#blueprint
402296 messages · Page 780 of 403
no, you can add an actor component to your project, and you can add that component to any actor - and afaik the blueprint in your actor component can be accessed
yea
Ik it’s an actor component yes
idk if it lets you access functions tho 
You can make a component that holds functions, and essentially if you use get owner it will affect whatever actor is owning it
You need to cast the owner to get access to functions
Or you can make BP function library
or BP interface
And yes you can use a component, reference the component and get the functions in that component, it’s sort of like reusable code for multiple alike actors, for example a health component
question, im working on my own little inventory system and i want to use objects to store variables related to items... so i was wondering do i need to somehow 'clean up' objects same way id destroy actors once i no longer needed them(like killing npcs > corpses disappear)?
Lets say im moving items around, from a chest to the players inventory or vice versa or just discarding items, what happens to the objects?
Thanks, I'll do that now... You have been some great help in getting me to understand what could be the issue. I'll let ya know how it goes.
np, glad i help 🐏
objects for items? like objects on scene?
idk i use simple struct array for inventory lol, w\o using objects or classes
I used Target as a tag i belive
@gusty axle
I mean this thing
yeah you can just use a structure to represent items but
objects can have code in them associated with items, such as lets say... you want to drink a potion and have an animation play etc
struct based inventory system is easier to work with and save
its easier to store that in object blueprints
you can do that in player object or other separated object
hmm
and when you use it you call a function that uses item name and it goes to String Switch
so have just one object instead of creating a gazillion ones for each possible item?
oh jesus
it works and it easy to edit\modify and doesnt require much space i think
im sure theres a better way to do it lol but i think you might be right, using one object for this kind of thing might just be a better solution
- its easy to save and load inventory
well i have 1200+ items so i need the most simple solution lmao
why not a datatable?
this is optimized graph tho
i followed some tutorial some months ago that used objects and i was struggling to save it since the tut wasnt covering the save / load part but basically the objects needed to be recreated on load each time
data table doesnt let you manipulate variables runtime?
I use data table to store items default data
if you apply upgrades to items and such.
oof no it just stores sheite
its "data base" after all lol
yeah, read only. hence why its only good for storing initial stats but not upgrades if you have like a socket system or whatever, right
or then youd have to use a combination of data tables and it would get a little messy
or just one huge data table that also stored 'upgrades'
spooky data bases
I use string array to store properties
like level, durability, enchantments etc
and i store upgrades in data base just so they exist
the most sad data table ever
heres how i store item enchantments
when player attacks it sends item data to a function that breaks this string down and uses these values
i store all of that shit in Data Assets 
I don't like blueprint structs 
they be buggy.
never used deez
yeah but struct is like a lion, you need to know how to behave to not being eaten lmao
and how to use it
it's kinda handy because it lets me basically do this:
https://cdn.discordapp.com/attachments/847253861403197471/918530842412851231/wbCQpJ5aN5.mp4
🤔
it's all the same actor... just different data assets...
Yeah i use the same actor
but
i use cavemen method
string variable to find sheite in data table
@onyx token oh i do that too as far as world meshes are concerned
though ther are variables id want to manipulate through blueprints, like damage or armor penetration
might be down to preference even if data tables are technically more reliable
but if i wanted to make quick alternations i wouldnt have to suddenly change every entry
hmm, never used bigboi data tables...
i use data tables for item damage and stuff
and i have a special function that stores an array lol
quick question-
I have an actor in my scene that contains an array with all my items.
Why can't i call it? 
like
You need a reference of the object
this object needs to exist on the scene
tells me it's accessing none...
like, put it on the scene
or construct it idk
okay
You can go to your Gamemode object, in beginPlay get ActorOfClass and set it as a variable
then you can call gamemode object and get access to it
im trying to create a network replicated function, but i need there to be execution pins on the output of the event. Im trying to do it in a macro and i cant figure it out. Is there a trick to doing this?
that....
makes a hell of alot of sense.

i feel dum.
cant help with networks oof sry
also i'm jealous of your neat noodles 
if you click on the input there should be input and output areas on your details panel
no worries!
thanks!
Let me check
i have this bruh lmao

thats for you macro correct?
lmao
but im stumped on how to get this to work now
because it needs to be on a replicated custom event
which cant have output execution pins
are events replicated?
yes the replication works
yeah im not sure there
i've yet to do anything with multiplayer
i need the on completed and blend out pins etc
and the only thing that supports out pins are macros
lol
GetAllActorsOfClass in Tick gives me nightmares
would sequence work
1 does montage.. 2 does your oncompleted?
if they are blocking?
im guessing
hmmm
Events doesnt support outputs like that. You can have the events call new events tho
Also, wouldnt this be called during execution of said montage?
Doubt this is how its supposed to be done
there are these delegates avaliable tho
Generally all the outputs are avaliable as delegates *
hmmm delegates
I think i'd pose the question in #multiplayer and/or #animation tho, especially the replication part and common practice with 'synchronized' montage plays
doubt they are very synchronized really
ill pop into that channel for more info, thank you!
out of curiousity, whatd you serach to get those delegates
their context is animation instance
Better pose it on #multiplayer
I don't have much idea with anim replications (yet)
Yeah i'd think that'd be best aswell
to find them i just turned off context really
being outputs on a node like that usually means they are delegates (if not always)
i see, and is there a way i could condense these delegates into a macro and vars, or is pretty much only on the event graph
Not really
Whats the case anyways
I'd think as long as you send the event for starting the montage, the rest might be done locally?
