#blueprint

402296 messages ยท Page 828 of 403

gentle urchin
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Event dispatcher is more bp land ^^ same thing

elfin inlet
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how can i check if a key is still being held down?

rephrase:
i know i can make it an axis but is that fine in terms of perf cuz its running on some kind of tick

for sprint on shift key

viscid python
elfin inlet
#

i saw that

maiden wadi
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@quaint sigil Following that example. This is also a point. I have an array of five textures here. Absolutely none of these are loaded from disk to memory until that EventConstruct, and even then only the one chosen from the array is loaded.

versed sun
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if you click the keypad button, the next key you press will be selected

quaint sigil
mild crystal
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how do i adjust where player is looking to if i look left he will turn left

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?

elfin inlet
quaint sigil
tawdry basalt
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I am trying to make the character look at mouse position on right click, but it doesn't seem to work. Any idea?

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this is what calls this function

tawdry basalt
maiden wadi
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Depends on your pawn's control rotation settings. Do your settings mirror this?

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If yes, it's overwriting your SetRotation. And instead you need to get it's controller, and set the control rotation to what you've set the rotation to.

tawdry basalt
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no, I don't

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I don't have these settings

maiden wadi
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Which do you have checked?

tawdry basalt
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none

versed sun
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Player Controller

maiden wadi
#

What about it's movement component?

tawdry basalt
maiden wadi
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Does it rotate correctly when standing still?

tawdry basalt
#

it doesn't rotate at all

elfin inlet
#

are you trying to replicate top down template mvement?

tawdry basalt
#

it is the top down template

maiden wadi
#

Should add a print and make sure that function is running then. Can't think of anything else that would affect your rotation.

tawdry basalt
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it is running

maiden wadi
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Odd. Not familiar with anything else that alters rotation automatically outside of AI controlled stuff.

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@quiet knot At work we have a single massive file for all of our usual Enums. You can't forward declare enums or structs though, only classes.

elfin inlet
#

somehow this works completely fine....

verbal current
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Hoping someone can shed some light.

I have an actor that is spawning another actor (VillagerNPC) that has an actor variable named spawner inside of it.

I'm assigning the spawning actor to the variable Spawner inside the villagernpc.

A few days ago this was working just fine. And I could interact with the variable inside the villager blueprint. BUT now I'm getting "Accessed None trying to read property Spawner" when I try to use the variable Spawner from inside the villagernpc.

Any idea what I might be doing wrong?

mild crystal
#

i need help to do that

versed sun
#

Is it spawning ?

verbal current
#

It is.

maiden wadi
#

What event are you using it on?

versed sun
#

and only fires once ?

verbal current
maiden wadi
#

Beginplay runs before that variable is set.

verbal current
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ah

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Let me try making a custom event and calling that from event begin play

maiden wadi
#

Make it an InstanceEditable and ExposeOnSpawn.

versed sun
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if it tries to spawn a second time and can , it might overwrite your Spawner var to empty

verbal current
#

got it, so the problem is that assignment happens after beginplay. I need to look at the life cycle again and understand it better

quaint sigil
# mild crystal yes

I dont know if it is correct way but I would take Axis Value from this event, multiplied it with some sensitivity and aplied that rotation to player

verbal current
verbal current
maiden wadi
#

Click on the property.

versed sun
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yes i see, i was looking at pins backwards

verbal current
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yes it was

maiden wadi
#

Then right click your spawn node and refresh it.

verbal current
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didn't have expose on spawn though

maiden wadi
#

InstanceEditable and ExposeOnSpawn need to be checked.

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You can pass that in here, and it'll be available for Beginplay.

verbal current
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Oh, it's showing now in the spawnning node

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it still wasn't working but I'll try assigning there instead

maiden wadi
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Put Self there instead of the set node, you can remove the set node.

verbal current
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My AI moveto is still not working but I'm getting an actual reference now in the spawner variable.

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I can print out it's location for example

quaint sigil
verbal current
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so it's progress. thank you!

maiden wadi
#

Are you spawning AI controllers for these villagers?

verbal current
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No.

mild crystal
verbal current
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this is what the villager is doing, the first AI move to works just fine. the 2nd one fails. If i manually put in a location though that's not a variable it works just fine

gentle urchin
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O.o

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Oh nvm it went behind

verbal current
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oh the exec? lol yeah it's going elsewhere

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for clarity

maiden wadi
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I personally hate dealing with ai movement. Literally the most annoying thing about AI by far.

verbal current
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haha, but i do gotta make it move

quaint sigil
maiden wadi
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Complex chain abilities? Easy. Target selection? Done. Random behavior choices for personality? Joke. Complex movement? Hell nah.

verbal current
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for example, if I do this, use a make vector it fires off just fine. If i attach the spawner to the target actor, OR pull the get actor location from the spawner and set that to the destination. It fails.

mild crystal
maiden wadi
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Try projecting it to your navmesh.

mild crystal
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idk how to do it

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its like als and echo locomotion

quaint sigil
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I think my solution correct ๐Ÿ˜„

verbal current
quaint sigil
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I never did FPS in UE

verbal current
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so do that, but feed the nav mesh into the nav data?

mild crystal
maiden wadi
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No need, leave it blank. Only need Point and QueryExtent.

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That is for specialized movement finding.

quaint sigil
verbal current
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so you're saying, get location from spawner, feed it into projectpointtonavigation and then feed that into the location in the ai moveto?

mild crystal
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anyways, thx for the help man apreciated.

quaint sigil
verbal current
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will try that soon

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thank you!

mild crystal
maiden wadi
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If that doesn't work, check your navmesh. Press P in editor, should show up as a giant green thing.

verbal current
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yep nav mesh is fine

maiden wadi
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Basically the 100,100,1000 draws a giant pillar box, and gets the best location inside of it on the navmesh it intersects.

verbal current
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hey that worked!

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had to up the query, missed that at first

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i don't understand why i need that

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but i can look into it

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thank you for the help!

mild crystal
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i want to change the character when i look 180 degrees or 90 degrees and i made this. Can someone tell if this is correct

sturdy herald
mild crystal
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one more thing im getting stuck at 1.200 compiling shaders, anyone know why?

quaint sigil
sudden spear
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hey ๐Ÿ™‚
is there a way to get the overlap location of two box collisions? (somewhere in the red area)

mild crystal
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idk how fix it

versed sun
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that will give you 4 vector loc points

sudden spear
quaint sigil
mint lava
versed sun
#

isnt that just 1 point ?

mild crystal
lilac hatch
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Is there a blueprints version of the Discord Game SDK

wispy pumice
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Could someone tell me exactly what does UnrotateVector do? Nobody seems to know and I can't find any mention of it on YouTube or Search Engines.

sturdy herald
wispy pumice
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Ooh, I think your right there...it just rotates it in the opposite direction then?

