#blueprint

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rugged elbow
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wait hold on i got confused

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this is the backpack

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this is BP_ItemObject_Container

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that is the class of the backpack and the inventorycomponent is a variable so it can pass along the backpacks inventorycomponent

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like that

brazen merlin
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it is a component too

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i figured as much seeing it listed in variables under the pre-made Components category.... so test backpack is an actor?

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in any case, you said it was none and now it's not so..........

rugged elbow
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yeah i had a problem before where it was none

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now im getting "variable not in scope"

brazen merlin
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thats what you were getting before too ๐Ÿ˜›

earnest rose
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I used a timeline and it works great : D

dusty rune
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Great good luck then

trim matrix
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Hi guys, I currently have 48000 static mesh actor in my level. Will turning them into an actor blueprint (empty with tick disabled) cost any performance?

trim matrix
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Anyone havea idea?

gentle urchin
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Are they equal?

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The same mesh?

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With same material?

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If so swapping for ISM might grant you some performance(atleast in older than 4.25/26 where the engine does that by itself to some degree of success

spice lynx
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So this is awkward, because I haven't run across it before, but Unreal has nothing like Unity's prefab system? I need a collection of BPs that behave like a prefab. LevelInstances or BPs don't do the trick, because actors inside of a BP are child actor components and they can't be referenced directly by another actor in the level. The same goes for BPs outside of a particular level instance.

I basically have DoorBP and two PatrolPathBP endpoints for that door to plug into a patrol system. The different BPs have references to one another ( Door needs to know of the endpoints, the endpoints need to know of the door ), and I don't want level designers to have to set those up manually every time, but rather just place what's already there for them.

gentle urchin
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could they not register to the path_manager themself ?

spice lynx
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The problem is the inability to directly reference the child actor components or the actors in the level instance

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The level designers would have the agency here, so they'd place the door in a patrol path they're making out of X in the level

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but no automatic registration not a thing

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No what I posted is an oversimplification of what is going on

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The patrol points are BPs for designers to implement. The entire core logic runs in C++, but it's a modular system

spark steppe
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how are child actor components broken?

spice lynx
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It should've been that easy, instead there's child actor components .. smh

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XD

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Yeah but there's actually no solution, I was just asking to see if there was and I wasn't aware of it

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And I don't have the time budget to make something fancy ๐Ÿ™ƒ

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I think it's going to have to end up being child actor components. I don't use them in C++, but designers will in BP. Any other words of caution for something to watch out for?

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Like problems they may run into and what to be aware of? Because they'll just be adding the various BPs as child actor components to do their thing

gentle urchin
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Are the patrolpoints staticly placed relative to the door?

odd ember
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like what's the big deal

spice lynx
odd ember
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and spawning actors and attaching them isn't usable by level designers without any fuss?

spice lynx
odd ember
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literally it's no more work than dragging in a specific actor

spice lynx
odd ember
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sounds more like you want to use child actor components no matter what

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which is just not a good solution, short or long term

gentle urchin
spice lynx
gentle urchin
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Adding some customization to this you could add offsets so they wouldnt be hardcoded like this obv.

spice lynx
gentle urchin
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Clearly there's some constraints I'm not getting here

spice lynx
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I have an exit strategy: commit & run ๐Ÿ˜‚

dim robin
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i have 2 questions:

  1. is it possible to create a spline from given points? there's a node like set spline points which gets a vector array input, but as far as i can see I can't make it work
  2. is it possible to animate spline points (moving them according to parameters) during runtime if the spline is generated in the construction script? I tried to use almost every node for the splines but i can't make it work.. i'm stuck
    any help? suggestion? blueprints i can "hack" and study? thanks
gentle urchin
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Anime how?

dim robin
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i'm getting new locations for the points, i just want to move the points as I would do manually in the editor

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basically this points array gets updated every n seconds

past wyvern
# gentle urchin

Dumb question but how did you add that "Spawn Patrol" button and bind it to that event? Is that possible in blueprint only? I run into similar challenge sometimes

gentle urchin
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The event cannot have inputs directly tho :)

fickle dune
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I added it to the Level Transition blueprint and it still didn't work, I must be doing something wrong, was there anything else needed to do in the functions? I really could use more in depth help on this

outer pewter
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I created an actor in my character blueprint using add child actor component and made it follow the player.
I tried destroying the actor after a set amount of time but I didn't know how to link the destroy actor to the actor I spawned

gentle urchin
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Return Value waves at you

halcyon lynx
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Hi dudes! I'm with a little problem in here Can someone help me?
I have a spaceship as character and I'm trying to spawn my projectiles correctly. So what is going wrong is that my shoots are going to the right place when I aim forward, up, and down. But my shots are not going right when i rotate or roll. Here is my code:

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This comes from input event

hollow gorge
outer pewter
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i tried that before but it said reference not compatible

gentle urchin
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Its a component

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Destroy component.

outer pewter
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i see, so i need to created add child component again and add destroy component to it when i want to destroy of else it will destroy it before creating it

gentle urchin
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?!

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how...

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is that what you got out of this ๐Ÿ˜ฆ

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Usually you save it by reference

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and destroy it at desired time..

outer pewter
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i create the actor in run character blue print and the place i destroy it is a function inside that blueprint

gentle urchin
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adding another child and destroying that will only destroy the new child, not the existing child...

outer pewter
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oh okay i ll try it like that thank you

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it does destroy but im getting errors at the end

gentle urchin
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Are you doing this on tick....

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If you're flow is ... uncertain... you'd be well off using the IsValid.

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Important to always know that your references are valid ๐Ÿ˜„

hollow gorge
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Is it somehow possible to accumulate and store kinetic energy into an actor to release it on a separate event? As in kicking a ball while time is paused and then resume time.

gentle urchin
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Yes

outer pewter
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i found it why the error was happening the function was on loop so i made it destroy the actor in the same blueprint

gentle urchin
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Zelda inspired ? ๐Ÿ˜„

outer pewter
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its working thank you

hollow gorge
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but yes, exactly the way it works in zelda

gentle urchin
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tehe was a fun mechanic

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kinetic energy is just a variable..

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so playerBP says "start accumulating"

hollow gorge
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๐Ÿคฏ

gentle urchin
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Ball says "Ok, im frozen in spot, and accumualte all hits for a fixed duration. Damage = Energy "

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After the fixed duration it simply applies the accumulated energy multiplied with a direction vector

hollow gorge
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thanks, I'll look into it

dim robin
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may this be the parameter i need to enable in order to manipulate spline points at runtime? I don't understand..

gentle urchin
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Something like this perhaps

gentle urchin
dim robin
gentle urchin
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Do you want to add spline points or spline meshes?

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If you want to add spline meshes aswell you need to eithe recreate them all each time a point is added, or keep track of which were created (basicly just the delta points between pre and post change of spline

dim robin
# gentle urchin

the thing is even if i set a node like this no point is added..

gentle urchin
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It surely is

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otherwise this wouldnt show up

dim robin
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wait a second, what are you feeding in the point input key? like the point index?

gentle urchin
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the new point index

dim robin
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dayum! yes! got it working.. so my problem was the input key apparently..
can you explain how to update the splinemesh aswell?

