#blueprint

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trim matrix
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I am not good with words

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also, appreciate it

plush swallow
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how can i change the image of a button on bps?

willow phoenix
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ok got it

plush swallow
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for example in an image i can set brush from texture but how do i do that with a button

willow phoenix
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give me a second @trim matrix

trim matrix
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take your time boss

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thank you

icy dragon
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There are 4 states: Normal, Hovered, Pressed, and Disabled

willow phoenix
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1 second = 15 minutes in my world. lol

trim matrix
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lmao

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it's cool

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I really appreciate this

willow phoenix
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the attach to actor is ofc optional

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you can make it more of a switch if you wanted, and tehre are other ways to communicate with actors like blue print interfaces

trim matrix
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ahhh

willow phoenix
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if you use a BPI, you need to have it on every actor that needs to communicate thou

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its like having walkie talkies ๐Ÿ˜„

trim matrix
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oh my

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A lot of info to take in lol

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but I got this

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I really appreciate the time you took to help me

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thank you

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what's a "pipette"?

spark steppe
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gauge dropper

trim matrix
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gotcha

willow phoenix
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just remember BPI has to be included on everyone that you want to talk to. the character does NOT have it. char just overlaps the cube once, the cube then calls everyone with a BPI and if they have the fitting trigger event, they will be triggered

trim matrix
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so, I guess if you want the cube to do more than one it'll be easier to do BPI?

willow phoenix
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this confused the heck out of me when i started btw

trim matrix
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lol

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it is incredibly confusing

willow phoenix
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yes. if you would want to do it the other way you would to have to make the varibale an array, select every actor that you want to trigger with the dropper thingy and then loop through every actor. possible, but if i remember correctly this "hard reference" stuff will slow down the gameengine (not 100% sure here thou)

trim matrix
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I was watching a lot of videos and I know the basics about things. I just wanted to get an understanding of connecting two BP and this will help.

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wait the pipette dropper where is it in the editor

willow phoenix
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i mean, it would be possible if you want to trigger like 3 lights. or 10 lights. if you are a masochist, 20 lights.
but if you want to trigger different actor types like lights, maybe a spinning red box, a ventilator and the tv, this becomes pretty painful and you are way better of with the BPI

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it only shows up if you made your varibale exposed on spawn and editable

trim matrix
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oh boy

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lol

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I need to watch more videos

willow phoenix
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right side of the screen for both screenshots

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and always "compile and save" or stuff wont show up ๐Ÿ™‚

trim matrix
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the variable you create in the first picture is that suppose to be the other BP that is being affected?

willow phoenix
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the type of it, yes

trim matrix
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what do you mean "the type of it"

willow phoenix
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so if your actor that you want to trigger is called "bp_vito" you search for a varible of type "bp_vito"

trim matrix
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but when I try to connect it to the "call to custom event" it won't let me

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it says it's not compatible with the current BP object reference

lyric relic
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Hey, I read that we can't modify a datatable at runtime even within the editor via a bp. I'm looking for a way to store offsets for actors using an editor tool. so In game when I equip an item it would place it in that offset (I want those offsets to not be stored on the items themselves) I'd like to have some kind of storage that I can access with itemId to get the offsets. is this possible?

trim matrix
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I am gonna rename the thingy

icy dragon
lyric relic
icy dragon
lyric relic
icy dragon
velvet dagger
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I was kinda thinking this was the wrong channel for this lolll aaa

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My bad :']

willow phoenix
trim matrix
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huh?

willow phoenix
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if you are using a BPI i would get all actors with interface, loop through and send each one a message.

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if you have a reference to that single light, just pull out from the light and call your event from the light you referenced

trim matrix
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interesting

vital aspen
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In the epic game market place. there's 1 item. Wanted to find out if anyone by chance has ever used it before. The name of it is "Action RPG Inventory System". has anyone ever played with this before, I just fount out yesterday that support for doesn't exists anymore.

bitter hull
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i have a quustion: so i have this giant worm thing and i wanna make an AI for it. heres what i want the AI to do: when its idle to stay underground and randomly jump in and out of the ground, when its alerted to rush to the player- still underground and randomly jumping out of the ground

vital aspen
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ping me with some info.

bitter hull
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me?

vital aspen
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if any. The project is some what old and hasn't been updated. so HELP

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Master me? what

bitter hull
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oh wait

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i thought you were answering my question lol

vital aspen
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Oh no, sorry. Just updating my post.

bitter hull
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ah ok

violet crystal
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in tutorials i keep seeing this blueprint component called pawn sensor

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that shows up in viewport as a green wirefram seeming to depict a range of "sight"

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does this come with unreal or is it a commonly known package/blueprint

lament ginkgo
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Getting some weird issues with the BP editor. If I drag and drop a variable to a pin (eg: float variable to a float pin) it doesn't create a get reference.

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Same thing with dragging a variable to an exec pin, doesn't create a set node.

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Anyone else encounter this?

icy dragon
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Never encounter that before, maybe restarting the editor might help

lament ginkgo
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Of course, not sure why I didn't try that first lol

icy dragon
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Easy to forget the magic bullet :P

dire frost
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event does not execute even tho it's called

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i tried to relaunch unreal two time and even restarted my pc out of desperation but nothing

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so i have a child actor that when you touch it tries to let you equip it. the first child works fine and as expected but the second child for some reason does not execute the event even tho it's called

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wait am taking some screenshot

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will take a minute

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no it's a child actor not a component

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when you right click an actor blueprint the first click the first option

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i checked the code flow in game-play and i can confirm the event is being called

raw orbit
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is there any way to attach two components based on sockets? lets say i want to put something in the players hand but since im using a lot of marketplace assets they are a bit all over the place

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in terms of transformation or however you put it

dire frost
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you can use "attach component to component" node

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no i didn't. i thought they didnt really touch on blueprints for ue5?

formal wren
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Anyone has a method to ease from one value to another and have the value flicker while doing so? So some kind of FInterp with randomness

dire frost
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yeah but i dont thing they changed how event's called

formal wren
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Yeah... but it also has to be smooth ๐Ÿ˜„

trim matrix
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does someone have a tutorial to make a camera movement like sims 4

icy dragon
trim matrix
icy dragon
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You just have to be less specific when it comes to looking for tutorial.

random plaza
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i'm trying to use set array elem in an array of structs, this is for inventories of spawned in containers

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yes, i know how clunky a recursive array is

brazen merlin
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dunno how smooth it is

random plaza
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so what should i do? i'm trying to make it check if it's a new save and if it is, not load a null index

brazen merlin
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i dont know, i dont nest structs in structs as it gets hard to manage

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maybe SetMembers will be better

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they're generally such a nuisance, i look for alternaives

random plaza
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also, i didnt mention that but the way that i'm differentiating between indexes is that i randomly assign one in the construction script

formal wren
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Anyone knows how to calculate phase shift for sine, so when I change the frequency sin(x) stays the same?

bright harbor
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i have been stuck on this all day. when i jump and move left and right you can float, and i've looked through all of my code, played with all the character movement values, changed engine versions, but i can't fix it, THIS WAS NOT AN ISSUE YESTERDAY. the only thing that changed was i went from 4.27.1 to 4.27.2 and now this happens

formal wren
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I use sin(x) to oscillate an actor. The frequency can change. But when that happens the object jitters.

