#blueprint

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quick imp
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Thus why the first image was all over lol

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I gotta rewrite

smoky marsh
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Oh good heavens

quick imp
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I know

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xD

smoky marsh
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For the love of God just bind your functions to function calls

quick imp
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xD

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Coooouuuulllddd

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Ill do some cleaning up here soon

smoky marsh
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Set up a boolean for "can matchmake" with rep notify that enables and disables your button

quick imp
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I dont think I have ever done that actaully

gentle urchin
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rep noitify ?

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is that needed?

smoky marsh
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Well there is no don't rep and notify

quick imp
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Replicate Notification?

smoky marsh
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This would only be happening on client anyways, it's just a convenient way to run a function on a bool update

quick imp
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Could you show me a simple example?

gentle urchin
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Never used it like that x)

smoky marsh
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That or event binding are the easiest options

gentle urchin
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clever hack i guess

quick imp
smoky marsh
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Not so much clever as lazy

gentle urchin
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event binding is my preference

quick imp
gentle urchin
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but sounds like alot for this thing

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i'd just make a function for updating the bool and having the option to react to it

smoky marsh
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Well the event would just bind to the widget event which internally then handles its visibility and such

gentle urchin
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but oh well, dont mind me, you know about his stuff xD i should stop interfering ๐Ÿ˜›

smoky marsh
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Nah, more opinions are always good

quick imp
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I need the honest opinions and the best ways to do something ๐Ÿ˜‰

smoky marsh
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The way I would essentially set it up is just having the button disable itself and then having it dispatch an event which starts the matchmaking

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If it fails or is cancelled, send an event which re enables the button

quick imp
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-_-

gentle urchin
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That sounds like a good way to do it

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10/10 would recommend

eternal reef
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Id recommend to not stop the search after the first failed attempt but rather to continue searching and only stop it after (either a certain time has passed or x failed attempts * or obviously the user cancels the search)
Could be annoying to re-initialize the search again and again after a failed attempt for the user
But thats just nitpicking I guess

smoky marsh
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Have it run an infinite loop with a cancel button

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Worst thing is sitting in queue and it randomly stop searching

gentle urchin
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isnt part of the problem with the default system that it mostly return servers close by, and will return them over and over?

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meaning looping beyond the first result list is wasted ?

eternal reef
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Not familiar with the system itself but filtering the full ones anyway would circumvent that issue?
My guess would have been if two players just connect at the same time for example (if only one slot is available) on the following search it would be filtered out anyway

smoky marsh
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I guess you'd just get all valid ones, add unique to array, pick with lowest ping, on failure remove and chose next best

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If all fail, rerun original loop since by now there should be a fresh list

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And expand number of searches

gentle urchin
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i dislike reroutes backwards but cba ๐Ÿ˜›

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I suppose the list could be fresh yes, assuming enough players are playing (always a criteria)

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I remember having issues finding a game across the pond when i tried the default subsystem

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some regional filtering was going on (or based on ping?)

smoky marsh
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I mean for a truly robust system you'd need to set up your own system for this and such, but at that point it's time for c++

gentle urchin
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True that

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Theres a free plugin tho

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Which worked quite alot better

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Advancedsessions plugin i think its called

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A lot of extra options

smoky marsh
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Yeah, no need to reinvent the wheel when this guy did it

dense summit
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How to make a trigger

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That prints "Hello"

unreal quail
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is there any way to not do this?

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(having to copy paste the string name)

dense summit
unreal quail
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ah you want the trigger logic too

dense summit
unreal quail
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maybe your issue is that you copied several tutorials

dense summit
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No I copied one, didn't work, deleted it, copied a different tutorial, didnt work either

unreal quail
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show your OnBeginOverlap

odd ember
unreal quail
dense summit
unreal quail
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then you have an issue with your collision

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show the collision settings of your character and your triggerbox2

unreal quail
dense summit
unreal quail
quick imp
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I plan to upload this to marketplace for free, and well... I cant upload stuff I didnt make

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Also I just threw this together and plan to test it here soon.

unreal quail
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make sure this is like this for the triggerbox

dense summit
quick imp
unreal quail
dense summit
unreal quail
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I have an AI manager class that assigns stuff to the AIs

unreal quail
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consider doing a zip up and sharing it here if it's not too heavy maybe someone can take a peek

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(only if you don't have starter content or a sample project's assets)

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(it'll be too heavy if you have assets)

odd ember
unreal quail
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the key selector only works inside the BT right?

odd ember
unreal quail
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I already watched multiple tutorials but I can't find anything on using blackboard key selectors outside of BTS/BTT/BTDs

odd ember
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take a look at MathewW's video for blackboards maybe

unreal quail
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๐Ÿ˜…

dense pulsar
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Thanks for your help, it's working now

unreal quail
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I just watched his video out of curiosity and it doesn't have my answer either

odd ember
gentle urchin
odd ember
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you said you wanted to have a different way of doing names of values for BBs. Blackboardkeyselectors are just that

unreal quail
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yeah but they don't work if it's not a parameter of a BTT, BTS or BTD no?

odd ember
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It has nothing to do with BTs

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read what I am writing

unreal quail
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I read it but it still doesn't tell me how to functionally use it on an AI controller BP it just doesn't work

odd ember
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BTs can easily expose these. But the BB data structure exists on its own. If you want value transfer, blackboardkeyselectors are... key

unreal quail
odd ember
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it's a struct

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it has built in BP functionality

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again if you took a look at a tutorial for blackboards they would tell you this

unreal quail
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it doesn't ๐Ÿ˜… ๐Ÿ˜… ๐Ÿ˜…

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it only shows for BTS, BTD and BTT

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not how to set it from the controller

odd ember
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are you watching them all the way through or just skimming? they are set the same way no matter where you have them

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doesn't matter if it's inside a task or in the controller

unreal quail
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none of the tutorials use BKSes outside of BTs

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unless I missed something

odd ember
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doesn't matter

unreal quail
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I watched several hours of (sleep inducing) official tutorials on BTs and AI

odd ember
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the way you set up a BB is the same

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whether you use it inside a BT or not

unreal quail
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here they are literally doing what I said I didn't want to do

unreal quail
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but that would make me have to write the FName as a string literal all the same

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so what's the point?