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and then i believe it's all!

gentle urchin
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If you're just adding one point at the time

dim robin
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i would like to do it for a loop

gentle urchin
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you simply just make a new mesh and set its start and end to last index -1 and last index

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gotta destroy all existing components then

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if you've made some

dim robin
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yeah this is basically what i have in the construction script

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ok i'll try now, thanks

gentle urchin
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ye

dim robin
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i get this loooooooool

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i'm almost there.. there's some issue with the start end pos, i will try to debug now

edgy stone
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Where the heck do i even start learning this stuff where should i go for the basics

odd ember
woeful burrow
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hi, can I blend two animations in blueprint?
My aim is creating a generic bp where I give as input the skeletal mesh, the idle animation and the action animation, so when I press SPACE, it plays action animation: until here everything is fine.
The problem is when action animation is over, it goes to idle with no transition and I don't like that: is there a solution? Thank you

maiden wadi
woeful burrow
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this is what I have now:

icy dragon
edgy stone
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I think you're about to be my best friend ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚

lost solstice
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Anyone know why GetOverlappingActors will work with statics meshes but not with a Skeletal Mesh

short bramble
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Hey! about random generation. Is there a way to have a random variable happening in the construct when you begin to play, no need to be based on a stream seed, just noticed that the construct always generates the same random variable, while the begin play doesn't (which is what I need). I guess because the construct happens at the moment you place the actors, but wondering if there is any technique to tell to the construct, pick a different random WHEN you start playing.

spark steppe
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they are usually wrapped with a capsule collision for that reason

slow pewter
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Hey Guys if i Saving Arrays of Widgets, gets the Data in the Array saved as well like Structures, ?

spark steppe
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you can store structs in savegame slots, tho

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but not objects

slow pewter
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Means that i need to store everything exactly seperated like, for each Row the Structure Seperatley?

lost solstice
slow pewter
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because i Try to Load from Savegame slot, the Array, and than Break the Structures of Each array Item and Expose it to the Widgets, but looks like all are Blank

spark steppe
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but i'm not so familiar with this, so i cant give a 100% working solution

lost solstice
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aight all good thanks for the help though

sand gulch
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you know when you make a new node by dragging from the output pin - is there any way to set it so that you just click once to create, and then click again to place?

maiden wadi
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@short bramble In Blueprint, there are two basic events to set up an actor. Construct and Beginplay. Construct runs when the actor is placed in the level or when spawned. If an actor is placed in the level, Construct will not run again, ever. Beginplay on the other hand will run again at game start, and also more times through the game if it is multiplayer. So if you need something to happen at game start and not just in editor, put it on Beginplay. If you need it to happen in both for design purposes, put it in a function and call it both on Construct and Beginplay.

slow pewter
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SO how u would Save like an Array of Widgets, where are Structs stored in it? , New to that Save/Load thingy

maiden wadi
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Save as in SaveGame?

slow pewter
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Yes But How

maiden wadi
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You don't. You don't do that for any object. You save state you need and restore the object to where you need it to be after load.

slow pewter
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I saved now the Array itself, and hoped that it have the Variables of the Widgets already saved, but they are all Default

maiden wadi
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You definitely should not be doing that with UI. UI should not have any gameplay state.

slow pewter
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Well its more like its an Comment WIndows like if u press + u create more little Windows for Comments etc, thats why directly in UI,

maiden wadi
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Even if your game is 100% UI. You should still have manager objects that the UI displays data from and interacts with.

slow pewter
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that means i should Use Manager, BPS; and there the Vars would stored?

edgy reef
short bramble
maiden wadi
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Random useless fact. You used to be able to spawn actors from the Construction Script by dropping the Spawn Actor node into a function. They have since removed that cheaty workaround. ๐Ÿ˜„

short bramble
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Yeah, I'm digging into randomization / seed / spawning vs persistent issues. Def some headaches.

fierce grove
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hi everyone! i'm new to blueprints and trying to figure out how to switch between paths depending on the items enum value
i have a lives value and a fish value im trying to switch between depending on which one the character picks up but it seems to think everything is lives no matter what even though the item type is set to fish
im thinking i have to set the enum value somewhere in a blueprint to call from but i'm really lost at the moment if anyone has any time to help me out i'd really appreciate it ๐Ÿ™‚

maiden wadi
fierce grove
maiden wadi
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Where is this code living currently?

fierce grove
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so the pick up code is in my third person character, but i have a master pickup blueprint that just references the pick up event and destroys the item

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but thats the one that lets me set the item type too

maiden wadi
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In this case. The Pickup Parent class should have the enum as a default. Set that to the correct value on the Fish and Health. Use that to pass that value through to the character's function when you call it.

remote meteor
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you should pass the enum from your pickup to your character so that your character knows what he is picking.

maiden wadi
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Character shouldn't have the enum as a property.

fierce grove
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ohhhh so instead of having it as a variable in the character bp reference it from the pickup bp?

maiden wadi
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Well, you don't have to reference the pickup. The pickup can call the same function on the character if you just make the enum a parameter in the function.

remote meteor
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the pickup is the one that knows what item should be

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so the variable can be in your pickup and when you call character pickup function, pickup tells character what item it is

fierce grove
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oh ok that's making a lot more sense, i'll give it a go thank you guys ๐Ÿ™‚

spark radish
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Hey, a quick question. Why doesn't my actor's parent class's BeginPlay and Tick function work?

maiden wadi
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All blueprint?

spark radish
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Yes

swift pewter
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Is it is set up properly?

spark radish
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omggg

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LMFAOOO

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ok now it should work

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thanks i completelty forgot abourt that

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i knew i was doing something wrong

maiden wadi
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Blueprint Beginplay is a BIE. BlueprintImplementableEvent. It completely overrides the parent's logic unless you call it like DSA pointed out.

spark radish
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thanks thanks thanks ๐Ÿค“

swift pewter
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I have this ShootWeapon function which gets called by a timer and a macro to prevent players from spam-clicking shoot to prevent the fire rate. The issue is that when you press and hold the shoot button during the cooldown, it doesn't start shooting after the fire rate cooldown is over.

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Any idea how I can get around this?

spark radish
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hm, i cant be of any help but i hope someone else is

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cheers guys

remote meteor
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1 for automatedfire (looped), 1 for recoil (not looped)

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then you check if your recoil timer is active or not, before you shoot

swift pewter
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For recoil?

remote meteor
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"just a name"

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something like this

maiden wadi
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To solve the shooting issues, you just need to handle your input. On pressed, run an initial check.

If there is no timer running, start one for the next shot and fire immediately.
If there is a timer, get it's time remaining, if it is NearlyZero = true, clear and invalidate the timer, fire and start a new timer.
If neither of the others are true, just get the timer's remaining time, clear and invalidate the timer and start a new timer with the remaining time of the last timer.

Timer should not be looped.

Timer finishing should check if input is pressed, if pressed, fire and start a new timer, if not pressed, clear the timer.

swift pewter
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Hm, if I can't find any other solutions then I'll give the additional timer a go

celest oar
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my "init" event in the game instance BP is not being called, i have changed the game instance class to the correct one in the project settings, any ideas?

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nvm, i went into the settings panel, changed to the old one and then back to mine and it worked

remote meteor
celest oar
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just unreal being unreal lol

celest oar
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im trying to save widgets into a save game instance, is this even possible?
from what i've tested it looks like u can save them, but i cant seem to find a way to add them to the screen after loading...

remote meteor
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save game? i think when you load back the save game, the reference will be null.
usually you dont want object reference in save games

torpid iron
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I've a little question, I'm trying to set up a UI where a player can change the settings of the camera, and I see that the event and make post process actually firing, but even though the spawned object's camera is set to apply, nothing actually changes on the camera. Has anyone done something like this that could help me?

celest oar
remote meteor
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you can make a struct containing all the important information that you can obtain from your widgets before closing

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then reconstruct the widget with the struct

celest oar
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ye thats what i was thinking, the thing is, these widgets are not just some simple widgets, they all have a children and parents and a bunch of stuff that connects them, its a bit of a mess lol

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its gonna be a pain

remote meteor
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however, usually important information wont be in widgets ๐Ÿค” what are they?

remote meteor
torpid iron
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This is a better view of the blueprint

remote meteor
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try turning the scalability settings around and see

torpid iron
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it was on epic and tried each setting to medium and nothing happened

remote meteor
torpid iron
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I'm seeing that I can apply the affect manually to the first person camera, but the one I spawn doesnt update so maybe I have that actor bp set up wrong_

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I click on the first person character, I see a little preview which can change post process settings, but the one I spawn theres no preview and no update to settings

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I fixed it! my new camera had auto activate turned off!

remote meteor
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oh

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๐ŸŽ‰

torpid iron
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thanks for the help!

scenic belfry
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Any idea how I could approach making a rythm game similar to games like muse dash

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I'm still kinda new to Unreal

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But idk how to design a system for rythm and beats

marsh violet
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Hello everyone ! I'm having this really annoying problem where when i spawn a set of stairs on my level, it spawns z = 25 higher than it should

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my pivot point is on the first step, and i place my actor like so :

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its moving the pivot to the second step when placed :/

trim matrix
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is there a way to make sharp turns turn more quickly for a character controller? I wanted to slow down the turn speed to make it easier to maneuver around, but it makes it so that if you do like an 180 degree turn it looks a bit awkward, so is there a way to increase the turn speed if the direction the player inputs is like a certain degree higher than specified?

true valve
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When player 1 possess player 2 is there a way to let player 1 use all of his functionalities?

chilly geyser
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How do I get all children of a box (horizontal or vertical) and change the background of all the buttons(children of the box)?

maiden wadi
true valve
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Let say player has hot bars and can equip tools and weapons

maiden wadi
true valve
chilly geyser
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I heard that casting is bad on resources, is there another way to do it without casting?

maiden wadi
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Tell whoever told you that to give you an explanation on why it's bad. If they don't start with how the Unreal Garbage Collection and asset loading works, don't listen to them.

