#blueprint

402296 messages ยท Page 831 of 403

zealous fog
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Is this the blueprint of your enemy or is it a child class of it

thorn trellis
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oh god that's right there's a debug feature lol

onyx token
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all i did was an actor for an Npc
and an AI controller

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I used to have it linked up to a BT

main lake
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@onyx token How did you enable that debug menu please ?

onyx token
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But at this point i've pointed it down to the AI perception being somehow buggy

onyx token
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wait

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no for you it's different

main lake
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french ?

onyx token
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1sec

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in your project settings

zealous fog
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Have you set detection by affiliation?

dawn gazelle
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I think it the apostrophe?

zealous fog
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Next to enter

main lake
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this " ?

dawn gazelle
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Yeah but just '

onyx token
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i added an AIPerception component to my Controller
And added the Controller to my enemy actor

Then i added an AIPerceptionStimuliSource to my Player character

zealous fog
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Oh woops

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Caps lock

thorn trellis
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GET EM DEAN

onyx token
thorn trellis
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Sorry at this point I'm just spectating, I tried and failed

onyx token
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idk what "affiliation" means in this case

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you mean registering to be noticed by the AI perception?

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I did that

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added this to my AI controller

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added this to my player

zealous fog
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In the sight config

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detection by affilation

onyx token
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that was it

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i didn't have these 3 set to true

zealous fog
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yup

onyx token
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unreal engine

zealous fog
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Did you read the documentation

onyx token
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I did, and the tutorial said it, and in my first controller i did do it, but i recreated the controller

thorn trellis
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@cold pecan your initial screenshot literally has those ena you monster

zealous fog
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It happens

onyx token
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that one is bugged somehow

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no idea what's wrong there

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so i recreated it

vital aspen
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Does anyone know how to contact the dev for unreal engine. I don't know what else to do.

thorn trellis
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Welp, reacreated is as good as fixed then

onyx token
thorn trellis
onyx token
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u saved me

zealous fog
cold pecan
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ohhh haha no worries

onyx token
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i cant log in rooBlank1

thorn trellis
zealous fog
vital aspen
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You guys have all ready tried and I'm having too many issues that no one know how to fix.

onyx token
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now i'm getting the super slow captchas rooHold

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not my day

thorn trellis
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like what?

trim matrix
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I mean there should be no reason you should have to contact a unreal dev.

vital aspen
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well there is now

trim matrix
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until you get to the enterprise level, it would most likely just be a waste of there time

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You should be able todo anything you want with the engine

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and you can fix everything yourself

onyx token
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just a guess

trim matrix
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what feature are you having a problem with?

vital aspen
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that's why I need to contact the devs for UE4.

thorn trellis
#

humor us ice, we're interested in helping

vital aspen
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@trim matrix If you want too. you can scroll up and look, Lots of message on it. and screen shots too.

trim matrix
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well good luck. Just know that there is most definitely no reason you should ever have to contact a unreal dev.

devout latch
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I agree

vital aspen
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well then you 2 haven't read what I and a few others were chatting about. You just don't know until you read and find out

trim matrix
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If you want we can hop on a call

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sharescreen and vc till we figure it out

onyx token
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uh

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you're having problems with making your inventory rooBlank1

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that's not a case of "i need to get a personal teaching session from an unreal engine dev"

vital aspen
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ok, for those of you want to listen in. I'll be in Unreal hangout

thorn trellis
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for both parties

mental trellis
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I know I've often talked about problems and had the solution come to me as I re-look at the situation.

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Simply explaining can help you sort it out in your head.

chilly canopy
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I'm having trouble possessing this actor after spawning it, am I misunderstanding something?

thorn trellis
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are you calling the respawn from inside the character bp?

chilly canopy
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Yep, is that not possible?

thorn trellis
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depends, how far do you get into it?

clever vapor
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anyone remember why media like a mp4 won't play when it's packaged? editor it works, is it a packaging config thing?

chilly canopy
thorn trellis
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and you've unpossesed the current pawn?

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i dont know if that's even a valid question tbh

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I possess through GameMode with AIs

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so just kinda prodding

onyx token
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quick question - is there a way to make this more neat? Like an enum selector? rooThink1

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because otherwise i'll have to do this rescBlank

thorn trellis
vital aspen
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!stream

onyx token
thorn trellis
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there's proabbly already a enum for that byte selector

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if not you can make an enum set

chilly canopy
# thorn trellis so just kinda prodding

Yeah, un possess seems to work fine. I was just trying to be lazy and put everything in BP_Character to quickly test something. I guess I can't be lazy in this case.

thorn trellis
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once you unpossess it might not see the controller you're trying to assign, don't know what your logic flow is

chilly canopy
thorn trellis
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lol

chilly canopy
onyx token
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since noone is asking stuff right now-

How do i play a widget animation above a characters head?
I have added a widget component and filled it with my widget - and the widget has an animation, and has a custom Event that plays the animation

mental trellis
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Does it show up? Widget components are very fickle.

mental trellis
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But the animation doesn't play?

onyx token
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yea because i don't know how to link to it

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like

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the signal comes from the actor

dawn gazelle
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If you want to play it from the character, then you need to get your animation component, get the widget from that, cast to your widget class, and call to play the animation.

onyx token
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can i cast to it? rooThink1

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because it doesn't show up...

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like i can make an object reference

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but that doesn't work...

dawn gazelle
onyx token
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oooh i gotta do a "get widget" first

dawn gazelle
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Oh, you have to have a widget component

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not just a variable of a widget.

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Nvm.. I'm misreading what I'm seeing...

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I was looking at that.

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I see you have a component.

onyx token
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ok thank you now it works! v1

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that way i can keep the animation logic inside my widget blueprint

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and it's all neat and orderly

dawn gazelle
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yis

onyx token
maiden wadi
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I still don't understand why there is not a default UComponentUserWidget that could be used in components, that could be given a ComponentOwner property from it's owning actor component. Widget could directly call GetOwningComponent. Which could call GetOwner on that to get the actor. Seriously hate actors referencing widgets directly.

wicked magnet
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Has anyone come across any tutorials/guides on creating glass that shatters when you walk on it? I've tried using a few settings with the apex plugin to make a destructible glass mesh, which works for shooting with projectiles, but trigger the mesh to destruct by walking on it just causes a big mess.

maiden wadi
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Line trace down and break it while moving.

true valve
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Do you have access to a Struct key name?

maiden wadi
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What do you mean?

true valve
# maiden wadi What do you mean?