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my whole question was if I can use the fact that I know which blackboard it's running to use select the FName (or key) instead of writing it down as a string literal

odd ember
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the FName is the variable name in the BB. you can either use FName or you can use a blackboardkeyselector. Those are your options

unreal quail
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but I would still have to make a blackboardkeyselector struct by writing down manually the FName of the variable

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so in all cases I'll need to have a string literal somewhere

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which is what I want to avoid

odd ember
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or you could store a BB key on its own and move it from one BB to another

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Ive never had to use FName for any of my BBs

unreal quail
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store it where?

odd ember
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as a variable

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on whatever class you're using

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ai controller or what have you

unreal quail
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you mean store it as a BKS?

quick imp
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Has anyone else worked with User Game Settings? I havent been able to get my working...

odd ember
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those are your options

unreal quail
odd ember
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how you get it is up to you

unreal quail
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because you can't select the value on the class defaults (since it doesn't know which BB it is)

odd ember
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it's a struct

spice smelt
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Hi, is there any guarantee about the order in which construction scripts are called? In particular between an actor and its components

smoky marsh
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Why are you doing this now again?

unreal quail
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I just don't want to copy paste the FNames from my blackboard but I guess I should simply do that

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and avoid myself all this pain

smoky marsh
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Why don't you just make a map

unreal quail
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instead of using a blackboard?

smoky marsh
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No as in from key to fname

unreal quail
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the key already contains the fname

odd ember
unreal quail
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@odd ember I just want to have a manager BP that assigns some values in the blackboard (task location and such)

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of managed AIs

smoky marsh
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It sounds like you're after a similar functionality to easy utility ai

odd ember
unreal quail
odd ember
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if you're trying to make an AI director type thing you are better off considering subsystems

smoky marsh
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Paid plugin, don't own it, but friend who has it describes it as what you're after

unreal quail
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it's not supposed to be anything mind blowing but I'm already hitting walls

unreal quail
odd ember
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and to be honest you can wrap stuff like this in a BT

unreal quail
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I already have a BT for individual AIs

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that's why I'm using a blackboard

odd ember
unreal quail
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I guess the answer for my question is that I should just copy paste the string literal of the FName ๐Ÿค”

odd ember
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yeah but it sounds like you're trying to hack the architecture. which is probably why you're in the situation you're in

unreal quail
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not really I mean it's pretty common

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as I showed on that screenshot, for instance when hooking the perception system they make string literals

odd ember
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never seen anyone do it like this before

unreal quail
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???

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or you mean the manager?

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the manager is not really the issue here

odd ember
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I personally query the director from inside the BT, and the director sets up appropriate roles

unreal quail
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I thought about it but I don't really like that approach

odd ember
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setting BB values directly seems like a strange way to do it

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well then you're kinda painting yourself into a corner, no?

unreal quail
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I mean I don't see any issue in setting BB values from outside as it's always done in one way or another (example being the perception system)

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and that's not even really the question here

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but I guess if Epic Games copy pasted the string literal it means I should as well

odd ember
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I think most people would use a service... That's kinda why they are there

odd ember
unreal quail
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but why use a service that is going to keep asking if there is a new task available when I could just tell the AI directly when it is

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but well, thanks anyway @odd ember and the others that hopped in

odd ember
unreal quail
smoky marsh
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Once again, plugins are made by people who have these issues and find another way to fix them

odd ember
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you would be better off having a discussion about setting up your ai architecture in #gameplay-ai. It sounds like you're trying to do things that are going to be difficult for you

smoky marsh
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You could also code your own plugin

stiff raptor
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I was doing other stuff so sorry for late reply. You might know a better way to do it. In the first picture, you can see I am making different units when the buttons are clicked and there's a macro called "breedable check" which checks if the player can make the units. If not, the game follows the specific exec pins. In the second picture, I am displaying with a text box the reason why the player can't make the units. Also I can't do the entire thing with functions is bcoz I have to check differently with different types of unit. See the breedable check macro takes a pin called "Ant Type" which determines the type of unit I'm trying to make. So is there a better way to arrange it?

unreal quail
odd ember
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a manager isn't bad, AI directors work. but it doesn't sound like you're using it the way you would ordinarily use one. which is why I recommended #gameplay-ai

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but it's up to you. If you prefer painting yourself into a corner I'm not going to stop you

unreal quail
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I didn't really think about how I should use the manager, but you might be right a service could be better

odd ember
unreal quail
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sure!

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speaking of manager, does anyone know of a good way to have an array of locations in editor that can be moved from the level editor?

earnest tangle
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Use empty actors

unreal quail
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custom actors or regular actors that need to be attached to the "manager"

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only the manager BP needs to know the locations

odd ember
candid nest
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Hey can anybody help me i want to spawn actor bheind my player character when game begin i dont know how to do it pkz help

smoky marsh
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Look up how to unreal 101

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Well all jokes aside, on player spawn send request to world to spawn actor

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Well, on begin play

candid nest
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Hey i want to ask something i am making my level inside the blueprint actir as it will spawn when my game mode will run so can i add navmesh there the level is infinite never ending how can i do that

dawn gazelle
# stiff raptor I was doing other stuff so sorry for late reply. You might know a better way to ...

I would create a button widget that contains your desired appearance using exposed variables, including for your Ant Type. You can create an event dispatcher that you call when then button is clicked that returns the ant type.
On Constructions of the widget that would hold these buttons, you loop through an array of your ant types, creating and adding the new button widget to whatever parent needs them and also bind to their event dispatchers.
The bound event will return the ant type, allowing you to feed it into your macro, which you can then hook up into the 3 different output options you have.
As you're now using an array, it's also much easier to expand -- all you have to do is add another ant type to your array and it'll automatically have the button and logic created for it.

winged sentinel
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is there a way i can constraint a vector to be within the bounds of another? I essentially want the spawn location to always be inside the boundaries, and if not move to the nearest location that is inside

earnest mango
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@winged sentinel If your spawn bounds are a box, you could use RandomPointInBoundingBox. Otherwise, you could use some combination of other random functions, like RandomUnitVector for direction and RandomFloatInRange for distance

winged sentinel
rose citrus
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is there an easy method to scale something in only one direction? I'm trying to create a dynamic hitbox that spawns and I can plug in how long it is based on the X, but I want it to scale only from the right or left side...if that makes sense.

trim matrix
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it might be a stupid question, but i like asking stupid questions so...

what is the threshold of a "While" loop in UE? (or any other loops)

thorn fiber
# trim matrix it might be a stupid question, but i like asking stupid questions so... what is...
thorn fiber
rose citrus
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the problem is when I scale it, it scales on the x-axis on the left and right side, so the hit box goes through the player. I want it to only scale away from the player

trim matrix
trim matrix
thorn fiber
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Scale is in meters so you will have to multiply by 100

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so + 1 cm is + 0.01 scaling

rose citrus
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that's what I'm thinking of. Just trying to find out how to add scale to location

gentle urchin
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Offset by its halfsize in the direction you want it to move out from

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HalfSize is its size*scale/2

rose citrus
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like this?

