#blueprint

402296 messages · Page 812 of 403

split orbit
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I think I messed it up by trying to make it "modular"

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Atleast during the startup of the Inventory

Cause its calling for Columns and Rows but thats not set until the Inventory_Widget is created

Which won't be an issue when opening containers later, cause the event for "OnOpen" will be called then to do all that and set it up correctly

Its just that on Event Begin Play doesn't work for what I need

dawn gazelle
# split orbit Atleast during the startup of the Inventory Cause its calling for Columns and R...

I think you need to work things to be more modular.
Like your inventory UI, just the inventory component that you have without duplicating it.... All that would require for input is: An inventory component.
From that inventory component you would both know what items are contained within the inventory and how many slots the inventory has. Your UI should then be able to generate what it should look like from that whenever component you "create" the widget with.
When you bring up a "swap" UI, all that really should be required is that you feed in two inventory components. The storage you're pulling from and your inventory, so that means you can reuse the original widget you used just for your inventory to make up both sides of the swap UI. As far as transferring items between , that just requires a bit more dealing with the drag and drop operations if you hadn't already set them up to use target components.

You should definitely not use beginplay to create these things. It should be when you need them. So pressing "I" for example is when you create your inventory widget.
Interacting with a container item is when you create the swap ui. If you just want to test, then put that on a keybind too for now, like pressing "Y" opens the swap UI and feed in a test component on your character.

split orbit
# dawn gazelle I think you need to work things to be _more_ modular. Like your inventory UI, ju...

I think the reason why I used Begin Play for the Inventory is because it is a static constant size and would never change

The Containers on the other hand are variable and change depending if you say open a Wooden Chest or a Iron Chest they could have completely different row/column values.

As for what I was attempting to do, I was basically trying to create a pseudo container for certain slots on my character equipment screen. But as I found out doesn't work because it would have to be set as constants Column/Row value before being created

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Setting it to 2x2 removes all those errors

Before the Drag/Drop issues that I have to fix but thats another issue

slim sorrel
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The asset '/Game/Game/Blueprints/Game/PBH_Base_GameMode' (PBH_Base_GameMode.uasset) failed to save.

Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.
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This kind of useless error reporting is about to make me switch to unity.

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I have been stuck with this project dead in the water for two days on this, and I have no idea whats causing it.

icy dragon
slim sorrel
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I have tried restarting my PC, assuring I don't have two instances of the editor.

icy dragon
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I know restarting PC won't change a file's read only attribute, so no magic bullet

slim sorrel
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The error doesn't even give me a reason why that asset is having trouble.

dawn gazelle
# split orbit I think the reason why I used Begin Play for the Inventory is because it is a st...

I haven't done anything like this, but I imagine using an inventory component for each piece of equipment or even for all of them is a bit wasteful of the component as you likely:

  1. Care more about the "type" of equipment going into the slot. (Don't want people equipping helmets on their feet)
  2. Don't care about the physical size of any particular item (as they're meant to go into the slot they're meant to go into, so it doesn't matter how big they are)
  3. Not sure if you're doing diablo-esque style items where some may be 1 handed and others 2 handed, so that's something else that needs to be managed, like swapping in a 2 handed weapon while you already have two separate 1 handed weapons.

I think if I had to, I'd make a separate component entirely that handles equipment, and only stores the data that your inventory component normally would, but instead stored in a map of equipment slot -> inventory item. When you do a drag and drop operation, the UI can validate if it's the right item type for the slot you're trying to drop it into. If it's valid, and there's something already in the slot, swap it around, if not, set the value in the map to what you dropped into it, and display whatever visuals.

icy dragon
dawn gazelle
# split orbit I think the reason why I used Begin Play for the Inventory is because it is a st...

I haven't done anything like this, but I imagine using an inventory component for each piece of equipment or even for all of them is a bit wasteful of the component as you likely:

  1. Care more about the "type" of equipment going into the slot. (Don't want people equipping helmets on their feet)
  2. Don't care about the physical size of any particular item (as they're meant to go into the slot they're meant to go into, so it doesn't matter how big they are)
  3. Not sure if you're doing diablo-esque style items where some may be 1 handed and others 2 handed, so that's something else that needs to be managed, like swapping in a 2 handed weapon while you already have two separate 1 handed weapons.

I think if I had to, I'd make a separate component entirely that handles equipment, and only stores the data that your inventory component normally would, but instead stored in a map of equipment slot -> inventory item. When you do a drag and drop operation, the UI can validate if it's the right item type for the slot you're trying to drop it into. If it's valid, and there's something already in the slot, swap it around, if not, set the value in the map to what you dropped into it, and display whatever visuals.

That component can also handle applying any effects, setting up your player with whatever weapon, etc.

slim sorrel
split orbit
icy dragon
candid nest
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hey i am using this but still my ai is not spawning it was spawning before but not now i have plug this it in begin play and it is inside my game mode

icy dragon
dawn gazelle
candid nest
slim sorrel
candid nest
icy dragon
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It took at least 5 fricking minutes to check the .uasset file in File Explorer

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One could even speedrun it down to 1 minute

dark crow
icy dragon
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🤫 don't tell him that, at least make it spoiler

gentle urchin
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I mean, its clearly stating the issue, not sure what else youd want the editor to inspect and report back on..

queen urchin
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Hey guys. I have a "Top view game". And I have a pawn with camera. And a landscape that is not flat. I want that pawn to move right on the landscape (so camera wont be under landscape anytime. Probably any ideas how to make so?

icy dragon
gentle urchin
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If all else fails just delte it and make a new GameMode 😄

icy dragon
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Guys, spoiler tags
||We know that in many cases people barely put any logic in Game Mode||

tawdry surge
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Depends on the game. I made a rail shooter and like 90% of that game's logic in in the game mode

gentle urchin
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Type of game doesnt change peoples practices in this context i think

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||Spoiler?||

icy dragon
icy dragon
teal goblet
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Hey Anyone got a second to checkout an issue with Ragdoll and Forces?

tawdry surge
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Well something like my example it wouldn't make a ton of sense to make half a dozen manager objects to handle enemy spawning, game timer, score, player progression, ui updates, etc..
Easier to stick it all in the game mode and have it handled in one globally accessible place.
But I'd never do that in an rpg project

teal goblet
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I can make my enemy die and go into Ragdoll but I cannot aaply a force to make him fly through the air

remote meteor
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usually apply impulse will work

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with physics enabled

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unless its specified to be ignored in the same physics menu where you enable physics

tawdry surge
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^

remote meteor
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usually my game flow and setups/streamingmaps/etc i place them in game mode, game state as its name implies, the state of the game, game time and such,

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player health and such on player state

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🤔

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but thats just me i guess

icy dragon
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I do absolutely nothing in Game Mode lmao

tawdry surge
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I avoid it in multi-player because it's a server only object, and communication with it takes extra steps.
But single player games, its just convenient

icy dragon
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Even my game being single player, I still do absolutely nothing on GM
I do most of the questing in Flow Graph and have Game Instance serve as volatile memory of the game

tawdry surge
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So if you for example, have a quest where you gotta race or box or something outside the general rules of the game.
I'd simply load the level with the racing/boxing game mode assigned.
How do you do it?

remote meteor
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depends on the level switching option i guess, if we use load level streaming, i can use game mode to handle the streaming part and continue

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if just usual open level, an entire separate game mode is also possible

icy dragon
remote meteor
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the concern i had was, i need a seamless loading screen with bgm playing, hence i opt for level streaming

icy dragon
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Also in my GDD, I had majority of the minigames (except board games) pretty much reusing existing mechanics with some minor differences.