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And do not use Interfaces to avoid casting.

maiden wadi
# chilly geyser I heard that casting is bad on resources, is there another way to do it without ...

To try to put it briefly, all that a cast does is change a pointer type. The worry with Unreal on top of that is that Unreal always creates a default instance of every class as a template in memory. When you cast or even just have a pointer to that type in the properties list Unreal has the class loaded in the background when something casts to something else. So in this exact case, you have a UserWidget with a UButton in it. You can cast to Button litterally 10k times on tick, and you're not going to see a single change because Unreal already loaded that default button object into the background. What you try to avoid casting to in a lot of places are heavy assets like characters that have a ton of meshes and materials preset.

true valve
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@maiden wadi any suggestions

maiden wadi
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There are some settings in the CMC for avoiding allowing walking off of ledges, but invisible walls is a much safer bet.

trim matrix
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alright, thanks

maiden wadi
# true valve <@143471961723371520> any suggestions

This is a difficult question, because there are a lot of nuances as far networking is concerned. At first, I would say simply have the abilities in the Character. Then no matter who is possessing it, they'll be able to populate the same UI the same and be able to use them based on possession. If this is like a way for one player to take over another player's character temporarily, you can keep pointers in like the controller for who "Owns" which actual character despite possession. Which would allow you to revert the possession so that each controller correctly repossesses the correct pawn.

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There is an Owner variable, but that'll be set to whoever possesses the pawn, so you'll need another owner variable in the controller to use for your own purposes.

true valve
umbral galleon
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I have what I hope is a very basic question about inheritance: If I have a C++ class of Fuu and I make a BP of that class and add functionality, then make a C++ subclass of KungFuu -> and make a BP of that class - is the BP functionality of Fuu inherited in BP_KungFuu?

hardy fable
umbral galleon
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That's limiting - thanks for the answer

teal goblet
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Does anybody have experienced issues with Collision Presets in 4.27?

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I got a new Channel called Projectile -> which is set to Overlap, and its collision presets are Ignore All but "Pawns, World Dynamic and World Static", but when the projectile goes through a Wall (which is a simple Cube) it doesn't trigger the OnBeginOverlap.

chilly geyser
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is it possible to press a key for an action in blueprints without editing key mapping in project settings?

odd ember
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there are events exposed for all keyboard keys etc.

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there's also the AnyKey event which you can filter all keystrokes on

bold phoenix
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Hey ! Does anyone knows a way to input a float ( Temperature in Kelvin ) and obtain an RGB or color output ?

odd ember
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Lerp(Color)?

bold phoenix
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I'm trying to set the temperature of a light using a slider

chilly geyser
odd ember
chilly geyser
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ah, gotcha, thanks

bold phoenix
odd ember
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otherwise you may need a LUT or something like that

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I'd look online, people have probably had the same problem before

#
FLinearColor FLinearColor::MakeFromColorTemperature( float Temp )
{
    Temp = FMath::Clamp( Temp, 1000.0f, 15000.0f );

    // Approximate Planckian locus in CIE 1960 UCS
    float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp );
    float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp );

    float x = 3.0f * u / ( 2.0f * u - 8.0f * v + 4.0f );
    float y = 2.0f * v / ( 2.0f * u - 8.0f * v + 4.0f );
    float z = 1.0f - x - y;

    float Y = 1.0f;
    float X = Y/y * x;
    float Z = Y/y * z;

    // XYZ to RGB with BT.709 primaries
    float R =  3.2404542f * X + -1.5371385f * Y + -0.4985314f * Z;
    float G = -0.9692660f * X +  1.8760108f * Y +  0.0415560f * Z;
    float B =  0.0556434f * X + -0.2040259f * Y +  1.0572252f * Z;

    return FLinearColor(R,G,B);
}```
@bold phoenix the UE4 implementation
teal goblet
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@odd ember that was it, the cube didn't had the generate overlap collision

bold phoenix
fallow umbra
#

Hey, can somebody help me understand this?

In an Actor Server-side only I do:

GetGameState -> Cast to MY_GameState -> Get PlayerArray > Get Random -> Cast to MY_PlayerState

  1. Toggle boolean variable
  2. Print player name

But variable and player name doesn't match

dawn gazelle
unreal tusk
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I've seen both online and was curious... For this, when attacking, do I need to have both the client execute everything while calling the server to execute everything? Or can I just tell the server to do it since it's replicating anyways? I've noticed that it works if I just call the custom event from the inputaction attack and all clients and server see the attack and animation play.

fallow umbra
unreal tusk
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Is there pro's and con's to have client and custom event to server running the desired effect? Or is it best just to trigger the event.

hollow gorge
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@unreal tusk Someone posted this a few days ago, maybe it's helpful to you ๐Ÿ™‚

dawn gazelle
unreal tusk
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Thanks fellas. Much appreciated โค๏ธ

feral ice
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whats the other one called where i insert an index and get the actor reference

odd ember
feral ice
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so i have to do this

odd ember
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yep

feral ice
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bruh

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ok

odd ember
# feral ice bruh

it's a different data structure... you can't assume everything works the same

feral ice
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obv not haha

odd ember
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there's cases where a map is is relevant and there are cases when an array is relevant

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beneath the hood they're wildly different

dawn gazelle
brazen merlin
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you'd fix it in your animation software

feral ice
odd ember
#

why use a map then

gentle urchin
odd ember
#

๐Ÿค”

jovial charm
odd ember
gentle urchin
jovial charm
#

my bad

#

<3 ty

rare hemlock
#

Hey guys. I'm working on my Aim Offset, and I have my max/min pitch values in my Player Camera Manager class set to 60/-60 respectively. This works fine while standing, but it looks horrible while crouching because the character bends to far down and the rifle goes right through the ground. When I switched the min pitch to -30, it looked good for crouching, but not for standing because the player can look lower than -30 degrees.

So I'm looking for some suggestions or tips on how I can change the min pitch value to -30 while crouching and back to -60 while standing. How were you guy's able to resolve similar cases like this?

dusk dust
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is there a way to set the location of a mesh section created by the procedural mesh component?

#

basically I need the sections to have independent locations

prisma stag
#

Hello, I plan on having an actor be a sort of Plot manager where it spawns in actors in an array in game and when the player purchases them, they can them place things on it.