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I tried this but it still moves around when I scale it

umbral ginkgo
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How can I get a callback to a previously spawned actor? Right now I'll spawn said actor, but then destroy all actors of class which can obviously be problematic.

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wait

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I have an idea

gentle urchin
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You should use the owner to do it i think

iron bone
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Hey everyone, I'm trying the much used Playstation over the shoulder type of 3rd person camera and I'm happy with the way it looks but it's messing with a few of the mechanics I've set up that rely on the camera being in the center of the screen. I have this dash that is now launching the character in a diagonal where as before it was launching the character directly straight ahead. Wondering if an offset would fix the problem and also wondering where it would go in the launch velocity. Thanks!

odd ember
iron bone
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I think it's a bit confusing for the player when it's not directly ahead, especially when dashing a long distance then trajectory changes a lot

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not directly ahead of the player mesh*

odd ember
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what if the player character is facing to the side?

iron bone
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the player gets rotated towards the direction of camera

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that may complicate things?

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they get rotated before launching

odd ember
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if the player gets rotated to the direction of the camera, why not use the direction of the character?

iron bone
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true!

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I was making it more complicated than it needs to be

crimson mulch
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Hi im trying to make a blueprint where if i click E actors will follow the player and then all stop following if E if pressed again. Anyone know why this aint working?

flat coral
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I feel like that line from the ForEach to the FlipFlop cannot possibly be doing what you want

odd ember
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you can't mix two execution paths like that

flat coral
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Also yeah. Just store the list as a variable on BeginPlay, and then get it when you press E

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Also that Sword Fighter Ref, I have no idea what it points to but it's definitely not going to iterate through all your sword fighters in that list

crimson mulch
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hmm okay i'll try change this up a bit then

umbral ginkgo
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Im getting a "pending kill" error on a node that destroys an actor. The actor gets destroyed multiple times but the function cannot be called unless the actor has been spawned in again. Why is this?

flat coral
umbral ginkgo
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I can see your confusion

flat coral
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In fact that's why. "Destroy Actor" is a function that requires the actor to be alive. If it's already destroyed, then it isn't alive to BE destroyed

odd ember
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UE's way to avoid beating a dead horse

umbral ginkgo
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The "actor" is actually just a variable for an actor that is spawned in

flat coral
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So it's a pointer that can point to different instances of the actor

umbral ginkgo
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Yes essentially

odd ember
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just preface your destroy function call with an IsValid

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and you should be fine

flat coral
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Pretty much this ^

umbral ginkgo
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Thing is I'm already doing that

flat coral
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This is the part where we ask to see the code, I think ๐Ÿ™‚

odd ember
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you need to show your where you get the error then

umbral ginkgo
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Sure

crisp lance
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From an actor component's event graph perspective, is the owner guaranteed to always be valid (not null)?

odd ember
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it sounds like you're trying to operate on an actor that is already dying

odd ember
umbral ginkgo
flat coral
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I don't see the isValid call?

odd ember
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well you're not checking is valid

umbral ginkgo
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isDelivered ai

odd ember
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not the same

flat coral
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^

umbral ginkgo
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How?

flat coral
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I have no idea what that even is, that's just a boolean you're setting

odd ember
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is valid is a low level check that determines whether your actor is still alive

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it has nothing to do with your custom bool check

flat coral
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I guarantee that if you convert the Spawned Actor Get to a Validated Get, the problem will vanish

umbral ginkgo
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OH

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im stupid

odd ember
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ah yeah, validated gets are great

rose citrus
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@gentle urchinThank you! I multiplied the size of the hitbox by the scale and halved it and now it works properly

gentle urchin
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Sweeet !

umbral ginkgo
flat coral
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Oh man it's a lifesaver

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Go from "Problems" to "No Problems" in one right-click

umbral ginkgo
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Yes indeed

novel rock
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I'm trying to attach Player to Car but its not working.

smoky marsh
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Posses the car, also never cast to a blueprint

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Ever.

runic parrot
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Hi! i'm having a little problem when i update a widget within my HUD.

If i change the design of this widget, then i have to go into HUD to update the reference to it gets the new version of the widget (right mouse click - Replace with ***)
sometimes that breaks all the reference, any way to bypass this?

smoky marsh
runic parrot
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it's a variable within the HUD that it's another widget

smoky marsh
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Weird

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Just compiling both should be enough

crimson hornet
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Hello, so I got an question. So right now I have this piece of code where the actor rotates towards the player only problem is he teleports does someone has an idea to make him rotate smoothly.

smoky marsh
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Lerp

runic parrot
# smoky marsh Weird

most of the time that's the case, but something i get this "_C" added next to the class i try to replace, in order to update the reference, and it breaks everything : (

smoky marsh
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I'm unsure then, maybe another wizard knows what's up

crimson hornet
smoky marsh
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If lerp didn't work then I'm unsure

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You could make a bezier curve i guess

crimson hornet
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I tried somethings on internet with lerp

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but didnt help

runic parrot
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lerp on tick or every "X" secs, or maybe a timeline.

willow phoenix
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@crimson hornet did you connect the the node with anything? ๐Ÿ˜„

willow phoenix
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can you show where you connected it?

crimson hornet
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just for easy example

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sure

smoky marsh
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Just chuck a timeline on that alpha

crimson hornet
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@willow phoenix

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but he rotates tho so it works

crimson hornet
smoky marsh
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Is that cast to a cpp class?

crimson hornet
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im casting to the actor

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the enemy

smoky marsh
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Just cast to generic actor

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Or skip casting completely

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You don't want to cast to bp

crimson hornet
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im casting to bp actor

willow phoenix
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uhm, why don't you just have this on the actual actor that you want to rotate?

how often do you call the event?

smoky marsh
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You don't want to though.

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Cast to blueprints that is

brazen merlin
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dont need to cast either

crimson hornet
brazen merlin
willow phoenix
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im more interested what the "IceBoss" is supposed to do. player comes near, ice boss rotates?

