#blueprint

402296 messages ยท Page 829 of 403

odd ember
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again changing structs in BP means you're changing a copy

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if you use a function like this you're making the changes in cpp directly

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and have full control over what gets changed

thin panther
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ah so if i make my own function, and make it my own node, i can just change the reference directly

odd ember
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exactly

thin panther
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that way there can be no confusion of if data gets changed or not, seeing as it is changing the reference of that struct

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got it

magic parcel
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I am sure you were not. However, time is money and becoming a full stack coder is not my intent here. I have the base request knowledge to do what I am doing. I simply wanted to verify what I was seeing matched with what I knew.

I get your point, I dont agree with it. It would be liken to me expecting every coder to go spend 3 weeks learning animation basics, rigging, weighting, animation layers, before they could create a character via BP.

You wouldnt be wrong in asking that, but its not really ideal either. Nor does it NEED to happen in order for the coder to accomplish the task.

thin panther
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now its gonna sound like a dumb question but when i add those structs as variables to BPs, they are still instanced right?

magic parcel
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Anyway, no point in going further. Appreciate your time

thin panther
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wait ofc they are

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theyre structs

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thats what theyre made for

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ignore me im being dumb

odd ember
magic parcel
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took me 1 week, self taught no videos

odd ember
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it took years for me to understand programming

magic parcel
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so, get at it

odd ember
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the scale is not comparable

magic parcel
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when you come into the art channel asking some questions about it I can point you to some really good books ๐Ÿ™‚

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then we can be even

thin panther
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ooh god i remember my early days of ue4, i used 0 inheritance cause oop scared me lmao

magic parcel
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then, when I tell you to learn about human anatomy and take a class in that, first!! Your point will be made very clear to both of us

vagrant flicker
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Hey Folks, I made a simple torch that can Inflame other torches that touch.
The problem comes in one of my edge cases:

If the torch is not lit and touches another non lit torch they both will get inflamed.
Any easy way to separate or keep track of the torch state? The problem comes from that I have only 1 torch BP and when my player pickups the torch I guess we cannot know the exactly state of the torch

https://blueprintue.com/blueprint/s3hhgj39/

magic parcel
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since you cant animate properly unless you fully understand the human body.

vagrant flicker
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Sorry for the interruption btw

odd ember
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you'll be curious to hear that programming isn't even my main field

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slash final form

magic parcel
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interesting, certainly

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but thats why I am here as well

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tired of trying to find coders to help me accomplish something that I have the aptitude to do myself.

remote meteor
odd ember
thin panther
magic parcel
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It holds perfect water

remote meteor
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overlap > if the other actor is a torch, and is on flame, then flame myself up

vagrant flicker
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I thought my "visible" bool plays that role

magic parcel
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I could watch this guys tutorial and create the stat system

odd ember
magic parcel
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100000% it would work

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it wouldnt be created "correctly" but it would work

remote meteor
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you need to check if the other torch is lighted up or not

thin panther
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but the point is it wouldnt be good, you dont need to learn anatomy to make good animation, but you do need to learn object orientation to write good object oriented code

magic parcel
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thats the "fun" part of coding. often you can get away with many things

odd ember
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your present self can get away with a lot of things at the cost of your future self crying over them

magic parcel
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thats incorrect. Your animation, without knowledge of human anatomy, would never be close enough to "good"

vagrant flicker
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I am experiencing troubles to determine wheter my player PICKED torch is lit

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or not

magic parcel
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that is not adding in motion rigs ๐Ÿ˜›

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those are cheating!!

remote meteor
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each torch you are seeing is an instance of them

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you can always just get the visible variable from the other torch here

thin panther
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with knowing the tools good enough and a good reference pose, sure you could make a good animation without knowing anatomy

odd ember
thin panther
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ah gotcha

magic parcel
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lol... its not even close to true

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what will you use to reference your animation?

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humans?

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videos?

thin panther
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comprehensive videos of people performing the actions you need

odd ember
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I write most of my animations in binary

thin panther
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and that is more than enough to simulate an animation

remote meteor
vagrant flicker
thin panther
magic parcel
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lol its funny to see how coders perceive the use of art and its creation

thin panther
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I speak as someone who has done 2 sides of the coin

odd ember
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lol yes silly coders

magic parcel
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I would love to see your animation, when/if you ever attempt it

thin panther
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my last course i did was primarily art focused until i decided to learn programming myself

magic parcel
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nods

thin panther
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and not once was it ever mentioned, that i had to learn human anatomy to animate something

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sure maybe there is some basic element

magic parcel
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lol

thin panther
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like you gonna want to know the leg bones connected to the hip bone

odd ember
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well actually I had to become a doctor before I became an artist just so I could fully understand the anatomy and issues of a human body

thin panther
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but for a game, you do not need 10000 percent realistic animation with every muscle group simulated, but you sure as hell need good code

magic parcel
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@odd ember that is actually pretty close

odd ember
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I hope you realize I was being facetious

magic parcel
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you were, but in reality, you were not too far off

remote meteor
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im mean

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you actually do study every single part of muscle

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before you do animation

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lol

magic parcel
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๐Ÿ˜›

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dont even try to explain to them

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its funny how close this conversation is to the original point being made

odd ember
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I'll have to pose this question to my animator colleagues

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get it

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pose

thin panther
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sigh

remote meteor
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haha yes yes sigma male

magic parcel
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the study of Human anatomy is a basics in all art, when attempting to create humanoid and bi-pedal creatures

remote meteor
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i know this chat is dead sometimes

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but it doesnt have to be liven up like this

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๐Ÿ˜‚

odd ember
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this is nothing

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you should check out what happens in #cpp after hours

thin panther
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cpp is a scary place

magic parcel
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In fact, in most colligate based curriculum you will have a mandatory anatomy class.

thin panther
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i guess my course was just hella weird then

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i shall concede defeat

magic parcel
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the point is, your could make your animation and get away with it, but it would be as handicapped and silly as me doing stats in the game instance ๐Ÿ˜›

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which is my point

thin panther
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we did so much art and character studies and not once did we cover anatomy

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was my course just scuffed

magic parcel
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probably taught by a highschool teacher who upgraded ๐Ÿ˜‰

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highschool "art class" also learns about art

thin panther
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rip my entire arguement then

remote meteor
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well there are actually IT courses that doesnt really go through all the basics first

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it depends i guess

odd ember
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I don't know the state of game art courses anymore, but a while back they weren't great

thin panther
remote meteor
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like "quick way to get you started"

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how they make it quick

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it to skim through the details