I have a struct of name, quantity. They are all text. I want to get the key names such name and quantity. Not only its values. I have a map with the same key names and i want to fetch values from that map using the struct key names.

maiden wadi
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You mean you want the property's name?

true valve
maiden wadi
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Like in this struct. Distance is a property name.

true valve
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yes

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I want to get the text "Distance"

maiden wadi
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You can't really do that. Property names are just for programmer coordination.

true valve
maiden wadi
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I doubt it. That's not really the way you're meant to use structs.

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What is this map? What are you trying to accomplish exactly?

true valve
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I have a map with the same key names and i want to fetch values from that map using the struct key names. (edited)

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The map has name and integer. If I pass in Name or Rarity, it will pass me the integer. I can manually do that of each but wondering if there's better way

tame hazel
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Hello, I know I am new and all, but I seriously need some help. I've been tirelessly looking around for a tutorial for a save system using widgets. The closest video I found is this one (https://www.youtube.com/watch?v=C8FNZ6B7bU8&ab_channel=PendingKill), but instead of showing the steps, he just shows the work and only explains about half of the stuff. Plus, his video also feels like it is all over the place. I seriously want to learn how to make a save system almost like the one in the video. If someone has a idea or an answer, please send a DM to me on where to go. Thank you

Welcome to a tutorial series for making a game in UE4 blueprints. The goal is to have all the basic elements in place, which you can then expand on. Today we're looking at how to create a main menu system with saving to/loading from slot. We cover creating a basic main menu with UMG and Widget Blueprints, the save game functions, and using the G...

โ–ถ Play video
maiden wadi
maiden wadi
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Basically a UUserWidget that can get the UWidgetComponent that is displaying it. Going to do this myself exactly like I explained. But I'm surprised it's not an engine default. The current setup requires you pass the widget stuff by referencing the widget from the actor. It's terrible design.

zealous fog
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Is that different from using a Widget Component?

maiden wadi
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UWidgetComponent is a Widget Component.

zealous fog
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What would be the advantage over just referencing the component?

maiden wadi
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UI is meant to display and input. The actor it's a part of shouldn't know or care if it exists. And that's just a programatical point. Also the widget component could softclass the widget class. Which would lower it's memory loading footprint.

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Imagine the widget just being able to call GetOwningComponent->GetOwner->CastToWhateverItsSupposedToUse

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Zero need to send the actor to the widget on the actor's Beginplay.

dusk dust
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i have a ring of procedural grids, and I am trying to normalize the vertices to create a part of a sphere

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but there is one problem

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each grid is normalized on its own, while I want the group of grids to be normalized together, so It can appear to be spherical

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basically I want to treat the entire set of grids as one face of a cube, and then normalize that

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how can I do that?

zealous fog
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ah I see makes sense

odd ember
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I wouldn't think that's possible through blueprint

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mesh data is exposed only in the renderer, which is #cpp

dusk dust
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i am using procedural mesh

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in bp

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i have a procedural grid function that creates vertices and triangles

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i can modify any part of the mesh I want

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@odd ember

odd ember
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so why can't you answer your own question then?

dusk dust
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i dont know how to modify it to get what I want

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I dont know what to do

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thats why I asked here

odd ember
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so you want all of your sections to act like one mesh?

dusk dust
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kind of, I want them to be normalized in world space, im not sure if thats the right term to use

odd ember
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I'd probably ask in #graphics given there are people who do render math there

dusk dust
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ah okay thanks

elfin inlet
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hello hope not interrupting, how can i refer to this delegate on another node graph?

odd ember
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and then bind that event to said event dispatcher

elfin inlet
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this might work too

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but its gonna be a mess for multiplayer

odd ember
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I don't know what you're doing

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so I can't tell you more

obsidian topaz
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Hey Guys, I have a capture component in an item blueprint, and it works almost fine...the render target is correctly shown in the widget. It only renders the specific item I want to render. However, I can see the atmosphere in the background, including my world lighting. Is there a way to switch that off, so that I have a complete dark background where the item is shown? I would rather like to use my Spotlight...

elfin inlet
odd ember
obsidian topaz
elfin inlet
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@odd ember this will prbably do fine

odd ember
iron bone
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what do I plug into the object slot if I'm trying to cast to my FirstPersonProjectile from level blueprint? Thanks

onyx token
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for the first time in my life - i have made non-spaghetti blueprint code and i feel...

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pure

astral ice
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hey guys, quick question, is there anything wrong with doing this?

iron bone
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I'm trying to cast to a Post Process volume that's in a level after hitting something with a projectile. Trying event dispatchers but the only place I can reference the post process volume is in level blueprint and can't call events from my projectile in there

odd ember
onyx token
odd ember
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it would seem

astral ice
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multiple targets instead of an array with a for each loop
seems weird to me but it does works fine

iron bone
astral ice
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thank you! makes sense

odd ember
iron bone
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my code is not really set up yet, it's just the basic first person template. I want to shoot an object and on event hit have it change a setting in the post process I've set up in my level

odd ember
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have you checked that the post process volume actually has collision settings to support this? event hit implies it is solid

iron bone
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I'm trying to hit a different object other than the post process

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I want to cast to the PP

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I want to shoot a different object other than the PostProcess volume

odd ember
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this sounds all kinds of bad

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is this something you're intending for the player?

iron bone
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yes

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what would you recommend?

odd ember
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camera components have post process settings

iron bone
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the basics is, player shoots something they werent supposed to shoot and the screen changes via pp

elfin inlet
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i agree with the camera post process

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you can access its variables from the camera object

iron bone
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i see

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i set up a post process volume in the level so was hoping i wouldnt have to recreate it in the player camera

elfin inlet
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well i guess that works too

odd ember
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the problem is that you have to setup complex logic to make it work for a volume in the level

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because the post processing volume has no idea about the logic that is going on between the projectile and whatever it hits

iron bone
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that's why I was thinking an event dispatcher would help

odd ember
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so for every projectile you'd have to bind that projectile to an event dispatcher that then links to an event that changes the post process volume

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and when the projectile dies, you'd have to unbind it

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it would be much easier and more elegant to do it on the camera component

iron bone
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how can i reference the post process in my projectile bp though?

odd ember
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also future proofs your work

iron bone
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i see

odd ember
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you can't

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you're dealing with indirection

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the projectile is not supposed to know about anything, including the post process volume

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all the projectile is doing is calling the dispatcher when it has hit

iron bone
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but the event dispatcher is useless to me because the projectile can't communicate with the post process volume i've placed in the level?