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and again, why did you not implement the code that clearly is meant for your ice boss ON the iceboss?

crimson hornet
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he does an attack an mid attack he rotates towards player

brazen merlin
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tick, timer, or timeline are the options for this - based on whats comfortable for you

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if you go with a tick, you'll be using a gate and events to open and close it

willow phoenix
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or if its poormansanimation use a timeline ๐Ÿ˜„

smoky marsh
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If it's an AI then look at target works

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No need to translate like this

brazen merlin
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seeing as it's one value, a lerp could work, otherwise an interp

willow phoenix
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lerp for timeline, rinterp with the tick (and the delta seconds)

crimson hornet
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I cant use timeline or tick in anim bp

brazen merlin
smoky marsh
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Is this singleplayer?

crimson hornet
smoky marsh
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Just root motion it then, easy fix

crimson hornet
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but he doesnt rotate then

smoky marsh
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Are you using blackboards and such?

crimson hornet
smoky marsh
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Cus there is a look at function

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So on queue look at player and then launch attack

crimson hornet
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this one right?

smoky marsh
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Oh no not literally look at function

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I think it's look at actor or something like thay

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That*

crimson hornet
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Find look at rotation?

smoky marsh
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Or rotate to actor

brazen merlin
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Manne is referring to the LookAt Task in BT

smoky marsh
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Thank you

crimson hornet
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oh

smoky marsh
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I'm not by my pc and it's been a while

crimson hornet
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but how call it from an anim notify?

brazen merlin
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I think its called RotateToBBEntry

brazen merlin
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fwiw, i handle this look at concept within my controller bp

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and I use my own Tasks to call the look at events to start/stop

smoky marsh
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I'd just deal with this using gas tbh but since its singleplayer no need to dive into the deep end

crimson hornet
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im lost tbh

smoky marsh
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Uhh, just like stick to how you were thinking of implementing it with transform

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You learn as you go

faint pasture
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@crimson hornet Start over, what are you trying to do?

brazen merlin
smoky marsh
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No need to force advanced concepts on you if this is new

brazen merlin
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still think it would be better to do it not in the anim bp

faint pasture
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Yes, nothing regarding time should be happening in the anim bp.

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The anim BP should just have as data a Look Direction. The actor should modify that over time.

crimson hornet
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so should I call an function in the animbp and that function is getting handled in the bp?

faint pasture
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Anim BP reads pawn data

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Not the other way around

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So if pawn has a variable LookDirection, anim BP can use it.

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Now you could maybe do some time related stuff in the animBP like

AnimLookDirection = RInterpTo(PawnLookDirection)

Or whatever

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Depends on how "over time" you want this to be

faint pasture
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And if you want the ACTUAL look direction to be used for gameplay purposes like firing weapons etc.

faint pasture
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But since you're asking, don't do that. Animate LookDirection over time in the pawn

edgy glen
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Hello, I'm using Atan2 to get the angle of my attack angle in degrees, but I only want it to print the string if the joystick is pushed > 0.25f, but I can't figure out how to do it while using Atan2, would anyone have any ideas?

odd ember
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branch on axis value > abs(.25f)

trim matrix
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Add a > condition to your axis value and add a branch to it

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Or even your return value just before the print

edgy glen
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I did try that first, but for some reason it wasn't working correctly, I tried a few things after that and didn't find another way, I must have not connected something earlier because now it's working, thank you for your quick replies

novel rock
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how do i get in line?

odd ember
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in line for what?

novel rock
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to ask for help

tight schooner
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Just ask

novel rock
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i did

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how do i attach and detach one object to another with blueprints.

trim matrix
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Attach component to component or attach component to actor

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And remove from parent to detach

novel rock
tight schooner
#

So what happens if you just Get Player Pawn and Attach Actor to Actor with the vehicle as the parent?

#

(without all the Cast To and Get All Actors in between)

novel rock
#

it crashed

dawn gazelle
# novel rock it crashed

If you're doing this in the level blueprint, you may as well use the Sedan reference you have already instead of doing a "Get all Actors of Class" call for it.
You're calling "Player Parent" function from within the "Player Parent" function - causing an infinite loop.

glacial granite
#

I'm feeling stupid but I cannot get arrays to work, is this debug lying to me?

novel rock
dawn gazelle
glacial granite
#

ahh alright, thank you

desert juniper
#

Debug should show the right value no? I haven't run across this issue before at least ๐Ÿคทโ€โ™‚๏ธ

#

@glacial granite have you checked you have the right debug filter selected?

glacial granite
#

I do

#

ah the print did the trick, thanks!

desert juniper
#

Maybe it has to do with the Editor Symbols not being installed

#

I know in cpp at least you get wonky values on debug if you don't have them installed

umbral ginkgo
#

How can I disable collision on an object (Trigger) for only one actor?

desert juniper
#

If you're going to be doing this a lot, you can create a new collision mask

umbral ginkgo
#

No just temporarily

brazen merlin
desert juniper
#

maybe just check against that particular actor, and don't proceed with logic if it matches then?

umbral ginkgo
#

As it is now, when the player does one thing it gets turned off but when they do another it should be turned back on again

umbral ginkgo
desert juniper
#

I don't believe you can turn it off on a per actor basis

novel rock
#

I needed to drag it in from the World outliner

desert juniper
#

there's plenty of ways to check if it is that actor however.

brazen merlin
desert juniper
#

you can do interface calls, tags, casting, type checks, etc

umbral ginkgo
#

Yeah, it probably can work

#

Thanks for the help

desert juniper
#

If you want to turn the whole thing off, you can just set the component to disabled as well

faint pasture
#

Kind of a design question here, but for a Lego-style vehicle building mechanic, does an odd or even unit size feel better?

