function I created before ?

#

thank you

#

haven't slept all night didn't even noticed I had selected character and not charcaterBlueprint

dusk arrow
visual vigil
#

any1 knows how to make camera focus on two targets . like in fighting games like tekken

maiden wadi
#

Make an actor class, add a camera, give it an array of actors, and average it's look direction and distance to keep the actors in view.

#

It's fairly simple math if you're looking at like side scroller fighting game style. The widest distance on screen mixed with the camera's fov can get you how long a spring arm needs to be, and then it's just a matter of interpolating the actor's location to the average of the actor's positions.

visual vigil
#

how do you get widest diestance on screen??

faint pasture
#

Define widest distance

#

Oh you're talking the fighting cam. Use trig or even just a ratio approximation. The simplest dynamic fighting cam for a 2D game I can think of is...

CamPositionY = (Fighter1Y + Fighter2Y)/2

CamPositionZ= (Fighter1Z + Fighter2Z)/2

CamPositionX = SomeScalar x DistanceBetweenFighters

Tune the scalar by feel. Something like 1.3 will feel good for a 90deg FOV

#

That's for X being into the screen and fighters move in Y and Z

visual vigil
#

my char moves in x and y. They dont jump. They can move towards each other and encircle each other

#

This is what i have. It doesnt give me best result

#

Is it adivsable to create a new camera actor should i use the one attached to player??

timber knoll
#

wouldn't you want the rendered area to always be the same width?

#

when you define it using camera, it would also depend on screen resolution

faint pasture
visual vigil
#

This is how it is now. Left char is player

#

i am using the camera attached to spring arm in the player

timber knoll
#

oh you want it to be in middle of the two?

visual vigil
#

there is always two chars

timber knoll
#

yeah you have to seperate it from player then ye

visual vigil
#

oh

timber knoll
#

and simple get both position

#

then take the center of it

visual vigil
#

k let me try

cerulean raft
#

Hi, What are these parent nodes and what do they do?

maiden wadi
cerulean raft
#

I do, yes

maiden wadi
#

If you have a virtual function in a parent class, then override it in the child class, you have to call the parent class function if you still want the parent's functionality. If you know C++, it's the same as calling Super

cerulean raft
#

I see and how do we call it in blueprint?

maiden wadi
#

How do you get the parent call you mean?

cerulean raft
#

yeah

maiden wadi
cerulean raft
#

ah right, I appreciate the help!

#

Another question, does the order we put it in matters?

#

Like in this place

odd ember
#

yes order matters

#

seems more apt than here

shy river
#

ok cheers, will post it there!

visual vigil
timber knoll
#

I would calculate the distance between both characters

#

and multiply that by a certain value, then clamp it between let's say 500, 1200 or so

#

play around with clamp and multiplier value to see what fits 🙂

maiden wadi
#

Pretty sure that ((DistanceBetweenActors*FOV) / 2) * 1.2 should be about right if memory serves.

#

Er

timber knoll
#

/ AR * FOV

#

or well actually no that would be for square screens

#

but that 1.2 is supposed to be your aspect ratio in your case, right?

maiden wadi
#

((DistanceBetweenActors*(FOV/90)) / 2) * 1.2

#

No, that's extra padding.

#

So that the actors aren't always at the very edge of screen.

#

I remember that math working relatively well with some clamps for minimum distance.

timber knoll
#

could be, my brain is melted with all those FOV/Aspect Ratio math atm xd

#

graphics programming is giving me headaches haha

maiden wadi
#

More or less just takes CameraFOV /90. So for a camera at 90 fov it's 1. For a camerafov at 130 it's 1.44, etc. Use that multiplier to multiply the distance found between the actors. Half that, and then add some slight padding.

visual vigil
#

works thanks

formal wren
#

Is there a conveniant way of seeing what blueprint takes how much ms on the game thread? I find the profiler extremely confusing.

odd ember
#

the profiler is the convenient way. but there's also the ingame stat command

formal wren
#

The data in the profiler is overwhelming

#

where do I see actual blueprint / function names?