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I'm going to try to see if I can make it so one is rotated 90 and the other -90

sturdy herald
wispy pumice
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Alright, for sure...I'm going to test that and see

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@sturdy herald Thanks

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@sturdy herald Yeah I just had it confirmed...that's what it is...just an inverted rotation

sturdy herald
wispy pumice
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Lol

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Well in either case I finally understand what they do

wispy pumice
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@lilac hatch There are some plugins on the Marketplace but other then that I'm not sure...they aren't free either

lilac hatch
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Darn...

echo scaffold
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I wanna automatically populate a widget with buttons for a bunch of variables. I have a data table that makes and parents some Check Box & Slider widgets. The variable key is a name so I have a variable key "Size" that spawns a Slider widget and a variable key "Visibility" that spawns a Check Box widget

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But in my data table I also wanna set a default value for my entries. So in the struct that the data table is based off, I would have to add a bool variable and a float variable for the default values

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but then my "Size" variable would obviously ignore the boolean entry for it's data table row, and the "Visibility" variable would ignore the default float entry for its row

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The redundancy is making me feel like there's a better way

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So is there some standard practise for some ultra generic variable that I can use which could store data for any variable type?

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Possibly a string or name, which could be converted to a bool, float etc, or is that bad practise? anyone got any advice? is the whole idea trash? kek

dark crow
lilac hatch
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Nope

trim matrix
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I need help with resetting positions of the game whenever someone scores a goal. I tried using the node "reset level" but the camera messes up. anyone know why?

trim matrix
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If I have multiple levels, is there a way to keep track of each level's state? Or do I just use one GameState to manage every level?

mint lava
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if you need that state all the time everywhere, game state isn't a bad choice

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why not the actor that has the state? then when that actor isn't network relevant you don't have to replicate the data anymore

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what is "state" in your context

tranquil abyss
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is their an array swap function

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like swap items in position 0 and 2 for example

versed sun
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Set array element

tranquil abyss
#

o

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lmao

trim matrix
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I don't need the state at all time, just when that level is active.

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Like if I"m in the lobby, then there's a lobby state which manages actors/variables relative to the lobby.

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Then if I'm on level 1, there'sd a level 1 state which manages actors/variables to level 1.

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Etc.

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If not, i can do checks in the Tick of GameState to check what level I'm on.

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And allocate variables specific to that level.

pure relic
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Hi hi. Easy question here, happy to clarify if I don't make sense.

How can I translate the return value of my random seed into choosing an item from the list with a return value each time?

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I'm not getting any result for anything above 3, so I know I need math in between my return value and index, but im not sure how to do it

full dew
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whats the easiest way to make character play animation even before current animation finishes?

tawdry surge
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@pure relic are you asking how to turn your random float into 0-3 range?

pure relic
tawdry surge
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Well the easiest way would be to set the range on the node

pure relic
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So would I need to divide my seed into a multiple of 0-3... or something like that?

tawdry surge
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Modulo by 4 then truncate and use for the index

dark crow
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Or you could just use a different Max that matches

tawdry surge
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If the value is exactly 100 it'll return 4 and nothing will happen

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Otherwise it'll give something between 0-3

pure relic
pure relic
tawdry surge
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That won't matter it just means that whatever your last index is will only be chosen if the random value is exactly 100.

pure relic
pure relic
tawdry surge
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You'll have to keep a list of the index number you've used and before you select an item, check it hasn't been chosen b4. If it has pick a new number

pure relic
glass magnet
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hey yall so im trying to set up a basic/auto attack system for my game and i have the attack range registering possible enemies in the area but how can i set it up where it actually moves until it registers the target

tawdry surge
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No, but after im done cooking dinner I can put up a ss of how to do it

glass magnet
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make that dinner dance ill be patient i appreciate the help ahead of time

tawdry surge
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Haha sorry meant PXL

glass magnet
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damn it

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x.x

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what is pxl trynma do

tawdry surge
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@glass magnet your question sound like an ai perception node and gameplay tag thing

glass magnet
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well im trying to make player detect player

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or player detect ai at somepoint

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and to move into range of ^

tawdry surge
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Yeah
If you assign a player tag to the player. Add an ai perception component to your ai controller and set it to use sight.
There is a walk through for doing this in the behavior tree quickstart guide on the documentation site

glass magnet
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well

dawn gazelle
glass magnet
dawn gazelle
tawdry surge
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Oh, ok. Like top-down turn based thing

glass magnet
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im not making it turn based but yeah top down click to move

tawdry surge
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Ok. Then you'll wanna do the tags and perception like I said for the ai.
The character you can just get the vector and distance to the enemy and subtract some amount so they stop a lil short

glass magnet
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ok ok

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yeah yeah yeah

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1 question before i begin

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wdym tags and perception, like i give the player blueprint a specific tag for it to detect?

tawdry surge
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Yeah. You can assign gameplay tags in the details panel of the player BP

glass magnet
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this is news to me i appreciate it

tawdry surge
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If you Google ue4 ai documentation and follow the links to the behavior tree quick start. It has a step by step walk through

glass magnet
#

SamiraSalute ill be back if i need help

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appreciate it though

pure relic
# dawn gazelle

Hopefully this isn't a stupid question, still new to this, but I can't seem to find that purple variable type ๐Ÿ˜…

tawdry surge
#

It's a class reference

dawn gazelle
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It's the same as these, but you make it into an array instead.

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You'd want to use a base class that all of these choices inherit from for the array type.

tawdry surge
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You only need to add like 3 nodes to your old set up though to use ints rather than referencing the class

glass magnet
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lemme just ask 1 quick question, if i had team 1 and team 2 would they still have the same tag or what would be the correct way to go about it

tawdry surge
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@pure relic

trim matrix
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what is this node called?

tawdry surge
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material output

trim matrix
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those are all the material outputs I got

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nothing alike

tawdry surge
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Are you inside a material asset?

pure relic
trim matrix
dawn gazelle
# tawdry surge <@!146039372146409472>

One of the requirements @pure relic has is that the list may eventually have up to 50 options, meaning any time an option is added, you'd have to expand the select node, and change the modulo. This is much simpler (and this time I included the random stream array choice node as I didn't realize he was trying to pull one from a random stream) and all that is required is to generate an array of classes to choose from which can be defined directly in the blueprint or generate it from another source (like a data table or data asset, or whatever)

dawn gazelle
gentle urchin
pure relic
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Thanks for your patience, really tryin here haha. Let me try that...

trim matrix
gentle urchin
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The node is just the default output node for a post process material

trim matrix
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this is what is on the tutorial

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this is what I got

pure relic
gentle urchin
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Changed in the settings of the material

dawn gazelle
pure relic
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Appreciate it

dawn gazelle
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That's not what you want to set.