Example, fight club minigame would reusing the normal combat but disable access to items/magic, disable equipments prior to the fight, and cap the max HP. Racing would use the existing free roam riding system, but has checkpoint on the road and forfeit conditions.

tawdry surge
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Open world makes it a little harder because you can't change the gamemode without changing the persistent level, which I find annoying, but soon to be irrelevant with gameplay feature plugins in ue5. (Some time this year hopefully)

charred grove
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hello everyone. i need help on making a game like clash royale, anyone willing to give me a hand? in ue4

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i have many questions

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and i dont know who to go to since theres no specific tutorial on what i need.

faint pasture
charred grove
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im not brand new, i have a 3d thir dperson

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that i added many stuff to

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but idont know how to do other certain things

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such as the one i want to do now

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like, i already know how to blueprint a character with pc keybindings and its own actions on each key

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but

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deploying a card from a mobile phone

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is something im not familiarized with

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idk if you know what i mean

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its like a card game

remote meteor
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first you need the units

charred grove
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where you deploy an actor, that walks forward and damages the tower

remote meteor
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means you need AI

charred grove
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yes

remote meteor
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then you need the cards to know what actor to spawn when you deploy them

charred grove
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how do i make a widget, to grab cards from and deploy them? on a phone

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correction, widget i know

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but the action of deploying the card

remote meteor
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a drag and drop operation i guess

charred grove
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with mobile

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oh okay

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drag and drop its calledi couldnt find any on that

remote meteor
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on drop to the main widget

charred grove
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ohhhhh yes

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true

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thanks

remote meteor
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cast from viewport to world

charred grove
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its what i need some insight

remote meteor
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do some checkings

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spawn units

charred grove
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nice thanks

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i screenshotted and ill follow along

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do you mind if i ask any question evry now and then?

remote meteor
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just ask here i suppose

charred grove
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ight ty

remote meteor
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maybe you can use button press for unit spawnning first

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i would iron that part out

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then figure how to do drag and drop and spawn at particular location

charred grove
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ight yes its better until i get the base structure done

fair magnet
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is there a way to add actor components like that?

faint pasture
fair magnet
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doesn't have to be in construction

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I'm just used to "initialize" things there

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okay lol... I just didn't find this node... weird I searched for exactly this...

round sail
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can someone help me with the MakeRotFromX node. I cannot seem to get my head around it ?

worthy carbon
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Hi there! I’m searching for a tutorial how to make an hotbar like “ press 1 to use you’re rifle and press 2 to use you’re shotgun” but i cannot find it… does someone knows a good tutorial or know how i can make it?

faint pasture
brazen pike
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Then you can skip the whole drag and drop part because you wont need it

worthy carbon
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Thanks!👍🏻👍🏻

brazen pike
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But this is also for an inventory. If you just want static items (like call of duty for instance) then you COULD use variables in the player blueprint working mainly with bools but I'd recommend against it since you'd need to redo the entire system if you want to make it dynamic

queen urchin
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Yep, forgot to mention - its not player's pawn. Its just a dummie with a camera, not a character (rn its an invisible ball 😄 )

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So its like "How can pawn be always on terrain"

icy dragon
queen urchin
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But the problem is - terrain is not flat so rn this freecam pawn can be under terrain

icy dragon
queen urchin
tawdry surge
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I'd just use a character with the sk mesh set to none so you can let gravity in the cmc handle it

queen urchin
fair magnet
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Playerstate is being activated before the actual player is being created right?

brazen merlin
trim matrix
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Hello! How do i get the angle between two vectors (not position vectors) without having to deal with dot method?

queen urchin
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Thanks

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Looks pretty smooth btw

brazen merlin
subtle light
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anyone here familiar with dispatcher functions?
UMG events aren't bind automatically like they're supposed to, I suspect this may be because the widget has to be spawned at runtime but I don't recall if Actors and other objects have this issue when spawned during runtime.
what's the correct way to do this without having to manually bind to a custom event? or is this simply not possible?

brazen merlin
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You should bind the event on construct. Either here in your main widget or if you have a widget button class, in there.

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What im looking at now also doesnt make sense.

gentle urchin
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Not plugged in for starter but that might be for pic only..

maiden wadi
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On a side note, all UI is spawned at runtime.

gentle urchin
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Bad habbit of many

subtle light
gentle urchin
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Pause ai widget is created first i assume?

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Before binding to it

subtle light
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cannot spawn UI in construction. seems like I have to go with manual custom events and binding instead of using the built-in events.

but yeah, pauseUI is setup in beginplay before any binding would occur.

maiden wadi
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I'm confused though, why do you need that binding? You already have quit running on a button press.

gentle urchin
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Could just let the ui quit game

subtle light
brazen merlin
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Little confused why this is also in SCPPlayerController and not a widget

maiden wadi
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But.. you're calling it from a button press aren't you?

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Like, this is intended to be a button that quits the game?

gentle urchin
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Show the dispatch call aswell..

subtle light
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it's a pattern I want to be able to use in the future too. this way the UI doesn't need any references to the player controller, etc.

gentle urchin
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It doesnt if its just self contained either

brazen merlin
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But if you can call quit here...

subtle light
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so in this specific instance, I can call quit on the UI itself, but it's obviously not something I want to do for pause/unpause and other functions so I'm just trying to be consistent.

gentle urchin
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Moving this ui to another project

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Means setting up the dispatchers again

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Pause unpause can also reside in the widget

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Pause usually comes from controller in my projects but unpause is just reversing what the controller does

maiden wadi
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I would just seriously put the QuitGame directly on the button's OnPressed/Clicked. There are other bindings that things can use to save or whatever when Quit is called.

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Forcing it into the controller is indirection.

subtle light
maiden wadi
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The UI needs the controller, the controller doesn't need the UI.

gentle urchin
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The game should work without the ui

subtle light
gentle urchin
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Hud class 😄

subtle light
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lol fair

maiden wadi
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You can do it in controller, but there's no reason to keep a pointer around to a simple window. I do all of my widget managing in AHUD or AHUD actor components. But for a pause menu, it should just be something you can throw on screen and forget about until it's closed.

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Widget's construct can pause game, Destruct can unpause. Buttons can directly do other things, etc.

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And like Squize said earlier, doing it without direct bindings or with as few as necessary allows portability.

subtle light
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so for the pause inputaction, do you typically go
playercon > HUD class > UMG visibility
or
HUD class > UMG visibility

icy dragon
maiden wadi
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Personally, I have static getters for my HUD in library functions. HUD itself would have "ShowPauseMenu". Any other button in game could call GetHUD->ShowPauseMenu. And I also enable input in my AHUD class from it's owner controller, so say, escape or P could also call the same ShowPauseMenu

subtle light
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where do you get the inputaction pause key then? UMG doesn't support inputactions.

maiden wadi
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It does though. Through Input Components as well as direct windows keys.

icy dragon
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Also built in focus/navigation rule exists.

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Assuming you have to press a button to quit the game

maiden wadi
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Every UserWidget has both OnKeyDown which is sent directly from OperatingSystem, and they also have an InputComponent that you can bind action events to through the player controller.

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Probably OnKeyDown for a pause menu. Pause disrupts normal controller inputs.

icy dragon
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I personally don't use the built in navigation system, but uses a plugin instead that allow for keyboard/gamepad navigation, it goes more than the built in one

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I know I already commit massive heresy on #umg

gentle urchin
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Set it up customly instead using listen for input bindings

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But perhaps i should check out the built in navigation again in the future

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future me nods

subtle light
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either I couldn't figure out how to use it, or built-in navigation was a complete dumpster fire as of 4.18-4.22 ish give or take. I ended up writing some inheritance spaghetti for custom mixed mouse/gamepad navigation lol.

rich prairie
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I have a npc. I can't remove its Movement Component.

How do I make it dynamic / static?

