#blueprint

402296 messages ยท Page 827 of 403

frail frost
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from a tutorial

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but when i pick up a gun to my back

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this happens

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its normal only on this angle

dawn gazelle
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Disable the collision of the gun on your back when you pick it up.

carmine thunder
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Is there a way to integrate CG Layer in some custom UI?

brazen merlin
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actually, it would be better to ask in #virtual-reality and please remove your questions from the other channels so no one gets confused ๐Ÿ˜„

jagged night
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Oh apologies i did not notice that channel

gusty shuttle
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Is there a rule for variable name length?

gentle urchin
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How long do you intend to make it

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the question itself scares me a bit ๐Ÿ˜›

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"MyCustomFloatThatWorksAsAnInvertedAlphaForSpringArmLerping"

brazen merlin
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its not always wasy naming variables clearly, but.... you should ๐Ÿ™‚

dawn gazelle
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TheFloatThatDoesExactlyWhatIAmExpectingItToWhenTheOtherBooleanIsTrue

gentle urchin
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32 should suffice in most scenarios. Think most of mine stay below 20

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Not always super clear what they do I suppose, but it improves slowly but steadily

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ZoomAngleMin isn't exactly self explanatory

onyx adder
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How can I do a foreach over every key of a string table? I cant find a way to refference the whole string table.

split dagger
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Good Morning all. Is it possible to change a blueprints parent while in-game?

gentle urchin
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What insanity is this :( no

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You cannot

trim matrix
lost oracle
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Does anyone knows what causes widgets not to show in standalone mode but they are showing while playing in editor?

split dagger
# gentle urchin ~~What insanity is this~~ :( no

I have a blueprint that contains both 1st person & 3rd person. An asset I added has them (1st & 3rd person) in separate blueprints which can be used as parents. If I could could switch parents on the fly then they could get the correct functions. Otherwise I have to copy all the code of both 1st and 3rd and combine them, which will be a lot of work.

tranquil abyss
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So I have this logic to pic up items and store them into my characters inventory array, The issue is the Destroy actor is called and since the item in the inventory ins a reference once garbage collections comes around the Slot in the Inventory as no reference... Better way to handle this without just Hiding the original item (actor) in the world?

hardy fable
tranquil abyss
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Ive tried that but everything breaks and Idk what im doing with the struc

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but that is the long term solution

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and the solution

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fuc

maiden wadi
trim matrix
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Well you should sit down and try to figure out structures then.

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Itโ€™s not very complicated or hard.

split dagger
trim matrix
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There is zero way to change a parent on the fly.

split dagger
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ok thanks

gentle urchin
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PawnSwapping is pretty common tho

maiden wadi
trim matrix
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Yes you can simply change the pawn that the player controller is using. That is one way of doing it.

split dagger
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hmm. That sounds like a good idea.

trim matrix
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That can be done on the fly

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During runtime

split dagger
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I'm looking into it now. Thanks everyone!

maiden wadi
gusty shuttle
grand wasp
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Does anyone have an Idea how changing from a "GameModeBase" Class to a "GameMode" Class can cause my UI (UMG Widget) to only appear on the Server and not on the client? As far as I can tell there should be no other difference then the Parent of the GameMode , but somehow it messes it up.

dawn gazelle
grand wasp
dawn gazelle
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If they're different, it can really muck things up - there's events and functions that are expected to fire and return values back and forth between them, and if they don't then the sequence of events that normally starts up the game don't work right.

tranquil abyss
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if thats even possible

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im guessing something like this

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that isnt quite right bc it returns a array

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๐Ÿค”

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this seems to be the ticket

hardy fable
# tranquil abyss this seems to be the ticket

Those nodes are for communicating with the asset registry. Which is not going to get an asset from an actor. What you want to do is have a variable on the actor that is either a struct or asset, and set that to your item when you spawn it. Then you can read that variable back to get your item

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The asset registry is for doing stuff like getting a list of assets that exist in the game files. For instance creating a list of every weapon in the game or something.

tranquil abyss
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hmm

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So do you mean use a variable inside the blueprint that is a path of the actor

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and use that variable to spawn the item

twilit gull
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how to remove 90 degree limits of pitch yaw input?

hardy fable
# tranquil abyss hmm

What I mean is this: seperate inventory data and actors. Actors should have nothing to do with containing your inventory. They should be spawned only to represent another item in your game, like a pickup or something. Your players inventory should be an array/map of UInventoryItems or a Fitemdata struct, etc. Actors should not be involved in storing data that doesn't need physical form. Keep your data in a component or the player state/controller or whatever else works for you.

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If you need items to have random stats/dynamic data make a struct. If all items are predefined make a udataasset, or a struct with a data table.

gentle urchin
grand oasis
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Is there a way to see the debug sphere outside of play?

gentle urchin
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simulation perhaps ?

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or editor event

grand oasis
gentle urchin
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custom event -> select it -> Check the details panel for "Call in Editor"

grand oasis
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but the debug Sphere only stays for the 1 tick

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I want it to toggle on

versed sun
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Change the duration in debug sphere

grand oasis
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unless there is a debug sphere in components maybe hmm

versed sun
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are you talking Draw Debug Sphere ?

grand oasis
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oh derp

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yes, that will work, thank yoU!

versed sun
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cool

grand oasis
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is there a way to disable it?

versed sun
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will erase all debug lines

grand oasis
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Fantastic!

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Sorry if these seem like silly questions ๐Ÿ˜…

versed sun
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This one removes Print strings and Print Text , FYI

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Not at all, you don't know what you don't know until you ask

grand oasis
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There is one thing more, is it possible to categorize them within my enums?

gentle urchin
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then you realize all the shit you dont know that could be known

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the bath-tub effect or whatever it was called ๐Ÿ˜„

grand oasis
versed sun
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Well, the day I don't learn something is the day I get board and loose interest

gentle urchin
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sorry, Dunning-Kruger*

grand oasis
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so I have different use cases for the one BP, and I want the designer to choose what type of thing it is, then based on that show variables related

gentle urchin
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second time i mistake that one .. shame on me

grand oasis
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doesn't seem to be any catagory thing in the menus

versed sun
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like , Enume_0 is red , Enume_1 is Blue debug sphere ?

grand oasis
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yeah, so enum 0 shows only variables related to enum 0

gentle urchin
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not possible afaik

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at best in c++

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๐Ÿ˜„

grand oasis
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Dang

versed sun
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yes , but the y all turn off with Flush persistant lines

gentle urchin
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There's different targets for the BP

versed sun
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OHHHH , in the Variables details

gentle urchin
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i think the desired outcome is showing related variables to the targeted actors (?)

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Anyway, its a no go

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at best advancedDisplay can be used i suppose

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but its probably not what you want

grand oasis
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Would be nice to categorize the events at the very least

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or tool tip

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but there is nothing haha

tight schooner
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Editor functions? You can categorize those

grand oasis
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Ahhwell, this will have to do hah

tight schooner
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Not events, but functions

grand oasis
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Can you call a function in editor

tight schooner
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Yeah

tropic pecan
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Hey there, can I ask anybody about true or false statements on reference type? I'm trying to separate units from player and enemy so I can setup their attack camera views differently and some others but the true or false like the branch for example is not working so far. I've used the is valid for if the unit is enemy but it didn't work.

grand oasis
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oh you can

brazen merlin
flat bison
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hey guys, i have a question. when something overlaps the box, light should turn to defined color. i made this but i can't make when the overlap stops it should turn back to its color, how can i do that

weak zealot
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Is there a way i can rotate a lot of objects, but at random values?

tropic pecan
brazen merlin
grand oasis
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I just made the events not work unless the type is correct, at least that way the user wont sqrew anything outside of what is intended

tropic pecan
brazen merlin
tropic pecan
brazen merlin
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its whatever name you like so you can be as detailed as you want - e.g. "enemy" or "brute", "minion", "grunt", "boss" - whatever you like

brazen merlin
tropic pecan
brazen merlin
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you know, internet

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"unreal actor tags"

tropic pecan
brazen merlin
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well this turned into something else...

tropic pecan
weak zealot
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How can i pass this branch result to another blueprint efficiently?

fiery swallow
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casting is likely what you'll have to do

tawdry surge
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what other blueprint? and why?

weak zealot
faint pasture
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So the flow would go like this
Input -> GetWhateverYou'reInteractingWith -> Call Interact on it

On reciever (Lever in this case)
Event Interact -> Set bIsActive = !bIsActive -> Call Update on self

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The good thing about using an interface is you can use the same call from your Character or Pawn or Controller to do different stuff.