odd ember
#

I would look online for a tutorial for using it

#

perhaps MathewW has a video on it

formal wren
#

😮

cerulean raft
#

What are the reasons a cast could fail?
The BP class I'm trying to cast to is Game Instance but the cast keeps failing (I have another project where it works fine)

timber knoll
#

so you probably forgot to change your game instance in project settings

maiden wadi
cerulean raft
timber knoll
#

happens 😛

formal wren
#

Seems like I found the reason my game is slow. But I havent made any changes to my meshes o.O My game just randomly dropped from 120 fps to 35 ...

timber knoll
#

console: stat unit as an example

icy dragon
#

Unreal Insights is a bit more difficult to narrow down the problematic thread.

maiden wadi
#

Not sure you're supposed to have that much anim calculation on the Gamethread though.

fiery glen
#

'Stat uobject' gang rise up

icy dragon
#

stat uobjects

fiery glen
#

Ah, thanks

spark bridge
#

Greetings everyone. I have a smol problem and would really appreciate any help.

#

This returns true in editor play but not in packaged. 😦

odd ember
spark bridge
#

All I want is to be able to load certain objects in a folder..

#

oh. I thought it was about "packaging failures"

odd ember
#

subsystems are not exposed to blueprint

clever helm
#

y962al

odd ember
#

so we can't really help out here

spark bridge
#

Alrighty, imma try packaging section. Cheers!

gentle urchin
#

How would one normally make an NPC 'stick' to a road while overlapping?
Im using nav mesh,. and pathfinding, doing some small adjustments to the path along the way (height, snapping, sub-dividing etc), but cant think of a clever way to make them snap to a road for a given 'length' without a bunch of nasty casting and whatnot

formal wren
odd ember
gentle urchin
#

Currently a cube, but at some point a walking npc.

#

the lines are debuging paths

odd ember
#

yeah it's more AI, give road navmesh a cheaper cost than otherwise

gentle urchin
#

That part is fine, it's already covered, hence the path aligning to the road

#

But i want them to stick directly to the spline that exist there, for the given period they are on the road

odd ember
#

then... make them stick to the spline?

gentle urchin
#

If only it were that easy

odd ember
#

why wouldn't it be?

gentle urchin
#

partial road manipulation based on some overlap?

odd ember
#

you could even have a check for navmesh type and align behavior based on that

#

but again, this is AI

gentle urchin
#

vector manipulation, but sure, ai i guess

odd ember
#

and tbh I'm not sure how much of this is BP exposed

#

no, no vertex manipulation

#

at least nothing manual

#

you could make a denser navmesh

#

but I wouldn't recommend it

gentle urchin
#

It wouldnt solve step 2 anyways

#

which is right and left side

#

i'll solve both if i do the path vector adjustments

#

align to spline for a given distance,

#

hmm...

#

now we're onto something

odd ember
#

conditional navmeshtype > get spline by direction heuristic > done

#

but again, sounds very much like this won't be exposed to BP

gentle urchin
#

We'll see how far i get. Currently testing the AI from last night with 600 pathfinders ,

#

so i'lll need to fine tune my setup. Its way to expensive currently

odd ember
#

RVO is going to be an issue at that amount

gentle urchin
#

could be. Depends on size of the map

#

but with choke points, sure

odd ember
#

in either case 600 AI is something that requires custom code and optimization

gentle urchin
#

Which is what im doing 😛

odd ember
gentle urchin
#

havnt moved it to cpp yet ^^

odd ember
#

so you're not doing custom code and optimization

gentle urchin
#

Define custom code. Sounds like you define that as cpp

#

Anyways. Thanks, you gave me a pointer.

odd ember
gentle urchin
odd ember
#

just keep in midn the longer you wait, the more you paint yourself into a corner

#

things like this need to be planned for far ahead of implementation

gentle urchin
#

True that

quasi frost
#

I followed a tutorial to ragdoll, nothing happens when I hit F though. Like literally no change. Anyone see if I messed something up?