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I guess the cause is, that sin(f*x) =/= sin((f+1)*x)

formal wren
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That's why I need to accomodate for the change in frequency somehow

icy dragon
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Use the \ (backslash before the symbol to ignore the markdown *something like this*

formal wren
brazen merlin
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so you have something like Sine * offset on a tick or sometihng?

brazen merlin
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uhhh, math is a little odd to me, but alright

formal wren
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Never mind

brazen merlin
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i was gunna ask, though, what about a repeating timeline?

formal wren
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just noticed that it works

brazen merlin
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oh ok

formal wren
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I had one pin misconnected

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and fixed it during preparing the screenshots xD

brazen merlin
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haha well splendid

bright harbor
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when i try it in the default third person map, it works perfectly well and good, but with my character, nope

random plaza
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sorry to ask something different, but can you save the game from the construction script?

bright harbor
random plaza
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lets see what happens lol

icy dragon
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Construction Script also runs in the editor, and that could cause some problems.

random plaza
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ok! i'll try that, is it possible to make a beginplay always happen before something else is?

icy dragon
random plaza
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ok, thanks then. i'm asking because my player always loads the game in begin play, should i simply run that code from the player's one in the player blueprint?

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like through a cast node

zealous moth
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I'm trying to do a lock on function in fps where on input, i look for all actors that can be locked on and using the dot product and distance, I find the one closest to the center of the screen and closest to player.
My understanding of the dot product is that it would give me a result between 0 and 1 where 0 is equivalent to 90 degrees and 1 is literally in front.
However, the values I get span 0 to some hundreds and also in the negatives.

Am I mis-using the dot product?

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additionally, if the target is ANYWHERE on screen, it will be larger than a 0-1 ranged dot product minimal result.. so it always targets

supple dome
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You should be using the dot of forward and direction to actor

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not location of actor

zealous moth
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it's the location of the target

supple dome
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direction from a to b is (b - a) normalized

zealous moth
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oh i see

supple dome
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normalized

lyric relic
zealous moth
supple dome
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that abs may allow to lock on stuff behind u tho

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also the forward is always normalized so thats not needed

zealous moth
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hm, still locks on as long as it is on screen....

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I used the abs because at different angles, the result is negative so it never locks on

supple dome
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adding an acos after the dot allows you to use degrees instead of magic numbers, useful for setting parameters

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now for why its still going through your checks, needs debugging

zealous moth
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maybe my conceptualization is bad

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basically if my theta is greater than, it shouldn't target

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I think this does the green and orange lines

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arccos of the dot product should give me the angle

supple dome
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yep

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then you check the angle is < 20 or so

zealous moth
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I'm still getting weird numbers between 40 and 100

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if i stare straight at the target, the angle is 65

supple dome
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this is wrong

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if you tried to get direction from player to enemy, that should be enemy.location - player.location

zealous moth
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that's a good catch

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yeah fixed it

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hah it's giving me the right numbers but not locking on

faint pasture
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@zealous mothYou need to normalize the result of that vector subtraction

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so it's just a direction, not the full difference

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unless you want to bake distance into your dot product, but I doubt you do

zealous moth
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i did that

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ah i found the error

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i reset it beforehand

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ty!!

dusky harbor
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Hello,

Do you know why the camera always follows the widget.
How can i disable this?

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*the widget follows the camera

brazen merlin
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widget follows camera because in camera space?????

dusky harbor
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okay, but when i want to make a progress bar for the health of the character and this i want to put over the character. How could i do this, without following the camera

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Do you have any idea?

brazen merlin
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ah, so a health bar that stays with the actor

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add a Widget component to your actor

dusky harbor
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yes

brazen merlin
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and you probably want to change the Widget, in the actor, from World to Screen

dusky harbor
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actually, in my case was the space in "Screen", right now i changed to "World".
Everything works.
... Ooh Man i don't know, sometimes everything is so easy and i make it so difficult to find a solution which stays in front of you

Thank you

brazen merlin
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np

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its knowledge of what's available in the engine already, which is a monumental

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its not unheard of to make something from scratch that already exists - a story about jump apex would apply here for me

eternal gate
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Is there a way to set up a transition in an animation state machine so that the transition occurs when I call a certain c++ function?

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currently I have it working by temporarily setting a bool to true which triggers the transition, but I was hoping there's a more elegant way of doing it

zealous moth
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@eternal gate you can do a 2d blendspace and increment a value over time with a tineline or lerp

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I dis that for a dancing game

eternal gate
zealous moth
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Oh a montage?

eternal gate
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maybe?

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I've looked into them before but not in depth

zealous moth
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Thats how i would do it

eternal gate
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k, I'll do more research into them

zealous moth
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@eternal gate basically you right click an anim and make a montage. Then in your cpp fn you can play montage.
You can also call triggers mid montage and you can isolate a montage to specific bones.

eternal gate
brazen merlin
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PlayMontage

eternal gate
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Seems legit

zealous moth
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The only thing is that montages tend to be an all or nothing. So you will have to tweak movement and smoothing

vital aspen
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Sense no one has ever used the Action RPG Inventory System, Does anyone know of a video series that uses components to create Inventory systems. That has a public discord server where we can get help and support.

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I all ready gone threw about 6 of them and they have no support.

brazen merlin
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So you watched the video on how to expand the items in the inventory system?

vital aspen
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So what video and what inventory system.

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For the Action RPG System I only fount 3 videos and the dev just vanished.

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I saw how to add items to the inventory system. They didn't show us how to add things like a Shop. maybe I wanted to add a stove to it. How would I add something like that or even a machine.

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if you run it and open 1 of the pots. It's missing the players inventory. So you don't have any way to drag and drop items from the Pods they added. ??? The list goes on and on

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@brazen merlin any ideas that you have that I haven't fount yet would help. I would even post them on the Market Place for that Inventory system so that other devs won'y have a hard time with it

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These are all the videos he has

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Nope, wrong channel. This is ue4 blue print.

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doesn't look like they have a channel for blender.

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or maya

brazen merlin
vital aspen
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Well I don't know what the arpg demo is.

brazen merlin
brazen merlin
vital aspen
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Oh, ok, even a demo on the market place still should have some support. This guy doesn't exists any more.

