#blueprint

402296 messages Β· Page 807 of 403

static charm
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and then tuning the number

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also frame rate seems to change how height the character jumps

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by a few decimal places

main lake
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yeah

static charm
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like at 60fps its exactly 125 units. at 90fps, it's 125.000012 , at 35fps, it's 124.xxx

main lake
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maybe you can use the delta seconds to correct that ?

static charm
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sure if you make your own jump system

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although i don't know why you need it to be that exact anyways

main lake
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I need to replicate some minecraft mechanic to feel exactly the same

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like the jump height, speed,...

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What the unit used to calculate speed in unreal ?

mossy mist
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theres no class called envqueryitemtype_actorbase

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how do i get this

dire timber
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Hello! I am working on a game and I would like help with a dynamic gun system. I am trying to make it where when I pick up a gun in scans for a texture with the same name, but with 'img' after it. I am trying to find out how to get the string and have the game search for a texture with that same name then add that to the UI.

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that is the code and all that happens is the ui updates the opacity

runic parrot
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Does anyone know if the "While loop" node Executes at least Once if i pass "Flase" on the condition?

odd ember
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double click the macro and see for yourself

cyan plover
dire timber
cyan plover
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If it is in the base gun class where each gun derives from you don't have to have casts. If the gun slot 1 is of that base gun type then you can just call get texture

frail garnet
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How are you guys handling your jumping in the anim graph?

trim matrix
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Guys, get default resolution returns 0 x and 0 y

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How to fix it?

sly forge
upbeat inlet
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My camera wont turn horizontally. What is wrong in my BP?

sly forge
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Maybe you dont have TurnRate and Turn axis in Project-Engine-Input?

stray moat
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dose anyone what this warning message is as I'm confused how I got it AttachTo: '/Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.Weaponmaster_C_0.DefaultSceneRoot' root component cannot be attached to other components in the same actor. Aborting.

dawn gazelle
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Are you using any "Attach to Actor" type nodes involving your Weaponmaster object?

dawn gazelle
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You might have one of them hooked up incorrectly. Like you're trying to attach the root component of the Weaponmaster to something within the Weaponmaster itself.

stray moat
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my layer blend per bone worked fine yesterday but now it doesn't want to work , the character can move sideways and backwards but forward it jitters than plays the sideways animation

idle silo
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How would I do a (wait until this condition is true then continue)

maiden wadi
idle silo
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My character turns invisible then it will wait until the velocity is over a certain amount then turns visible again

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I currently have so in the event tick it's always checking with a boolean but that has just created more problems down the line

stray moat
elfin acorn
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Does anyone know how I can start scene capture manually?
Right now I have tick disable and enable when want to start capture, but doesn't work.

tight schooner
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Should just be a node for it

maiden wadi
# idle silo My character turns invisible then it will wait until the velocity is over a cert...

Realistically, this would be best done in a different object that can be disabled or thrown away when done. What you're trying to do is usually called a gameplay ability. There's a whole plugin for it, but to do it on your own is fairly simple if you put in some small framework. All you would need to start is an ActorComponent and a UObject. UObject can have some basic logic in it on an event that the actor component can call each tick. When it satisfies it's condition(IsAbilityOwnerMoving?) it can do something(SetAbilityOwnerVisible) and remove itself from the actor component's ticked objects which removes it's entire line of logic from play after that.

But if you're just looking for a quick throw together, you should be able to handle it on tick just fine in the character by setting some state. You just need to check if the character is invisible first. If yes, check if moving, if yes, set visible. If invisible no, don't care.

idle silo
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Thank you @maiden wadi I didn't know of the gameplay abilities plugin

clear hinge
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silly question but I have a pawn(not defualt pawn), where i 've set up movement, but only the camera moves and my sphere mesh stays alike, with physics enabled, any ideas? moving with add movement input with floating pawn movement compoennet added

elfin acorn
marble violet
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is there anyway i can get the list of layer materials that are used in my material?

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i want to get all these materials

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but i only can get scaler, texture and vector, other than base material and parameter infromation

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even i use get parameter info what's parameter name?

dawn gazelle
marble violet
dawn gazelle
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Dunno

marble violet
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hmm... okay, let me try looking that up

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thanks for the help

wanton zealot
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Hello Guys, I am trying to set the current aperture of cinecamera via bp. I am getting the value changed in the editor but its not getting reflected on the display. Any idea?

maiden wadi
wanton zealot
empty current
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Hello, I’m looking for a solution to get the highest value in an array, I found max of int array node, it’s working but I have another issue now : how to check if there are twice or more the same highest value ? I need to know this because right now if I have twice the same high value it just gives me 1 of those;

tawdry mural
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if >= "max int" * 2 ?

empty current
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What is *2

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?

ionic heath
tawdry mural
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times 2

empty current
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I dont get it

tawdry mural
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put your value where 0 is

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what you want to check

candid nest
empty current
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thank you; what I want to check if is there are two identical max value in the arraway

candid nest
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Hey can anybody help me how to fix some error like camera and the ai player is not changing the lane plz help

gentle urchin
empty current
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How would I do this?

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loop through and check

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?

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thank you bw

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btw

tawdry mural
steady orbit
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How would i get the RPM of an actor that's NOT using physics?

empty current
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zibin

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it doesnt work

tawdry mural
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because probably theres no identical max value in array

empty current
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mmm

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yes there are

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if i print the boolean

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it gives me 1 time hello on true when there are not twice the max value

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and 2 times when there is twice the same highset valu

tawdry mural
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you want 2 hellos on true?

empty current
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no

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I want to make a code that would understand if I have duplicated max values , and then be able to know which index it is that are the same

tawdry mural
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so print out the array index

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idk

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i dont fully understand

timber knoll
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Didn’t I answer this a few weeks ago πŸ€”

timber knoll
wanton zealot
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Hello Guys, I am trying to set the current aperture of cinecamera via bp. I am getting the value changed in the editor but its not getting reflected on the display. At runtime, I am changing the value with slider. slider changes the value of aperture . So at runtime if i select the cinecamera value is getting changed in the editor but not on the display

tawdry mural
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your image was very unclear

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so value on slider changes but actual camera dont change aperture?

trim matrix
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Would anyone know why my listview is infinite loop rendering components?!

wanton zealot
tawdry mural
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how are you connecting slider value and aperture in bp?

wanton zealot
tawdry mural
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its a custom function , so i will need to know what inside

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but that works too

tawdry mural
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oh i got lower engine version

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probably

wanton zealot
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Ok. Any idea what am I missing?

tawdry mural
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i guess you know that slider value is from 0 to 1

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because you got it working

trim matrix
wanton zealot
tawdry mural
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how you convert 0 1 to aperture?

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map range?

