#blueprint

402296 messages · Page 824 of 403

rough warren
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it is creating an object in the scene though

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oh yeah

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i gotchu

zealous fog
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N, its creating it in that instance

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That gameinstance

rough warren
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is there a way though to put that spawned object into a folder though

zealous fog
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But gameinstances are destroyed when you quit the game

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What are you trying to do

rough warren
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true, but for organization when debugging

zealous fog
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Or why do you want that

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Not with blueprints

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Anythings possible in C++

rough warren
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alright

zealous fog
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Dont know how much work it would be though

rough warren
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can you convert blueprints to c++ ?

zealous fog
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Dont know much about it

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Yes

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But you can't write this in blueprints

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But for performance you can nativize blueprints

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Will be deprecated in UE5 though

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I cry cause it made my game go from 40 fps to 100 fps

rough warren
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i mean UE5 is really optimized though

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I'm spawning 250k buildings with like 1k+ verts in each and still getting good fps

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obviously I'm gonna optimize it, but even unoptimized it runs really well

zealous fog
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For graphics yes but the performance you gain from nativization isnt graphics

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So I have a lot of projectile moving on tick

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By nativizing that it gained a lot of performance

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But yeah doesn't help a lot of games

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Depends on what you are doing in your blueprints haha

crystal crown
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Hello! i'm newbie

I have made a pawn plane with pitch, yaw, roll & acceleration, deceleration.

How can i make it so roll will return to world plane (level itself out) let's say if the angle is not more than 90 degrees.

Also i would like to connect roll and yaw but have so far failed.
I don't want to make this post too long, feel free to message me.

glass magnet
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hm ok so hey yall

undone wyvern
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Hey there, would anyone kindly be able to explain to me what i'm doing wrong? (Artist here, and a total beginner at BP.) What I'm trying to do is make my lights turn on when I press E inside of the collision box, and when I press E again they turn off, but with a slight delay or fade out (timeline)...

glass magnet
# glass magnet hm ok so hey yall

so last night i was here trying to figure out how to get an outline and i did get it! on a box, im trying to input this for a player character as well. Any suggestions?

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this is what i had last night for the box inking

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it basically has a black outline but when you hover over or click it will be red

odd ember
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no? where would that be?

glass magnet
crystal crown
undone wyvern
zealous fog
undone wyvern
zealous fog
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Because I could look through this code and tell you what I think you did wrong (I did look I believe this is the light blueprint so you are using the event input e, but you are the player not the light, so it won't do anything) but the fact is that this is not a conventional setup so it's better to learn how to do it correctly immediately

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And how to interact with objects in your world correctly

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It's a classic vid around here haha

hollow vessel
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Guys I was wondering if c++ is better then blueprint. I have been making games using c# with unity for a year now and I want to learn c++ and I though unreal engine is the best way to learn it. Coding seems easier then blueprints in my opinion. I was wondering which one is better?

zealous fog
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Neither is better, they can't both be used to make games very well, the recommended way to go about it is using both

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That's what epic recommends

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And also does in their own games like fortnite

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They also have sample projects that use both so you can see how they do it

undone wyvern
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@zealous fog Thank you mate

hollow vessel
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How can you use both? It makes you choose one when starting a project

zealous fog
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Epics got a bunch of documentation and samples on that

zealous fog
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That doesn't matter

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You can still add the other

brazen merlin
crystal crown
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@zealous fog Maybe you can help? See above

hollow vessel
brazen merlin
zealous fog
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As a newbie I'll first say making a plane is not very easy

hollow vessel
brazen merlin
crystal crown
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that makes sense

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also nothing seems very easy 😄 have to start somewhere

zealous fog
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True

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I'll be honest I went into flying ai pretty soon lol

brazen merlin
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Youve chosen hard mode by working with rotators right off the bat

zealous fog
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Just warning it can give you headaches lol

crystal crown
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editing character bp seems miles harder

icy dragon
zealous fog
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I made it work

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Don't expect it to look great though

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I used a lot of illusion to make it look ok

crystal crown
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i'm having trouble with connecting roll & yaw aswell. they interfere with each other at certain rotations and it goes crazy

zealous fog
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Theyre not really flying as much as walking but with a higher z value lol

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I would focus on 2 axis first

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Get that working ok

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Leave the z axis for now id say

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Feel free to ignore me though

crystal crown
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i followed a tutorial on yt and got the pitch, yaw & acceleration working perfect. now i need to combine the things but that's where the tutorial ended 😂

tranquil abyss
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im trying to R&D a inventory and im wondering what the best variable is to store things

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Is making an array of actors? maybe a way to do it

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as a variable for the player

brazen merlin
glass magnet
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hey conradd

brazen merlin
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You can hold all data relevant to the item via array

tranquil abyss
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those are not variables are they

glass magnet
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hey conrad i have a question for you

brazen merlin
brazen merlin
glass magnet
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remember last night with my outlining issue

brazen merlin
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Sorta

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Is this graphics related.......?

glass magnet
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im just trying to apply the outline to a player character

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or an actual character class

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i have it oulined but it isnt registering that i have my mouse over it

tranquil abyss
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The answer is yes, as always but

zealous fog
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You can click on those structs

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And then they're a variable

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You literally have it selected 😂

brazen merlin
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Not the var. The struct asset

tranquil abyss
brazen merlin
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Looks legit

crystal crown
odd ember
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-90 being the same as 270, 360, being the same as 0 etc.

brazen merlin
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Its kind like Euler is good at setting rots but not over time rotations

glass magnet
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ayo

crystal crown
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so basically i need to set it to quaternions to make the yaw & roll work together?

glass magnet
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i think i know the root of my problem but i still need help, does anyone know howe to make a character blueprint class clickable?