Visuals are just visuals,
I want to recreate this node but replicated
I got no context to what you're trying to do beyond multicasting a montage play tho, so i could be wrong ^^
well\
I dont mind if the montage runs locally, the problem is that the montage doesnt play at all when i do 2 players client
Sounds like the issue could be getting the play event across in the first place?
hence the "across"
hm
is this in the player ?
yes
and the pawn is owned by the player I assume?
no shenanigangs in the gamemode for spawning player?
let me open a project real quick
How can I make this event node show up in the Event Graph on all Children of this Blueprint?
@finite mapleCan't you get it in the same way in the child class?
I can. Was just hoping to save a step if it's possible.
@winged sentinel may i ask how do you get those sharp... angled reroutes lol
Not really I don't think. Overriding is a pretty explicit thing. But then it is blueprint and I'm not sure if there are any way to create default nodes for children similar to the default three. Never cared to look.
I don't know which exact plugin he's using but it's more than likely a plugin. Possibly this popular one:
https://www.unrealengine.com/marketplace/en-US/product/electronic-nodes
yes tyats it
is there a way i can force a custom event or function to not be replicated
like make it an exception
Events and functions aren't replicated to begin with.
What are you trying to do exactly?
This server can't help with your relationship, sorry.
That's still not much to go from. How exactly it doesn't work? Is your character BP actually inherited from Character class? Is your skelmesh component actually used the animBP?
You have this part set up in a loop. I think you want the top set to connect to the set velocity node you have earlier and disconnect the bottom one's output entirely (unless it goes on to something else of course)
This loop does nothing at all.
Which is something I should've spotted minutes ago but not, because my mind is drifting elsewhere right now lol
well i have to execute it in a custom event thats replicated to the server, but i was wondering if i can set it to ignore the replication
Not really. It's either an RPC or not. If you want that control, make a second function and call it locally, and make the RPC call that as well.
hmm i do have that already the bp im trying to run
Its not replicated
this is where im running the bp
and that funciton is being run from here
and basically its replicating because of that custom event
Why would an animation have anything to do with what color your character is? It's probably compiling shaders or you unplugged the material.
Doubt it. You probably didn't save some modification you made. Double check your animBP and all animations.
Autosaves can't be loaded without using source control (for whatever reason I'm not even gonna ask). So you had to redo things all over again.
See the last sentence on the message above.
I want to debug my blueprint of my playable character, however since it is spawned as the player start, how do I select it as my debug object?
You go back through and fix the stuff that's busted.
Start the game, and set the actor instance as the debug object.
Shift F1 I think to detach from the viewport and then you can select it as the debug object
Ah thanks!
You go through your stuff that's busted and check to make sure it's actually busted, and if it is, you re-import it. If you can't do a little bit of troubleshooting on your own you're in for a hell of a hard time doing this Game Dev stuff
Hello, i'm trying to play a death animation when my health goes to 0 but it's not really working
That's not helpful at all. Show us how you trigger the animation
are nested for each loops non blocking?
What a coincidence it what I am doing right now lol
okay wait
Show the blueprints!
lol
yeah wait
i'm sending pics
it seems the first loop moves onto the next index before the second one to the write gets to its next item in the array
The delay is what's killing you.
It ain't going to wait for that delay to finish to go to the next loop, it's just going to go.
@trim matrix you probably need to use a montage and a slot. Basically you have a conflict between your death animation and your animbp
oh
okay wait
then i'll replace the play animation node with play animation montage
You also need to put the montage player into your animBP.
oh okay
Put it between the output of whatever you have and the final pose. Basically it'll run your animbp but if it's playing them montage it'll run that instead, or blend it in if you have blending
oh okay
Like this I believe - the death anim is in my DefaultSlot here
Yes exactly like that
Later you could have multiple slots for like upper body, lower body, whole body, etcetera.
@trim matrix yeah just add the slot player between the blend space and the output pose
@coarse forge For things like what you're doing, you should be adding all of those lines to the widget in a single frame, setting them to hidden, and then using a single float on tick to increment by deltatime and show a new text entry every 2 seconds with a little math. At the end of the array when index is not valid, call the next function which can have your delay before opening level.
okay!
Yeah I just made my blendspace a state machine
I think you need to reference the mesh
oh
how do i reference it?
Drag it from your components into the blueprint
so in the case where those lines are dynamic, i should create text widgets based on the array size?
@zealous fog character has a wrapper. Character has a play montage function
@trim matrix there's a play anim montage on skeletal mesh and also a wrapper for it on character, you can use either one
Ah I see, thanks for the insight
@trim matrix either one will work. You'll see that the one you call on a skeletal mesh component has more options for notifying when it's done etc
So you don't need a delay, you can automatically just proceed when the animation is done
@trim matrix you could skip the delay and go straight from on completed to game over, that way if you change the length of your death animation it'll automatically line up
But either way it will work fine. Does it work?
Sorry to bug. So for the images, I know the amount of images I will have, the text may change or get broken up differently, are you suggesting that as I loop over each line of text, I create text widgets, hide them, then work on showing them over time as I'm looping images?
is there a way to check if an input action is currently pressed without having to hook up bools to every input action event?
@coarse forge More or less. Basically this.
You can also very easily modify this to alter render opacity instead to fade them in.
Hello everyone! I have a simple bug that I can't seem to fix:
This always returns invalid even though HUD Ref itself is valid
@coarse forge The create widget is just a Userwidget with a RichTextBlock inside and some exposed variables. You can create the same thing out of a textblock and a simple Construct event.
Well, based on your naming, that shouldn't make sense at all. The HUD should be a hud, not a widget. Are you calling a widget your hud?