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You want to set "selected character"

pure relic
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Ah, thank you. Gotcha.

oblique sigil
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I'm trying to make it so that when the player character is within this box, they can press a button to start an event but i can't seem to wrap my head around it u_u

i'm using the default template for the top-down point and click if that matters at all

wintry maple
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One way to think of it, might be like this: is this box a collision box? If so, you should easily be able to set the OnOverlapped of this box to react to Pawns. If a pawn is in it, you can set a boolean value on the pawn. Something like IsInBox. On the switch, look for that value on the user of the switch. IF they have that value and it is true, let them use the switch.

oblique sigil
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alright, i figured it out. thanks!

glass magnet
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Hey y'all sorry I haven't been able to figure out this system. I need the played character to move to range of a target but I don't the the correct way to go about it

glass magnet
pure relic
dawn gazelle
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and is it a variable of the class or a local variable (if it's local, it won't work right)

pure relic
dawn gazelle
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You can see if it's local or not on the left side:

pure relic
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its not local

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yeah just saw that haha (thanks for your patience)

dawn gazelle
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The other thing is... How do you know you're getting repeating values? If this is being called on begin play, then it should only fire once.

pure relic
dawn gazelle
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If you put the same blueprint down 4 times, then each instance of that will have it's own copy of that array, so each would roll whatever it wants (so two of them could roll 1).
The way around this would be to have something else that manages the array and values that isn't directly tied to the actor itself - so using something like game mode or game state, or a different actor entirely.

pure relic
twilit gull
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what can i do to remove infinite loop lag issue? i've made self reproducing tiled map on box collision overlap event

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and once pawn activates it for the 6-7 time it becomes infinite loop

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i've even tried to destroy previous tiles, still loop issue wtf

spark steppe
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distribute the work across several ticks

twilit gull
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wdym?

spark steppe
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what i said, don't do crazy iterations each tick

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otherwise blueprint vm will bite you

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or do it in cpp

twilit gull
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thats not even an iteration ๐Ÿ˜„

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i've got flying actor that overlaps the extender box and only after that new tile appears

spark steppe
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you talked about tile generation

twilit gull
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thats tile with extender

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they dont touch each other, so collision shouldnt be an issue

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but still unreal thinks i'm running infinte loop somehow

spark steppe
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maybe you do?

twilit gull
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well, i really do, but i've deleted the BP where i did

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and there was no issues before i started working on this tile generator

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i can fly around as long as i wish, but if I start using this overlap event - 6 tiles, lag, infinite loop issue

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this doesn't affect anything either

celest perch
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Does remove item or remove index node properly clear a struct from an array? I've tried both nodes and somehow the index/item is still in the array.

teal swift
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you don't need to, what do u u use?

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in a shader it can be rendereded

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and after you do a transition

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had the same problem

glass magnet
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Hey y'all sorry I haven't been able to figure out this system. I need the played character to move to range of a target but I don't the the correct way to go about it. Do I use a sphere collider or tags or variables? What would be the best way to do it?

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probably shouldve changed it up rather than copy and pasting

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but its ok

teal swift
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u sound like a usual shit

glass magnet
#

?

teal swift
#

in some ways

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like "do it and you will"

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typical line for a disaster

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we are sceptical here

glass magnet
#

huh

velvet dagger
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ikr this dude kinda mean

glass magnet
#

๐Ÿฆธโ€โ™‚๏ธ

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but yeah no past 2 day I haven't figured it out. I just wanted to know the basis I should build from

icy dragon
icy dragon
glass magnet
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So using tags and comparative distance

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Or can I just compare between target and player no need for tags

icy dragon
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Also simply overlapping with sphere collision doesn't put into account how near/far it was

glass magnet
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Yeah

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It also

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At least the way I had it set up

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Was taking the sphere from the other target aswell

glass magnet
icy dragon
glass magnet
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I'll worry about it later when it's possibly a problem it would be better to just have a base down

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I appreciate the help

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This seems much more simple

velvet dagger
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I want my character to walk slower when they walk backwards, how could I do that?

teal swift
#

sure mate

fast escarp
teal swift
#

man I like your opinion (not gay)

echo salmon
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Hello i have those settings on my SpringArm which children of it is my Camera . But as you can see from the following gif the camera is acting strange

velvet dagger
velvet dagger
fast escarp
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Basically checks to see if you're facing backwards, and if you are it pushes you forwards some

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can change the -5000.0 in the multiply to make it more substantially "slow"

brazen merlin
echo salmon
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The root of it the is the ball mesh

brazen merlin
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i dont mean the root component, i mean the start of the spring arm

echo salmon
#

@brazen merlin you are correct let me check this

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@brazen merlin You were correct bro ,ty so much !

brazen merlin
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awesome, np

hearty barn
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heck yes finally figured it out no more manually placing it

brazen merlin
magic parcel
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I am getting this error on a bind I created, doesnt make sense....

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its a simple pull from the variable

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why would I get access none?

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what does target none MEAN ๐Ÿ˜›

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lol

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but it does, so it means the call is wrong at the higher level, in the event graph?

timber knoll
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Where do you set this EquippedWeapon

magic parcel
timber knoll
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You are just showing us that you have a DisplayName inside the weapon blueprint

magic parcel
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sure sure

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nothing, which is fine

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but when I put one on, it doesnt show anything

timber knoll
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How is that fine

magic parcel
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so that error stops it from working when one is?

timber knoll
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I would suggest a different way of setting the weapon in your UI...

magic parcel
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when nothing** is there

timber knoll
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Instead when you equip a weapon, tell the widget the weapon that just got equipped

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and in your widget just check if the equipped weapon is valid

magic parcel
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k

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so the is valid creates a caste for when its not, the other calls it on the equip function from the player

timber knoll
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IsValid checks if the reference is valid, if it is: you execute something...

magic parcel
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im an artist my man, learning this as we go

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lets roll it down a tad ๐Ÿ˜‰ @trim matrix

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im asking because I have no clue

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im fumblefucking my way into this

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so this is what I do for when I overlap with the weapon, and it works

late rover
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I have a very weird problem where my actor (In this case a door) only works the first time I press Play. Any other playthroughs after that it stops working.

To get it working again I have to update something in the blueprint (Anything, doesn't have to be related to the actual logic. Almost like it refreshes the blueprint) and then it works a single time again.

magic parcel
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so, ill go back into the widget, remove the code and put in an is valid for the Event graph, then go into my BP player on the PICKUP event, and make the binding call there

late rover
#

No

magic parcel
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So, would I initialize a variable for the currentPlayerHud ?

magic parcel
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then pull from there to access the bind ?

