#blueprint

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gentle urchin
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Cover up? Yes

fickle dune
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Correct it?

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lol

random plaza
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the reason this shit happens is i have an every tick line trace to tell if something's in my crosshairs

gentle urchin
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By the amount of it, it looks like its trying to be accessed on tick

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Trace has an out bool

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Telling you if it hit anything at all

maiden wadi
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On a side note. Traces have their own boolean that tells you if this trace hit anything. Always good to branch on first before testing the hit results.

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Yeah, what Squize said. ๐Ÿ˜„

fickle dune
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I made an inventory system using a tutorial on youtube and got it working, and I also did a shop using a tutorial, now the issue here is that when I enter the Shop and exit it, I can no longer enter my Inventory, it just freezes my character and the mouse cursor is visible, as if it ignores the Widgets from being created, but this ONLY happens after I entered the shop and exited it.
Any help would be greatly appreciated and i can provide with screenshots if needed

gentle urchin
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Post the code for entering/exiting shop pethaps

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Perhaps

fickle dune
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oki

gentle urchin
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Might give us a hint of what we're looking at

fickle dune
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Ok launching unreal

maiden wadi
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Inventory opening as well. Sounds like part of it is running and the other part isn't.

gentle urchin
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Ye^

spark steppe
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the problem is an actor component (no matter what kind, scene/mesh/...) can't be set to static
but when inheriting the blueprint, i can change it in the child ๐Ÿ˜•

main lake
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Is it possible to make a Box Collision scale in the editor only upward and right and left but not downward using an exposed variable of type Vector please ?

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Also how to make when you modify the exposed Vector variable it changes the scale of the box collision (still in the editor).

spark steppe
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try to wrap it with a scene component to add a fake pivot, then scale the scene

gentle urchin
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^ this

spark steppe
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or do math

gentle urchin
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I was gonna suggest math

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But fake pivot is better

spark steppe
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easier

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better, idk

gentle urchin
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Math would move it

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Makes it hard to place :p

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Offsetting it upwards by half its size

maiden wadi
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Doesn't happen on 4.27.2

spark steppe
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yea, it also doesn't happen on all actors for me, so there must be something thats causing it

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thanks for looking into it

gentle urchin
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Ue5 sounds plausible

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No experience there yet

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Gonna dl source in a month or two

maiden wadi
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I'm not touching it. ๐Ÿ˜„ UMG and Slate are fragile enough without beta stuff blowing it up, and that's where most of my work is.

main lake
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But how do you detect when I change the Vector variable in the editor to set the scale of the box collision to the one I set in the vector in the editor ?

gentle urchin
maiden wadi
main lake
gentle urchin
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Thats beginplay

spark steppe
maiden wadi
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Technically a ConstructionScript can not run at game start too. If an object is placed in the level, it will not run the ConstructionScript. Spawned Actors will always run it.

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Allows you to randomize stuff in the level editor, but not have it randomize when you load the level each time.

spark steppe
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which can bite you in the butt

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when it invalidates build lightmaps because of the construction script ๐Ÿ˜„

maiden wadi
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I'm a big fan of Prefabricator so far. As far as free tools go, it's absolutely fantastic.

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That and NiagaraUIRenderer.

spark steppe
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later one is on my bucket list, too

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but porting it to UE5 seems to be not trivial, so i have to wait for the author to do it

maiden wadi
main lake
maiden wadi
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This?

main lake
maiden wadi
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Do you need clients to know what zone the server thinks they're in?

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First thing you'll need is a zone checking function. Write a function that gets overlapping zones to the pawn, and pick the best one.

If your clients don't need to know the updated zones at runtime, and it's just assumed, then it's as simple as GameMode just getting all playerstates from the GameState, and iterating over them. Getting their pawn and checking what zone the pawn is currently in.

If on the other hand you need clients to know this before the time is over, like a little display, then I would probably have the server version of the pawns do an update on overlap and end overlap. Run the same function from above to test which one they're in the best. Set this zone on the pawn's playerstate. GameMode can then gather playerstates in the same manner and run off of that.

novel rock
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I tried playing "Standalone Game" mode but i still need to click on the game in order to aim the camera using the mouse after talking to an npc or when returning from the game menu.

fickle dune
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This is the toggle inventory code
If there is a way to show you the blueprints faster than me doing screenshots that'd be awesome lol

main lake
maiden wadi
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@fickle dune This is likely your problem.

fickle dune
maiden wadi
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This HudCanvas is stored in the PlayerController. You've removed it from screen, and put a new one up, but I don't see anything setting that value in the PlayerController. So this reference in the controller is to a widget that still exists, but is no longer in the viewport. So you are adding your inventory back to where you intended, but where you intended to add it to isn't where you intended.

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The shortest route to where you want to get, is to call RemoveallWidgets, and make a function in the controller that adds the HUD it already has back to screen, or recreates it and resets the pointer. Either way.

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Then you can call that function in place of creating the new widget and adding it where you did in the shop code.

novel rock
zealous fog
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I posted a question about blueprint communications and behaviour trees in #gameplay-ai if anyone here knows anything about that please see if you can help me ๐Ÿ˜…

main lake
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@maiden wadi Like imagine this : It's a school game where you need to be in Class A between 8:00 and 9:00 AM if you're not there between these 2 times you get a red cross on your bulletin, same Thing for Class B be you have to be there between 9:00 and 10:00 AM if you're not there you get a red cross again, and after 3 crosses you get punished.

maiden wadi
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Well, like I said, I would start with a function that determines your active zone. In this case it's actually much easier, because all you actually need is the required zone and a contains check on the pawn's GetOverlappingActors. Same check can be used locally and on server. Where you use it depends on you.

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You could use it both on client and on server to set a playerstate value. Server can use that to do it's punishments when the timer goes off. UI can get the same value to display if the player is safe or not. Can be checked on a timer, or Overlaps/EndOverlaps, whatever.

main lake
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the thing is there's sometimes where people have different places to go, like maybe Player 1 has to be in Class A for sciences but Player 2 has to be in Class B for English lesson both between 08:00 and 09:00 AM

maiden wadi
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Doesn't change much. Just make server set it in their individual playerstates.

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If your zones are replicated actors or whatever, then all you need is a pointer to one. Fast easy to use and compact replication to client.

main lake
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Hold so I do nothing in the GameMode ?

maiden wadi
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Sure, you still do the punishment check there. Doesn't need to hold any values though, it can get them straight from the pawn/playerstate

main lake
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So do you confirm that any variable I create in my BP_Character are server sided right ?

maiden wadi
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Any property you create anywhere can be server authoritive if you set it only on the server and make it replicated. Clients can still hack the value locally, but it won't do them any good. GameMode will get the value that the server set. Without an RPC from the client to set that value, client cannot affect what the server set.

fickle dune
maiden wadi
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After your RemoveAllWidgets, don't Create a new hud widget. Remove that CreateWidget node. Leave the AddToScreen there. Instead, Get your controller, and cast it to your controller class, get the hud widget you already have and add that to viewport instead.

fickle dune
hexed cloak
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Net Cull Distance Squared - If I want something to stop replicating at more than 5000 unreal units, would I do 25000000?

fickle dune
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welp i spoke too soon as soon as I use my HUD it does it again lol

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is that correct?

maiden wadi
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Looks right. Where does it break now?

fickle dune
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as soon as I add the "Target Player HUD" it breaks it doesn't show me the inventory after exiting the shop

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but if I remove it, it works

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actually even removed it doesnt work

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I also have the shop keeper trigger that triggers the shop UI if you'd like to look at that

maiden wadi
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Hmm. I'm uncertain. That is the only thing that would have broken current logic that I've seen. I would start putting in printstrings starting from your inventory toggle input keys. Print out each segment and find where it's not running correctly to add the inventory to screen.

fickle dune
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that's the shop blueprint trigger

maiden wadi
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Nothing stands out. You're reenabling the state when exiting. Good to learn debugging habits though. Just put some printstrings through your logic starting from the input event through to the inventory widget creation.

spark steppe
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Good to learn debugging habits though. Just put some printstrings through your logic

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๐Ÿ˜„

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nice authaer ๐Ÿ˜›

tawdry surge
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Print strings and break points find 95% of my issues

maiden wadi
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Blueprint debugging is infinitely easier with printstrings. Blueprint Debugger is a trashpile.

spark steppe
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indeed, still funny out of context

maiden wadi
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Amusingly, I end up putting a printstring anywhere I need to break anyhow, since it's usually at the end of a logic line... and you can't see pure node inputs from the node you break on.

tawdry surge
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Don't have a problem with the debug filter tho, aside from it's always on no object

spark steppe
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usually it jumps to the correct object if it hits a breakpoint

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however, it's sometimes not showing variable content correct

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which in the end makes it useless for 90% of debugging purposes

tawdry surge
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Oh I just use it to make sure all my nodes are firing like I think they should be.. then I move to print strings and breakpoints to actually debug.
It's mostly just a plug/comms check

fickle dune
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Ok fixed it!