Are the nodes firing off? Otherwise you might not have set up the animation correctly
HUD Ref is variable of a widget blueprint, I just named it HUD Ref for shortcut
Are you sure that the animation works for that skeleton?
yes it comes in the pack with the model
it's playing it i think for 0.01 seconds
and then it comes back to idle
@radiant bone what is the data type for in-game widget
@trim matrix did you set up the montage with an animation selected>?
I don't know what those purple bars are but those look like some sort of timing. And they look awful short.
@coarse forge This for instance would allow a 0.5 second fade in for each line. Little neater than popping on screen instantly.
which is what im trying to accomplish with the images and the text ha
You could potentially use the UMG animations for this. But one it's harder to make dynamic if you don't always know exactly how many lines you'll have. And quite frankly, that system is screwed. I have a few use cases at work where I had to switch critical widgets over to tick math based animations because background loading was causing quarter second frame hitches, and for some reason UMG's animation system will literally just stop in the middle of an animation and never finish it until it's triggered again.
I was working on some procedural walls in BP. I am using hierarchical static mesh components. Like you see, between different components light is leaking into the shadow. I am a bit confused because all instances are spaced evenly... Did I miss a setting in the BP or in the project settings to fix this?
Hey all!
I am learning about GameplayTags, for a project done fully in BPs (no C++).
And I could not access gameplay tags of ActorA from an ActorB using any of the built-in stuff.
The documentation didn't mention any extra steps, and I did manage to access the tag using a custom Blueprint Interface.
So, the question:
What am I missing here? Or is it how things are, and I just need an extra step of a BPI to use gameplay tags? 🤷♂️
Pictured are two built-in setups that failed, and a BPI one that succeeds, provided everything else is exactly the same.
Thank you in advance for any insight!
how did you get the custom input construct nodes on your create widget?
@coarse forge can you show what exactly you're trying to do?
Smells like it can be done in a material a lot better than whatever you're doing
Those are just Instance Editable, Expose On Spawn
for the vars correct?
Yeah.
k thx
@faint pasture It's been my experience that retainerboxes don't play well with text. Blurs it out and makes it look crappy.
Well I still don't know what the desired end result is so I have no clue what you're talking about
im making a story book style cut scene, where a number of images rotate in and each image will have a couple of lines of text, at the end of the full looping of things, either im loading a level or moving on to the next phase of gameplay
i thought it would be as easy as image1 loop 1-3 text strings, then go to image 2
Hi, not sure if it's the right channel to ask this, but i'am trying to setup a wheeled vehicle (not for the first time), and again I encounter this issue (which I forgot how to solve), but when I setup my vehicle, my wheels and stuff, even though I specify each wheel bone, all wheels get spawned on the root bone.
On this screen below you can see the wheel collision (using the PXVIS command)
But as you can see here, the bone names do match
I saw a video on how to rig vehicles on blender, in case I did something wrong, and I can't see any differences between the video and what I did ...
Im spawning an actor from a blueprint and it's parented under an arrow which is part of the player capsule component. I want the spawned actor to be able to have collision except if I move the arrow to be inside the capsule, it just propels back the player at 200 mph. How do I make it have collision or just work with the player capsule in general
instantly hiting the gun?
do a print on the hit event for the bullet
see if it fires
ok
also probably no reason to spawn the bullet inside the gun anyways ?
Yeah, its firing
just spawn the bullet outside?
ill try that right now 🙂
and do a particle in the gun
remember games are all about smoke and mirrors, not real gun chambers and bullet firing with gunpowder and a gun-hammer 😛
the typical "smoke" or "fire" would be on the gun itself
the trail is just on the bullet
doubt you can even notice it spawning a few uu ahead of the gun ?
and if you can notice it, add more fire ! 😛
Found the issue,
going up close with 2 players, the bullet wont release with velocity.
its stuck in the chamber.
add a linetrace first
I did all that lol
figure out a golden distance
do the distance has to match the gun.
if an object is to close (so the bullet gets stuck), just never fire the bullet and apply dmg anyways 😄
mathc it?
man so many mathematical problems.
linetrace would start from gun muzzle
gun muzzle is probably a socket 🙂
on each gun
no math needed
just a golden distance to trace for 😄
well
i never did that part.
just did the actor has tag
and tagged the player with the line trace
pew pew.
set the physical material of the body parts for dmg
might be the issue with my line trace 🙂
bullet decals spawn
BUT the bullet is not.
ill just figure out how i did the bullet decals, change the world location to the muzzle bam bullets.
thanks for the help 🙂
Npnp, hope i didnt break anything lol
making a back up right now 😄
good call
if it breaks i delete, simple as that
retry
https://m.youtube.com/watch?v=2I7qgKzt3E8
So I just found a video online for a gravity bomb projectile, but a bit stumped how they achieved it, does anyone have any good reference material in route to achieve this(or in similarity) by chance for a projectile?
Работает в мультиплеере
Запилил весь визуал, звук, код.
Поднимает все, что хоть как то взаимодействует с физикой, ломает разрушаемые меши, наносит урон актерам.
that looks freaking dope that was be a cool gravity grenade.
Yeah, haha
The concept is awesome and customization endless after setup I’d say
What's so tricky about that? For singleplayer it's just a force application on a timeline ending in an impulse or launch character. Nothing to it.
Awesome, thank you adriel, wasn’t sure if it required further logic related to the gravity scale of each possible actor, but impulse seems like a logical approach
If I was making that as simple as possible I'd just apply an upwards biased force to all actors within an overlap sphere towards centet then on end apply an impulse away from center.
The trickiest part will be making it play nice with ACharacter. For physics objects it's completely trivial.
Upwards bias is to conteract gravity.
Hi, I have an asset issue with Ballistics FX. The problem is that after spawning a projectile, the projectile always has the same speed no matter how I set it in the variable. Do any of you have an idea how to solve this problem? Thank you in advance for your help.