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The videos on his you tube channel are 5 years old and nothing update. I think this is wrong. They shouldn't make something like this and post on the market place and then banning it and letting everyone with out help. They should have removed the project from the market place.

brazen merlin
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Its in the learn tab isnt it?

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Theres also multiplayer shootout in the learn and thats old as dirt

vital aspen
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Not from what I been reading. I'm not the only one.

brazen merlin
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As far as the project goes, its really just got functionality for a generic action button masher where enemy waves are encountered. There is no shop or other expansive features

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And whats implemented is confined to that system

vital aspen
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you mean on the market place. I guess if you good at blue prints. it would be fine. Not for people who just started out. I been doing this for a little over a year and I'm still learning

brazen merlin
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Its a great learning resource - it has shown me a lot of great features but i dont find working from it attractive

vital aspen
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ok,

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I have to go on the unreal engine forums and ask on there. I have no idea what to do. Thanks for your help

brazen merlin
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Action rpg might be outside of your comfort zone but i do agree with you. If there was more support i would probably work with it. It would take me several days just to look it over to understand what everything is doing before trying to add to it

plucky fractal
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Is it possible to set default values for variables from a data table in an actor, without having to have it be spawned in the world? Trying on construction, and it will spit out the value with print string, even if game isnt running. But it wont update the actual variable in the actor

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eg printing the 'name' row from the data table will show it, but if i try and set a string variable to the value it wont

vital aspen
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I agree with you all so. It would have been better it they left more videos on it and maybe even some doc's would have help.

brazen merlin
plucky fractal
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yep thats what im doing, it will print a string for example a name value from the data table, but it wont set the name variable inside the actor

brazen merlin
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Uh, not what im saying, maybe? Not sure if you are following. On BeginPlay you get the row and the output sets the var

plucky fractal
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not on begin play, trying to do it outside of runtime

brazen merlin
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Oooohhhh

plucky fractal
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to set data before its loaded into the world, its for items. i'd like to be able to see the info before having to spawn it etc

brazen merlin
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Im not sure if its possible, seems like an either or answer

plucky fractal
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hmm

brazen merlin
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Wait

plucky fractal
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if that is in the constructor ^

brazen merlin
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Oh so your saying it doesnt set the var

vital aspen
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Hmm, that should work.

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thats what he's saying

plucky fractal
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yeah

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so if i compile the actor, outside of runtime, it will print the value of 'name' to the screen. but it wont set a variable of string with the value

vital aspen
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try putting a print string on the end of the set name. and is if that prints the name out.

plucky fractal
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yep, that works, but if you inspect the variable it shows blank haha

brazen merlin
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Might be a checkbox thing for constructor

plucky fractal
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hmm

vital aspen
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ok, one other thing. Change the name of the veribale like TxtName and try that. It could be the Name

plucky fractal
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hmm no dice!

vital aspen
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then we are stump.

plucky fractal
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yeah haha its confusing the heck out of me

brazen merlin
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Layer it into a function?

vital aspen
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in your details. show us a screen shot of the TxtName variable.

plucky fractal
vital aspen
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ok, that mite be where your issue is

plucky fractal
brazen merlin
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Check Instance Editable and Expose on Spawn

plucky fractal
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just showing it does read the data and print it as well

brazen merlin
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So there was no issue after all?

vital aspen
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Yes, that's 1. the other is in the data table. Make sure what you getting back is all so a string and not a Name

plucky fractal
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the issue is its reading the data outside of runtime (shown by the print string) but it wont update a variable of the same type

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the row in the dt is just called name, type string

vital aspen
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That's what I mean. Make sure in the data table that what your getting is a String Varable and not a Name Verible.

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My spelling sucks.

plucky fractal
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yeh i got ya, confusing coz of name and variable types haha. its a variable called 'name' that is a string already

vital aspen
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The Variable Sting and Name or not the same.

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If it is a string then I'm stump. Sorry I have no idea.

plucky fractal
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thats alright i appreciate the input! its had be confused for a couple of hours trying to fix it

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basically trying to load item information (eg, name, description, etc) onto the item actor from the table. but being able to see it outside of runtime on the item.

vital aspen
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you could try it from begin play. other then that Sorry I have no idea.

plucky fractal
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giving it a try right now ๐Ÿ™‚

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still no dice, might be needing to work out another way to do this haha

brazen merlin
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i would wonder if using the variable name "Name" is doing something weird or of it were to benefit from constructor-friendly variable calls

plucky fractal
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so works fine if you spawn the item into the world, just not if you're trying to inspect it outside of runtime.

brazen merlin
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yes, that was established

plucky fractal
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ill find another way to do it, doing my head in haha

brazen merlin
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i dont use construction almost ever so im not aware of the nuances. data tables dont seem like a good fit for them, imo

dull vine
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Hi, quick question. If I create a BlueprintNativeEvent, or a BlueprintImplementableEvent in a component. Is there any way that it can be defined in the actor owning that component?

vital aspen
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I think it's called set Owner

dull vine
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I'm not looking to set the owner, but rather allow the owner to define how a method is implemented. though this may go in the cpp channel

dawn gazelle
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If I understand what you're trying to do correctly.

sly forge
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Is there a way to make this work?

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If its not possible in blueprints is it in c++?

icy dragon
sly forge
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Looks like byref can't change a variable inside a function

brazen merlin
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structs and maps are temperamental in bp

sly forge
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So it can be done in c++?

brazen merlin
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dunno, never use it

light token
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Question: Is it possible to stop a Niagara particle effect from Blueprint? Set Rendering Enabled is not working...

timber knoll
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Itโ€™s not rendering

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There should be start and stop for the niagara system itself

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StopEmitting or something

timber knoll
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Ofc thatโ€™s possible in c++

sly forge
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Why is bp so inferior lol

timber knoll
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Blueprints has similar power, the issue is just that it sometimes takes a lot more nodes to get it done

icy dragon
timber knoll
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Coding will always be shorter except when youโ€™re creating default parameters to pass

icy dragon
sly forge
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yea thats what im thinking of doing

timber knoll
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Such as tracing instead of a single node it becomes a huge list of things

tight schooner
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that'll stop the emitters

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from spawning new particles, allowing the existing ones to die out naturally

light token
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Alright, thanks a lot! Going to look for that.

opaque river
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I havent messed around with Material Layers and Materials blend much, but I think its the solution I need for a problem. On a normal material I can set the blend mode to translucent to remove stuff from the mask to see textures below but Im not sure how to set that up using Material layer blend

soft willow
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Hello Guys,Nice to e-meet you all
Unfortunately I accidentally changed my HDRI Back drop blue print and now I can't turn it to it's default
would you please share screen shots of your hdri blue print with me.It would be a great help
thanks

vital aspen
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I can't have 100's of actors in my project. I can use the static mesh. I can't interact with a mesh. So how to I turn it from a static mesh to an actor and then when I move away from it. I change to back to a mesh. ?