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because normal aperture is 50 , and you changing its value from 0 1 otherwise

wanton zealot
tawdry mural
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it changes the aperture but has no visible effect in game

tawdry mural
wanton zealot
tawdry mural
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no just showing that i tried

wanton zealot
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ok. Is that working in the game?

tawdry mural
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no

wanton zealot
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ok. Its working in case of Set Focal length

tawdry mural
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no effect even when youre really close to something?

wanton zealot
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yes

tawdry mural
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oh it might be focus settings

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is it default?

wanton zealot
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yes its on the Universal zoom

tawdry mural
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then idk

wanton zealot
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ok. Thank you

stark sorrel
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Hi, I'm looking at a tutorial for Implement Custom Movement into the Advanced Locomotion System and in the tutorial the person rereads the BP_CustomMovementComponent to "is locally controlled" but when I do the same I can't find the "is locally controlled" "the tutorial dates from 2019 there was an update on that?

trim matrix
timber knoll
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hard to know without context

maiden wadi
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@trim matrix Is that creating a widget?

trim matrix
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Uh

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That’s updating the list view

trim matrix
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And then that function is running on tick

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But even tho that is unorthodox: that shouldn’t be causing the problem

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Many people have asked why πŸ˜‚

maiden wadi
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Still, you should really use the correct call for that. A bunch of things do not initialize correctly in UserWidgets if you don't use CreateWidget for them.

trim matrix
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Ok

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It worked like this before

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When I didn’t use a custom data object to pass things to

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And that worked perfectly fine. No joke. Now it is just infinitely rendering things πŸ˜‚

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So would you know how to stop it infinitely rendering the stuff?

maiden wadi
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I'm not entirely certain. I haven't used Listview too often, but as far as I'm aware, nothing in that image would cause an infinite loop. Not unless the widget itself has something going on on construct that can cause this to reupdate somehow.

trim matrix
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No nothing is happening on construct

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Literally it is just that screenshot which I posted, and then it is executed like this:

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Which, I don’t see an issue whatsoever

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And it worked last time I did it in a different project using this logic

maiden wadi
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You're getting an actual infinite loop error detection though?

trim matrix
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No not at all

trim matrix
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Which, should not be happening πŸ˜‚

maiden wadi
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It's on tick though. So it'll run that creation once a frame.

trim matrix
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Yeah but that shouldn’t matter

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That has nothing to do with the issue at hand

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Would it work if I changed this in my screenshot to addunique instead?

warped spindle
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I Tried that but does't work. I have an Andreno512 so in device profiles i edited Adreno5XX. I put that in android high and is still with all settings in low in the game exported.
I edited even Adreno5xx_Low and put all the settings on medium and that dosen't work as well.
I don't know what to do anymore

maiden wadi
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Is that a local array?

trim matrix
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Yeah to the blueprint

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(The widget event graph)

maiden wadi
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I see in your other project's image that the array you're adding to looks like a local function array or am I mistaken?

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Cause if it's local to the function, it'd overwrite, but if it's local to the entire object it'll just keep adding.

trim matrix
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Hmmmm

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I think in my project right now it is local to the object not the function

maiden wadi
trim matrix
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Hmmm, interesting πŸ€”πŸ€”

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Well, thanks for the input Authaer, will try it later as am not at my PC rn lol - but will update you if it works πŸ™‚

blissful widget
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Anyone implemented 'hitstop'? It's when you damage something and the game momentarily slows down or stops to really sell the hit. I attempted it - https://blueprintue.com/blueprint/15zjt1ol/

The only issue is .03 is basically no time, and I think it gets rounded down to 0, or it feels like it. Anything over it, like .5 is way too long πŸ€”

IDK if my issue is the Delay node, as that's global time scale dependant

odd ember
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if you have a delay set to 0.0 it'll update next frame

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if you have a timer that loops with a lower value than frame time you'll get multiple updates the next frame

maiden wadi
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Personally, I'd make a component for it on the controller or something. Use it's tick to get RealTime float and base your time on that. Much cleaner than translating from current time dilation.

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Tick still runs at same interval, so you can still check the value of real time each frame.

spice smelt
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am I being trolled?

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"deprecated (use myself)" like wtf

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πŸ˜† which one?

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looks like the replacement is ToText

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then there's one without (float) which takes integers and no other parameter xD
well ToText has all the parameters I needed, but it's awkward to get a text, cast to string, append measurement unit, cast back to text

maiden wadi
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Funny enough they changed the name but it isn't actually marked as deprecated.

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No deprecation warning. Just a name change. And you can't get the AsCurrency in BP. It's an FText static.

spice smelt
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except you should let one have the freedom of deciding the multiplier for the fixed point

odd ember
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make your own wrapper for that

spice smelt
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yeah i'm going to, I was just confused by that deprecated message

maiden wadi
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Seems they missed a word in the deprecation message. Pretty sure this is the new target function.

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On a side note. If you really want the decimal control, you can still use FloatToText with your own currency format.

storm vigil
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Hi. I currently have this problem wherein my mesh(charactermesh) became mesh(charactermesh0) and its making errors referencing to this mesh. I tried finding answers in the chats but nothing specific. I was previously fixing errors and integrating stuff then this showed up. Thank you

odd ember
lapis flower
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I can't get inputaction events to work in other actors or pawns outside the player, is there anything I could do to get it working?

blissful widget
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IK, that's how I arrived at that number. It seemed FPS dependant, in that if I went under the frame duration it would never pause, but otherwise it would. There was a fine threshold for the pause to apply at all, is odd.

spice smelt
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(hit result) how do I use this information if there's no reference to the hit mesh data?

blissful widget
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I work in FinTech and we use decimal types for currency of course, but the next best thing is a big int, 10 ^ - (precision + 1), IE for 2 decimals you'd store $5.99 as 5990, and then parse that big int into your string thing.

This is of course the stupid way of doing things, or rather the caveman way. Sometimes you just have to though, like in temporary scripts or whatever.

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The amount of headaches floats cause when used as currency... Good to just deprecate and remove that function πŸ˜…

spice smelt
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fair enough, I tend to think too much generic rather than specific

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been making utility apps with Game Maker and Unreal for ages, and actual games with raw C++ πŸ˜…

iron bone
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Looking for advice on how to make it so a player cannot abuse a wall jump to infinitely scale a wall. I'm not sure if this is a bad way to go about it but I'm thinking if maybe there is a way I can tag the component I just wall jumped off of and make it have a cool down timer or something

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right now I have it set up so player can do a little jump after wall jumping so they can figure out their landing but it's too easy to just jump back against the wall and then continue to scale upwards

odd ember
blissful widget
odd ember
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as for things like processing queues, pooling etc: none of that is exposed to blueprint in any way that matters

earnest tangle
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I suspect his best HFT algo assumes you are hardlinked to the exchange with minimal ping alex

odd ember
blissful widget
odd ember
blissful widget
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By dynamically I mean at runtime, EG turn tick on while a value is keeping for 5 seconds

odd ember
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and yes you can switch on tick dynamically

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SetTickEnabled

earnest tangle
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The BP tick enabled is mildly confusing for components because they start with bCanEverTick = false

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been more than once where I was wondering why my comp isn't ticking :P

odd ember
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I don't think that's true?

blissful widget
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Brilliant, will look into that! Gotta figure out profiling tools too, it's kinda primitive compared to Unity, at least in terms of UX

odd ember
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every UComponent derivative class I've had has always had bCanEverTick enabled

earnest tangle
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tbh I'm not 100% on it, but just last week I was helping my friend with a C++ based ActorComponent which refused to tick unless we manually set it to bCanEverTick = true

odd ember
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to be fair

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the template class you get through adding a cpp class in editor sets it up so bCanEverTick = true in the code

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so you may be onto something

maiden wadi
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PrimaryActorTick.bCanEverTick != PrimaryActorTick.SetTickFunctionEnable(true)

cobalt gulch
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Hi

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Is there a way to stop sound cues from playing

maiden wadi
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Stop them from playing, or stop them as they're playing?

cobalt gulch
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Stop them as they're playing

maiden wadi
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Which function are you calling to play them?

cobalt gulch
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If you're wondering its to plant a bomb in a game like siege/csgo

maiden wadi
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There should be a Stop function for that. You can call it on the pointer that function returns.

cobalt gulch
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Ok so I might need to stream this because it's a bit complex

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Basically I have a button on another level setup so it sets "has diffuser" to true

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But because it's in a different level i don't think it's setting the variable

maiden wadi
cobalt gulch
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Yep

maiden wadi
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You need to check out SaveGame objects. It's the only sensible way to save game related data between map loads.

cobalt gulch
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how could I do this?

maiden wadi
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That is a pretty long discussion. I would just look up some information on SaveGame objects. It is basically the way that you save data to disk. It allows you to load that data back up after loading into a new world.