Now I saw a video on creating something similar to this where on BeginPlay he runs a functions that has a for loop that spawns the grid for however big he wanted it to be. Is this a safe thing to do in terms of having this grid manager?

odd ember
#

safe how?

prisma stag
rare hemlock
flat coral
#

Architecturally, what's the right place for per-level events that need to be responded to? For example, if I wanted a tutorial message to pop the first time the player discovers a certain type of item, but not when they find subsequent instances of it.

odd ember
#

alternatively inside the tutorial actor itself

flat coral
# odd ember level blueprint

Is there a better way to do this event than to have a delegate on everything that might be needed for level events, and making the level BP bind to ALL of them?

brazen merlin
#

if you use an actor, then you can reuse it for whatever level since its not locked in the level bp. bp communication can be done from cast references, dispatchers, or bpi - all depends on usage

turbid apex
#

Do you guys use Quixel's megascans, I read some articles which said that it is too big(in terms of size)?

desert juniper
#

A global event system here would be neat, when an item is interacted with, fire off a global even that your actor is listening to

brazen merlin
odd ember
flat coral
desert juniper
#

Then if your DT already has that object as discovered, then don't do anything

flat coral
odd ember
#

if you put a delegate in your actor class you can literally use that in the level blueprint without hookup

#

just select the actor and right click inside the level blueprint and Add Event

desert juniper
odd ember
desert juniper
#

Quite a few ways to architect it. I guess it depends on the rest of your architecture a bit more

odd ember
odd ember
flat coral
odd ember
desert juniper
#

I'd imagine, like most games, you'd want that list of achievements to be consistent across all levels

desert juniper
#

something like BP_BaseItem
then all actual items are children of that BP_BaseItem

flat coral
desert juniper
#

keep track of it

brazen merlin
#

in game instance

#

or game slot saves

flat coral
odd ember
#

game instance, a subsystem, a manager class

brazen merlin
fiery swallow
#

Probably game slot saves

flat coral
brazen merlin
#

probably dont want the same tutorial coming up the next time they open the game

#

yeah but those are two different systems

#

you can do game instance if you want, but then you'd be tearing that all down for save slots later

flat coral
#

Sounds like I need to figure out how to save shit! Appreciate the help

brazen merlin
feral ice
#

whenever te player is inside i want it to start the event tick. I can just plug a branch in event tick and then whenerv the player is inside it will do the code but i dont want it to do unnecessary checks if the player is not inside. So like if the boolean is false i dont want it to keep "sweeping" i inly want it to start sweeping when the boolean is true is there a way of doing this?

#

wait i think i know a way, maybe a while loop will work

shadow crescent
#

hey guys, is it possible to pass a variable in here (timeline)?

#

interesting

safe iron
#

Hey there, I need help with a simple thing, I wanted to make a simple weapon pickup for my game, I set up only one array with N slots, the slots where you had no weapon would have an actor plugged called "Empty Slot" and the weapon swapping mechanic would ignore those and look for the first available slot in the verse of switching, I made this instead of having 2 arrays and all weapons attached to the player characters because of flexibility: Various campaigns in my game will have different types of weapons and I can't just make a big ass array containing 50 weapons only to use 10 of them at a time. This system is working perfectly, but it's the pickup that doesn't, as you can see, I am spawning a weapon actor when the player picks up the weapon, then I add the weapon to the array at the given slot and attach the weapon to the Grip point, but there's a problem, there's no way of changing the visibility of the actor, whenever the set visibility node is fired the weapon stays always visible no matter what, causing some issues as you can see, so, is there a way I can fix this and make this actor invisible when I need to?

#

I probably explained it in the worst possible way

#

I have also tried setting it as hidden, it does not work, any other way to add the weapon to the array results in errors cause the weapon component is pending kill

feral ice
#

how can this be an infinite loop

shadow crescent
#

no matter what route it taken it will be fead back in

flat coral
#

Are maps serializable in UE? More generally, if I have a data class that isn't serializable in a savegame, at what point does it yell at me?

shadow crescent
#

@feral ice

feral ice
#

hmm ok

#

but i dont understand what should i do to fix it @shadow crescent

shadow crescent
#

why are you going to do once after the chcking is fplayer is inside function?

#

why not just return node?

feral ice
#

thats bc it lags and sometimes checks that im inside 3 times so just for "safety"

shadow crescent
#

and maybe pop a delay on that timer too

#

on tick?

#

if ever I put anything on tick I am very careful

#

I see loads recommending it

#

delays to not prevent other actions, just the ones on the delay

#

lol, good to know

#

one things for sure

#

even a 0.05 can make a game feel laggy

#

so why are delays on a tick a big no no when many think it;s a good idea?

#

is it possible to set a jump height for the player character?

gentle urchin
#

in the CMC i think

shadow crescent
#

I will look into that tick and delay thing for sure

#

thansk for the heads up

#

lol

#

I didn't mean to refute you

#

so it makes more sense to me, lol

#

but yeah, I will remember timers

shadow crescent
#

dude

#

all over my head, lol

#

but i will look into it

feral ice
#

im feeling like a child trying to understnad einsteins relativity theory. But why doesnt it work? Like
doesnt it work the same as in c++

int x = 1
while(x){
...
}
#

oh ok i havnt learned abnout threads yet

gentle urchin
#

its not really about threads

#

it is

#

but its not

feral ice
#

ok. But how do i fix it you are suggesting a delay?

#

ok i dont quiet understand but wont event tick work. Like branch and check if player is inside?

#

bro you should grind you attitude no need to be a smartass

odd ember
#

~B R O~

#

I wonder when the word "sir" will be replaced with "bro"

last abyss
#

mate

turbid apex
#

G

odd ember
#

general practitioner?

fierce stump
#

it's 2140, every use of "sir" is just "bruv" by then

last abyss
#

48 75 6D 61 6E 0A

gentle urchin
#

is that your ipv6 ?

#

just a few short

short agate
#

hey yall, quick noob question

when spawning an actor via Spawn AIFrom Class what's the best practice for initializing variables in that class?

For example, the Actor has a var for "team". I'm currently doing something like in the attached image

flat coral
#

How do I get a reference to my game mode in a macro library?

#

<@&213101288538374145>

flat coral
#

Doesn't seem to exist in macro libraries

dawn gazelle
last abyss
flat coral
short agate
short agate
dawn gazelle
#

ohwait

#

Doesn't work with Spawn AI from class it seems

last abyss
# flat coral Getting the controller is part of the labor-saving I want to do in the macro

it's just a matter of what your macro library inherits from, also if you create a macro library that inherits from (lets say) playercontroller you can call all the functions that are on playercontroller and anything playercontroller inherits from; but you can't use the macro library outside of the playercontroller's blueprint (or children of playercontroller)

short agate
dawn gazelle
#

The Spawn AI from Class I believe automatically assigns an AI Controller and starts the behaviour tree.

heavy ibex
#

I'm looking to .. lock a player's view on another actor so that when the actor moves, the player is dragged along with it. I am debating between set view target and attach actor to actor. Not sure if there's a third option I haven't thought of but I'm open to ideas

brazen merlin
heavy ibex
#

And I don't just mean turns to stay on it, I mean moves with it

#

actor moves forward, need player to move forward as well

odd ember
# flat coral

my mistake, I thought you meant a function library

#

I don't think you can do that for a macro library, it might be too specific

brazen merlin
shadow crescent
#

fuck off

heavy ibex
# brazen merlin oh like how a spring arm works?

Yeah, exactly. And I know I could add a spring arm to the actor with a camera and use that as a new view target for the player (which very well might be the best approach). But .. it's gonna be weird. Because when I set it as a new view target, the player's view will rotate in yaw to get to the camera. I would much rather the camera didn't rotate in that way at all.

The player is basically just a floating camera by default (think RTS style) and can rotate in pitch and yaw. But I want to have them "focus" on actors, the idea being that their camera would turn towards the actor and "zoom" in to put them in focus.

I know if I use a spring arm with a camera on the end, the spring arm could be at any rotation when the player focuses on it. I feel like I'm typing a lot but not properly conveying what I want to

shadow crescent
#

not you conrad, lol

odd ember
shadow crescent
#

damn spammers

twin tide
#

๐Ÿค”

shadow crescent
#

really, I have done it tons of times

#

I don't know any devs that do not swear

#

at all

odd ember
#

we all do, just not in chat

shadow crescent
#

just like real life ... nooooooooooooot

twin tide
#

Just try to keep the swearing down to a minimum, there are a ton of younger people here too

shadow crescent
#

yeah

#

I get that, but it was directed at the right place, lol

heavy ibex
flat coral
#

I also like the draw a distinction between swearing and swearing at someone.

shadow crescent
#

at the nitro spammer

#

his message was deleted

heavy ibex
#

ah

shadow crescent
#

honestly, I was shocked that mods where here so quickly, lol

#

next time I will hold the trigger a lil ๐Ÿ˜›

odd ember
#

report them to a mod instead

shadow crescent
#

not needed

#

all they have to do is monitor the word nitro, lol

flat coral
#

Just @ the mods if you see it

twin tide
#

^ yep

shadow crescent
#

I was perma banned from a 3d modelling discord recently for simply using the word nitro, lol

wheat snow
#

I'm new here, this the right place to ask questions?