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it works perfectly now ๐Ÿ™‚

main lake
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@maiden wadi Is it possible to create a struct and put a boolean in it and when it's checked it opens a submenu to be able to put values in it like for instance :

HealthRegeneration? : Boolean
  - Amount to regen : Float -- The submenu starts here and only shows if HealthRegeneration? is true
  - Instant regen : Boolean

Please ping me if any answer ๐Ÿ™‚

maiden wadi
main lake
maiden wadi
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I dunno. I've never cared enough to look through. Editor modding is less of an interest to me than gameplay coding.

main lake
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Do you know anyone in this discord who could know the answer ?

fickle dune
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So now I gotta add an item to my inventory when bought, this is the code for inventory adding but it won't add it lol
It also wont compile because i gotta add something to the cast but not sure what tbh

odd ember
umbral ginkgo
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Any suggestions for my spawning code? I know it sucks

odd ember
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how do you expect that to be answered

minor pagoda
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Hi, does someone know how can i make a container that store "stats objects" and validate that the stats object does not have the same values? Like if i already store an "Defense stat object" i would not want another "Defense stat object" stored again

umbral ginkgo
minor pagoda
maiden wadi
maiden wadi
umbral ginkgo
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Whats a base class? Have never heard of it

minor pagoda
maiden wadi
maiden wadi
umbral ginkgo
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How would I make the ai a base class?

maiden wadi
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CanBeStunned? Return GetStatByTag input PawnStats.Immunity.Stun get value back. If Value > 0.0, return true.

fickle dune
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Any idea how to do this? trying to add an item to my inventory through clicking a button, everything works as intended except it doesn't add it to the inventory

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not sure what to input there in the cast, or if even the cast is needed

maiden wadi
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Inventory is likely on the Character. Unsure of where you have it.

fickle dune
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Yes the inventory component is on the character

maiden wadi
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GetPlayerPawn->CastToYourPawnClass->GetInventory

fickle dune
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Probably the wrong way to do it because it didn't work lol
But made me feel like i was a real coder lol

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i got it working lol

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jesus im terrible at this but i love it

minor pagoda
fickle dune
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okay im probably annoying at this point, but i forgot how to do this lol
So i'm trying to make it so you cant take this strawberry unless your health is below 100
Is this correct?

hollow gorge
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You did: Health >= (larger or equal) 99 with that

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A simple way to remember the ">" or "<" symbols would be to look at which side "expands" (greater) and which side "narrows" (smaller).

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@fickle dune I'm quite new myself, but for what reason are you storing a character's variable in the game instance object? Is that how multiplayer works?

main lake
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@maiden wadi I can't access my variable "Routines" in the player state to be able to set to true a boolean in the "Routines" variable, how can I do that ?

tawdry surge
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How did you get the set node?

main lake
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disabled context sensitive

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otherwise I wouldn't get it, I just need to understand why it doesn't show it to me when I have context sensitive on

tawdry surge
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Because it's not relevant to the thing you're pulling off of

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What does it say if you try to connect the player state to the set node

main lake
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I thought to be able to access it I just need a Player reference, then access it

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si doesn't want to connect those

tawdry surge
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Yeah.. what does it actually say

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Itll tell you what its looking for

main lake
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for the target or the Routines ?

tawdry surge
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Target

main lake
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Player State Object Reference isn't compatible with PS Classic Object Reference

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got it

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thank you

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have to cast

tawdry surge
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Np

main lake
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Do I have to break the struct to set only 1 value or can I do it in another way ?

tawdry surge
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Maybe, but it's usually easier to just split the pin

rigid fractal
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hi, how could i make an object follow the cursor but at a distance from the player? like the fortnite build system
(i dont know much about blueprint yet, so if you can explain it in an easier way)

tawdry surge
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Get the cursor position, project to world space, Set actor position to the cursor position with an offset. (-200 on X or whatever)

main lake
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Is it possible to loop through a struct ?

odd ember
main lake
odd ember
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print each individual value

main lake
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I have 11 values, so I will use 11 print nodes ?

odd ember
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yep

main lake
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oh damn

odd ember
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why do you need to print?

main lake
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11 boolean values from the playerstate to check if my system works

odd ember
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well good luck

main lake
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x)

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nevermind I found a better way ๐Ÿ˜‰

odd ember
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which is?

main lake
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using the Format Text node

odd ember
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interesting

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I guess that could work

main lake
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I just need to find how to make it multiple lines

maiden wadi
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Shift+Enter

main lake
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thank you

maiden wadi
hollow gorge
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thanks for clarifying

spark steppe
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authaer about the component mobility issue i had

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you replicated the setup on 4.27?

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e.g. class a which inherits actor, another class which inherits class a and adds a scene component?

main lake
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Why casting to PS_Classic always fail here (the code is in my BP_Character)

odd ember
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probably because self's player state isn't a PS_Classic class

main lake
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How do I make PS_Classic the playerstate of the player ?

hollow gorge
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I think you can only cast down and not up, maybe an issue with the way your hierarchy is set up

odd ember
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I believe it's in project settings under Maps&Modes

hollow gorge
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ok good to know, another thing learned today

maiden wadi
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@spark steppe I made an actor. Scene component>StaticMesh1>StaticMesh2. Made a child class of it. Could set mobility on all of the components in both classes.

main lake
spark steppe
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the grandchild of actor has the bug, not the child

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so actor => class a => class b with new scene/mesh component (can't change mobility)

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if you have time and editor open, i would appreciate if you test that again

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i'm digging through the source now, somehow thinking that it's an UI issue

maiden wadi
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Which class had the components put in it?

spark steppe
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grandchild of actor, so class b

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and inheriting class b (which has the component) to class c, would then allow to change mobility of the component from class b

maiden wadi
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So Hierarchy was AActor->ClassB->ClassC. ClassB had the components but couldn't set their mobility, Class C could?

spark steppe
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no

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Actor=>ClassA=>ClassB=>ClassC (then class B had the component)

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there has to be one class between actor and the one which raises the problem

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Actor => Animal => Sheep => RedSheep
now when adding a scene/mesh component to Sheep the mobility cant be changed

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but in RedSheep you can change the mobility of the component which was inherited from Sheep

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just wondering if the issue in Sheep shows up, so you can skip the redsheep

main lake
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Somehow when I try to print the Morning Roll Call boolean value after setting it to true, it's true on the server, but when I try to print the values of the struct from the BP_Character, the Morning Roll Call boolean is still at false

maiden wadi
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@spark steppe Huh. So it does happen in 4.27.2. That's weird.

spark steppe
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thanks for testing

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now i got you confused as well? ๐Ÿ˜„

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thats the only really related thing that i found, and apprently it's like that since 4.11?!

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how could they get away with that -.-

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no static light baking for components of grandchilds of actor?! Oo

main lake
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@maiden wadi any clue for my problem ?

spark steppe
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xDDDD

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oh boy, i found a fix...

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nice one... go to a component which is set to static, rightclick the detail setting and copy that

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then paste it on the broken component and paste

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voila, you got a static one

rigid fractal
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it moves the object when i move the character, not the cursor

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and only moves in one direction

tawdry surge
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That's inside the actor right?

main lake
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@tawdry surge Could you check my problem above too please ? ๐Ÿ™‚

rigid fractal
odd ember
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pinging people is frowned upon

main lake
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sorry but I'm stuck and I need help ๐Ÿ˜’

tawdry surge
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I don't mind but I don't really play with structs in BP they're weird for no reason

main lake
marble tusk
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I'm no expert on this, but that "Task Validation" event is only executed on the server. That might have something to do with it

main lake
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Yeah that's intended, but I thought GameStates are shared between client and server, so I don't understand why I don't have the same value from the print of the server and the print when pressing F

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*Player State

odd ember
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there's also a #multiplayer channel dedicated to precisely these kinds of questions

main lake
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according to this image :

marble tusk
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I really don't know about this stuff. That just stood out to me as a potential thing to look into

tawdry surge
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@rigid fractal I'm not sure without doing it, but you might have to do something like line trace from the cursor position into the world.
Try printing the cursor's world position and see if its really registering changes when you move the mouse

rigid fractal
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ok

rigid fractal
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i solved part of the problem

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it follows the character position, not the cursor

tawdry surge
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Oh ok.. so its above you because you're adding to z.
And its following the character because the cursor's world position is gonna be at the camera. You'll have to line trace into the scene and use that position to have it move around in front of you

rigid fractal
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hmm, makes sense

rigid fractal
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oh, i believe what not because there it returns a boolean ๐Ÿค”

tawdry surge
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Right click the out hit and split the struct

rigid fractal
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ok, now there are more options

tawdry surge
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Out hit trace end will give to the end point of your trace

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Bottom yellow pin

rigid fractal
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right, and in the "start" and "end" pins i pass which values?

tawdry surge
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Start is mouse cursor world position,
Get the forward vector, multiply by a few hundred, add it to the start position and make that the end point

unique yoke
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Hello this is something I'm not familiar with having done yet. I am making a BP that just serves as a crosshair manager that swaps out and controls crosshairs from a 3rd party plugin that already has separate functions built into the HUD. I had a couple of questions.
1.) Which would make the most sense for a base class like this - just a default actor?
2.) How I would initialize and access the class I'm making since it's this abstract thing. Do I spawn a class in some way?

tawdry surge
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You could actually do it without the trace and just use the math to set the actor position, but the trace will make it easier to debug

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@unique yoke short answer is yes

unique yoke
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I see a Spawn Actor from class node, that wants a spawn transform - but this isn't an actor that moves around. Should i be using something else?

spark steppe
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why do you not do it on the HUD?