I viewed a pickup for UE4. and I'm just having a crap of a day with this pickup. Does someone know of of a video for "Press E to pickup.,
The projectile is already impulse driven and activated from gestures I think that will work for me @faint pasture
Hey guys, can physics simulations be recorded in sequencer and saved as a animation file that can be triggered in a level BP for example?
I was trying to save on cost that physics have by Pre recording the simulation?
There are a lot but you would need an inventory setup as well
hey,
Does anybody knwo how to move the character reaching specific coordinates
Like... linear movement? Spline movement? Player movement?
Or do you mean trigger box?
There's a million ways.
Does this do the same thing?
just i want to use external coordinate source like OSC Touch Pad. This pad has X and Y coordinates and the character has to move reaching this coordinates
I believe cast to class contains isvalid internally aswell.
those sorta do different things, but it may sound like its doing the same thing
more that there isnt a point to really use both
Yeah exactly ^
You dont need to validate something you're casting to since thats done internally. But you probably want to validate some reference you're not casting to something :)
IsValid checks if the pointer != null
Ah I see thanks, so I would never need to put a isvalid immediately before or after a cast?
yeah the first pic makes more sense than the second
And not pending kill
it becomes sort of conditional though
To my knowledge, no. An empty object pointer would always fail a cast anyways
for get player character, just cast, the player should exist at all times during the game unless you're doing weirdo stuff
thanks back
What if your pawn isn't a character?
care to elaborate? not character class? talking a vehicle here?
Yes or any pawn that's not ACharacter
Get player pawn -> cast to myPawn 😅
starting to sound like that weirdo stuff
Get player char probably returns nothing at that point? Dunno
Pawn is pretty standard class if you dont need or want the cmc amongst other things^ ^
Like a flying vehicle could easily inherit from APawn
Hey there, i need some help with teleportation behaviour using blue prints. I set up a teleporter blueprint where a player ball rolls into it and teleports to another location. I got the teleportation working, but would like the velocity of the player ball to be zero upon teleporting.
To teleport i just use the SetActorLocation() method and it works fine. But there is nothing like SetActorVelocity() and i cant seem to find out how to get from my player actor variable to setting its velocity to zero. Any help?
Second question, whats the difference between SetActorLocation() and Teleport()? I just plug the same actor and destination vector into from SetActorLocation() into Teleport() but it does not seem to work. SetActorLocation() works fine though?
Set physics linear velocity should do the trick for resetting it
^ this ^ and in regard to the other question, set location has sweep and teleport options
Or apply negative force equal to current velocity *-1
you know i remember a week or two ago this exact question from someone else
That does not seem take an actor variable as target though
Toggleing teleport checkbox on or off doesnt change the current outcome
It is incredibly hard to set the velocity compared to setting the location in my blueprint. And googling actually did not deliver any answers for me. "Unreal set velocity" yields nothing
That seems to me like a weird way of doing it.
Other Actor Variable is set by "Other Actor" output of OnComponentBeginOverlap Node
well not having much luck in finding a pickup and well not sure why is doesn't work. I need a good video tutorial on a inventory and Pickup system. That using components. Anyone have any ideas. if not I mite be better off trying 1 from the market place.
@gentle urchin same reason why i cannot muliply -1*velocity as force
Why is this not sufficient? What primitive component does it need? Too new to unreal to get this...
You'd need to get the incoming actors primitive component. At the very least a cast to your class
You probably get away with get component by class btw
From the incoming actor
what should the class be?
does anyone know how i can hit someone and knock them back in the direction they were hit?
There isn't really a canonical knockback built in but you can use launch character if they are characters. If whatever somebody is is a physics simulating actor you can just use an impulse
And then for the direction, that depends on how you want to do it. The most intuitive would be to use the aim direction of the hitter
Get unit direction vector outputs the direction atleast. Needs a start loc and end loc
setting velocity seems to work as intended now. Applying negative force does not have a noticable effect.
You would apply negative Force to simulate drag, not just stop the thing.
Glad atleast one of the methods worked
i have a punching function and i want the player that gets punched to get knocked back in relation to the punch
Problem solved, but why are you saying it like that. I dont know what primitive component is lol. Am i doing a bad thing?
Yeah, thought so as well
Glad it worked. I got no clue what a primite component is either no worries. Just read the node header telling me what component was needed.
Primitive components are the simple shapes and meshes. So box, sphere, capsule, meshes.
lol alright. Thanks a lot for the help though ^^
I honestly should've guessed that at this point, but it having physics threw me off instantly
Am i thinking about it correctly that we apply movement, physics and such to meshes? Seems like it but also seems weird
So direction would be actor loc towards hit actor loc
It's a class heirarchy.
Actorcomponent
SceneComponent (Has a transform)
PrimitiveComponent (Has coliision/rendering?)