#

For blueprints ofc

shadow crescent
#

yep

#

but you are NOT allowed to get cracky at spammers, lol

#

but seriously mods, your frustration should be aimed at spammers, not those whom react to them

desert juniper
#

channel topics are at the top of the discord window

odd ember
#

so please and thank you

shadow crescent
#

good to know

#

are you trying to moderate me CE?

odd ember
#

I'm just saying read the #rules

shadow crescent
#

lol

#

go ask for moderator status

twin tide
shadow crescent
#

I was near the line but with reason

#

I was not the problem, the spammer was

#

I know blue, your good bud

#

but sometimes ...

#

don't ya just wanna vent? lol

odd ember
#

this is not the place

shadow crescent
#

omg, let it go

odd ember
#

same

shadow crescent
#

lol

#

I was responding to others ya clown

twin tide
#

oh ffs, lets just move on

shadow crescent
#

I already had ... he is the one that keeps digging

odd ember
#

always someone elses fault innit

shadow crescent
#

again?

wheat snow
#

Cool, then in that case
I'm trying to create a procedural floor for hexagonal tiles, but I can only get two lines to line up - What am I missing to have the 3rd row onwards snap on?

odd ember
#

always someone elses fault innit

shadow crescent
#

niiiiiiiiiiiice

#

dude, come on

#

even the mod has suggested to let it go

flat coral
#

Real questions time. How is it that this map is empty the SECOND time this function macro gets called

odd ember
#

for whatever reason

flat coral
dapper jetty
#

I am feeding a vector like 800, 0, 800 into the Launch Velocity pin of a Launch Character node in my character controller BP, but instead of being launched 800 units on the global x axis, I am being launched 800 units on the axis that my character is facing away from - that is, backwards, depending on whichever direction the skeletal mesh is facing. Am I doing something wrong? Do I need to transform?

odd ember
heavy ibex
# brazen merlin oh like how a spring arm works?

Here's how it looks with a spring arm and Set View Target. I don't want it to circle around the actor, I just want it to approach the actor and stop at a set distance.

I can't just make sure the spring arm is in the right spot all the time because this is multiplayer and it won't be correct for everyone

#

I could calculate a location to zoom to, maybe enable camera lag so when the player teleports it looks a bit smoother. But it still doesn't help me "lock" the view to the actor when it moves. Attach Actor to Actor causes some weird behavior when the actor turns

odd ember
# flat coral

generally though I would also say that I don't recommend macros. there are better ways of handling this type of code

flat coral
shadow crescent
#

oh no

#

I am learning so many bad practices today

#

why are macros bad?

flat coral
shadow crescent
#

I was encouraged never to use delays earlier too, lol

odd ember
#

macros aren't bad per se, but they are meant to be very generic

#

so like a loop is a good example of a macro that works, because it can be used everywhere

shadow crescent
#

I will see if I can find a pros and cons of them later

#

I have a tiny macro ... only one in my project

odd ember
#

whereas if you start putting variables into them, you're basically trying to make a function for something that isn't meant to be a function

shadow crescent
#

make the switch easier to use in my code

#

right

flat coral
shadow crescent
#

is this a safe one @odd ember ?

fiery swallow
odd ember
shadow crescent
#

lol, I don't know ... am too noob

pallid axle
#

can you comment or deactivate blueprints? for debugging?

odd ember
#

there is nothing inherently wrong with it

#

it just doesn't do much

shadow crescent
#

yeah

fiery swallow
#

I think CE has something against macros

shadow crescent
#

but I am a huge fan of avoiding future technical debt

#

and I mean huuuuuuuuuuuuuuuuge

#

lol

flat coral
#

I've gotten some REAL mileage with function macros like this

odd ember
#

tech debt is relevant at an architecture level. but macros can factor into that as well if they aren't generic enough

shadow crescent
#

anything I do now that might cause a total hassle in the future makes my head spin

odd ember
#

for instance you'll have tech debt for that macro if at some point you'll have more movement modes than the ones listed

shadow crescent
#

๐Ÿ˜›

odd ember
#

every time you add another movement mode, you'll have to add it in the macro as well

#

that's double work

fiery swallow
#

oooh fair point

odd ember
#

I just very rarely use macros

#

outside of what is available out of the box

flat coral
#

Oh, this is all in a function library

odd ember
#

like the loops etc.

#

wait I thought you said you were doing macros

#

๐Ÿค”

flat coral
#

I switched to functions when I couldn't get the ref I need

odd ember
#

I see, fair

shadow crescent
#

oh, I made a boo boo

#

I have my cam tilting when sliding but it won't tilt back, lol

odd ember
flat coral
#

No this is the same instance, doing it twice immediately after the other

shadow crescent
odd ember
#

strange

shadow crescent
#

and ...

#

my loop

#

not sure if the timeline is relevant to my bug

odd ember
# shadow crescent

so what I would do in this situation is use an alpha value (0..1) for the curve, and hook it into a lerp

shadow crescent
#

I am so not used to lerps, lol

still delta
#

Hey guys quick question. I'm trying to set up some basic interactions between my player character and interactables in the game world. I want my character to pause for a set duration (let's say 3 seconds) while interacting with said item. How would I do that? I know how to set up timelines and delays, but not how to stall my character.

odd ember
#

well basically it lets you choose two points and switch between them, with linear values inbetween

#

so you can do 0 roll for normal mode, then -15 (or whatever) roll for your slide

shadow crescent
#

well, I just learned how to shake my screen by accident ๐Ÿ˜›

odd ember
#

and the lerp handles the transition with the curve you make

shadow crescent
#

and not use the time loop?

odd ember
#

so you can make a curve that starts at 0, is 1 at the half way point, then goes back to 0

#

that way your roll value stays consistent

shadow crescent
#

yeah, I get lerps in materials but not in other code for some reason, lol

#

aaaaaaaaaaaah

#

still using the time loop?

odd ember
still delta
#

tyvm!

odd ember
#

getting confused with the mention of time loops

#

too much groundhog day

shadow crescent
#

lol, yup

#

I was thinking of Quantum Leap! ๐Ÿ˜„

odd ember
#

yeah so inside your timeline you have a curve

#

if you set it to go between 0 and 1 you can use the timeline value with a lerp

shadow crescent
#

yep, am there

#

how to set the lerp?

odd ember
#

how do you mean?

shadow crescent
#

my very first time in this interface

odd ember
#

well the lerp is just a node

#

so if you look for Lerp (float)

#

and hook the alpha value of the lerp into your timeline float

#

for A and B specify the roll in degrees

shadow crescent
#

cool

odd ember
#

then inside your timeline, make a curve that goes from 0 to 1 then back to 0

wheat snow
#

Hey guys, I'm trying to create a hex grid using Construct Script - I'm able to get the first two sets of tiles in line, but between each 2 tiles I've got a gap, what am I missing?

shadow crescent
#

thanks

dawn gazelle
wheat snow
#

Wait lmao I'm fine

odd ember
#

ah okay

wheat snow
#

My X offset was wrong

shadow crescent
#

enjoy your beehive ๐Ÿ™‚

dawn totem
#

So we have a Enum that holds properties that each block could have applied to it and it could have multiple properties from that Enum. So we have the Enum set to bitmask so this is possible. We then have a struct that we want to attach to a DataTable and we have hit the snag of "You can't use a bitmask Enum in a struct" bummer.
So the question is, is it better to just use an integer field in the struct that we have to manually key in the expected integer value or is there a better way to do it? I thought an array of the Enums values and then loop through those and run them through the make bitmask to see if the values are a match. However my Co-Developer and myself come from languages where Arrays and loops combined can be costly to system performance.
So the question is what is the best way to deal with the bitmask in a struct to use in a data table for processing in the blueprint.

odd ember
#

how often are you planning to iterate over this array?

fair magnet
#

Hey uh :o
I've made a sequencer track that moves my camera into a portal.
In preview it's fine but it looks different once I hit play. it stops way above the portal and isn't completly centered. What could be the cause for that?

chilly geyser
#

what do I need to do to get a random number for each instance of a blueprint?

odd ember
chilly geyser
#

yeah for each instance

odd ember
#

random seeding I guess?