Setting it to dynamic works perfect, but then I get the normal error code

Mobility of /Game/Maps/1_StartMap/UEDPIE_0_1_StartMap.1_StartMap:PersistentLevel.Qgiver_Chest2 : CollisionCylinder has to be 'Movable' if you'd like to move it with CharacterMovementComponent.

subtle light
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luckily my other projects have only needed exclusively navigation or pointer.

icy dragon
subtle light
icy dragon
gentle urchin
subtle light
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I had so many problems with wrap-around, where manually specified widgets to wrap and focus wouldn't work. I gave up on it pretty shortly after.

icy dragon
# subtle light either I couldn't figure out how to use it, or built-in navigation was a complet...

This plugin works for me, but I don't know if this is going to work in 4.18. i use 4.27 so it works.

https://github.com/goncasmage1/UINavigation

GitHub

A UE4 plugin designed to help easily make UMG menus navigable by mouse, keyboard and gamepad - GitHub - goncasmage1/UINavigation: A UE4 plugin designed to help easily make UMG menus navigable by mo...

subtle light
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ended up implementing an entire selection system that exists outside of UE's - I had to go back to UE's system for binding inputs using inputkeyselector, but that was it lol

ivory sky
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hello, I need some help, is this the right channel to ask for it?

icy dragon
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And I can hear someone in #umg screaming from the distance because of that plugin lmao

icy dragon
ivory sky
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ok so, I have an actor I'm trying to teleport, but when I do so a component (skeletal mesh) won't teleport with it, I saw that if I change collision from collison enabled to no collision then it works, but if I change it after it's spawned, like this
https://i.gyazo.com/a86931939fbf842d422738d154cb3b10.png
it still won't work

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any ideas on how to fix it?

maiden wadi
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Collision won't change anything about teleporting with the actor. Is that SkeletalMeshComponent a part of that actor?

icy dragon
brazen merlin
maiden wadi
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Sounds more like a case where it has been detached, or attached with wrong settings.

ivory sky
brazen merlin
ivory sky
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Ye I just gotta figure out how to fit it all in

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I Know some part of the code are not really well written but I dont care rn

brazen merlin
ivory sky
icy dragon
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Like, I swear I have hard time reading through BP graphs there

trail ginkgo
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Quelqu’un maîtrise l’animation du saut ? Merci de me contacter j’aurais besoin d’aide

brazen merlin
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yeah.. can always grab Blueprint Graph Screenshot (or whatever its called) from marketplace for free

icy dragon
ivory sky
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I wanted to try to teleport them seperately but if theres a fix that one is complitely useless, so dont mind it

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It didnt do anything in my original code

brazen merlin
rigid storm
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Any general rules of thumb about which type of component to choose? I'm trying to add an upward force that simulates bouyancy when an object collides with a zone representing a fluid. I want it to be re-usable across objects

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i don't know if thats a Primitive Component because it involves physics or an Actor Component because its abstract behavior

brazen merlin
rigid storm
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I guess you can build an Actor component into any of the other components, right? because the other ones descend from Actor

icy dragon
rigid storm
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alright. makes sense. So, in unreal, whats the general mechanism of re-using small bits of behavior? Do game objects have multiple blueprints on them (e.g. one for moving around, one for responding to gravity, etc) or do objects only have one blueprint each?

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if its the latter, how does one modularize? can you, like, bundle up parts of a blueprint?

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(i'm a Unity refugee, if you can't tell)

maiden wadi
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Highly depends on the case. In the case of making an object bouyant, I think that depends on how you want to go about it. Cheapest would probably be two different components. A non scene component ActorComponent with the actual logic, and then a separate class of SceneComponent used to define the buoyant points on the actor. They could probably even be an editor only set of scene components that set an array on the ActorComponent that handles the actual flotation. Not sure if that's doable in BP alone.

brazen merlin
ivory sky
full flax
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hey guys...I have a blueprint actor class I've built for my door assembly...it currently has a frame, door, and transom static mesh and there's two public floats for transom and door open ratio. Eventually I'd like to have a trigger for clicking to open the door, etc...but for now I'm trying to place it properly...I have another blueprint actor class for one floor of my building...it contains all the static meshes for the floors, ceilings, walls, etc...I am now wanting to move the doors into this blueprint class...but when I do I can't seem to find how to expose each doors public open ratio variables...am I going about this all wrong?

rigid storm
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whats the general guidance there? do people that use C++ tend to go C++ only for everything, or is a hybrid approach pretty standard?

maiden wadi
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Depends on who you ask. I like both.

full flax
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I can see the child class in my outliner but it won't let me select it

rigid storm
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hmm. well. I guess the last reasonable question to ask is what the best way for me to RTFM is. Do people typically learn this stuff from sample projects? Are there good docs that explain this stuff?

I feel like almost all the materials I encounter are too beginner oriented.

brazen merlin
icy dragon
brazen merlin
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it is that uncommon though

full flax
brazen merlin
rigid storm
full flax
brazen merlin
maiden wadi
# rigid storm whats the general guidance there? do people that use C++ tend to go C++ only fo...

The shortest answer is that defining asset usage in C++ is a fucking nightmare. Requires static references and such that both clutter code, look ugly, and don't change when you decide to move assets around in your project. C++ is fantastic for math. BP math is okay for simple equations, but get four brackets in and it's just annoying. For the defining assets, that makes BP shine for spawning particles, or creating widgets, or setting materials. BP is also MUCH cleaner for timers and async calls with callbacks like loading soft objects. You'll find a balance.

full flax
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how do I access the public variables of a child actor in a parent actor

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if I place the child actor directly in my level I can just click on it and drag the sliders to open the doors...but when I place the door actor inside my building floor actor, I can't seem to find those variables.

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at least not in the level instance...I can find it if I open the building floor actor in the editor

rigid storm
spice lynx
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They don't actually exist in the level, they are spawned in by the BP. This is why you can't see their exposed variables

rigid storm
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there are free functions in C++? oh thank god.

full flax
icy dragon
full flax
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right now I have hundreds of doors in my level, and I was hoping to organize them into actor groups.

maiden wadi
# rigid storm hmm. and I imagine there are ways to call into C++... static methods, I guess? ...

BP and C++ is a one way street. C++ cannot access anything defined in BP. There are small ways around this like BlueprintImplementableEvents, and BlueprintNativeEvents. You can also define default variables in C++ and then set them in a BP child class, and use them in C++. And for access from BP, you just need to make your functions a UFUNCTION and BlueprintPure or BlueprintCallable. You can call them directly on the object in question. Though there are also Libraries where you can define static functions the same way and call them anywhere in BP as well.

spice lynx
odd ember
spice lynx
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they live inside the parent BP/Level instance, so you can't reference them from other places of your level

spice lynx
rigid storm
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C++ cannot access anything defined in BP.

oh, but you can define functions with inputs, right? like, little input pins that you can pipe into from BP when calling the function?

icy dragon
rigid storm
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🙇 🙇 🙇 🙇

odd ember
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that thumbnail is blasphemy. not using dark mode smh

full flax
gentle urchin
odd ember
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just kidding, it's play in editor

full flax
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haha!

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mmm pie

maiden wadi
icy dragon
full flax
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well as I said, I currently have hundreds of doors and windows directly in my level in the editor...it's a nightmare...and I can't imagine trying to access a specific door or window at game time via any logical convention...so I was hoping to make each floor of my building have it's own doors and windows as children...what's the best way to expose this type of structure?

odd ember
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same for windows if they need functionality

ivory sky
maiden wadi
rigid storm
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interesting. Okay, Well this has been really helpful.

Thanks a ton, @maiden wadi @icy dragon @gentle urchin !