StaticMeshComponent (self explanitory)
Ah alright. Thanks a lot
so your HPComponent might be an ActorComponent, but your InteractionComponent might be a SceneComponent (So it can have a point the interaction happens at), Shapes are PrimitiveComponents, etc.
yo can anyone help me
im having trouble hooking up my animbp to my character model
Is there a way to expose these params to Cinematics so I could animate them? This is part of UDS and I need to animate values of Static Moon Rotation
I do not get Expose to Cinematics for the Rotator
https://i.imgur.com/dzkc2LA.png
I do not get expose to cinematics checkbox on the rotator
hey does anyone know why this function doesn't replicate from the client to the server?
i think the first one has to be client, and make sure everything is reliable.
you need to push a pointer to the montage asset through the server and multicast RPCs for that to work
you setting a replicated variable client side does nothing
for server, or other clients
I have a small problem - If anyone could help solve it 😮
Can someone tell me what I'm doing wrong? My enemy health variables Isn't showing up
you can't Cast your own player character to TrainingDummy and expect it to become a TrainingDummy
@twilit heath What would be the correct way? 😮
usual way is add a WidgetComponent on the TrainingDummy
then set UI_Enemy_health on it as the Widget
on TrainingDummy BeginPlay you do GetWidgetComponent->GetUserWidgetObject->Cast UserWidgetObject to UI_Enemy_Health->SetTrainingDummy on UI_Enemy_Health to Self (need to add a variable of type TrainingSummy to the widget)
and change the progress bar binding to read Widget's own TrainingDummy variable you injected instead of trying to pull it via gameplay statics
That sounds better already - Thank you for your help 🙂
note: if your PlayerCharacter and TrainingDummy share the same base class, or have some kind of HealthInterface on them
same Widget Class can then be used to display Health for both of them
my component has a function inside it called Initialize it creates widgets and stores them in variables in itself i added the component to my controller twice, named the first one Inventory and the second one Storage, the method in the picture used to work as expected but now when i call the function Initialize for the component Storage it creates the widgets and everything else fine BUT it does that inside the component named Inventory not Storage for some reason, is this normal?
I checked the function and my controller multiple times, i can't find out why its executing that function inside Inventory and not storage
Inventory part works fine
I believe the Target of the Initialize function should be StorageComponent and not InventoryComponent
The second call not do anything inside of your inventory pointer. How are you debugging that this is the case?
should be Target is StorageComponent
It's the same component type. Different name.
yes
exactly
i added 2 of it
inside the controller
named one Inventory and the other Storage
@sly forge What is your debugging method for testing this? Because that has to be what is flawed. That second call will not do anything inside of the Inventory pointer?
sorry
The second call will execute in side "Inventory" variable not "Storage"
All the data of execution will be inside Inventory even tho the target is Storage
But how are you testing that?
it was working fine since i created it
trying to get the data from storage variable
but its null
there are 2 Widget types inside the main component
1 should be created inside Inventory and the 2 other created in Storage
i tell here what widget to create
this pic is for the "inventory"
The Inventory Target?
Where is your widget creation?
Switch on enum
a function inside the main component
i have prints all over the place
they print what i expect them to print
uh, is there a reason why the enum variable isnt connected?
I tested with prints
it prints twice, one for inventory and one for storage
when i disable the first execution "for inventory" it still prints for the storage
which should mean its working
like this
But the data is not inside Storage for some reason
this is the component
The storage UI is created in "inventory" even tho its executed with "Storage" as target
That Enum is connected though?
what bothers me the most is this was working for long as expected, now suddenly its not
this enum?
Yeah
no
i unplugged it for testing
to force it storage
but still no luck
i have more than one project with the same way of doing it, all working fine
I don't see anything handling the data you pointed out here? Does the Storage widget create and add to screen?
no
wait
let me sreenshot
Heres the variable where i store the widget
i use Get controller - get inventory or storage - get the widget
Inventory part is working as expected
i can get the widget fine
The problem is, The execution is happening inside the Inventory even tho the target is Storage
i'll try restarting my computer
nah restart didnt help
Unsure. But your execution cannot be happening inside of the component named inventory if it's target pointer was Storage. There has to be a debugging error somewhere
Well, that or somewhere you've set the Storage pointer to point to the Inventory Component.
Which isn't likely given your enum printed correctly.
im getting no errors, its just the pointers inside the storage are all null, but there are not null inside "inventory" which they should be
i mean storage widgets are null inside storage but not null inside inventory
i think i found the problem
its most likely this, a function deep inside the project lol
using the same inventory for both
Yep, its working now 😂
hi! I'm trying to get an object to move on the Z axis to reach a certain point, but I want the speed to increase over time (get faster and faster). I tried a timeline but it didn't really work out as planned, if anyone has a tip that'd be awesome
a time line would work
its usually a linear line, if you curve it, that would give the feeling of acceleration
Is there a possibility to do it with a float instead of a vector line with a timeline?
I might ditch the setrelativelocation and have it continue going up forever
yes, you can use the float output as the alpha for a lerp
i think in that case you'd also be using set world location
you may need to get its location before calling the timeline to then lerp it from that location to an offset
like so? when I do it this way, the Z axis on the lerp doesn't seem to affect the objects location
the lerp blends from a begin point to destination
the problem with this setup is the location being fetched for the lerp is being set by the setworldloc
how would I call the world location before the timeline?
I guess I could set the world location beforehand and then have it set again after the timeline to the new offset
oh right I'd just create a new variable lol
alright this got it to work. thank you!!
sure thing
im making a multiplayer game but i use a get player controller so where can i change it for
Get player controller is the local controller(s) so you can use that in multiplayer aswell
ok. i try it but i use a create advanced session node but i dont can get my controller to it
the node need a player controller
Sounds like doing anything multiplayer is gonna be one hell of a ride
I wont be using this method but i was wondering why is this not valid?
its on the server
if i want to have a random number that isn't actually random tho, but based on a seed...