#

there's also RandomFloatInRange

#

so you don't need to clamp your float

chilly geyser
#

how do i do random seeding? and okay ill get that node, thanks

odd ember
#

I know there's a random node that has seed as input

#

RandomFloatFromStream?

fair magnet
odd ember
#

basically if you look under random you get a bunch of options

fair magnet
#

But that does not happen :o

chilly geyser
#

no, random still goes between anything you add to it for that, just double checked
@fair magnet

odd ember
#

it's all there

chilly geyser
#

TY ill read up

dawn totem
odd ember
fair magnet
dawn totem
#

Think minecraft so basically everytime they dig or hit something or interact with it to get its properties

chilly geyser
#

It returns a random float from the range I specify

fair magnet
#

if you use Random float in range yes... :o

chilly geyser
#

Oh you meant by istelf, lemme test that too

dawn gazelle
chilly geyser
#

yeah if its by itself just 1 and 0

#

just tested

odd ember
#
// FP32 mantissa can only represent 24 bits before losing precision```
this is why
#

oof

dawn gazelle
# chilly geyser what do I need to do to get a random number for each instance of a blueprint?

As it stands, your code right now for generating a random number will always generate 10000 on the output as your clamp is taking whatever value between 0-1 was generated and since it is lower than 10000, sets it to 10000. That means every instance would also be 10000.
What node you want to use is "Random Float In Range" which allows you to define the values between which you want to generate. Every instance with this node will have it's own value generated.

odd ember
chilly geyser
wide linden
#

Hypothetically speaking for a friend. If you deleted your skeleton are you fucked? monkaS

flat coral
chilly geyser
#

lol

last abyss
#

I think you would probably turn into a mush of fat and muscle

wide linden
#

Umm i think my friend is an idiot and didnt do that let me check haha

chilly geyser
#

Its generating random numbers for each instance now, but i have to find a way to get it to spit out negative numbers now too.

odd ember
wide linden
#

oh yeah he did not do that haha

icy dragon
wide linden
#

Fuck his life eg_cry

wide linden
#

How does one reattach it is the real question lol

#

bc it broke the blend spaces and everything

chilly geyser
#

going to try this

#

ty, i like that XD

empty needle
#

Is it possible to create connections between blueprints that are "Remote"?

#

like a wireless connection?

#

Something like this?

icy dragon
desert juniper
pallid axle
#

is sphereTraceByChannel function just a raycast?

empty needle
#

Just to be sure, the pins are connected like normal. But to avoid the spaghetti of wires going all over the place, it'll be nice to just have a "toggle" to make it "Wireless".

icy dragon
#

It'll be the worst visual scripting if the nodes are wireless

empty needle
#

Another question to ask, are Multiline Editable Textboxes not bindable?

icy dragon
odd ember
#

everything is wireless there

torpid hound
tawdry surge
#

I think they did add "wireless" nodes in ue5 so that is possible afaik, but it kinda defeats the point of the visual scripting

icy dragon
#

Or asset loading

split crescent
#

I have a timer that I want to loop for n seconds. How do I determine if n seconds has passed? I know there's a GetTimerElapsedTimeByHandle that returns a float but I don't know what to compare this against.

sacred arch
#

Bind an event or use a delegate that gets called every n seconds?

#

I'm having an issue with multiple Input Actions mapped to the same button. I have input actions for 'glide' and 'jump' both mapped to 'space'. In the base BP, input action 'jump' is triggering the jump in CMC as normal, in my child BP I have the Inputaction 'glide' to do the gliding stuff, so space jumps when on ground and glides when in air, fine.
Weird part is on my team mates project its not fine, it seems like the jump input overrides the glide input. Does anyone know what is the intended behavior? Any idea of what could be different between our projects?

chilly geyser
#

Does anyone know how to change the gravity of an object independent of other objects? (without using tick)

flat coral
#

Seems to me you want both Consume Input and Override Parent Binding false?

#

Maybe i'm wrong about override parent

sacred arch
#

hmmm.. Thanks for the pointer! I was unaware of that. However it should be the same in both our projects...

glad coral
#

Hey guys,i've added some basic code before the finessesses for firing and fixing some animation problems during the firing,but i've spotted something strange.Whenever i fire my weapon and try with making a check if it hits something,it prints the name of the weapon bp.Here is a video of the problem and screenshot from the code im using for the fire.Can somebody tell me what can be?

desert juniper
dawn gazelle
#

The return value is the timer handle which can be stored in a variable and can be used to check the elapsed time of the timer using the GetTimerElapsedTimeByHandle node.
If you want to just know an elapsed time since you started the timer, you would just start up that timer with whatever expected duration (or even a huge one if you want it running indefinitely), and then check the handle's elapsed time.

glad coral
flat coral
#

Weirdly basic question for me, I just noticed "GetAllActorsofClassWithTag" exists... how do I assign tags to actors?

dusty rune
flat coral
#

Sweet, found it. Thanks!

desert juniper
desert juniper
#

then you're doing something else wrong. take a screenshot of the whole window please

#

whatever object you have selected is set to NoCollision, so no collision should work, line traces should ignore it completely

glad coral
#

basically the problem was the weapon struct

#

i will send you 2 ss to explain because im speechless currently.

#

the second ss is the fix,i really don't know how it fixed

#

this construct is in the weapon class

#

btw thank you for trying to help me.I really appreciate it.unreal ๐Ÿ˜ƒ

gaunt ferry
#

so im making a mod for a game and they stripped listen out of it, i cant use plugins and i cant use any c++ would there be any alternative to listen?

dark crow
#

Listen?

gaunt ferry
#

do u know what listen is?

dark crow
#

I know many Listens

#

Depends what you mean

gaunt ferry
#

bruh

trim matrix
#

It looks like you need this Eyes

gaunt ferry
dark crow
#

What you're asking for is really cryptic

If you wanna test in Editor you can just use the Play options for it, if not Dedicated

#

Not a mod support channel, so whatever the devs did with their devkit that they distributed, gotta ask them

gaunt ferry
#

ok ig

bright harbor
#

so i have an odd question, just in general terms nothing specific, how could i recreate the dive move in a hat in time to where you slide along the floor, rather than just stopping when you hit the ground

#

ideally you could slide down hills and such too

#

i have the dive, just can't figure out the sliding bit for it

dark crow
#

Play with Fiction and Deceleration of the CMC and if you want it to behave differently based on the Ground Type look into Physical Materials

bright harbor
crimson ether
#

Hi, I need some help with splines. Can anyone help me out a bit?
I need to get the actors that overlap with my spline. I'm having issues with it..

dark crow
bright harbor
dark crow
#

That way it always checks for an Angle and if it's too steep you could automatically trigger a slide too

#

Instead of falling stiffly

#

So basically a forced slide

glad coral
trim matrix
#

Not that it would help you with your problem

#

just in general xD

glad coral
#

im a newbie i still don't know all the stuff

#

and i appreciate every single advice

glad coral
trim matrix
#

try and get a SetMemberIn(TheNameOfWeaponStructure)

#

yea ik

#

then if you click on that Set members node

#

in the details panel

#

you can change which value of the structure you are setting

glad coral
#

i will give it a try-thanks again๐Ÿ˜ƒ unreal

trim matrix
crimson ether
#

Hi, I need some help with splines. Can anyone help me out a bit?
I need to get the actors that overlap with my spline. I'm having issues with it.. ๐Ÿ™‚

dapper jetty
#

Here's a (probably dumb) idea, you could add sphere colliders along the spline and set them to overlap with your actor class, and when the actor class overlaps a sphere, add them to a list. Then you can query that list to get the actors?

trim matrix
#

worrySmarter best idea so far

#

Idk myself, never used splines before in any real way.

prisma stag
#

Hello, I have this actor that manages these plots that are spawned in the world using a for loop to create an array of them. It works fine on begin play but I need to do some testing with them in the editor. I put the function that spawns them in the construction script of the actor but the actors never spawn in the editor when the main actor is placed.

crimson ether
#

great idea, but I have a really rare use case where I have some objects placed along my spline and I need them inside an array

trim matrix
#

toggle the function to be callable in editor

#

You definitly DO NOT want that function in construction script.

crimson ether
#

Can I stretch a box collision along the spline just like a mesh in spline meshes?

prisma stag
trim matrix
#

Yes you can do that. Great for creating testing actors.

prisma stag
trim matrix
#

The function should be callable from the details panel in editor.

raw orbit
#

is there any way to override player start or some alternate way of spawning the player in? it seems to currently conflict with saving the player position into a .sav and reloading it

trim matrix
#

In one of the framework classes there is a function to override player start yes.