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lol

magic parcel
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my point, has been skewed a few times (notice my art puns too)

thin panther
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the art puns are killing me

magic parcel
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im simply saying what you already said (CE)

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so, I am actually agreeing with you, while being annoyed that you would say it ๐Ÿ˜›

remote meteor
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knowing a little from every part of a game dev process

magic parcel
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anyway, back to watching this tutorial since getting help from you guys has cost me 1+ hr ๐Ÿ˜› when I could have just followed this turd and created the shit i needed

remote meteor
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does makes things easier though

thin panther
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well this was all one big waste of time then ๐Ÿ˜‚

magic parcel
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not really

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discourse is important

thin panther
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brb looking up a word

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very true i agree

magic parcel
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and for my full intent, @odd ember i want to learn these things so that I can create a guide/tutorial that is the "right" way ๐Ÿ™‚

remote meteor
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anyway

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for your original question about STATs right

magic parcel
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oh snap

remote meteor
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GAS is a good place to start

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๐Ÿ˜…

magic parcel
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....yes (listens with full attention)

magic parcel
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damn you

odd ember
magic parcel
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@odd ember i used tutorial ๐Ÿ˜›

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stats + tutorial

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UE4... correction

glass magnet
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Hey yall sorry im still not able to figure out how to move within range of the target.

magic parcel
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In the military we have clear guides, we call them an SOP. My desire to find something like this for these.... is my goal ๐Ÿ™‚

thin panther
magic parcel
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SOP's are created for anybody, no matter the skill level, to look at something and accomplish the tasking.

odd ember
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anyway data is malleable and any given project will have different requirements for how to handle data. assuming that you can handle data one way and let that be the only correct way to handle it, would be a fallacy

magic parcel
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SOP's are vetted by experts in the field, to ensure the accuracy

thin panther
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i imagine SOP's are extremely important

odd ember
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or wait

magic parcel
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would a person know what is going on? no, but could they launch the nuke? yes

odd ember
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UFUNCTION

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not UPROP

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but also #cpp creeping in here

remote meteor
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UFUNCTION

thin panther
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ah ty for catching that

im classing it as #blueprint cause im making a blueprint node

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but also it feels awkward to switch an ongoing question to another channel

magic parcel
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but seriously... is there a better tutorial i should be looking at? or a better person?

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I am watching Ryan

remote meteor
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its ok ๐Ÿ˜† its all #offtopic anyways

thin panther
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inb4 i get flamed but ryan laley seemed decent out of everyone

magic parcel
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Ryan Laley**

odd ember
remote meteor
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you can reference him

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but not exactly sometimes

magic parcel
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I just need player stats that I can use in other areas.

odd ember
magic parcel
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I was going to create them as components because of how they will be used

odd ember
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a stat component is not a bad idea

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but let's get the full scope nailed down first

thin panther
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i mean i am using a game instance for that because they need to go across multiple levels, and i have multiple character classes

remote meteor
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that persist between persistent level travels

magic parcel
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@thin panther that is what Ryan says to do

remote meteor
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hence he used the game instance

thin panther
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hell thats what im doing

magic parcel
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but i got flamecasted when I asked here ๐Ÿ˜›

odd ember
magic parcel
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so maybe I asked it wrong

thin panther
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i do need to look into components tho cause they seem useful

magic parcel
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components are extremely helpful

odd ember
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components are great

magic parcel
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its like a mod/addon

remote meteor
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separate your functionality into components as much as possible

magic parcel
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attach it to the bp, now that bp can use what the component can do

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its like a material function, on the art side

odd ember
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much like everything there's multiple ways of doing things like these

magic parcel
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in any case.... if I do the component, how do I create persistency ?

odd ember
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a stat component would only get flushed if the character it was on got flushed

remote meteor
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game instance is a legit way if its a single player game

odd ember
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but in essence what you're after is a save game system

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because you want persistent data

remote meteor
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but its not storing only stats

magic parcel
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well... sure

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that is the BIGGER picture

remote meteor
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you are storing the whole save game

thin panther
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say for my instance, I have a bunch of charactersrobot vacuums, that all have different stats, that must persist between level changes, and must be able to be updated in UI and stuff, so a game instance seems to be my best bet, especially seeing as multiple characters need to be destroyed and spawned in a level, and it seems more efficient than loading the data all the time, if i can just fetch it from the instance

magic parcel
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but I need data to store, first

remote meteor
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so you can reinitialize from there

magic parcel
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and structuring that data properly is what I am after

remote meteor
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the actual runtime usage of data

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will be in StatsComponent

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for all the calculation and such

odd ember
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that' being said, a stat component is correct. if you can get to use seamless travel, game mode has a list of seamless travel actors that aren't flushed when switching between levels

regal igloo
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I need help with setup up saving my talent tree. I tired setting it up but i need talents to be saved in main menu which will then be loaded onto character when i load into game. I am making a rogue like game. So players won't have access to talent tree in game just in Main menu. After loading into game then i want to pull the saved talent data to set the player stats.

I am having trouble setup up the saving of talents. Can anyone help I am available for voice chat.

remote meteor
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then player state is a good place

magic parcel
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thank you

odd ember
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player state still gets flushed

remote meteor
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what doesnt get flush again

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player controller?

odd ember
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game instance

remote meteor
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in seamless travel

odd ember
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I think you have to enable it first but by default it should be game mode only that doesn't get flushed during seamless

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although I've heard people say controller shouldn't be flushed either

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it's not my experience though

magic parcel
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so....

remote meteor
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not sure, will look later

magic parcel
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  1. dont follow ryan
thin panther
magic parcel
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  1. use component (like i said 1hr ago)
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  1. thank you all
thin panther
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isn't seamless travel a multiplayer thing though

remote meteor
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dont exactly follow ryan, if you feel a doubt

odd ember
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seamless is the way to change levels correctly

thin panther
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But will loading screens still work iwht seamless travel

odd ember
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yes

thin panther
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and whats wrong with open level

magic parcel
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one last thing..... if I end up making tutorials, can I ask you guys for peer review?