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because the cursor over event only reacts to clickable interface

brazen merlin
crystal crown
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so i'm guessing auto leveling is even more difficult when the rotation is not tracked properly

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or is that do'able

brazen merlin
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Im sure its doable. Rotation math is just hard lol

crystal crown
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i have searched about this topic everywhere i'm surprised that i found absolutely nothing

brazen merlin
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Euler and quaternions are math related more than engine related

crystal crown
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i mean't the auto leveling. I want to make something like EA battlefront starfighter controls

brazen merlin
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Might be a different term

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I dont know much of airplanes

crystal crown
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i'm a newb so sure can be. no problem. thank you for your pointers and discussion

glass magnet
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does anyone know how to make a character blueprint class clickable

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because im tryin gto use event ActorBeginCursorOver but it needs a clickable interface

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unless theres a different way to detect the cursor being over a character blueprint

last abyss
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make sure these are enabled

glass magnet
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would i put that into the value under render custom depth

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that is what i musing

last abyss
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I have never used custom depth before, so i'm not sure what to say. but your player controller just needs to have click events/mouse over events enabled to make your actor's cursor over/clickable events work

glass magnet
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unless i did something wrong it didnt work but thank you for the help anyways

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wait

dusk ember
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i brought this up last time i was in here but didnt really talk about it much; i have a trail on a projectile but it only appears in client mode. anyone have a fix for this?

last abyss
dusk ember
last abyss
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you should probably ask in #multiplayer if it's multiplayer related

dusk ember
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i mean i guess but i want it to appear in every mode

icy dragon
dusk ember
icy dragon
dusk ember
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but why is it only appearing when i'm on the client netmode?

last abyss
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it seems strange to have it work in client mode, but not in server/standalone mode.. I suppose maybe it depends on where the particle gets activated, or does it get auto activated?

dusk ember
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its activated when the projectile is spawned i believe

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if thats what ur asking

last abyss
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yeah, is it being auto activated by the particle system or are you activating it in the projectile bp?

dusk ember
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projectile bp

last abyss
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can you make a snippet of what the code looks like, or is it just beginplay -> activate particle system?

dusk ember
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the bottom part is the important part

last abyss
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the projectile isn't being destroyed on spawn right?

dusk ember
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no its being destroyed after 2 seconds of being spawned in or it hits an object

glass magnet
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figured ito ut

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kira you were right i did have to activate it but i also had to amke it so the capsule component actually blocks the mouse

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before it was just going through the player

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thumbsup thank you for starting the snowball

last abyss
dusk ember
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its not getting destroyed on spawn because i can see it and when it gets destroyed in game. and this is only happening in the standalone mode.

mossy mist
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Hi I cant open my project anymore. It fails to rebuild, then tells me to rebuild from source. However, this isn't even a c++ project and I don't have any visual studios files in it. So I try recreating visual studio files but it fails

dusk ember
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so i made it print out when the trail would end, so its obvious that the trail is being made its just that i cant see it in singleplayer

last abyss
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very strange how it shows up in client mode, but not in server (standalone) mode.. unfortunately I haven't used those nodes myself so I'm not sure what the issue could be

dusk ember
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well i appreciate your help, i'll work on this later

mild ibex
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#umg is prob a better channel

proper umbra
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didnt even see that mb

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yeah thats prob right

mild ibex
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how would I move, say a cube, as the player character?
I have all the inputs and code and stuff id need to move it, but how would i say toggle moving the separate actor and then toggle it off?

last abyss
mild ibex
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this is what im attempting to try atm, is use an input to toggle enable input, rn im trying to get a print message to see if it even works and its not as far as i can tell

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where Vp_Plane is what im trying to control

last abyss
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if it doesn't print then either your VP_Plane reference is not valid or it is valid but doesn't inherit from VP_Plane (or isn't VP_Plane class itself)

gilded venture
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is there any way to have a begin overlap event ignore certain actors/events?

last abyss
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if you want a specific range of actors that all inherit from the same base class, you can cast to the base class
you could also add tags to your actor class, and on begin overlap using the other actor pin you can check if 'actor has tag' (you can add tags in the details panel of your actor)
blueprint interfaces are another way to do it, using the other actor pin you can check 'does implement interface'

mild ibex
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ive tried getting the VP_Plane and the plane pawn

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its literally an actor blueprint with a plane inside it

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thats all it is right now

last abyss
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right, but the reference that you are plugging in as the object is not valid, where are you setting that reference?

mild ibex
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its an object variable with the bp inside it

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that

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im assuming that by casting, my current object will no longer be controlled and only the plane will be, or at least thats what im trying to achieve

last abyss
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you should probably change that variable type to VP_Plane, if the only thing the variable will hold is going to be a VP_Plane

mild ibex
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which, im assuming i need to disable input on the current then enable on the plane

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and once enabled it will allow the code in the plane bp to fire?

last abyss
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Yeah... but is your VP_Plane's parent class pawn or actor?

mild ibex
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actor

last abyss
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right, then that is likely what u want to do yeah

mild ibex
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seems like it worked, i pressed the button then it enabled input on the plane and disabled on the "player" and im assuming id just do the same setup, but in reverse for the player on the plane so it can throw control back

last abyss
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yeah, actually since you're not changing what pawn you're possessing you can just do a 'get player character -> enable input'

mild ibex
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im using the vp plane which is this, as the target

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and get player controller

last abyss
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u have to set VP_Plane to be something that is valid in the world

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for example, is your plane already in the level on beginplay or is it being spawned in?

mild ibex
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its already placed in the level

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so it should always already be there

last abyss
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and your player is also in the world, or being spawned?

mild ibex
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i do have level layers, but the player and plane are on the same layere

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also in the world

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neither is being spawned

last abyss
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then you could set the VP_Plane variable to be 'Instance Editable' - meaning you can click, in the world outliner, on the actor that holds the variable (which i guess is your player?) and set it to be the plane

mild ibex
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ohhhhhh, ok

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i see,

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now i just have to get it back to the player, which is just the same code you mentioned before

tranquil abyss
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So I made a struc with 2 different arrays for my inventory, I want to know how to get and set values

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if I want to get, set or check Device array index 0

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Ik what it would look like in code but not sure in blueprints

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Not alot of great stuff on google for this one either

tranquil abyss
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Maybe it would just be easier to make 2 different arrays

last abyss
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personally hate structs, but probably using 'Set members in ...' (where ... is your struct's name), unhiding the array pin and doing some voodoo magic

fervent raft
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I see two nodes in the docs: "Transform (Modify) Bone" and "Set Bone Transform". I can find neither in UE5. Any ideas why? Pls ping if you know :)

tranquil abyss
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just make 2 variables Ig

last abyss
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it completely depends on what you're trying to do, like if you're just trying to get the disks you can just do this:

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but if you're trying to set values in an array on the struct it gets annoying

brazen merlin
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The point of the struct was to have it define all information about the inventory item - name, icon, actor asset, type, etc

tranquil abyss
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the inventory I want to make is basically a List of Items

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that happen to be actors

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🤔

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So you meant make a struct and use that struct to hold that data for each Item

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In my case I dont think I need to do that, but for a normal inventory I think it would be almost necessary

brazen merlin
tranquil abyss
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This is what im going for

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ignore all the symbols and shit

tranquil abyss
last abyss
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structs are fine, great actually.. just sometimes annoying for example if you did a bunch of things with ur struct, and decide that you need another variable on your struct anywhere that you did 'break struct' it will add that variable (in bps), even if all others are hidden

brazen merlin
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Might want to look up a tut on inventory with structs as part of your R&D

maiden wadi
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It's less an Unreal thing and more of a programming one. When you need to bundle properties together, you do so in a Struct. Instead of having two arrays, or maps with same lookup key, you define the entire item in one property instead of multiple.

tranquil abyss
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I'm thinking the structs would be much easier in code

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I know cpp pretty well but for some reasons try to code for this is

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well lets just say i try to avoid it

maiden wadi
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No doubt. But I would get used to structs in Unreal whether in BP or C++. You'd be surprised how much of the engine exists inside of structs.