Interact with an item = pick it up.
Interact with a downed player = revive.
Interact with a button = push button
Interact with a door = open door

Etc etc

mint lava
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The other good thing is there's less of a performance hit casting to an interface vs a whole actor

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The less casting in BP the better your editor experience will be

tawdry surge
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They're already using a BPI to activate the lever. They want the lever to trigger another actor to do something. The most performance efficient way I can think to do that is to make an actor variable, set to publicly editable and assign it in level to the other actor. otherwise you'll need to find a reference in a bit more round about way.

bitter iron
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problem I've never had to solve before:

in a 3d grid of cubes, how to check to see which cubes are not connected to a core cube through the connections of all the other cubes

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so if there are 2 sections, and one of the sections becomes disconnected from the home cube, delete all the separated cubes? but instanced meshes are all children of the home block with only their position as differences between them, not sure of what to add to the instances to do this reasonably lean?

versed sun
bitter iron
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so if a bunch of cubes are split in half, just those removed indexes disappear

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or am i not understanding properly

versed sun
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you can line trace and hit neighboring blocks, starting from core

bitter iron
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ah right

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flood fill from core and once complete just delete any that weren't found

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i was thinking opposite, which doesn't actually make sense

versed sun
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something like this, only also tall

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rubrics cube

bitter iron
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I think at scale each object would only be about 3,000 cubes

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so separating at the middle would ideally happen instantaneously, so im not sure of the fastest way, floodfill would work but might not without some issues with that many blocks

chilly canopy
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Hello, I've created this "kill button" that kills the player when they walk over it, and the character ragdolls when they die. The problem I'm having is the character doesn't consistently maintain velocity when it ragdolls. Sometimes it just stop and ragdolls in place. Anyone have any clue what could be going wrong?

dusk ember
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anyone able to help with this?

tranquil abyss
peak solstice
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If Integer64 == Long

What is Float64 and does it exist?

minor wolf
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probably double?

mint lava
peak solstice
chilly canopy
mint lava
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Otherwise the server will error correct the client's physics simulation due to the character movement component

dusk ember
chilly canopy
flat scarab
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Hi. I got this frame counter widget here and I want it to stop/freeze counting after X seconds. How can I go about it?

minor wolf
# peak solstice is it available in Blueprints?

no and the reason is almost certainly to keep it simple. usually if you are hitting the limits of blueprints you would use C++ which will let you use double or some other big number library but dont expect to be able to expose it to blueprints

faint pasture
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I would have an abstract data structure (map of Int Vector to Cube Ref)

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Then you can easily get all neightbors of a point

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Get all cubes. For each cube, get its neighbors recursively and add to a ConnectedCubeIsland struct or whatever.

versed sun
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i like that way better

storm vigil
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Hi. may i ask what are the advantages of using data assets for inventory items? I tried checking on google and it seems that there are pros and cons versus data tables/structs. It seems that data assets are less likely to cause compilation errors compared to structs? Thank you

faint pasture
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My impression is that data assets are a bit more fine grained and flexible

minor wolf
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does Set members in struct actually modify the input struct? or do i have to re-set it?

glass magnet
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quick question

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am i able to take functions from my player controller and reference them in the actual character

topaz badger
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as long as you get a reference to your owning controller

brazen merlin
minor wolf
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ah very nice, thank you

brazen merlin
glass magnet
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heres another question then

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actually

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nvm nvm

mint lava
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Check the Project Settings under Input. There's a category about mouse capture behavior you might want to review

dawn gazelle
mint lava
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There's another setting somewhere related to capture, but I can't recall at the moment

brazen merlin
tranquil abyss
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So im working on my inventory and I have an array of actors and I was told was a bad Idea to store them like that, 1 because I need to destroy the actor from the world so its out of memory 2 because well it makes no sense long term.

So I made a stuct and made a small database sorta thing for the time being with the 2 weapon I have now as you can see. Im trying to use the same struct in my Character as an array to store the items based on ID or whatever then I can show in my Inventory Ui based on the index of the database (Just getting the string)

So I need to get the overlapping actors on the ground and then translate them somehow using the path name(maybe?) and put that item ID into my players array of weapon struct to save the data

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Maybe a better way to do it, but this is how I interpreted what I was told to do. I fell like im on the right track

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I apologize for the bone headed questions but Im really new to unreal engine ๐Ÿ˜…

hardy fable
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yeah but getting through this will teach you a lot. you should probably reference a row of that data table on your actor, and then add the item to your inventory by taking the row name from the actor, and looking it up on the table to get the data

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i forget what the struct is called, but its something like "DataTableRow"

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put one of those on your actor and make it editable

tranquil abyss
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So can I reference the actor on the ground to the blueprint path

hardy fable
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then you can set the value whenever you want. pull that variable in your loop

tranquil abyss
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that is the way I see to do this

hardy fable
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and use the GetDataTableRow node to get your data

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i think you still have something confused since you keep mentioning "paths". you shouldn't need to use any asset paths for this since you are using soft refs or anything

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just a data row handle should work

brazen merlin
tranquil abyss
tranquil abyss
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Should my data in my data table not be a Class Reference but rather a soft object reference

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atm its a class reference and that is just a path to the blueprint

hardy fable
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that depends on what its for. it should be a class if it is something that gets spawned. it should be an object if its an asset that gets used for data

tranquil abyss
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hmm

brazen merlin
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you can make one by dragging off the input for it on the GetDataTableRow node

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be sure to set it to the specific data table that lives in your content browser

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GetDataTableRow ouputs a wildcard, so make sure you set your struct variable before hooking it up

tranquil abyss
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So wait

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If I make it a object reference in my main item db (spreadsheet)

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its only lettine me refer to those that are in the map/world

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I feel very dumb but that means im learning

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Ok just to make things clear. The first image I posted is the struct I made the the debatable I imported

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the 3rd image is the master item Db

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that im going to attempt to refernce when I pick up and item to write data to the inventory array

brazen merlin
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DataTable is the one you want to pull from. OutRow is the struct that you have that data table using.

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when you made the dt asset you had to choose a struct, so make sure OutRow is of the same struct then plug it in

hardy fable
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alright. in the interest of being clear: your data table should not, at all, try to reference objects in the level. it can reference classes or assets in the content browser if you need to (either to spawn or reference like i said).
do what conrad is saying to retrieve data. the "Row Name" pin is what your pickup actor should likely store.

tranquil abyss
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saying reference was not the right word to use because the literally means something in OOP terms

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Let me say it this way

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So the item is on the group and when I pick it up I check my data table to get the item ID

brazen merlin
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oh, you dont really need to do that

hardy fable
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other way around you get the item ID first, use that to get the data from the table

brazen merlin
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when you're picking up the item in the world it should already have all of its needed data

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when that item is spawned for the first time you would be pulling the dt info and storing that in a struct which lives in the item

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on pickup you can access the struct which pulls all of the defining info about that item

tranquil abyss
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ok so ignore the variable name,

dawn gazelle
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You can't store object references in a data table.

tranquil abyss
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that was my question

dawn gazelle
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You can store object classes.

brazen merlin
tranquil abyss
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so what should that variable be

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or what makes the most sense for it to be

dawn gazelle
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It can be an object class reference rather than an object reference.

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So if you ever needed to spawn the object, then you know the class to spawn it from.

tranquil abyss
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why Object class ref vs Actor class ref

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Jw

brazen merlin
dawn gazelle
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Objects don't exist until the game is running.