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How you organize that is up to you and your game design.

cobalt gulch
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So would it be easier just to move the character select screen to the level lol

chilly geyser
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should this work?

maiden wadi
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Sure, as long as those actors have that tag.

chilly geyser
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its not working, im sending from widget to blueprint actor

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i can get it to work in reverse

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just not this way

maiden wadi
cobalt gulch
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Ok thanks

chilly geyser
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is it not possible to send from widget to another blueprint with interface?

zealous fog
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Is there a way to easily reset a specific variable on all the children of a class? So I have a couple of variables, I have changed it on multiple children, but I want all of them to reset to default again. Would I need to go through each child and set each variable on them to default or could I do it from the parent class somehow?

maiden wadi
zealous fog
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Cheers

limber storm
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hey guys im new to blueprints and game development in overal,... but im stuck with something and cant find the solution... as you can see my "Health Ref" variable isnt compatible with the "clear and invalidate timer by handle". does anyone know why that is so? thanks!!! πŸ˜„

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i hope im in the right channel to ask questions to πŸ˜›

hollow gorge
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Is there a way to create an event that triggers as soon as a variable changes? Example: Spikes deal damage to character's health component. I want the thirdpersoncharacter to update the Hud everytime the variable within the health component changes.

limber storm
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i think so, this is a health regen box

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yesss there is

hollow gorge
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I don't want to cast if possible

limber storm
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i made a health bar that updates if i gain or lose health

hollow gorge
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ok how does it work? please send me a screenshot in DMs

maiden wadi
# hollow gorge Is there a way to create an event that triggers as soon as a variable changes? E...

You have to do this explicitly. What you're looking for is an event dispatcher. This should be a property on the same object that the changing value is on. You change the value and then call that event dispatcher. And then elsewhere you can get that object or even do it in that object itself, and get the dispatcher, and bind an event to it. That event will run whenever you call the dispatcher.

odd ember
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event dispatchers are amazing

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and underused πŸ˜”

maiden wadi
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I think I'm bringing up that average. πŸ˜„

hollow gorge
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I'm still trying to learn how to properly use event dispatchers, but that sounds exactly what I was looking for, thanks

maiden wadi
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Think of binding as a subscription. You get a pointer to that object, and subscribe to the call that it'll make.

maiden wadi
limber storm
maiden wadi
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Are you using a timer to increment the health?

limber storm
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yes

maiden wadi
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From the SetTimerByEvent node, there is the blue pin on the right. RightClick that and PromoteToVariable. That variable will act as a handle that will let you later stop the timer. You use that where you were trying to plug in the particle system.

limber storm
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okay 1 sec

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ty so much.... 😒

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ive been searching for 2 hours today

maiden wadi
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Get used to searching for 2 hours or more for things. πŸ˜„ Part of the job.

limber storm
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hahaha yeah well it is rewarding when you finnaly find the solution tho ^^

blissful grail
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Wait until you're on a problem for days to weeks πŸ™ƒ

limber storm
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nice encouragment guys! xD

normal adder
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Can someone help me out with a stupid math question I have? I'm following a tutorial to implement a compass bar at the top of the screen like in Skyrim. It uses the control rotation of the player. In the tutorial the guy gets a number from 0 - 360 when going "Get player controller -> Get control rotation". However I'm getting a number from -180 to 180. Does anyone have an idea how I can convert this into a value from 0 - 1? (0 being the compass turned one way, 1 means its turned all the other way). Unfortunately this is where the little math skill I have leaves my body like a cow in a tractor beam

maiden wadi
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Just add 180 to your number to convert -180-180 to 0-360.

hardy fable
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^^^ then divide by 360 for your scalar

normal adder
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Perfect, thanks guys πŸ‘

trim marsh
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Hello guys , im trying to set an adjust brightness slider , how can i set the same value that exist in level to the value for the brightness slider without binding

novel rock
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Can you think of anything worse that this?

brazen merlin
versed sun
trim marsh
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got it!

faint pasture
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It does the add and divide internally

versed sun
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a lot of node have settings on the details tab that you can change

faint pasture
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Is that new? I've been doing unreal for 7 years and never thought to look at the details tab for a node.

trim matrix
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@maiden wadi Hey man! I tried out the thing which you suggested about the local variable - and it totally worksℒ️! The caveat now being that I cant actually click on any of the buttons because I believe that it is refreshing too much?

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So when I press on any of the buttons in the list view, it doesn't even register the selection

brazen merlin
trim matrix
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Which I believe is a problem I have had before

trim matrix
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I believe it doesn't register any clicks because it is like resetting the whole list view like onTick - meaning as soon as I select the damn button, it just resets lol

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Does anyone know how I would be able to update the player list without doing it on tick?

versed sun
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do it on a timer?

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every 1 sec

trim matrix
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Yeah I could

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or I guess I could do it on player leave, join and dies thinkies

versed sun
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or only when the number of players changes

trim matrix
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but then is there an on player come alive?

trim matrix
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nvm, found this one :D

crimson ether
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Hey!

I and my friend are about to start prototyping our first game.
I think we should make a mind map and iterate there so that we can avoid mistakes as much as possible and get the dependencies right.

But my friend thinks we should jump right in and solve problems as they appear. What do you think would be the better approach for us?

odd ember
trim matrix
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Don't worry - I did it, but thank you very much :)

odd ember
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like, really

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have small, very accomplishable goals

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make a viable mechanic > make a viable core game loop > make a viable level > take it from there

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that's enough work for a year btw

crimson ether
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thanks for the suggestion.

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May I know, what are the first steps when you're about to start coding your game?

odd ember
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that answer will depend on what the core mechanics and systems are. but in broad terms, the architecture necessary for the game to stay iterative and modular. the biggest risk with a making any software product is painting yourself into a corner. so everything needs to be light and easy to accommodate for htis

crimson ether
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I don't understand what you mean by "painting yourself into a corner".

odd ember
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making decisions now that will hurt your project in the future

crimson ether
odd ember
crimson ether
odd ember
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you don't

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you make your architecture in such a way that any decision will not impact the structure greatly

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you have to be prepared for anything

crimson ether
odd ember
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study software engineering and OOP for many years, get a job, trial and error it for a few years until you become grizzled and jaded enough by the pain that it becomes second nature

crimson ether
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Thanks for your insight @odd ember

odd ember
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good luck

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laying down the architecture is the hardest part

trim matrix
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If I wanted to update a list view when a player joins (that event is in the game logic), how would I then cast to the widget with the list view (which also contains the event to update it in it's event graph) to update it?

fiery swallow
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Event dispatcher

tacit briar
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I'm brand new to UR4 and im trying to make a menu but my text is all inverted in game but when im editing it, its fine, I think it has to do with how its positioned but i've tried changing stuff to no avail. Wonder if its just something I missed?