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you can make a custom hud class

unique yoke
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Part of it is how this plugin is setup - there is a custom HUD class we're already using, but logic within widgets/managers are usually handled separately from the HUD class. All the HUD class is really doing right now is initializing classes and declaring functions that trickle down to the widgets. The HUD is where I would be initializing/creating the crosshair manager - i just don't know how to do that

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I didn't want to load the HUD class with a bunch of crosshair specific functions.

spark steppe
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idk what you are planning, but isn't it just one function to swap the crosshair texture/material?

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also the HUD can have actor components apparently, so you could make a actor component for the crosshair things

unique yoke
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The plugin has several different functions we're using - basically, bunch of different logic that will be occurring to listen to weapon types, handle hit reactions on the crosshair, different player state (unarmed vs have weapon, reloaded, etc.)

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Well, I should rephrase that - it doesn't actually handle the rules for what the functions do/are called - but that's what I'm working on atm.

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yeah - i figured that's one route

spark steppe
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that's the most clean route

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you have the component where it belongs, on the hud

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and you have all functions in a separate class, which keeps stuff organized

unique yoke
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I blanked on the HUD being able to have a component. That's a good way to do it. Thanks!

rigid fractal
tawdry surge
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Nah, use the convertMouseLocationToWorldSpace as the start.
Then pull off the getActorLocation and get the forward vector. Multiply the forward vector by how far infront of the player you want the object to be.
Then add that to the convertMouseLocationToWorldSpace output and make that the end point

rigid fractal
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wait, im going to multiply the value of the forward vector with the distance of the object, and this result i add with the World Location of the ConvertMouseLocationToWorldSpace and place the output to the "end" pin?

tawdry surge
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Yep

unique yoke
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What exactly is component activation? I assumed it was something simple like the component being dormant or not based on the active flag. However, my component seems to work fine with the Auto Activate Flag being set to false so either something's setting this in a higher class or it doesn't do what i think it does

rigid fractal
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this forward vector node is the correct? is that there are 2

tawdry surge
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Almost.
You want the forward vector of the character or the cursor. Not the actor you're moving

rigid fractal
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nothing yet :/

tawdry surge
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Try a bigger multiplier.. like 500 or 1000

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And you can just plug the end point straight into the set actor location you don't need to modify it after the trace

rigid fractal
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wow, now it worked

tawdry surge
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Nice

rigid fractal
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tyvm

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sorry for anything

tawdry surge
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You're good

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If you wanna optimize, you can take the input of the trace end and plug that into the set actor location directly and get rid of the linetrace all together since you aren't actually using it

rigid fractal
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alright, i will change this

still delta
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Hey guys, looking for some help again. Attempting to set up debugs for a couple progress bars, but ran into a snag on my first setup. As it would appear, my action key (x), which will be used to update my first progress bar only ever updates the progress bar ONCE, and no more, no matter how many times I press it again. This code - I think - is exactly the same as the code I learned from one of the Unreal Learning courses, and yet for some reason doesn't seem to work on my personal project. Any help would be greatly appreciated!

hollow gorge
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@still delta what's the initial value stored in your Player Experience variable?

still delta
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The variable's value is 0

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Player starts at 0 Exp, so I figured it would be best to leave it there

brazen merlin
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so it will always be 0+13.5

hollow gorge
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yes, what conrad said. You don't set it afterwards

still delta
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ohhh, i get it. add 13.5 to player exp then set player exp TO that

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rather, set player exp to player exp + 13.5

brazen merlin
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yeah, insert a Set PlayerExperience between X and UpdatePlayerExperience

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or do the set in UpdatePlayerExperience

still delta
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Got it working now, something so simple n it totally flew by me lol, thanks a ton guys!

halcyon lynx
#

Guys, I'm trying to figure it something out but I'm not finding answers
Here is the deal.

I need to have 2 different input maps. One for controlling the character, one for controlling the ship! 2 questions:

  1. How can I have two different input maps?
  2. How can I change between the 2 maps inside the game?
foggy escarp
minor wolf
#

is there a good way to check how obscured an actor is by another actor? like if i do a box trace and it hits something else but is not fully obscured, can i check how much is visible from the trace?

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this sort of demonstrates what im asking. the top half of the actor on the left is unobscured from the actor on the right. would it be possible to get that unobscured section?

outer pewter
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how can i make this to show when its below 1000 show it in meters and over a thousand show it in km and so on ?

brazen merlin
outer pewter
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I TRIED making it like this but it didnt work i guess i only complicated it

brazen merlin
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why doesnt it work?

dawn gazelle
outer pewter
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oh so i shouldnt set it i should just devide it

dawn gazelle
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Well, you're just displaying it, yea?

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The value doesn't need to change if you're just trying to format it for display.

outer pewter
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i ll try it thank you

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i tried it but it changed to km after only 10 meters even though i divided it to 1000

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i devided it to 100000 now

gentle urchin
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100uu is 1m

#

Assuming you use the basic 1uu = 1cm

outer pewter
#

because the game count in cm so i divided m to 1000 and km 100000 and mega for 100000000

#

@dawn gazelle@gentle urchin i organized it into this and its working thank you

vocal bobcat
#

How reliable is delay 0.0? I'm finding GetController (target pawn) returns "none" on begin play unless i put a delay of 0 in before accessing it. This seems like a hack. I'd like to not use any delays if possible, not really sure why it doesn't work without it.

vocal bobcat
#

๐Ÿ‘ cool, ill try that

outer pewter
#

i have this for a prograss bar widget for a speed boost item but when you collect more then 1 it does show the number increasing but the prograss bar doesnt show decrease until it reach 5 what should i do

still delta
#

Guys, is there a way to get the reference of a player variable called into the UI? I'm having an issue where my progress bars arent updating correctly and I'm almost certain it's because of this code here (UpdateUIAccExp). I need it to update the percentage divided by the "RequiredExp" variable from the Player Character (Following Snip)

violet wagon
#

i do! I detect if a tile is occupied by using overlaps. my tiles are 50x50 cm so if a tile is occupied i put a box overlap on it thats 49x49. then for your case, id put a box overlap that is (attack range) units long/wide on the tile your actor is on. if its being overlapped, you have something in range.

violet wagon
gentle urchin
#

Cant you just store a ref of each tile?

#

Overlaps seem... exessive

#

You already know the layout of tiles?

#

Every actor has a give size and location, and thus you know the state of each tile

violet wagon
#

not too sure how you set up your grid, but I assume its similar to mine. each tile is 50 units wide and the grid starts at 0,0,0. I just get the actor location, then round to the nearest 50th for the x and y, then I have the location where i can put my overlap.

gentle urchin
#

Dunno how taxing the collisions would be but they easily become a grotesque amount if you were to go beyond 8x13 (which already is 104 of them)

#

Compared to an array of 104 tiles containing a state of the tile

trim matrix
#

hey there, i am currently translating but when i try to change the language, the font is not updating, does anyone know how to resolve it, can anyone guide me with this

icy dragon
trim matrix
icy dragon
trim matrix
#

thank you

fervent vigil
#

Hello/Good evening everyone, I come here to ask if anyone has an idea or knows how to go about making a jumpscare system like in the game Dead Realm? Examples: https://www.youtube.com/watch?v=HLbAOZBxBSM Cordially.

Join the Dead Realm Discord https://discord.gg/RYzNFnC

Or

Join the Dead Realm Steam group chat https://s.team/chat/npVIL5Ys

All jumpscares including "Possessed Edgar" in full 60 Fps

#ReviveDeadRealm

Check this video if you wanna download the game.
https://youtu.be/YdGTipmgcTA

I didn't add the librarian ghost because she has the exact sa...

โ–ถ Play video
icy dragon
fervent vigil
#

Watch example video

icy dragon
#

I ask you that question, because "jumpscares" are more of visual execution than technical side of things.

fervent vigil
#

Yes I know that. It s for that I post this question

still delta
#

Morning everyone, looking for some help. My progress bar wont update to the correct value (Updates to full and remains there), and my text UI seems to update to values I don't understand either (first click of C updates to 0%, second to 5.4%, then 0, then 7.02, then 12.42, then 0, etc. Eventually surpassing 100% if I click C enough times before it resets back to 0 again). Essentially it was working fine when it was just the basic debug (update by received value until >= max (100)). But I tweaked it in hopes of being able to add remainder exp to the next level as the player "levels up". Now this is where I'm at xS Any help would be greatly appreciated!