I'm off to learn about converting blueprints to C++, and then to figure out how to create editor only behavior to capture a set of offsets that I can deliver to... I guess another component to handle logic. I'm not 100% sure of what "component" implies in Unreal yet, but conceptually this is a direction

odd ember
spice lynx
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You shouldn't cram an entire floor into a BP

full flax
spice lynx
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All those windows and doors should be BPs of their own, places into the respective (sub)level

odd ember
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it's like components for ECS

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except a bit heavier on the logic

rigid storm
spice lynx
rigid storm
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that much I am sure of haha

odd ember
full flax
# spice lynx What's the reasoning for making floor actors?

organization of hundreds of static meshes...no one could tell me a better way to do it...and I saw in a William Faucher video about separating walls and ceilings and such for lumen that you can collect them into actor components...so I did.

odd ember
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the idea is it's a freeform class that is easily attachable to an actor

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which is analogous to an entity

full flax
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What's ECS?

odd ember
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entity component system

rigid storm
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components and systems in ECS are a very specific implementation concept that is not the same as COP

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Although I am extremely excited for the Mass engine to come out so I can do some actual ECS

odd ember
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it's a design pattern that allows for very lightweight data structures to be managed by systems

icy dragon
full flax
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sheesh...are there any good tutorials for building levels in UE5 that cover this stuff?

icy dragon
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Wait no, this isn't Amiga channel

rigid storm
#

I mean, yeah. But in the same sense that functional programming and OOP are analogous

odd ember
rigid storm
#

they're both ways of modularizing behavior, they just accomplish it totally differently lol

odd ember
full flax
#

I tried to tell you I'm ready to move past blockout...but I can't find any resouorces on HOW to properly structure a level like this.

#

I don't even know what to search for.

#

so I just pop in here and ask questions that usually end with me discovering I did a WHOLE LOT OF WORK that I now have to delete and do over "properly"

odd ember
rigid storm
#

right. okay, sorry I didn't mean to make this into a debate. the reason I'm saying they aren't similar is that it doesn't actually inform me about the specifics of modularization in Unreal any more than the literal word "component" does

odd ember
#

then build a single mesh out of that

icy dragon
odd ember
#

that mesh will be a proxy. a proxy is the art version of a blockout

odd ember
ivory sky
#

Any updates?

full flax
#

so all the 3d modeling I've done as what I thought was final in-game art asset is what actually?

#

I have the entire building built in blender already

odd ember
#

well then you may as well bring it in 🙂

#

modular kits are prototyping tools

full flax
#

I did! now I want to organize it all

#

and be able to interact with them...so I've been putting all the static meshes into actors

odd ember
#

that's good

#

but so

#

anything that is static

#

you can leave as a single unified structure

#

anything that requires interaction needs to be separate

full flax
#

well I had to break it up into a bunch more static meshes than I initially thought so they can be properly lit by lumen.

#

and culled/optimized by nanite

odd ember
#

okay well I'm not familiar with lumen

#

or nanite

#

all of that seems extremely experimental

maiden wadi
#

@rigid storm In short. Actors are UObjects, and ActorComponents are UObjects. As UObjects, they share a lot of similarity in underlying code. However they differ in their implementations. The easiest way to look at it is from the top. When you open a level, you open a UWorld. this UWorld can spawn Actors which it saves in it's array of known actors in the world. An Actor similarly creates ActorComponents and maintains and keeps track of them.

brazen merlin
# odd ember or nanite

its recommended to break up your walls and ceilings and floors, seems like overkill though

full flax
#

well I'm not releasing this anytime soon...so I want to work with the new stuff

icy dragon
full flax
#

it looks fantastic...I just want to organize it so I can start workign with game logic

brazen merlin
#

epic: "lets make our next engine... not about games"

odd ember
#

well I'm going by the notion that anything UE5 is in for some rough beta testing, and I don't get paid by epic to that 🙂

icy dragon
#

Which I can't relate because I'm not a dedicated filmmaker (more in level with homebrew machinimas)

maiden wadi
#

Nanite is going to make the Casting hate skyrocket. 😄

icy dragon
odd ember
full flax
#

well I have to step away for a bit...called into a meeting...I'll get back to this I guess...

odd ember
brazen merlin
#

i swear ive read multiple sources that talk about how much more money is made in games industry than film nowadays

rigid storm
#

@maiden wadi and blueprints implement individual components? or whole actors? or both?

gentle urchin
#

Ms just bought blizzard for 600billion

#

So some value must be made..

icy dragon
maiden wadi
#

No, but people are bad at keeping their assets in line now. Wait til their assets are allowed to be that stupid large.

icy dragon
#

Even more so with the hardcore endless mode of COVID going on

maiden wadi
brazen merlin
#

Covid... covid... like CommVid?

icy dragon
#

Linear media makers and enterprise guys gotta turn their head around, and see how games technology somehow strive through

brazen merlin
#

wait a minute... there's no D in virus 😱

rigid storm
#

okay.. so an "ActorComponent" is a component that attaches to an actor, or class that implements an Actor to which one attaches components?

odd ember
#

yes but COVIS sounds too much like a pet name

icy dragon
maiden wadi
brazen merlin
brazen merlin
maiden wadi
maiden wadi
#

#define deprecated "Destroyed in Unholy Fire"

rigid storm
#

is there some other method of parenting actors that is preferred?

brazen merlin
#

ive been using CAC without issues

odd ember
#

a component is a class for repeat logic to be stored that can be attached to an actor. for instance, a health component could exist, and that could be applied to any actor that requires having health

icy dragon
rigid storm
#

alright, awesome. this clears up a lot. I think the primary confusion was that a lot of tutorials design the entire actor within one blueprint, so I didn't know if Blueprints == Actor == ActorComponent

brazen merlin
odd ember
#

blueprint == class/object, actor == WorldObject?

#

basically an actor is an object with a transform, so it can exist in the (game) world

maiden wadi
#

Not always true.

#

GameMode, GameState, PlayerState, etc.

icy dragon
odd ember
maiden wadi
#

Mmm. No, not all of them. AInfo actors do not have a location.

brazen merlin
maiden wadi
#

In fact. Technically actors don't have a location either. They use their RootComponent to get location.

brazen merlin
#

well i looked it up, literally exists to just be the longest word

brazen merlin
odd ember
#

I refer you to the docs

icy dragon
maiden wadi
#

Spawned in a level doesn't mean that it has to have a transform. It means the level maintains it by keeping a pointer to it to keep it alive.

brazen merlin
rigid storm
maiden wadi
#

The actor itself doesn't have a location. It gets it from it's root component.

brazen merlin
odd ember
rigid storm
#

caramelization is not a real word. And compartmentalization is a skill that I could use more of. But that's what therapy is for

odd ember
rigid storm
#

nonesense. everyone knows caramel is only a fictitious word designed to start pronunciation fights

odd ember
#

just like birds aren't real, gotcha

brazen merlin
#

birds are not real

#

they're a fabrication of false belief - there are only flying lizards

shadow crescent
#

good evening fellow creators!

brazen merlin
shadow crescent
#

I do?

#

I am far better at coding than graphics, lol

brazen merlin
shadow crescent
#

boo hoo

#

lol

trim matrix
odd ember
brazen merlin
#

API? Math? F? definitely #cpp

trim matrix
#

Trying out there . Thanks

lilac yarrow
#

I have setup different characters using different assets from the stylizedmodularcharacter, I have setup a system to change the body parts by string, and then merge all of the skeletalmeshes in one mesh.