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so i dont end up being a turd that people ask about, and then you burn them for it?

odd ember
magic parcel
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:p

thin panther
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Ah but I don't necessarily want seamless travel of actors, I want them to be reinstantiated

odd ember
thin panther
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the only one that could be potentially useful to travel seamlessly is the radio system

magic parcel
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no offense taken ๐Ÿ˜› i was mostly make a joke on the situation at hand

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๐Ÿ™‚

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you gents enjoy, I do appreciate your time

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im going to go fumble fuck my way through these components

thin panther
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enjoy!

remote meteor
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seamless travel is basically using the command ServerTravel <MapName> right?

odd ember
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oof I can't actually remember how to invoke it in BP

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server travel does sound correct though

magic parcel
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its level

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changelevel

remote meteor
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was looking around for it ๐Ÿ˜‚

magic parcel
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and it creates a seamless travel

odd ember
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you'll need to have a seamless travel level setup as well

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as an intermediate point between the level being loaded and the one being unloaded

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there are options for this in the project settings I believe

magic parcel
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correction, open level

thin panther
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open level is the seamless travel

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so open level isnt bad

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great i can continue on my day

odd ember
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ugh I'll actually have to check this

remote meteor
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i really need to get out of this Load Level Instance way of doing things before shit happens ๐Ÿ˜‚

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Open Level changes the persitent level

odd ember
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forcing me into unreal on my day off ๐Ÿ˜”

remote meteor
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its not seamless

magic parcel
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i thought it was seamless?

thin panther
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so is it the streaming levels?

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cause it doesnt seem like it would be

magic parcel
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streaming levels is different

thin panther
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thought it was

magic parcel
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streaming is 'in line'

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seamless travel changes the level but takes the data with you

remote meteor
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actually, im not very sure what exactly entitles as seamless travel

magic parcel
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(if I understood it correctly when my coders were explaining it before)

odd ember
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void UGameplayStatics::OpenLevel(const UObject* WorldContextObject, FName LevelName, bool bAbsolute, FString Options)
{
    UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
    if (World == nullptr)
    {
        return;
    }

    const ETravelType TravelType = (bAbsolute ? TRAVEL_Absolute : TRAVEL_Relative);
    FWorldContext &WorldContext = GEngine->GetWorldContextFromWorldChecked(World);
    FString Cmd = LevelName.ToString();
    if (Options.Len() > 0)
    {
        Cmd += FString(TEXT("?")) + Options;
    }
    FURL TestURL(&WorldContext.LastURL, *Cmd, TravelType);
    if (TestURL.IsLocalInternal())
    {
        // make sure the file exists if we are opening a local file
        if (!GEngine->MakeSureMapNameIsValid(TestURL.Map))
        {
            UE_LOG(LogLevel, Warning, TEXT("WARNING: The map '%s' does not exist."), *TestURL.Map);
        }
    }

    GEngine->SetClientTravel( World, *Cmd, TravelType );
}```
magic parcel
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so, yes, open level ๐Ÿ˜›

thin panther
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ah good

magic parcel
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does a dance

odd ember
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whereas

magic parcel
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do i get a certificate?

thin panther
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open level was the only way i knew of anyway

magic parcel
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when I complete courses online for coding i get a certificate...

odd ember
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seamless travel is simply

GetWorld()->SeamlessTravel(levelName)```
magic parcel
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oh ... trucks

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CE with the switch

thin panther
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so it is c++

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that bait n switch

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eh i can live without seamless travel

magic parcel
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last time I was doing this, was on a project 10 years ago

thin panther
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me and my game instance are fine

magic parcel
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and it was cpp based ๐Ÿ˜ฆ so makes sense

remote meteor
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i was figuring this because my requirement was

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bgm to persist through the loading screen between levels

thin panther
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you see i would like that, but eh its fine without it

remote meteor
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well its my boss's requirements so i have to find ways ๐Ÿ˜‚

thin panther
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rip

odd ember
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so the difference between normal travel and seamless is that you get that intermediate point

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where you move persistent actors to

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while unloading the previous level and loading the next

thin panther
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smh 5head just open level > open level, ez intermediate point

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for legal reasons that was a joke

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it sounds so nice

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but it also sounds like a pain

magic parcel
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is this okay?

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or trash

thin panther
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but i could also just make a node for it and then never have to do it again

odd ember
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just

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make your own component

magic parcel
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it looks okay, from my quick scrub

odd ember
#

do it the hard way

magic parcel
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i am

odd ember
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fail

magic parcel
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i did

odd ember
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cry

magic parcel
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current emotion, already

odd ember
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start over but with more experience

remote meteor
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idk but seeing the variables one by one in the component

magic parcel
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I have a present for you

thin panther
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smh c++ is the hard way cause it needs typing

remote meteor
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makes me have heart anxiety

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when i want to initialize the component

remote meteor
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now thats the time i would make the stats into structs

odd ember
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well at least I don't need a diet

magic parcel
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๐Ÿ‡ฆ๐Ÿ‡บ ohMY

thin panther
thin panther
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cause i do like bp

odd ember
thin panther
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but some groundwork in c++ i am not entirely adverse to

magic parcel
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im going to watch this tutorial

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๐Ÿ˜›

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out of spite

thin panther
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unless it is serialization, which makes me cry so no

odd ember
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next thing I know I'm layering subsystems on top of each other

thin panther
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the main reason i am not using c++, blueprints are just too convenient

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almost a curse

odd ember
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yes but subsystems

remote meteor
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sub systems

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is a bless

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๐Ÿ™

odd ember
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subsystems are godlike

thin panther
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dare i ask what sub systems are

odd ember
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a system

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but sub

remote meteor
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its like singleton

thin panther
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thank you CE, very cool

remote meteor
#

but modern

odd ember
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yea a singleton that doesn't go all fuccboi on you

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easily exposed to BP

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you can call it anywhere

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I gotta get started on my weather subsystem as well ๐Ÿ˜”

thin panther
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well i guess its time to make these structs, then cry for a bit because i vowed no unreal c++ cause it looks scary

odd ember
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unreal cpp is a gentle giant

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you don't really have to worry about memory management

thin panther
#

really it looks way worse than std

remote meteor
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as long you dont go java pepega and use the new keyword

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๐Ÿ˜…

thin panther
#

ew

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new

odd ember
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I forgot new existed

thin panther
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first lesson of c++ in uni we were told if i see new you fail the assignment

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new is one of those words for me

like moist

remote meteor
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it has its use.. but 99.999% of the time you wont need it

thin panther
#

nah looks fine to me wdym

thin panther
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for making my c++ struct can i just use the empty file or is there any auto generated garbo i need

odd ember
#

you need some macros

spark steppe
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if it's a plain c++ struct go ahead, if it's a USTRUCT you need garbo

odd ember
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like GENERATED_BODY()

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but also

thin panther
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ugh fiiiiiiiine

spark steppe
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just reused his term

trim matrix
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Is there any way to change which Audio Input device my game should use. I can't find any way to get it to use anything except for Windows default device

magic parcel
#

@odd ember can you explain something to me....