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for this situation

odd ember
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no

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it's not useless

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you're misunderstanding how event dispatchers work

iron bone
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are you saying i should recreate this pp in the character camera and then from the projectile bind an event to cast to the player camera and change the pp there?

odd ember
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anyway you probably need 2 levels of event dispatchers

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one for whomever fires the projectile, and then the projectiles themselves

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and if you can have more than one projectile at a time it gets hairy

iron bone
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i appreciate the help

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going to try to recreate this post process in the player camera and then go from there

maiden wadi
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Well that was easier than expected. ๐Ÿ˜„ Made that widget component in a plugin. Used a SoftClass for specifying the widget. Nearly zero memory sizemap for the actor that has the widget component, and the UserWidget class can get the component that spawns it.

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Happy with that memory sizemap. ๐Ÿ˜„

elfin inlet
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how do you access that

dark crow
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Right click -> Size Map

elfin inlet
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thanks!

maiden wadi
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Also make sure to check the differences between Disk and Memory.

dark crow
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There's then Memory Size and Disk Size

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Ye

elfin inlet
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maybe i should not have a player hard reference in my hud ๐Ÿ˜„

maiden wadi
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Having the player class referenced is fine. It's always loaded.

dusk ember
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so i'm trying to make a text block visible from another widget blueprint (via a checkbox), but i'm not sure what object i'm supposed to use in the cast block. can anyone help with this?

elfin inlet
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these widgets need to know about each other

maiden wadi
dark crow
elfin inlet
dark crow
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Example would be a Sky too, it's always there :p

elfin inlet
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i dont know how i can explain this ๐Ÿ˜„

dusk ember
elfin inlet
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but you'd have a reference to the Game UI widget in your case

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you have to declare it as a variable in your checkbox widget first though

dark crow
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If they're present in a common Widget you could always use a dispatcher too

warm light
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Hey all, super new to Unreal 5. Trying to get my pawn to start a behavior tree. Keep getting this error on compile. Pawn Controller Class set to AIController.

maiden wadi
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Usually you do things like this through delegates. Whatever has the checkbox should have a delegate on it that gets called when the checkbox changes.

elfin inlet
maiden wadi
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Thing making the thing with the checkbox can bind to that delegate and use it on the other widget when it's called.

elfin inlet
dusk ember
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i'm kinda lost ngl

maiden wadi
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First question. Why is the checkbox in another widget if it needs to hide the other one's text?

elfin inlet
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@warm light i think this should do it

dusk ember
maiden wadi
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The Checkbox is an options setting?

warm light
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Trying now, you're the bomb

dusk ember
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basically i'm just trying to have an FPS display that can be enabled/disabled in the settings

tulip mason
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Settings should have a reference to that widget somehow

maiden wadi
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This is normally handled by setting an options setting that you can look up and then calling a delegate from that options object. The other thing that should be affected by it can get that object and bind that delegate and change itself based on that option setting.

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Options widget itself should be throw awayable. Should not be relied upon for the state of options.

elfin inlet
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i've read that you should avoid storing data in widgets generally

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data which affects gameplay / systems

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well for obvious reasons, they're meant for UI ๐Ÿ˜„

maiden wadi
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Widgets display data from other things, and allow input into other things. The only state they should store is their own for things like animations.

dusk ember
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i guess the problem i'm having is that the options reference is in the player's blueprint

warm light
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@gkt Thank you so much for the help, but my pain continues. Any idea where I went wrong? Adding the target didn't stop the original error.

tranquil abyss
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So I made a UI widget that displays the name of the item when the player stands over it, The issue is every item in the class is displaying the name of the item im standing over. Any clever idea on how to just display over the item im standing over

elfin inlet
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@warm light should be like that, the execution

warm light
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It worked! You're the best

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โค๏ธ

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Someone give this guy a medal

elfin inlet
#

cheers!

tranquil abyss
# tranquil abyss

Here is an image of how im getting the name of the item in the widget, I dont think i need to show this for this issue be a change it helps

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Sorry for the picture spam but the context is necessary

elfin inlet
#

probably this is what is happening:

all of your weapon blueprints are listening to the character overlap simultaneously and when you overlap one, all of their graphs check out and display the current overlapped weapon's name

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you can add a check on the weapons if the overlapped actor is self

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right here should do it

maiden wadi
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The issue is the binding checking the bool.

dusk ember
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i'm still confused by what a delegate is tbh

elfin inlet
maiden wadi
elfin inlet
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who am i to judge, but i think that system is not very optimal ๐Ÿ˜„

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your player should notify the overlapped actors to display their labels

tranquil abyss
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wait

warm light
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@GKT No more errors anymore, but for some reason my Get Location blueprint wont finish executing. No compiling errors or missing finish executes. Any ideas?

elfin inlet
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all of these actors are listening to a single bool

maiden wadi
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Anything overlaps. They all get set to true.

elfin inlet
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you can put the overlap bool on the weapons

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and the widget will listen to the parent's bool

tranquil abyss
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๐Ÿค”

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so check if the overlap is happening in the parent sword

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with a bool

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and only display to that one

maiden wadi
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Personally, I would ditch the binding, ditch the upkeep. PlayerCharacter's OnOverlap and EndOverlap can just make the things show and hide their widgets.

warm light
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My embarrassingly simple get movement tree for reference

elfin inlet
maiden wadi
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It's just a bool check. But it's not necessary.

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You could do the same thing in the items too. Make them listen for player overlap. On Begin and On End overlap, set the visibility to whether the local player is overlapping it.

tranquil abyss
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So if the weapon is being overlapped set widget to true

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in simple terms

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overlapped by a player

elfin inlet
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yes but the widget should check an instanced variable on the sword

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all of your swords are checking if the char is overlapping ANY sword

tranquil abyss
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This is the only part that is in the sword

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the rest of it was in the widget

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to be clear

maiden wadi
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No more unnecessary variables. There are already two that handle visibility on the component. Just set it's HiddenInGame true or false.

elfin inlet
tranquil abyss
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๐Ÿ˜‚

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im learning

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im just surprised I make anything that remotely works

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atm

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It does make more sense for the actor to make its instance of the widget visible lol

elfin inlet
#
  • Every sword in the level is checking the "Overlap Weapon Name" in your character
  • When an overlap happens, the sword modify the bool in your character
  • Other swords check that bool too, so all of them think they're being overlapped and they should show the text
tranquil abyss
#

๐Ÿง 

maiden wadi
#

No more booleans.

elfin inlet
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@maiden wadi you wanna see some triggering imagery about booleans?

maiden wadi
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Those look like function names to me. ๐Ÿ˜„

elfin inlet
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its called the spaghet naming convention

tulip mason
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Can Regen health.... Should Regen health....... What about could Regen health......

maiden wadi
#

I don't really use variables that much. Functions are easier to maintain. They return the current state of things at certain times. Variables require upkeep and babysitting. Should only be used when explicitly necessary.