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I've done an entire inventory system in BP using structs before I started learning C++. Just get used to how to modify them with SetMembers macros and don't try to modify copies expecting it to change the array and you'll be fine.

tranquil abyss
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Or I could be a masochist and make a variable for each spot in my array

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Kidding

remote meteor
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Struct for the inventory information

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Separate the item actor entirely

maiden wadi
mild ibex
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omg i feel so dumb, literally just search customized in the hecking panel, im so sorry

empty needle
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Hi, when we're seeing the Flight speed of a pawn. What is the unit of measure for it?

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If I see a value of 100 units, I'm thinking it would be something like 100cm/m?

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or 100cm/ s?

maiden wadi
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As in a movement component's Velocity value?

empty needle
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yeah

maiden wadi
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Semi sure that is units per second.

empty needle
maiden wadi
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In default it'll be cm/s

empty needle
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Thanks

gilded venture
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I have an overlap event triggering off of the parent component

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uhhh

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nani the frik?

maiden wadi
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Definitely need more context. 😄

gilded venture
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sorry, so

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I'm making a Zelda-like, and the Sword attaches to the PlayerCharacter via a socket

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so it spawns, is attached to the socket, and then the rest of the logic lives in the Sword object. In the sword Object there's a Component Begin Overlap that casts to the other actor

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it's failing all of the casts, so I did a print string of the other actor to determine wtf it's triggering off of

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and it's triggering off of the sword object

cold sedge
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Looking to build an attribute/effects/ability system, has damage, DOT, status effects and rules to which effects can be on you (CD's), with some action combat elements such as block,riposte, roll/evade. Wondering what are some good resources to look into? Thanks in advance!

cold sedge
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not this project

brazen merlin
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Hmm still might be worth using gameplay tags

cold sedge
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just proto-typing and wanna see what I can do

brazen merlin
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They sorta need cpp. Havent done much with them but so far i havent had to touch cpp with them

cold sedge
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I've found thousands of hours of them, just not sure who's good. Curious if anyone knows what might be good

brazen merlin
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Its a big system to make so i dunno, might be hard to find an all-in-one tut/series but maybe they are out there

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Is there a game you can reference that is similar?

cold sedge
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I"m not looking for an all in one, I just need a good base to work off of that doesn't limit me. Some of these use assets that fix you into a corner it appears

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I guess a good iso rpg

devout latch
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I'm making an iso-like rpg - but in full 3D. I have all those things you are looking for.

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I have most things in structs and I use a gambit-based system for the computer AI.

cold sedge
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Thats what I want to do lol

devout latch
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My gambit system uses about 2 main conditions for my "battle units" and 2 global battle conditions.

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Based on the conditions, it attacks...or cures, or whatever.

cold sedge
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makes sense

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Do you have any good resource recommendations?

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for learning

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like who's the guy

devout latch
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Is your question how to do it or how to do it in UE4?

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There are tons of articles like the FFT BMG which will tell you what you need to do.

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Then you'll have to translate that into UE4

cold sedge
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im in the blueprints sectioni

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xD

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Just asking who's a good teacher for making a bp rpg system

devout latch
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There's one by a Tom Looman but it's Blueprint and C++

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one = YouTube video

brazen merlin
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Technically theres alreadty an all in one rpg project on marketplace

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Youd have to purchase it obviously...

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Or else try looking into the action rpg sample project

cold sedge
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How much of a worm hole is GAS? I'm pretty green at UE4, just coming back to it right now

brazen merlin
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Its another dimension

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But what you need is what you need

cold sedge
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I found a video by Reubs on youtube and everyone's raving in the comments about it

brazen merlin
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Check out all thatd available to you

maiden wadi
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GAS is fantastic. But personally I'm waiting til they iterate on it a little. The setup for it is absolutely stupid.

cold sedge
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I want to get to the level design part so this is a means to an end, I'm leaning into biting the bullet and spending some time on it

brazen merlin
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GAS is what the action rpg sample project uses

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Looks like hes using the same project (i seriously cannot type right now)

cold sedge
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He is, I just don't want to get into the c++ part of ue4 right now I want to build levels but I want a system in place before I build. I just dunno if GAS is going to divert me for too long

brazen merlin
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GAS kinda needs cpp 😛

cold sedge
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I get that, but the amount of time I save creating a system so I can build is what I'm curious about

brazen merlin
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if i knew the kind of game you were going for, it would help to recommend the right tools

cold sedge
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arpg

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status effects

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iso

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loot

maiden wadi
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Don't really need GAS to level design though.

cold sedge
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You're not keeping up with the convo, all g

brazen merlin
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i mean.... like neverwinter night? baldurs gate? diablo? dnd? wut

cold sedge
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diablo camera

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action combat

brazen merlin
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action combat like diablo?

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or like dark souls?

cold sedge
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dark souls

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i guess ya, I'm stoned my bad

brazen merlin
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lol

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just saying it would help to know which parts of games would be where

cold sedge
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Ya I listed it earlier when I was talking to lord

brazen merlin
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diablo inventory is a bit different than dark souls inventory, for example

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can you relink to it?

cold sedge
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"Looking to build an attribute/effects/ability system, has damage, DOT, status effects and rules to which effects can be on you (CD's), with some action combat elements such as block,riposte, roll/evade. Wondering what are some good resources to look into? Thanks in advance!"