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why isvalid a thing?

odd ember
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imagine

magic parcel
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shouldnt the BP system know that it is valid, based on the fact that i pulled the reference from a pin?

odd ember
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that you can have variables that are empty

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let's say a trigger can act on something going through the trigger

magic parcel
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so this is nullpointers?

odd ember
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but obviously if the trigger is empty

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there is nothing to act on

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yes

magic parcel
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@white lynx i thought this was C++

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so no GC

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GC is only in C#

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or, that was my understanding

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k

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well fuck

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i added a isValid, and now the entire shit works

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so annoying ๐Ÿ˜›

odd ember
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I imagine those are the same people prefering linux over a real OS

magic parcel
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so a quick is valid, ensure that no nullpointers exist

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so... as good practice

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i should always use isValid when making a cast?

odd ember
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I mean I wear the cape of NIH but not to the point of ridicule

magic parcel
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or, prior to the cast

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well if i just use the cast, it doesnt work

odd ember
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you should do it when you cannot ascertain whether or not a variable will always be valid

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not all the time

magic parcel
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@trim matrix you said, use isvalid adn then didnt say where or what ๐Ÿ˜›

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i had my code buddy wake up and stream with me to explain it

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@odd ember cool

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you were def right

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well, i didnt wake him up, he woke up, then asked what was wrong ๐Ÿ˜›

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so... onto another interesting bit

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none of this worked, without putting a delay

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why?

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if you remove the delay on the event construct, it doesnt work and never fires because it cant get the player ref

odd ember
#

race conditions

magic parcel
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widgets load faster?

odd ember
#

actors are loaded in unordered

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or I should say objects are

magic parcel
#

delay seems hacky

odd ember
#

it is

magic parcel
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is there a better method to do this?

odd ember
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spawn the widget from your player controller and keep a reference

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then you can assert that the player controller exists before the widget is spawned

magic parcel
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so, im already doing that... i think

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wait one, ill check

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yeah

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so onPossessed i am spawning the main Hud

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the weaponWidget is a child of that, nested in the mainHud

odd ember
# magic parcel

switch out your reference of GetPlayerController to GetOwner

magic parcel
#

hm...

odd ember
#

or wait

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you're using player character

magic parcel
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i should call this on the controller?

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probably in this area

odd ember
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do GetOwner->CastToController->GetControlledPawn->CastToYourPawn

magic parcel
#

k

odd ember
#

inside your widget

magic parcel
#

ah

#

interestingly that kinda made sense

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thanks

hearty barn
#

nope File->Import into level

odd ember
# magic parcel ah

understanding what works during runtime and when you can expect race conditions and how to assert that they don't occur is a big part of the architecture as well

#

a lot of patterns exist to mitigate these kinds of issues

magic parcel
#

well, that is why i want to learn the right way

#

๐Ÿ˜‰

#

once I finally grasp this shit, I promise I will make detailed tutorials for my artist buddies ๐Ÿ˜› so we continue to raid this channel and annoy you

odd ember
#

the two most common patterns that will help you understand this is MVC and the observer pattern

#

the MVC in this case also doubles as a game design problem

magic parcel
odd ember
#

yes

#

that's true

magic parcel
#

so... i should be doing WPF

#

?

#

lol

odd ember
#

no

magic parcel
#

lmao

odd ember
#

but if you gain an understanding of the pattern you can start overlaying those into architecture

magic parcel
#

k

odd ember
#

now unreal kind of helps you out since it's already got a class called PlayerController

magic parcel
#

well, the pattern isnt hard to grasp

#

but application, i assume, is

odd ember
#

yes

#

so the the controller receives input and distributes it

#

the player character is most often the model

#

the view is the camera

#

in a traditional sense

magic parcel
#

so

#

why would code reside in the controller vs the model

odd ember
#

special cases. the controller possess the pawn

magic parcel
#

shouldnt all the important bits be in the controller?

odd ember
#

what if there are more pawns to possess, and each of those have different functionality?

magic parcel
#

sure

#

but HUD stuff is def common placed

odd ember
#

HUD stuff is generally placed in the player controller

#

or the hud class itself

magic parcel
#

interesting

odd ember
#

which again is linked in the player controller

magic parcel
#

very informative, thank you

#

I appreciate the time spent to barney it for me

odd ember
#

I mean this is why I keep going on about OOP stuff

#

it's all there

#

and none of the blueprint youtubers dare even mention it

magic parcel
#

sure, and I can tell you I have read it, took a class on it, doesnt mean I understand how that corelates.

#

my grasp of it, is not even close to what I should have

odd ember
#

well a single class isn't going to help you understand it

#

like I said it takes years

magic parcel
#

sure isnt

#

this is a sub hobby, of a hobby ๐Ÿ˜›

#

I have 20 years in the military as an IT

odd ember
#

but IT isn't the same as system architect

magic parcel
#

I have Net+, SEC+, CEH, CCNA, etc

#

its all derived from the same stuff, sure

odd ember
#

I don't even know what half of those are

magic parcel
#

but application is where it matters

#

well, thats kinda my point

#

๐Ÿ˜›

odd ember
#

I don't think it is. IT cares about infrastructure

magic parcel
#

computers are such a vast swath of information.

#

i didnt learn about OOP for any of those certs

#

nor have I used OOP in any of my daily actions

#

not in the sense of programming it

#

Layer 7 vs Layer 5 ๐Ÿ˜›

odd ember
#

I wouldn't trust the IT department of my company (or really, any company) to be doing any kind of code work involving something as complex as a game engine architecture

magic parcel
#

nods agreed

#

I dont get paid to code games

odd ember
#

neither do I

magic parcel
#

I was saying that, your point to years

#

My experience and time is in other areas

odd ember
#

yes but it's comparing apples to oranges

magic parcel
#

and my hobby, to that job is art

#

and my hobby to that hobby

#

is coding (now)

odd ember
#

IT != system architecture

#

that is what I want to get to

magic parcel
#

i was not saying it is

#

I get that

#

you == me

#

๐Ÿ˜›

#

I am literally making the same point you are, but from a different angle

#

the hang up is the words

#

and personal application of the meaning

#

anwyay

#

thanks for the time, that is all I am saying

odd ember
#

there is no personal application here. this is just how these things work

#

I'm not saying this from the point of view of "me"

magic parcel
#

eh

#

your issue is with know

#

"know"

#

"you shoudl know OOP"

odd ember
#

well no

#

you said you knew OOP

#

I said "go study it"

magic parcel
#

indeed

#

so perhaps the phrase "gain further understanding because your current state seems lacking"

odd ember
magic parcel
#

that would be super harsh ๐Ÿ˜›

#

but more accurate, no?

odd ember
#

correct

magic parcel
#

so the funny part is, this correlates to the argument I was making before ๐Ÿ˜›

#

all good

#

again, I do appreciate the time

#

i have saved the link

brazen merlin
odd ember
#

understanding concepts like object responsibility, (de)coupling, encapsulation and how to apply them across different scales is where you will want to go

#

because writing code is one thing, but writing code that doesn't bite you in the behind later is entirely another

main lake
#

Is it possible to put multiple variables in a category at once instead of selecting each variable one by one and moving it to the category I want ?

mortal nacelle
#

Hi all, noob question. How do you edit a nested subfield of a struct easily? For example, I have a ButtonStyle struct. I want to change it's image for all three modes (normal, hovered, pressed).