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You can't store what isn't there.

brazen merlin
# tranquil abyss why Object class ref vs Actor class ref

its not object or actor, it's instance or class. It's okay though, it's rather confusing in the dropdown. "Object Class Reference" and the like is stupidly named. Basically, the Blue one means it exists in the world (instance) and the Purple one is the class.

tranquil abyss
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ok cool

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and it looks like its just the file path

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to the class

brazen merlin
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yeah, that's where im not fan. I dont dig that im putting a reference to that class's location

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you can do it, just a personal croak on my part

tranquil abyss
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I assume ill need this struct data in my parent weapon class

brazen merlin
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if i move its location (like folder repo cleanup) it can mess up the redirector/pointer crap

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sorry, ranting now

tranquil abyss
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np

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im trying to learn

brazen merlin
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check the link i posted up above

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that should explain most of the struct-side management

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as for dt, well... thats another thing

brazen merlin
# tranquil abyss I assume ill need this struct data in my parent weapon class

but yes, you'll want your parent class to hold a struct var. If you go the route im suggesting, you'll be spawning this class (purple) as an actor (blue). So on the return of the spawn actor (blue) you'd be setting the struct var for it.

That means the class which spawns it (like MyLootSpawner) references the DT and pulls the right one (based on odds or whatever) so it can pass that row data to the struct var of the spawned actor.

Because you are setting this var when it spawns, BeginPlay cant be used because it fires right when it spawns so you may get an error. It's better if, after you set the struct var for the spawned actor, to then call some sort of "ReadyToGo" custom event on it, basically acting like a BeginPlay but you have control of when to fire it (maybe you want to set other things for the spawned actor beforehand).

tranquil abyss
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Thank you all alot

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as you know learning this stuff for the first time is really hard

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its like data structures and oop all over again

pine trellis
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will this blueprint still work if I dont connect anything to the inputs of the function?

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its coneected to my begin play

tranquil abyss
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1 more thing real quick them, Going from the Overlap that gets a actor object reference to getting the correct row on the data table. to then put into the inventory.

dawn gazelle
tranquil abyss
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ok I cant even think straight anymore its time to stop for tonight

glass magnet
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question

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if im having multiple characters someone can chose from should i have multiple controllers or just 1 with multiple characters?

violet wagon
glass magnet
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ok then if im trying to make like

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a basic attack and i need the player to move into range to attack would i make that through controller or the pawn?

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ig its a pwan

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the character

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does it depend on how i have my movement set up or what

faint pasture
violet wagon
faint pasture
glass magnet
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nvm that makes sense

hollow sequoia
#

Hi, I start to learn BP and I still confuse with some basic stuff : I try to open a door (BP actor with timeline and Open/close event) and the way to open it is to put an object in a triggerbox within the level , at that point the overlapp event of the triggerbox is handled by the levelBP which cast to the 'key' object and if the cast succed, in need to fire the Open event from the Door blueprint, am I right?

violet wagon
glass magnet
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so pappa sorry to interrupt im new to bps

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so

violet wagon
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all g

glass magnet
#

what i was going for is seeing if the attack range is overlapping the player controller

violet wagon
#

oh. that looks rough. which BP is this in?

glass magnet
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my event graph for my character

violet wagon
#

okay, and you want to make sure that your character is in range of a certain enemy, right?

glass magnet
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yes

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the print was just a checker

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if that was any confusion-

violet wagon
#

Sweet. Best way I can think of is to use "Get overlaping actors" from your collision component variable and make sure the class is the one that you use for enemies. If the array has anything in it, then you have enemies in range, if its empty, you have no enemies in range

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@glass magnet

glass magnet
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alright

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preciate it

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here i go off to test

glass magnet
violet wagon
#

drag off of it and get the length. if the length is at least one, then theres something inside of it, meaning that you got an enemy. Length will return the amount of items in the array.

hollow sequoia
#

@violet wagon there is almost nothing yet in the levelBP and the 'key actor' is only a static mesh with a grabbable component, the door is just at its beginning, I'm more looking at the 'theory' to make them communicate

violet wagon
hollow sequoia
#

@violet wagon simple as that ?thank you! yes I've heard about avoiding having repetitive mecanics whithin the lvlBP, in this case I've only one lvl to try things and figure out how it work, more a lab than a game ๐Ÿ™‚ but I keep it in mind. handle this within the pawn still blurry for the moment

glass magnet
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ah ok i got it pappa thank you

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so i need to check if empty or full, if its empty it moves into range, if its full then it would attack?

violet wagon
violet wagon
glass magnet
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yeah

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ik it just means

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full means more than the current

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in this sense

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ok but what about this which mayb e a problem? if the current actor im trying to move to and attack is out of my range but another actor of the same type is in my range

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what would happen in that case

violet wagon
glass magnet
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this is just to check whos attackable

violet wagon
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oh. Im not sure what youre trying to say.

glass magnet
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im just trying to confirm

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sorry

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is the overlapping thing only to check whos attackable?

violet wagon
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yhea

glass magnet
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ah ok ok

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and just to clarify before i move on

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the length is just to check the overlapping actors

violet wagon
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length checks how many items are in the array, but the way you have it set up, it would return the number of attackable enemies in your range.

tight schooner
#

I have a question about documentation conventions for BP classes. Lately I've been writing instructions into the Blueprint Description field (in a solo project) just to give myself a rundown how to implement, subclass, or otherwise use a BP class, whether actor or component. Is that, like, a normal thing to do? Is there some industry convention for conveying/documenting this kind of thing, or...

mint lava
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You can add @param bSuccess returns true if...

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I don't think there are any magic triggers for an actor itself

hardy fable
# mint lava

whoa, TIL. thats pretty cool. i knew you could do that in c++, but didn't think it was possible for bp funcs

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do you store your intentions in that intentory

gentle urchin
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^What is this magic? ue5 only? Never seen it before

mint lava
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I do love dropping magic bombs for people

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This was present in UE4 though

narrow remnant
#

Hey guys, might be simple. I'm pretty new, basically I am trying to get a torch to rotate in front of the character in third person. I have a light source attached to the player and im setting its rotation based off of the controller rotation. Essentially I want to clamp the Yaw -60 and +60. which works fine if my character is at 0. but when my characters rotation changes the clamp locks it. I know i need to add the rotation and then plus/minus the angle limit but doesnt seem to work. Sorry if that makes zero sense haha.

gentle urchin
mint lava
#

๐Ÿ˜ I do weekly coaching with folks of all levels of experience.

dusk dust
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if anyone could provide some advice, I could use it

gentle urchin
#

It has been revelead to me that this was not unreal documentation magic as i first thought. Its just a custom image explaining the description field. Good to know for the inputs still tho ๐Ÿ™‚

echo pawn
# mint lava

is this in ue5? it seems like the [in/out] part doesn't work for me in 4.27

gentle urchin
#

you dont need the in out

echo pawn
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I know, I'm asking if it's something they may have changed

gentle urchin
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Seems like it

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doesnt work on my end either. 4.27

echo pawn
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cuz yeah, I think you need the [out] part for it to show up on outputs. I can't get the comments to show up on out parameters in bp or cpp. Inputs all work fine though without the direction

gentle urchin
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Hmm. You're right

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its return

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@return

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wrong again...

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lol

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Its a combinatino it seems ๐Ÿ˜„

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or perhaps thats when there are multiple returns ..

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nah it seems it doesnt work without the @return in there

echo pawn
#

I think the compilation part of it might be a little finicky. If you try to change the comment on a previous param, it didn't actually change until I did a few compiles and added a new variable

gentle urchin
#

Yepp,

#

i tick pure and untick it again ๐Ÿ˜„

#

(reversed but whatever)

#

so every param after return is a return value

echo pawn
#

huh well that's interesting

gentle urchin
#

this does not work tho ๐Ÿ˜„

echo pawn
#

makes sense if they did change it to [in] [out] for ue5 ๐Ÿคฃ

gentle urchin
#

haha yeah

lilac hatch
#

any clue on why
I get this?
[EAC Launcher] [Info] Loading the following .json file: 'D:\CyberCardsTest\WindowsNoEditor\EasyAntiCheat\Settings.json'

I did put my ID's fully in the .json and saved

gentle urchin
#

but the params are uniqely named, so why bother with [in/out] in the first palce

echo pawn
gentle urchin
#

Even there they are unique tho

echo pawn
#

yes, but there's nothing explicit in cpp to say if it's an in or out param without using UPARAM

gentle urchin
#

Right,

#

but does it matter?