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was just grabbing :P

brazen merlin
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no i read that

cold sedge
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so a cc system, movement

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knockup, knockdown, parry, block

brazen merlin
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that's still rather vague to direct you, but i guess i can give vague directions

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or rather, i have

maiden wadi
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If you are sticking full BP, you'll have to make your own system mirroring GAS using your own UObject classes and manager components.

cold sedge
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That's really good to know, cheers

brazen merlin
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so @maiden wadi whatcha been working on recently?

maiden wadi
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Amusingly, the topic of this conversation.

brazen merlin
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oh yeah, which part - learning GAS? working with GAS?

maiden wadi
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I like GAS. Don't care for the implementation yet. I'll have to learn it at some point, but I'm just making my own simplified ability/affect system.

brazen merlin
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thats what i ended up doing since i never touch cpp

cold sedge
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Seems to be the way to go lol

brazen merlin
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its rather simple though 🙂

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yep, works for what i designed out

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there's not real inventory though - i did a test with that and i just didnt find it fun for how the game plays

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so its all just "on" the player avatar 😄

cold sedge
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make sense, inventory I'm gonna skip too

dark crow
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Adding an Attribute to GAS is a a full blown adventure, lmao

brazen merlin
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yeh....

maiden wadi
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With spike strips.

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And fireballs.

dark crow
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No one said a pleasant one :p

jaunty horizon
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Hey everyone I'm kinda new to unreal and I followed a tutorial for wall running but can't implement double jumping off a wall for the life of me. Anything that could be done? I can provide a project file if need be

jaunty horizon
brazen merlin
jaunty horizon
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Honestly I think I should learn the fundamentals of blueprint first

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Any tutorials or courses y'all would reccomend

last abyss
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Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

▶ Play video
brazen merlin
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A classic. And also any other epic live training is well done. Other tuts are great, but I like how much they explain the concepts and clarify things like: "this is how we intended it would be used" or "do it this way since you can do it wrong"

glass magnet
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i feel like you sent that earlier kira

gentle urchin
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You mean who has bound to a given binding?

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If you need to know that, perhaps rethinking the design is in order?

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Half of the idea is not having to care about who recieves it

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Why do you need to know anyways?

remote meteor
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yeh if you need to know who binds it

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its better to redesign it to (probably something like storing interface array and call them from the guy who needs to know it)

topaz badger
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is there any way to get a reference to an anim bp's owner if its not a pawn?

remote meteor
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usual get owner node

topaz badger
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would you use self to cast to an actor?

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since get owner's target is actor

remote meteor
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get owner node in abp should return you the actor it recides in

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you can cast to that actor

gentle urchin
topaz badger
topaz badger
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ah thanks a ton, weird that searching get owner didnt suggest that

remote meteor
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if you just need the skel mesh comp

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you can use get owning component instead

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unreal naming scheme sometimes 😂

topaz badger
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yeah lol, thanks again!

eternal furnace
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guys you don't have any experience?

topaz badger
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check your collision settings. If you need to disable collision to pick it up/attach it to your pawn, instead of disabling collision globally, set it to ignore your pawn

remote meteor
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hit/blocking collisions only resolve for the component that the moving component is handling

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if you need ur "pushing box" to push other stuff

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you may need to look into physics collision instead

topaz badger
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ah thats why it just "worked" for me, ignore my last response

agile wren
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So I have a physics handle, but whenever I grab objects with it, it clips through walls, and spins freely no matter how much dampening I put on it. Any solutions? Please ping me if so.

woven ermine
#

morning all

#

or hey 😄

#

anyone knows of a way to change a material parameter from a static mesh that's in a blueprint at runtime ?

#

i.e - when it's night i want to increase the emissive value on my material, instead of changing the material to a new, emissive one

#

I can do this for my actors to change the material -

#

and it works like a charm with a few of them. but when I have to add like 1000-2000 or so on my map, changing the material on all, at runtime, freezes things a bit

#

so i was thinking that instead of changing the material to an emissive one, i just increase the emission on my current one; but how ?

#

not to mention if i have too many of said blueprint and try to change material on them via that function I get this :

gentle urchin
#

Just wondering

#

Doesnt ISM make sense in your case?

#

Same material on all of them..

#

And just one material to update

#

@woven ermine

maiden wadi
#

Also 2000 loops won't break BP to trigger an infinite loop detection.

woven ermine
maiden wadi
#

Even before the fix for it, which was in 4.26 I think, it took a nested loop of over 5,000 X 65,000

woven ermine
gentle urchin
#

Its not number itself that triggers the loop detection

#

Its also time

maiden wadi
#

Could be the issue. Try upping your loop detection count in the engine settings.

gentle urchin
#

Foliage actor is just regular actor

#

You should make an instanced static mesh for this imo 😄

#

So you place them like you do now in editor,

maiden wadi
#

I still find it hard to believe that updating materials for 2,000 actors causes that. O.o

gentle urchin
#

But a second actor (ism generator) gets all actors of class, creates an instance at the location of the actor), and destroys all of them 😄

woven ermine
gentle urchin
maiden wadi
#

Also UE5. Potential issues with nanite integration having to change underlying code. Who knows.

gentle urchin
#

Yeah anything can happen in ue5

woven ermine
#

this is how many I got when it triggers the infinite loop error

gentle urchin
#

Downloading ue5 source next week to test it 😅

woven ermine
#

but with half of that, im not getting it

#

any ideas ?:D

gentle urchin
#

Ism ;)

#

Its the solution to everything these days

#

That and gameplaytags

woven ermine
gentle urchin
#

You want a new bp that does:
GetAllActorsOfClass(BP_MyPole) -> get transform -> Add Instance(ISM with same mesh) at world location -> destroy actor(bp_mypole)

#

Collision should be handled in the material aswell

#

The fake collision. Using one of the custom primitive data fields

#

Where basically a value -1 to 1 translates to -90 to +90 degree bend on the pole thingy 😄

woven ermine
gentle urchin
#

Focus on the first part first 😄

#

Ism in new actor, making it replace all actors in the scene

woven ermine
#

i`ll keep you updated

echo salmon
#

Hello , i want to ask the Unreal developers about their opinion in blueprints . Are the blueprints mostly for artists ? Iam already in game developing worked with Unity and Godot , but am looking to give a try at Unreal Blueprints .
And my second question is, have anyone tried the following courses from udemy and what is he/she opinion .
Unreal Engine 5 Beginner Blueprints: Make your first game!
Unreal Engine Blueprints - The Ultimate Developer Course
Unreal Engine Blueprint Game Developer (bestseller from ben)

spark steppe
#

i think the mix of BP/CPP is optimal

#

if you want to make advanced things you will hit the limits of blueprint

echo salmon
#

@spark steppe Ty ben .