PS. The Account Level text seems to update correctly and will update to the next level at the same time that the Level Percent text resets to 0. But that means obviously that my "remainder exp" isn't working correctly or something. Pls ping or dm me if possible

livid vessel
#

I have the problem that when I have 2 clients in standalone mode, the mouse pointer, when hovering over the window, is teleported to another point on the monitor. Does anyone have any idea about where it might be?

graceful holly
#

Can you map sprites to integers? I'm trying and i can't
i need to achieve this

spark steppe
#

@still delta you are aware that progress bar is 0 - 1 input range? so 1 represents 100%

still delta
#

I figured it had something to do with the code in the UI itself. Maybe that Iโ€™d need to divide the input (account exp) by the required amount before setting percent, but Iโ€™m not sure if I either tried it and it didnโ€™t work or perhaps did it wrong to begin with so I left it as is, just unplugged the current acc exp pin

outer pewter
#

how can i show the UI behind the blur. its from a different widget i adjusted the zorder but didnt work

brittle mortar
#

hello how do i make falling object sounds in ue5

odd ember
maiden wadi
meager spade
#

@icy dragon

#

Sorry for ping but I asked you earlier about clothing with Skeletal Meshes

#

What's the best way to "inactivate" these if I for example have a character that has two layers of shirts, let's say one T-Shirt and one jacket. If it's cold the jacket will be shown if not it should be invisible. Just set the skeletal mesh to null and set the anim class to null?

remote meteor
#

if its a separated skeletal mesh component

#

you can always just hidden in game

#

i think

meager spade
#

Yeah but that would mean it's AnimBP is still running for no reason

remote meteor
#

hm if you stop the abp

meager spade
#

It's not only one character that has this, otherwise I think it would be fine

remote meteor
#

you cannot get back the same instance

#

when you enable the animation mode again

#

cus it creates a new instance when you do that

meager spade
#

I was thinking about keeping the component but just setting the mesh object to nullptr and anim class to none, that should work no?

remote meteor
#

yeah that should

meager spade
#

That should (at least in my brain) basically make the component dormant

remote meteor
#

just keep in mind that when you "reenable" it

#

the abp will be an entire new instance

meager spade
#

That shouldn't matter, the AnimBP is set to "follow/copy" the character AnimBP. I can't recall what it's called right now but I think you understand

oak pecan
#

Any idea why the rotation is glitching when going left right or backwards?

meager spade
#

Have you snapped the camera to follow whatever it's attached to's rotation?

#

Because it looks like the camera is follow every nudge of the head

oak pecan
#

I know

#

Even if I unlink it from the head it does the same thing

maiden wadi
#

Yeah. Need more context. This has nothing to do with the movement. The camera movement code, or something that it's attached to is fighting placement.

remote meteor
#

the camera arm probe channel ?

oak pecan
#

I removed the camera from the parent socket but nothing has changed

maiden wadi
#

There is code moving your camera, somewhere.

#

Hmm. May remove whatever the swaying affect is. If that fixes it, it may be that resetting while moving.

oak pecan
maiden wadi
#

Anything referencing the camera directly in the character?

oak pecan
#

I fixed it

#

It has the fact that the camera wasnt linked to the cameraboom and it was linked to the capsulecomponent instead

maiden wadi
#

That shouldn't cause that?

oak pecan
#

I dont know why it works

#

When its like this it works

#

Like this it doesnt

maiden wadi
#

O.o Normal FPS characters have the camera attached directly to the capsule. I feel like that might be some settings issue somewhere. Control rotation fighting or something.

spark steppe
#

authaer seen the workaround i came up with to avoid the component mobility issue?

maiden wadi
#

The copy pasting?

spark steppe
#

yea

oak pecan
graceful holly
maiden wadi
#

What is the end goal with that?

graceful holly
#

this

maiden wadi
#

What is the correlation from the current level to the items like your pac-pellet?

graceful holly
#

Let's say at each level im spawning an actor but with a different sprite based on the level we are in

maiden wadi
#

Is there a direct correlation from level count to datatable entry?

odd ember
#

let's say that

graceful holly
#

each of these sprite give different amount of points, or at least is what i'm looking for

odd ember
#

make different actors that inherit from the same parent?

#

swap mesh and variables on each subclass?

maiden wadi
#

entry1 = level 1. Entry2 = leve2. ?

graceful holly
zealous karma
#

Sorry for diving into the conversation, but would anyone be willing to jump in VC and help me figure out how to get a plugin working? Ive been stuck on this for a literal month and I crave death lol

odd ember
maiden wadi
#

Or burning them and the plugin with fire if it's that hard to use. O.o

graceful holly
#

especially the one i need to use

maiden wadi
#

I'm basically looking for how you want the level from your game mode to correlate to the items.

graceful holly
#

the game mode is spawning the actor, based on the current level the actor is rendered with a different sprite . When this sprite collides it gets "collected". I want to attach a different value to each of the sprites

#

i tried creating a map but i cant use spites as keys , only as values

#

for some reason

odd ember
#

make an actor class

#

create subclasses for each sprite type and add separate values for them

maiden wadi
#

He already has a datatable. Only need one class.

zealous karma
zealous karma
#

your detective skills are legendary lol

graceful holly
odd ember
#

since it's the way to store this type of data

#

but I mean whatever

#

do it your way

grizzled plaza
#

Hey everyone. Recently Iโ€™ve developed an Andriod game using UE 4-27. The game has two levels, a main menu, an intro movie, an outro movie and I added a storyline to the game so that it makes sense to the users. Then i packaged it up and Iโ€™ve been trying to upload it to PlayStore for about a month now. While doing so, I came across many errors, most of which I solved on my own with the help of internet resources. But now, Iโ€™m stuck at an error which I donโ€™t know how to fix. I searched everywhere but couldnโ€™t find the solution. Can anyone here, help me about this? This is what the error loooks like:

maiden wadi
#

This sounds like a pacman game, which sounds procedurally generated. Much easier with a single class. Otherwise you have to make a whole new table of subclasses.

grizzled plaza
grizzled plaza
#

i did

odd ember
maiden wadi
# graceful holly yep, also i was alreading using a parent for that blueprint

Okay. You have two general choices. Either you can map the levels to the names of the datatable entries, or you can math it out. Which is why I was asking. If 1level = 1entry. Then all you need to do is get the RowNames array from the datatable, and use Level to get the index of the array, and use that to look up that row in the table.

graceful holly
tawdry surge
#

@zealous karma If you want one on one tutoring check out wyzant.com. Third party platform that handles the billing, and only after the session, so you won't get scammed like that

graceful holly
grizzled plaza
odd ember
#

this isn't the channel for this

#

use the channels suggested

grizzled plaza
#

oh i'm sorry. can you direct me to the appropriate channel?

odd ember
#

I did

#

read above

odd ember
grizzled plaza
maiden wadi
#

@graceful holly Don't really do PMs, but here. If you're looking for each level as a different fruit, you'd do this assuming that your datatable looks like this and your level starts at 0. If your level counter starts at 1, then add a -1 to either of these. The first assumes 1 fruit type per level. The second assumes 1 fruit type per three levels, so level 1,2,3 have cherry, level 4,5,6 have strawberry, etc.

graceful holly
#

I understand that, thank you

unborn dove
#

Can anyone recommend a Blueprints course? I've watched a few short tutorials on Youtube but for the most part they are just "do exactly what I do" instead of teaching it from the ground up to truly understand it.

odd ember
#

to truly understand it I would recommend trying to understand OOP

#

that will give you way more information than any blueprint tutorial will

tawdry surge
#

Dev addict is pretty good at explaining the purpose of what he's doing and how it applies to other situations

trim matrix
tawdry surge
#

Google

rigid fractal
#

if i create a variable of type Actor, put a value and use the SpawnActor to create this object, if reset the value of the variable does the object also disappear?

outer pewter
#

my speed boost item progress bar only start decreasing when it reach 5 how can i make it increase when you pick up more than 1 item

tawdry surge
#

@rigid fractal no it's just a reference for the type of actor you want to make. Not a direct reference to the actor instance

hollow gorge
outer pewter
#

its a speed boost item you can pick up more then one each one has a cooldown of 5 seconds when you pick up more the cd increase but the value in the photo is the percentage linked to the prograss bar so even if the speed boost item cooldown increase the variable is always divided by 5 so 5 is always at max so the prograss bad dont show its decreasing untill it reaches 5 then you can see its color decreasing

#

sorry for the bad explaination

#

i guess i didnt explain well

#

i have a prograss bar its min is 0 and max is 5 how can i make its maximum increase every time another item is picked up

keen solstice
#

Hey guys, I am new to arrays and I need some help if possible...
So I made a structure with multiple bools arrays inside of it to help me keep track of story progress(before, after and durning objectives), now I have made a NPC pawn and I need to check inside this structure for a match array name to check progress status...
I know I can use "for each loop" to check every array inside this structure but how can I catch one specific by the name of it? Can't find any node that seems to fit this purpose...
Hope you guys can understand what I am trying to do

odd ember
#

if you need that kind of functionality you need a map. but that is a different type of structure

hollow gorge
keen solstice
#

My actor would contain a variable with quest name to check the information inside the structure, but as you guys sayd I probable shoud change this ๐Ÿ˜ฆ

outer pewter
#

the more items i pick up the number of cool down increase but the progress bar doesn't show its decreasing until it reaches number 5 then the blue color start to decrease

maiden wadi
#

Lookup via FText sounds painful.

dawn gazelle
# outer pewter i have a prograss bar its min is 0 and max is 5 how can i make its maximum incre...