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If it changes anything its in VR

versed sun
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is the widget in world?

tacit briar
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its attached to the VR hand

versed sun
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it might be rotated 180

trim matrix
versed sun
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oh sorry, was answering Flowenol

tacit briar
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Thing is

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its like its showing the wrong side of the widget

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like the back side is transparent

versed sun
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or set scale to -1

tacit briar
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wooo scale to -1 was the answer

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thanks a lot :D

versed sun
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Might be an answer , might be a janky fix

tacit briar
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However i have another noobish question πŸ˜…

fiery swallow
tacit briar
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So I have a settings button and I want it to reset the player score back to 0. However I am lost in how to be able to call that function that's in another BP when this is a widget.

versed sun
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Im not sure if this is "right" but i like useing the Game Instance to communicat from Widgets and Actors

sturdy garnet
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this is my bullets code, however when it collides with a wall or box it just bounces away but if i run into a bullet the code works? any ideas why this may be?

tacit briar
trim matrix
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I am so confused

fiery swallow
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An event dispatcher

versed sun
trim matrix
fiery swallow
#

I cant really sit here and explain the whole process of an event dispatcher sadly, it would be too confusing. I'll shoot you a good video though

#

But its what you want

trim matrix
#

Yeah alright

#

A video would be really nice ty :D

fiery swallow
trim matrix
#

Cool, thank you very much πŸ™‚

fiery swallow
#

Both of these guys are great

trim matrix
#

OOo yeah I like Mathew - makes really good BP tutorials πŸ‘οΈπŸ‘„πŸ‘οΈ

tawdry mural
#

tomatoes

versed sun
#

I don't know if anyone else gets this bug with widgets , but often child widgets don't work right until after project is restarted

fiery swallow
#

Take your pick both legends lol

tacit briar
#

But actually I might just make it a reset level button

#

as more score = more doors opened so when you reset you would need to be tped back to the starting zone

versed sun
fiery swallow
#

Checking an integer and setting it even on tick wouldn't put a dent in performance

#

Is fine if you check it 3 times a second

sturdy garnet
fiery swallow
#

Have you seen the ALSv4 code? It runs a million things on tick and every 0.1 second delay

#

And again it doesn't effect performance in the slightest

tawdry mural
#

create actor and put wall in it πŸ˜„

fiery swallow
#

You'll be perfectly safe updating small variables a few time a second bud

tawdry surge
#

Alsv4 isn't a full game with any real art work. Checking things on tick is a bad practice in general and I wouldn't get into that habit

fiery swallow
#

The point is checking things a few times a second isn't bad for performance

#

And full game or not a game that properly uses event tick poses no threats to performance

#

But I agree to not put things on tick for no reason, that wasn't what I suggested

sturdy garnet
tawdry mural
#

add a collision box and make it just a little bigger than the wall

#

in the same actor ofc

sturdy garnet
#

i have it set larger than the box and still nothing

blazing parrot
#

hello! i have a question about timelines and the curve float asset

odd ember
#

event dispatchers are subscription services

#

when a dispatcher gets called, anyone subscribed gets notified

tawdry mural
#

switch these

icy dragon
odd ember
tawdry mural
#

you destroying the bullet first so the code after will not shoot

blazing parrot
odd ember
blazing parrot
odd ember
glossy bane
#

Considering the AND checks every condition even if the first was false, would that justify using a branch per condition or would the additional branch make the performance gain negligible?

odd ember
#

if you care this much about optimization, move to #cpp

#

I meant the language, not the channel

glossy bane
#

got it, so would only make sense if one of the conditions is checking complex math or w/e

#

just trying to squeeze out as much optimization as possible

odd ember
#

it rarely would make sense to have two branches next to each other

odd ember
#

so you're wasting time

glossy bane
#

I'm aware blueprints is going to be slower, doesn't mean I can't try to make efficient bp's

meager spade
#

I would prioritize making readable bp's that's the hardest thing imo

odd ember
#

and even so

#

you can optimize if you find that it's an issue for the game

#

premature optimization is the root of all evil

trim marsh
#
  1. At the beggining -- 2) When i move the slide this apply the effect but , then i close the widget , but when re-open , the position isn't save, any hints?
glossy bane
odd ember
desert juniper
broken wadi
odd ember
#

the issue is as well that you don't know what part of your code will need optimization and what part of your code works OK as is

#

not every piece of code is subject to the same level of optimization

#

so you're really just wasting time trying to optimize

blazing parrot
desert juniper
#

This is where the profiler comes into play πŸ™‚

odd ember
desert juniper
#

yup yup

glossy bane
desert juniper
#

don't look at things like assets and textures without knowing that you actually need to look at them

odd ember
#

really if performance IS an issue, it's definitely worth considering move your non performant objects to cpp

desert juniper
#

you don't go changing out the motor on your car because the tires are making a funny sound

glossy bane
odd ember
#

look at expensive functions if anything

#

if you're tracing per tick

#

that can probably be optimized

#

but use the profiler

glossy bane
#

yeah the amount of abomination code that I had written months ago that I've ended up replacing with more efficient event driven code is unbelivable

glossy bane
tacit briar
#

I was wondering if there was a way to reset the whole level, putting everything back to where they were before?

versed sun
#

open level

tacit briar
#

or is reset level the only way?

#

ok

#

Level name is the map name?

tawdry mural
tacit briar
#

Ok

broken wadi
#

Save the user settings, then use that stored value when you are displaying it again.

tacit briar
#

If i wanted to import a map my friend made i can just drop the folder over + the mesh/objects?

tawdry mural
#

wat

tacit briar
#

ah ok ty

tacit briar
#

and open level crashes my playtest

stray moat
#

[SM5] SceneTexture expressions cannot be used in opaque materials

frigid olive
#

Yo guys

#

can u help me pleasE??????????????????

neat stream
#

is it more expensive than making a linetrace at some location? πŸ™‚

odd ember
#

but unless you do it per tick it's nothing to worry about

tacit briar
#

is it possible to then just delete the old map?

versed sun
#

dunno, i think it worked for me

tacit briar
#

im in vr idk if you knew

versed sun
#

maybe make a blank map, change to blank map then to map you want

odd ember
#

game mode has functions to reset the game afaik

tacit briar
#

i also tried restart game

#

however i think bc the player has pawn as its parent i cannot use the restart game thing

#

and im afraid of switching to the gamemode parent might break everything

odd ember
#

the player has a pawn as its parent?

tacit briar
#

cuz im in VR yes

odd ember
#

game mode you can call on any class by using GetGameMode

tacit briar
#

yeah

#

but the return value wont link to restart game

odd ember
#

do you have a custom game mode?

versed sun
#

cast it ?

maiden wadi
#

GetGameMode starts as GameModeBase

odd ember
#

yes but if their custom class derives from GameModeBase it's all the same

#

so it's more than just casting

tacit briar
#

im brand new to ue4 im doing it for a school projet so im a bit lost in all of this ;-;

odd ember
#

make a new game mode

#

an actor

#

as its parent, make sure that you pick GameMode, not GameModeBase

maiden wadi
#

Not fully sure why OpenLevel doesn't work?

tacit briar
#

it just crashes the game

#

well make the screen freeze

#

doesnt crash it

maiden wadi
#

That sounds like a rather important problem to solve. OpenLevel is how you enter maps.

tacit briar
#

well like i load into the map automatically

#

cuz the vrpawn is placed there

maiden wadi
#

You load into the level automatically because that is the default map or you're playing from PIE with the level open. Having the pawn in it just allows you to auto possess that pawn long after the level is opened.

#

Are you testing in PIE? If so this could be a PIE issue with the level name. I have a vague memory about this.

tacit briar
#

its the default map yes

#

PIE?

maiden wadi
#

Play In Editor

tacit briar
#

oh i am yes

#

oooo

#

maybe thats the issue

#

il try the other wya

maiden wadi
#

Let me test something really quick. I swear I remember something about PIE world names being different.

tacit briar
#

Because I mean my game is almost done all I need is to be able to manually restart the game, change maps and limit the navmesh

maiden wadi
#

Hmm. GetCurrentLevelName removes that PIE prefix.