#

I cant remeber exactly which one tho.... I think game mode?

#

Yes, in gamemode, there is a function called ChoosePlayerStart.

unique yoke
#

Would someone be able to tell me what the difference is between an "Invalidate" and a "Clear and Invalidate" call on a timer?

raw orbit
#

@trim matrix thank you. I noticed 'Event Handle Starting New Player' seems to achieve a similar result, which one would be better or does it matter? single player project

trim matrix
#

whatever you prefer.

#

it does not matter/.

raw orbit
dapper jetty
crimson ether
#

could that work?

spark steppe
#

can't you use a mesh spline with complex collision? @crimson ether

crimson ether
tight schooner
#

Complex collision is per-triangle

#

You can supply a mesh as a collision object, and it'll be deformable

#

unlike simple/primitive collision shapes

#

A spline mesh component is a mesh that can deform along a spline. There are tutorials out there for that

#

@crimson ether

crimson ether
#

So, I deform a cylinder using a spline mesh along my path and then enable complex collision on that mesh?

tight schooner
#

In a nutshell yeah. In the mesh asset settings, you set "use complex collision as simple" somewhere.

#

And then you make your spline mesh component collidable, it'll just work (it never just works, but you know)

crimson ether
#

got it... Thanks a lot! I'm just starting out with UE4, you guys are keeping me alive!

unique yoke
#

Thanks!

bright harbor
#

so i'm trying to rotate the player to match a trace that hits the floor, but this is what happened when i tried, where did i go wrong in my math?

spark steppe
hollow gorge
#

you can probably use this

crimson ether
spark steppe
#

cube

cursive apex
#

I am making a portal so that if it's on level one, you get to the next level but if it's on level two, you finish the game

#

I know I can make a different actor with the required blueprints to make it work separated. But is there a way to make it all work in the same actor ?

brazen merlin
empty needle
#

Can I create a "Blueprint Function Library" in blueprints?

#

Something that I can create a few blueprints in and use across my project?

#

And not have to create these in cpp?

brazen merlin
crimson saddle
#

Hey friends, I am trying to make a hex grid that objects snap to. I don't need tiles, just grid snapping.
I have always been bad at geometry. Does anyone know why this doesn't work?

brazen merlin
brazen merlin
cursive apex
empty needle
#

Hi @brazen merlin , what type of object do I need to create for that blueprint library?

brazen merlin
brazen merlin
cursive apex
brazen merlin
#

make the variables instance editable so you can change its variables when its in the level

mystic bough
#

seems like when I click and hold my button, it disables line traces from my mouse. Does anyone know a solution for this?

abstract summit
#

hi , i have this capsule collider whith block all , but i pass through everything , why??

brazen merlin
abstract summit
#

when i set the other capsule collider with the same setting that work, but i want juste one capsule collider parent with my mesh

mystic bough
brazen merlin
# cursive apex ?

give your branch a variable so you can turn it off or on when you place it in the level

#

also, you have a level name variable, but its not plugged in to that load level node

earnest rose
#

Got a question, hoping to get some advice to get started on the task. I want to have characters with stats that are semi randomly generated, along with their class. And im hoping to store this information somewhere. Ive never delved into storing information much, especially not a series of characters that can gain experience and stuff. Like a kind of TBS game, where the soldiers/ characters stats assumably needed to be loaded up during a fight, and then thier experiances, wounds etc saved somewhere.

cursive apex
#

ight now I have this

cursive apex
earnest rose
cursive apex
earnest rose
mystic bough
#

what's the best way to get relative direction between two actors in a top down game? just X and Y

brazen merlin
mystic bough
#

figured it out already, was for a grid placement

brazen merlin
#

okie dokie

cedar silo
#

someone please check #ue4-general for my query cause i think im not allowed to copy paste it

gentle urchin
#

I summon thee @ Authaer, the great guru of FGameplayTags! Is it possible to import gameplaytags into a DB so each row is empty but pre-generated ?

trim trout
#

i'm thinking this is where this belongs, but i had a thirdpersoncharacter set up with FPS camera and I added it to a new level but for some reason when i hit play i spawn in the corner above the landscape and the only time i can move as my thirdperson character is on the aiming input i have set up (with an ADS camera). Any suggestions?

faint pasture
trim trout
#

yeah its just pulling the camera to above and to the corner of my landscape

#

alright well everything indicated that i was but i set it to player 0 again and it works now

dusk dust
#

I created a system for spawning "chunks" around a player, how could I go about only spawning these chunks when they are in the view frustum?

woven ermine
#

hey guys, do you know why I get the acceleration as 0 in here ?

#

even though the character is clearly accelerating, I can also get the proper speed and direction, but somehow, acceleration returns FALSE

icy dragon
woven ermine
#

it returns 0

#

i've already done it

icy dragon
#

Not the Vector Length

woven ermine
#

no

#

the "get current accel"

#

any idea?

#

truth be told i think I can skip this step and get the same results, but not sure

#

I mean I skipped it, and it works, so i guess screw it ?

dawn gazelle
# woven ermine any idea?

The acceleration value only has a value so long as you are not at your maximum speed. Once you're at maximum speed, you're no longer accelerating. By default the CMC movement speed reaches max pretty quicky.

woven ermine
#

I see

#

makes sense, but even if i lower the "max acceleration" like 20 times

#

oh well I guess it doesnt matter now, i`ll just skip the "is accelerating" part, its just that i've seen it done like that in the blendspace tutorial

dawn gazelle
#

Yea I'm doing a print string on event tick right now checking the acceleration with the acceleration pretty low, and the print on the screen shows this while moving (even at max speed):
0.0
0.0
150.0

woven ermine
#

so it takes 2 frames

#

to get to 150

dawn gazelle
#

I'd say it's more like acceleration is applied every 3 frames ๐Ÿ˜›

woven ermine
#

or that

#

so I guess a better question is, why did it work for the blendspace / anim bp tutorial I was watching

dawn gazelle
#

Kinda useless in that regard - strange that it wouldn't have an acceleration value every frame.

ionic heath
#

you can use p.VisualizeMovement 1 and p.VisualizeMovement 0 to see velocity and acceleration vectors

wary tinsel
#

at the end of the race in my game I want to be able to assing a reward and show it with a render. The problem is, they are a lot of textures2D. So how can I sort without loading all the assets at one time? Making an array of soft object can be an idea? Thanks guys

ionic heath
#

There's also option in character movement component, bRequestedMoveUseAcceleration

woven ermine
#

scratch that

#

ticking it makes my blendspace not work

#

๐Ÿ˜„

ionic heath
#

well that's the reason why acceleration is 0 I think ๐Ÿ˜„ maybe try changing the blendspace a bit?

woven ermine
#

i've been messing with it since yesterday, I used this discord ask a last resort, I like to figure things out myself, but this..

#

this...

#

...

dawn gazelle
#

Well, the alternative would be to save the last frame's velocity and on the next frame compare it to the now frame's velocity to see if there was any acceleration.

woven ermine
#

or better yet, i just removed the acceleration bool

#

and save myself some trouble

#

so this is one

#

and this is the other :

#

they were for these two :

#

so if speed >0 you can enter the run run mode and if <0 you go idle

#

who needs acceleration anyway

unique holly
#

Hey peeps, I have a thing where- if i have an input key (w) pressed down on pause. After i unpause and set back to game mode.... It resets to using the forward velocity as new still... Tried a few things.. don't think it should be this hard. What node to clear the input? Any help greatly appreciated!

hybrid latch
#

Best practise to ensure variable validity? Timer by event / function to check for ยซis validยป and clear timer if valid?

gentle urchin
#

eh?