spark steppe
#

however, they are a good place to start to get familiar with the engine, and imho they are also pretty neat for prototyping

echo salmon
#

@spark steppe what do you think its the best way to get into it ?

spark steppe
#

no idea

#

just start 😛

echo salmon
#

:(\

#

🙂

trim matrix
gentle urchin
#

With the right resoruces, sure

#

Annoying flickering tho. Would just do fog of war kinda thing

river pine
#

HI there, i have a hud progressbar, but i need to set empty 0 and full progress is 30... somehow cant do it. only goes o empty full 1

wild turret
#

Anyone know how to get a random socket from a specific bone on a character mesh?

subtle isle
#

Save the sockets from the specific bone into an array and grab a random one from there?

river pine
spark steppe
#

in your map range node

river pine
#

teh rangge is 0 to 30 which i need

spark steppe
#

just change the out range A to 0 and out range B to 1

subtle isle
#

I got a little problem on my end as well, this had been working up until now

#

I used to be able to move camera up and down but ever since I made a main menu it stopped working and the camera only now moves if I move the camera while holding down the mouse button

spark steppe
#

you probably changed the input mode of your player controller to something weird

river pine
subtle isle
#

yeah I think it has to do with this node

#

but I am unsure how to set it back

spark steppe
#

@river pine make a screenshot with the setup now

subtle isle
#

after he is out of the main menu

spark steppe
#

set it to locked include initial mouse down or something

#

when the menu is closed^

subtle isle
#

only got these options tho

river pine
spark steppe
#

@river pine in range B has to be 30

wild turret
river pine
#

tried that too... wierd dont work

spark steppe
#

and your possesion int goes from 0-30?

subtle isle
spark steppe
river pine
#

or do inend to set up the int somehow too?

spark steppe
river pine
#

strange

spark steppe
#

put a print string on your int, to check if the value is correct

hoary spruce
#

hi

river pine
#

yes i have its counting everytiem 1 up if i press spacce @spark steppe

hoary spruce
#

Can Anyone Help Me?

trim matrix
#

Hello, I'm making a VR project and i have a wheel that i can grab the handle and turn. but i cant figure how to convert how much i turn it to moving an object along a spline. like if i turn it in one direction the object moves out the spline. and vice versa... i hope it makes sense

subtle isle
hoary spruce
#

Can Anyone Help Me?

subtle isle
#

Whats your question?

hoary spruce
#

I designed an AI for the horror game. The monster has to wander around randomly and follow me when it sees me but the beast never moves

#

@subtle isle

storm vigil
#

Hi there. may I ask what is the logic or nodes needed to determine if the player is looking down or looking up? Thank you

#

prob get the controller pitch?

icy dragon
storm vigil
river pine
gentle urchin
#

And your ranges is now 0-30, 0-1?

hoary spruce
#

pls anyone help me

gentle urchin
hoary spruce
#

pls

timber knoll
#

also "designed AI"

trim matrix
#

Would anyone know how to implement a really non performance intensive sorting algorithm to sort an array in blueprints?

#

Like solely blueprints, not C++?

#

There is no built in sort node?!

#

If there was I wouldn’t be asking lmao

timber knoll
#

there is for all base types

trim matrix
#

Wait the fuck do you mean

#

Was this added recently?!

#

I’m so confused, I don’t have this in my event graph even with context sensitive off

timber knoll
#

oh no it looks like that's just a common plugin for blueprints

#

but really if you're looking for something performant, you have to go C++

trim matrix
#

Oh I can’t use plugins as I am modding a game

#

Yeah but I can’t use c++, or any plugins

#

My Limitation is to only be able to use pure bp

#

How, and is this faster than bubble?

#

Huh ok

odd ember
trim matrix
#

Yeah lmao

#

Good for small datasets tho ig

odd ember
#

I've always been a fan of mergesort

#

but maybe that's just me

trim matrix
#

Ok well would anyone know how to implement this new sort thing?

trim matrix
#

How 😂

#

That’s like saying “You can bake a cake, by baking a cake.”

#

But alright 😂

odd ember
#

well no they actually give you the instructions on that page

#

in pseudocode

trim matrix
#

Oh shit

#

Wait really?

#

Zamn

trim matrix
trim matrix
#

Alright well thanks guys 🙂

trim matrix
trim matrix
odd ember
#

what's your opinion on mergesort

trim matrix
#

thanks at least you didn't curse me for no reason

odd ember
#

uhhh perhaps

#

I'm not so familiar with the std framework

#

good to know

#

I've never heard of introsort

#

but I like that it switches based on the data

#

sounds like a good candidate for a PQueue sort as well? kinda?

faint pasture
#

True Chads use bogosort

odd ember
#

what a PQueue is?

#

🤔

#

well yeah but then initial sorting for a PQueue is still a sort

#

afaik usually insertion sort

#

I don't know, I've never used any of this for wobsites

#

I have used PQueues before though

#

it is a priority queue

#

just shortened

#

to 🇵Queue

#

fair enough

stiff raptor
#

Get random reachable point radius is always returning the same value, radius is 100, origin is the location of the actor itself. What can be the problem?

odd ember
#

maybe there is only one point in reachable radius? what is the value?

stiff raptor
#

the value isn't fixed for everytime. Everytime I run the game, the character at first moves once and then the value is same as the location where it moves so the character isn't moving anymore. After moving once it stops.

stiff raptor
#

yea, I'm using an event. On both success and fail the event is being called once again. On runtime, I did checked that it being called again.

#

now dat ya said timeline, I might try dat.

mortal cradle
#

Is it a good or bad practice to check "isValid" before casting on overlap? So the cast would happen only on the first overlap

#

Sure but the point is to avoid an unnecessary cast if the reference is already present

#

Oh wait

#

you mean that in the cast there is already isValid check so it won't really cast again?

zealous fog
mortal cradle
#

Got it, thank you

zealous fog
#

Casting isnt bad

#

It's there for a reason and used a lot

#

Just easily abused

#

I narivize my BPs so it shouldn't cost more then or does it?