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thats where I am confused, i have no issues calling this in the other bind

timber knoll
magic parcel
#

ah

timber knoll
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No that won't fix it ๐Ÿ˜›

magic parcel
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lmao sorry

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seemed like a logical place

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cause this is setting the variable

timber knoll
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In your player blueprint, create the widget > if you already have a valid equipped weapon set the widget equipped weapon

magic parcel
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hm.. let me think of how I might do that

timber knoll
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Whenever you change equipped weapon > update the reference in the widget

magic parcel
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the widget is already part of the hud

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or the MAIN widget for the player ui

timber knoll
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in your widget, whenever you try to access equipped weapon > check IsValid first

magic parcel
#

k ill try that out

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see what happens

timber knoll
magic parcel
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yeah

timber knoll
#

also make sure to have an IsValid for the widget inside player blueprint ๐Ÿ™‚

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in fact pretty much any reference should be checked with IsValid

magic parcel
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so you should always have an isValid?

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in what case would you, not have a valid lol... seems odd

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but okay

timber knoll
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Mostly in edge cases, but building in safety is better than having runtime errors

magic parcel
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very true

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just different from the art world i guess

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appreciate the "hand walking"

timber knoll
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You can then instead, print a string saying: Oh hey you forgot a reference here

magic parcel
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recently got some time on my hands so I am trying to learn the coding side of things

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was toying with AI yesterday, pretty fun for the most part

velvet dagger
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How can I make an actor smoothly move to a location and not just do a sudden snap to it?

echo salmon
#

I was trying to find in unreal engine the X/Y axis values . So in X axis if you are moving to the right direction is negative -1 and on the left its +1 ?

orchid grove
#

Actually with a timeline you could blend vectors I don't remember if there's a node for that

zealous fog
#

But yes that's correct

earnest tangle
#

^well it is partially because different engines use different axes for directions

tawdry surge
#

@echo salmon Positive X is forward Positive Y is right

native linden
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so, say i have an array

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how do i make it so that on a button press, it selects 1 array up

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so it goes 1, 2, 3 then back to 1

pulsar rampart
#

Guys i need some help when i made a multiplayer thing i can only control 1 player i tried it with another computer and tested it also 1 player only can control the charecter can anyone help plz?

tawdry surge
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Index >=4, index = 1

native linden
#

that handles the "setting back to 1" part, but i need to know how to select next array with a button press

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which array would be best for selecting something where it activates, i scroll through 10 options

tawdry surge
#

Add 1 each time you call the event

versed sun
native linden
#

awesome, thank you :)

tawdry surge
#

That does the same thing less efficiently

versed sun
#

just keep it under 2 billion uses and you will be fine

native linden
#

2 billion? yeesh that's a bit low

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jk, thanks so much for the help :))))

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what's the ++ node?

versed sun
#

Increment Int

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err

native linden
#

ah

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legendary

versed sun
#

it adds 1 and sets it

native linden
#

ah

#

and the pink node with GET on it?

versed sun
gentle urchin
# versed sun

Use length of array as modulo for the new incremented value. Win win win

#

Int = (int + 1) % Array.length

#

Wrap is inclusive is it not ? So min of -1 would be invalid?

harsh coral
#

why can't I get this curve's float value?

gentle urchin
#

Its a timeline, not a curve

harsh coral
#

oh

#

how do i make a curve

gentle urchin
#

Isnt it a variable type?

#

Float curve or smth

harsh coral
#

thanks

warped spindle
#

So... I have some troubles with event dispatcher.
I made the bind from BP level to BP actor trough event dispatcher and i have a Bug.
If put the actor รฎn level and try to call the event dispatcher and change a value from level to an actor IT works very well ,but If i Spawn the actor that call it doesn't happpen anymore.
What can i do?

warped spindle
#

This is where i bind the event dispatcher with the actor Superpower รฎn level Bp

#

Here i call it

#

Here i Spawn the actor that will call the event once i touch it

#

Fireball actor that i Spawn it's the child bp to Superpower.
Event dispatcher are created in Superpower

devout bane
#

So I have character needing to walk on moving boat. When boat moves, the character does not stay with boat. What is best way to fix this?

remote meteor
#

can step on on the boat collision

warped spindle
devout bane
#

boat is on regular collision channels like floor

odd ember
#

clear up your code so it's readable, save the values you need to local variables and test again

trim matrix
#

How can I duplicate and rename a template level in-game (for a level editor) ?

versed sun
#

or not what you are looking for

trim matrix
#

I mean in-game.

#

As in Mario Maker for example.

versed sun
#

so same level, but the actors are spawned in procedurally ?

trim matrix
#

Yeah, you can change classes of child actors through a UI widget.

#

When you quit the level it's all back to 0, so it's good. But I need to save the level configuration by copying the level I guess (and store the selected classes somewhere I guess too).

versed sun
#

well... how I am doing it is with SaveGame, save all the actors location and other details in arrays

flat scarab
#

Is it possible to get the faces of a static mesh in blueprint?

versed sun
main lake
#

Does anyone know how I can make the Tick() function execute 100 times per second ?

main lake
trim matrix
#

And I create a SaveGame instance for each level ?

#

I've just used SaveGame for options so far.

main lake
#

Whaaaat that sound complex

#

How you do that ?

versed sun
#

how many actors are you setting ?

main lake
#

that means if someone has a weaker pc he won't be able to run 100 fps ?

icy dragon
main lake
#

and using SetTimerInterval is it more precise ?

icy dragon
main lake
#

*SetTimerByEvent

icy dragon
#

For crying out loud, I use Event Tick to update the game world time, and still have it in consistent length

main lake
#

For me I don't have a consistent length It's 10 sec off for the day and more than 40 sec Off for the night

#

it's seconds

icy dragon
trim matrix
main lake
#

but someone suggested an approach using Tick() and run it 100 per second and I don't understand how to do that and why is it better than my approach

icy dragon
versed sun
main lake
#

Could you check my problem above, to understand my problem please ?