fallen blaze
odd ember
#

a direct keybinding doesn't need an action mapping

#

it's even in the character so it should technically be fine, unless you use F anywhere else

obtuse herald
#

yeah, check if it fires with printing

quasi frost
#

It prints

obtuse herald
#

Ok, has your sk mesh collisions?

odd ember
#

try enabling per poly collision

#

and see if the mesh responds

faint pasture
#

Show the physics asset for that mesh/skeleton

quasi frost
quasi frost
faint pasture
#

Just see that you have one. If you simulate in the Physics asset editor does it ragdoll?

quasi frost
faint pasture
#

Open the skeletal mesh up, it'll be one of the tabs.

quasi frost
#

Which tab?

obtuse herald
quasi frost
#

Ah okay found it

#

I don't see a simulate button or anything

storm vigil
#

Hi just want to confirm, is validated get is same as a get variable that you hook up to an is valid node? No difference in performance or inherent problems? Thank you

faint pasture
#

Yeah this is ue5, it all looks totally different lmao. But it'll be in there somewhere. Do your bones have colliders?

quasi frost
#

If you guide me where to look I promise I will check haha

remote obsidian
#

Hi all, I have a widget added to an actor blueprint and setup, but now I want to pass a variable from the blueprint to the widget

I can't find any way to cast from the widget variable to its actual class in order to set any variables though, is there any way to do this?

thorn tide
#

Hello!
Any1 knows how i can render ScreenSpace UI in to a render target with USceneCaptureComponent2D? o:

#

I made a marker system using Screen Space widgets. But they don't get rendered on my USceneCaptureComponent2D TextureTarget

timber knoll
formal wren
remote obsidian
crimson depot
#

Trying to make a name tag for an actor. I can see it in the editor, but once I hit play it doesn't show. If I change the Blend Mode to Opaque under Rendering it shows a black box when playing the game where the name tag should be but without the text so I know the widget is sort of working. I just can't get the text to show up by itself.

proper crest
#

Hey everyone, anyone knows a reason for primary data assets for not being included in the packaging?

devout crow
#

Guys,I'm pretty sure my settings are exactly the same as tutorial, but my montage still not working...😥 😥 😥 😥

surreal peak
devout crow
surreal peak
#

You need to enable Root Motion on the AnimationSequence

#

So basically open the asset, and on the left there is something about Root Motion

#

If in doubt, google for that setting, should be findable

unique harness
#

What the heck is this pin?

earnest tangle
#

Hover over it and find out (I think it's "copy")

unique harness
#

yea I realized that

#

seems this will avoid multiple calls to pure methods?

earnest tangle
#

Never tried it but I guess in theory it might 🤔

#

I'm not sure if I would use it for that purpose because it seems kind of confusing if used like that, better to assign the value into a variable

unique harness
#

yea I guess it still doesn't solve the problem of multiple outputs calling the method multiple times

cursive apex
#

How do I set blueprint events so that on particle collision doesn't trigger everything but just one specific object?

#

Is creating a function on the object and then call it on the character blueprint, liked to on particle collision?

cursive apex
#

will this wok to make the object which is being called turn red when the particles collide with it ?

odd ember
#

possibly?

crimson depot
#

How can I dynamically change the position of a textbox in a widget?

fading raptor
#

Anyone know a way to have the same camera that the player uses in a cutscne? Similar to god of war how the whole game only uses one camera

#

I'm looking for a smooth transition, i found one tutorial but it took like an hour to finally get it working

#

is there anything simpler? a node perhaps

timber knoll
#

if I'm not mistaken you can blend cameras into eachother

#

but that might not be what you're looking for

obtuse herald
#

just create a new camera at the transform of the current one, change the view to your new camera and lerp the transform to the cutscenes camera transform

faint pasture
fading raptor
#

dang i overcomplicated it

faint pasture
#

@fading raptor set view target with blend

#

You don't have to manually move anything

timber knoll
#

^ this

obtuse herald
#

Oh

#

even easier

timber knoll
#

the node also gives you a time

crimson depot
#

@faint pasture
Trying to convert actor locations to screen location and use that to draw name tags. I just can't really see where I can pass in and x,y to an animation.