#

like an engine, would you prefer it be 3x3x3 units or 2x2x2 bigger units? should the centerline of a vehicle be at a coordinate or between them?

brazen merlin
#

even? lol

faint pasture
#

The only problem I see with even is that a 1 wide part can't be centered

desert juniper
#

Odd so that you can have a middle

faint pasture
#

Ye

brazen merlin
#

i thought the same for odd too, that there is a middle, but the same would be for even, just not a pip but between

#

odd does sound nicer for granularity

faint pasture
#

maybe if things come in multiples of 20cm but can be place in multiples of 10cm

#

i think that'll settle both

desert juniper
#

for a middle with even you'd have to do 6x6 and turn middle two into the middle piece

#

which might be too wide sometimes? ๐Ÿคทโ€โ™‚๏ธ

faint pasture
#

The lego analogy would be that my smallest piece is 2x2 and everything is in multiples of 2

#

so no 3x3 piece

brazen merlin
#

i think its a matter of detail/granularity that you want

umbral ginkgo
brazen merlin
#

seems like the same sort of thing to handle, 1x1 would just mean smaller bits, but you'd still be managing chunks of blocks no less

faint pasture
#

I just want the grid to be fine enough to not feel cramped but course enough to do by mouse really quickly

#

I'm leaning towards 10cm grid and part sizes multiples of 20cm

umbral ginkgo
#

In that case I think 10 cm would work better

faint pasture
#

part size being the size of their bounding/collision box

#

certain things snap together like driveshafts and pipes etc so it needs to be on a neat grid

brazen merlin
umbral ginkgo
#

I suggest you look at a game called stormworks in terms of grid design. It has very similar mechanics to what you described

astral epoch
#

Is it possible for a child class to inherit its parent's macros?

#

Can't use functions for this purpose as they contain latent nodes that won't work in them.

brazen merlin
faint pasture
desert juniper
#

also, damn that looks cool

novel rock
#

I cant get the sedan > sitPoint to attach

desert juniper
novel rock
#

Oh

umbral ginkgo
#

How do some of y'all sculpt your connections between blueprints?

crystal mural
#

Having a lot of trouble figuring out what's going on here. It's supposed to be adding 5, but it's adding 11. This is in the parent class of my enemy characters.

umbral ginkgo
faint pasture
novel rock
umbral ginkgo
#

Oh are those macros?

faint pasture
#

Like this

#

Heres a much bigger example. This is a tire model.

umbral ginkgo
#

thats probably the most effective way of doing it

feral ice
#

can I access timeline point? I want to dot to start on any position depending on the players location.

#

like this

gentle urchin
#

Sounds like an alpha instead?

#

Whats the usecase

feral ice
#

the purpose is to zipline. I vinterp between two location and depending on where the player is i start on that location and interp the rest of the way

#

if you understand?

odd ember
#

then you can also do multiple things with a single alpha value

feral ice
#

what is alpha

odd ember
#

a 0..1 float

feral ice
#

0 to 1 float

#

?

odd ember
#

yes

#

you use it to lerp between stuff

umbral ginkgo
#

is there a node for checking which actor (In this case being multiple triggers) was overlapped?

odd ember
feral ice
#

how do i get the alpha node what do i search for?

odd ember
#

it's just a timeline curve with a float, instead of vector

#

set between 0 and 1

umbral ginkgo
gentle urchin
#

For a variable length zipline interpto might be easier?

odd ember
feral ice
#

yo guys thanks for the help but im still lost what is an alpha thingy

#

is it a node

#

is it inside of timeline

odd ember
odd ember
feral ice
#

yes

gentle urchin
#

Alpha is used to control a lerp, from 0 to 100% between A and B

#

0 being A

odd ember
#

then just add point as you want. keep it between 0 and 1

gentle urchin
#

0.5 being midpoint a to B

#

1.0 being b

odd ember
#

over however long duration you want

feral ice
#

thats what i aldready did, wasn't it?

odd ember
#

you said you had a vector right?

#

just replace it with a float

odd ember
#

that's it

feral ice
#

this is the code atm

#

not finished ofc haha

gentle urchin
#

The timeline goes from 0 to 1 over 1 sec

odd ember
#

your lerp value goes into a lerp node!

tropic pecan
#

Hey there, not mean to get into anybody's conversation. If anybody has a moment with me, I'd like to ask for some help on sorting out with Enumations and structures cause I'm trying to create a attack impact behavior though I'm a little confused how to make such a possibilities along with enumerations and structures together

odd ember
#

I think a little more detail is necessary

#

what do you have to account for? is it a finite amount of data?

feral ice
# feral ice

this is the timeline, is everything correct this far?

tropic pecan
gentle urchin
odd ember
gentle urchin
#

Playrate = 1 / (zipspeed / zipdistance)

feral ice
#

is playrate delta time

gentle urchin
#

No

odd ember
#

playrate is the scale of your timeline duration

desert juniper
#

rooThink1
Seems I can't modify a rep notify variable in an interface
is the best bet just to create an event to do so intead?

gentle urchin
#

To avoid superspeed on long ziplines you slow down the timeline

desert juniper
desert juniper
feral ice
odd ember
#

zip speed is what was posted earlier. it's a function of the playrate

tropic pecan
# odd ember I think a little more detail is necessary

Ok, I've tried to gather what information I could get because my little question involves a lot of detail. I've settled up elements and weaknesses using Enumerations and Structures to sort out. I have damage structure in my actor unit and I'm trying to sort out a way to make what kind of reactions occur on what element attack is used. I've already figured maybe the switch would work but how to connect the reactions with structure and enums from the attack and unit to the element.

gentle urchin
#

Should be a variable of yours

#

To define how fast the actor ziplines

feral ice
#

is this what you mean

gentle urchin
#

No

#

Just make a variable

feral ice
#

i mean for @odd ember

gentle urchin
#

Type float

#

And start with 200.0

#

Will give you a reference speed

odd ember
feral ice
#

this means that wherever you are you will still have the same speed

gentle urchin
#

Yes

#

As a start

icy dragon
gentle urchin
#

You could adjust it by decline on the zipline @feral ice

odd ember
icy dragon
odd ember
odd ember
#

yeah so it's not really viable for this channel

tropic pecan
desert juniper
#

you can get mostly by without CPP if you use something like GASCompanion

gentle urchin
desert juniper
odd ember
#

well tbh instead of acting like gas salespeople let's try and solve this issue

tropic pecan
odd ember
#

a map is a type of collection, like an array

tropic pecan
desert juniper
#

then yeah, gas may be overkill ๐Ÿคทโ€โ™‚๏ธ if you're not experienced in cpp. go listen to CE

tropic pecan
odd ember
#

now I'm wondering if there is such a thing as an individual map pairing as a variable ๐Ÿค”

feral ice
gentle urchin
gentle urchin
#

Which is how far from A towards B we are

feral ice
#

where in this picture can you find a word alpha im lost

gentle urchin
#

Swsp the node

odd ember
#

the value you call lerp is an alpha value

gentle urchin
#

Ditch vinterp to

#

And use lerp instead

feral ice
#

okay i will chnage the name to alpha

odd ember
#

lerp is a node

feral ice
#

this one

odd ember
#

yes but for vectors

feral ice
#

oh yeah i see didn't that one existed

odd ember
#

just for full transparency, lerp is a short for linear interpolation

feral ice
#

ok sorry for the trouble

gentle urchin
#

Misleading name isnt it

#

Since it supports extrapolation aswell

#

Anyhow ๐Ÿ˜„

odd ember
#

linear polation

feral ice
odd ember
#

interp works differently

feral ice
#

idk myabe im stupid haha

gentle urchin
#

Very differently

#

Even more different is the vinterp to const

odd ember
#

interp takes e.g. a distance, cuts it into Interp Speed segments, and then moves towards the end of the first segment

gentle urchin
#

One of them handles delta time, the other does not ๐Ÿง

feral ice
#

hmm i see much to discvoer after all

gentle urchin
#

Just do the lerp

#

Plug in the alpha and the two vectors

#

And you're done

odd ember
feral ice
#

yeah the next step is pretty "simple". i need to now the distance from where the actor is to the end loc and then skip interp until the actors position