#

Are you always loading the same single map?

tacit briar
#

for now yes

#

i can try and load a new map?

maiden wadi
#

Which engine version?

tacit briar
#

4.25.4

sturdy garnet
#

for a fps what is better? line traces or a physical projectile

odd ember
#

if you click the arrow down on GetCurrentLevelName there should be a boolean. try ticking it

#

@tacit briar

tacit briar
#

ok

#

well first let me fix cuz i changed the parent and somehow now i can't play the lvl

odd ember
tacit briar
#

i cloned vrpawn before i changed it but still bugged everything

sturdy garnet
#

i want them to be instant like in destiny 2 or serious sam

maiden wadi
#

You could probably have about 1 physics bullet for the cost of 500 traces.

sturdy garnet
#

but i also want them to have a visual element to them is like in destiny when you shoot there are coloured traces with most weapons

maiden wadi
#

So a trace with a niagara effect. 1 physics bullet/20 traces with effects

sturdy garnet
#

the main thing that is confusing me tho is if i wanted multiple guns like a pistol and assault rifle how would i make them different if the bullet is being casted from the character? i haven't got a physical gun yet but when i do add one how would it affect what i currently have and how would wanting different guns also effect that

tacit briar
#

yeah idk what i did now the player cam spawns at 0 and the hands are floating where the camera should be

maiden wadi
#

Make a gun base class for starters. You'll have a lot of similarities with weapons. Base classes help reduce code copying. For instance, you don't need much in a gun past reload, and start/stop fire. That can be called on the base class. All of the heavy visuals and more complex differing logic can go in child classes. Eventually you'll learn about SoftObjectPtrs and why that's important. You can even have multiple base classes so that you don't have to repeat too much logic. Such as a pistol base and a rifle base. Weapon or the projectile that the weapon shoots should simply call a damage event on the thing it wants to damage. And now the only thing you ever have to actually cast to is the original weapon base class to call reload, or start/stop firing.

tacit briar
#

im going to load the maps i was going to import

#

and move my blueprints over to that instead

odd ember
#

maybe start fresh from a new VR template instead?

trim matrix
#

wait one sec

#

If I bind the event dispatcher in my widget's event graph like this

#

And call it like that in somewhere else

#

Will that fire off the event?

odd ember
#

does the class where you call it spawn the widget?

quartz pawn
#

this used to make my UI showup but now it doesn't anymore

#

any reason why?

zealous fog
#

Is the cast succeeding?

quartz pawn
#

mhm

#

tried it with another widget, not working

#

BeginPlay isn't running er

#

either

odd ember
quartz pawn
odd ember
#

in which class is this?

quartz pawn
#

playercontroller

#

it was working before

odd ember
#

is tick enabled?

quartz pawn
#

I think?

odd ember
#

actually

#

go to your project settings

#

check Maps&Modes that your default playercontroller is correctly setup

quartz pawn
#

well I have a gamemode override

#

for the level

odd ember
#

that might be the issue then

#

check that your player controller is setup correctly regardless

quartz pawn
#

it is

odd ember
#

in the override or in the project settings

quartz pawn
#

its setup

#

correctly

odd ember
#

which template is this?

quartz pawn
#

blank

#

or

#

the default

odd ember
#

try not having the game mode override and see if it works

quartz pawn
#

nope

#

its gotta be a gamemode issue

odd ember
#

yep

quartz pawn
#

I changed it to another one and it worked

#

idk whats the issue

odd ember
#

can you show the functions panel in your game mode?

quartz pawn
#

its all correct

odd ember
#

and all the events?

quartz pawn
odd ember
#

ok, which events are you overriding?

#

or having

quartz pawn
#

in the gamemode?

odd ember
#

yes

quartz pawn
#

none

odd ember
#

try using a print node on the game mode begin play

quartz pawn
#

doesn't print

odd ember
#

make a new game mode class and use that instead

sturdy garnet
quartz pawn
#

idk what the hell is goin on

odd ember
quartz pawn
#

I changed it to one of my other gamemodes and it worked

odd ember
#

make a new class based on that class and see if it works

quartz pawn
#

well wait

#

I am changing the pawn

#

and it changes

odd ember
#

ah

#

the pawn shouldn't have impact on your game mode though

#

although it could be that for some reason in your game mode it stayed zero'd out

quartz pawn
#

the player controlled doesn't work still

odd ember
#

I can't see your setup so I don't know why

quartz pawn
#

what do you need to see

odd ember
#

the game mode overrides of the game mode that works versus the one that doesn't work

quartz pawn
#

oh

haughty nymph
#

Im trying to save the current ammo if i switch from weapon with a weaponmaster and the weapons are child actors of it

odd ember
#

show code

haughty nymph
#

of what

odd ember
#

whatever it is your question is

haughty nymph
#

the code from the weapon switch

odd ember
#

you should know what your problem is

#

I can't tell you what it is

haughty nymph
#

my weapon switch if i switch or drop the weapon the ammo count reset back to the begin value

odd ember
#

store ammo count on character, not on weapon?

haughty nymph
#

ok

haughty nymph
#

it dont work

#

i test it but the value keep reseting

tacit briar
#

@odd ember@maiden wadi so i tried different things

#

the remove prefix does not let me run the restart button in PIE

#

however it works find when i launch it to my VR headset

#

just that the background of my menu and the interaction widget do not exist in the "launch" game but do in the PIE game

#

its just i need to click as if it was there

#

but thanks a lot even if i can't run it in PIE

trim marsh
#

Exist some variable to change the brightness and affect all the entire game?(level, widget), in general , screen

sturdy garnet
#

When i am shooting my trace for some reason starts from the middle of the ground at a wall

desert juniper
desert juniper
#

look to see how it handles shooting

sturdy garnet
#

Okay so using line traces i mixed some old and new code ive done and it works just gotta see what happens when i add the gun model itself

tacit briar
#

ok this is gonna be a really stupid question but how do i call my trigger box from persistent level?

unique wyvern
#

is it possible to change the precision of the nav mesh in real time from blueprint or is it fixed when you set it in editor?

#

if so how

odd ember
#

is your trigger box a volume or a brush?

tacit briar
#

its a capsule

odd ember
#

select your capsule in world

#

go to the level blueprint

#

right click

tacit briar
#

Ooooo

odd ember
#

add event > pick OnBeginOverlap

tacit briar
#

thats how it was

#

i tried that but in the blueprint of the capsule

#

instead of in the world

#

thanks

#

Am I able to call it in another blueprint as well?

odd ember
#

no

#

the level blueprint has special properties for that kind of stuff

#

but

#

you can handle blueprint communication

tacit briar
#

Because i want to unhide it when the goal is met

odd ember
tacit briar
#

but i can just create a custom event in the level blueprint and call it when goal is met?

odd ember
#

watch that video

tacit briar
#

ok

novel rock
sturdy garnet
winter garnet
#

Hey, how would you do runtime surface snapping? Think of The Sims, where you can place objects on the floor and it automatically detects and snaps the object to it.