fading raptor
obtuse herald
faint pasture
#

It can be attached to actor and draw a widget in world or screen space

crimson depot
#

@faint pasture
I was actually trying to do that at first, but the widget wouldn't show up. I could see it existed in the bp viewport or if I selected opaque in the rendering menu. I got something working by just adding a text component to the actor but rotating it to face the camera every tick was kind of clunky I figured just having a HUD with 2d labels would be easier

opal pulsar
#

hey guys, im trying to find a way to get a .wav file from a string (the string stores its location) and set it as the audio wave on an audiocomponent, but havent found anything yet. is it even possible to do what im trying to do in blueprints?

timber knoll
#

well there's a lot more that goes into game dev than just learning how the engine works

#

the engine is just a tool to make your life easier

#

the logic behind it all is indentical between all these tools

#

and usually tutorials will hold your hand through the logic, only really teaching you how the engine works

#

yep exactly, that's where tutorials lack

#

I would recommend starting really small

#

and honestly in unity, not unreal

tawdry surge
#

Eww

timber knoll
#

a lot of people might be "ooh no code", or "unity bad"

tawdry surge
#

Terrible advice

fading raptor
#

unity bad 🐒

timber knoll
#

but it does get you more used to coding and game logic

fading raptor
#

true

tawdry surge
#

No

fading raptor
#

or just watch the right videos

#

ue4 has so many tutorials

timber knoll
#

🤷‍♂️

fading raptor
#

I learned game dev from scratch, then construct, then jumped to unreal

#

enable use pawn control rotation in the camera

tawdry surge
#

Starting in blueprint is a better way to grasp the basics of code b4 moving to text based language

timber knoll
#

nodes hold your hand

tawdry surge
#

Yeah

timber knoll
#

they do a lot of logic behind the scenes

tawdry surge
#

Training wheels

fading raptor
#

your camera isnt shaking, the gun is

faint pasture
#

Do you know anything about programming at all?

timber knoll
fading raptor
#

thats gonna be a problem in how you set up your blend scape

#

space*

timber knoll
#

I learned my way from scratch into game dev in less than a year
Starting with C++ and C# before even touching a single game engine

faint pasture
#

Oof. You can definitely start in Unreal but start SMALL. Like Block Dude or Pong or flappy Bird small

timber knoll
#

then moving into unity and only doing unreal once I got quite comfortable with the basic logic

tawdry surge
#

Understanding the flow of code and the basics of how you have to think about problems is really step one and blueprint is better to visualize with

timber knoll
#

unity was 10x easier to learn and get into

fading raptor
#

i went from making side scrollers, to infinite runners, to simple retro fps shooters

#

now im working on a whole dark souls like game

timber knoll
#

but once you have the basics down, they are very similar and it's just getting used to the interfaces

tawdry surge
#

Idk how..
I personally can't stand how unity works

timber knoll
#

but I can understand some people prefer to learn visually

faint pasture
#

I only had a semester of java a few years prior and dove in to BP and then transitioned to C++. It's doable but you need to wrap your head around software design concepts and just strugglebus your way through doing something on your own instead of following videos.

fading raptor
#

i mean get the basics down and ur good

#

ur not looking in the right place

faint pasture
#

I wouldn't watch a single damn video besides the WTF is stuff when you get stuck. Just do one tiny thing from beginning to end.

fading raptor
#

theres a channel on yt dedicated to every node in ue4

timber knoll
#

Imo you're better off just taking it one step at a time and figuring stuff out yourself together with documentation rather than following step by step tutorials

fading raptor
#

nah

faint pasture
#

Also, RTFM.