#

in the context of hint text

#

the hint text itself does nothing differently if its an in our output

echo pawn
#

in that sense, I can't imagine there is tbh but I assume it's likely because of that

gentle urchin
#

yeah true

#

fair enough

#

it is what it is anyways ๐Ÿ˜„

echo pawn
#

at least it sorta works ๐Ÿคฃ

gentle urchin
#

yepp x)

gentle urchin
brazen merlin
#

no wonder the engine can crash if i undo too fast

gentle urchin
#

never undo

#

always forge forward

#

meanwhile compiling..

surreal peak
#

Sorry, only saw this now. I can have a look later.

steady harbor
fair magnet
#

Hey uh... I'm kinda clueless rn.
so... I have 2 Actors in my level which are buttons. One works the other don't... they are the exact same bp

glass magnet
#

hey yall

echo salmon
#

is it possible to multiply the whole vector with a float ? or should i split it to float values ?

gentle urchin
#

yes

#

you can multiply by float directly

glass magnet
#

hi squize

echo salmon
#

@gentle urchin why i dont get the node hmm

gentle urchin
#

Its just multiply now

tight schooner
#

UE5 thing?

gentle urchin
#

it auto detects based on second input

#

ye

glass magnet
#

it works for me

#

wait

#

what are you watning to do

#

vector * float?

gentle urchin
#

ye

glass magnet
#

i can do it in character class

#

is this unreal 5

#

you are trying to do it in

gentle urchin
#

yes its UE5

glass magnet
#

ahhhhhh

#

mbm b

#

i apologize PraiseTheFour

gentle urchin
neat stream
#

Hello guys, so I have a start position and an EndPosition.. and a Start Direction and an EndDirection. I want to calculate this kind of path to any point. What would be the right way... I've made it work with a deterministic approach base on X and Y but It's not the right way... the right way would be "Remapping the vector" if there is such a thing... If you have anything for me that would be amazing

gentle urchin
#

no pathfinding?

#

just A to B?

neat stream
#

yes

gentle urchin
#

So 2 vectors shall become 4

neat stream
#

make a square you mean?

gentle urchin
#

no

neat stream
#

1 vector for start 1 vector for the end

gentle urchin
neat stream
#

oh yes exactly

#

my goal is to have an absolute X and Y

#

then it's easy to calculate

#

how would you proceed in finding the middle section position

gentle urchin
#

find forward direction * half length of input vectors on that axis
find Right direction * length of vector on that axis
find forward direction * half length of input vectors on that axis

neat stream
#

Right vector could be x and y based on where the end is no?

languid hemlock
#

qwq i need some help my actor doesnt wanna get destroyed when colliding with the item box qwq

#

plus our college the time where we gotta give our project to the teachers is in 14 hours aaaaaaaaaa

#

if anyone wants to fix some stuff i gladly pay em

#

i honestly dont have the nerves to do it anymore

#

sure the thing is well i only have 150 euros on ma bank account rn so i dunno how much they are willing to help me :(

#

heres the item box blueprint

neat stream
#

um yep exactly

gentle urchin
#

this became very ugly

#

i dont really wanna show the function xD

neat stream
#

ahah Let me show if we did the same mess

#

if you saw the amount of code I made for this kind of stuff

#

based on north to south / west to east...

neat stream
gentle urchin
#

trying to clean it up a tad

neat stream
#

approximately what I did

#

or maybe a dirty hack would be to rebase Start and End to always the direction meaning rotating Start By n Degrees and rotate the end with it ... do the math here and then apply it back

#

(I might have written non sense)

gentle urchin
#

think we can get rid of the branch aswell

neat stream
#

I'm thinking Trig Squize..... we have a distance we have the angle so the two other side would be pretty simple to get no?

gentle urchin
#

there we go

#

yeah you are X)

#

im going lazy

boreal axle
#

hey everyone , how do i make a ark survival evolved style gliding system

neat stream
#

It's not elegant dont you think ahah

gentle urchin
#

Depends on the usecase i suppose

#

elegant towards whom

neat stream
#

God of math

gentle urchin
#

are there cases where this doesnt solve it

neat stream
#

well this is with opposite facing vectors

languid hemlock
#

btw umm i tried contacting @pearl whale and they got closed dms :(

neat stream
gentle urchin
#

this is way more than originally asked for tho ^^

neat stream
#

Oh no worries

#

I'm not asking anything ๐Ÿ˜‰

gentle urchin
#

well.. ๐Ÿ˜› ok

neat stream
#

Just conversing ๐Ÿ™‚

gentle urchin
#

this is more towards pathfinding i guess ^^

#

This was what i tried to uncover with one of the first questions

neat stream
#

well it's always A to B ๐Ÿ™‚

gentle urchin
#

Yes but its not direcly A to B ๐Ÿ˜›

#

you have some turn radius based on some unknown

gentle urchin
#

<@&213101288538374145>

torn kettleBOT
#

:no_entry_sign: archx64#9593 was banned.

tight schooner
#

Just add the Ark Survival Evolved Style Gliding System component to your BP actor

tranquil birch
#

learning before i start making games again.

off topic question,
you are a lonely man (ingame)
you battle with turn based tiled movement based on how fast you are you can go first or last,

you train your own ai in the battle system,
you can do many tactic journeys,

you control more then 1 Character within the battle system
ai can be obtained by many ways, so i think i need a controlled DT and a not controlled DT

Is this note good then ?
ior many faults to start with

languid hemlock
#

im so confused wdym by that D:

#

so i could just delete the cast? >.>

#

well its not an error the game still compiles and runs but if the player gets into it the box just is there

#

doesnt dissapear or anything

#

oooooh

languid hemlock
#

it says the cast to bp kart pawn base would fail

surreal peak
#

Cause you use OverlappedComponent

odd ember
surreal peak
#

Instead of OtherActor

#

Components and Actors only share UObject as a base. So if you try to cast a Component to an Actor it will tell you that this always fails.

#

Cause there is no way these can be related

languid hemlock
#

aaah okay :0

#

alright tried it even the string doesnt load qwq

#

gosh i hate unreal :(

#

sadly none of the bp freelancers seem to have time qwq

odd ember
#

unreal in this case isn't different than any other game engine

#

this is fundamental programming

languid hemlock
#

well i mostly work with frameworks like sdl or sfml or write raw assembly :(

#

i also have experience with unity bu teacher said nah yall gotta use unreal qwq

odd ember
#

so you do that but you have trouble understanding why a component can't be cast as an actor?