elfin inlet
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how would you go about converting this to function based instead of state based

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this is a mess

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i guess this is the babysitting you were talking about

tulip mason
maiden wadi
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There's no need to have those. Let the regen function run as much as it wants. Doesn't matter if it keeps setting health to 100%

elfin inlet
maiden wadi
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With a clamp.

elfin inlet
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๐Ÿ˜ฎ

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omegalul 2 iq

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great refactoring ๐Ÿ˜„

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i think i can ditch some bools too now

maiden wadi
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I'd recommend some setters for your resources. Just call those whenever your add or lose health.

elfin inlet
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i have this

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general purpose func

maiden wadi
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I meant for setting them. Health for instance. Sets and clamps at the same time and allows room to check for death. Simply happens any time you modify health through that function.

elfin inlet
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oh so i should move the checks into setters

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should i make them events for ease of future multiplayer replication

maiden wadi
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Probably no need on the events. Health would be a replicated state. Clients can do things when that replicates to them.

elfin inlet
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i just realized i already have getter and setter but they're generalized

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the problem is for example add stamina with a negative value should probably have a callback if its failing

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ugh i need sleep ๐Ÿ˜„

elfin inlet
gaunt ferry
#

may be a stupid question but is it possible to get raw data from a site with default engine blueprints

gaunt ferry
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dang thx tho

elfin inlet
#

wow, much better but theres still room to improve

gloomy cypress
#

can I ask for help with the console command HighResShot here?

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I can't seem to get this damn command to do anything lol

remote meteor
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Is there a way to stop Play World Camera Shake that is already playing halfway? or atleast to exclude certain camera to not affect by it?

faint pasture
#

Bit of a design/preference question. I'm working on a drivetrain plugin. Would you expect a positive rotation rate on a tire to be clockwise or forward? That is, would you expect both left and right tires to have positive rotation rates when a vehicle is moving forwards or right side positive, left side negative?

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It's just a sign convention, the math works out either way. Just curious what you guys would expect or prefer.

velvet dagger
#

Omfg when I try to do the Vinterp thing for a bullet I can either get it to stay in place from where it shot from or teleport to the position I want it to go, any help??? :(((((((((

tawdry surge
#

Show your work

gloomy cypress
#

oh my god

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highresshot doesn't capture slate widgets at all does it...

velvet dagger
#

I don't get it

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Oh yeah yeah

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I was using relative location atm to see if that'd work too

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Idek what it does lmao

tawdry surge
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I'm not sure what it's doing either..
Why are you delaying twice?
And you realize delta time is 0

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Also you wanna use world space

velvet dagger
#

Thank you btw, I'll check out this video :)

faint pasture
#

Why are you vinterping a projectile?

tawdry surge
#

Haha.. That seems to be the least of the issues

velvet dagger
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Oh oh and like

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I want the projectile to go towards where a ray hits so yeah

harsh coral
#

What's the difference between the lerp (vector) and the Vinterp to?

tawdry surge
#

Lerp chooses a spot between A and B based on a float.
Interp smoothly moves value A to value B, at the speed you choose.

#

Lerp and a timeline with a float track will give way more control

harsh coral
#

thanks

elfin inlet
verbal current
#

is there a node/function/something to draw a copy of an actor?

For example when I select something, I want to attach an "image" of that actor to the cursor. How to draw that image is what i'm unsure how to do.

remote meteor
#

look into Posable Mesh Component or Copy Pose From Mesh node in ABP Anim Graph

verbal current
#

Thanks! I'll start looking into that. Just needed some direction.

elfin inlet
#

is it possible to line trace from center of the camera frustum?

pastel rivet
#

is it possible to move call in editor functions to be under a category?

#

and not the default one

tight schooner
#

Yeah you just give it a category

#

It should be in the function details rollout

#

@pastel rivet

#

@elfin inlet can't you just get a reference to the camera and then Get Forward Vector?

#

And with the camera location & forward vector you should be able to make the start & end points for a trace

elfin inlet
#

my camera is attached to the character's head socket

tight schooner
#

Whatever BP is doing the trace needs a reference to the camera, or otherwise some way to get the camera's location/rotation

elfin inlet
#

the problem is camera's object in the world is jiggling around

#

the forward vector is not aiming at the center of the frustum

#

maybe i can use the controller's forward vector

tight schooner
#

I don't follow. Like how could the camera frustum not be wholly represented by the camera. But sure you can get a location and forward vector for any actor or scene component in the world and make start & end points for a trace

#

You know better than me what you have in mind

#

Start of trace = location

#

End of trace = location + (forward vector ร— desired length)

elfin inlet
#

very weird, its working now

#

this works

pastel rivet
#

@tight schooner
Where

winged grail
#

Hello guys i need help with my spawn system ehm i want the system to use an random actor but i cant find a solution for it. How can i add more actors and let the spawnpoint choose a random one for spwaning?

elfin inlet
#

make an array of classes

#

right click class pin and promote to variable

#

then change it into an array

winged grail
#

should i do the same with the ai controller class?

elfin inlet
#

then add the possible classes to spawn

#

are these controllers for different behaviour

winged grail
#

yeah

elfin inlet
winged grail
elfin inlet
#

this will select a random one

winged grail
elfin inlet
#

then add the possible classes here

winged grail
#

well everything worked but i didnt understand that with the ai controller

elfin inlet
#

is it working

winged grail
#

i try to make it work :/

jolly island
#

Hello, I need to be able to move the players camera while the game is paused. If I pause the game, the camera doesn't move and if I use time dilation instead the camera moves but there's a weird warping effect to the characters and everything is very blurry. Any solutions?

winged grail
elfin inlet
#

add the same to the ai controller ๐Ÿ˜„

#

make another array for the controller classes

#

the rest is same

tranquil birch
#

hiiiii

chrome nymph
#

I'm trying to create orbs that float around a position

#

discovered SpringArms - but not sure how to get them to work.

#

is the orb not supposed to be a parent of the springarm?

onyx token
#

afaik spring arms are made for camera stuff, you should probably just use an empty mesh or scene component or something and parent your orb to it - and rotate the empty.

#

Question:
So i have made a chest, with an inventory that i can use.

But now i'm making enemies, and i feel like enemies could use an inventory too...

#

How can i convert a bunch of code into a reusable component? rooThink1

#

Can i just read the documentation on it? Are there neat tutorials on custom components?

onyx token
#

but i already have the code

faint pasture
#

InventoryComponent is a very good project

onyx token
#

i didn't plan ahead rescBlank

faint pasture
#

move the code into an InventoryComponent

onyx token
#

oh lol

faint pasture
#

InventoryComponent would have variables representing what it's storing and functions and events to get its contents, give an item, drop an item, swap items to another inventory component etc

#

If you're totally new to components maybe try making a HealthComponent first but InventoryComponent is a very good project.