Progress bars go from 0 to 1 and that's it.
You divide by 5 at first since that is your first "max" value. 5 / 5 = 1 which means your progress bar is full.
What you probably want to do is have another value stored in your RunCharacter class called "MaxSpeedBoostDuration" and increase that by 5 whenever you pick up the item. You then need to pull that value from your cast node and plug it into the divide node in your function.

outer pewter
#

so i add it to the divided variable ?

maiden wadi
#

CurrentValue / MaxValue = a multiplier between 0-1

#

You use that to SetPercent the progressbar.

outer pewter
#

im confused but i ll try it out thank you

dawn gazelle
outer pewter
#

yeah i made it its working thank you so much

#

and sorry for not explaining well

quick lance
#

Is there a way to make a string table (or something similar) have a variable that I can manipulate inside of it? I'm looking for something like "You have {X} potatos in your bin" where I can store hundreds of lines like that and be able to insert the value i want at runtime. I'd rather not have to split the line up into multiple strings if possible.

quick lance
odd ember
quick lance
odd ember
#

nope

#

but generally if you look at something like the FormatText node, it takes a variable and displays it inside the text. so you can mix static data with variables during runtime

quick lance
#

As I said in my original comment, I would prefer not to have to split the line into a bunch of substrings, as I'm going to be adding hundreds of lines.

odd ember
#

you're not

#

maybe take a look at the node first before making assumptions

quick lance
maiden wadi
#

@quick lance As for storing it, you don't need to if you're actually using StringTables. You can look it up directly off of a LiteralText node.

quick lance
maiden wadi
odd ember
#

I think they're saying that you could use a LiteralText node instead of a String Table

maiden wadi
dawn gazelle
#

You enter whatever you want into your string table. You can then directly set text nodes with the value from the string table by using the little triangle drop-down.

maiden wadi
#

Just don't forget to rename the inputs on your Format. Also fun random fact, you can use the same code multiple times with one format input.

mossy mist
#

how do i tell a procedural foliage spawner what layers on the landscape it can spawn on?

gentle urchin
#

Dont think you do. You output it in the world material as a "grass" node if i remember correctly

mossy mist
#

nvm found it

gaunt ferry
#

how do i properly use add movement input outside of the char bp

#

bc i cant get it to work

maiden wadi
#

Why would you want to?

gritty elm
#

is there a way to change spline direction?

gaunt ferry
maiden wadi
#

But why isn't the pawn handling it's own controls?

gaunt ferry
maiden wadi
#

Like a vehicle?

#

Either way. The short answer is that you really do not. If you really want to go that route, you can make events in your pawn and pass in what you need to control the other one. Though I strongly advise against this, and to just possess this other pawn and do the inputs directly in it.

keen solstice
#

@odd ember @trim matrix thanks guys, the map worked like a charm! This will expand my options a lot! ๐Ÿ™‚

gaunt ferry
#

i just need to be able to add movement to a pawn that has a player controller

ancient topaz
#

Hi all!
Really need some help.
After Project compil, the values of the variables that were in the last revision remain. If I transfer the project to another computer and compile there, the values of the variables will be new. Can you explain why this is the case? And how to fix it?

maiden wadi
gaunt ferry
maiden wadi
#

Can you access the pawn's movement component? You may be able to call AddInputVector from blueprint. May work.

gaunt ferry
#

i can

maiden wadi
#

Does that work to use? I've never bypassed AddMovementInput.

gaunt ferry
maiden wadi
#

AddInputVector is what AddMovemenInput calls internally. You input there what you would normally input for Scale and Direction except you multiply the direction by scale before using it in AddInputVector

hollow gorge
#

Hi, My third person character created and uses a general hud widget. The character uses a health component that handles health and damage calculations. Now I was wondering how I could get a direct reference to the Hud widget from the health component. Is that even possible without casting to thirdpersoncharacter?
TL;DR: how do I cast to a specific widget?

maiden wadi
#

You need to reverse your thought process with UI. UI should display and interact with game systems, game systems should not do that to UI. So instead of giving your health widget the UI to update, you need to give your UI the health component.

hollow gorge
#

Instead of using a bind functions to get the health value, I've been sending the health updates through an interface to the hud so far.

#

I tried to prevent it ticking when no changes happen ๐Ÿ˜ฆ

maiden wadi
#

It's less about performance and more about design habits. When you character has to update the widget, the widget has to exist. Or the Hud and then the Hud the health widget. It's a lot of unncessary indirection for something that you could add to screen from anywhere and it'd just magically work.

#

Your character has a global getter. You can always get it from getting the local PlayerController. You should but you don't even need to use bindings, you can just GetPlayerPawn it if you really want.

trim pollen
#

Hi, why doesn't this level blueprint switch to my Cinecamera on load? It works in one of my other projects.

maiden wadi
#

This allows you to delete any updating the hud, and delete the hud updating the health widget and have nothing but a health component handling it's own thing, and a widget displaying that, with no direct connection between the two. You can remove the widget with zero consideration to all of your other code.

maiden wadi
hollow gorge
#

thanks, I'll do that

trim pollen
#

Okay, cool. so do I need to delay event beginplay by a frame? if so, how would you do that?

maiden wadi
#

Pretty sure there's a binding or event somewhere. Sec

#

Delay would work, but could be messy.

trim pollen
#

what is CustomEvent_0?

versed sun
#

just a Custom Event

trim pollen
#

Sorry, still getting the hang of this. How would I set up a custom event that switches to my camera?

versed sun
#

You can do this and plug your camera actor into the Is Valid

#

and if it IS valid , just continue with your begin play code

dim robin
#

i need to get unix timestamp. i'm using rama victory bp library. get unix time stamp returns an int32 (i also tried to change it to int64 and recompile from plugin source with no success). I need the precision to be in milliseconds, but the return value is in seconds. (i don't know if it is enough to create a new variable (string is ok) appending timestampinseconds . timestamp milliseconds)

trim pollen
versed sun
trim pollen
#

no, it compiles, no errors

#

just stays on the default camera

#

The way I normally do this isn't working either and I think it's because I'm doing it on the Unreal content examples collection, so there may be some other setting preventing it to work that I'm not aware of.

spark steppe
#

add the delta time to the timestamp, then you got your ms @dim robin

#

timestamp * 1000 + delta * 1000 = time since 1970 in ms

maiden wadi
#

Huh. Funny enough there are a few delegates for player controller becoming valid on a machine through GameInstance and GameViewportClient. None of them are BP accessible though.

#

Either way. Seriously, just do a delay loop. It's dirty, but it works.

maiden wadi
#

Sounds like the textblock doesn't exist.

main lake
#

How can I get values from an Enum by just the index ? Or is there a way to retrieve a specific value ?

maiden wadi
main lake
maiden wadi
#

Instead of relying on Enum name conversion(Which has a tendency to explode when compiling for shipping), make yourself a map of Enum/FName. Get your FName from that map.

versed sun
#

oooo

maiden wadi
#

Very strongly incredibly and insistently urge avoiding converting enums to name directly.

dim robin
versed sun
#

is Enum name conversion bad?

spark steppe
#

show your nodes

maiden wadi
#

They change when you build for shipping. It's just not reliable. It's much safer and easier just to have a map somewhere static like a dataasset or even a library function at the least with a local map to convert it.

versed sun
#

cool, thanks for the tip

#

im useing that alot in my project

maiden wadi
#

Yep.