#

The only option I can think of is to do a new Make ButtonStyle and copy over every field. But there are like 25+ of them. I just wonder if there is a better way. In code it would be simple.

odd ember
#

if you scroll up we've just had a very long discussion over why blueprint structs generally should be read only

mortal nacelle
#

ok. perhaps i should rephrase the problem then. how should i handle changing the button image dynamically?

mortal nacelle
#

Iโ€™ve got a skill tree where I need to set a bunch of button images dynamically depending on your class, from a data table

odd ember
#

that sounds like you don't need to set them on a struct, but rather read from a struct

mortal nacelle
#

Well I only wanted to save the texture in the data table. And merge it with the normal/hover/pressed tint settings which are invariant

odd ember
#

if they are invariant just have a base button class where those are already set?

mild crystal
#

hello, i need help. how do i set up a animation transition. for exemple i pressed left mouse button to start dancing and when i realease it will back to idle. But i want to only back to idle after the animation played (not while is playing) because i pressed left mouse to shoot for exemple and if i realeased mid animation it will just back to idle without completing the animation. Anyone know how to fix?

odd ember
mild crystal
odd ember
#

ok well if you know better good luck

glass magnet
#

hey yall im still trying to figure out my attack range i dont quite understand how to use the horizontal distance to justify that

undone willow
#

yo anyone know how to have one character take input from two controllers?]

vital aspen
#

when adding a item to an array like this

#

I can't seem to change or add to the Qty in that slot. anyone have an idea.

maiden wadi
#

You're just getting whatever is specified in that struct and adding one, then adding it to an unrelated array.

#

Is this for something like picking up an item and adding it to the first item that matches in the inventory?

vital aspen
#

No, This just adds it to the inventory. The rest of it I haven't figure out how to do yet.

#

when I add just 1. I can't get the number under the item to change from a 0 to a 1 and so on

maiden wadi
#

Cause you're adding a new struct, not modifying the one already there.

vital aspen
#

Oh, so is there a way to modify it.

maiden wadi
#

Sure. But it depends on how you can look up that same item without the quantity.

vital aspen
#

This is all I have, The video tutorials I have been watching leave out too much detail.

maiden wadi
#

Most times your items will have an identifier. An integer, or FName, or GameplayTag that points to what the item is. Like Apple could have
interger ID 813
FName InventoryApple
GameplayTag Inventory.Item.Apple

You use those to compare if it's the same type. So when your pickup says "add this to inventory", you can iterate over your inventory looking for the item type that the pickup is, and if itemtype == array index item type, then add pickup quantity to index quantity

#

You also use this same identifier to look up static data from tables or data assets like the item's Icon, localized name, etc.

hollow inlet
#

how can I.. when I spawn an Actor, I want to set a simple string variable on it, can I pass that in as a constructor sort of argument?

maiden wadi
#

Make the string on the class InstanceEditable, ExposedOnSpawn

#

Refresh the Spawn node, and it should display there once that class is selected.

hollow inlet
#

i see, thank you

gentle urchin
maiden wadi
#

Queue as in?

gentle urchin
#

A que of items to be delivered

#

Multple entries of the same tag

maiden wadi
#

Depends. Probably a TMap of Tag/Quantity. Alternatively if they're not stackable, just an array of tags. If they're not stackable, and are all unique, just a TagContainer.

dawn gazelle
# undone willow yo anyone know how to have one character take input from two controllers?]

If this is a local multiplayer game and both player controllers can get reference to the character you want to control, then it's just a matter of feeding commands from the player controller to the character.
If it's an online multiplayer game, it would be similar but you would first need to RPC the commands to the server and have the server pass along the controls to the character.

maiden wadi
#

Also depends if it's networked. If you need the data to show over network, an array of Tag/Integer maybe.

gentle urchin
#

Tyty

#

Not networked at all

maiden wadi
#

I have a "Database" struct class I made. Very small plugin. Just has a few structs on it and a small library at the moment. Literally just has a struct that has six other structs. The other structs are just a Tag and another value. It's like Tag/Integer, Tag/Float, Tag/Byte, Tag/String, Tag/FName, Tag/FVector. So I can also use the TaggedInteger struct anywhere else like an array on it's own too. ๐Ÿ˜„ Love it.

gentle urchin
#

Ohh. Interesting !

#

Knowing myself im probably interested in multiplayer down the line but i really try hard to not go out of scope untill ever ๐Ÿ˜‚

#

Its just headaches and reasons to start over again anyways

versed sun
#

"I will just make a game and do the multiplayer later" -Me

gentle urchin
#

Its just

versed sun
#

it didn't work..

gentle urchin
#

Multiplayer adds so much to it

hollow inlet
maiden wadi
#

Just right click and refresh node

gentle urchin
#

Suddenly you stray so far from your original concept that you're competing with regular RTS's like SC and AoE and whatnot

hollow inlet
#

oh! thank you

velvet dagger
#

How can I change the shape of the capsule collision?

maiden wadi
#

Like scaling it, or turning it into a cube?

velvet dagger
#

Turn it into a cube :)

maiden wadi
#

For the Character class?

velvet dagger
#

Mhmmm

maiden wadi
#

Access Denied.

velvet dagger
#

Aw :(

maiden wadi
#

It's an inherited component. Can't change it. If you need a different shape, you would need to create your own character class. Which involves a lot of C++ and a major headache integrating the character movement component.

Or you can create your own Pawn class, and your own Movement Component from something like FloatingPawnMovement. If your game is singleplayer, making a movement component is incredibly simple. CMC is mostly useful for it's replays and networking.

velvet dagger
#

Daaang, sounds like something I'll need to deal with waaay later

maiden wadi
#

If it makes you feel any better. A lot of games make animals and such with the character class.