#

You should make the component in such a way that the player character, chests, shops, enemies, anything else would use the same component

onyx token
#

yeah i'm slowly beginning to understand why stuff is the way it is rooThink1

faint pasture
#

that's the whole point of components. Put all the inventory stuff in it then just slap it on an actor to give them an inventory

#

There are tutorials around but I'd just try to do it yourself. It's not that hard and you'll learn a lot.

onyx token
#

yea i made an inventory on my player that does work, and then i made another one for a chest

#

but now with enemies? I feel like it's getting silly kek

odd ember
onyx token
#

yeeah that does indeed sound like a reasonable thing to do now lol

odd ember
#

one of the main principles of code is "don't repeat yourself"

tidal marlin
#

Hello. How can I track that my EQS system did not output a single successful optioั‚?

tight schooner
earnest tangle
odd ember
#

probably better asked in #ue4-general. sounds like some sort of migration issue

ruby flare
odd ember
ruby flare
#

Ok, my bad, thank you

#

Will try #source-control first in case it's a git or git-lfs issue. Suspect the crowd there may be more familiar with migration issues in general too ๐Ÿ™‚

onyx token
#

um why is it
when i shoot a line trace at a character actor
and i try to print the name

it comes empty? rooThink1

onyx token
#

it does hit, but the string is empty

odd ember
#

then it doesn't hit

onyx token
#

but when i shoot another string every like second it gets pushed down instantly

#

i did it with a brand new actor just created - same result

odd ember
onyx token
#

ok hang on i'll make a completely new character

#

i don't get why rooCry1

odd ember
onyx token
#

hmmmm

#

that could actually be it, hang on

#

oh that was it, ur a genius! v1

#

thank you so much! @odd ember

west whale
wheat cipher
#

Hi, everyone! Does anybody here know about a good tutorial that goes over the creation of character controllers from scratch using blueprints? It seems like every single tutorial starts off with that template. I don't want that. I want to try to build it from scratch so I can control it the way I want. I have no idea how daunting a task that will be, but I want to try, but I need somewhere to start. Some tutorial or series that goes through all the essential components of a third person character controller.

spark steppe
#

most of the movement is handled by the character movement component anyways

#

so player controllers can get away being pretty simple

odd ember
chrome nymph
#

hi all, trying to build floating orbs that rotate around other actors.

#

not sure how do i get the SpringArm to behave correctly

#

am i supposed to set the location of the spring arm to be away from the orb at the start?

odd ember
#

the springarm doesn't do what you think it does

chrome nymph
#

this is with scene, spring, sphere and point all at 0,0,0

spark steppe
#

shouldn't be necessary to change the world location

chrome nymph
#
spark steppe
#

the rotation should work, tho

chrome nymph
#

was trying to follow the thread here

#

what happens instead is

odd ember
#

just make a pivot point to rotate around and have it be the parent of both spheres

#

done

chrome nymph
spark steppe
#

the spring arm does that, tho

wheat cipher
#

@odd ember Not particularly high. I'm pretty comfortable with blueprinting to some extent in Unreal, and I'd like to learn more. I work with animation, so that's where I have the most experience.

chrome nymph
#

and also has the ability to move to the place with Lag

spark steppe
#

are the orbs supposed to be own entities, or are they child actors on the character?

chrome nymph
#

the interestign thing is - if i apply a relative transform to the springarm in the blueprint editor, it seems to work

chrome nymph
odd ember
chrome nymph
#

wanting to submit a level for my uni module where
i haev a box with a npc running around - if he walks into an orb it starts to orbit around him without colliding with other orbs

wheat cipher
#

@odd ember But can you modify that into anything you want, or do you just end up working around the limits of the template?

spark steppe
#

if you attach the orbs to the character you get around updating their world location each tick

#

however, i'm not sure why your orb won't rotate, it should

chrome nymph
chrome nymph
odd ember
spark steppe
#

in your orb BP the orb isn't on 0,0,0 but the root of the spring arm is, right?

chrome nymph
spark steppe
chrome nymph
spark steppe
#

the orb shouldn't be at 0,0,0 tho

#

only the root of the spring arm should be

twilit gull
#

do custom collision objects work?
cus i'm missing one hidden checkbox or they dont work for me

chrome nymph
spark steppe
#

pretty much the same cpu load i guess, but it's the cleaner solution imho

chrome nymph
spark steppe
#

spring arm can be root

chrome nymph
spark steppe
#

yes, but the orb shouldn't be at 0,0,0

#

it needs some offset, so that you notice any rotation

chrome nymph
spark steppe
#

the orb sphere/light

chrome nymph
#

oh the Sphere itself?

spark steppe
#

the sphere actually

#

is it attached to the correct spring arm socket?

chrome nymph
wheat cipher
#

@odd ember I see. Might be worth giving it a chance, at least as a starting point ๐Ÿ™‚

chrome nymph
#

parent socket cant be anything other than None

#

because spring arm is now root

spark steppe
#

yes, but what socket is in the details of the sphere?

chrome nymph
#

oh this setting on the blueprint editor > sphere?

#

it was none - changed it to springendpoint

#

still doesnt rotate though.

spark steppe
#

the spring arm has a length defined?

chrome nymph
#

changing it to AddActorWorldRotation (since spring arm is now root) also doesnt work

chrome nymph
chrome nymph
spark steppe
#

try with unchecked "inherit yaw/pitch/roll"

chrome nymph
light fractal
#

Can i see the component list/hierarchy? I've had problems with transforms before when there's not a simple scene component as a root.

#

idk why that happens but there's a chance I might be able to help you here

chrome nymph
#

do you mean this?

light fractal
#

Yes

#

thx

spark steppe
#

yea valid point, removing the scene may also removed the rotation from the transform

light fractal
#

ye

chrome nymph
light fractal
#

I'd try making a scene component and parenting the springarm to it

chrome nymph
#

when i changed location rule to keep relative - the orb moves to right location
edit: doesn't seem to be keepign to 300 away

#

but its not rotating.

light fractal
#

yeah that's really weird

#

Try the thingy I mentioned though, it might just work

chrome nymph
#

hmm, ill try creating a new blueprint from scratch

#

maybe some old settings mightve affected

light fractal
#

Don't delete your current version though in case that doesn't work

#

I've made that mistake before lol

chrome nymph
#

hmm. i must be misunderstanding something

#

if i use a RotatingMovement instead

#

it behaves a lot better

#

is AddActorWorldRotation the incorrect method?