obtuse herald
tawdry surge
#

@trim matrix go watch the cs50 series on youtube. It's from like Harvard or MIT or something but its great if you have no idea about anything code related

obtuse herald
#

perfect we are all talking about the same one

timber knoll
#

you will only learn through practice

paper galleon
#

That is actually good. When you learn how languages work. You can't expect tutorials to do all the work

timber knoll
#

game jams is what learned me the most

faint pasture
keen wedge
#

Hi all, using the default player character, with the Movement component, I see there's a setting for "Jump Z Velocity". I was hoping to be able to control kind both the height and speed of a jump, where-as incrementing this affects both. Any thoughts?

obtuse herald
#

for game development knowing how object oriented programming works is pretty important aswell

faint pasture
#

You could have googled "what is a string programming" already

timber knoll
#

so if you want to control both, you would have to manually recalculate some values

paper galleon
faint pasture
#

Launch and jump will perform the same ish.

tawdry surge
#

If they don't know what a string is, they probably need basic cs info b4 trying to make games

faint pasture
#

Yeah but you can learn as you go if you're a self starter and aren't afraid to Google. I didn't know what a structure or interface were when I started.

paper galleon
faint pasture
#

I just knew the old object-animal-dog inheritance concept and that's about it.

timber knoll
#

there's a whole GDC talk about how you could go about implementing a jump

keen wedge
#

I've yoinked the gravity scale up to 5 and increased the Jump Z Velocity to 1680, its giving me more of what I wanted... quicker up/quicker down without soaring through the air like a bird etc 🙂

faint pasture
obtuse herald
timber knoll
#

how long does your character stay in the air

#

how high is the apex of the jump etc...

fading raptor
#

when u realize that ue has no way to transform two meshes

paper galleon
faint pasture
#

Yeah it all depends. A realistic jump is ballistic (parabola shaped). Anything beyond is gonna get more weird and varied really quickly.

keen wedge
#

not sure about the apex etc..

timber knoll
#

so if youre making a platformer

#

that would make your level design a struggle

keen wedge
#

its a 3D fps..

timber knoll
#

because you're not entirely sure where to place the platforms for good jumping puzzles

keen wedge
#

(uni project)

marble warren
#

i never even tried BP before, i first saw BP at 2017, had to look at documentation, unreal online learning and watch others do it just to get my basic understanding

keen wedge
#

now I know how to affect it, I can play with the values to still allow for jumping on/over objects in the game.

faint pasture
#

Jump height = Zvel^2/2G

keen wedge
#

the 2G being 2 x (gravity x gravity scale) etc? (e.g 2 x 9.blah x 5 in this case) ?

faint pasture
#

Yeah something like that.

#

Just realize that turning up jump Z increases height, turning up gravity decreases height, and turning up gravity increases speed

#

So I would modify gravity till the speed felt good then dial in Z velocity till the height feels good

#

But if you wanna hit an exact height apex you'd do that math.

keen wedge
#

Zvel^2 = 1,6801,680 = 2,822,40
2G = -980
5 = -4,900
Jump Height = -576
?

#

Guessing I don't need the "negative" for the gravity?

faint pasture
#

Ignoring signs, yes.

keen wedge
#

aha! coolio...

faint pasture
#

So dude jumps 5.8m in the air like Halo

keen wedge
#

So,with the normal UE4 scale, thats 576cm (5.76m)

fading raptor
#

ue45 units are cm?

paper galleon
#

yep

fading raptor
#

YOOO

covert chasm
#

How do I get a different Location everytime I run this?

fading raptor
#

Hey ozy how u doin

faint pasture
#

Yes. Force is CentiNewton, torque is Centinewton-centimeter

paper galleon
fading raptor
#

cool cool

faint pasture
#

10 is a tiny radius

#

10cm

covert chasm
keen wedge
#

So, in reality, there's probably a few other things in effect, there's a block in the template level thats got a Z scale of 3, so, 3m tall. The player character can now "just" get on to it... guessing other things like the acceleration/decelerating settings and so on are all playing their part too

paper galleon
keen wedge
#

Thank you, appreciate all the help from everyone and the quick maths lesson! 😄

paper galleon
keen wedge
quasi frost
#

So I want to call this parameter to adjust it at run time, but I can't find a way to name it in order to call it. How can I use a param with a name so I can call it when I want to set its value?