What's the best way to go about that? 
maybe like divide it by π and then go down the after decimal point numbers?
yea but i don't wanna tho
I want one that i can control
where i can do the math to figure out what "random" number it is - which of course means it's not random-
but you know what i mean
i'll be putting in 1, 2, 3, 4, 5 - and i need this to become like fuggen... 13, 54, 2, 98, 4 or something
You can make a research on pseudo random generation algorithms and formulas, or you can use hash functions lol
Both of the nodes give you random number based on a seed you provide "Stream", it always gives you the same "Random" number if you provide the same seed "Steam" if i remember correctly
that is neat, thank you
Fog of war (Line of sight). I am trying to get my fog of war to be initially be pitch black but as you move around the fog of war uses a different material as you discover new terrain and then switch to this blue in the video example, how would i go about this? (Having a basic black fog of war, once the area is discovered it uses new fog of war color)
Old school strategy games had it as pitch black then you would move your troops around the map and you would see a fog of war change from pitch back to i guess an image of the map that is darker than the area that is within your line of sight
All the resources online show different and really cool ways to implement a fog of war but they dont show how to add the initial state of complete darkness that changes to the standard fog of war once the area is explored
Pretty cool 🙂
in the fog of war tut i followed many moons ago we used a rendertarget
probably not the best way to about it but worked fairly ok
hey guys, is this the correct way to increment an index?
I must be missing something as further down the line when using a print string, the number is not going up
what might be more useful is IncrementInt
I was thinking surely there must be a much smoother method
been following a guide online and it's driving me nuts, lol
Increment int is not a pure function, in a sense that you have to get the exec pins.
you're using find as a base for the number. no guarantee that the found index changes
Sure you dont just want a loop?
I simply wanted to increment once
in my case so the player can press E to cycle through related wall meshes in a building game
from the looks of it, you want to access the key of your map, increment it, and ideally store it back into your map
cycle within a buildable group: walls, floor, logistics, machines, storage, etc
yeah
have thought about allowing another keypress to cycle backwards
buuuuuuuuuuuuuut
regardless of that ... this number isn't going up
so
IF CurrentMeshIndex + 1 >= TMap.length
CurrentMeshIndex = 0;
Else
CurrentMeshIndex = CurrentMeshIndex + 1 ;
it also doesnt help setting it back to 0
oh wait
I believe so too
shouldn't your false output continue the flow?
I thought that too
it just ends with a string
will try it again
iis this like a radial menu ?
oh, I put that string in just to test if it goes false
with several sub menus?
and it's always false regardless how how many times I try to increment
nope, just pressing 1,2,3,4,5 for different build groups
with the intent of cycling between each by pressing E
well thats because you're not affecting the int of your map
Im confused why there's a map of ints 😮
it's the return node that should handle that?
Like... cant you just used a shared index for any of the build gruip?
In this video we finish off the player built structures system by allowing the player to cycle through different types of wall and floor meshes.
this is what I was following
When player switches build group -> Set current index to 0
love the snap point building style
in the vid, he plugs the false into the add
what time point are you at?
15:17
if new mesh index is >= then loop to 0, if false then increment
the amount of times I have been typing and interupted by a dialog
frustrates me EVERY time, lol
still confused why there needs to be a map of integers but oh well
I think because of the idea of keeping an index for the current buildable within the group
personally, I would prefer to put most of this data in a spreadsheet
but I am too noob for that, lol
you can make a data table right there in engine though
you just need a struct to define the columns
dont make up words
lol?
surely a datatable entry can have an array of tags if that what you need
you can do array names if thats what you mean by tags
datatables are static tho, so no runtime changes
I was thinking of a heirarchal structure for my buildables
like in floors, I want groups within groups
I'm probably still not seering it,
furnature would be a big one for me
but what stops you from using a single index for different build groups ?
do you wanna save the current index in each build group ?
that is a good question
so if player has windowed wall, and moves to stairs, it'll still be curved stairs because thats what he had the last time?
most likely
followed a tutorial, thats what it shows
it feels ... odd to me but oh well
like QoL improvement for players I feel
Well i guess thats one way of doing it
yep
I think it might be time to rework this whole approach, lol
to look at it another way, your map seems to be used as if it were two parallel arrays
personally
which may be easier to work with
i prefer, and think its better qol to have a static start
instead of being surprised by "fuck, i was on X last time" ,
I think for the most part yes
you'll know that "swap to stair, scroll the wheel 3 times"
and thats the stair i was after
but if a player has progressed to a tier 3 conveyor belt, they likely don't wanna start at tier 1 and have to cycle each time
tier 3 would always be above tier 1
thats a good approach
but i'd think the converyor belt
just have the index reversed
would still be in the same spot
well, for now ... as my build system is the first thing I am working on, I have number keys for each group and E to cycle
nice idea @spark steppe
is the data structure approach still COP?
is there a blueprint node (or c++) to disable the renderer for a frame so that I can keep the last frame on screen, when I teleport the player there is a scene of the level that flashes that isn't the frame that will be seen after teleport?
You guys have been awesome, thank you. 😊
add some on-screen effect? not sure you can pause it..
i dunno offhand, but there is a thing to take a screenshot of the frame
:monkaHmm: I'll try the setting max fps suggestion
does sound a tad hacky, i'll admit that
screenshot to a widget sounds pretty simple though
pretty sure thats what the programmers did on a game i worked on for unity
they also applied blur 😛
sadly it didn't work, I'll take a quick video of it
Are you possessing the vehicle?