#

Which is why in sticking with 4.27 until I learn C++

#

Performance gain was very significant

#

Well my game is pretty much unplayable without it so I'll take em

trim matrix
#

wait if I can create a game like this on unreal, how do I create it? does not have the blueprint "move window" in unreal

#

ok

trim matrix
#

Sorry to bother @trim matrix but would you have an example or something to do with this quick sort thing? As I am not familiar with it it is quite hard lmao

#

FCK

#

This one mod kit requires pure bp tho lmaooo

#

Hm

trim matrix
#

Hm

#

I don’t use macros anyway lol

#

Is it literal,y just this

#

Like is this the exact pseudo code

#

Huh ok I do have a CS background lmao - shouldn’t be that bad

#

Alr thanks man

mortal pilot
#

counter strike background always helps

crystal crown
#

anyone good with rotators?

pliant tendon
#

How should i play music tracks in order with gaps in between

#

I want ambience to be constantly playing, and music to play over it

#

But, track 1 should start instantly, then pause, play track 2, pause, play track 1

#

so on and so forth

snow cradle
#

Hello; is there a blueprint/c++ function to get number of triangles drawn in the frame? I notice that this is available in stat unit @runtime even in shipping build.

odd ember
odd ember
zealous fog
#

Make a looping sound cue

#

Easy way to do it

crystal crown
odd ember
#

I don't know what that is

crystal crown
#

i have a pawn. when i roll it i want it to return to starting rotation. i need to track it somehow etc

odd ember
#

what kind of pawn is it?

crystal crown
#

like a plane

odd ember
#

set the starting rotation to a value, do your rotation stuff. set it back to the starting value?

crystal crown
#

currently when i give input it stays at that rotation

odd ember
#

yeah so before you invoke the function, set the rotation you currently have to a variable

#

then you can use that rotation to return to later

crystal crown
#

hmm okay

#

could you make me an example. i'm still newbie

#

currently im tracking only the speed

#

not rotation

odd ember
#

just.... add a rotator variable?

#

click new variable > rotator > name it something (or don't) and add it to your chain of events

pliant tendon
odd ember
#

which sounds like what you want

pliant tendon
#

I asked over there, but no, im pretty sure crossfading is the exact opposite of what i want

#

i want them to have pauses in between

crystal crown
#

look at meta sound tutorials

odd ember
pliant tendon
#

no

#

I want to have music tracks play, and have pauses in between

zealous fog
pliant tendon
#

But delay adds a delay to the first time played too

zealous fog
#

You csn add a delay after too I believe

pliant tendon
#

it will look like this

#

Delay -> play track 1 -> delay -> play track 2

#

i do not want this

#

i want

#

Play track 1 -> Delay -> Play track 2 -> Delay

earnest tangle
#

You can just set the nodes in that order in the sound cue, no?

pliant tendon
#

No

earnest tangle
#

Why not?

pliant tendon
#

Because you simply cant XD

#

it wouldnt work for a looping sound

zealous fog
#

You can also just add delays to your .wav

pliant tendon
#

it would look like

zealous fog
#

If you wanna make it realy simple

remote meteor
#

question is

#

are those track fixed

pliant tendon
#

Play track 1 -> Delay -> Play track 2 -> Play track 1 -> Delay

remote meteor
#

or dynamic

zealous fog
#

You're missing a delay I think

pliant tendon
odd ember
#

exactly my point

remote meteor
#

because you can always just use

pliant tendon
zealous fog
#

Otherwise you can just delay track 2

remote meteor
#

concatenator

pliant tendon
#

Holdup i don't think you guys are understanding

odd ember
#

if it's a single instance of these things you can make track > delay > track > delay

#

but if you want something that is changeable per level and replaceable you need a system for that

zealous fog
#

Because you didn't put a delay between 2 and 1

#

That's why I said I thibk you're missing a delay there

#

But like I said, you can put a delay after

pliant tendon
#

Track 1 ->
->looping
track 2 -> Delay ->

pliant tendon
zealous fog
#

...

#

I'll say it one more time

#

Put a delay at the end

pliant tendon
#

it will be

Delay -> Track 1 -> Delay -> Track 2
zealous fog
#

Instead of at the beginning

pliant tendon
#

are you serious homie?

remote meteor
#

i dont think this is very hard to figure out

#

or to be precisely

pliant tendon
zealous fog
#

If you want a delay between every song

#

Except the first time you play the first song

pliant tendon
#

Exactly

zealous fog
#

Then put a delay at the end....

#

Think about it

pliant tendon
#

But you cant just put a delay at the end

zealous fog
#

Change the wavs

#

Like I said

#

Most simple solution

remote meteor
pliant tendon
#

Oh now i get it, put a delay at the end of the wavs not BP

pliant tendon
zealous fog
#

You can do it in BP

#

But its apperantly hard for you to grasp homie

spark steppe
#

isn't there anything that fires when playing a track is finished?

pliant tendon
spark steppe
#

putting everything through delay looks like a weird solution

pliant tendon
#

you just dont explain well.

#

Anyways thanks alot everybody

zealous fog
thorny rover
#

Hello! Does anyone know why rotation in level editor values are different than when printing them?
My rotation value is set to be 0;0;-130

but when i print them it says

CameraActor3
Rotation P=-13.388420 Y=-117.170578 R=-5.788363

i use "get camera view node"

pliant tendon
odd ember
thorny rover
crystal crown
odd ember
zealous fog
# pliant tendon Not here to argue

Yeah me neither so sorry if I was a bit rude but if I'm trying to help and if you're gonna be replying "are you serious homie" it feels like you don't want the help 😅

pliant tendon
#

Oh sorry if you took that as rude

#

Not very good speaker anyway and tone doesnt go good with text, my bad.

zealous fog
#

It's alright

#

Hope it works out

pliant tendon
#

Thanks

#

Good luck to you too 😁

crystal crown
odd ember
#

amazing innit

crystal crown
#

now i need to make it return to position smootly, using lerp? currently resets instantly

odd ember
#

lerp and a timeline could work

#

FinterpTo or RinterpTo could also work

#

depends on your use case

pliant tendon
shut thicket
#

Noob here. can you use a auto material and procedural foliage spawner at the same time? Since the auto material is one layer i cannot seem to assign certain foliage to my layers. Not sure if there is a way around this. Thanks

gusty axle
#

this image can make you feel physical and mental pain and can traumatize you

#

digging through 4 year old project is fun lol

simple moss
#

is there a way to ignore the remaining function if the target actor no longer valid?

spark steppe
#

just add an isValid node?

simple moss
#

it's in the pending execution list then the target got destroyed before it finished, so the error come up after I stop the play

gentle urchin
#

An actor

#

Cannot become invalid

#

During a function call

#

Either it was from the start, or it wont be in the end

gusty axle
#

isValid an ultimate solution

simple moss
#

is there a way to constantly check if the reference array is valid?