#

I can't, Like my timer changes during the night, all of this is dependant on some values I enetered in some variables, and for instance if the variable night is smaller than the variable day, the timer will go faster during the night making it be sometimes less than 1 sec per iteration

icy dragon
#

Eh, it works on me through extensive battle testing, I got consistent 48 minutes / in game day, tested for 12 real time hours or so.

main lake
#

Because I want my whole 24h In Game to be 15 IRL minutes (10 min for the day and 5 min for the night)

icy dragon
#

Fuck it, I'm going to open my project for crosschecking with my system

main lake
#

Here's my message from above and my code :

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/

#

I'm not using floats in my code besides for calculating the ratio

#

it's not about the artistic part as I'm not doing that yet, I just need the night to go faster than the day (as the values are 10 and 5) but those values would be customizable

#

now I just need to display a 24h timer

#

I already succeed making it work besides the problem with 10 sec off for the day and 40 sec of at the end of night

#

like instead of being at 6:00 by 5 IRL minutes, when it's 5 min IRL it reached 6:40 somehow

#

I need to understand how to do your solutions

icy dragon
#

Pardon my astronomy, but isn't night shorter at times because of Earth rotation being skewed?

odd ember
#

astronomy*

#

astrology is horoscopes

main lake
#

this part I don't understand how would you convert that to the 24 hours format with different values

#

Nope I can't

odd ember
#

but that would be too easy

icy dragon
main lake
#

Let me try the curve part

remote meteor
#

im pretty sure you can define how many real seconds is a single day in your game

#

and scale the whole in-game 24h from there

remote meteor
#

๐Ÿค”

maiden wadi
#

๐Ÿฟ

remote meteor
#

calculate

main lake
remote meteor
#

im just gonna put some suggestion and scoop ๐Ÿคฃ

#

are we just trying to do something like UTCNow() but for "ingame time" instead?

#

i dint really read the whole thing

odd ember
#

I'm not trying anything. I don't have the mental stamina for this anymore

maiden wadi
#

This is an oddly complicated conversation for something that involves taking a 1,440 integer and getting a float from it based on a scale of how close it is to 1,440 / 2

main lake
main lake
icy dragon
#

Yeah, you.
You wanna know how I do day night cycle?

main lake
trim matrix
#

Is there a 'get random reachable point ON radius' node (rather than IN radius)?

remote meteor
maiden wadi
odd ember
#

or get random unit vector * radius + location

maiden wadi
#

Yeah, CE's requires much less processing. ๐Ÿ˜„

icy dragon
#

I'll show you in a moment

trim matrix
#

ah yes. Get random unit vector should do the trick

#

Basically I want something to move randomly from point to point but always the same distance.

remote meteor
#

if you need to guarentee the point is reachable

#

you might need to do abit more stuff

trim matrix
#

You might have a point

wintry maple
#

It delays until the next frame.

wispy pumice
# sturdy herald Good:)) U're welcome. What i said about rotators might be not true, but that do...

I was wrong again...I came back to it and figured out exactly what's going on thanks to a few other suggestions from different place....Just for the record the reason he is Unrotating the Velocity Vector by the Actor's Rotation is so that the Velocity values alway's stay oriented to that rotation. He does this so that if he's facing a different direction in the world the velocity will alway's come out the same...By default if your facing the X axis and stafe left to right then the values will show up in Y but if you Rotate 90 degrees and do it again the values will show up in X....by Unrotating it to the player's rotation the values will alway's print out as though you were facing forward along the X axis in the world.

#

It's basically orienting the velocity vector so that it faces the player's forward direction...but without changing the values

native linden
#

alright

icy dragon
#

@main lake Here's my in-game time update setup. Pretty simple.

#

And updating the sun light rotation. Note that I specifically use Set Relative Rotation as opposed to Set World Rotation.

icy dragon
main lake
remote meteor
#

multiply time scale based on a curve evaluating from the current progress of the world seconds

main lake
remote meteor
#

oh not a timeline

main lake
#

then where can I create the curve ?

#

this ?

remote meteor
#

say you want second half of your day proceeds faster

#

you can create a curve like this

#

miscellaneous>curve>floatcurve

main lake
#

wich one ?

remote meteor
#

ref it in your bp

#

float curve since you only need a single float

main lake
#

what values should I put in the Curve float ?

remote meteor
#

based on the example above

#

something like this

#

so you can technically "accelerate" part of your day

main lake
#

But here where do I put the values

remote meteor
#

y axis will be the multiplier you want to apply to your time scale

#

to make the day faster

unique falcon
#

Is "Get World In Delta Seconds" same as Delta Seconds in the event tick?

remote meteor
#

yes

#

which are both framerate dependant

#

unless you modified your tick interval on the actor

#

then your tick event will return a different delta

unique falcon
#

Got it thanks

main lake
icy dragon
icy dragon
remote meteor
#

multiplyer*

#

well in a nutshell

#

you can do whatever you want

main lake
#

*multiplyer

remote meteor
#

the goal is to adjust the TimeScale variable in the example above

#

you can use any method that suits your needs

#

the curve way has a fixed intervals where parts of the day will be accelerated

#

you can always just make multiple curve if you want a different "profile" and change the curve variable

main lake
#

I have no clue what values to put in the Curve

icy dragon
#

At least with the example I showed above, it's the matter of controlling the Time Scale, which controls how fast in-game seconds are.

remote meteor
#

for example

#

this curve will make second half of your day pass twice as fast

main lake
#

so the x axis 0 to 1 is the % of the day ? And the y axis is the multiplier ?

remote meteor
#

yeah something like that

#

does it suit your needs?

#

lol i actually not sure what you exactly need

main lake
#

Maybe this float track could solve my issue, but is it possible to fill the values of the track through blueprint ?

icy dragon
remote meteor
main lake
#

Like I said before I need it to be customizable later (through some UMG buttons, and stuff like that)

remote meteor
#

sadly curve cant edit runtime atleast in bp

#

if you need like sliders to adjust

#

๐Ÿค” well that gets quite complicated

#

but before that, you can always predefine a few different curve asset

#

then your "ui buttons" can just swap the curve variable being used for the time evaluation

sturdy herald
main lake
#

Is there a node being a mix of Math.Floor and Math.Ceil depending on the value if it's above 0.5 it ceils and below or equal 0.5 it floors ?

remote meteor
#

Round

main lake
#

Thank you

icy dragon
remote meteor
#

but 0.5 will become 1.0

#

~0.4999 becomes 0.0

main lake
main lake
icy dragon
main lake
remote meteor
#

่ฏดๅŽ่ฏญๅ—๏ผŸ

wispy pumice
# sturdy herald interesting. Good u found out.

Yeah I'm still not sure exactly what's going on but Janmebows told me on his channel that it's rotating it by the inverse of a quaternion. I may have to look that up, but at least I have a general idea as to what is happening

trim matrix
#

is there a random exec in the unreal engine?

remote meteor
#

๐Ÿ˜‚ ็ช็„ถ้—ดๅ…จ้ƒจ้ƒฝไผš่ฏดๅŽ่ฏญไบ†

dawn gazelle
#

Multigate with the "Random" option checked works.

trim matrix
remote meteor
#

not sure but is multigate randomize without replacement?

dawn gazelle
#

You do need to reset it each call otherwise it'll only call each output once.