timber knoll
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Give us some details what youโ€™re trying to achieve

vital aspen
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It could crash the game. Your not to have that many actors. It would lower your FPS

icy dragon
timber knoll
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Well if all the actors have ticks enabled sure

icy dragon
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dun dun duuuuun

timber knoll
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Otherwise their impact is fairly small

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If your actor doesnโ€™t need an update, disable tick

vital aspen
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well I need a way to add a something like a bush, I need to be able to pick it up

icy dragon
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In other words, don't use Event Tick on them.

vital aspen
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ok, I don't.

tight schooner
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Oh, I thought you have to explicitly disable it in class settings

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where it's enabled by default (event tick)

worthy drift
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Hey guys. So I'm trying to create an over time effect. So far I've got it to work by simply using set timer by function name and using a counter variable that increments every time the function is firing. Problem is, if I want the over time effect to be able to fire off simultaneously multiple times (say I have several items that I can use, that all has the same 'over time effect') I can't really do that with set timer by function name. Any ideas on how I can create a similar logic but that allows me to run it several times at the same time?

icy dragon
tight schooner
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oh ok

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oic

tight schooner
worthy drift
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Its actually on the player character that the effect is taking place. But I might have found a simple solution. Instead of trying to run the effect at the same time, I'm just adding the additional effects in a variable and increasing the count, which prolongs the duration. Stupid me.

worthy drift
grave apex
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if I wanted to say, in an RPG style game, switch from an overworld mode to a static battle system mode, how should I look about doing that

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like, system wise

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should I be using gameStates?

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gameModes?

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same place and characters in the world, but completely different controls

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kind of like your second example

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(havent played those games myself, but your description sounds about right)

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same location

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well, I would want WASD to do different things

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ah

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is there like, a good video describing how to balance all these?

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like, going into this a bit better than the documentation?

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seems to be a problem I keep finding myself running into

tight schooner
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Idk offhand. I mean, it's a framework for you to use at your convenience. They're convenient because there are nodes available in BP like Get Game Mode/State/Instance, Get Player Controller, Get Player Pawn etc. Some of them have specific properties, for example Game Instance is the only manager class that persists across level loads; everything else gets destroyed and recreated AFAIK.

If you have specific questions, feel free to ask

grave apex
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ah, ty

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btw, like, as an example, if I had an fps, and I wanted to switch (what most people would call) the game mode from TDM to free-for-all mid-match, which class would best handle that game logic? (since we cant change the UE4 gameMode mid-match)

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without switching levels

#

would it be game state?

tight schooner
# grave apex would it be game state?

I wouldn't know personally. Speaking generically, if you can't switch the built in manager classes mid-level, maybe you need a family (class hierarchy) of custom manager classes (BP actors) that are spawned by the game mode.

chrome fractal
#

The sphere collision isn't working. Anyone knows?

#

it go through walls

grave apex
#

thats a good way to describe them

maiden wadi
#

@chrome fractal Nothing will stop character movement besides the root component, on character classes that is the CapsuleRoot. Character movement by default is already insanely expensive, that's why you can only really have about 200-400 of them running around at once before framerates really start hurting even on a good machine and that is only sweeping the main capsule. If you start including children components into that equation that is going to hurt which is why it wasn't done. You could probably roll your own subclass of the CMC, but that is advanced territory. What is your end goal with the sphere though?

chrome fractal
#

I have a camera at there and it goes around the walls. I just want my camera to collide and not go through walls

chrome fractal
maiden wadi
#

You normally use SpringArmComponent for that.

chrome fractal
#

I have used it

#

But it isn't working

calm schooner
#

I've got a Blueprint that's meant to take a common file-format for lego-models, and turn it in to a model using a pool of static-mesh bricks, but it's not functioning quite right.

public bool arraySet = false; //if this is not public, then the first if statement ALWAYS reads arraySet as false, the reason is unkown to me.
string ldrFile = "A really long glorified CSV sheet"
function brickBuild = A function that reads from an array of mesh names, locations, and rotations, and uses addStaticMeshComponent, SetRelativeScale 3D, SetStaticMesh, SetRelativeLocationAndRotation to place them accordingly



Construction Script Start
If (arraySet = false) {
    parse ldrFile into an array named brickSet;
    arraySet = true;
    brickBuild(brickSet);
}
Else {
    brickBuild(brickSet);
}

The expected behavior is:
User drags instance of BP into the level editor
BPi (BlueprintInstance) reads ldrFile, generates an array of mesh names, locations, etc (brickSet)
BPi places the appropriate meshes from brickSet inside itself
User moves the around the BPi, all the bricks follow.

What actually happens is:
User drags instance of BP into the level editor
BPI reads ldrFile, generates an array of mesh names, locations, etc.
BPi does NOT place any meshes.
User manually sets the public arraySet bool to False
BPI re-parses the ldrFile and adds to brickSet, essentially doubling the number of elements within the array
BPI now places the appropriate bricks inside itself.
User moves around the BPI >> the bricks disappear visually, but still hog memory as if present.
The User can set arraySet to false, new bricks will be placed and more elements will be added to the array. This is unusable because it creates a very large amount of invisible, resource-hogging bricks very fast.

icy dragon
calm schooner
#

That's not the issue here.

icy dragon
#

Okay

calm schooner
#

One of the issues is that there is a memory leak where meshes are being placed in the blueprint, but removed from view as soon as the blueprint is moved, but are still taking up resources.

sonic crow
#

how do i connect one blueprint to another

#

i want to reference it

hybrid remnant
#

I'm not sure if anyone here knows anything about callstacks and crashlogs, but I'm kinda in the fudge....
Was working on my project last night, everything was fine, logged off. Came back this morning and whenever I open my character BP, the engine crashes. If I open anything related to it, animations, skeleton, child actors of my character. It crashes. The weird thing is, I wasn't even working on my character last night...