faint pasture
spark steppe
quasi frost
#

Ah thanks

#

new to materials

spark steppe
#

"variable" settings always have parameter in their name (for materials)

paper galleon
quasi frost
#

One more question. I'm not quite sure how to connect these two. I want to change all of the materials on a mesh to my "fade" material and then start a time line to go from 0->1 on my fade param to make it disappear. How do I plug my new materials into the "collection" area to start this process? I can't seem to just plug in my for each loop on materials to the set scalar param value.

spark steppe
#

you need to create a dynamic material instance (DMI) from your material and assign it to the mesh

#

on that DMI you can change parameters then

quasi frost
#

Gotcha will try that, thanks

faint pasture
#

@quasi frost make a master material that supports the fade if it's a thing that has to blend with your regular material.

green eagle
#

Is there a way to have a Class run a function to set variables and then have it remove all the function data? Like a fire and forget type thing. So if you are using a huge inventory map through unique instancing you can have the instance save on data as it will never be changed hence forth.

dawn gazelle
faint pasture
#

Not trying to poke fun but this is relevant around here every day.
https://www.theonion.com/man-wishes-computer-could-do-thing-it-already-can-do-1819574776

The Onion

RICHMOND, VA—Though confirming he is mostly satisfied with his newly acquired Mac desktop, local man Peter Selwyn said Wednesday he is disappointed that it is unable to do something that in fact every modern computer, including his own, is already capable of doing. “I wish there were some way it could just take a…

brazen merlin
formal wren
#

Anyone have a conveniant way to initialize a ComboBox using an Enum?

#

I was thinking I could simply pass the enum asset as a variable somehow, but didnt manage to find out how or if it is even possible

faint pasture
#

EMyTeam::Blue -> "Blue"?

formal wren
#

No I mean like: I have this Enum and want to create a combobox containing all of the enums values

#

And it could be any enum

#

So basically I would like to convert any enum asset into an array of strings

native willow
#

for each enum and convert to string

maiden wadi
#

This only sort of works if you don't care about localization.

native willow
#

if you care about localization you would not use the enum values itself

#

maybe a TMap<Enum, FText>

maiden wadi
#

Yeah. Not very weildy for all enums though. 😄 So as I said, that only works if you don't care about localization.

#

I've personally started hating enums. Used to love them. GameplayTags are just so much nicer.

formal wren
# native willow

Yes, that's how I do it currently 🙂 But I have to create a function like this for any Enum I'd like to create a combobox from

native willow
#

what so good about it?

native willow
#

you can do it but in cpp

maiden wadi
#

GameplayTags are basically FNames. FNames are basically named integers just like Enums. They have almost the lookup speed of integers. FNames aren't grouped like enums which is a small problem and why they're not so widely used. GameplayTags on the other hand can be nested with multiple tiers and share the same lookup and comparison speed of FNames. Which means you can group your tags together however you like without being limited by their group. Take Gosling's issue. If you have multiple tables and need a name for the data, you need multiple lookup functions for enums. With GameplayTags, you can set it up to look up the datatable or dataasset you store the tag's relevant name in. Look up the table/array/map directly based on the tag's hierarchy and then get the data from it.

#

They're also stored in ini files, so looking them up and selecting them from a list is a lot more foolproof than remembering to type FNames correctly.

quasi frost
native willow
brazen merlin
dawn gazelle
# native willow

This apparently won't work in a packaged game. The friendly names for Enums are completely stripped from what I've heard. Your best bet is to make a select statement that contains the appropriate display names you want (either string, text or name, however you wanna do it)..

native willow
#

ofc it will work for a packaged game

#

friendly names != actual enum

dawn gazelle
#

If you're converting an enum to a string, you're getting it's friendly name, no?

native willow
#

when you create a UEnum unreal reflection system will collect its name and that's what you are getting here

maiden wadi
# native willow hmm, I will take a look into it, but I dont think they can completely replace en...