#

ah yes it is

#

lol - the sprignarm was attached to the anchor already so local is correct

#

not world

spark steppe
#

depends, 10 degree is just pretty large

chrome nymph
#

anyway - it seems to work now.

#

maybe some lingering settigns was messing with it

#

trick was to just create a new one ๐Ÿ˜›

#

btw - what exactly does the movement components here move

#

does it move the entire actor?

#

are there component-movement components we can attach?

chrome nymph
spark steppe
#

probably later, i'm not aware of any build in function of that

chrome nymph
#

yikes

#

heh

#

wouldve imagined that to be a common use case

chrome nymph
#

but simple anyway

spark steppe
#

maybe attach it to the actor and keep the world location, and in the same process start to move it towards 0,0,0

odd ember
#

because you're straddling a use case between implementing AI movement or using projectile movement at the moment

chrome nymph
#

wait

#

can i use AI movement to handle this?

#

make the orbs smart in wanting to rotate around its parent

odd ember
#

probably overkill if they are just supposed to rotate

#

but seeing as you're using spring arms, there are some tickboxes for "lag" you could try

chrome nymph
#

aside: is there a way to create timers that reference functions that dont take a string? e.g. a list of funcs to call

#

feels weird to call funcs by strings - but unsure if this is a common thing in C++

thin panther
#

You can do create timer by event where you can link a custom event

odd ember
maiden wadi
#

Using function name is a possibility, but it's slower than a direct delegate binding.

odd ember
#

create timer by function and then use the CreateEvent node is the best way

#

avoids any use of strings, but retains same functionality

chrome nymph
#

gotcha.

#

is there a way to hook into EventTick from a function

#

without having to call the func from event tick?

#

e.g. a NotificationCenter i can listen to

maiden wadi
#

Why?

chrome nymph
#

i might be mistaken - but timers are not necessarily accurate since the tick between frames depends on the load

#

so if the movement of other objects are dependent on event tick - then the speed via Set Timer > AddLocalOffset might be different.

#

(over engineering in blueprints, lol but curious)

maiden wadi
#

Timers are just a timer manager that runs on tick itself.

chrome nymph
#

EventTick exposes delta seconds but if i want to access that i have to call a func

maiden wadi
#

Doing things at near tick rate with timers is not a good idea.

chrome nymph
#

is there an "Apply force" function?

#

e.g. - instead of manually setting add local offset, i tell it to move

#

eg via velocity

maiden wadi
#

For simulating physics objects.

maiden wadi
#

For other things you'd probably use a projectile movement component. Not sure if it has force functions, but it shouldn't be too difficult to math the velocity change.

odd ember
chrome nymph
#

i see

#

probably best to just KISS and rely on Timer > AddLocalOffset then

maiden wadi
#

Why a timer though?

chrome nymph
#

attach to anchor merely registers it as a child component but doesnt have a way to gradually move to ideal offset

maiden wadi
#

But you're using a timer for moving the object, or?

chrome nymph
#

i mean ideally i would rely on SpringArm's length to do it but

#

not sure why SpringArm doesnt move it into position

#

it just keeps its origin

maiden wadi
#

I still strongly recommend not using a timer for this. Timers are not meant to be used for near tick rates.

chrome nymph
#

a nasty side effect of relying on EventTick in this scenario would be that it has to constantly check if it should move towards the ideal local offset

odd ember
#

this just seems massively overengineered

chrome nymph
#

even if it has already moved

chrome nymph
odd ember
#

because it teaches you bad habits

chrome nymph
maiden wadi
#

Like. I'm lazy. I'd just stick some scene component on the end of the spring arm, and put a projectile movement component with a homing target if I just needed something quick. Realistically this is Niagara territory if you're looking for performance though.

odd ember
#

ideally for a moving orb you can use something like a timeline that loops. you keep the XY location of your character as the pivot for your orb... and that's it

#

that's all you need

chrome nymph
#

i havent gone beyond playing with geometry yet

chrome nymph
#

of the component - assuming we are staying in code / blueprints

maiden wadi
#

Just make the thing tick itself. Give it a target owner. If has not reached target owner, interpolate towards target owner. If has reached target owner, start rotating around a local point on target owner.

chrome nymph
#

might that be more inefficient since it has to run an if check every tick?

#

whereas if we used a timer - we can deregister the callback after its done

maiden wadi
#

But it's never done.

odd ember
#

also forget about inefficiency right now

#

make it work first

maiden wadi
#

It still has to rotate around the owner. Doesn't matter if it's the owner rotating spring arms, or the object itself rotating around the owner. Something is ticking and moving components somewhere.

maiden wadi
#

The reason why timers are bad at near tick rates, is because sometimes you're running the same code twice in a frame. It's a pointless upkeep that at best has no discernable performance gain. At worst, causes you to run code twice in a frame sometimes.

#

A case example is that if you set a timer to run 0.0166 seconds, which is 60FPS, but your user is running at 30 FPS. They're running that timer two times every frame.

chrome nymph
#

so its the safest path to just rely on event tick instead

maiden wadi
#

If it needs to move smoothly each frame, and it's constant and never stops, sure.

chrome nymph
#

learnt a lot here ๐Ÿ™‚

chrome nymph
chrome nymph
maiden wadi
#

General note. Don't be afraid of tick. Or casting. Once you know how to use them, they're not nearly the monsters that guides and youtube will have you believe.

onyx token
#

is there a "is null" check?

#

like i have an "IsValid?"

#

But if the variable doesn't exist

#

i get an error

maiden wadi
#

Which is the error?

#

You're nullchecking the component, but not the LastViewedObject

onyx token
#

sure, but if the LastViewedObject is null, wouldn't it mean the component is null too?

maiden wadi
#

Yeah, but you're still accessing the pointer of LastViewedObject to try to get the component.

onyx token
#

oooh

#

ok that makes sense... thanks!

fiery swallow
chrome nymph
#

derp question

#

why does this not work >_< - trying to move the orbs to the location

#

trying out VInterp To instead of manually calculating the diff

#

subtracting the vectors and using AddRelativeLocation works.

feral ice
#

Is it possible to shoot down a linetrace at an object that has a texture, and get the color of the texture. For example where the dot is, I can get exactly what color that is. Is this possible?

chrome nymph
#

why is that?