#

Also. Shameless mention about Gameplay tags and all that stuff. ๐Ÿ˜„

dim robin
spark steppe
#

no

#

you said you get "timestamp in seconds".0

gentle urchin
main lake
#

But wait I have to rewrite each name I have in the EN_Tasks in the Name ?
Why Shameless about using Gameplay tags ?

spark steppe
#

thats because it's a float, you could just ceil the result back to int

maiden wadi
#

Like buying an inventory object from a shop?

gentle urchin
#

YEs

#

Or .. building a building ๐Ÿ™‚

#

Construction cost so to speak

maiden wadi
#

Absolutely. If the item can be defined by that tag, and is correlated to it in a way that the tag is that item, definitely.

gentle urchin
#

Perfect. I think this could work

#

struck me while trying to explain the "issue" lol

spark steppe
#

this would be time in seconds 1642365876
this time in ms 1642365876000
this time in ms + delta 1642365876123

maiden wadi
#

I use tags for practically everything at work and in personal projects now. Literally their only downside is that they can't be created at runtime, but neither can Enums.

open crypt
#

is there an editor-only "quit game" function? I've got a crash that occurs only during the editor and I want to try debuggin it but not worry about it affecting any builds

gentle urchin
spark steppe
#

you can skip the *1000 multiplication if you want the ms as fraction

main lake
dim robin
#

thanks a lot!

spark steppe
#

then remove both *1000 and just add delta to the timestamp

gentle urchin
maiden wadi
#

But you're generating the same data from the same enums. So it's not really runtime generation.

main lake
#

Like I'm doing that in the construct script

gentle urchin
#

Try making one from a string ๐Ÿ˜„

maiden wadi
#

I mean something more like having creatable items players could create and name themselves. You'd need a new tag/enum entry for that. You can't do that with enums and GameplayTags at runtime.

#

Actually, I'm not strictly sure about that about GameplayTags. You might be able to get around that where they're just an ini entry. That's some deep digging though, and really not worth it when you have FNames.

main lake
#

Is this good ?

maiden wadi
#

Yeah, that should work.

gentle urchin
#

That does seem a tad pointless tho doesnt it ?

main lake
#

Maybe ?

#

I just need to get the stuff in the enum to use it as a way to find objects in the world with those tags

#

maybe there's a better way ?

native willow
#

im might be a bit late but why cant you just get an enum name as string?

maiden wadi
#

Enum names break on shipping builds.

native willow
#

there is a node for it, I forgot how its done in bp

native willow
gentle urchin
#

Enum is just a byte , use it as such ๐Ÿ˜„

main lake
gentle urchin
#

Fits badly with tags

#

Tag would be 0, 1 , 2 ...

native willow
gentle urchin
#

pretty non-descriptive

maiden wadi
#

Convert it how? You require C++ to do that, and by the time you go through the technical trouble, an enum to name map is much easier and also quicker in execution.

gentle urchin
#

ye that's true

#

and it simply just works

main lake
#

What I'm trying to do is this :
On the construction script of the gamemode, find all the :

  • Roll Call Triggers in the world and set them to the array "Roll Call Triggers" (on the left of the screenshot above)
  • Breakfast Triggers in the world and set them to the array "Breakfast Trigger"
  • .. etc for all the enums
gentle urchin
#

No reason to overengineer it ๐Ÿ˜„

native willow
gentle urchin
#

sounds dodgy to do it in constructionscript

main lake
#

why ?

gentle urchin
#

I do it all the time

native willow
#

๐Ÿ˜Ž

gentle urchin
# main lake why ?

Guess im just not confident everything is definetly spawned at that point

maiden wadi
#

I'm just downright lazy. ๐Ÿ˜„ I have far too many things to keep track of in my head as is.

main lake
gentle urchin
main lake
maiden wadi
#

On a side note. GetActorsWithGameplayTag also exists.

#

Not that I'm hinting that you should use those. ๐Ÿ˜„

gentle urchin
#

Is this ue5 magic?

#

replacing tags with gameplaytags?

main lake
native willow
#

idk about dynamically spawned actors but it for sure safe to use construction script with the actors placed in level, im not even sure whether the construction script is executed at all if you spawn an actor at runtime

maiden wadi
#

Oh. Nevermind that's work thing. Wrong rider open. But to be fair, you could do GetAllActorsWithTag and just use GameplayTag to FName.

gentle urchin
#

Did you edit the base AActor? ๐Ÿ˜„

main lake
#

My brain is starting to melt

gentle urchin
#

apply cool aid

main lake
#

huh ?

main lake
#

So any solution ?

maiden wadi
main lake
#

Will it update if I add new stuff in my Enum ?

#

Like later in case I forgot some things

maiden wadi
#

With the gameplay tags?

#

In that case, the GameplayTags replace your enum. And would allow you to ditch the map.

#

Otherwise, you need to make sure you keep that map updated when adding a new enum value.

gentle urchin
#

double work for nothing

#

compared to just updating the GameplayTag list

main lake
maiden wadi
#

Which is also safer than enums.

gentle urchin
#

but

#

is there a switch on gameplaytag ๐Ÿ˜„

maiden wadi
#

Dealing with enums at serialization time is just annoying.

main lake
#

I'm wondering why I didn't choose to become a cashier in my life it would be easier

gentle urchin
#

But would it be as fun

main lake
#

Yes, if you start juggling with pickle boxes

native willow
#

but would it be as profitable? ๐Ÿ˜

main lake
#

Yes profitable for my brain to not melt ๐Ÿ˜‰

maiden wadi
#

Authaer 2022 - "Using Enums is like juggling with pickle boxes."

main lake
#

x)

maiden wadi
#

I'm sorry. ๐Ÿ˜„ I hate the things. They've been a royal pain to me in the last year or so.

main lake
#

So I need to always make sure to update the "Make Literal Gameplay Tag" if I add a new thing to the enum later ?

native willow
#

you should really consider adding (GameplayTag Guy) to your nickname

#

now, im satisfied

maiden wadi
#

Hah

main lake
#

Like isn't there a way to save all the triggers directly without looking for it using "Get All Actors with Tag" in the GameMode ?

#

This could be done on any actor through exposing the variables and drag and dropping those triggers from the world to the exposed variables, but as the GameMode doesn't show up in the World Outline I can't do that

maiden wadi
#

You could make an actor as a world existing singleton and just get that one actor to get the values out of.

main lake
#

How do you make it a singleton ?

maiden wadi
#

Just a definition. As in only one single instance of it.

main lake
#

huh ?

#

So just dropping 1 actor of it in the world that's it ?

maiden wadi
#

Yep.

main lake
#

Is it safe ?

maiden wadi
#

I mean, no different than dropping your triggers there.

#

It's less common practice because there are programmatical ways around it by sorting data correctly, but it's a pretty common level designer tool. You just have to be aware of that if you create multiple levels.

native willow
#

subsystems

maiden wadi
#

Blueprint Subsystems would be neat... Or terrible.

#

Not sure.

main lake
#

This simple problem is like impossible to solve, that's insane ๐Ÿ˜„

native willow
#

id love to be able to make a blueprint out of a subsystem and then choose that one to be created instead of cpp one, it would save a lot of trouble with asset references

gentle urchin
#

I'd love to just move on with my bping instead of trying to optimize my movement code further

#

somehow i end up down in the rabbit hole all over again each time i try

maiden wadi
#

At least you didn't start rewriting behavior trees. I have a feeling that rabbit hole is going to eat me. ๐Ÿ˜„

gentle urchin
#

Try optimizing VInterp.....

#

and when that doesnt work try optimizing TMap while keeping it sorted...

#

Or atleast... flowcontrolled

maiden wadi
#

I can promise that the movement of an actor costs a fuckton more than the VInterp calculation.

gentle urchin
#

Not when the movement is done in the gpu

still delta
#

Looking for assistance. I added some functionality to what was once a basic progress bar & UI text debug, and now they text isn't working correctly. As it stands, pressing C will update and fill the progress bar until full, then reset back to 0 (not adding in a remainder as I had hoped), and the text that is "supposed" to show percent filled is updating to values that don't make sense. Any help would be appreciated!

Note: The progress bar DOES seem to be working correctly. It takes increasing amounts of clicks to reach "required amount", and the text does "update level". It's the percent filled text and the bar not adding remainder exp after reset that I haven't figured out

odd ember
gentle urchin
odd ember
#

ISMs are drawn on the gpu

#

but movement?

#

what kind of movement?

gentle urchin
#

"movement"

odd ember
#

world position offset?

gentle urchin
#

just updating ism transforms

odd ember
#

that's not handled on gpu

maiden wadi
#

Movement has to be done on the CPU, you set that in the ISM component's array of transforms and then mark the object dirty for the render thread.

gentle urchin
#

Guess that makes more sense ,

#

me and my assumptions

#

was thinking the cpu just maps up the new transforms, and using the RenderStateDirty to pass them on to the GPU

#

surely the cpu updates the transforms but... well

#

nah i should stop talking ๐Ÿ˜„

maiden wadi
odd ember
#

if it were world position offset, then yes

#

but that's emulated movement and not real

#

you wouldn't be able to collision it

gentle urchin
#

I probably cant anyway tbh

#

atleast colision in any regular sense

#

I think i'll manage without "real" movement tho

maiden wadi
#

Here you do not.

#

So your variables are likely working fine. You just didn't update the UI after the reset until C is pressed again.

still delta
# maiden wadi Here. You pass CurrentXP in.