Replace? No. At least not entirely. But I would argue that enums are really shitty. You cannot change their order. Meaning if you need to extend them your only choice is at the end of the enum. They're limited to 255 entries, not usually an issue in most places they're used, but you cannot always predict where gameplay design will take things. And as far as holding data for player faced data? I personally HATE enums. I have several functions at work that converts them to FText, and I'm sour every time I have to change one or make a new one versus just adding an entry to a datatable.

green eagle
#

Like man I know I still struggle with the whole over concerned optimization syndrome but looking at some pro work has me just sitting here like "am I from the stoneage?" like.. im awful!

novel robin
#

soooo can anyone tell me what is going on?

can't find information from researching...

working with movie render queue and have some cvar set up

native willow
green eagle
dawn gazelle
#

Sorry, should've said user friendly name.

green eagle
#

well you know what i mean

novel robin
green eagle
#

mmm

#

those aren't literally indiviidual bills stacked ontop of each other in 4k right?

#

if you don't have that set up right it is probably trying to render out and process each face through that whole stack and at far too unnecessary texel densitdy

novel robin
green eagle
#

woah think i stroked out for a moment

native willow
novel robin
novel robin
native willow
maiden wadi
green eagle
#

take advantage of that blur and fade away effects and make it overlay with your maps that way where its blurred its literally nothing and where you want the eyes to land is crisp. Also might wanna try using a tighter atlas and setting your thingy(cant remembr what it is) where if the face is away from the camera is doesn't even cach it.

novel robin
#

i am commissioned to set this stack ablaze like the dark knight scene

but the shadows have been driving me nuts all day

i dialed the shadows and the environment lighting and my post processing / cinematic camera's Postprocessing to where it looks very high quality

but i noticed that lits of errors

and while it doesn't inhibit me right now

it is still flagging and i want to know why

native willow
#

❤️

green eagle
#

Well if its running fine done sweat it

novel robin
#

"Fine"

i may be brute forcing it

green eagle
#

Engine and Bios have safety nets that our systems sometimes greatly exceed

novel robin
#

oh fascinating

brazen merlin
novel robin
faint pasture
#

only 2,999,950 more man-hours to go

green eagle
#

If its not crashing and you just need the render you can try going into your bios and changing the run time fail safe. Using houdini and zbrush i had to up mine to 5mins for some sims.

novel robin
#

cost me $2 and 2 hours of tweaking to make UE ready

novel robin
novel robin
native willow
# dawn gazelle

okay, so I checked the source function that is responsible for getting that name and the conclusion is:
it will work for packaged game
it may differ from what you see in the editor if you use some editor only localization

brazen merlin
native willow
# dawn gazelle

if in cpp you have declared an enum entry with metadata chaning its display name, in editor it will return that display name but in packed game it will return the actual enum name

#

the display name is stripped out

novel robin
brazen merlin
green eagle
novel robin
#

i messed up my raytracing settings...blagh

odd ember
#

it is a crying shame epic did not make that a thing

#

(or they did, but not for function names, and not in editor, except for GetDataTableRow)

green eagle
native willow
#

for functions, properties, enums etc

green eagle
odd ember
native willow
novel robin
#

ahhhh skylight's raytraced shadows got enabled

green eagle
#

tragically and I def lost the confidence I had 2 years ago with cpp.. I blame getting into teaching highschoolers for quick cash.. that and I got really hooked on houdini for a bit im too phucking lazy

knotty sequoia
#

how can i create global blueprint event that can be called from everywhere?

odd ember
green eagle
odd ember
#

now you can make them into a pin but it's a pain in the ass

#

just like generics in BP

brazen merlin
brazen merlin
green eagle
#

Make games..

knotty sequoia
green eagle
#

Like a global reference pointer

brazen merlin
native willow
brazen merlin
maiden wadi
#

Honestly, if you follow a couple of minor rules, learning to use C++ with Unreal is incredibly simple. Coupled with knowing how Unreal is generally supposed to work from Blueprints, it's quick to learn the basics.