#

that way i dont start from the begining

gentle urchin
#

Wha

#

To the start loc you mean?

feral ice
#

yeah thats true

gentle urchin
#

Start loc would typically (tomb raider style) be some jump distance away from the lines nearest point to the jumping platform

#

But thats way down the line

feral ice
#

well yes i can see how they did that

gentle urchin
#

Start with just getting it to slide ever so ugly from point a to point b

feral ice
#

idk im getting tired haha just gonna do tha ugly shit first. haha. 23:33

gentle urchin
#

Yeee waiting for kiddo to sleep so i can hit the bed lol

feral ice
#

hahaha

gentle urchin
#

Zipdistance is just the two vectors in with a 'distance' node between em

#

So playrate should be set to
1/(zipspeed(your float variable)/distance)

rich granite
#

Hey all! Thanks for all the help so far, but quick question: how can this cause an infinite loop?

gentle urchin
#

The widget

#

Does it have some stupid logic on event construct ?

rich granite
#

Uuuuuh, please hold.

gentle urchin
#

Not sure how stupid it'd have to be to actually cause a infinite loop

#

๐Ÿ˜…

rich granite
#

Negative, the widget just has a variable that the character updates via casting.

gentle urchin
#

Yeah thats the stupid part

#

No judgement ofcourse.

odd ember
#

I mean infinite loops in BP aren't really infinite

gentle urchin
#

For sure they are not

odd ember
#

it's just the editor deciding when to stop

gentle urchin
#

Usually way lower than the actual loop count

#

Default is what, 1 mill ?

odd ember
#

lower

#

like 10k

#

maybe 100k

#

something like that

#

you can change it in the project settings afaik

gentle urchin
#

Update health, pure functions..

#

Yes you can^

#

I usually just tenfold it when i need to

odd ember
#

I've never had to

#

but yeah it's just a number

#

anyway yeah those pure functions are suspect

gentle urchin
#

Along with death

#

What does that do

#

Respawn?

#

Theres the loop then

#

Beginplay -> is dead -> destroy actor -> spawn actor -> beginplay ->>>>>>>>>

rich granite
#

Death just destroys the actor.

#

No respawn set up yet.

odd ember
#

I don't know if it's something to do with the issue

#

but those pure functions can't be pure

gentle urchin
#

But are they ever executed like this? I dont know,

#

But i wouldnt trust it

odd ember
#

they wouldn't be

rich granite
#

Okay, so it's definitely something to do with the damage:

#

I added in the damage cooldown to test it

odd ember
#

probably those pure functions will be at the core of it

rich granite
#

Can you unpack that for me?

odd ember
#

functions that set variables cannot be pure

#

pure functions are usually reserved for function that get variables, or calculate a result without modifying state

rich granite
#

So something like this would be better?

odd ember
#

I would kill the update health functions

#

those are the ones that shouldn't be there

#

but otherwise, yes

feral ice
gentle urchin
#

What in gods name...

rich granite
#

Okay done. Still looping tho.

gentle urchin
#

Alpha goes directly into alpha

odd ember
gentle urchin
rich granite
odd ember
#

F8

rich granite
feral ice
gentle urchin
#

Thats all for the loc

dusk edge
feral ice
gentle urchin
#

Lets handle that afterwards

#

Thats the event call that needs to be fixed

#

The interpolation here should have a pretty simple job

feral ice
#

ok now its like this

gentle urchin
#

Sweet

#

Before play from start

#

Get the timeline reference from your variable list

#

Set playrate

feral ice
gentle urchin
#

Perfect

#

Now the math for the playrate

feral ice
#

should probobly rename it haha

gentle urchin
#

No worries about that now :p

feral ice
#

what does playrate mean? how fast it will go from 0 to 1?

gentle urchin
#

Yeah

#

Playrate = 1 means 1 second of timeline lasts for 1 actual second

#

Playrate of 2 would mean twice as fast, or half the time if youd like

#

The reason for the math is to compensate for the distance , and keep a steady speed regardless of length

feral ice
#

yeah cuz when i thought about making a zipline i knew the speed would differ and thats what i didn't know how to change or how the timeline really worked

#

but its like this now

gentle urchin
#

Perfect

#

Now test it on 2 different length ziplines

#

And see if it checks out

feral ice
gentle urchin
#

Hmm

#

Dont think so

#

Check the incoming distance

#

Print ir

#

It

feral ice
#

distance between start and player?

#

or only start and end?

gentle urchin
#

Start and end

feral ice
#

3120

dawn gazelle
#

Wouldn't the "start location" be the same as the actor location? Meaning it's distance is always = 1?

gentle urchin
#

Start loc should really be ziplines point closest to player location

#

But thats another story

#

Zipline being a spline would have a node for this

#

But..

#

Yiu are righr about the dist part , ish

#

Not sure why actor loc is plugged in

#

When theres a vector in from the event

#

Also

#

Its distance/speed

#

Im a moron, tired

rich granite
#

@odd ember @gentle urchin I figured it out.

I had put an Apply Damage node in for testing the widget, but had left it in there after making an enemy, so when the enemy did damage it also triggered the internal Apply Damage node, which in turn triggered the AnyDamage Event, which triggered the Apply Damage node, etc.

gentle urchin
#

3120/200 = 15,67(?)