#

for now I only have events begin overlap and end overlap which isn't cover in some conditions

#

I need the custom event to check it

gentle urchin
#

Sounds like some logic needs fixing...

simple moss
#

I have no idea

gentle urchin
#

Stuffing isvalid everywhere sure gets rid of errors, but doesnt magically fix the underlying potential issue of the event calls

odd ember
#

defensive programming is not a solution

#

only use IsValid in cases where you cannot be sure 100% of the time that the value is null

simple moss
#

the value is constantly null

gentle urchin
#

Which is the primary issue

simple moss
#

why?

#

should I try to implement the default variable for the array?

odd ember
#

if the value is constantly null then maybe... ensure that the value isn't constantly null?

simple moss
#

it's supposed to be no variable because it's filtered list

odd ember
#

what are you trying to do anyway

simple moss
#

I guess the way out is just implement interface and notify when the condition met

odd ember
#

interfaces aren't magical either

simple moss
#

well I don't have alternative

odd ember
#

what are you trying to do?

simple moss
#

kill enemies and notify if it's killed

odd ember
#

can you show your code?

#

your kill code?

simple moss
#

the problem is pending kill

#

so I'll try to find a way to work around then, thanks for trying to help

odd ember
#

sounds like the issue is in your code then 🙂

gentle urchin
#

Sounds like destroy actor is called before doing more logic to said actor

simple moss
#

well I fixed it by using lifespan instead of just destroy, then set visibility off

chilly geyser
#

does get all actors of class include children?

subtle nova
#

Hopefully quick question. Does anyone know how to reference an input binding? Trying to make the button prompts match what the binding is even if the player has modified the controls.

spark steppe
#

but i think they aren't all exposed in the property matrix

chilly geyser
#

How do I enable gravity but not physics? I.E. not have anything affect the actor except for gravity

spark steppe
#

there

#

they aren't all available in the property matrix for whatever reason

#

probably because most of them requires rebuild of LOD meshs which doesn't work through the matrix?! no idea

zealous fog
#

But you can check the enable gravity

#

And have the simulate physics uncheckdd

chilly geyser
#

I tired that, it wont move if I do that

#

I just want it to fall to the floor, without being able to move from that spot

zealous fog
#

Then you have another problem 😅

#

Just checked and that's how my character is setup

chilly geyser
#

ill try again

zealous fog
#

Probably your gravity is too high

#

So you are moving but accelerating extremely slowly

chilly geyser
zealous fog
#

Or the character is too heavy

gentle urchin
zealous fog
#

I say probably but I mean maybe

chilly geyser
#

it works as intended, but after the die lands, I want it to stop moving and only have gravity affect it, so when its reset, it goes back to start position and falls back to the ground, but i dont want anything to be able to move it while its falling

#

so fall strait down

#

regardless if something hits it while its falling

gentle urchin
#

Implementing your own gravity is also an option

chilly geyser
#

@zealous fog can you lock x and y movement on an actor?

zealous fog
#

Whenever you change the location, get current actor location, split the pins, and put those axis directly into the setlocation node

#

You can then adjust the Z-axis before plugging that one in

#

(or use a makevector node to make it look prettier)

#

Or interp instead of setlocation

chilly geyser
#

messing around with this to see if i can get it to work

#

it works but I need to figure out how to change it from 2 directions to just 1

zealous fog
#

Oh didn't know that node exists

eternal reef
#

Is there a simple way to increase the size of, lets say a Static Mesh Cube, along an axis only in one direction?

versed sun
#

i dont think there is a 1 node "simple", but you can adjust scale and then change the Relative Location to line up with what you started with

tranquil abyss
#

So I got multiple items in a array and im trying to display them all with a simple text widget

#

only the first String/text in the array is showing

spark steppe
#

that's because you return on the first iteration

#

do you want one long string with all the names?

zealous fog
#

Can someone help me understand how this works?

#

Output

#

all singleplayer btw

#

omg....

#

nvm

#

I just got it

#

I am an idiot

#

lol

tranquil abyss
eternal reef
gentle urchin
#

Along with %

#

Modulo

gentle urchin
eternal reef
versed sun
#

this works on a 1m cube

#

and only for positive scale

eternal reef
#

Oh well thats definetely what I would call simple, thanks alot (:

spark steppe
#

create a local string variable in your function named output string

#

in the loop body append to the string, and update it with the set node, and on completed you can return the output string (converted to text)

versed sun
#

replace the "Mesh Size" with how big your mesh is (Not the scale)

eternal reef
#

Ill check in a min whether it works on my particular issue

final skiff
#

Anyone know of a way to get Materials to Blur based on distance from the camera?

final skiff
#

alrighty thanks

stiff pilot
#

Hello, is there a way to use editor thumbnail of static mesh as 2d texture? I've searched everywhere for that and couldnt find answer.

cobalt gulch
#

Hey guys

#

How can I use variables to check if a player is playing a certain operator/character

odd ember
zealous fog
cobalt gulch
#

Ok, could I check this in a branch?

#

Or is it more like currentoperator == operator true

stiff pilot
#

@odd ember i meant can i use that thumbnail as texture 2D in widget, to be more exact can i get it dynamically either from object>static mesh or reference path

zealous fog
#

I would disable collision

#

And then add an impulse

zealous fog
cobalt gulch
zealous fog
#

This is quite basic so what I would do is go to the unreal learning website and start going through material on there until youre comfortable enough with the engine to comfortably understand branches and bools

#

Can also look into how tags work

cobalt gulch
#

Could you show me an example if possible

#

I think i'm just not understanding how to put it together

zealous fog
cobalt gulch
zealous fog
#

those videos are a good starting point

cobalt gulch
#

Alright thanku

#

So it is possible to make a tag with a string

trim matrix
#

@trim matrix Hey! Back from doing stuff with sorting logic

#

And I found I didn't even need to implement a sort logic at all.

#

Here I just used min/max functions with my own logic to sort it. Now it can only be efficient with small-med datasets with no more than like 1k items (ig), but it is efficient in it's own way.