#

that doesn't sound right to me

tawny hedge
#

don't branches work within functions? It seems it ignores that the answer is false and it behaves like it's also true. Debugging with print string says the boolean is using the correct value but it still continues to the end of the function

brazen merlin
#

depends what you mean by "work"

tawny hedge
#

the first condition says it's on cooldown, but it still pases the execution further to the end of function and to the next function

#

I;m assuming it should follow the execution line and if the first branch is TRUE should stop the execution completely, but it goes on

gentle urchin
#

a function doesnt block further execution

#

it automagically returns if a path has no return

tawny hedge
#

so I have to use the branches between functions?

gentle urchin
#

Yepp

tawny hedge
#

that's just sad

gentle urchin
#

usually with an output bool on the function

#

check condition -> true/false

tawny hedge
#

Thanks!

gentle urchin
#

and if you return the input, there's no need to return it at all

#

you simply return a bool, "DoIMeetConditions"

#

in a more user friendly way

faint pasture
brazen merlin
# tawny hedge well,

Looks like you can also use an AND or OR operator instead of two branches as well

tawny hedge
#

true

gentle urchin
#

or XAND or XOR

languid hemlock
gentle urchin
#

๐Ÿ˜„

brazen merlin
faint pasture
# tawny hedge that's just sad

Why would it be sad? Execution order is execution order. I wouldn't expect code to skip a line because of what happened on the previous line.

languid hemlock
#

i know it aint much but i earn shit at my part time job

tawny hedge
gentle urchin
#

to exercise flow control, you must understand how functions work

#

its essential in this case

tawny hedge
#

yea now I get it

#

tough life, going mental a few times a day due to issues like this.

gentle urchin
#

you can "block" it outside the function, but essentially that's just a "return" aswelll

faint pasture
languid hemlock
gentle urchin
#

I'd say follow tutorials, but know that they will teach you mostly at best questionable setups

languid hemlock
#

so much stuff is fucking broken

gentle urchin
#

new / unfamiliar/ unkonwn != broken

faint pasture
#

Patch it up and ship it

tawny hedge
# gentle urchin ~~new / unfamiliar/ unkonwn != broken~~

I get what you're saying, for me it's the first "project" after many courses and tutorials and lost neurons that I'm using all structs, arrays, data tables, functions, macros etc all at once without any guide or documentation. I still have to get a grasp on the workflow and to dos/!to dos

gentle urchin
cursive path
#

anyone know how to use panner on 3d way

buoyant marsh
#

guys, help please !, I have a lot of actors with a specific tag, i want to add them to a list in a widget (Clickable) automatically without putting them one by one in this widget, where can I start ??

fiery glen
#

quickndirty: get all actors of class

#

somewhat better way: have them add themselves to a global list of those actors when they are spawned

cursive path
#

use get all actor with tag

neat stream
# gentle urchin

Tried finally your bit of code ๐Ÿ™‚ we have problem on the down left hihi

gentle urchin
#

seems X and Y are messed up

neat stream
#

only when X and Y are positive

unreal quail
#

what kind of time deltaseconds should I get to implement something like the Cooldown Behaviour Tree Decorater?

#

get game time?

#

yes but it's C++ and I have RAM issues

#

๐Ÿฅฒ

#

oh so it actually lowers the time left every second?

#

ah no

gentle urchin
unreal quail
#

I don't have it's path

#

can you give me the path of the file?

#

also good C++ doesn't always translate to good BP that's why I am asking here

#

thanks

gentle urchin
unreal quail
#

I only do that for C++ tbh

#

ah screw it I'll do it in C++

neat stream
gentle urchin
#

as in not forgotten, or not fixing ? ๐Ÿ˜„

neat stream
#

this works I think

gentle urchin
#

NOT > = <=

#

but yes

#

i inverted it aswell

neat stream
#

๐Ÿ™‚

gentle urchin
#

swapped the multiplyer

#

So in order for this to work when you face in a different direction you need additional logic

earnest tangle
#

<@&213101288538374145>

torn kettleBOT
#

:no_entry_sign: xXZelldertXx_้œž่ฒ“(ใƒปโˆ€ใƒป)#0283 was banned.

gentle urchin
#

busy bots today

icy dragon
gentle urchin
#

tehe, yeah probably

coral ore
#

Hi all, I am trying to create a system where, when a player interacts with a door, a "Enter Password/Answer" screen is shown. If they get the answer correct, then the door opens.

To do this, I have a DoorBP with a boolean "canOpenDoor" and a "Password" variable:

#

Here is my blueprint for the doorBP so far:

#

Here is my password widget BP:

#

When I interact with the door and enter the answer, I get this error:

Blueprint Runtime Error: "Accessed None trying to read property BedroomDoorBP". Blueprint: BedroomDoorPassword_Widget Function: Execute Ubergraph Bedroom Door Password Widget Graph: EventGraph Node: Branch

#

Any ideas on where I am going wrong and how to fix it? I am really lost.

gentle urchin
#

there's no reference to the door

#

its just an empty variable

versed sun
#

on widget BP, make the Bedroom door variable "Expose on spawn"

coral ore
#

Sorry, what do you mean? And where?

gentle urchin
#

The Widget throws you an error when trying to read BedroomDoorBP

#

because it has not been set to anything

#

Personally I wouldnt tie it directly to an asset either, but instead take the password as an input instead

coral ore
#

Still get this error:
Blueprint Runtime Error: "Accessed None trying to read property BedroomDoorBP". Blueprint: BedroomDoorPassword_Widget Function: Execute Ubergraph Bedroom Door Password Widget Graph: EventGraph Node: Branch

gentle urchin
#

So instead of exposing SomeDoorBP as a variable,

#

expose the "password" text instead

gentle urchin
#

create a text variable (password)

coral ore
#

On the widget?

gentle urchin
#

yeah

#

and in the details panel "expose on spawn"

#

drawback of not tying them together is that you must also expose a delegate somehow ๐Ÿ˜„

coral ore
#

But then, if I want to place the door in multiple places and change the correct answer for each one, would that be doable?

gentle urchin
#

ofcourse

#

So you need the Text as as exposed input parameter

#

and a delegate for the return call (if the door should be opened)

coral ore
#

So like this:

#

Where do I set what the answer should be?

gentle urchin
#

as an exposed input parameter

trim matrix
#

You just set your Password as "Password"...

#

No ?

#

Oh no it's not the value, lol.

coral ore
mild crystal
#

hi, im getting this error, anyone know why?

coral ore
#

This is in the doorBP - is that correct? Or can I create another password variable in the Door BP and set that to instance editable so that for each doorBP that I place in the world, I can declare different passwords for each?

gusty axle
gusty axle
#

click on the latest link, find invalid pin and put IsValid somewhere to check if the value is valid

#

try to remove all errors like this because they ruin the performance like nuts

gusty axle
#

also try to not use too much Case they make start loading time longer

gusty axle
mild crystal
#

thx

gusty axle
#

Warnings can ruin the performance too, applying force to static object for example, it destroys the performance even worse

trim matrix
gentle urchin
#

^this looks... interesting?

#

branch condtionA true -> Spawn -> branch condtionA false -> destroy ?.

trim matrix
#

On my side I'm making a level editor (tile-based-like). I need to spawn and change the actors of each slots according to the UI's slot name. They spawn correctly but I can't destroy them for some reason with this setup...

gentle urchin
#

This looks like a very odd way of destroying them

trim matrix
#

If the name isn't equal to a given name (literal text), it should be destroyed.

gentle urchin
#

It wont be created in the first place

#

so there's nothing to destroy ?

#

And if it were created, it means it passed the first branch (name was correct) thus it will never fail the second branch

trim matrix
#

Even spawned it's not destroyed when names are not equal.

gentle urchin
#

It wont get spawned if they're not equal

#

So there's nothing to destroy

#

If you want to destroy it if it were to change or whatever,

#

you need to do it on the false part of the first branch

#

but you should laso check if whatever is in the slot is valid in the firstplace.. (the object)

#

this should be one branch

#

not 2..

#

and the spawned actor should probably be saved somehow

trim matrix
#

Like this ?...

#

Nope... They spawn right off...

crude pecan
#

Silly question, if I want to drop an integer or a float in a blueprint graph does it always need to be a variable? I'm used to to the material editor where you can just drop a scalar or whatever. Could I just use a Math Expression with a value entered? I dont plan on ever changing the value.. its fixed.

versed sun
tawdry surge
#

You can split a pin and hard code it into the node

#

Or add extra nodes

crude pecan
trim matrix
#

Hi, so I had a question in regards to how one would do something in Unreal that was done in unity.

In a game known as "Totally Accurate Battlegrounds", the player controls a first person, self balancing active ragdoll. I'm pretty sure I know how it's done in unity, and that is using a "Configurable Joint" component at it's Pelvis and setting the target rotation to always be facing upright with some spring so it's "wobbly" and not perfectly 90 degrees.