#

1/15 would be playrate

#

@feral ice

feral ice
#

so it would be a static playrate?

gentle urchin
#

No

#

But i mixed up distance and speed in my formula

#

Its distance / speed

#

Not speed / distance

feral ice
#

how i have now

gentle urchin
#

Also, use start and end loc

#

Dont use the actor pos

#

For now anyways

odd ember
feral ice
gentle urchin
#

And test๐Ÿ˜„

feral ice
#

wow its going SLOOOW

#

haha

rich granite
#

Thanks for the tip!

gentle urchin
#

15 sec to traverse ^^ is slow

odd ember
#

an underused feature

feral ice
odd ember
gentle urchin
#

Figure out how to input the correct start pos

#

Add another curve to lerp the z value of the actor ? Many things to do depending on desired outcome

#

Probably best with some montage and proc jump height?

#

Never played with details like this before

#

Just spitballing

#

Maybe its just a anim transition to grab the line

#

Then a cycle , just like jump,

#

And a let go

feral ice
#

yeah gonna save this for tomorrow gotta go to bed

gentle urchin
#

Smart

odd ember
#

tomorrow is a workday ๐Ÿ˜”

feral ice
#

not for me

#

im on holiday

#

๐Ÿ˜„ thanks for the help so far guys

arctic radish
#

is there a way to disable node grid-snapping?

#

it's kinda annoying me

odd ember
#

grid snapping?

arctic radish
#

nodes move along the lines

#

I want free movement

odd ember
#

tried google?

arctic radish
#

I did

trim matrix
#

Hello, I am having an issue with the getter and setter with numbers. I have a setup with the setter but when I put the getter in the other function thing it does not work. pic for reference

#

even when I try to test it with the print string it doesn't print the random numbers that I used for the setter

#

it displays the number that is determined in the getter

#

I know I am doing it wrong and want to understand how to fix it

#

please help

#

oh

#

you know

#

that makes sense

#

lol

#

any clue what can go there?

#

gotcha

#

but like

#

yeah, I get that now lol

#

thank you lol

#

but

#

I will show you

#

I need it to be apart of the multiplication part

#

would I event start to the branch

#

then exec from setter to function?

#

hol up

#

let me try that

#

uhhhh

icy dragon
trim matrix
#

ok

#

so

#

what I want to do is have the numbers be either multiplied by neg 1 or 1 not 0

#

so when I set it to zero and it becomes true I want it to reroll till it picks not 0

#

any time?

#

lol

#

I am sorry

#

I am being stupid

#

ok

#

so the object I am working with is a ball

#

it starts in the middle and I want something to fling it to either side of a board

#

when the game initially starts that's when this fires off and it has done it's job

#

I cannot have it hit 0 or else nothing happens

#

if I have the random integer straight in there then there is a chance of a zero

#

people say I am difficult to help

#

it's ok

#

ok

#

i will try tthat

#

it worked

#

thank you

#

I didn't need to have another thing after the random bool

#

pic proof

#

appreciate thank you sooooo much

zealous moth
#

Is there a quick way to encumber movement in a character? I was thinking of changing the movement mode from walking to whatever and have a smaller speed threshold. Begin/end overlap events in the volume.
Anyone has a better idea?

odd ember
#

make sure that your code is robust enough that you don't get the encumber effect applied multiple times

#

I'm personally handling this through a debuff system

zealous moth
#

@trim matrix its fps, no need for more anims.
@odd ember i was thinking of having it as a on end overlap also check if still overlapping but good point.
Sinve it will set the speed rather than apply a debuff i wouldnt be worried about stacking

#

Ty

indigo bough
#

Hey folks, I have this setup where I'm trying to rotate an object (bottom) to face the middle point between two vectors. I've got this calculation together, but the problem is that the rotation of the object isn't quite right.

I want to stop it from twisting around the new forward vector (dotted line). Here is a video to display the issue. The wooden block in the center should always be nicely perpendicular to the direction between the two points (A/B)

#

You can see that not only does it snap 180 degrees at certain angles, but it also starts twisting strangely. Any idea on how to correct for this?

wheat delta
#

Hey so do yโ€™all know of any advanced advanced articles or documentations on missions and quest tracking with navigation and more, for like missions and then tracking these missions with a wide range of details you can do a very throughl documentation on one?

zealous moth
#

@indigo bough can we see the bp? Gonna guess it uses a construction script

#

@indigo bough best i can tell is that you get a resulting rotator and that your normal vector either has its angle influenced inversely or you are adding rotators incorrectly. Without bp i can only guess

indigo bough
#

Root is what I'm setting the rotation of the wooden block on, though (you can see that in the first image at the very start)

#

And the calculation for that Root rot is in the second image

#

The way it works, is that AEnd and BEnd bones are moved to their target locations (as shown in the video), and then I use their locations in this calculation for the mid-point (which becomes the look-at target for the wooden block/Root bone)

#

The chain of bones either side can be ignored for this, those are just to account for the bend of the rope (the latter half of the first image)

brazen stirrup
#

guys, im trying to shoot a projectile from a characters wand
im using the wands world location
but the projectile only goes forward for some reason
heres my bp
Image
pls @ me

zealous moth
#

@indigo bough i am very confused by 2 things
Why do you break your rot into 2 and make it up again?
Why do you add your midpoint vector to the AEnd?

brazen stirrup
#

for some reason, if i use a get tranform the initial rotation is off, and if i use get location, it doesnt rotate

indigo bough
raw karma
#

Hi all,

I am using the third person BP but have changed the camera to be first person. I'm trying to figure out how to get my camera to move down when I crouch. I've got the animations setup on my mesh, but the camera doesn't move down when I crouch. All the tutorials I've found are specific to either third person or first person, but I can't seem to figure out how to just get the camera to move down with the crouch. Any direction to a video or forum on this would be sincerely appreciated!!

zealous moth
#

Yeah the +A part doesnt sound right

indigo bough
#

Hmm, fair point, the midpoint is correct, though. It's just the rotation that I'm struggling with

zealous moth
#

@trim matrix dat cat

#

@indigo bough well the rotation break actually explains why you get a weird result. The Z local is flipping and you built your rota without a z vector so the engine guesses

indigo bough
zealous moth
#

@raw karma attach the camera to a bone like the head

indigo bough
#

I still can't wrap my head around quaternions ๐Ÿ˜„

zealous moth
#

@trim matrix i havent had issues so far. Typically it was my limited aloof mind forgetting a arc cos or something :-P

#

@indigo bough since you are using anim graph you can actuallyc heat it

#

You can impose rotation limits to each bone

final python
#

oops accidently clicked blueprint, instead of marketplace, sry

zealous moth
#

I forget the node. Not t computer atm

indigo bough
#

Ahh, Is that the "Apply Limits" node?