#

So random int + switch may be a bit prettier to use.

trim matrix
#

@dawn gazellethe multigate worked perfectly, thank you very much

tranquil abyss
#

So im attempting to take the stuct in slot 1 of my inventory, and using the object reference create the weapon and put it in the hand of my character

remote meteor
#

oh no no no

#

you need to use the spawn actor node

tranquil abyss
#

for construct object?

icy dragon
odd ember
#

anything that exists in the world is an actor

tranquil abyss
#

hmm

#

get actor something ig

#

lemme see

remote meteor
#

maybe you should use an actor or weapon class type in the structure instead of plain object

dawn gazelle
#

^

remote meteor
#

technically its workable by casting to it but

#

eh ๐Ÿคทโ€โ™‚๏ธ save yourself the trouble since weapons probably will have the same base class

odd ember
remote meteor
#

i mean you can cast the object class type to weapon

#

then you can use it on the spawn actor node

tranquil abyss
#

This is like the opposite of what i was told the other night

#

๐Ÿค”

#

here is this for context

#

and this

remote meteor
#

i believe this type can be just your weapon base class

odd ember
tranquil abyss
#

its up in the chat and im probably remembering it incorrectly

remote meteor
#

personally i will separate up pickup items and the actual weapon since they dont have overlapping functionality dont mind me

tranquil abyss
#

ur talking to someone who has no clue how to do that

odd ember
#

data assets

frozen spear
#

Actors have locations...uobjects dont...if your weapon is nothing more than a data storage class that tell the character what mesh, damage, ect...you would set the mesh directly on the character otherwise it needs to inherit from an actor class

dawn gazelle
# main lake Here's my message from above and my code : Does anyone know why my timer isn't ...

Here's what I came up with because I sometimes have fun trying to solve people's problems with constraints. This is a "time of day" that starts with the day starting at 0 (which is 6AM) and night starting at 600 seconds (11PM). There are 600 seconds of day time and 300 seconds of night time for a total 15 minute day/night cycle. The seconds elapsed are calculated back into a 24 hour format that is printed. It's probably a bit convoluted, and probably not the best way of doing it, but was fun to figure out ๐Ÿ˜›

frozen spear
#

Yeah more precisely transforms...

#

There's nothing wrong with making a weapon data class... But all you'd be doing is pulling defaults off of it and setting them directly on the character

#

They won't exist in the world technically

tranquil abyss
#

Ik you all know what ur talking about but im so new to this engine ur speaking french

remote meteor
#

its ok ๐Ÿ˜‚ we learn day by day

#

anyway for starters

#

you can try using weapon class type for the Weapon Class Ref variable

#

instead of object class type

#

then use the spawn actor node

#

then attach it to the character

tranquil abyss
#

I feel like I tried to use the parent weapon class but I could only end up spawning the parent weapon

#

I had this issue when spawning loot from dying ai

remote meteor
#

you can spawn its child too

#

if you have your other weapons class hierarchy setup correctly

#

like a base weapon class

#

then every other weapon childs from it

#

then using a base weapon class type should allow you to select all the childs too

tranquil abyss
remote meteor
#

see that class reference on the right

#

that one

tranquil abyss
#

instead of an object class reference

#

this would be a actor class ref

#

to that specific class

#

I think

remote meteor
#

choose this

tranquil abyss
#

and now

#

I can only select the sword or its childern

#

this makes much more senes

#

to do

remote meteor
#

class polymorphism๐Ÿ™

echo scaffold
#

I need to create a system where a lot of options are stored: bools, ints, floats etc. But I want to use a shared struct to handle all the data and to save and load it. Would it be a terrible idea to have a Key(fname) and Value(string) and use string conversions to translate my strings into the ints, floats, bools that they will need to be set as?

remote meteor
#

its not too bad

#

but managing the keys might get abit messy when you have too many

#

the find nodes ๐Ÿ˜‚

echo scaffold
#

Idea is that it will all be automated so I shouldn't have to do any managing, or whatcha mean?

#

Main concern is the idea of using strings for floats, at least for the storage and save / load

odd ember
#

just fyi structs are generally meant to be read only in BP

echo scaffold
#

Oh rly? I use "Set members in struct" node all the time

#

is it a performance concern?

odd ember
#

nothing to do with performance, structs are just not well equipped to handle dynamic data

#

... in BP

echo scaffold
#

Oh, I had no idea and have had no issues with using them in such a way, you got any information on problems that could manifest?

odd ember
#

for where I need to use structs to persist data I have wrapper functions that do this for me in CPP

odd ember
#

especially if it's a pointer

remote meteor
#

more like you just need to know what you are doing ๐Ÿคทโ€โ™‚๏ธ

#

whether the struct you are using is a copy or ref of it

odd ember
#

structs are always copies in BP

remote meteor
#

you can pass struct as ref

odd ember
#

yeah it's still a copy

remote meteor
#

but you cant return struct as ref it is

tranquil abyss
#

So before I was comparing the class object reference Now I need that but for the actor, Will this node still work

#

im guessing no

remote meteor
#

yes

#

it still works

odd ember
tranquil abyss
#

Hmm, So it looks like that path is still the same in the data table

#

so it just storing an actor now and not an object

remote meteor
#

an actor is also an object

#

but with transform

#

thats about it mainly

#

you can only spawn something with a transform

#

spawn being the keyword

#

you can construct objects

#

but they technically doesnt exist in the world

tranquil abyss
#

So getting the transformation need to be the Trans of the stored actor

remote meteor
#

you can just break the spawn tranform node since you will be attaching it later

odd ember
remote meteor
#

and leave it default

echo scaffold
#

This is the current concept, I'm on the edge of scrapping it so if anyone is like "that sucks" I'll be happy to listen. The Widget Entry Type defines whether a checkbox, slider, etc is created and that is the thing that will determine what data type the string val will be converted to. The Key might be "visibility" and the Value might be "true" and the Widget Entry Type would be a Checkbox so it knows to treat it as a bool

#

Uh key should be fname there m'bad

#

not text

#

but dunno if that makes it better ๐Ÿฅฒ

odd ember
remote meteor
#

uhm

#

i would do it

echo scaffold
#

Yeah for sure i will be careful.

main lake
echo scaffold
#

Rather than a set members in struct node?

odd ember
#

the best way of doing what you want to do is to have something like a data object