Thank you! That solves the issue of the progress bar not updating with remainder, however the fill percent is still off. It seems to be returning/displaying the value accrued as opposed to the value of the bar filled.
("Received Exp" grants 5.4 per click, and "Required Exp" increases by "Required Exp" * 1.7). So any time I press C it'll update to 0 (++ 1 level, which would be correct), then 5.4, then 1.6 ++ 1 level, etc. etc.

#

as an example. Lvl 4, displaying 40.484% while bar is about ~90% or so filled

maiden wadi
#

You're setting the progressbar differently than the text. From what I can see you're passing in the same value, but you're doing nothing with it on the text, but getting the percentage on the progressbar.

#

Realistically, I would just ditch one of the events, make one event for both, not bother passing in a float and just get it directly since it's in the same class, set the progressbar, and then get the progressbar's percent to set the text percent.

#

Then you're just calling a single no parameter update after anywhere you're changing values.

grave relic
#

So im thinking of a system here if i make a city and want NPC to be conected to that city. I make a parent object in the World Outliner where i have everything that belongs to that City, workstations, bed etc. Is there a way for me to say to a actor "search through the parent object and check all children". The pic for example, NPC 4 checks through the NPC_Base to se how many NPCs are here

orchid star
#

you can do it in construct if NPC's are static, even if not you can increment/decrement the count

grave relic
#

Thing is i dont want to manually sit and put stuff like tags on them, i want the actor the check everything that is under the same parent or something alike

grave relic
#

Unfortunately dont think that will do what i want pepesad

rigid fractal
#

how can i emit something while a key is being pressed and not when pressing it only once time?

maiden wadi
#

Need more context. Like a usable item, or?

rigid fractal
#

is a key to rotate an object smoothly, i already did it, but it only rotates when pressed at a time

#

this doesnt work for what i want

flat raft
gaunt ferry
flat raft
rigid fractal
maiden wadi
#

See if this has any difference.

#

If not, I have no decent ideas on how to control the pawn directly.

gaunt ferry
#

ok thank u ill try now

zenith scaffold
#

having trouble with vector math if someone wouldnt mind helping out, im attempting to simulate bullet physics with a simple line trace segments and delays in-between calls. although im getting this weird output. any help would be much appreciated, here is my code and a photo of whats occuring

#

it seems to be working after the first segment bends, but i may be wrong

gaunt ferry
#

as u can see

maiden wadi
#

Wouldn't worry about it. The point of it is just to normalize it correctly to 1.0 length.

#

Never used 4.17. ๐Ÿ˜„ Started late in 4.23 something.

gaunt ferry
#

oh ok thx

#

what should i put as the float

maiden wadi
#

That's a modifier passed from input. Input usually has an Axis value on it that goes from -1 to 1. Keyboards only display -1, 0, and 1. Gamepads can do anything in between.

#

So if you pass GetActorForwardVector with a scale of 1, you'll run in the direction that actor is facing. With a scale of -1, you'll run backwards with that actor

gaunt ferry
#

ok thx

flat raft
# zenith scaffold

You are setting the Start to the End. So you get a trace from The Gun to the Hit on the wall, then the hit location to some other point

normal rampart
#

Is it possible to dynamically set the anchors of a widget to fill the whole screen? Like choosing the bottom right corner option, but dynamically?

maiden wadi
#

Was the widget added to the Viewport?

normal rampart
#

I have it hooked up to an Add Child node to a Canvas Panel that is added to the viewport. So I can mess around with blueprints either before or after it is added to the viewport

maiden wadi
#

For bottom right.

stray moat
#

how would I create a sound cue that plays random sounds each time you selsct something

normal rampart
normal rampart
# maiden wadi

The thing is, when manually setting an anchor and it becomes a rectangle instead of just a point, the options change from Position and Size to Offset. I can only find a way to set the anchor as a point dynamically rather than set it as four corners

maiden wadi
#

You set that based on the Anchors.

zenith scaffold
flat raft
#

Well, actually, what's your end goal ?

minor pagoda
#

Is there a way to inherit structures?

maiden wadi
#

@normal rampart Some Left to right examples.

normal rampart
#

Oh, gotcha. I'm messing around with it now. Do I do that before or after I add it to the viewport?

#

Neither appear to work ๐Ÿ˜›

flat raft
#

@normal rampart widgets are complicated for me as the positions are relative to other widgets

topaz badger
#

Is it possible to possess child actors (pawns in this case) of a pawn? Trying to possess one gives me no errors but sets my camera in the ground or unpossesses my current pawn

zenith scaffold
# flat raft Well, actually, what's your end goal ?

To make a bullet using line trace, the goal is to not have immediate hit markers at longer ranges but have the bullet travel slowly, Iโ€™m also looking to add bullet drop so Iโ€™m thinking doing line traces in small segments that way I can change elevation each segment and call the trace with a delay in between to simulate the bullet traveling over long distance

flat raft
zenith scaffold
#

What about for bullet penetration?

#

@flat raft

flat raft
#

What do you mean ?

normal rampart
#

I managed to find some weird roundabout why by just setting up my presets in a Horizontal box and adding my widget to that >.<

flat raft
#

Making bulletholes ?

zenith scaffold
flat raft
#

He gives you a demo in the beginning

zenith scaffold
#

Awesome thanks

#

@flat raft

slim sorrel
#

What does this mean?

#

Been stuck dealing with it for a few hours, no idea what to look for.

#

ONly this asset has the issue.

cinder comet
#

how would i change the starting point of a lerp?

wheat cradle
# slim sorrel What does this mean?

This means that something is blocking this asset. Sometimes I open a project twice in two copies of UE4. And I forget about it. And when I save the project, I get an error like yours.

tawdry surge
#

What do you mean "change the starting point of a lerp"?

long whale
#

how to define a function without execution pin?

odd ember
#

tick the box for Pure in the details panel

long whale
#

thanks!

jovial charm
#

I've been trying to get this to work for quite a while now, It's the fact that my current weapon has ammo, but isn't shooting? I've double checked all the blueprints, branches (I'm relatively new to blueprint so I'm not perfect) but still not success yet. I was hoping someone here could aid me?

Ammo above 0: https://gyazo.com/947fa7ce31f1b6ad77c9c26889e8ea40
Checks if the current weapon has ammo: https://gyazo.com/ecc0813189368a3fd8a99afc37c675db
If ammo is 0 or below stop firing: https://gyazo.com/ab196d0306c12368791e4e5e03278805
An event to tell me I have no ammo: https://gyazo.com/9cec90f868daf78f43ee7a0a549ebaab

I appreciate all the help btw! :]

last abyss
#

it is difficult to say with the information you gave, it could be u have no ammo but the widget is not updating the value, it could be one of the other branches failing (the aiming one?)
fyi, if you're using a bpi call there is no reason to do a pure cast to the master in the 'checks if current weapon has ammo'.

#

does it only happen when you have a rifle? or in both cases? what specifically isn't shooting, is it not playing an animation it is supposed to, is it supposed to spawn a projectile that doesn't spawn? if you print string your ammo value in your check has ammo? function, does it return the expected number?

novel rock
#

I was looking though the Action RPG Sample and i want to know how i can get is valid variable.

last abyss
#

right click on the variable and there is a convert to validated get

novel rock
last abyss
#

yeah i've been loving it too much alex

jovial charm
novel rock
#

What the heck is Enable? Boolean

jovial charm
last abyss
#

enable? is just a variable in that class

novel rock
last abyss
novel rock
last abyss
#

although i should say, if you're using a plugin or someone else's code there may be a reason it is read only

novel rock
# last abyss

That's so cool you can call custom events from anywhere.

vocal bobcat
#

Should I avoid saving references to things like my playercontroller in my character BP, character BP in UI, etc? I'm getting editor crashes pretty often and wondering if its being caused by the fact that controller, character, ui, game state, playerstate all have saved references (in variables) to each other. I originally did this to avoid casting but all these things will all be in memory anyways so casting shouldn't be an issue. I'd use interfaces but it seems bad practice to use an interface for a single class just to avoid casting.

jovial charm
last abyss
#

max ammo isn't 0 right ๐Ÿ˜… ?

jovial charm
#

That's how I set it to be max ammo at the beginning of the game

#

Though now it's printing the right values :/

#

Would unreal engine be somehow glitched out?

clever vapor
#

ce/Runtime/CoreUObject/Private/UObject/UObjectHash.cpp] [Line: 1309] Internal Error: RemoveFromHash NumRemoved = 0 for BlueprintGeneratedClass /Anyone run into this sort of error before?

last abyss
#

I'm not sure could be so many things, maybe you didn't compile so it didn't go through.. although, i'm pretty sure it auto compiles when you play but everyone always tells me 'alright, now that you changed these values compile save and play'

#

ยฏ_(ใƒ„)_/ยฏ

jovial charm
#

Yeah I do, thanks for the help though :)

#

hopefully Ill be able to figure it out

clever vapor
jovial charm
last abyss
hollow gorge
#

is there a way to influence or see which "Event Begin Play" fires first from all actor components of an actor?

last abyss
#

for seeing i guess you could print string on beginplay? no idea how you would influence it though

hollow gorge
#

oh right, I could just use print strings on each component to find out the order

last abyss
#

i guess for influencing it.. u could just add the components one by one on beginplay? I've never done this myself but seems like something that could work

vocal bobcat
#

How do you access data table columns by name? I can pull a row from a data table but it just returns the struct elements as pins. I'd like to get a specific column/pin by string/name.

jovial charm
brazen merlin
vocal bobcat
#

@brazen merlin thanks, i see that one but i don't know how i'd combine the two. The Row name isn't included in the output of Get DataTable Column as string

#

Ah I got it, MakeDataTableRowHandle does what I want. You pass in the DataTable and row name, then you can get data table columns as string, then you'll get the values

#

thanks!

brazen merlin
#

Yes. I admit its not as convenient as it could be. You would be working with both to...