My problem here is with or without the merging of the meshes, I am unable to save my structs, I have tried making a savegameblueprint, yet my player model never retains the struct, and always loads the default settings set to that struct.

odd ember
odd ember
lilac yarrow
#

Thank you will try now

odd ember
lilac yarrow
#

What would you recommend instead of struct

#

Because I have a character creation that creates body parts from the skeletalmeshes and then merges them into one mesh

odd ember
odd ember
#

and hope for the best

lilac yarrow
#

I see, I am quite wet behind the ears, and just hacking at it, so I can improve, I have been doing this for years, but my learning curve is slow

lilac yarrow
odd ember
#

structs are generally meant to be static read only data in BP

#

you can set them but it's an awkward process and they will sometimes bug you out, especially when it comes to setting (and later retrieving) pointers

brazen merlin
#

yeah, otherwise, if they are all skeletal mesh components, put them in an array and remember what each index corresponds to

lilac yarrow
brazen merlin
lilac yarrow
#

regular blueprint from stylizedmodularchar

brazen merlin
#

ewww, are those structs in a struct?

lilac yarrow
#

and a widget on top

brazen merlin
#

im all for automation and streamlining, but there's a limit, usually that limit is workability/ease of use

maiden wadi
#

Random side note with the savegame loading. You can delete almost half of the function.

near wolf
#

can someone help me add rotation to steering wheel ? Thanks

smoky ice
#

Does anyone know what would cause a BP node to need to be refreshed every time I load up the UE editor?

near wolf
#

I made it rotate, but it rotates instantly not slowly

smoky ice
#

This seems to happen every time, it's not even my code 😄

novel rock
odd ember
#

or it didn't install properly

smoky ice
smoky ice
#

no issue

odd ember
#

my take is

#

you moved it somewhere it doesn't belong

#

and that's why it's giving you issues

smoky ice
odd ember
#

apparently not

smoky ice
#

well yes, apparently not, I get that, I was just seeing if there was something I might be missing. This works once refreshed.

#

It's not the normal compile issue I see

odd ember
#

if the node is redded out like that it means it doesn't exist

#

so it's likely wrong scope

#

also as far as I can see it's not a gameplay statics

#

it's steam API which is different

smoky ice
#

Sorry I meant the PlayerController call that feeds in

near wolf
#

not steering wheel inside the car

smoky ice
#

The function is in a UBlueprintFunctionLibrary, which I assumed was fair game

odd ember
#

why have you moved it

#

let's start there

novel rock
near wolf
#

but im not that familiar with blueprints

#

right now it rotates, but instantly, it does not rotate slowly

novel rock
paper galleon
smoky ice
# odd ember why have you moved it

It was being called directly within a UObject BP and because I'm working on crossplay I've abstract this behind a generic object that's steam specific, with epic and others being C++ implementations.

near wolf
#

I followed a tutorial, the car tires turn normaly and they work, but now I wanna attach a steering wheel to them

#

that rotates with them

odd ember
#

saves me loading up the editor

smoky ice
#

It's called from a BP of mine, but it references this UBlueprintFUnctionLibrary call in the AdvancedSession lib

odd ember
novel rock
smoky ice
#

So I call this node from a UObject and it works, I moved it to another UObject and it can't find it

near wolf
odd ember
near wolf
smoky ice
odd ember
smoky ice
#

ah

#

yes

odd ember
#

rather than using copy paste

smoky ice
#

I just tried that

#

even when disconnected I get the error

odd ember
#

I don't actually see the error, I don't know if you have posted it?

smoky ice
#

^ you mean like this correct

odd ember
#

yes

#

I mean if it spawns in red

#

there is something wrong with the scope or with the plugin

smoky ice
#

It doesn't spawn in red sorry

#

only when I open it up again

odd ember
#

does it work otherwise if you compile it?

smoky ice
#

Yep

novel rock
smoky ice
#

If I refresh or run with the node disconnected it works

#

This is the first time for me in years that I legit can't tell what the diff is that causes this 😄

near wolf
odd ember
novel rock
smoky ice
#

Yah all I'm really seeing in the log is:
LogLinker: [AssetLog] H:\BattleAxe\Content\BattleAxe\Online\BP_OnlineSystemsShim_AdvancedSessions.uasset: Failed to load '/Script/AdvancedSteamSessions': Can't find file.

#

I don't even get an exception running with VS open

bright harbor
near wolf
odd ember
#

I'd try #cpp and see if they can help you out

#

sounds like the plugin is missing or corrupt or some such

smoky ice
#

Yah...but only for that BP 😄

#

Thanks I'll ask them there

odd ember
#

sure

novel rock
near wolf
#

yes

novel rock
near wolf
#

yes i know

#

one is for the steering wheel, other one is for the tires

brazen merlin
near wolf
#

it does not let me use only one key input for both

novel rock
#

this would make things a lot easier for you.

near wolf
#

but it does not find such function

#

i looked for input axis move right

#

and is not there

novel rock
near wolf
#

ah but this will undo all the stuff i did on the vehicle movement

#

i just draged out one for a test

#

and I still don't have a input axis moveright function

novel rock
#

crate an empty actor class BP > then add WheeledVehicleMovementComponent4W > then add wheels under wheel setup > then try and add input movement direction ( right or left idk what you prefer)

near wolf
novel rock
near wolf
#

it does not find the function we need

#

i think we should try some other way

#

the wheel rotates, just need to make it slow

novel rock
near wolf
#

i don't have that bro

novel rock
#

try this

near wolf
#

ok

#

and now what

novel rock
#

you can either use this vehicle or try my instructions again. those inputs should be there now if not then idk.

near wolf
#

i copied it from that blurpeint

#

to mine

#

so i made it rotate but still it goes instantly

#

and not rotating slowly

novel rock
near wolf
#

what do you mean

novel rock
#

take a screen shot of your blueprint.

near wolf
novel rock
# near wolf

try removing the Multiply node. connect it directly.

near wolf
#

does not work

novel rock
#

then multiply by 1 or 10 or 20 or 0.1 play with it

near wolf
#

this just shows the angle that the steering wheel rotates

novel rock
near wolf
#

i want it to rotate 90 degrees but slowly

#

not instantly

novel rock
#

do you have an Xbox 360 controller?

near wolf
#

nah

novel rock
wary wagon
#

are there any tricks for breaking when a blueprint variable is set

odd ember
#

breaking how?

wary wagon
#

like c++ data breakpoint in visual studio

#

(break when value is set)

#

pausing execution and showing which blueprint called the variable's setter

odd ember
wary wagon
#

my binds must be different, is it accessible from the dropdown menus?

hexed cloak
#

Why doesn't my timeline that has a length of 5 play for 5 seconds?

#

Lol

icy dragon
#

I believe the hotkey is F9

near wolf
novel rock
#

I wanted to be cool and use Is valid but i don't think it will work in this situation

lilac yarrow
#

I cleaned it up and ran it with an array but still same problem, the current skeletal mesh will not load

novel rock
short agate
#

It could also just be that i'm not handling things properly on my end

abstract summit
#

Somebody know why , when i change camera like that of my firstPersonCharacter he desapear

#

when i eject i saw him but in game he is invisible ?

charred grove
#

hello guys

#

why is the top tower

#

stretched by the camera?

#

also how can i give it a bette rlighting?