#

a data asset perhaps

remote meteor
#

something like this

echo scaffold
#

While i deffo believe you and defer to anyone's knowledge in here, I've not had any issue using them in a practical sense and have created games with systems using them, in character creation systems for example

odd ember
echo scaffold
#

Deffo happy to hear alt methods

odd ember
remote meteor
#

the only problem that bp struct gives me is

echo scaffold
#

Ahh right, yeah everything remains in BP, i wonder

remote meteor
#

when i edit the struct

#

the other bp that ref that bp will get fucked

#

when using a source control

odd ember
remote meteor
#

well i found a way to go around that

#

so not a problem anymore

odd ember
#

right but the fact that you have to find a solution to a problem that shouldn't exist should tell you it isn't an ideal situation

remote meteor
#

i agree

#

also cpp struct is dope af

#

they can have functions

#

data table can export and reimport if you have the same name and value types

odd ember
#

the only pure BP structs I have are in a data table made to be read only

remote meteor
#

you gotta relink a bunch of the break/make struct thats gonna take some time

odd ember
#

all dynamic struct creation is handled in cpp

safe iron
#

hey guys, I need a simple help with a thing
To make my weapon inventory, I have made a simple map of Integers to Child Actor components, and I have made this piece of logic to check whether the actor assigned to that slot is or not an actor Slot_Empty, and I have used the != node to make sure the wielded actor is not a Slot_Empty, but it does not work for some reason, it always returns true even if the equipped actor is Slot_Empty, what could I do to fix this?

odd ember
#

Child Actor components

#

there's your problem

remote meteor
#

was gonna say, try not to use child actor component

glass magnet
#

heyyyy cuties

remote meteor
#

then probably try to figure out whether if every child actor is actually Slot_Empty in the data?

safe iron
glass magnet
#

So I have a question about finding the vector between a target and a player. Im trying to set that up and would i want to turn it into a condition? or is there a different way to go about it

#

rn i get unit direction then turn it into a condition to see if the distance is greater than the attack range float

#

this is how i had put it

remote meteor
#

distance to 2D

#

or you can use vector length off the unit direction

#

then directly compare it to the attack range

glass magnet
#

ah ok

glass magnet
# glass magnet

well just 1 question before i do that is the branch the correct way to do it or

remote meteor
#

wait actually

#

just use distance to 2D

#

๐Ÿ˜‚

glass magnet
#

do i do distance to 2 straight from actor location?

remote meteor
#

from the actor

dawn gazelle
# main lake There are some nodes I don't understand like "Map Range Unclamped/ Clamped", "F ...

Map Range translates values from one set to another... In this example, it is defined that the input range between 0-600 which will translate to 6 to 23. So when the "Value" is at 0, 6 will be output. When it's at 600, 23 would be output. The node will automatically calculate all other values inbetween.
Clamped/Unclamped just determines if the values will proceed outside the bounds of the ranges. So if I tried to input 700 into this Map Range Clamped, it'll only ever output 23. If it was unclamped, it would try to figure out what the 700 would translate to based on the scale of the range (it would be a value higher than 23).

The Wrap node takes a value range and anything above or below the range will translate to be within the range. So if the range is between 1-10 and I input an 11, the expected output would be 1. I needed to use the wrap as we want to know what hour it is when we go passed hour 23, which can then be 0 (midnight), 1, 2, 3, 4 or 5.

glass magnet
remote meteor
#

whats the intention?

#

if within attack range then attack, else move closer?

glass magnet
#

yeah

pulsar rampart
#

How can i replicate a whole animation blueprint and how can i replicate the weapon here?
Image

glass magnet
#

if the distance is greater than move if it is not then attack

remote meteor
#

that could work but to make it nicer like actual moba, you might need more checkings

glass magnet
#

ofc ofc

#

you knew it was a moba bigbrain

main lake
odd ember
#

distance squared is also better than distance

#

cheaper and more accurate

remote meteor
#

and that

#

try to use squared if possible

#

you can always just square the attack range variable

#

reason being

odd ember
#

square root is costly

remote meteor
#

square root in the distance formula is very costy

odd ember
#

not just in the distance formula

#

in general it's a costly operation for the cpu

remote meteor
#

you can try looking up how square root is calculated in cpu ๐Ÿ˜‚ its quite funny

thin panther
#

What's this I hear about BP structs being bad, the only issue i've ever had is adding new data types to them, and then the editor crashes if I don't remove the old default values. They seem to work fine for everything else. Is it going to be a lot of work to convert to c++ structs, and if so, what are the benefits if I am currently only having a minor inconvenience at best

remote meteor
#

yeah thats the part that will struggle alot if you dont know how to handle it

#

sucks it has to be that first time learning that it behaves that way

odd ember
thin panther
#

I mean the issue isn't c++, I can do c++, might take a short while to get used to Unreal's API, but i know the language

#

but, why should i treat them as read only, I have yet to see an issue with not treating them as read only

odd ember
#

the main issue with structs in BP is that they are all copies

#

so writing to a struct means you're writing to a copy

thin panther
#

ah so it takes up a lot more memory

odd ember
#

no

remote meteor
#

tldr you just need to know what you are doing

#

๐Ÿคทโ€โ™‚๏ธ

#

i would for my future projects

thin panther
#

i mean I do know the difference between writing to copies and references, and my methods seem to be working, so is there still any reason for switching

remote meteor
#

๐Ÿ˜‚

#

keep it unless you feel adventurous

thin panther
#

I mean I'm prepared to if it saves some miracle amount of memory usage, or will stop actual problems down the line, but every resource i have seen about using structs, doesn't point out any issues with BP structs

#

hell the documentation doesn't even mention that

odd ember
#

just because you haven't seen the issues doesn't mean they don't exist

remote meteor
#

theres not alot of problems, the copy issue will still happens even if you use a cpp struct, its how just how structs are handled inside bp, just keep in mind when you edit a bp struct, the other bp that ref it will get fucked in someway

#

my solution to that is

odd ember
#

the documentation doesn't mention that we shouldn't use child actor components either but common logic dictates otherwise

thin panther
#

no but im saying nearly everywhere fails to mention them, and of the issues ive heard, its just that there are some, but doesnt say what they are

remote meteor
#

to have a source control to keep no uncommitted change before you edit the stuct
edits it
discard everything else that got changed because of the struct edit, except the struct

#

then viola problem solved

odd ember
#

the main thing is: structs in BP are copies. literally all the issues with them stem from this one weird fact

glass magnet
thin panther
#

yes that's the root problem, but i still want to know what issues they can cause, cause right now i dont know if the issues are minor inconveniences or biiig problems, because i need to gauge if it is worth rewriting all of them