zealous moth
#

Yes

#

And you can limit the bone rotations

#

It is great for realistic character movements

indigo bough
#

Ahh wonderful, do you know if I apply limits before/after the applied modifications? I don't suppose it matters

brazen stirrup
#

guys pls help

zealous moth
#

Havent done this in a while. I have notes somewhere

indigo bough
#

No worries, I'll do some digging. Thank you for the help! (Also @trim matrix !)

indigo bough
# brazen stirrup

You probably want to get the wand's forward vector, and use that. ๐Ÿ™‚

wheat delta
#

Ok well then where can I start to learn and weโ€™ll I atleast need something in the next 6 months?

brazen stirrup
wheat delta
#

???

raw karma
wheat delta
#

No like where do I start

#

Nvm I will probably just find a basic article on it and somehow build up from it

#

It needs to be rigged for multi player and can do anything I want example for pick up this and that

#

And at the begging of the game it has to play a cutscene if itโ€™s a new user

lost solstice
#

what exactly would be the different between running something in the Construction script vs Begin Play?

young crystal
#

So it triggers immediately

#

Never messed around with construction script

foggy escarp
#

the construction script is called very quickly in the editor but also on begin play

#

such as moving while in the editor

dawn gazelle
foggy escarp
#

also when the actor is changed, via variable

lost solstice
#

ah ok thats interesting. Thanks!

foggy escarp
#

Something i use it for is for editor utilities and tools for development.

young crystal
#

Also if anyone could give me tips on how to use blueprints cause as I said in another channel, I keep having amazing ideas but I never know how to implement them

marble warren
foggy escarp
rich granite
#

Do Hits take priority over Overlaps?

brazen merlin
rich granite
#

Yeah, I figured that. Right now I'm having an issue where neither my player pawn nor the enemy pawn are generating Hits on eachother.

brazen merlin
#

they may not because they dont use Physics ๐Ÿค”

rich granite
#

They'll generate hits from running into the tilemap, but not eachother.

brazen merlin
#

oh, then nvm, they can respond to their collision channels?

#

i assume both are pawn, both can block pawn, and both have generate hit on?

rich granite
#

So it would seem, here's the player's channels.

#

And here's the enemy's

brazen merlin
#

their object types are Pawn so they should be blocking Pawn in the Object Responses

rich granite
#

Ah, are Hits only generated when blocked?

brazen merlin
#

yes

rich granite
#

Is this right for making sure its the player that Hit the enemy?

brazen merlin
rich granite
#

This is in the enemy's BP

brazen merlin
#

getting player pawn works for enemy because the enemy needs to know if they hit the player

#

but for the player to know when they hit an enemy is not right, but i dont think you need both anyways

valid grove
#

Is there a way to know when a value is assigned to a variable via details panel ? Like a hook to which we can listen to when value changes ?

brazen merlin
stiff raptor
rich granite
valid grove
brazen merlin
brazen merlin
#

you want to compare if this actor has the same parent class and use an isEqual class

faint pasture
#

Can we not BP subclass StaticMeshComponent?

#

I want a component with a visual element to it, what's the ticket here?

brazen merlin
#

huh?

faint pasture
#

Like how would one pull off a DoorknobComponent, that is, basically a mesh + some functionality

#

or ButtonComponent, etc

brazen merlin
#

actor component?

#

ah nvm

#

i guess ive just been using actors ๐Ÿ˜›

rich granite
faint pasture
#

wait wtf i guess we can subclass StaticMeshComponent, I coulda swore we couldn't before

thorn fiber
faint pasture
#

I asked if there was a way to do it, because I could swear you used to not be able to

brazen merlin
#

sounds like something too fancy for the early days

#

looks like you can though

rich granite
brazen merlin
#

sorry, i forgot you are going from child up

rich granite
#

This is greater than 0, right?

maiden wadi
#

Depends on the checking function. But generally yes.

rich granite
#

Did I pick the wrong checking function?

brazen merlin
#

you have is Z <= 0

#

Z less than or equal to 0

rich granite
#

๐Ÿคฆโ€โ™‚๏ธ

#

Er

#

Wait

brazen merlin
#

they trip me up too

rich granite
#

Yeah, but 0.42 is still > than 0, yeah?

brazen merlin
#

well its printing when it is false

rich granite
#

Right, but I don't want it to be false.

brazen merlin
#

lol, correct

#

Z >= 0

maiden wadi
#

0.3 is greater than 0.0. So 0.3<= false

rich granite
#

Ugh.

#

I need food.

maiden wadi
#

Hey. At least you're not ==ing floats. ๐Ÿ˜„

shadow crescent
#

is it possible to rotate this mesh in my blueprint so I don't need to redo it in modeling software?

eternal reef
#

Did you define the mesh as the root in your BP?
I think the easiest way is to reimport your mesh with modified rotation
(or directly rotate it in the mesh itself)
Otherwise you could add a scene component as the root of your BP, then you are able to rotate the mesh directly in your BP
*By reimport with dif. rotation I refer to the import window of UE, not the modelling software

shadow crescent
#

nice

shadow crescent
#

these are very basic shapes and I want to ensure I get in the habit of doing it right in blender, lol

#

is it possible to filter this array by the last 2 text fields (arrays)?

gentle urchin
#

if you break it separatly

#

you can choose which pins to show

shadow crescent
#

that can help me to build an array?

#

I want to list these items on a UMG

gentle urchin
#

I guess i misunderstood what you wanted

#

you'll have to do a manual loop to figure out if an array item has the desired values

eternal reef
#

You wouldnt want to retrieve the Category and Tags directly fromt he BuildID I suppose right

#

If you want to filter based on this information, or am I missing something

shadow crescent
#

well, I plan to group by Category (different buildable object pages), then on each page have separate groups (formed by tags)

eternal reef
#

Oh and the BuildID defines the tags?

gentle urchin
#

each build thingy can be part of several categories, and several tags?

shadow crescent
#

build ID I think defines which mesh is active from my BuildablesDB

#

I think

#

this is being tweaked after following a tutorial

#

trying to build it up ๐Ÿ˜›

brazen merlin
#

oof

shadow crescent
#

I alwauys see you off when it comes to data, lol

brazen merlin
#

lol that is one oof

#

that its also by a tut... oof

shadow crescent
#

lol

#

damn it UE

#

even when I have created a new asset and not even done anything with it yet, still won't let me move directories

gentle urchin
#

damn big oof