I wanted to ask, how would one go about doing something like this in Unreal? As from my digging "self balancing" ragdolls is something frequently shown in Unity tutorials but rarely if ever in Unreal tutorials. I'm aware of the "Set Target Rotation" function in BP however that's dedicated to the Physics Handle, and some of the angular motor stuff on the constraint of the pelvis i'm not fully aware of how to utilize. I'm relatively new to Unreal and i'm wanting to tackle this as my first project, even if it's difficult.

gentle urchin
trim matrix
#

I can create variables of actor's references, but what should I do with them ?

severe kettle
#

Is it possible to make the spline more of a circumference and less of an ellipse? I'm creating the spline dinamically and it only has 2 spline points

gentle urchin
#

Does it spawn based on some text value? Does it update when text value changes?

trim matrix
#

Spawning actors at a given location in the world if a name in the UI (level editor UI) corresponds to a given name, and if it's already spawned and the names are not corresponding, destroy the spawned actor.

#

It's set on a tick.

versed sun
#

owww

gentle urchin
#

ugh ....

trim matrix
#

I thought about making a text / string liked to the class, but I don't know how you "convert" a text or string to a class.

twilit gull
#

can i add camera view to hud widget?

trim matrix
gentle urchin
#

RenderTarget

#

Its expensive tho

trim matrix
#

yes RenderTarget sorry.

versed sun
#

this is how i do it

#

make your class names a Enume

twilit gull
#

ty!

gentle urchin
#

Does it need to be updated every single frame?

#

Arent there events for text commits and whatnot(not a question)

trim matrix
#

Uh... I'm not sure.

gentle urchin
twilit gull
#

dynamic map is made by render target as well i assume?

trim matrix
#

It's not an editable text.

gentle urchin
#

What is it then?

trim matrix
#

Just a text that changes when a given button is pressed (corresponding to a given tile).

sturdy herald
gentle urchin
trim matrix
#

Yeah, but when the name changes, it doesn't destroy an actor that has already spawned.

gentle urchin
#

because you're not saving the spawned actor

#

you're not referencing it

trim matrix
#

I'm trying the Enum thing with indexes.

main lake
#

Does anyone know why my timer isn't perfect please ? Like My Starting_Night_Timer variable is at 23 (11PM) and Starting_Day_Timer is at 6 (6AM) and Day Duration variable is at 10 (IRL minutes) and Night Duration variable is at 5 (IRL min) and I used a timer in Windows to check if my timer is correct and it's not, like 10 min on the windows timer my game timer reached 22:50 (10:50 PM) instead of 23:00 (11 PM) so it's off by 10 sec in game somehow.

maybe the tickrate of the timer event isn't perfect ?
Any way to solve this and make it perfectly be at 11PM after 10 min ?

Here's my Code : https://blueprintue.com/blueprint/s0-g7rd9/

trim matrix
#

I can't change the index number according to the names being equal... :/

#

I did it, but when the index changes one of the piece doesn't go away...

#

Spawning doesn't switch.

#

๐Ÿ˜ซ

severe kettle
# gentle urchin adjust the tangents i think

Sorry for the late reply. I set the tangents so the sphere would start and end at 90 degrees, I thought this would mean the spline would take the trajectory of a circumference. Maybe it's not possible with just 2 spline points, but I would really like to do it with just 2.

eternal drum
#

what math node do i use to check if float/int is within a specific range?

mild crystal
#

how can i set this.
when i press on of them they do the animation but i only want to play animation when both are pressed

severe kettle
native linden
#

hey so, i need help with something. i need to make it so that when a button's pressed (ik how to do that part), a list of 10 selections pop up. but i need them to show one at a time and, when scrolled through, changes the selection. like a list that goes 1, 2, 3, 4 ect ect but goes up by one on a button press.

#

any help would be much appreciated :)

#

preferably as a widget i can paste onto a model

mild crystal
#

thx man

gentle urchin
#

My eyes say no

#

You need two variables ..

eternal drum
#

yes

#

sorry

#

@mild crystal That was wrong, here is the right solution

carmine thunder
#

Hey, can I change the temperature of a CG layer using a slider or smth?

gentle urchin
#

If bool = true then both are pressed. If false, set bool true
On release set bool false

gentle urchin
#

Ye

#

If the branch condition is false, set the bool to true

#

So next time branch is checked, it will return true

#

Unless the initial button was released, then it will go false ^^

#

Guess it wont work if its the other button being held

#

Bad idea

#

Toss it

trim matrix
#

Finally... ๐Ÿ™„

#

I just added a child component at Begin Play and Set child actor class through a tick with the Select thing and the name correspondance.

gentle urchin
#

Riip

quaint sigil
#

Hello, I know that in UE4 you cant make Array of Array which really sucks for me, so I would like to ask you what are workarounds, I know that you can make Array of Structs and have array inside that struct but its meh solution

gentle urchin
#

Array of uobject with arrays ๐Ÿคทโ€โ™‚๏ธ

civic sand
#

Hi , has anyone had a bug where event tick doesnโ€™t work in the parent of one child , but does in another child ?

mild crystal
#

is this correct

#

?

civic sand
# gentle urchin Not calling parent tick?

Iโ€™ve got the parent spamming hello on the screen but itโ€™s only working in one of the children. The tick settings are identical for both children. Is there something else Iโ€™m missing. ?

gentle urchin
#

Are you calling parent tick in both children?

civic sand
gentle urchin
#

Thats how you can choose to either extend existing logic, or override it completely

civic sand
#

I had it up to test values and disconnected it but didnโ€™t delete it. ๐Ÿคฆโ€โ™‚๏ธ

odd ember
#

a global variable

#

pretty much yeah

#

or in an ini file if you want it super persistent

#

but I'm not sure how well BP can communicate with INI files

quaint sigil
fleet cobalt
#

can I ask a very easy question, so I created a default actor blueprint, added a static mesh to it, box hitbox and than in the event graph added press E event connected with destroy actor its like the most simple as it can get and it doesn't work I missed something?

echo salmon
#

is there any particular reason which i cant enable physics on a pawn ? Its because if the root of the BP ?

versed sun
#

in Class Defaults

fleet cobalt
trim matrix
#

In my level editor setup I need to copy the level in which the editing is done and rename it. How do I do that ?

severe kettle
#

Now I'm trying with 3 spline points, but for some reason the actor slows down when it's going to reach point n2 and then accelerates again. Is it normal behaviour for an actor to slow down on spline points?

gentle urchin
#

Depends on the spline setup and their lengths and the method for following it

severe kettle
#

I'm trying to see if it's actually slowing down with "get velocity" but I'm getting velocity 0, I must be forgetting something. Does get velocity work with non character actors?

trim marsh
#

'Sup, guys , how can i change the value of the collisions , but in game?

odd ember
main lake
#

@odd ember Could you check my problem in #multiplayer please ?

trim marsh
odd ember
#

or something along those lines

trim marsh
#

ohh got it , thx

fleet cobalt
#

Hi so I have done blueprint witch when I pick up collectibles it shows 1/4 collectibles and it works but the text isn't showing up, Ive went threw tutorial 2 times now and haven't found anything that might help me

wary shadow
#

Hi, how can I get DeltaX = X_t(i) - X_t(i-1) each tick? Where X_t(i) is the value of X at the current tick i, while X_t(i-1) is the value of X at the previous tick

#

Just like delta position each tick

remote meteor
#

position delta? is actor's velocity something you looking for?

tight schooner
brazen merlin
weak zealot
#

Is there a way i can get all components of a blueprint?