#

(the orbs were initially unattached, then became attached, so its relative position was not at the ideal initially)

#

attach to anchor was set to keep relative

timber knoll
#

so you would need a constant delta time input for it to work

chrome nymph
#

yup - that part works

#

the strange thing is, why do i use SetActorLocation instead of SetActorRelativeLocation?

timber knoll
#

relative is relative to parent space

#

while the rest of your calculations are in world space

chrome nymph
#

yeah

#

whoops

maiden wadi
fossil skiff
#

how do i make an ai go around the player using blueprints

#

like the arkham games

icy dragon
gentle urchin
icy dragon
fossil skiff
icy dragon
icy dragon
fossil skiff
#

lol

true valve
#

Is there a pagination function to help load a large data table? If not what are my options ?

spark steppe
#

make your own

maiden wadi
#

What is a large datatable in this context?

spark steppe
#

a smol one^

chrome nymph
#

_<

#

i must be doing something incorrect though

#

the SpringArm isn't behaving the way how it should

spark steppe
chrome nymph
#

or at least i must be misunderstanding something.
if we set its length to be X - it should try to maintain that length, but, if you have an actor that is a spring arm that is later attached to another actor - it doesnt seem to do that?

maiden wadi
spark steppe
#

so i guess you also thought about it when reading that question ๐Ÿ˜„

maiden wadi
#

Actually I was wondering why you'd need to care about it. You don't really load datatables often. You kinda just let them chill in memory as static data. They shouldn't be that huge.

spark steppe
#

guess most of the loading problems come from hard referencing objects

#

so what are you doing @true valve

gentle urchin
#

Priceless 32gb

#

Sounds like something that should exist elsewere and queried when needed

#

Then you can go as big as you like i guess

spark steppe
#

like a database that was designed for that amount of data ๐Ÿ˜„

gentle urchin
#

I was thinking floppy disks, but sure

#

Database works fine ๐Ÿ˜„

maiden wadi
#

Yeah, but they were using it for storing basically predefined linetraces. Like.. While you're at it, just compute the reason for the universe. ๐Ÿคทโ€โ™‚๏ธ

gentle urchin
#

Static linetraces

muted ember
#

Yo everyone, I would like to know how we do so that when I press a button that displays a widget and then I press another button that displays a widget and well that the displayed widget deletes it to be able to leave the other appear. Excuse me if it's not very clear

gentle urchin
#

What help are they..?

spark steppe
#

something for spawning stuff iirc

icy dragon
spark steppe
#

they aren't of any help as a computed line trace would be faster than a query on 32gb data

chrome nymph
icy dragon
chrome nymph
#

is anyone familair with using springarms on components that get attached later?

gentle urchin
#

Also, why trace at all? Isnt it faster/smaller dataset to access the raw data instead. ...

spark steppe
#

they had no idea what they where doing, otherwise the question about the 32GB data table would have never raised up

icy dragon
#

What even 32GB of DT consist of lol

spark steppe
#

AWS Cloud now with LineTrace lookups :>

muted ember
gentle urchin
#

Lidar clouds are way smaller

icy dragon
spark steppe
spark steppe
gentle urchin
#

^

#

Yepp probably

spark steppe
#

i don't even know how they got that data into the table in the first place

gentle urchin
#

Also, at such sizes

#

Proc gen is probably better way to go..

#

Work amount wise

icy dragon
#

I can't even comprehend how an Excel spreadsheet would take 32 GB

spark steppe
#

bet those exist

gentle urchin
#

Ive had logs at 100mb or so

icy dragon
#

I'm sure nuclear launch codes are smaller in size than that

gentle urchin
#

They feel litterally endless

maiden wadi
gentle urchin
#

Whats the point of the spawn point anyways?

#

Like, why store it ?

spark steppe
gentle urchin
#

Rand vector trace downwards from maxZ

muted ember
#

will try to send you a picture when I get home

maiden wadi
#

The issues are that it came from a person that doesn't really understand the need to prioritize memory availability over cpu use. Processing is dirt cheap. Memory is expensive and precious.

spark steppe
#

well, it's a tradeoff

icy dragon
#

I felt like I lost few braincells reading his reasoning behind 32 GB data table fiesta

spark steppe
#

i do a lot of precomputing in my project to save cpu time on the long run

maiden wadi
#

They'll come back. They just went to get drunk to not remember what you saw.

gentle urchin
#

Yeah im gonna need to precompute some things as well i think

#

Not quite sure how yet

harsh coral
#

help, loading visual studio just brings me to this page and not code

gentle urchin
#

But i do need some static lookups for my pathing

icy dragon
#

(still not sure why Visual Studio don't really have visual scripting, if visual is in the name)

harsh coral
#

idk im new i was just trying to look at some code of the nodes

icy dragon
earnest tangle
#

Huh?

icy dragon
#

"Reading C++ symbols" of a BP node always work with source builds, where the source code is still exposed and pretty much editable

harsh coral
#

uh so how do i see some code and maybe even edit a node?

spark steppe
harsh coral
#

i saw the read c++ symbols and then it said loading visual studio and i got here

icy dragon
earnest tangle
#

You can look at the engine source if you have engine source + symbols installed

#

Doubleclicking a node usually works but not always - in that case you can search by name in the source

harsh coral
#

then i just want to look at the c++ of some of the node

#

i have the symbols thing turned on

spark steppe
#

also i would step away from the idea to modify engine code, rather try to rebuild it in your own module

harsh coral
#

i just installed it

icy dragon
gentle urchin
icy dragon
#

Also I'm sure it only works with C++ projects.

gentle urchin
#

Can i just store it in the ram?

spark steppe
#

prerender everything, store it in an sqlite DB and port your game to renpy

harsh coral
gentle urchin
#

Query my viewport ?

#

On tick?

harsh coral
#

this it?

icy dragon
icy dragon
harsh coral
#

when i made it i pressed blueprint

icy dragon
#

Then it is BP only, which makes "Reading C++ Symbols" on a BP node won't work.

harsh coral
#

oh

#

how do people use both then?

gentle urchin
#

You can add a c++ class to it tho

harsh coral
#

oh

icy dragon
earnest tangle
#

Yeah you can just add a new c++ class to it which will effectively enable the C++ functionality

harsh coral
#

how do I make a new bp node from c++, like how do I open the editor with it. Do I just write code in visual studio and then drag it into the bp?

icy dragon
# harsh coral how do I make a new bp node from c++, like how do I open the editor with it. Do ...

Have you mastered Blueprints and want to take the next step into C++ to leverage more from the engine? It's easier than you think! In this tutorial, you'll learn the basics of exposing C++ to Blueprints, migrating Blueprints, and more.

https://www.unrealengine.com/blog/c-for-blueprinters

โ–ถ Play video
harsh coral
#

tanks

icy dragon
#

I'm not the Tank guy tho (surely he's in #cpp)

chrome nymph
#

is there an easy way to get child actors of an actor?
context:
Actor A attaches to Actor B.
Actor B has many Actor As.