#

And this is Pure BP too, no C++ or plugin bs required 😄

odd ember
#

well at least n^2 + addunique cost. I'm sure it has to check for uniqueness somehow

trim matrix
#

I don't understand big O notation lmao

#

But what I do know is that it is scuffed, but I am only using like an array of 20 diff ints with a max value of like 1k

#

So it's really fine for my use case

#

For a pure BP solution aswell - it is more than adequite

odd ember
#

how did you study CS and not understand big O

trim matrix
#

I didn’t do it at a higher level

#

Noob question here, I am currently executing the loadlevel by name node - and I have a player start defined on the target map - wierdly the map loads and my player is flying through the abys

#

I did it in high school and at an a-level

tawdry surge
#

Big o is basic cs

trim matrix
#

do I need to set the player start or something on begin play on my target map ?

tawdry surge
#

Right along sorting algorithms

odd ember
#

or maybe it's collision settings

trim matrix
#

hmm

#

CE can I show you what I have ?

odd ember
#

can you test it first? with breakpoints?

trim matrix
#

I have 0 nodes in my target level

#

and my target level has a player start actor on the ground

odd ember
#

if you play the level regularly does it work?

trim matrix
#

yes

#

that is the target level

#

regular level

#

but the player literally spawns in the middle of nowhere

#

but the map is loading becuase I can print a message from it and I see that

odd ember
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no idea. probably not blueprint related. I know people have had issues with this before

trim matrix
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very weird 😦

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@odd ember it was the BP - it is not Load Level but Open Level

odd ember
trim matrix
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ok

odd ember
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it may get around the issue but it doesn't solve the problem

gentle urchin
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Gotta love them bandaids

maiden wadi
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Also should drag off of Introani and BindToAnimationFinished instead of using a delay.

past jungle
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Hello.
I'm trying to create a player interaction system where every tick, a "Player Target" is determined, and when the player controller receives input, it notifies the Player Target so it can handle the input based on its class. I keep running into the same problem where I want the Player Target to be generic enough to accept any actor, but I want different types of actors to handle the player input differently. For example, one way I tried to solve this problem was to create an interface with functions for player input so that every actor subclass I create can override the function differently. But that didn't work, because I can't call the function without first successfully casting the Player Target to a class that implements the interface.

Probably, I could create a subclass of actor called "Interactable" or something. But I'm trying to use actor components rather than inheritance for behaviors whenever possible. Does anyone have any advice here?

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Hold, please. I have to clean up my various failed experiments

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Oh. I think I was trying to use the interface call node instead of the message node. Thanks! I guess I just needed a smack up-side the head.

trim matrix
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Like I would want to sort the struct array by kill count

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Heh?

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How

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How would I do that?

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Uh

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Oh alright

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Makes sense thanks, lemme try and see if I can accomplish that :)

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💀

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I am using like 4 elements in an array chill tf out joyous

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I was being like really precautious

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But at this point, idgaf so it's fine lmao

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Right brb while I implement it lol

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I already know blueprint. Now I want to learn c++. Do someone suggest some tuorials or courses (like udemy course)?

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Youtube

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And only youtube, SO and shit

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Never pay for things that are free lol

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Start by learning the basic syntax outside of UE4, then get more advanced - and then as time goes on start to learn the C++ UE4 syntax after you have a grip of the syntax

timber knoll
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youtube is fairly bad for UE C++ imo

trim matrix
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Eh

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Ig

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But it will get you good on the syntax part

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(before you go into ue)

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And then there is the amazing UE4 wiki which kinda just replaces the C++ docs for UE4 lmao

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Lorash

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Would that be good to get the min struct item?

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(based on the kill count)

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Or would there be a more efficient way of doing it

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I mean in terms pure BPs

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Alright, stop there - that's all I want to know due to my limitations joyous

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Thanks

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Is my thing which I am doing rn better than bubble sort?

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Or would bubble sort be better

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Why do you have to be so toxic 😂

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Just bear my limitations in mind, and just understand that for what I am doing it really does not fucking matter lmao

gentle urchin
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Why not sort it on the go?

trim matrix
gentle urchin
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Nvm. Thought it was something else

trim matrix
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Oh alright np

gentle urchin
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Could perhaps be done tho

blissful grail
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4 items, I wouldn't even bother asking if what you're doing is fine.

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It's 4 items.

gentle urchin
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Yee

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Barely needs sorting

eternal drum
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How do i make my bp rotate around an point istead of the center?(How do you change the location of the center?)

trim matrix
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What's it to you

blissful grail
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You can also change the pivot point temporarily

eternal drum
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Ok but how would i change the point that it rotates on?

trim matrix
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Thats what it is outputting

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Default var values

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It’s the same principle and design as my other code, just using structs

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Like you said

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Huh?

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How tf

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That’s an output node…

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Bpue doesn’t show them well

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Yh

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Hm

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I could use a for loop

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But like

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It should work anyway, right?

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Hm

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Alr

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I’ll try and do it with a for loop using th last index as the array length - 1 then

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R,right?

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Alr I’ll test it in a sec

odd ember
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what kind of monstrosity are we implementing today?

trim matrix
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Lmao

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Scuffed sorting of a struct for an inventory system

gentle urchin
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Min from struct array?

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Custom fn?

trim matrix
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Min value of one of the values in a struct

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Done that part

gentle urchin
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Ah

trim matrix
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Just need the sorting part tested and working

gentle urchin
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One of the values sounds specific

trim matrix
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Yeah…

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Shit but simple to implement so idc

gentle urchin
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Simple yet not working 🙄😏

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As pointed out , manipulating array you're working on is not a great idea

trim matrix
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Yeah dw gonna try out the for loop now

odd ember
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oh we're still on that?

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wouldn't it be simpler to expose a call to something TArray.sort()?

trim matrix
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Well that doesnt fucking work either lmao

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Uh

faint pasture
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We still trying to sort around here?

trim matrix
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No

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No I need that for the whole basis of the logic

gentle urchin
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Imagine if this was not simple to implement

trim matrix
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The logic is that it looops for the amount of the array, and then the smallest items are removed one by one until there is one item left

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Thus solving it

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That’s the logic behind it anyway

blissful grail
trim matrix
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I mean all of it works correctly when I do it with just an integer array

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So why the fck does this not work 😂

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Alright fine

trim matrix
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I’ll do it with bubble lmao

faint pasture
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Classic off by N error

odd ember
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cah-lu-a-sic

trim matrix
# faint pasture What are you trying to do?

I have an array of structs and inside the struct it has a player name, kill count and max kill streak. I want to sort the array of structs by kill count and I can only do it in pure bp no cpp or plugins whatsoever