If you don't mind plugins, Rama's Victory BPs exposed one function to freeze rendering or disabling viewport
the flash happens after I touch the enemy, you can probably tell what the game is inspired from
@icy dragon I don't mind plugins
Show how you teleport 😛
I bet thats the culprit, seeing this
it appears that you're without a camera for a brief window
I think what is happening is I'm getting teleported while the camera is still facing up and then before my character touches the ground (which I'm using the ninja character plugin to walk on all surfaces) it renders another frame then touching the ground updates the plugin movement
also pictures of the death logic
But why would it instantly face up ,
you're also applying loc/rot to the teleport,
when I touched the enemy my rotation was the camera looking straight up
yea the force is because I altered the plugin so I don't need high poly meshes to have a smooth camera rotation
the teleport rotation doesn't actually do anything
a classic trick is the ol' fade out fade in from black
^
What if you simply set its transform directly
instead of teleport
not sure what the diff would be internally but
atleast set loc rot works when setting transform 😛
I'll give it a try real quick and I guess I could do fade to black if all else fails
some transition for death would probably be good anyways,
instantly teleporting looks... interesting 😛
:SHRUGGERS: that's true I could probably have the player push a button to respawn
button or not, atleast a fadetoblack, some info about death and auto respawning probably is alright
yea that's honestly probably a better solution than just decrementing their lives counter
set actor location also keeps character rotation before moving and even with resetting gravity it keeps the old gravity PepeSpin
looks like a fade to black it is, thanks for the help 
im curious why the camera is being messed with, but do it to it, hope it improves the quality of the experience
because I'm doing operations on the camera to get the smoothing effect and it seems it's biting me for wanting a low poly game
I'm not gasping how smooth camera and low poly is connected
so the way the plugin works is it sets your characters up vector to the plane normal instantly when changing planes so with low poly the angle difference between planes becomes high enough that when you run it has a popping effect
I can record without the smooth camera enabled if you would like to see it
Smoothing camera would work directly with a springarm with lag tho, wouldnt it
Disclaimer: don't watch if you easily get nauseous
I was using the camera lag before but it was ruining the mouse input
am I allowed to link my itch page, because the camera lag version is the last updated version?
oh gosh that was horrible
custom camera manager 😄
floating behind player, smoothly updating rotation
ninja character already comes with one so I had to build the smooth into it because I'm not smart enough to build a whole new camera manager
never done it myself but i cant really see the hardships of it ? Isnt it mostly just updating location and rotation based on a viewtarget and view distance?
doing camera manager work sucks
I think it also has to do rotation offsets from the base of the player to the current local position
i might have something similar, i have a tps so the camera is behind the player and i hate the jump that happens when the character goes behind a wall
i made a dummy version of the camera - spring arm and some object (i think its a box i hide in game) and i lerp between the two. one has collider check while the other doesnt
does that work on gravity not set to -z?
🤷 🙂

i guess?
I bought advanced third person camera and camera smart stick, hoping they would solve my problem, but nope they both only worked for gravity set to -z
well im using the standard tps camera
I think I am too, as I don't think the ninja character plugin author changed the camera class just the manager
well i just looked at it. It's a duplicate setup of the spring arm + camera
the dummy uses collision while the actual camera does not
maybe it helps, but there will be some clipping technically
i also have lag on the camera and not the dummy
clipping from the plugin? because it feels just like the tps camera where it immediately collides with the wall
not a plugin, i made a duplicate dummy version of how the tps camera is setup
ah I see, honestly I don't think the cameras at fault more just the hacked logic I had to build to make the camera smooth so now it's biting me
where can i do the player controller on with no index or id in the node
i dont want a id/index because im making a multiplayer and then the other players dont can host a session
Ofc they can
no i try it
The id is local
ok i try it
also this seems like something that you ask their support, or get from examples / docs
chances are way higher to find the required information there, rather than hoping that anyone here has experience with that plugin
I'd suggest not doing multiplayer at this stage
Could someone explain why objects(meshes) have no lighting* =_= issues when they are made into blueprints?
they are isolated then
does this affect performance of the application somehow if you make loads of big complex meshes into blueprints?
By default static mesh components in BP are movable, thus not using static lighting.
and my comment was related to lightning, not to lighting
Is it bad to use blueprints when your mesh has issues with static lighting :D ? or is it ok?
it's unnecessary for that purpose
*lighting
if you would set your mesh in the world to movable, you would archive the same
and neither that is a solution
In the end, those placed in the map are basically just individual actors with just static mesh component.
maybe you tell us which lighting issues you got
then a proper fix could be suggested
sounds hypothetical
It was kind of hypothetical yes. I haven't worked much with graphics and always looked like everything looks okay when i leave objects as blueprints. But yeah good to know, i guess it affects bigger projects somehow? At least you mention it's not a fix.. so probably it affects performance then. Also sorry for my english :)
surely if you share some spawn logic
looks like some bugged scale?
whats the get transform transofmr
and why the cast
so is it the initial one having issues?
exactly
all of them or just the first one
its not obvious to me
and what does the incoming spawn transform look like? the variable
the original
default value
i only care about its value
select it
check details panel
The "NExt Spawn" variable
the function is not a transform
could be,
but i'd assume the get function you have next is relative to the first spawned (even if it doesnt make much sense to me)
show the function i guess
honestly a pretty strange setup as i see it tho
o.O
Not sure what to suggest here really
the logic is .. interesting
the variable, is it local ?
then i guess next thing is to check the transforms with print string
Guys i want to make Concrete bridge Part actor
I want to make it Multi layered
1- Concrete
2- Pipes and electricity
3- Asphalt
4- Fences
How can i make it progressable like first concrete they should make if its done then Pipes after that asphalt
I want the Idea guys..
i have bridge builder they prepare parts and transfer it via trucks to the location
add 4 bools which represent the status of each part
or make an custom enum for each part, like "Not Build, In Construction, Finished"
And i will represent them as child actor right ?
that depends on your game
if you just put different meshes, you can use 4 static mesh components
if each part has more on to it, like workers which are animated etc. a child actor would probably be necessary
Its static not interactable
But how can i make the build progress in your opinion
I use normally Morph Target to fill the mesh
This case i should use Skeletal for morph
Sometimes i have the whole proccess but i want to ask to confirm approve the idea xD
Thanks thanks
you question indicates that you are still learning, so go with whatever works for you now, you can change stuff later on
Yes since 4 years im still learning 😫
my only advice is, that you make one static mesh which contains the full build bridge part, so you can swap that in once the built is done
I want the players to spend sometimes when preparing the part
Also im using Physics constraints to connect parts with each other
💯
Best not to get bogged down with what's best if we cannot comprehend as well as a professional.