#

I want to rotate 3 components at random speeds

versed sun
weak zealot
#

Hmm I'm trying to get these three objects from my blueprint actor, that node doesn't seem to be doing the trick either

versed sun
#

just drag the SlotPivot1 into your graph

weak zealot
#

Got what i wanted to work

dawn gazelle
dawn gazelle
#

that only gets one component. you want get components by class

weak zealot
#

Thank you guys so much btw, I'm very new and def wouldn't be able to get around much without this server

trim matrix
#

How can I change the parent class of a blueprint?

odd ember
#

it's in there

trim matrix
#

Oh Class Settings

#

I see it

#

Thank you

fleet cobalt
#

when I pick up collectible it should say 1/4 collectibles but widget doesn't spawn but everything else works, why?

versed sun
#

try it without playing animations

#

you might have 1 animation key not set and scale/opacity or something is set to always 0

#

make sure your default values in widget are what you want, after you are done with animations and none are selected

fleet cobalt
#

I was also doing this with tutorial witch I redid again

versed sun
#

thats what gets me %90 of the time

fleet cobalt
south pier
#

Hello, still learning Unreal and was wondering if there was a good resource like a book that went into more detail about what nodes do and what kinds of situations to use them in and best application of them. I have plenty of tutorials that use these nodes, but I feel like I am just following along and not really understanding fully why to use the nodes I am using

versed sun
#

this is my go-to for learning about what each node does

#

he explains what each pin does and shows examples

south pier
#

Oh wow. That's a lot of info. Thank you!

versed sun
#

and the thumbnail for his videos are usual similar, making google search easy to find his videos

crystal crown
#

Hi guys. How could i make it so flying pawn will follow mouse location (pitch, yaw) and have crosshair over that spot. Currently my crosshair is dependant on pawn direction (exactly where the pawn is pointing)

faint pasture
#

Drive the camera component rotation by view rotation
RInterp the pawn rotation towards ViewRotation

vagrant flicker
#

Hey, I am looking for a way to ignite my torches using a lit torch in my hand for example. Is there any tutorial for this? Cannot find any on the subject

#

Basically, pick torch and ignite other torches when the torch is in range for example

mint lava
#

You really just want a tutorial covering overlaps and triggers

#

A door tutorial would cover all the same concepts

vagrant flicker
#

I was thinking of making state where torch is off/on and then on overlap just turn on the others, its little fuzzy in my mind tho ๐Ÿ˜„

mint lava
mint lava
vagrant flicker
#

I'll give it a shot! Thanks

mint lava
#

Pay special attention to the collision profile on the overlap shapes

tranquil abyss
#

It works!!

#

it might be stupid but it works

mint lava
#

It's not stupid, looks totally reasonable

tranquil abyss
#

its like 0(n)^2 + a bit
but its gonna be a data table of less then a few hundred items
so

#

Should be fine computers are fast

gentle urchin
#

Computers can handle it !

crystal crown
glass stump
#

is there a way to detect if a camera component is clipping through a wall? or colliding with it.

#

i know what you're think but i'm not trying to prevent it from happening, i just want to detect it!

#

ah, okay, thank you i shall look into it!

mint lava
#

or shape trace from the camera

#

just do a single sphere with the camera profile

dusk dust
#

for some reason my grid meshes bottom faces are doing this, the top faces look normal

#

this is how triangles are setup

#

how can I fix this?

mint lava
#

is your material double sided?

dusk dust
#

this has nothing to do with materials

mint lava
#

The normal is facing away so it won't draw anything unless it's double sided

dusk dust
#

i dont have a material applied to it, the problem happens when creating the mesh

#

though i dont know how to fix it

trim matrix
#

anyone know like a video for a simple scoring system? sorta like a sports game where if one team scores they get points.

mint lava
#

what does the top look like, you say "normal"

dusk dust
#

one sec

#

and bottom

gentle urchin
#

I would think the math is wrong

dusk dust
#

yes though im not sure where

faint pasture
manic ravine
#

Hello everyone, I've been wracking my brain over this and after viewing different youtube videos (CodeLikeMe, etc) and trying out different plug-ins (Directional Gravity & Dynamic Gravity Character). I'm not really sure how to proceed or even if the approach I'm taking is the best one. What I'm trying to accomplish is creating a player character that can walk on various surfaces (Floor to Wall, Wall to ceiling, etc) seamlessly. I thought maybe changing the walking mode to flying like in the CodeLikeMe videos would work but I wasn't getting the results I was hoping for. Then I tried changing the gravity vector through a plugin (Directional Gravity) with some success but ultimately I'm still not satisfied. My ideal result would behave something like the movement from Alien Vs Predator Classic 2000. Like this: https://youtube.com/clip/UgkxhUJMh8xZyoePQPQDM9Qzu30y8MrN4-Ar . I want to use movement like this for a third person multiplayer game where you play as insects that can cling to different surfaces in different orientations. If anyone has any suggestions as to how I can accomplish this I would appreciate it. Thanks in advance!

YouTube

15 seconds ยท Clipped by Alvin Pollard ยท Original video "Aliens vs Predator Classic 2000 Walkthrough Alien Episode 1 Temple" by hankmanGTA

โ–ถ Play video
maiden wadi
#

@crystal crown Could be mistaken, but that doesn't look like the rotation is interpolated much. If it is, it's completely visual with a slight mesh yaw offset that quickly returns to zero.

glass stump
#

currently i'm using static meshes for the walls in my game. would it be a bad idea to use those meshes to instead create actors of those walls and use the actors as the walls instead? so i can use blueprints with the walls?

blissful cloud
#

Hi. I don't know where to ask this question. The Cube mesh shows None in PlaceActors panel. How do I restore it.

lofty rain
#

Hi i added a menu in my project. I want to change the save data in the menu and the one in my own project. Would we be helping me in this regard ?

crystal crown
crystal crown
mint lava
maiden wadi
#

You mentioned it being like BF2. looked it up. I don't think the whole character is interpolated, I think that remains exactly on control rotation. The mesh is just visually interpolated at points when turning fast.

lofty rain
#

this is my data save

faint pasture
maiden wadi
#

Same with the flight controls. The mesh is sort of interpolated, but the controls are just locked to a speed

lofty rain
#

this is menu project

faint pasture
lofty rain
#

I want to change my own database with the database in the menu. Because there is an enavnter in my data save.

#

saves normal character. When I load, the inventory equipment does not register.

quaint sigil
#

Is possible to have Custom Events in Game Instance BP?

brazen merlin
crystal crown
#

it's a bit hard to explain without showing

faint pasture
crystal crown
faint pasture
quaint sigil
astral cloak
#

heya

#

anyone know how to do HTTP GET request in BP without plugins?

#

been days Ive been searching for solution

cyan trail
#

Hey, I have small problem or lack of info how to do something. How do I change this tutorial to have things in array of 10 x 10 for example instead of going in line?

https://www.youtube.com/watch?v=3JYyNucyMBk

Learn how to create simple or complex audio visualizer in this unreal engine tutorial.
Music visualizer in UE4.
Audio reactive in unreal engine4.

00:00 Intro
00:14 Preparing the project
01:00 Simple audio visualizer
05:56 Adding emissive material
07:34 Audio visualizer with multiple elements
11:49 Audio waveform visualizer
16:22 Outro

Instag...

โ–ถ Play video
mild crystal
#

how can i remove moviment from player when playing a animation, exemple i have a animation that shoot something but when velocity=0 but when im in animation i can walk and its weird!

mint lava
#

Typically a montage with an AnimNotify on 2 frames to indicate disable and enable input

mild crystal
#

and how do i set up when i look for somewhere my character need to look that way to

#

like if its 180 degrees he will turn

gentle urchin
#

Or a NotifyState

#

After i found them i prefer them more ๐Ÿ˜„

rigid storm
mild crystal
rigid storm
#

ah, sorry - im conflating your problems with mine, then ๐Ÿ˜„

mild crystal
dawn gazelle
quaint sigil
#

Technically in C++ you can do anything, endless opportunities, then you just have to expose it to BP.

rigid storm
#

so, speaking of foundational knowledge...
Does anyone here happen to have a favorite course in the learn.unrealengine curriculum they can recommend about advanced or intermediate topics in blueprinting? or in general a favorite blueprint course that you've taken? Any class that has stood out as highly valuable?