Here is my callstack if it's important

#

I'm at a loss, it opened once, I quickly saved everything and made a backup, but opening again it's right back to crashing, sometimes unreal crashes when opening my project after crashing from opening my character

#

I have a backup that I can revert too, which I'm fairly sure I made last night right as I logged off. So they should both be the exact same thing, weird

#

I'm just worried it's some timebomb kind of thing, and I will run into it again

median dragon
#

I'm trying to use FoliageInstancedStaticMeshComponent Class for per-instance of Foliage overlap event. But how to transfer the collision data from the overlap event from another blueprint? Does anyone know about this? Thanks!

onyx token
#

okay-

#

why is the documentation of unreal engine so garbo sometimes? rooMad

#

i wanna know what the "On Notify End" output in the PlayMontage node does-

#

and the documentation tells me this:

#

stare thanks

#

does anyone know what that output does and how i can use it?

onyx token
#

well sure- i've looked at that - but if i add a notify and name it "End" the node output still doesn't do anything...

obtuse herald
#

no thats not how that works

onyx token
#

see? that's what i mean rooCry1

#

help meh

obtuse herald
#

you add a notify

#

give it a name

onyx token
#

okay OhIPanda
i'll call it "End"

obtuse herald
#

and when the montage node plays the montage

#

it will fire Notify Start when the notify should be called

#

and Notify End when the notify is over

onyx token
#

you mean "OnNotifyBegin"

obtuse herald
#

eh yaeah

#

If you want to know whcih notify is currently "playing" you can get the name via Notify Name

onyx token
#

ok i'm doing something wrong...

#

i have an animation right

#

and the animation is playing here just fine

#

but the print isn't getting called

scarlet arrow
#

So i have a 3 hit sword combo and for some reason the mannequin doesn't do the combo, i already checked the inputs and the animations look fine, is there someone who could help me?

onyx token
#

LOL you're literally doing what i'm doing right now kek

zealous fog
#

That helps to find out where the problem is

scarlet arrow
#

it is not thats the issue im not figuring it out

zealous fog
#

Is the event firing off?

scarlet arrow
#

no, i just double check my inputs again

zealous fog
#

Then the issue is with the event

scarlet arrow
#

i mean i know that, my question is how to solve it

zealous fog
#

I mean you didn't make it very clear you knew that

#

I'm just trying to help you out

onyx token
#

or replace it with like "left mouse button" or something

scarlet arrow
#

i did both

onyx token
#

good job

scarlet arrow
#

still doesnt work

onyx token
#

that's not alot of info

zealous fog
#

I cant magically know what the rest of your code looks like

onyx token
#

you probably did something wrong while doing it

#

so try doing it again, this time correctly tho

scarlet arrow
#

i mean i just started

zealous fog
#

You gotta show more

scarlet arrow
#

there is literally nothing else

onyx token
#

well for one

#

the instant the montage is played, you immediately switch your int to 0

#

wait no you immediately increase it

#

then wait 1 second

#

and then switch it to 0

#

why

scarlet arrow
#

thats what the tutorial said

onyx token
#

yea

#

but why

zealous fog
#

Maybe try an easier tutorial just going over inputs and events

#

And blueprint communication

scarlet arrow
#

right

onyx token
#

say @zealous fog are you experienced?

#

i'm kinda struggling with the same thing

#

i wanna use the "On Notify End" node

#

but i have no idea how to make it work

#

like what kind of notify i gotta put onto my animation to make it fire

zealous fog
#

Not very

#

You go into the animations

#

And you can add notify on a specific animation

onyx token
#

yup, did that

zealous fog
#

Hmmm if I was at home I could try it out myself and help you out but unfortunately I'm at work now and don't know enough about this sorry

onyx token
#

ah, well thanks anyways, and have fun at work rooVV1

onyx token
#

ok apparently i gotta make a custom montage anim notify - and add that to the montage, and THEN the "On Notify Begin" works

#

what an intuitive design

tawdry surge
#

Hey I'm having an issue with a wall climbing system.
My character climbs fine but when I align them to the wall the mesh and capsule will turn and face outwards while climbing and I can't figure out why.

#

This is what is happening

#

and this is my rotation code

median dragon
neat prairie
#

hi guys! just trying to have a simple restart game button. how do I get a gameMode instead of gamemodebase?

violet crystal
#

if i have a actor blueprint

#

i want to be able to use pawn movement components like ai

#

move

#

how would I make it into a pawn

#

or would i have to start from scratch with an empty pawn

neat prairie
supple dome
#

if the cast fails then your gamemode doenst inherit from AGameMode

#

whats your game mode?

neat prairie
supple dome
#

well gamemodebase is not a gamemode, so you cant use it's functions

#

you can only use functions from gamemodebase

#

if you want to use functions from gamemode, you have to change the gamemodes parent to AGameMode

neat prairie
#

shit

neat prairie
supple dome
#

the function RestartGame from C++ just calls a server travel to the same map

#

server travel just means opening a map

neat prairie
#

okay

#

i've got reset level to 'work' but the nothing actually changes when i press reset?

#

i basically want to delete all the actors and reset variables

#

or even just quit the game and open it again

#

i fixed it, thanks takain

stray moat
#

Anyone have a good toturial for an inventory system , I would use plugins on the marketplace but I'm kinda intimidated by them, any help would be appreciated,thank you

shadow crescent
#

is there a shortcut for adding reroute nodes?

odd kiln
#

Hi all

#

Does anyone know how to make a "Offscreen indicator" please ? Any links is greatly appreciated ^^

faint pasture
faint pasture
sonic crow
sonic crow
faint pasture
#

Draw to 1 RT, BLur/Copy to 2nd, use the 2nd in your post process

#

@sonic crow

#

There's other blurs you can try but I like this one

sonic crow
#

thats so cool thanks will give it ago

faint pasture
#

You can copy this if you want, worked out a really efficient way to set up the traces for various shapes and sizes

odd kiln
marble summit
#

Can editor utility widgets be reliably used to make debug commands while the game is running? I'm having a real hard time reliably getting anything to work in it once the game is actually running, specifically trying to get a reference to the game state

odd kiln
#

Should I add a static mesh above player enemy head ?

#

I have to use widget on my hero character ? or enemy ?

faint pasture
odd kiln
#

I want in the HUD please

sonic crow
faint pasture
faint pasture
odd kiln
#

so I create a widget blueprint ?

#

I already have one for stamina and healthbar

#

and I want add multiple indicator during runtime

#

if it's possible

#

or do I have to place my indicators on the widget blueprint and just show/hide them ?

marble summit
odd kiln
#

so in widget blueprint I set an image of my indicator

#

now how can I attach it to a enemy that is on the scene please ?

sonic crow
# faint pasture Eventually you'll want to trace per perimeter distance, not per angle. If its a...

true, for now I am okay with a 360 degree view, i plan to play with it later once i have more in the scene to see how it feels. The gaussian Blur, I created it with a custom code node, (code found here https://forums.unrealengine.com/t/gaussian-blur-post-processing-material/14683) , however with my existing setup that node cannot inherently connect to the world aligned texture.

mild citrus
#

Hii
someone have an idea how can I connect two audios at a same event
Image
In this case this is with a flashlight

faint pasture
odd kiln
#

I guess I have to set the image of indicator in Enemy widget right ?

empty bay
#

Iโ€™m trying to make a rail grinding system but the only thing I can find online is this screenshot. Can anyone help me interpret it? Thereโ€™s a lot of functions I canโ€™t find and idk what some variables refer to.

mild citrus
#

I didn't get it

#

When I press a key I want to reproduce an audio but when I press again I'd like to reproduce another audio

rigid fractal
#

how do i get the widget parent actor? (in the widget blueprint)

mild citrus
#

How could I do that

#

?'

tawdry surge
#

@empty bay did you try codelikeme on yt?
He has a pretty good skateboard series

mild citrus
#

Is there a way to unit both sounds and connect to toggle visibility?