#

Do you guys know of any plugins which contains just this functionality or something?

quick lark
#

Is there any way to hide gizmos in the blueprint viewport? I can't see anything 😦

#

The "Show" dropdown doesn't exist in the blueprint viewport

quick lark
# odd ember g

Thanks for the response. I'm pressing G and nothing happens

hollow gorge
#

g worked for me if clicked in the preview window

zealous fog
#

It will also say which shortcut

#

In case you have a different keyboard layout

desert juniper
#

either start with the first person template to begin with, or create a new first person template project, then migrate the files over to your current project

icy dragon
desert juniper
#

I had to migrate over the gun from a regular first person template
(whoops, wrong reply to)

amber stirrup
#

Hi i know that probably is a stupid question but right now we are working on source control with a development team and there are some programmers that pref cpp and some that preff blueprints there is a way to code things on cpp and others on blueprints?

zealous fog
manic vessel
#

Quick and Possible easy problem. Im Trying to detect what My held weapon is facing up In the world. I used actor up vector and forwards vector of the weapon mesh and did a DOT product . But Its not working because I think I really need the World up vector . and not the actors up vector. How can I get that?

#

Expose to spawn

#

Basically this is not working . How can I tell when my weapon is pointing up

#

think isolve it

#

Vector up

vestal acorn
#

Is there a way to set a key value inside a timeline with parameters inside the event graph? Trying to have this exposed to user so he can set how long the timeline will play instead of hardcoded to one value

#

I think this might solve as a workaround if anyone is interested

novel rock
#

What is this?

runic parrot
#

Hi! does anyone know how to add a widget to viewport at the center point? (i'm not editing the widget, but rather creating a new widget and adding it to viewport)

keen goblet
# novel rock What is this?

That's a Vector+Vector node with the second vector split. Any pin on a node for a struct, or data type with multiple values, can be right-clicked and split into its parts. Once split, you can right-click to recombine. It's like a shortcut over using BreakVector or MakeVector.

keen goblet
keen goblet
tawdry surge
#

It is only one way. C++ -> BP

novel rock
#

Why doesn't this work?

runic parrot
odd ember
novel rock
odd ember
odd ember
#

or suffer the consequences of banter 😎

novel rock
odd ember
novel rock
odd ember
novel rock
#

Is it posable to use this without assigning it to Engine - Input in an actor class BP.

#

What can i not use keys or button press actions in actor classes because it need to be in a passed player character controller.

sturdy garnet
#

i have animated my character to move his entire body depending on where i look however this is rigged to the premade 3rd person controller, how would i translate this to my main character?

tacit briar
#

Whenever i use Load level to open a 2nd VR level, it won't let me teleport in it, i just have a glowing blue stick going out of my hand instead

#

Is there something im missing?

#

okay i was dumb

#

i was loading the game starting on the 2nd map which somehow didn't let me tp when i was loading the 1st map from it

sturdy garnet
#

this is a reference to the 3rd person character how do i get these nodes to work with my fps controller?

tacit briar
#

Would there be a reason why i wonuldn't let me open a level, unless i started on that level before?

#

For example, I have a teleporter that takes me from Map1 to Map2

#

However if I launch the game on Map1 and try to teleport I get teleported back to Map1

#

But if i launch from Map2 and try and teleport to Map1 it works

#

then if I again try to launch from Map1 and teleport to Map2 it works

dawn gazelle
calm vale
#

anybody active rn?

#

i need some help on a hopefully simple script please

sturdy garnet
#

i have created animations, when running he runs and jump he jumps but when i look around he stays looking forawrd... anyone know why

fiery gate
#

I'm very new to blueprint and am trying to possess pawns based on the number pressed by a player. I followed this https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/HowTo/PossessPawns/, then wanted to implement it in a way where I could add n pawns to an array and automatically assign the numbers. The possession appears to work as the camera switches, but the pawns are unable to be controlled, where have I gone wrong? The pawns are the default SideScrollerCharacter

brazen merlin
fiery gate
#

Unless I've done this incorrectly, no change to outcome

brazen merlin
#

that doesnt look wrong... but im not too sure

#

when you swap, do any pawns response to input?

fiery gate
#

Can you elaborate, I'm not sure I understood the question? When I swap, the camera changes to the relevant pawn, but no input does anything, nor does the pawn perform any action

#

Pawns are also inactive before I've pressed any keys right on the start & don't respond to input

#

If I disconnect the 'Any Key' to make it run as normal, the default pawn moves as expected

brazen merlin
#

alright, so it sounds like you can control a pawn when you dont run this code, and i was wondering if after switching pawns (assuming the first pawn is controlled when you start) that any pawn responds to input

#

maybe the any key even is consuming the input, meaning its firing and not allowing other inputs

#

it is Any Key afterall

#

what about testing it with a different input?

fiery gate
#

I think that might be it, that makes a lot of sense

#

That was the issue, changing the input to 2 allows me to move and switch to the 2nd pawn as expected

#

Do you have any suggestions for how to handle input in a way that won't block other inputs? & if not, tysm for the help. I really appreciate it

brazen merlin
#

select the event, there are some checkboxs in its details

fiery gate
#

Deselecting 'consume the input' allows me to move, but also stops the possession from functioning

brazen merlin
#

ah ok, so i think i have an idea - because you want to press any Number key right?

fiery gate
#

Correct

brazen merlin
#

im thinking you make an input action in the project settings, you've done this before?

fiery gate
#

There's a first time for everything :p

brazen merlin
#

lol ok, well, its good to learn anyways. In your project settings is a section called Input

#

there are some Input Axis and Input Actions mapped there

#

MoveForward for example

#

so you can make inputs here and then define which keys would call this input event

fiery gate
#

Create an action mapping 'Numbers' then add number keys to it, then instead of using anykey use the numbers input action?

brazen merlin
#

for example, you make a new Action called Sprint and then call that so that whatever the input is can be changed there - essentially avoids hardcoding inputs

#

yes, thats what im thinking because you should still be able to get the input name

#

and since its just the numbers, your other inputs should work as normal

fiery gate
#

Will give that a go, thanks again, it would have taken me ages to figure that issue out on my own :p

brazen merlin
#

lol, saves you from making 10 input events

fiery gate
#

All working πŸ‘

normal stream
#

requesting a quick sanity check for best practice:

  • I have a mechanic where player [does something], and that something is expected to function the same way no matter what level they're on in the game.
  • The thing that's being modified is the world (spawn rate, enemy types, etc), it'd be best to do that in the Game Mode BP, as opposed to each individual Level BP, right?
paper fable
#

Has anyone gotten scenecapture2d additive composite mode to work in Ue5?

proper wyvern
#

Is there a command to disable all Slate UI?

brazen merlin
normal stream
#

cool; I'm still learning the absolute basics, so just trying to fix those practices in my mind.

brazen merlin
normal stream
#

Nah I haven't even started messing with the implementation of the mechanic yet

#

i'm like at design-doc/pseudo-code/doing tutorials level

brazen merlin
#

ah

stray moat
#

how would I make sure my health dosent go beyond zero

trim matrix
#

how can i append string "0" everytime I make tick.?

trim matrix
#

oh shit i meant how can i append a break line on string

#

i have bunch of zeroes and every ten zero i would like to break the string to a new line

brazen merlin
#

these are generated 0s?

trim matrix
#

yes

#

I know i could just Shiftenter new line but yeah this zeroes come from my tick

brazen merlin
#

i think you'd be making a new line by measuring the length since it is on tick

trim matrix
#

=

#

?

#

I want make a new line automatically to string/text ? how to do?

brazen merlin
#

havent tested

trim matrix
#

dont work

#

tried that

brazen merlin
#

why doesnt it work?

trim matrix
#

it dont break the string to new line

#

just continues

brazen merlin
#

you did shift+enter in the append?

trim matrix
#

no. πŸ˜„

#

yas it works now πŸ˜„

solid rapids
#

Is there a way to bind events to an event dispatcher from inside a blueprint function? I want to have 2 functions which bind events to different dispatchers so that other classes don't have to deal with the underlying events and can just use the corresponding dispatchers

solid rapids
#

Okay, that might work.