I'm a white belt in Unreal coming from Unity, but I don't want to suffer through a million slow building tutorials talking about the basics of the editor, I want to get into advanced topics and work my way backward.

first one on my list is this:
https://www.unrealengine.com/en-US/onlinelearning-courses/converting-blueprints-to-c

Unreal Engine

This course teaches you how to convert a Blueprint project to C++, explaining the core concepts of using C++ in Unreal Engine. Learn how to create an AI agent that senses, reacts to, and navigates the world around them.

#

yeah alright fair. Ill find my own courses.

#

Shots in the dark

faint pasture
#

@rigid storm screw tutorials, just jump in.

#

If you can make a capsule move around in Unity you can just dive in and go.

rigid storm
#

yeah that's a fair answer

faint pasture
#

When you get stuck, just Google the node and click the Mathew Wadstein video

rigid storm
#

oooh, nice proper noun

gentle urchin
#

In the start its hard to know what nodes are avaliable ๐Ÿ˜…

faint pasture
faint pasture
gentle urchin
#

Never touched unity so cant compare, but the returns from the search list is massive if you dont know what you're after

maiden wadi
#

Personally. I had no background knowldedge besides XML/HTML and a small bit of lua about three years ago when I started using the engine. If you're looking to learn actual programming, I would advise against tutorials and courses. One of the most important aspects you're ever going to learn as a developer is to look up information. You will not remember it all. You will forget half of the things you learn and end up finding it again. Courses don't really teach this skill very well as they're too busy skimming what you need to know by giving you 'cool' things to do. Not to mention they're usually old and out of date.

faint pasture
gentle urchin
#

Yeah i got no problem with it

#

Just remembered back to when i was starting

rigid storm
#

yeah no worries there. I've been a professional software dev for like a decade now haha

faint pasture
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When I started we didn't have videos lol. I started on day one.

#

Well day one of it being public anyway

gentle urchin
#

I started on ue4.6 or smth

#

With a bunch of horrible tutorials

#

Doing everything on tick

#

Good times

maiden wadi
#

End of 4.23 for me. I vaguely remember 4.24 being released. ๐Ÿ˜„ Just over three years go.

faint pasture
rigid storm
#

HA

#

right?

maiden wadi
#

Forgot 300p battleroyal.

faint pasture
#

Looks at my physics based prototype, MMORTS prototype, and Roguelike prototype with shifty eyes.

rigid storm
#

yeah, the skills don't completely translate. its mostly things that are very engine specific im interested in learning. like how to build editor only components that collect offsets from positions I specify in the editor and pass them to construction methods in a blueprint, or how to best build debug visualization like wireframes or rays only visible in the editor, or how to compose C++ with blueprints

faint pasture
rigid storm
#

i mean outside of the blueprint world the same thing applies to questions like "when to use lumen instead of classic lighting approaches", etc

quaint sigil
#

Is in Game Instance some event which is called when Game Instance is created? Because I have some "bind to event" functions in Game Instance, and they need Exec Input, but I don't know what do pass into that Exec Input, because there is no Begin Play or Construct

faint pasture
#

BP land will teach you how the engine ticks

iron bone
#

Hey everyone, I'm trying to have a large room that is lit only from lights that are set up inside of the room but if I'm far away from one of the walls it bleeds in all of the light from outside. Is there something I can turn off to prevent this from happening?

faint pasture
#

It's the god object in a way. The other stuff wouldn't exist when game instance is created

gentle urchin
#

I wasted 4++ years not starting with c++

quaint sigil
faint pasture
#

Idk if game instance begins play but when it's constructed it's super early

gentle urchin
#

Its not bad at all ime

maiden wadi
#

@rigid storm Also, going to save you a massive headache. If you understand basic OOP hierarchy stuff, don't be afraid of casting. Youtube and Reddit have a massive nasty habit of needing to point out the terrors of casting and to interface with everything in your project. This is largely because they're too dense to figure out how Unreal's garbage collection works and don't handle their assets correctly.

quaint sigil
gentle urchin
#

Atleast it has treated me nice so far :p

mild crystal
#

how do i check where player is looking? (To put the character always looking in right direction)

mild crystal
rigid storm
quaint sigil
#

I think

mild crystal
#

i will search thx

rigid storm
#

In Unity I was mostly doing Burst, which is a C# subset for vectorized code and the GC was pretty straightforward there if you know how pointers and arrays work

quaint sigil
quaint sigil
#

From what I understood

#

To be sure that some ref is really ref of that object

rigid storm
#

ohh really? theres like, dereferencing concerns?

#

oh boy, that will be fun. but, I guess Im way off topic for blueprints

manic ravine
#

@mint lava I don't think I would be able to because other players would be affected, I'm hoping to make a multiplayer game.

rigid storm
#

As an aside, are you able to make editor components with blueprints or does that have to be C++?

maiden wadi
# rigid storm very excited to start hitting problems with this GC everyone always talks about ...

Short version is that Unreal instantiates a CDO(Class Default Object) for anything that needs to be used. This gets used for assets, copies of this are made when spawning new actors or creating actor components, widgets, etc.

So when ClassA casts to ClassB or even just has a hard pointer to ClassB, whenever you load up ClassA CDO then ClassB CDO will be loaded as well. This is largely not a concern for gameplay classes as they're tiny little classes that really take up no room in memory, can literally have thousands of code only classes loaded at a time without blinking.

The real issue is assets. Assets are usually StaticMeshes, SkeletalMeshes, Materials, Textures, Sounds, Particles, etc. However there are also what you can call "Asset Actors" which have all of these defined by default in their components. Having assets loaded that you don't use takes of massive amounts of memory in larger projects, so it's good to manage that by not casting to classes with predefined assets unless the caster always uses the other asset or the casted class is basically always loaded anyhow like a player character.

rigid storm
#

got it

maiden wadi
#

To get around this issue, you store your assets in SoftObject or SoftClass Pointers instead of HardPointers.

maiden wadi
#

Usually best use case for this I like to bring out is for Textures in UI. Stuff like Inventory Item's Icons. If you have a massive Datatable of inventory items, you store the icons as softpointers to Textures instead of normal pointers to textures. You still select the asset same way in the editor, and mostly set it the same way in code as well.

rigid storm
#

pretty sure that's a kind of 'unsafe' pointer, right? like the GC acts on them naively without ownership

maiden wadi
#

There aren't really any sort of unsafe pointers. There's Soft, Weak, and Hard mostly. Weak doesn't stop collection of the CDO. In fact a soft pointer is literally an FNam path on disk, and a WeakPtr to the object.

austere copper
#

Anyone know if its possible to make a var instance editable based on a conditional? I have an ai with two enumerators. One specifys the type of ai: roaming, rotating and patrolling. The other specifies the type of patrol the ai will do. I want for the patrol enum var to only be shown if you select the patrol from the AI type.

maiden wadi
#

If you nullcheck them with IsValid, or if (PointerPropertyName) {} you'll be fine.

maiden wadi
#

It's not C++ only. One sec.

quaint sigil
#

Ah I see, I always use that first option Object ref

#

So Soft Object Ref is same but it takes less memory?

maiden wadi
#

Not specifically. It just doesn't force the other class to be loaded when the class containing the pointer is loaded.

gentle urchin
#

And it doesnt count towards gc?

quaint sigil
#

Ah okay, and you have ref to that object by default or you have to do Cast?

maiden wadi
#

SoftPtrs? No. Like I said they're just a FName and TWeakPtr mostly.

viscid python
#

So I started a dialogue (plugin) from an actor via an interaction. Now I would like to end the interaction from the dialogue blueprint (when the dialogue is done). But I don't know how to reference/call/access the original actor to actually use the "End Interaction" node. I need a proper "target", any advice on how to get this done? ๐Ÿ™‚

gentle urchin
maiden wadi
maiden wadi
#

On the other hand, this AICON-Red, is a soft object ptr to another texture. This texture does not ever get loaded even though I have it specified the same way.

elfin inlet
#

i regretted not using gas, scrapped my own implementation
i regretted trying to integrate gas, now im trying to re-do my own implementation

viscid python