#

@empty bay

empty bay
#

Uh

odd kiln
#

how can I get the "owner" get node in widget blueprint please ?

empty bay
#

Idk

odd kiln
#

to get the actor location of the owner of widget

mild citrus
#

๐Ÿ˜ฆ

#

and a condition?

#

never mind haha

#

for that is branch

empty bay
tawdry surge
#

wouldn't it be easier to pass that value from the owner to the widget rather than the other way around

odd kiln
#

it's ok thanks^^

empty bay
#

Iโ€™ll try it thou

tawdry surge
#

the math is right

mild citrus
#

I tried this

tawdry surge
#

I'm not his biggest fan either but not many options for that type game

mild citrus
#

but I didn't get it sound both audio

tawdry surge
#

you arent setting the condition to anything new and a flipflop would be better

mild citrus
#

but now?

#

I need to connect the other audio

#

xd

#

Is there a mix

#

or smth like that?

#

@tawdry surge

#

Oh! I could!

#

hahahah

#

I didn't know it

#

๐Ÿคฃ

willow phoenix
#

wdym?

rigid fractal
#

i have an interface widget (health bar) on the enemy, i would like to access the actor on that enemy where the widget is, inside it

willow phoenix
maiden wadi
willow phoenix
#

or how did you add that interface widget. or where is it

rigid fractal
#

but then what do i do? do i create the health variable inside the enemy blueprint or the widget blueprint?

willow phoenix
#

depends on where you want it to be. personally i would create it inside the enemy, so if the hp hits 0 i can enable funny ragdolls and set lifespan to 3 seconds (and delete the actor then)

maiden wadi
#

GetWidgetComponent->GetUserWidgetObject->CastToYourWidgetClass->CallFunctionToUpdateWidgetWithOwnerPointer.

rigid fractal
#

its because i need to get the health variable inside the enemy to update the health bar widget, and this needs to be inside it because of the 'get percent' function, i think

maiden wadi
#

Are you using a component, or are you creating a widget and adding it to screen?

rigid fractal
#

component

maiden wadi
#

@rigid fractal Set the widget class here.

#

Go into the widget, make a custom event and a variable of the character type. Make the custom event set the owner pointer.

#

Back in the character's Beginplay, do this to set the widget's owner pointer to the character.

#

Use this in your percent binding.

willow phoenix
#

im a little late,

#

binding on the percentage is better than mine, i skipped the part with the valid check and was too lazy to add max health

#

but basicly the same

rigid fractal
maiden wadi
#

Two ways. Easy way is to make a Set node and drag backwards from it.

rigid fractal
#

ah ok

maiden wadi
#

You can also click on the event and click the plus button here in the details panel.

#

That'll add the last type you've used, defaults to boolean. You can find any set it to your desired variable type.

rigid fractal
#

got it, but another thing, what is the type of this variable OwningCharacter?
would be the enemy in my case?

maiden wadi
#

It would be whatever class holds the health variable you want to display.

violet crystal
#

you wouldnt happen to have a screenshot would you

rigid fractal
#

the health variable is in the enemy actor, not the widget

maiden wadi
#

You're trying to call the wrong function. Delete SetOwner and drag the same line you're dragging here and get the SetOwner event you created in the widget.

rigid fractal
#

oh true, now it worked

#

i think it really worked now, tyvm

violet crystal
#

icant change the parent

#

its parented as actor

#

this is

#

great

maiden wadi
#

While this is true, you should also not change people's approach while they're learning, it just adds to confusion.

tawdry surge
#

Eh.. learning to do it wrong isn't much better

maiden wadi
#

There is nothing wrong with tick when testing things. Event driven is fantastic but it adds to iteration time and only really helps the final product.

tawdry surge
#

Same with using get all actors of class or putting everything in the level blueprint
Its just not good in general, so pry shouldn't learn that way. You'll only have learn the proper way later

trim matrix
#

hi, how do I get the total sound volume that the player hears for this widget?

maiden wadi
#

While I agree with the level blueprint, there's nothing wrong with GetAllActorsOfClass. In fact it's very useful for abstract level managers to do their thing at setup. And it's actually a lot faster than people realize. It doesn't actually iterate over every single actor in the level.

iron bone
#

Has anyone ever experienced an issue where an object will push a character if they are walking but not if they are standing still? I've tried turning on CCD (continuous collision detection) but it doesn't have any different result. This is with the default third person character blueprint here

brazen merlin
iron bone
#

I see

tawdry surge
#

@maiden wadi I don't think it's that bad, but like tick it has a cost that can add up if you don't watch, and is usually not necessary.
Casting is similarly risky if you don't use it right.

atomic salmon
#

My two cents. The best way for someone to learn (and not be discouraged and give up) is to take the simplest route possible, even if that means the code won't be super-performant. Performance is anyway a secondary objective and only really matters for commercial projects.

maiden wadi
#

^

mild citrus
#

I've created a main menu but when I click on start button the main menu remains...

brazen merlin
mild citrus
atomic salmon
#

@iron boneyou need to detect the hit with the character's capsule and apply an impulse to the Character Movement Component.

velvet forum
#

Hello

faint pasture
mild citrus
velvet forum
#

can anyone know how to make percentage for weapon drop on somthing like this?

mild citrus
#

@faint pasture

atomic salmon
#

@brazen merlinoptimization comes even after performance. Also not needed if you are just learning.

brazen merlin
atomic salmon
#

Unreal Engine already has a pretty steep learning curve without having to deal with performance and optimization.

atomic salmon
maiden wadi
#

Besides that. When you realize that the engine checks on tick if it should split the viewport for coop, you really just stop caring.

atomic salmon
#

And was doing 3D graphics in assembler...

brazen merlin
#

ah, i only go as far back as DOS ๐Ÿ˜ข

atomic salmon
#

I also started on the C64

faint pasture
#

@mild citrus have the menu remove self from viewport

#

I started in BASIC but my main programming was 1 semester of Java, Minecraft server modding, Garry's mod E2, then this.

atomic salmon
#

Kiddo

maiden wadi
#

I started in blueprint. ๐Ÿ˜„

atomic salmon
#

@trim matrixPEEK and POKE nostalgia

#

@trim matrixthat was for when you felt really hacky

tawdry surge
#

I'll agree step one is get it to work (whether learning or not), but teaching newbies to check health on tick is just bad practices and in an average size level with a decent number of moderate resolution meshes. That sorta stuff all over your code will cause fsp drops.

faint pasture
mild citrus
#

Which part

#

Level blueprint?