#

cause that is going to be a pin

#

thats why i ask what issue they cause

odd ember
#

your data might not be written

remote meteor
#

2 things from me

odd ember
#

it could happen regardless of user error

magic parcel
#

is there anyway to find the gameinstance being applied? When I go to the project settings and click the find arrow, it doesnt take me anywhere. I assume its a UE internal one hidden some place, but figured I would ask

glass magnet
magic parcel
remote meteor
#

editing the struct
and having too many nested bp struct and editing it

thin panther
#

i mean a lot of issues can stem from poor handling of them, but some issues can just stem from them being bad,

odd ember
versed sun
remote meteor
#

edit as in

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adding and changing variable types in the editor

magic parcel
#

I was about to do that, but wasnt sure. Thanks

odd ember
#

yeah that's writing to a struct

#

that's what we're talking about

#

when we say writing data

thin panther
#

and if the majority of the issues stem from the latter, then it would be worth switching, but if its from poor handling then id say the headache would be my own fault

remote meteor
#

this

thin panther
#

would making a c++ struct solve my issue of editor crashes when i add or remove members to an already populated struct

#

didnt think so

magic parcel
#

@versed sun yep, thanks, got it!!

odd ember
magic parcel
#

Can you maybe guide me in a quick question then. Being a noob coder (primarily an artist) what is the reason a person would make the STATS of a player in the game instance rather than a component that is then attached to the player?

thin panther
#

id like to say my thrershold is quite high cause i have to work with SQL atm lmao

magic parcel
#

seems like it woudl be smarter to create the code with components so that each stat could easily be applied to different things/objects

odd ember
magic parcel
#

@odd ember interesting.... the tutorial i saw has me doing that

#

seemed odd to me

#

other than to be saved

odd ember
#

people who make tutorials, especially on youtube, often don't know what the f they are talking about

magic parcel
#

yeah, well those are the people I have to learn from ๐Ÿ˜›

#

blind leading the blind

#

hence why I am here asking! ๐Ÿ™‚

thin panther
#

i am unfamiliar with hot reloading, what is that?

magic parcel
#

trying to be a realCoder, like the rest of you ๐Ÿ˜‰

thin panther
#

no idea why it crashes, i never noted the crash stack

odd ember
thin panther
#

i just got used to it lmao

#

oo sounds fun

magic parcel
#

hot reloading is inline loads of your code, never works

#

i thought that was only during C++

thin panther
#

so if i wanna work with unreal, compile my scripts with the editor closed?

magic parcel
#

you cant hotreload with BP, can you?

odd ember
#

rather than listening to youtube tutorials

thin panther
#

dont think so, thats probably why ive never heard of it

magic parcel
#

@odd ember been doing that ๐Ÿ˜› i actually know PHP, (can read C++), C#, python

#

most of them are for making my art do things ๐Ÿ˜›

thin panther
#

honestly unreal bp used to be so much more confusing until i went away and learned c++ for a while

flat scarab
#

Hi. I am trying to get a slider value in my level blueprint but print string keeps reporting 0 even though I am changing the value. If I plug print string to the UMG BP then I can see the values correctly.

odd ember
magic parcel
#

...

odd ember
#

why are you watching youtube tutorials?

remote meteor
#

if you have a fast computer, probably should just close the editor before compiling c++ code

magic parcel
#

just because I understand object oriented programming doesnt mean I know how UE4 works ๐Ÿ˜›

#

where the nodes go

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how they interconnect

#

what they called a node

odd ember
#

I can't count how many people come in here saying "I know xyz languages" in the same sentence as they are asking for what "inheritance" is

magic parcel
#

structure of the data placement

remote meteor
#

i notice when its about function symbols

magic parcel
#

Sure, but that wasnt what I did

remote meteor
#

the chance of getting fucked by hot reload is pretty high

#

else its just fine

#

๐Ÿ˜‚

odd ember
remote meteor
#

whatever tho

#

people are just being skeptical

magic parcel
#

sighs the question was posed due to me trying to understand if there was something I was missing

#

why would there be a tutorial by a guy who is fairly popular

#

doing it the wrong way

odd ember
#

because people don't know their stuff

remote meteor
#

game instance persist even when level gets changed

odd ember
#

I can guarantee you most of the youtubers who do blueprint have never understood the core principles of OOP

thin panther
#

the people watching the tutorial do not know if someone is doing it wrong, because theyre trying to learn

magic parcel
#

That was his reason for doing it

#

for sure

remote meteor
#

i would imagine he want to persist the stat between lobby and levels

#

else

#

there is literally no reason to place it there

#

maybe for local save game

magic parcel
#

it didnt make sense to what I already have learned before. which is why I cam here asking

remote meteor
#

your answer would be

#

no particular reason

magic parcel
#

the point of a chat system, forum, etc... is to collaborate and express ideas ๐Ÿ˜›

#

why are coders so hostile ๐Ÿ˜›

magic parcel
#

somebody asks me about rigs, weighting, animations, etc... im not saying "go spend 50 hrs learning animation basics and fundamentals".

odd ember
#

well you said you knew programming etc.

remote meteor
#

knowing programming

#

and understanding the framework of unreal

#

is like

#

2 different world

#

lol

magic parcel
#

i also predicated that statement with a very clear "I am learning"

odd ember
#

obviously

#

but unreal does a pretty good job at showing how its data persists in docs

#

that's about the only thing it does OK

magic parcel
#

so you want me to read the docs?

#

and avoid using the chat system?

#

got it

odd ember
#

I would expect you to have read the docs

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before asking

magic parcel
#

human interaction, 0, speak with the robots!

#

that is a coder mindset, for sure

odd ember
#

doing a great job at fostering good communication here ๐Ÿ‘

thin panther
#

If I' making a C++ struct, i imagine it is this line that exposes each member to blueprints

UPROPERTY(EditAnywhere, BlueprintReadWrite)
magic parcel
#

interesting point

odd ember
magic parcel
#

i thought coding was about efficiency. The most efficient use of time would be to speak with a person who has already parsed the data and knows the direct route to the answer.

thin panther
odd ember
#

so in order to not turn things into a 2 hour presentation

#

you may be given homework

magic parcel
#

very true, but there is no contractual obligation to actually spend time answering. I half expected it to be ignored.

remote meteor
#

asking people here probably will point you to the right direction, rather than giving the answer straight unless i feel the context is way too hard for the asker

odd ember
#

(that was a yes)

magic parcel
#

Meh, I feel there is a fundamental difference in the expectation of usecase here. ๐Ÿ˜›

remote meteor
#

the idea is to use as less bp nodes call as possible

magic parcel
#

in any case, thanks for the answers

#

and discussion

thin panther
#

Is there any reason why using the default functions isnt great for that?

odd ember