But is there a way to bind events which I've created beforehand without creating new ones?

brazen merlin
solid rapids
#

It does?

maiden wadi
#

It's just badly named. Should be read as "Create Binding For Event"

brazen merlin
brazen merlin
#

anyways, it gives you a dropdown to choose the event

solid rapids
#

Ahhh alright

brazen merlin
#

if the event passes any data, then only matching events will show up

solid rapids
#

Thank you

solid rapids
brazen merlin
#

lol

solid rapids
#

How that got lost in translation will forever be a mystery

brazen merlin
#

bp noobs dunno what a delegate is i guess

solid rapids
#

tbf I didn't until a week ago

#

UE's event handling system is very weird to me

brazen merlin
#

then i wont suggest bp interfaces

maiden wadi
#

Interfaces are the devil.

brazen merlin
maiden wadi
#

People misuse them far too much rather than creating correct hierarchy for things.

brazen merlin
#

i dunno, let em, even if its wrong, at least they're learning

maiden wadi
#

πŸ€·β€β™‚οΈ It's about as sensible as starting a 0.0001 timer to avoid ticking.

brazen merlin
#

you got me there

violet wagon
#

also delay of 0.0 just executes next frame.

maiden wadi
#

When you create a timer that is 0.0001, you're saying you need this to run 10,000 times a second. So if you have 60 fps, you're ticking 60 times a second and that timer will evaluate 60 times a second, and every time it evaluates, it'll run your function 166/167 times each tick.

#

I'm not certain about the lower numbers like this, but I do know that 0.005, which is 200 times a second will run 200 times in a second even limited to 20 fps. It runs the function 10 times every frame.

brazen merlin
#

sounds like the math is basically 1/fps

stray moat
#

casting to crosshair widget but its not showing on my screen

violet wagon
#

oh. okay i should be fine then. idk about the really low numbers but 0.0 only runs once per frame, so thats my tick replacement

gentle urchin
#

So what exactly did you gain from it πŸ˜›

brazen merlin
#

weird, ive always used get delta time

maiden wadi
#

Personally. If you really want to tick something sometimes, and don't want to put in the infrastructure for creating temporary objects like a customizable UObject, just use a gate or boolean on tick. Or Timeline it.

brazen merlin
#

its too late, i already have delta timers everywhere

gentle urchin
#

If you've done good and wrapped delta time in a function, its a one place fix πŸ˜„

jolly delta
#

Hi. How can I make the game ignore this warning? I have intentionally set the root component's mobility to static so that it can't move. But everytime the game ends the message log comes up and uk its irritating. So, any idea?

gentle urchin
#

stop trying to move it if its not ment to moveπŸ˜›

jolly delta
#

its meant to move until it hits the box

maiden wadi
#

There are other ways to stop something from moving besides setting it's mobility.

gentle urchin
#

^

maiden wadi
#

Mobility is largely an optimization setting for level designers. Affects lighting and networking code in places.

jolly delta
#

i see

maiden wadi
#

The ball seems to have a ProjectileMovementComponent?

jolly delta
#

yeah

maiden wadi
#

Try StopSimulating on the PMC

jolly delta
brazen merlin
#

damn i hate when things work without more issues

gentle urchin
#

tehe

#

you like it to be more challenging ?

brazen merlin
# gentle urchin you like it to be more challenging ?

lol, the joke would be that i like it when it happens to me but not others, but i think the better one is that im too accustomed to the feeling that it shouldnt just work without another problem creeping up πŸ˜† at least a few times

gentle urchin
#

Underestimating the issue, quickfixing it instead of thinking it through, then ending up using more time than the actual fix would've taken if i just stopped for 2 seconds

brazen merlin
#

thats what im cracking up at

wide linden
#

Does anyone know how to stop a delay with an input?

brazen merlin
#

use a timer lol?

wide linden
#

i tried using a do once node

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so the event will end?

#

awsome ty

brazen merlin
#

you ever use a timer before?

wide linden
#

i have not

brazen merlin
#

check out some vids on it

wide linden
#

will do thank you

jolly delta
#

why isn't ai move to working

brazen merlin
jolly delta
brazen merlin
#

dunno, show code?

jolly delta
brazen merlin
#

try it on begin play instead of tick?

#

wait hang on, some else is wrong

#

i mean, you shouldnt call it on tick, but theres something else

#

you gotta plug in the pawn that you are telling to move

#

that one is a little weird because there's no controller reference though, but it exists so..

jolly delta
jolly delta
brazen merlin
#

yeah i would think you need controller, but im not familiar with that specific version

wide linden
#

yeah timer isnt what i needed

#

im trying to stop a delay with an input not start something with input

brazen merlin
# jolly delta

id suggest using Move to Actor but you need to disable context sensitive

wide linden
#

like say a teleport takes 5 seconds how do i cancel the 5 second

#

if i move or sprint

brazen merlin
#

so if you move or sprint, you check to see if that timer handle exists, and if it does, clear it

wide linden
#

alright il look more into it i may be using the wrong timer

brazen merlin
#

timers are a bit different to setup than a delay

brazen merlin
#

hmm weird, i use that all the time, works just fine

jolly delta
#

damn

brazen merlin
#

might be when its called, or the class its called in, or maybe the thing it should move to doesnt exist at the time it is called

maiden wadi
#

Is Ball an AI controlled Pawn?

chrome fractal
#

Can we add data into an array like this.

maiden wadi
#

Nope.

chrome fractal
#

Why?

#

Can you please explain.

maiden wadi
#

You copied a struct, and added an index to that copied struct's array.

#

I mean, technically you added it to an array, but not the one you wanted.

chrome fractal
#

Can you tell how can I get the reference of the original array?

maiden wadi
#

Altering a TMap in blueprint is a nightmare. Your best choice is to copy the original struct, delete it from the map, create a new struct with the changed values and add it back to the Map with the same key.

chrome fractal
#

OK thankyou so much. you helped me alot

#

thanks again.

willow phoenix
#

@chrome fractal i would create a new bp type "object" where i can store these arrays and add simple functions that i need to access my data.
conststruct object of class "datathingy" -> promote to variable -> use my simple functions to controll all my data

object oriented programming, your bp stays a lot cleaner and you do not have to use structs
https://www.youtube.com/watch?v=HpUhfnHCENQ&t=599s

In this video we look at using objects in Blueprints to store and manage data instead of using structs.

Structs can be useful in Unreal to quickly store large amounts of data in a single variable, but they become increasingly difficult to work with the more data you have in that struct, especially if you have nested structs.

In this video I sh...

β–Ά Play video
maiden wadi
#

The issue there had nothing to do with Structs. The issue is TMap in blueprint.

#

You can alter structs just fine. SetMembersIn function allows the setting of specific properties.

wicked shoal
#

Im trying to format Text in a UI element like so 00:00:000 (a lap timer) but what is the best way to approach it? i seem to be unable to keep the 0's as it currently just does

"1:43:120" (for example)

maiden wadi
#

The case would be identical without a struct if you just had a map of String/Integer. You still cannot alter that integer without overwriting the who entry.

wicked shoal
#

that's what i currently have yeah.

maiden wadi
wicked shoal
#

oh wow. had no idea that existed!

#

thanks @maiden wadi it works as i hoped it would now.

gentle urchin
#

that ms accuracy is gonna suffer πŸ˜›

maiden wadi
#

Why for?