#

Awesome!

cursive apex
#

How can I make it so that both widgets link to the event ?

last abyss
#

just plug both return values in the target of the add to viewport

brazen merlin
clever vapor
#

I don't know what happened but a blueprint I have is crashing my project when i launch, i have the stacktrace but is there some folders I should be clearing in unreal engine source build or other areas to clear a corrupt blueprint? This blueprint compiled fine, but i relaunched project and now it wont ever launch because of this 1 BP.

#

Or is there a way to edit a corrupt BP or like fresh it somehow, i renamed it to nycharacter2 instead of mycharacter and i can start now but have to fix all broken references now, not sure what happened

split orbit
#

Ok so I followed Reid's Spatial Inventory Tutorial, got all the way through it, works great.

I am attempting to use that to make a "Container" system where you can make inventories tied to other actors.

What is my initial step into this, I have been wracking my brain over it.

Do I got about making a new Actor Component for it and reuse the code, or can I child off the InventoryComponent BP and use that?

novel rock
#

press button spawn at location. why cant i think of a way to do this. i had an idea of how to do this before i looked at the RPG Example, now i don't know what to think.

brazen merlin
novel rock
novel rock
brazen merlin
#

i see you have a Widget variable, but how is that being set?

#

is there suppose to be a button that appears over the building?

novel rock
#

I have an NPC who spawns in front of place holder building

brazen merlin
# novel rock

well you dont need the cast because it is already of the type you want

#

but i still dont understand how that var is set

novel rock
novel rock
brazen merlin
#

Widget

novel rock
brazen merlin
# novel rock

looking at the video though, i dont understand how the button knows about building (nvm, i see). Theoretically this could work, but maybe the spawning is failing because of collision reasons, why dont you try a different spawn method?

brazen merlin
brazen merlin
novel rock
#

Player makes it. should i have the player get all buildings and assign it to eatch?

brazen merlin
# novel rock Player makes it. should i have the player get all buildings and assign it to eat...

well, with this, i would suggest the order of Create Widget > Set Var > Add to Viewport, so that you are adding the variable reference to viewport and not the output (maybe it doesnt matter). But you would be wanting to reference that UiWidget variable, but i do understand that this for each of the buildings so if you could get the specific building then go for it, but i wonder if there isn't a better way to do this that has less back and forth (cant think of one though)

brazen merlin
novel rock
brazen merlin
#

what type is UiWidget?

#

seems to be set without problem

#

so it should be a widget

novel rock
jolly delta
#

The bat shows to have blockalldynamic collision, even tho I have set it to block all

#

it only blocks all moving objects

#

why

brazen merlin
#

can i see the collision settings?

jolly delta
brazen merlin
#

what do you want? you havent stated the problem

jolly delta
#

I want it to block everything

brazen merlin
#

block all should

jolly delta
#

also the objects not moving

jolly delta
brazen merlin
#

as in, wall will block it

jolly delta
#

yes

brazen merlin
#

well i would guess your walls dont block all?

jolly delta
brazen merlin
#

weird, should all be blockin then

#

maybe other colliders are causing problems

jolly delta
#

hmm

brazen merlin
#

also never used floating pawn movement, so i dunno if that causes a problem

trim matrix
#

Is it alright if I ask sorta basic questions? I'm trying to learn through just kinda winging it since I've been having a lot of trouble following tutorials, but I just wanna make sure yall are alright with that kinda thing first, since I don't wanna annoy anyone

brazen merlin
trim matrix
#

the questions are relating to blueprints

brazen merlin
#

right place then

trim matrix
#

i just dunno how this server operates, i know some servers prefer not to work with people who's problems could be solved by watching a tutorial, so if thats the case here i wanted to respect that

brazen merlin
#

well you'll possibly get that depending

#

if its something that would take me more time then i would like to spend, i would refer you to a video

#

but some problems are rather specific

#

so go ahead and ask

trim matrix
#

alright, thanks

brazen merlin
#

could always delete your message if you want to pretend it never happened

trim matrix
#

so to start off I wanted to try adding a sprint function to the basic 3d character, i'm not really sure if theres a "right" way to do that sorta thing, i just tried to do it to the best of my ability, but i'm a little stuck on how to get both of those to work since there's only one input option

#

so is there a way to get a node that allows for both? or am i doing this completely wrong

brazen merlin
#

yeah i dont think you have to do it this way

#

if we lose sprint for a moment, the default setup is that moveForward sets movement input

#

and that speed is set by MaxWalkSpeed

#

so while you press sprint, you would just want to change that

#

then change MaxWalkSpeed back to the non-sprint value when its let go

#

you wouldnt need to have sprint mess with this area at all

trim matrix
#

ah alright, thanks, where would I find maxwalkspeed?

brazen merlin
#

its in the character movement component, assuming you're using a character class

trim matrix
#

I just made a third person project then opened the "ThirdPersonCharacter" blueprint

brazen merlin
#

yep, its in there then

trim matrix
#

in the graph?

brazen merlin
#

listed in its components

trim matrix
#

So how would I edit that in the graph?

brazen merlin
#

drag the cmc into your graph

fiery swallow
#

Alright gang, I've got a widget that's being created, And I can't figure out where it's being created. Any Ideas?

brazen merlin
fiery swallow
#

That wouldn't be it fam, It's not really UMG related as much as it is I need to find what's calling the "create widget" node

#

maybe it's not a node ๐Ÿค”

#

maybe it's inside of a widget as a child

brazen merlin
#

could try a search in blueprints for "create widget"

fiery swallow
#

I found it, it's what I suspected, it's in the child... I honestly feel sorry for anyone who buys SurvivalGamekitv2 on the marketlist with little UE4 experience

#

but thanks for the help bro

#

there is a million widgets and hierarchies

clever acorn
#

Hey quick question what do i look for in videos I am trying to set my character up with the survival animation asset so when I pick up a bandage the bandage knows what animation to use. Not sure what I am looking for. Like when I have a bow or axe in my action bar when i press a key it spawns in hand and know what animation to use to draw and fire? Hope to get some help of what to be searching for.

brazen merlin
fervent temple
#

hey guys

#

i made this sword blueprint

#

that damages my character

#

it does damage my character just fine

#

problem is it damages it when it touches the player no matter what the instance

#

i only want it to damage players when the sword was swung not when it passed by the player

unreal tusk
#

I imagine it may be because you have it set on Do Damage to "self", I think you need to direct it towards a pawn. (I'm still incredibly new to UE myself so hopefully I'm not giving you horrible advise lmao)

fervent temple
#

its the same BP for both characters

#

its not damaging the person whos holding it which is good. its damaging the correct target but its doing it when its not suppoeed to

#

if i hold the sword and walk past the other person, they get damaged becuz the sword collides with them

brazen merlin
#

sounds like it shouldnt have collision enabled until the moment

fervent temple
#

yes how do i do that

#

oh set collision node

brazen merlin
#

set collision enabled specifically

#

and if anim notify states work (for mp), you could control when it is on and off per frame

maiden wadi
#

Your DoOnce logic is also pointless. You're starting the DoOnce, doing something, then resetting it immediately so the next overlap execution will go through.

gentle urchin
#

Also.. Getplayerchar? for the damage event

#

seem dangerous

#

logically

fervent temple
#

it cuts off

#

its to grab a variable

brazen merlin
fervent temple
#

lol seems like it

#

heres my stab logic that swings the sword bp

maiden wadi
#

I just needed a break from data organization. ๐Ÿ˜„

gentle urchin
#

Same..

#

TMap didnt work

#

TMultiMap is not supported

#

gotta change to Array and a new struct -.-

maiden wadi
#

Work for what?

gentle urchin
#

for Storage slots๐Ÿ˜„

#

Obvious ofcourse, but was in a flow ๐Ÿ˜„

maiden wadi
#

Wat? Maps are fine for that. SlotIndex/Data

gentle urchin
#

need amount

#

aswell