#

Their AI handling does some extra checks for movement. It's only downside are heads sticking through walls.

trim matrix
#

Hey guys, my enemy AI is running on spot and not running towards the player, what is the reason for that?

flat bison
#

hey guys, when i press play i want to look through the camera i placed but it does not

#

i can directly get auto active for player but then i don't need BP for that, i want to do it with bp, can someone help

gentle urchin
#

the node you're looking for is "Set View Target with blend"

fleet cobalt
#

easy question is there command that stops specific sound, I have made when I hold w sound loop starts playing and I want it to stop on release

upper mortar
#

I am working on edge scrolling for an RTS camera, any idea why Get Viewport Size returns wrong screen width and height. Get Mouse Position on Viewport keeps returning larger than my screen width.

gentle urchin
#

you gotta include scaling

flat bison
#

getting none

#

by the way its level blueprint

#

if im doing it correct

gentle urchin
#

i know

#

i'd say no but ๐Ÿ˜„ who cares

#

search for the node without the context of the camera

#

without context sensitive

maiden wadi
undone willow
#

how do I make an actor temporarily gone from the game?

gentle urchin
#

Set visibility

undone willow
#

i tried set hidden but they are still there physicly

#

ah visibiliy

gentle urchin
#

disable collision

#

you gotta do both ๐Ÿ˜›

trim matrix
undone willow
#

ok so a visibility node and a collosion node

gentle urchin
#

yepp

undone willow
#

is it this one?

gentle urchin
#

you were right about the first node

flat bison
#

actually its okay , thanks for answerin

gentle urchin
fleet cobalt
#

how do stop sound from playing? I cant find a node for that

gentle urchin
#

since im procastinating

flat bison
#

yea but i don't have a character setted up yet

gentle urchin
flat bison
#

it asks a target

#

and then a new target

#

i just want to start with the cam i placed

gentle urchin
#

The header tells you both the function name and the target class

#

well

undone willow
gentle urchin
#

the player is gonna be a pawn ,

#

likely a character

flat bison
#

uhum

gentle urchin
#

so you can probably get away with get player char ๐Ÿ˜„

#

sry, get player controller*

#

since thats.. well given

flat bison
#

oh so i need to set up a character BP

#

then connect it to target ?

gentle urchin
#

All you need is a controller

#

which you have

#

and a new view target

#

which you've made

hollow inlet
#

I added a Text Render Component to an actor.. but I can't bind the text value to anything?

gentle urchin
#

viewtarget is of the type "Actor" as description says

flat bison
#

wait it worked

gentle urchin
#

so any actor with a camera will more or less just work

flat bison
#

thanks

#

but i didnt understand how it works

gentle urchin
#

there is always a player controller

#

it comes with the engine

#

part of the framework

flat bison
#

what was the nodes i created then

gentle urchin
#

then you just feed it with a reference to some actor with a camera

#

the node is a function in the player controller

upper mortar
#

Why does Get Viewport Size return X of ~1300 while Get Mouse Position on Viewport returns up to ~1600

gentle urchin
#

which also is part of the framework

flat bison
#

but when i set up a character BP, i will include a camera in the character blueprint right ?

#

not from level blueprint

gentle urchin
#

so whenever you wanna go back

#

you can just have "get player char" as the new view target

upper mortar
gentle urchin
flat bison
#

thanks for helping squize

#

im a newbie :/

#

kinda hard

gentle urchin
#

take your time, play around doing simple stuff

#

get to know the framework

flat bison
#

but i didnt get something

gentle urchin
#

the thousand + 1 classes that already exists ๐Ÿ˜„

flat bison
#

if there is event begin play node

#

why it just doesnt work when i click on play it gets the camera

#

instead we are getting the controller

#

and player character

gentle urchin
#

well you need to tell the engine who you want to set the viewtarget for

flat bison
#

oooh

gentle urchin
#

since there could be several players and playercontrollers

flat bison
#

oh so target input is for this right ?

gentle urchin
#

Target is who

flat bison
#

target is .. my new cam ?

gentle urchin
#

New ViewTarget is the camera ๐Ÿ˜„

#

or an actor with a camera

flat bison
#

that is where i am confusing lol

#

there are two targets i am understanding

#

target is my cam, okay but why is there a new target

upper mortar
# gentle urchin Correct

thats working now, Thanks. Thought you where talking to someone else when you said that earlier

gentle urchin
#

Target is not your cam

#

Target is like your Screen or whatever

#

while New View Target is "which camera do i wanna watch on my screen"

flat bison
#

can we make it

#

target is this character

#

new target is this camera

gentle urchin
#

no

#

because the character

#

may have a camera

#

but the character is not using it

#

the player controller is using it

#

Sorta..

#

if you wanna dive deeper its really a

#

This is all part of the framework tho ๐Ÿ˜„

#

tons of classes to get familiar with

hollow inlet
#

How can I set or bind this value?

flat bison
#

why are we getting SET instead of Get

#

because the engine has its default cam actor ?

hollow inlet
#

in a Text Render Component?

#

i feel like i'm missing something so obvious

gentle urchin
flat bison
#

๐Ÿ˜ญ

#

too hard

gentle urchin
#

baby steps ๐Ÿ˜›

flat bison
#

da baby will get up

gentle urchin
#

everyone wants to run after their first hour

flat bison
#

how long did it take you to learn bp

#

maybe its essentials

gentle urchin
#

do i really know bp?

flat bison
#

are we alive :d ?

#

are we living in a simulation

gentle urchin
#

I've been at it for about 5 years on a hobby basis

flat bison
#

NOOO

gentle urchin
#

If only I could go back and start with the knowledge i have today ...

#

which is not much, but its more than i had atleast

#

5 years and i still cant design a level even if my life depends on it ๐Ÿ˜„

flat bison
#

but isnt it modelling ?

gentle urchin
#

level design yeah

#

sure, its a very different topic from bp / programming

flat bison
#

well , can a modeller learn blueprinting

#

i should

gentle urchin
#

Sure

#

takes time, but very doable

trim matrix
#

Idk how people do 3d modeling

flat bison
#

its pretty easy

gentle urchin
#

I'd probably manage to make it prettier by programming some mesh than doing it myself

trim matrix
#

Programming 100% easier then modeling

flat bison
#

but not the organic modelling

trim matrix
hollow inlet
#

thanks

flat bison
trim matrix
flat bison
#

so there are people that don't know how to model ...

#

at least, now i don't have to be sad if i can't program

gentle urchin
#

I made a chest once

#

it even had morph keys

#

and i tried to "model" within the engine itself ๐Ÿ˜„

#

cuz atleast unreal brushes get me

trim matrix
flat bison
#

I MADE THIS !

gentle urchin
#

fight

spice smelt
#

quick question, is there a spaceship operator equivalent switch for blueprints?

trim matrix
#

I think squize is better

pure relic
flat bison
gentle urchin
#

I did this a while ago

flat bison
#

squize wins

gentle urchin
#

xD

#

all brushes

flat bison
gentle urchin
#

even the damn door details

flat bison
#

round 2 squize !