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Only a 1000 of them in a second, you can't display more than 999 of them before it reverts to zero.

gentle urchin
#

wasnt it a case just a few days ago, where someone figured out it only reported like 3 different results on the last digit?

#

guess it matters very little anyways tho

#

if that were the case one could just do a rand(0..9) on the last digit πŸ˜›

#

nobody would ever know

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Unless... you tell them

maiden wadi
#

I think I remember that vaguely. I think that was a fluke with their framerate.

gentle urchin
#

Ah, could be

#

some smoothing on or something

maiden wadi
#

Wonder if I can repro that.

#

Hmm. No can do. But if I remember right, that was a float he was using. I'm pulling ms directly from UTC::Now, which has precision in ticks to 100 nanoseconds.

wicked shoal
#

it's gonna be for a small game for my internship that they will add proper scoreboards too so random last numbers isn't gonna cut it haha.

gentle urchin
#

I'd only use random if the alternative was some fixed 3 step value πŸ˜„

#

If the real thing works, then that is great

normal adder
#

I'm wondering how to approach "missions" in the right way, specifically things that are spawned for the mission at different stages, like objectives or area triggers. Would it be better to place them in the world and deactivate them at begin play, and activate when needed? Or would it be better to spawn them in at the point they are needed?

maiden wadi
#

I think that really depends on the context. If they're static missions, sure, place them in the level or whatever. If you have dynamic missions where places can randomize or whatever, probably best to stick with that model even for static missions and reuse the same code with one randomizable point.

normal adder
#

I see, thanks!

odd ember
#

whether that's a component on the player, an actor in the world or a subsystem is up to your needs

warped spindle
#

I made it work by disabling Android device profile selector. Now i can control those settings from menu.
I have only one problem now with those settings. I don't know how to control sg.resolutionQuality. it's set to 50 %
I set it from device profiles ,but it's still 50%. I Tried to put note that controls that ,but i don't find that node. There only "set screen resolution" and " get screen resolution" and that's not controling the Percentage of the screen ,just the XY of the screen.

normal adder
# odd ember a mission manager is generally used

And that then activates mission related things as needed right? How does that work specifically though? I just tried it with an area trigger, setting "actor hidden in game" in the begin play and then a branch that checks if it's visible on the overlap event but it still goes ahead and triggers when the player enters. Are there better ways to disable and enable blueprint actors?

maiden wadi
#

Visibility != HiddenInGame

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Similar outcome, but two different settings.

odd ember
#

it's more design work than actual implementation at this stage

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it's how you would want your missions to be

normal adder
#

Yeah I have that part together but it's all in the level at the moment, so you can trigger part 2 before accepting the mission for example. Now I'm looking for ways to have it all disabled in the beginning and then enable them section by section depending on how far the player has gone through the mission

odd ember
normal adder
#

It's an "open world" area where you can start missions like in GTA 3 - You enter a circle, see a cutscene and then get your objectives marked. So for example I'd imagine it to work like this: You start the mission, get told you need to go to a location to pick up some scattered packages. When you start the mission, the trigger for the area is enabled. Once you reach it and trigger it, the packages get enabled. Once you collected them, the area trigger for where you need to take the packages gets enabled.

#

This all works already, but it's all active from the beginning, mission running or not

odd ember
normal adder
# odd ember so if you need something like that and you have multiple missions available I'd ...

I'm working on a prototype right now that's just supposed to showcase 3 different types of missions. For my current use case it would be enough already to just have it all disabled at the start, then enable the gameplay elements of the next mission section as the player reaches them. But I'm not sure how to properly deactivate and re-activate blueprint actors that have been placed in the environment.

odd ember
#

I mean you're just setting yourself up for more work

#

but it's up to you

#

you can use event dispatchers on actors in the level blueprints as events

#

that's generally how the level blueprint is meant to be used

hollow gorge
#

since you're already talking about event dispatchers:
Probably a super easy question but I'd like to understand it properly: For what reason would one use Event dispatchers over Blueprint Interfaces for communication?

maiden wadi
#

Many. Interfaces are most often a patch to bad hierarchy considerations and what people replace casting with. Dispatchers are entirely different.

odd ember
#

event dispatchers are a form of indirection that allow for subscribers to register (bind) to an event. when that event is called, the subscribers are notified

#

the dispatch caller does not know who the subscribers are (by design)

stray moat
#

hello I would I do a shield before my health is taking away I already have a system where my health is take away already

odd ember
#

event dispatchers also allow for dynamic runtime typing, so you can register and deregister subscribers as you go

#

this isn't possible with interfaces

normal adder
# odd ember so if you need something like that and you have multiple missions available I'd ...

I'm not sure what you mean by that. What design needs more work? The approach to the showcase missions in this prototype is all multi-step "quests" a la "Go somewhere, when there, do something or collect something after which you're told where to go to and do something next". A systemic approach would certainly make sense especially when adding more missions later, but I have no idea where to start with that or what to even look for. Googling "unreal 4 mission manager" doesn't turn up anything useful other than a bunch of marketplace plugins. Can you give me some starting points of how you'd do it and by what manner I would have mission objectives activated and deactivated in the world? (Goes back to my original question about having it all there from the start but disabled, or spawned as needed). Still a bit confused by the whole thing.

odd ember
#

performance wise interface calls are more expensive as well

odd ember
hollow gorge
#

@peak wedge thank you, that makes it much clearer.

odd ember
normal adder
odd ember
#

I'm just telling you how I would approach it

candid nest
#

Hey no obsticle and coin spawning in my map they are spawning when 2 tiles meet any lead how can i fix thia

hollow gorge
#

@odd ember and @maiden wadi thank you for taking your time to answer our (often silly) questions in this channel ❀️

#

by just reading the most common questions and answers of this channel, I could learn a lot already

odd ember
#

if only everyone had that approach πŸ™‚

hollow gorge
#

also sorry if I forgot other helpers, it's just the names who stuck out the most to me personally

trim matrix
#

@maiden wadi Hey man! We talked yesterday about the variable thing - and what you talked about doing (making the var local to the function) worked superb! Only caveat now is that because it is being updated on tick, the list view resets so quickly I can’t even press anything lmao

#

I still want to run it on tick, but do you have any suggestion to make it so I can actually click on something πŸ˜‚

gentle urchin
#

Not run it on tick^

wary tinsel
#

hey guys! I'm using a 'back' input on the player controller to navigate back in my menu. The problem is, suddenly it stops working, if I put a print right after "pressed" (from the input action) it prints nothing, what could be the problem?

hollow gorge
#

just the thought about running any code on tick is scary πŸ‘»

odd ember
gentle urchin
maiden wadi
# hollow gorge since you're already talking about event dispatchers: Probably a super easy que...

To clarify my earlier comment, Interfaces became popular in blueprints because of some people didn't bother to understand how Unreal handles loading objects into memory. On my phone, so not in a good spot to fully elaborate. In short you don't have to have higher levels of pointers to call interface functions, so you avoid casting. You also avoid loading the same heavy objects being always loaded by having correct hierarchy and base classes to cast to. As CE pointed out, both have no real correlation to dispatchers.

trim matrix
wary tinsel
#

Example. I press start to pause the game, I select options. I go back and it works, if I press back again it doesn't work anymore, which would be ok haha but it's not printing even this 😦

odd ember
maiden wadi
#

Make a setter function. Use that to add to the array, then update the widget after.

odd ember
gentle urchin
gentle urchin
trim matrix
#

I am quite confused πŸ˜‚

odd ember
#

so once you click back and close or hide the widget, you need to bring focus back to the previous widget

maiden wadi
wary tinsel
#

can be I put a disable input somewhere?