#

Validate on access ?

#

In which case would you need to check its validity in a looping manner like that ?

unique holly
#

Okay, i think i can word it better. After setting input mode to UI only, forward input value button press is force released. Found C++ workaround 'flush inputs' Any ideas on blueprint fix? plssss ๐Ÿ™‚

dreamy basin
#

Can anyone help me with any tutorial or any idea to how to create a vortex blueprint which attract players

hybrid latch
#

Some use delay but bad solution cause they stack eventually and you never know really how long to delay.

gentle urchin
#

true, I've seen some delays here and there. I've seldom experienced this issue myself, mostly knowing that things exist before trying to fetch its reference etc ..

#

Dont like the delay solution either

vocal bolt
#

I'm used to C# & Unity, so I'm having a little trouble getting used to UE / BP.

If this were C# (I'm trying to call an event on a widget), I'd simply make my AlertTrayUI static, and call the event directly. This (pic) works, but I feel like it's not the correct way.

Can I make things static with BP? Trawling Google is just getting me posts to do with static meshes

icy dragon
vocal bolt
#

Trying to work out how to access things that should have only one instance (statics), from anywhere. As opposed to doing some chain of "Okay I need to get a reference to this, then from that a reference to this, so I can call this event / function"

#

As for the Unity thing, I'm trying to do away with most of the things I'd normally do. But (correct me if I'm wrong) C++ & C# statics work pretty much the same at a base level, no?

dapper jetty
#

I am having issues with a launchCharacter node - I can pass in 0 900 500 or 900 0 500 to the launch velocity, and I get the same result - the player is launched backwards (towards the reverse of their forward vector), as opposed to on the global x or y (the 900). Am I missing something?

odd ember
#

but it's wise to yeet anything that may be considered unity specific logic or mindset

woeful burrow
#

why does "play animation" override "set material"?

odd ember
#

show code?

woeful burrow
#

On left Grux red, because the set material in construction script, then gray with textures in realtime because don't know, and the blueprint in the right.
As soon as I disconnect Play Animation, Set Material works as it should.

split orbit
#

I followed Reid's Spatial Inventory tutorial and got that working perfectly

I attempted to branch off from that and make a Container Inventory system BUT I am having trouble getting items to transfer from one widget to the other

I keep getting errors when it handles this function in the Container

woeful burrow
dawn gazelle
dim robin
#

are data tables read-only?

dawn gazelle
#

Just a means of storing static data.

dawn gazelle
# split orbit I followed Reid's Spatial Inventory tutorial and got that working perfectly I a...

Sorry, I don't accept DMs - please keep your messages here.
I'm not sure what would be required to get working what you want, all I can tell you is that whatever "ContainerGrid_Widget" widget is throwing those errors doesn't have the reference set to the "Container Inventory Component" you're trying to modify in the "Container Component" variable that you're calling those functions on.

split orbit
#

Heres the other Function that it error'd with

#

It creates both correctly

dawn gazelle
#

So that's where the problem likely lies. You are setting the "Component Container" variable there and right now, that variable is being set to "none".

split orbit
#

The right one is the original I was modifying from, it gets the items and stores it right

dawn gazelle
#

Just because the widget displays correctly, doesn't mean you have an appropriate reference to the actual container. Ie. You're creating the grid without needing anything to do with the container component at all with this bit of code.

#

Where are you starting the Initialize function from for the one that doesn't work?

split orbit
dawn gazelle
#

Which of those two initializes is the one not working?

split orbit
#

The Right one

dawn gazelle
#

Where is this variable being set from?

split orbit
dawn gazelle
#

That's the definition of the variable, where are you actually setting the value that goes in that variable?

split orbit
#

That Variable just targets the ContainerInventoryComponent

dawn gazelle
#

How?

#

You have expose on spawn there, are you feeding it in on the creation of the widget?

split orbit
#

All it is supposed to do is allow me to take items from my Right inventory and just put them in there and take them back out

dawn gazelle
#

You're not understanding - a variable of an object reference isn't a reference to the actual object that you're trying to manipulate.
ie. My player can have an inventory component, your player can have an inventory component. One of our inventory components can be stored in that variable.
A variable without any reference set in it returns None like you're seeing.

split orbit
#

Wait

#

I think I see it

dawn gazelle
#

Can you show a screenshot where you have the create widget node for the widget that has this code?

dawn gazelle
#

Ok, now where is that Container Inventory Component coming from?

split orbit
#

From the Actor Component that has the Get All Items Function

dawn gazelle
#

This code is in the actual "Container Inventory Component"?

#

ie. You have a component named "Container Inventory Component" and within it you have a variable named "Container Inventory Component"?

split orbit
#

No

#

Thats in the ThirdPersonBP when it creates the Widget

dawn gazelle
#

So the thirdpersonBP has a variable called "Container Inventory Component" - is this a variable or a component on the ThirdPersonBP?

split orbit
#

It is a Component

dawn gazelle
#

Can you provide a screenshot of the top left window showing all components of the ThirdPersonBP?

split orbit
dawn gazelle
#

Ok - what happens if you up the delay here for a second or two?

split orbit
#

It takes 2 seconds on pressing I for it to spawn both of them in XD

dawn gazelle
#

still get the error?

split orbit
#

yeah

#

Messed with some stuff, now I just get a error pertaining to this

#

Says Resize is throwing None

dawn gazelle
#

So it's the container value not being set here too. Where is it being set from?

split orbit
#

Dude I have no idea at this point, the Inventory Component is basically setup the EXACT same way but that works

#

I tried just duplicating the original Component and Widget and then modifying it to get it to work

dim robin
#

what is this? i can't find in editor..

dawn gazelle
#

Not meant to be runtime.

dim robin
#

thanks!

safe iron
#

Hey guys, this might be a stupid question, but I haven't really found a solution, not even on the internet.
I need to set the value of a bool variable inside of this array at the given index, but I don't seem to find a way to do that, unless by referencing the variable directly, is there any "set value of array element" functionor something?

gentle urchin
#

No ^^

safe iron
#

a

gentle urchin
#

You can do it in a map tho

#

Index as key, bool as value

safe iron
#

Isn't a map like a buffed array?

gentle urchin
#

Buffed?

safe iron
#

Like, works like an array but has more functions...?

gentle urchin
#

Nah

#

Its a very different container

#

Faster ^^

#

Less practical in bp

#

But for your case it should be fine

safe iron
#

Hmm, will try that out, thanks

#

It will be the first time for me with maps, but I'll see, thx

gentle urchin
#

Its pretty handy for single entry things that dont need to stay in order

#

The pair is correct ofc, but the pair isnt "locked" in a fixed position so to speak

safe iron
#

Mine is an Unreal Tournament styled weapon roster, where every weapon has a given slot, so I think order is important :/

dawn gazelle
#

That box collision is fairly aggressive.

safe iron
#

IDK if you have played any Boomer Shooter like Quake or Doom or UT, but if you do, you will know what I am talkin about

split orbit
#

@dawn gazelle I think I figured out why part of it is not working

But not what I have to do

safe iron
gentle urchin
#

If you dont remove entries from the map it will stay in order

safe iron
#

Ok then

gentle urchin
#

From what i've seen new entries may be inserted at free positions if a given Pair(key and its value) has been removed

dawn gazelle
split orbit
dawn gazelle
#

So that would likely mean you want to initialize it whenever you open that item.

split orbit
#

Is what I figured would work but idk what to do to make it so when it is opened

#

My brain feels like jello D:

Been messing with this for like 5 hours now

dawn gazelle
#

Well... Here's what I would do...

split orbit
#

I set the size inside the Inventory Widget

#

Cause its supposed to be a variable amount of slots based on the actual physical container

#

Well I am using the Container Component to add to my inventory, so i need to make an event that "do once" when the player opens their inventory

To create the area and apply the values AFTER the Inventory_Widget sets them?

dawn gazelle
#

... I rescind my here's what I would do statement... As I think about it further I'm making too many assumptions about your setup. XD

split orbit
#

Well if you want to thumb through the tutorial i followed...