#

oh ...

trim matrix
pure relic
#

here's a doodle i did

flat bison
#

TAKE THIS

flat bison
gentle urchin
#

this is the chest i talked about

dawn gazelle
#

Behold!

gentle urchin
#

blender all the way

pure relic
#

getting off topic tho, i do have a question for this channel actually haha

spice smelt
flat bison
#

O MY GOD

trim matrix
#

I see, not sure

flat bison
gentle urchin
#

xD

#

It was even animated

#

blueprint related!

trim matrix
pure relic
#

I'm unable to pull my 4th array index, and im not sure why still... keeps returning 0-3 and im not sure why

#

That BP is to check to see if the array has been chosen before, if so then replaces with a new one

spice smelt
spice smelt
#

yeah i prefer to use builtin stuff rather than rewriting what already exist, just didnt know how it was called to find it

dawn gazelle
gentle urchin
#

The node is old

#

made before last index existed

#

so its made for "length"

#

thus the -1 notation

serene robin
#

I'm frantically searching for a way to map the left and right trigger (R2 and L2 - xbox controller) of my third person character to rotate on the Y in place. Right trigger (R2) rotate the character around to the right (in place), Left trigger (L2) to rotate around to the left (in place). Ideally also it would be awesome to be able to rotate in place on the X axis as well (with xbox controller (maybe L1 and R1). Imagine my character as a cube and not a mannequin. Any help really appreciated. I'm trying to make a puppet-type head that moves around a scene, but also can be rotated in place. Could really use the insight. Could even pay a few dollars for the lesson in how. I have a video sample of what I'm trying to accomplish. You'll see, i'm moving my "guy" around. but when i'm idle, i'd love to be able to then use R2 and L2, to just rotate in place (like looking left and right or up and down).

hearty barn
maiden wadi
#

Also if you're on later UE4 versions. You can get RandomArrayItemFromStream.

gentle urchin
#

yeah those are also new

#

"new"

maiden wadi
#

I think they started showing up in 4.26

gentle urchin
#

Was about time ๐Ÿ˜„

pure relic
# gentle urchin

@gentle urchin @dawn gazelle is there a way I can link my world seed into how the index is chosen?

gentle urchin
#

RandomArrayItemFromStream

maiden wadi
#

Still waiting for GetLocalPlayerController to be a default.

pure relic
#

(also that worked using random integer range, thanks)

#

im on 4.25 D:

gentle urchin
#

random int in range from stream ^

#

its right there when you search for it ๐Ÿ˜›

pure relic
#

oh fuck me, thank you

gentle urchin
pure relic
#

i have eyes i promise

#

โค๏ธ

maiden wadi
timber knoll
gentle urchin
# maiden wadi Liar.

I've always seen a big fat A on the ocean on your pic. Not sure what it actually is

#

Iknow, it doesnt make sense

timber knoll
#

Where rotationSpeed is however fast you want it to spin

maiden wadi
pure relic
#

PROGRAMMING SO SO COOL (it worked im happy haha)

flat bison
#

Hey squize, can i add you in friends

gentle urchin
#

I dont have time for such

tranquil abyss
#

Does anyone know why this compiler error is happening, This literally was working a few hours ago and ive changed nothing.

gentle urchin
#

I'm always busy either working on the project or procrastinating here in the slackers server

flat bison
#

I may need help sometimes

#

That's why i want to add you

#

Ur a good person

pure relic
#

One more question. Can someone explain how to cast from one blueprint -> another for me? I understand im casting a class to a blueprint, but im unsure how to CALL it from my target blueprint

#

Was up till 3am trying to understand that and I almost got it but to no avail

gentle urchin
#

Casting is typechecking a reference , and lets you treat it as such if it succeeds

serene robin
# timber knoll Save both axisvalues (L2 and R2), then simply do (R2-L2)*rotationSpeed*DeltaTime...

Thank you so much for reading and responding. I'm very very new to the blueprint side of unreal. Essentially learning from the help of others on this. I'm a designer and media creator so figuring this out has been fun and challenging. Could you expand a bit visually on setting up these parameters. I basically got as far as I did in the standard third person blueprint. Is this where I add your explanation. My sincere thanks in advance. This is for a tradeshow booth and hoping to really wow a client.

pure relic
gentle urchin
#

You somehow gotta get that reference tho. Usually by overlaps/traces/interactions of other kinds

#

Easiest way to just check the raw type of some reference is to print its display name

#

If you're not certain about it , or it fails for no obvious reason

timber knoll
pure relic
timber knoll
gentle urchin
#

In your scenario you'd probably just have a master character class which all 4 classes derive from @pure relic

#

you wouldnt need to cast the class at all

#

casting also doesnt change anything, it just checks if it already is , and if so, let you proceed ๐Ÿ˜› sort of

#

My explanation probably just adds junk to the pile here ... someone step in xD

timber knoll
serene robin
maiden wadi
#

I'd post my recent blog writeups on casting. But I'm not sure if they'll be much help. ๐Ÿ˜„ I feel like I got a little off point. Slightly more technical than tutorial.

gentle urchin
#

did you do one?

#

I should read it

#

๐Ÿ˜„

#

just to get a better feeling about the memory part

#

hope you touched on that

maiden wadi
#

Yeah, started a free one for now. Really need to get more structure how what I'm writing. ๐Ÿ˜„

maiden wadi
gentle urchin
#

Oh sweet. I like free stuff!

pure relic
#

The lightbulb hasn't clicked yet for me haha

gentle urchin
dawn gazelle
tranquil abyss
pure relic
tranquil abyss
#

๐Ÿ˜•

velvet dagger
#

How can I make force feedback that decreases in intensity the farther away you are from the source?

gentle urchin
pure relic
#

Oh fantastic. Sorry Authaer I thought that was directed at someone else, thanks for that link.

maiden wadi
#

There are a couple of other casting posts on the blog part too. Goes into better detail about casting itself rather than performance stuff.

pure relic
#

I'll take a crack at this and try to figure it out, thanks a bunch

gentle urchin
#

I really gotta check out more parts of the toolbox provided by epic..