#

or in the mainmenu blueprint?

faint pasture
#

What should be triggering it to be removed?

mild citrus
#

the main menu

#

after I pressed Start

#

??

iron bone
faint pasture
#

Ok so you're staring at the button pressed event in the main menu widget.

atomic salmon
#

@iron boneit was working last time I checked. Which engine version are you on?

iron bone
#

4.26

iron bone
#

Should I try a different version? Thanks for all the help btw

atomic salmon
#

let me check something

iron bone
#

I might try a blank project but I haven't altered any of the code for the Third person character in this one

mild citrus
#

I changed it @faint pasture according a tutorial

#

the first is main menu widget

bitter hull
#

how can i make an animation only play when i press a button

atomic salmon
#

@iron bone|I had a project showcasing a character being pushed by a growing/shrinking static mesh, but it may be on my other dev PC

iron bone
#

Thank you for looking!

random plaza
#

can you set dafault values for save games that you can overwrite? say i have an array of item structs that i set a default value for in my save game, can that be overwritten?

mild citrus
#

OH GOOOOOD

#

I cannot it works!!

#

MainMenu something too easy to do

random plaza
#

this code doesnt work, i tried finding all references to it but there's nothing

#

t's a huge file, but it needs to be. it's an array of struct of arrays, its the only way i know how to save inventories for every box in the game

atomic salmon
#

@iron bonehttps://we.tl/t-Qbl9DqXfhe

#

on 4.26.2 had to redo it because I couldn't find the original one

iron bone
#

You rule! Thank you so much! Going to study this and cross reference it now

atomic salmon
#

@iron boneyou have to calibrate the impulse based on the speed of the hitting actor. In case you can use Normal Impulse as starting point. I used a fixed value just to show how it works.

iron bone
#

So I should adjust that float value according to how fast an object is going to replicate an accurate amount or force?

#

of force*

atomic salmon
iron bone
#

Noted!

faint pasture
#

@iron bone Just remember, if it's a constant push over time, use force. If it's a one-off shove, use impulse. There are use cases for impulse every frame but that's for more advanced stuff.

#

Impulse = change in momentum
Force = RATE of change in momentum

iron bone
desert relic
#

Is there a node that sets scale for box collision?

steady crescent
#

Sorry if the screenshot is a bit low quality

#

When I left click, the walls and the floors names are being logged but if I point at the custom object I have made it won't

#

is there a certain property I have to set for the object?

gentle urchin
desert relic
#

its complicated

steady crescent
#

I also tried using "for Objects" instead of "by Channel"

gentle urchin
#

If you say so i guess

steady crescent
brazen merlin
silk bluff
#

Anyone know how to get a mesh's normals in local space in a material?

brazen merlin
#

local space should be the same as WS

trim matrix
#

Hi, I was wondering if there was a quick way to tilt a camera a certain amount of degrees on a certain action. I am trying to add wallrunning and would like to make it more impactful to the game.
Thanks!

willow phoenix
#

@steady crescent check if you get a blocking hit on these actors

silk bluff
brazen merlin
#

ahh

violet crystal
#

so i baked my brushes to add textures to my level

#

and as i anticipated collision broke

brazen merlin
steady crescent
steady crescent
#

sorry I'm new to unreal engine, just started today

violet crystal
#

am i gonna have to manually do collision for every surface

steady crescent
#

oh wait i get it

#

let me see

brazen merlin
violet crystal
#

yes

willow phoenix
violet crystal
#

i undit it all

#

atp

brazen merlin
violet crystal
#

im just like

#

what do brushes use for collision?

#

in editor

brazen merlin
willow phoenix
steady crescent
#

when clicking on the floor it is true

#

on the walls it is false

violet crystal
#

i miss probuilder so much

steady crescent
#

and on the object it is true

violet crystal
#

basically

#

i more or less have an entire level built out of brushes

steady crescent
#

so from what I get the floor is blocking hits

#

@willow phoenix

brazen merlin
willow phoenix
steady crescent
#

if that makes sense

steady crescent
#

I just used the first person template

#

and removed the guns and hands

#

and removed the firing

brazen merlin
willow phoenix
#

maybe set the editor window view to view collision

steady crescent
#

ye I think so

#

he replied to me

brazen merlin
willow phoenix
#

i replied to both of you ๐Ÿ˜„

steady crescent
#

oh ok

brazen merlin
#

4 people talking hard to keep track

steady crescent
#

idek what a bsp wall is

#

I used to use unity rarely and I wanted to try out UE

willow phoenix
#

did you use unreals "geometry" tools to create a wall yourself?

#

if you don't know i guess you did not ๐Ÿ™‚

steady crescent
willow phoenix
#

then im positive you did not ๐Ÿ™‚

steady crescent
#

whats the issue with the walls tho?

willow phoenix
#

can you make a screenshow of what you want to "click" ?

steady crescent
#

i thought the issue was the floor is blocking the hit when I want the object to

willow phoenix
#

what kind of actor do you have

steady crescent
#

the cube

willow phoenix
#

so its not an actor, its just a static mesh?

#

*not a blue print

brazen merlin
# steady crescent

getting back to this, can you expand your collision settings so we can see the full setup?

steady crescent
#

it says type: StaticMeshActor

willow phoenix
#

you are using the first person template? the cube was already in there?

steady crescent
#

I deleted all the precreated cubes

#

but i did not delete the template walls or floor

willow phoenix
#

how did you create that cube?

#

can you show me the collision presets on that cube?

#

i got another wild guess, im starting my engine right now

steady crescent
steady crescent
#

from the Place Actors window

willow phoenix
#

maybe that "under my cursor" is not working well in First person

#

but i want to check ๐Ÿ˜„

steady crescent
#

possibly

#

if thats true, would I have to do a ray tracing sort of thing ?

#

like

#

trace the cursor to a world position

willow phoenix
#

ye you do a line trace by channel

steady crescent
#

and check if ht ecube is there

willow phoenix
#

its easy

steady crescent
#

alr

willow phoenix
#

just second :3

steady crescent
#

keep in mind that I am currently using for objects instead of by channel

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which one is better to use

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this blueprint stuff is so much better than using c# with unity cause although I do like to code, this is just so much easier

willow phoenix
brazen merlin
#

ive not been reading all of this, but on a limb, turn off trace complex?

willow phoenix
#

oh sadly you cant see my cursor.