#

such as this

#

just a sec

#

just like that

#

colorful

#

cuz i tried to set lighting, but it gives it a realistic lighting which its not what i want

icy dragon
languid hemlock
#

i got an actor called itembox and want it to get collected and if it gets collected to add the Blueprint HackerItem to the Character

abstract summit
#

juste switchin camera

icy dragon
languid hemlock
#

heres my itembox blueprint and the second pic is my hackeritem blueprint

abstract summit
#

look

#

i see the raycast but no the mesh

#

just why..

pallid axle
#

yo where does the output print to un unreal

abstract summit
pallid axle
#

I know how to print in blueprint but where does it show on screen

tawdry surge
#

Output log and/or upper left of the screen

#

You can adjust how long it is on screen from the print node

pallid axle
#

alright guess I'm using the print node wrong

tawdry surge
#

Not sure how, but I'm sure there's a wtf video for it if you're having trouble with it

pallid axle
#

man programming is a lot easier then blueprints

tawdry surge
#

Haha idk how you figure that. I've taught 8 year olds how to use blueprint. Never had anyone under 15 get past functions in a text based language

pallid axle
#

welll maybe I should of learned blueprints first but they kinda lame tho

tawdry surge
#

Lame how? It vastly easier to debug and track logic, and typically runs as fast as c#
C++ is good for some things but quick prototyping isn't one of them

pallid axle
#

I feel more free when not using visual scripting idk

fluid stratus
#

If anyone might be using easy ballistics plugin. How might one change ammo types? I though set ammo could work. But it has not changed the ammo and in fact is preventing firing from happening.

odd ember
tawdry surge
#

Well that's kinda the difference between lower and higher level languages..

carmine thunder
#

I am trying to respawn the coin. I think I have done almost everything correct but the coin doesn't respond to collision and neither it gets destroyed

zealous fog
#

Why are you casting?

carmine thunder
#

to know who is colliding with it

#

respond only if its a player

zealous fog
#

But you arent checking whether the hit actor is the player

#

Youre checking if the player is the player

carmine thunder
#

okayyy

zealous fog
#

Which it always will be (assuming its always thirpersoncharacter)

carmine thunder
#

yeah

#

thirdpersoncharacter

zealous fog
#

So this cast will never fail

#

You gotta connect the other actor node

#

Your coin is now spawning at the exact location where the cylinder is, and is probably colliding and thus not spawning, you can try selecting another collision setting

#

Or spawn it with a little offset, so you can see if it is spawning at all

carmine thunder
#

other actor node to where?

#

coin's shape is cylinder

#

if it gets destroyed then it wouldnt collide

zealous fog
#

Probably one of the most recommended videos on this discord

#

haha

carmine thunder
#

i assume other actor node to object ?

zealous fog
#

Yes, but its good to understand why you are doing it as well

carmine thunder
#

I am mostly in c++ and i have to do bps because I dont have much time left now 😦

#

and i am vv new to Unreal 😦

zealous fog
#

Take you time while starting out

#

Dont get yourself stressed while learning haha

carmine thunder
#

somehow i covereed behaviour trees, blackboard in 2-3 days

#

with cpp

#

but rn i have to wrap this up with BPs

#

so i need help

zealous fog
#

Transform is location, rotation and scale

carmine thunder
#

i did connect it to other actor to object

last abyss
#

can 2 components of the same actor call begin overlap on eachother?

carmine thunder
#

looks like this now

zealous fog
#

Not what object it should be/look like

tawdry surge
#

Are you trying to spawn another coin from the current coin after the current coin was destroyed?

#

Cuz that's what it looks like

carmine thunder
#

i want to spawn the same coin

#

spawning is the 2nd thing. Rn it's not even triggering the collision and getting destroyed

tawdry surge
#

Just set hidden in game on/off.
Destroying it will give you a new instance

carmine thunder
#

oh that sounds like a solution 😮

tawdry surge
#

That has to do with the collision settings on the collision volume and the player character

zealous fog
tawdry surge
#

If the volume is ignoring pawns it won't fire when the player overlaps

#

Not unless you actually want to destroy it

carmine thunder
carmine thunder
#

would set hidden will deactivate the box colliders at the same time?

zealous fog
tawdry surge
#

It depends on the blueprint class you made. I always just check.
You can destroy it but then nothing else inside the BP will fire because it's been destroyed.
You'll have to spawn a new one from somewhere else

#

Not actually sure

#

Have to try it to remember

carmine thunder
#

blueprints were made to make life easier 😦

zealous fog
#

Also, I wonder if you really wanna get the world transform of cylinder? What actor is the cylinder? Is it like the coin purse or what

carmine thunder
zealous fog
#

They are easy but you cant expect to just finish something quickly in a whole new way of programming haha

#

Dont let this discourage you

carmine thunder
zealous fog
#

But then you are spawning a coin with the exact same transform as another coin

#

So you would have it collide with that other coin

tawdry surge
#

Thats still an option in BP. Look in the advanced section of the spawn node..
But you still have to spawn it from outside itself

#

Once it's destroyed then it's done executing logic

carmine thunder
#

why is it another coin. THe motive is that the player collides->coin despawn-> after 10 secs it respawns at same location

zealous fog
#

Then you should cache the location when the coin is destroyed and then respawn it at that location

carmine thunder
#

okayyyy

zealous fog
#

But then you have the collision issue again

carmine thunder
#

is respawning that annoying with bps?

zealous fog
#

No, but if you dont know how blueprints work, and youre expecting to know how they work immediately, probably yes

carmine thunder
#

lol it means yes then 😛

zealous fog
#

Well, then dont expect to know how BP work immediately without practise and you should be fine

#

The video I sent earlier will really cover a lot of things that you are trying to do

#

Event dispatchers (and the correct time to use them, probably not in this situation you are in), casting, and interfaces (probably what you should be using atm)

carmine thunder
#

okayyyy

#

what's the opp of set hidden

#

when i want to unhide

#

interfaces are powerful

#

for designs

zealous fog
#

You could~~ probably~~ find that on google

tawdry surge
#

It's still set hidden. You just make it false instead of true

#

And I'm pretty sure there's a set collision enabled node as well

carmine thunder
#

uhm that should help

#

but first it's not triggering collision

#

let me check volumes

#

@tawdry surge cylinder is set to block all

#

and the box comp is for checking collision

#

isn't the opp of sethidden is setvisibility?

tawdry surge
#

Ok so grab the cylinder from the components window, drag it on to the graph, pull off the return/output pin, type set enable collision. Set to false or none or whatever

carmine thunder
#

no maybe

tawdry surge
#

And no. Look at your set hidden in game node. There should be a check box at the bottom. Just uncheck it to set unhidden

carmine thunder
#

would this work too?

zealous fog
#

Just google the node + ue4

tawdry surge
#

If you want it to have no collision all the time sure

carmine thunder
#

yeha the cylinder shouldnt collide

#

but the box collider should work

tawdry surge
#

Then you can set it directly like that in the details panel

zealous fog
#

<@&213101288538374145>

tawdry surge
#

The box collision will have it's own collision settings

#

Make that overlap the pawn and it should work just fine

charred grove
#

hello guys

#

i cant make my drag and drop actor on world work

#

i got main widget, i got the widget image for the actor, and i got the blueprint for the actor

#

i dragged the red square, and its supposed to spawn a cylinder

#

but nothing spanws

#

on mouse button down

#

on drag detected

#

on drag cancelled

lyric pumice
timber terrace
#

Hey guys, i am getting a weird issue where my cast isn't working

#

the weird part is that is only works with one weapon and doesn't work with the other

bright harbor
#

im only trying to get my player to lay flat against the ground no matter what the surface is, but it's just not working, anyone know why?

last abyss
empty needle
#

How do you make a function in blueprint return a reference?

#

Instead of a copy?

high yew
#

my content browser is opening the folders inside of it and puting it in the parent folders.

bright harbor
last abyss
#

I guess start by visualizing what the trace hits, then see what the look at rotation would result into and how the rotation would be when you apply it to the mesh

bright harbor
#

i’ll keep trying, thank you for the help

empty needle
#

Anybody have an idea on how to pass by reference?

brazen merlin
empty needle
#

I'm trying to make sure that I always return by Ref on the struct.