#

GEtAllChildActors doesn't work because it wasn't spawned by B.
Is the only way to add a tag to A's component, then get Actor of A's component?

odd ember
#

but it does beg the question of why you have many actors attached

chrome nymph
chrome nymph
tight schooner
odd ember
onyx token
#

if i have a component added to an actor - and that component has an array - can i make that array public in the editor so i can add stuff to it? rooThink1

odd ember
#

I'll let you in on a secret

#

it's already public

onyx token
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i can't find it tho rooMadCry

odd ember
#

did you mean in the details panel?

onyx token
#

yeah

#

i wanna give my lil bandit npc some weapons

odd ember
#

expose it as normal, then in the details panel of your actor, click on the component and it'll show up

native linden
#

what's the quickest way to create a blueprint at my location, possess it then destroy the old blueprint?

#

i need to make a "transformation" between blueprints

tawdry surge
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Spawn the new one, then destroy the old one

native linden
#

i know that. i mean what's the cleanest way in terms of blueprints

odd ember
#

spawn the new one, then destroy the old one

native linden
#

i think i got that by now

#

forget it. im just going to go ask on a forum somewhere

brazen pike
#

yeah I think you might want to spawn the new one, then destroy the old one

#

haha no, just write it out as you think it should be done and post here and if there are any optimisations someone will let you know

native linden
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i would but im still pretty new to blueprinting

#

i don't know what nodes to use, where to put it

#

just some pointers would help

brazen pike
#

Spawn actor at location, possess the output, then destroy the current actor

native linden
#

i see

#

thanks :)

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how fast would that be?

odd ember
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very fast

native linden
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im planning on it being in a vr game (but im masking the transformation with a flash)

brazen pike
#

probably near instant right?

native linden
#

oh yeah it'll

#

yeah it'll def be a lot faster than that

#

hmmm

#

oh no i mispoke sorry

#

would i put that in my player BP or my player controller?

odd ember
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your controller

native linden
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alright

#

this is fun

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how do i call an event from my player controller in my character BP?

icy dragon
earnest tangle
#

You can just do Get Controller which is a method on the character

#

it will get the currently possessing controller

#

(or rather, I think it's on Pawn, but Character is a Pawn)

native linden
#

this is probably wrong but

#

this is my code to spawn, possess then destroy, am i missing something?

earnest tangle
#

You are possessing with Self and then destroying Self

#

That seems somewhat counterproductive

native linden
#

i see

brazen pike
#

Idk how your set up is, but you can probbaly connect the output of the spawn to possess

#

I've never done this tho

native linden
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i can indeed

native linden
earnest tangle
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I don't really know what the goal there is

native linden
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woah okay

#

it works

#

but i spawn out of bounds

earnest tangle
#

Are you spawning this from your controller, and then want to possess it and destroy the previous pawn?

native linden
#

yeah

earnest tangle
#

Right - so you need to actually connect the previous pawn into the Target pin for Destroy

#

otherwise you are destroying Self - that is, your controller

native linden
#

yeah i figured that might be it lmao

#

so i need to get a reference for my current pawn?

#

the one before transformation

earnest tangle
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Yeah

native linden
#

aight. and how would i do that

earnest tangle
#

Before you call Possess, you can do Get Pawn and save it into a variable

native linden
#

i also need to get my current pawns transform so i can plug that into the transform of the created actor

#

get pawn?

#

is that a node? i can't find it by searching

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oh wait nvm

brazen pike
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"get player pawn"

spark steppe
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do you run that code in the controller or the character?

native linden
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controller

spark steppe
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then get controlled pawn iirc

native linden
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aight

spark steppe
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and you may have to cast it to your character class depending on what you want to do with it

brazen pike
#

are you telling me those do different things

native linden
#

both popped up but controlled spawn sounds more efficient

brazen pike
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I've been using them interchangeably

spark steppe
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the 2nd one uses the controller which you feed it to (or the controller you run it on)

#

the first one is the brute force way

earnest tangle
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Yeah Get Controlled Pawn is the way to go in this case :)

#

It's always better to use the ones which give you the specific one, instead of by Player Index if possible

odd ember
native linden
#

im

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hang on

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im creating a new pawn at my position

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possessing it

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destroying the old one

odd ember
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guess which

native linden
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i have get controlled pawn and get actor transform (of the old pawn)

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i plugged the transform into the created pawn so it'll spawn at the same place, is that correct

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sorry if answering this is annoying

#

i've just been itching to make something like this and i figure hey why not give it a go

odd ember
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old isn't hooked up

#

so you're going to get a nullptr there

native linden
#

ah

stoic narwhal
#

Is there a way to stop actors appearing in the debug filter in blueprint? I've got lots of actors in my world and the debug filter is getting quite the bit full.

spark steppe
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and hook it in before you possess the new pawn

earnest tangle
native linden
#

Blueprint Runtime Error: "Accessed None trying to read property Old". Blueprint: ben10 Function: Execute Ubergraph Ben 10 Graph: EventGraph Node: SpawnActor Heatblast

stoic narwhal
earnest tangle
#

Ohh of course

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Yeah not sure if you can filter it, but I've noticed if you select the actor you want to debug, it at least sometimes defaults that dropdown to the selected one

stoic narwhal
#

Yeah just looking to save some time, seeing if I can mark actors to not appear in the filter

native linden
weak zealot
#

I want to rotate every object in this array, but i want them to stop once they equal any of these rotations in this float array.. i'm having trouble figuring out how. Any help?

stoic narwhal
native linden
#

old's supposed to be the old pawn

#

how do i set the variable for that

stoic narwhal
#

When you spawn the old pawn, set the variable there ๐Ÿ˜›

native linden
#

i see

stoic narwhal
# native linden

Dont do this, this will literally delete the pawn you just spawned

native linden
#

oh wait yeah lmao

#

rip

trim matrix
#

Hey! so i have an item class with scene component as it's root component and a static mesh child of the root component. the static mesh have physics enabled. whenever i tried to attach the item object via "Attach Actor To Component" with location rule "snap to target", it doesn't update the location of the static mesh. (i'm disabling the physic of the static mesh before calling attach actor to component) i've read the unreal doc and it seems like that the "Attach Actor To Component" only attaches the root component (which is scene component) is there a way for me to attach the item without having to have static mesh as it's root component?

native linden
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i don't know what i've done but the code refuses to work now

#

lmao

trim matrix
#

Tl;dr: is there a way to make the "Attach Actor To Component" work with scene component as root, and have static mesh with physics enabled?

stoic narwhal
trim matrix
#

ok i'll try and see if that works, thanks!

stoic narwhal
#

Reposting here:
Anyone know a way to hide actors from the debug filter here?

trim matrix
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nope it didn't worked