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hit shift + f1

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when you started the game

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your cursor is a little further off, so you are clicking the wall and not what is under your crosshair

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just a second i show you a working line trace

steady crescent
#

i see what you mean

#

so I would need to do a line trace using the camera instead?

violet crystal
#

there is an option that lets me see complex collision

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and its like

#

just the exact collision the brushes have

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can i just like

#

implement that

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automatically

steady crescent
#

I assumed that UE would take care of that whole cursor thing and lock it to the center of the screen lol

willow phoenix
#

something like this, but the target is a little off

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at least its not telling you some random wall that you was not even close to looking at ;D

steady crescent
#

alr

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I'll try this and let you know how it goes

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is the sphere the object to click on?

violet crystal
#

i got it to work

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after 3 weeks of googling

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brute forcing

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giving up

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i just clicked random checkboxes until it gave me the desired behaviour

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ngl using unreal was the best unity advertisement i've ever experienced

willow phoenix
#

lol they offset that damn crosshair

steady crescent
steady crescent
willow phoenix
#

you can just remove the crosshair offset if you want. but still it feels a little "off"

steady crescent
#

i don't have all those options on the right

willow phoenix
#

rightclick on "out hit" and split it

steady crescent
willow phoenix
#

where do you see a + and the x?

steady crescent
willow phoenix
#

ohhh you mean those nodes?

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vector + vector (top one)

steady crescent
willow phoenix
#

vector * float

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vector is the location in 3d space

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here we want the world space ofc

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and then we take the forward vector, do some magic shit that i don't yet fully understand, and get even more magic

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and boom. line trace

steady crescent
#

is the sphere the click object

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like the object I'm trying to click

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@willow phoenix

willow phoenix
#

this is as accurate as it gets i guess

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you are shooting a ray from the middle of your camera in the direction you are watching times 20000 units

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the sphere on the gun is where the projectile gets spawned from

steady crescent
#

how do I make the range smaller? decrease the 20000?

willow phoenix
#

yep

steady crescent
#

Also how do I group them all together

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like the code

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or label it

willow phoenix
#

just select what you want

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and press C

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to comment

steady crescent
#

ok, thanks for all the help!

#

I really appreciate it

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actually one last thing

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how would I categorize certain objects

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and in this code check if it is in that category

willow phoenix
steady crescent
willow phoenix
steady crescent
willow phoenix
#

the result will be exacly the same, just tried it by printing out both vectors

steady crescent
#

alr I'll jus t use my current one then

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so in blueprint how do I do something only when the boolean is true

willow phoenix
#

with "branch"

steady crescent
#

interesting print strings ๐Ÿ˜‚

willow phoenix
#

i din du nnuffin

steady crescent
#

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_BreakHitResult_HitActor". Blueprint: FirstPersonCharacter Function: Execute Ubergraph First Person Character Graph: EventGraph Node: Branch

willow phoenix
#

you need to check if the actor you hit is valid

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before the branch

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"is valid"
or you can do a "and" for the branch

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actor has tag AND "is valid"

dawn gazelle
#

Nar, that'd still result in an error.

#

Simply because an AND would still attempt to execute the ActorHasTag node which would be trying to potentially access an invalid actor.

willow phoenix
#

oooooh ๐Ÿ˜ฎ

steady crescent
#

so I should check for valid first, then has tag?

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then branch?

dawn gazelle
#

Yep

willow phoenix
#

makes sense, thinking about it

steady crescent
#

which is valid should I be using

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under what category

willow phoenix
#

they just look different

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one is a pure func and one got a branch already included

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pls don't proof me wrong datura xD

dawn gazelle
#

I think there's one that has a ? symbol in the chooser thingy

steady crescent
#

found it

dawn gazelle
#

The other is just as valid, but the one with the ? saves you adding another branch as crt pointed out.

steady crescent
#

is this good?

willow phoenix
#

if it works, it works ๐Ÿ˜„

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lookin awesome

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but you are missing the "harder daddy" print nodes

steady crescent
#

forgot about that mb

willow phoenix
#

ego te absolvo, my child

steady crescent
#

they serve as a good debugging method

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and jus thelped

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it doesn't log

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cube ^

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nevermind

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I set it on the wrong actor

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oof setting visible doesn't affect collision

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alr thanks for all the help @willow phoenix!

willow phoenix
#

set collision enabled ๐Ÿ™‚

steady crescent
willow phoenix
#

or set hidden

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i think hidden removes collision too, but not 100% sure

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ye this will work

steady crescent
#

i did set hidden but it didn't remove collision

foggy escarp
#

Nope. Seperate functions.

versed zealot
#

Anyone know why Open Level By Name would re-open the current map? I checked, the name being supplied is correct... could it be that the map wasn't packaged with the build?

steady crescent
#

do I need to rebuild the lighting when I set it to not visible in game?

#

cause now there is just a shadow there

#

how do I do that in bp

#

then how do I do it?

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how

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ohh ok

#

ohh ok

odd kiln
#

How can I compile my project to refresh it please ?

#

Because I added a new Blueprint function with C++ code

#

but it does not appear

icy dragon
zealous moth
#

@odd kiln close everything. Open vs and compile. Then reload ue4.

icy dragon
odd kiln
#

how can I please open my UE project with Visual studio ?

#

without opening UE

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cause I have a error when trying to open project that tells me "rebuild manually"

#

I don't know what Hot Reload is lol

fleet raft
#

hey so does anyone have a solution to a problem im having

#

basically I'm making a game

raw orbit
#

so are we all

fleet raft
#

and I have a mechanic where you can double tap the space bar to fly and stop flying

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and I want it so that when you move the mouse up/down the player will move up/down

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I already tried creating a new inpiut for it and it kinda worked

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but it would just stop working at random times

fleet raft
raw orbit
#

hmm well im sure you could handle something like this using input axis

fleet raft
#

I think thats what I have but it only sometimes works

#

lemme check rq

raw orbit
#

just include some bool or character state enum, if flying then add movement input

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instead of making the camera move

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or is that what you tried

fleet raft
#

would I need to create a new variable for flying or is there a way I can get the movement mode

fleet raft
raw orbit
#

uum the movement component might have it included already

icy dragon
odd kiln
#

So I made it sorry ^^

#

I just wanna add some .cpp and .h file

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how can I do that without editor opened?

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please

fleet raft
#

but I can create a variable for the movement mode

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is there a way to change a variable to a word instead of a number

icy dragon
fleet raft
#

so like instead of the variable being 0 (walking) or 1 (flying) I could just set it so it says "walking" or "flying"

raw orbit
#

i was too lazy to make a proper example but maybe yo uget the point idk this should work maybe