#

I have a actor that I'm using as a Global Variable basically.

brazen merlin
#

then use set-by ref var

trim matrix
#

hello guys

#

so i created a base widget

agile edge
#

how do I reduce find all

trim matrix
#

in this how i can add name

#

i mean adding name asper we input

agile edge
#

ctrl+shift+F it seems to be stuck "searching" too many things or something

brazen merlin
trim matrix
#

just like this

languid hemlock
#

um i need sum help with ma blueprint my game is a 3d fun racer game and im creating an object which inverses controls for the other racer either 1 or 2 depdning on who has it

#

simpleplacing it in the level doesnt do anything

#

have i done something wrong?

brazen merlin
#

the way move input works is by how much has been pressed (noticeable with a joystick) Scale Value means how much it should be moving 0-1 is like 0-100% movement. You want to get what this value is from the target player and invert, so you are close 🙂

blissful grail
#

So, I have a GameMode that has an int variable that represents how many objectives have to be completed. I want this to vary from map to map, but rely on one GameMode. What is the recommended approach to handling this? Is there somewhere else that I save the number of objectives to be completed and then the GameMode just reads that in BeginPlay?

languid hemlock
#

@brazen merlin here for example is my movement file

dawn gazelle
blissful grail
#

Well, one instance of the map might require 1 objective, and another might require 5. Same map, just a different value.

brazen merlin
blissful grail
#

How would the level BP help in this scenario? It too is tied to the map. But I need this value to be configurable.

#

To be settable prior to the actual loading of the map.

languid hemlock
#

but it basically controls the players speed

#

or well the cars rather :p

brazen merlin
#

its called SetMeshesVisibility

languid hemlock
#

i cantseem to find speed values there aswell

brazen merlin
languid hemlock
brazen merlin
#

oof

dawn gazelle
languid hemlock
blissful grail
# dawn gazelle Each level's blueprint can have a different value which you can then pass to the...

I understand this. But this would require that I just duplicate the exact same map if I want one version of the map to have 1 objective requirement, and another version of the map to have 3. Which is the exact problem that I'm trying to solve. Avoiding duplicating.

Picture you have a map selection screen. You can select "Neighborhood" with 1 required objective or "Neighborhood" with 3 required objectives. They are the exact same map, the only difference is the required objective count. It seems awfully silly to duplicate the map just to change 1 value.

brazen merlin
# languid hemlock i found this now

you're better off doing it in the player class instead of HackerItem. What your HackerItem should do is set this variable to -1.0, run the delay, then set back to 1.0. It's sort of what you are doing but less nodes

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so for your HackerItem, onHit, cast that hit actor to PlayerClass, from that return, set the var to -1, delay, then set to 1

dawn gazelle
simple trench
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So I am quite new to unreal engine. I have an enemy ai as a character and it has a gun mesh on its right hand. how would i make it shoot a bullet out of that?

brazen merlin
blissful grail
languid hemlock
dawn gazelle
brazen merlin
languid hemlock
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could i still dm you tho? >w<

brazen merlin
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ehh, id rather you learn 🙂

languid hemlock
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oki i try

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but like the onHit thing what shall i remove in the current BP from HackerItem

brazen merlin
blissful grail
languid hemlock
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there ´s no onHit tho qwq only event hit

brazen merlin
languid hemlock
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aaah oki

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how do i do that cast the hit actor to my player Class as it doesnt seem to work as theres no player class

brazen merlin
brazen merlin
languid hemlock
brazen merlin
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The bp where inputs are performed for movement?

languid hemlock
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BP_KartPawnBase

brazen merlin
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Cast to that

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Should be blue not purple

languid hemlock
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hmmm

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cant figure it out qwq tried deleting em and this also doesnt work :(

languid hemlock
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because i havent found issue7fix7explanation on why its like that

brazen merlin
languid hemlock
brazen merlin
languid hemlock
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yea but its just the problem that ive lookedalot and theres no video on howto get it to purple

brazen merlin
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no not purple, you want blue

languid hemlock
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yea i meant blue sry qwq

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imma try a new blueprint from scratch

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should i use actor or pawn for an item? >.>

brazen merlin
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just to reiterate what i mean
( first picture is in your player class)
( second is your hacker item class - do not cast to MyCharacter, cast to your player class BP_Kart)

languid hemlock
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down is the Player and the above is the HackItem im guessing? >.>

brazen merlin
faint pasture
languid hemlock
faint pasture
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Pawns are Actors too though, brush up on the class heirarchy

languid hemlock
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gosh its still purple qwq

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whyyy are you such a pain to use unreal :(

dreamy basin
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Can Anyone help me to create a vortex which pulls players towards the vortex projectile

near wolf
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hey guys, im doing a blueprint for rotating steering wheel inside a car. But right now it rotates instantly. Any ideas how to make it rotate slow with the tires?

willow phoenix
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you need to put it on a timeline/tick to rotate smooth

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and steering value is pretty sure either 0 or 1

near wolf
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I already have steering tires, but im not sure how to connect the steering wheel to them

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so it rotates together with them

split orbit
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Ok so, i am trying to figure out my issue from earlier a bit better.

I have a Function called "GetPayload" which basically gets the itemobject that is currently being dragged around.

IS it possible to make this function.... (idk how to word this so hear it goes) not bound to a blueprint? So it can be accessed by any blueprint I call it to?

viscid python
maiden wadi
viscid python
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This is a store asset for 30€, I'd buy it just to see how it is done but the author seems long gone and the Discord is abandoned. So no support or anything and I'm not sure if it's worth it. I don't even know what to look and search for on Google, however 😅

wary shadow
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Hi there, what’s the easiest way to pass a bool variable (flag) from a widget BP (let’s say a sort of menu) to an actor BP?

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I’m able to set the variable depending on the button clicked, but I don’t know how to access it from the actor BP

north hedge
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Anyone know why VR controllers would be working perfectly fine in editor but not overlapping/gripping in a Quest build that averages about 50 fps?
Its not making any sense

wary shadow
north hedge
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You could do on a switch on Gamemode Begin Play, iirc its called on each new level load. But google that first because its been a while

zealous fog
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I changed the collision boxes a little bit, the problem was that the collision seemed to be more accurate than in editor

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And the overlap wasn't happening in game because the boxes weren't actually touchinf

north hedge
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Cheers, I might move them away from the hands to see if its an issue with that

zealous fog
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Could always print t string to see if the event hits

north hedge
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Yeah I have it printing overlapping actor and a few other vars we have that are assigned on grab/overlap

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and everything but the overlap hit actor is being ignored

maiden wadi
# viscid python Thanks for the answer! I'm too much of a beginner to pull off what you describe...

I can't give a tutorial really, but I can generally tell you how I would do it. If your classes are set up correctly, pretty much all of your weapons would have a base class. Each weapon can extend from that, but the base class would have an array of attachment points of some kind, struct or whatever and probably has the names of sockets in it or has a GameplayTag or Enum that can look up socket names from a map or datatable. What this allows you to do, is have these weapons spawned, but pass them into a widget in the form of the base class and still access that information from them. You could pass that into one large widget like here in the green box. Allows you to set the weapon's name there, and get it's attachment points. You would have that large widget create six smaller ones, one for each attach point and one for each attach points box. Some screen space math could solve spacing the boxes out from the weapon at angles. You use some converting functions to get the weapon's socket locations on screen and convert that to the widget's canvas' local space and set the widgets where you need them. After that it's as simple as using OnPaint to draw the line from the outer edges of the box widget to the attachpoint widget. It is exceptionally complex work but definitely worth trying for if you're into UI design.

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Random fun note.. This isn't easy work, which makes me surprised this person went lazy and attached the line to the bottom of the square widget here instead of just figuring the square's outer closest to the attach point.

viscid python
viscid python
mint comet
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been trying to move the camera on the Z axis, but it's not working, am i doing anything wrong?

gentle urchin
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Constant wants a live current location i think

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So get component relative location

brisk garden
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Wondered if someone could tell me how I can create a very basic "dialogue system"?

Basically I have this UMG/widget that I want to use. When I click on the button "Next", the text in the bottom box should change to a different (pre-set) text.