Yesterday at 00:30AM i was half sleeping when i did the weight interaction 
I have wasted many an hour, lol
Physics in building is a great idea @cold sinew
That and other things helped Valheim to impress so well.
Million sales a week for an indie, lol
Its awesome
hey guys I have a blueprint actor that has a widget component with a text block that shows up when hovering over the actor. I want to put custom text for individual actors from the editor. How do I pass the text variable from the blueprint to the widget?
widget is a component of the blueprint actor
i have a text variable inside the blueprint
and binded the text block to a text variable inside the widget
@toxic merlinIf you get the Component pointer and drag off of it, you can call GetUserWidgetObject. That's a pointer to the instance of the widget that the component is using. Cast that to your widget type, and call a function to set the text in.
thank you
Traditionally it's a PlayerController, though it can also be World. You don't really need to worry about using it unless you're making a coop game with multiple people using the same machine.
Oh, I didn't look that close. Do not ever use Construct for widgets.
Always, always use CreateWidget.
CreateWidget will autoresolve the owner of the widget for you. Does some other widgety things. It doesn't need an owner unless you're specifically creating UI for two players on the same machine, like split screen shooter games where each player has a healthbar.
I made a post process for the character to do night vision but I want to have it drop off after a certain distance, so the sky doesnt become blinding. Is a post process the right way to do this or is there a better option?
People in #visual-fx could probably answer that question a lot better.
ah good call, thanks
@left fulcrum look up fog of war materials. It'll show how to use distance from the camera to apply a falloff effect
doesn't post process have some kind of z-depth?
You could use scene depth in post FX mats yea
Ill take a look at all of that, I havent messed around with the settings in post process much
You need to make a post process material, the vanilla settings can't do that on their own
should be certainly easy if you have access to the z-depth
something like z-depth to an map range node, which maps from near/far distance to 1-0 and multiply that result with the output color
so you can make a soft fall off
That's what scene depth is for. On top of that, it'd be the matter of aligning the fog of war render target mask with the view
Hello, I'm new to Unreal after spending years using Unity. I have a question that I can't find a clean solution for in Unreal yet. any help will be great!
I want to create a global catalog of items in my game, e.g. weapons, potions, armors, etc.. and I want any blueprint in the game to have access to it and for example do getItemById() to retrieve an item.
In Unity I'd add this to a scriptable object array, and have a singleton script that manages it and can be accessed by anyone e.g. ItemsStore.Instance.GetItemById(). is there a way to do something similar in Unreal? even if using a different approach? My main requirement is being able to get those items from any blueprint in the game without having to do something like FindActorsByClass and look for the singleton ItemStore actor manually as this needs to be called a lot and that will slow down my game.
Data table?
Data table or data asset are what you're looking for most likely.
Protip: defenestrate anything specific to Unity
Thanks a lot!!! that was quick! :)) I will start looking into data tables now!
@lyric relic peep this if you haven't.
https://docs.unrealengine.com/4.27/en-US/Basics/UnrealEngineForUnityDevs/
I think not mentioning parallels to Unity for context would get the same answer, if not better ones.
I am trying to import a mesh with custom collisions however the collision system is not working and i am falling through the bridge. when I import it I deselect create collision in ue4
if you model your own bridge, with side railings the simple collision does not owrk and the complex collision does not apply in my case but is also not efficient even if it did work, I created my own collision parts inside of blender and i am not usre why it is not working, i still fall through the bridge
I also did save the collision meshes as UCX_NamingConvention
A bridge
Would at the very least be 2 meshes
As i see it
Railings, and the ground
Also just having collision doesnt have to mean its blocking the player
So collision setting also matters
Altho as long as its blocking pawn and ur using the correct collision setting on the mesh it should work 😅
I discovered the problem It was my naming convention fixed now. Naming convention seems to be particular
Hi folks ! I am playing a bit with UE 5, I would like to implement a system for which the user is hit by an object and he gets pushed a bit in the same direction of the object (well, it'd be the resulting vector, ofc). I have enabled physics on a ball sliding on a place, and it hits the character, but the ball is rejected (the character is a solid body). I was starting to detect the character being hit, but neither On begin overlap not Event hit gets triggered. Maybe there are several things wrong. Can you point me in the right direction ? Also a link to a tute or something like that would help me understanding. Thanks
and if you want to use the complex collision there is "use complex as simple collision" or something like that, but the UCX simple collision is the way to go i guess
Hey, how can one get landscape size in blueprints? I use "get all actors of class landscape" and then select the first element
but after that, it's dark 🙂
(size in final calculated size, like in editor)
loop through, add to a variable each time it loops
I dont want the landscape count, but the width and height of it
aye, extent it is, thanks
Hello! I am looking for a way to have a lightning arc between 2 objects happen once a projectile hits the first object. Right now i have a blueprint that has a starting point for the lightning arc and an end point characterized by a sphere in the blueprints. I can probably make this blueprint span when I hit the object but how do I tell it what is the end point afterwards?
beam particle emitter, check out content examples
thank you! and where?
content examples from marketplace, its free, good for any developer to have
ooh aight aight
excuse me, its in the Learn tab
Also everymarketplaceassetiown.uproject
Gosh that must be quite the .uproject
I only grab art assets, I don't believe in code assets. Most of them are pretty s***
True that. Tons of both art and animation assets




night