green eagle
odd ember
brazen merlin
green eagle
brazen merlin
green eagle
#

I have come to find thati f you can get the person to understand design pattern theory and break down to them that its all the same code just difference variables then the rest is like butter

brazen merlin
green eagle
cursive apex
#

can anyone tell me what set is being used and what equal is being used in this image

brazen merlin
maiden wadi
green eagle
#

I spent 20 bucks on a course to learn design patterns only to learn that it was the shit I was already doing and didnt know it had names!!! Good course material though.

brazen merlin
brazen merlin
#

thanks datura, tag team!

green eagle
green eagle
brazen merlin
odd ember
brazen merlin
green eagle
#

lol

brazen merlin
#

hahah yes

odd ember
#

they kind of already do it with GameplayTags which are basically glorified FNames

cursive apex
odd ember
#

so I don't see any issue creating a custom derived FName type and go like that

brazen merlin
odd ember
#

FName_SkeletalMesh

#

etc.

native willow
#

still dont know whats a UMacro is

odd ember
#

it's the function specifiers

brazen merlin
odd ember
#

or rather just the generic term for specifiers

#

UFUNCTION, UPROPERTY etc.

#

and I suppose you could also class stuff like GENERATED_BODY() under the same, since it's the same thing

native willow
#

instead of focusing on what the engine is lacking just focus on thousnds of features that the engine actually has

odd ember
#

dude

#

are you really going to argue that

#

that's low

#

anyway because it's the BP channel and this discussion has no bearing here I'll stop

native willow
#

i mean, you seem quite mad at the epic atm

green eagle
odd ember
#

I just think it's a missed opportunity

#

and I don't believe in trying to defend poor decisions, I'd rather see how they can be improved

#

anyway end of discussion for me

native willow
#

there are many missed oportunities in this engine, and the whole FName thing is just missed oportunity, its still replicated with a string

brazen merlin
green eagle
# brazen merlin well i suppose when its just tools, ie sliders and connections, its not very art...

yeah I kinda have/hadish a problem veiwing the work I was doing procedurally as "artistic" think a lot of it had to do with the Artist friends of mine that resented it. I just enjoy being a story teller and driving emotions in people with words and sound and narrative. I miss dungeon and dragons sessions.. I was a pretty passionate visual artist in my youth actually it kinda died off in highschool. Shame I didnt have the confidence to try learning programming back then..

cursive apex
#

i am trying to make a mana pool

green eagle
cursive apex
#

setting mana cost and linking it to spells on character blueprint

#

creating a estore mana function to be called on the pool object

#

and calling it on the object

#

but when it enters the pools starts automatically the animation withouth having spent any mana

green eagle
#

whats your problem?

green eagle
#

oh sorry

cursive apex
dawn gazelle
#

When something you're calling is calling itself.

brazen merlin
# green eagle now im so all over the place idk whats gonna get done.. this is my workflow char...

as a workaholic, i would take a step back, maybe even for a day or so (a time that feels uncomfortably too long to step away from something, then double it) and allow yourself to evaluate yourself, not to jump on immediate ideas, but to figure out what you enjoy. When you get back to it, it will all come crashing down, remember what was reflected on during that time, confidence is what gets us through, that builds talent as it is not natural

cursive apex
brazen merlin
#

we may need to take this convo elsewhere also

green eagle
cursive apex
odd ember
dawn gazelle
dawn gazelle
cursive apex
dawn gazelle
#

You create it yourself. You can just change the default value, you don't necessarily need to set it anywhere.

cursive apex
#

also sorry for misspells I am having trouble with my keyboard

dawn gazelle
#

Currently it'll always tick every 2 seconds, so if you cast at 1.5 seconds into that tick, mana would be regenerated in 0.5 seconds... If you want to have a little more control over it, then you can do this, and call StartRegenTimer every time you cast so it resets the timer.

cursive apex
dawn gazelle
#

Yep

cursive apex
#

umm... how do I make it so that it only regenerates when it is inside the pool ? Don't I have to call something in the pool blueprint ?

#

I was following the same logic I used to make a death zone

brazen merlin