How can I do that? All tutorials that I look up cover completely different dialogue systems

maiden wadi
zealous fog
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Maybe he just finished the whole system and figured I've done enough work 😂

maiden wadi
viscid python
maiden wadi
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Probably. That's the greatest thing about programming, you can do anything you want. 😄 Just depends how much work you want to put in.

viscid python
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I absolutely want to see this in my game, and it will be done 😎 As of now I just don't have all the knowledge and experience in Blueprints I need 🤔

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I'm glad to have some information on what to do and what to even look for now, thanks to you and this channel 😉

calm iris
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Attached a game camera to a camera rail, works as intended when moved manually in the editor, but how do you make the camera start moving along the track when pressing play?

runic parrot
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Hi! does anyone know of a way to make a double progress bar?

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i want to show how much hp something has and how much it loose, on the same bar

icy dragon
gentle urchin
gentle urchin
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Surprised the original bar dont support multiple colors/values

maiden wadi
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I'm lazy. I'd just drop two progressbars in an overlay

gentle urchin
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I expected more from you 👆👆

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😂😂 nvm.

shadow crescent
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quick Q ... can we have more than one Begin Play in a blueprint graph?

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or should I keep it all together?

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currently using sequencers but wondering if I can separate

odd ember
shadow crescent
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right

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I have seen that a few times in tuts

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very handy

near wolf
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Hey guys , anyone know how can I make a steering wheel rotate with the tires? I already got working tires, but need to set up the steering wheel

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right now it rotates instantly and not slowly with the tires

worthy carbon
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Hi! Can someone send me the best tutorial for how to learn blueprints and animation etc

tight schooner
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@near wolf Can you get the relative tire angle from the vehicle movement component? Or if not, from the tires themselves?

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I'm not familiar with the vehicle movement component so I'm just speaking in terms of general troubleshooting

near wolf
tight schooner
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Though from a car pov, it's usually the steering wheel input that drives the tires, but if you're doing an arcadey thing then I get it

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If it's cosmetic and doesn't need to be accurate at all, you can use FInterpTo or FInterpToConstant to smoothen the steering wheel motion

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Independent of what the tires are doing

near wolf
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it needs to go with the wheel, because I will have character driving and rotating the steering wheel

foggy escarp
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its part of the vehicle wheel component.

near wolf
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but im not sure how to connect the steering wheel with the tires

calm iris
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How do you play sequence as soon as you press play in the editor?

foggy escarp
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with the angle you can convert the steering angle directly with the roll of the steering wheel.
Or the better way would be to simply have the steering wheel be a 5th wheel type that's also turning but has no collision.

near wolf
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but I don't have any bones for the steering wheel, it's just an object that I want to rotate

foggy escarp
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Then you could just have a tick to keep the same rotation as the vehicles steering angle.

near wolf
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yeah but how to do that? And do it slowly. Because right now it rotates to the same angle as the wheels, but it just does it instantly

gentle urchin
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Nvm, didnt actually read up!

foggy escarp
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being that sterring angle is based off of a percentage, you would have to convert it.

grave relic
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Anyone that can help me with this spawner issue? So ive got a weird bug, i have a spawner that spawns civilians any value from 1-9 is fine, but then the spawns get caped at 9. So if i say spawn 100 civilians i will still only spawn 9.

near wolf
foggy escarp
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sure

maiden wadi
grave relic
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@maiden wadi Thx solved it like this 🙂

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Works like a charm

split orbit
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I have a Inventory_Widget that has this inside it (First picture)

Then I have a Component that calls for the variables from that Widget

For some reason it returns 0 for the values... what am I doing wrong...

It returns the values correctly inside the InventoryGrid_Widget

maiden wadi
# split orbit I have a Inventory_Widget that has this inside it (First picture) Then I have a...

I highly recommend you change your design process. Widget should not ever dictate the size of that inventory array. Further the Inventory should not care about that widget, it should never know that it exists. Instead, your Inventory should have a single Size value. The Inventory component can be passed to the Widget, and the Widget can arrange it's own grid based on that size and the contents in the inventory.

The general design flow should always be that UI never affects gameplay data directly. Gameplay classes should absolutely never care about UI. UI should be able to call functions on gameplay classes to affect them and get data from gameplay classes to display their data.

split orbit
maiden wadi
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But that's exactly what you've done though. Your container has an inventory widget in it. And that means that there's a widget for every container. Instead, you should have dozens of containers and a single widget.

split orbit
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I am beyond confused at this point then, 12 days of trying to fuck with this to get it to work in ANY way.

maiden wadi
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Widget should be able to take any container pointer and populate itself from that container.

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Here. Lets start with this. What is the goal here? Look at a chest, press F, open inventory?

split orbit
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I haven't even gotten that far 😦

maiden wadi
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But is that the end goal?

split orbit
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Yeah, i guess?

gentle urchin
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Its hard to design something without a goal in mind

maiden wadi
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Start with the trace. Need this in your Pawn. Can be converted correctly to an interface function later for more interactions but this is the singleminded goal right now so a cast to the class is fine.

foggy escarp
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here's without any interpolation

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the axes I'm using here isn't quite right, but its close to the idea.

split orbit
maiden wadi
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I'm aware. But you need to be able to look at the chests first. After that, once you have them, populating the world with them is just a simple generation code or level design placement.

split orbit
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The problem here is I can't make them and populate them in the world without first creating the framework in which they work on

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I don't know how to describe it and am failing every step of this I am sorry

"Container" is the term I am using to describe a Grid in which Items can be stored

The Player Inventory is one of these

A Chest, is one of these

A 1x1 Equipment slot is one of these

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I understand later I will need to tie a widget to an actor that on use of F pulls up a specific variation of the "Container" tied to said Actor

maiden wadi
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Your inventory itself just needs to be an ActorComponent. This can exist on your chests, and on your player character. How you transfer data between them is up to you.

gentle urchin
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^ Was about to say

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ActorComponent is your inventory

split orbit
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It already is an ActorComponent

gentle urchin
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easily moveable between projects

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Widget is purely a cosmetic visual thing for the player

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and should have next to 0 effect on the inventory itself

maiden wadi
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Then follow along with me for a moment. Make yourself an Actor class for the base class of your containers that will exist in the world. Like Chests, Drawers, Shelves, etc. Place a default Inventory Component on it.

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Should look like this relatively.

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Later on you can subclass this and add visuals, like making a child class of this class and naming it Chest, and adding a static or skeletal mesh of a chest.

split orbit
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Already lost me

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My brains fucked

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And am anxiety ridden

maiden wadi
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It's perfectly okay. 😄 Just start with the actor class. New Actor, name it whatever you like. ContainerBaseActor, ContainerParentActor, whatever.

split orbit
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Thats what I had for my "Chest" box

maiden wadi
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That'll work fine for now. That has your InventoryComponent on it?

split orbit
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Yea

maiden wadi
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Does your InventoryComponent have a size specified for it in itself?

split orbit
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Nope

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Thats the issue I am having

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Each "Instance" of object has a different Columns x Rows value

gentle urchin
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Instance editable variables

maiden wadi
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Do that for starts. Open the InventoryComponent blueprint, make an integer. InventorySize or whatever.

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And yeah, make it InstanceEditable

gentle urchin
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possibly ExposeOnSpawn if you want to expose them out in the editor and have the owner define the size of it ..

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but thats.. 3 steps ahead

maiden wadi
split orbit
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Ok I have that already I just happened to do it from the Widget to the Component so each version of the widget pulled in

Sets the size of its own container

maiden wadi
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You want to avoid doing anything except displaying in the Widget. Don't use it to store values.

split orbit
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So that I could drag in the InventoryGrid_Widget into the Inventory_Widget (the actual Inventory Screen)

maiden wadi
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The inventory size needs to be in the Inventory itself.

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Widgets are volatile. They come, they go, they change often, they're not useful for storing gameplay data.

viscid python
maiden wadi
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Sure. Most people use WidgetComponents for that. Just set the WidgetComponent to attach to the bone of your skeletal mesh.

viscid python
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What, that would be it? That's possible?

maiden wadi
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Should be

viscid python
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Amazing... I'm so off trying that. Thank you once again!