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SizeMap of the bp, never ever seen or used this before

maiden wadi
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๐Ÿ˜„ Useful tool for making sure you're not messing with heavy classes when you shouldn't.

gentle urchin
#

So when should I be worried? ๐Ÿ˜„

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a few hundred MB ?

dawn gazelle
maiden wadi
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Depends on your release platform. Also depends on the classes in question. If the large class in question is always loaded with the things that make it so large, it's a pointless consideration.

gentle urchin
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Makes sense

maiden wadi
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That's why I went with a spawner of different asset like classes as an example. Mind went to games like FarCry. Where there are many different vehicle types

gentle urchin
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reading intensely

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very informative !

vital aspen
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@maiden wadi Sorry I got pulled away from my PC. I under stand what your saying. See that's not what I'm trying to do. I need a way to update the Qty Value in the array. I did find out that's what the "Set Array Elem" does. How ever that still doesn't work.

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After I add a to the Qty. I then can add other functions to do other things. Like Add To Stack and Find Empty Slot and so on.

maiden wadi
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You have to pause your current thinking for a moment. You need a way to find the same itemtype in the inventory first. Without that key, you can't know which inventory index to add to.

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Your Adding quantity and adding to stack are the same thing.

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Also recommend functions directly in the inventory for ANYTHING that modifies it. Keep it encapsulated, don't modify it outside of itself. This will let you call bindings to update UI and stuff much easier.

vital aspen
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Ok, first off, It doesn't know that anyway. It should add each Item into the array with a Qty of 1. That way I can work with it. Other then that, I can't do what you want me to do. I'm talking about a new item into the inventory. With a Qty of 1

maiden wadi
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In that case, what you've done should work fine. So what is the zero that you expected to change to one earlier?

lost oracle
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Hey everyone, how do i add touch input to my FPS pc project in unreal 4.26. I have tried changing target hardware to mobile and enabled use mouse on touch and always show touch interface but still the joysticks are not moving my character.

vital aspen
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Look at this

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when I added these items in, They should have the 1 at the bottom of each slot

maiden wadi
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And you're pulling this info directly from your inventory's struct's quantity?

vital aspen
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that's what I'm using to get that value

maiden wadi
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Put a print there and print the integer. See if it spams your screen with zeros. Mostly make sure that binding is running.

vital aspen
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Yes, all 0's

pure relic
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@maiden wadi thanks for that link, its a good read. bookmarked for future use so I can understand it when more lightbulbs turn on down this programming journey haha

tall umbra
#

any recommendations for a mesh boolean (in run time) plugin?

maiden wadi
vital aspen
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Yes. This is what the default settings for each item

maiden wadi
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How are you sending the struct to the widget?

vital aspen
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sending what structure to what widget.

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let me start fresh,

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I use a line trace to add the item into the inventory when I Press E. That's what this does

maiden wadi
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But your Widget has a struct in it that gets sent to it. How does it get that?

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Cause this is sending a struct to your InventoryComponent. So how does the widget get it after this?

vital aspen
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Item, Item is the structure that is used for the item.

versed sun
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I like the effect of Draw Debug Box, so what would be a solution for final game build ? Would I construct a custom mesh? Use a Box Collision that is visible ?

maiden wadi
vital aspen
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Ok, It uses a interface.

versed sun
vital aspen
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I use the Item variable and it's set as a slot structure

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It could be the binding. Now getting the Item info of Qty. I don't know.

serene robin
vital aspen
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@maiden wadi Ok, ping mw when you think you have an idea

maiden wadi
vital aspen
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I showed it to you 2 times. I don't know what your wanting to see

maiden wadi
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No, you're showing me how you add the struct to the InventoryComponent, and how your widget uses a different struct to display. Nothing there shows me how you spawn the inventory slot widget, and pass the struct from the inventory to that slot widget.

velvet dagger
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How can I insert an image into an image object variable?

maiden wadi
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Image Object being the Image widget in a userwidget?

velvet dagger
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I think so :)

maiden wadi
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Drag off of your Image widget and search for Set Brush, there are a few different options. You're probably looking for SetBrushFromTexture.

vital aspen
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well I don't spawn anything. I just add the item right to the viewport and as for the other part. I need more detail on just your wanting to see.

maiden wadi
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Lets start from there, what are you doing when you add it to viewport?

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Just CreateWidget then AddToViewport? Is there anything passed into the CreateWidget, or?

vital aspen
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drag and drop

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I drag the class actor from the folder to the view port

trim matrix
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every time I put a "delay" node behind a function it doesn't work. is there any way to work around this or put a delay before the round starts?

vital aspen
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@maiden wadi Like this

maiden wadi
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No, this thing. Where you're displaying the value.

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How is the struct being passed to this?

vital aspen
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in the inventoryslotpanel widget

velvet dagger
vital aspen
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I open it like this

trim matrix
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this throws my ball to a random side

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I try to put the delay node after the beginplay and before the function but it doesn't launch the ball at all

maiden wadi
vital aspen
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I don't know if you can see this I'll try

velvet dagger
trim matrix
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yes

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but I want it to be delayed so when the round begins the players can get ready

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but every time I put the node it doesn't work

maiden wadi
trim matrix
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I looked on the forums about this and it was confusing

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people be saying that the delay function no worky before functions

vital aspen
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@maiden wadi Right, All this does is setup the slots on the inventory widget.

velvet dagger
vital aspen
velvet dagger
trim matrix
#

ok

vital aspen
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This show that it adds the number of slots to the widget

trim matrix
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I tried with a sequence node before though. I plugged it in the second slot but it still didn't work.

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it still doesn't work

vital aspen
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How ever I do see that it setups the Icon to be displayed.

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Hold on I think I just fixed it

maiden wadi
# vital aspen <@!143471961723371520> Right, All this does is setup the slots on the inventory ...

Correct. And you're spawning a slot here for each item in the inventory. You're setting the inventory's name, then the slot's icon, then adding it to the grid.

For starts your InventoryName SetText can be moved to before the loop, it doesn't need to be set in each loop iteration.

You're setting the icon. But you're not actually passing your struct to the slot widget. So it's defaulting to zero text in your binding.

velvet dagger
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Wait wait it's working again

trim matrix
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lol

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thank you so much

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I have been stuck for like a couple hours yesterday

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I tried looking up many things but it was to no avail

vital aspen
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Ok, well that didn't work, and the inventory slots widget won'y load and I get all kinds of errors. Make no sense

velvet dagger
trim matrix
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did you copy my layout?

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can you send a pic please

velvet dagger
vital aspen
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Can you see what I added in

trim matrix
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alrighty

vital aspen
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when I add to the inventory. It stops me from opening my inventory. and I a few errors

maiden wadi
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If you're going to set text here, make sure to remove that binding. Setting text explicitly will stop bindings from working anyhow.

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What errors are you getting though?