#blueprint

402296 messages · Page 843 of 403

tawdry surge
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#graphics is a better channel for this, but you need to change the tiling in the material or material instance

wraith eagle
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if it was like a ""plane" you cant change tiling size?

tawdry surge
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The shape of the mesh doesn't matter for this

short pawn
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Add a texture coordinate into the uv of your texture and mess around with the u and v values untill it's the right ratio

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I mean in the material blueprint

mild crystal
runic parrot
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Does anyone know of a way to rename assets from the explorer without breaking them?

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i want to rename this assets, but by doing so, i broke the reference to the editor and i can't import them later

jade sedge
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Can someone help?

mental trellis
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You really can't rename assets in explorer.

jade sedge
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Anyone know how to save a grid inventory, I have create one and now I like to save or load. But I don't know how to get the items and position of evert grid because isn't like a normal inventor. I had create the inventory sistem of that channel https://youtu.be/4CjpBoKl6s8

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tame kelp
# runic parrot Does anyone know of a way to rename assets from the explorer without breaking th...

Hi. You can write your own script in python or blueprints

https://forums.unrealengine.com/t/batch-rename-ue4-assets/446212/3

hexed ivy
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Anyone know why I can't move any actor in the viewport ?

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using the arrows

maiden wadi
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Most likely has a construction script setting it's location.

hexed ivy
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happens for every single actor

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and stuff I place in the world spawns directly on my camera, not on the ground

maiden wadi
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That odd. Can't say I've personally experienced that. O.o

polar narwhal
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um

trim matrix
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Hi everyone! i need to spawn tiny bricks inside a sphere..
in houdini i would make the sphere a volume, and then use a pointFromVolume, and then packAndCopy bricks to the points..
Do you know how to do such a thing in unreal?

prime berry
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DOES ANYONE KNOW A BETTER WAY TO DO THIS

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I HAVE BLASTED MY HEAD OFF TRYING

obtuse herald
polar narwhal
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I have a silly beginner question, I have a trigger area and I want it's blueprint to access a boolean inside these cylinders

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when the cylinders enter the area

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is this possible?

obtuse herald
polar narwhal
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there's like nothing I can find online

trim matrix
polar narwhal
obtuse herald
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ahhh

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alright

prime berry
# prime berry

guys please tell me if anyone can help me out, not to sound impatient but my head is hurting, its so complex that i cant even explain the problem

obtuse herald
obtuse herald
prime berry
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the thing is, through this the meshes are changing but its stuttering during the change and thats annoying me, im trying to make a smooth animation using like 4 meshes, i just want them to interchange between each other and create a blocky animation kinda thing

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im recreating mario, so ive made a voxel mario and im trying to make it walk. To make it walk ive made two meshes of 2 poses of walking and i want them to keep playing back and fourth when mario walks but its just not happening cause setting the visibility using tick is the only way i could find and its still not working. Is there a better way? Im new to this

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Its very jittery and glitchy. And i dont know how im supposed to make animations using just 2 meshes

obtuse herald
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yes

polar narwhal
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and what now?

obtuse herald
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you can access the boolean via that pin

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that is your reference of your controlled object

polar narwhal
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hmmmm

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it's not letting me do anything lol

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Oh nvm

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got it

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bruh

obtuse herald
prime berry
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how am i supposed to change the mesh, does it not allow you to only change the skeletal mesh?

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this isnt a skeletal mesh just to be clear

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and how do i use a timeline to switch between meshes?

obtuse herald
trim matrix
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any idea?

prime berry
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and does the timeline track have to be even track, float track or vector track??

obtuse herald
obtuse herald
prime berry
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okay lemme try it out

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thanks so so much

trim matrix
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damn ok; good to know

obtuse herald
trim matrix
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but can i apply physics to particles?

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and have alambic to be spawn from them?

obtuse herald
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pretty sure yes

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but I never really worked with particles (especially not with niagara) so I can't help you there

prime berry
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so im using this now

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and nothing is happening apparently

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is there something wrong

obtuse herald
mental trellis
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You havne't connected anything to the static mesh pins? Or selected an asset?

prime berry
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OH HAHAHAHAH im so dumb okay

obtuse herald
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and you also only want to play the walk animation if you're actually walking, that would be another branch

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a wait nvm

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you changed jumping to walking so you're good there

prime berry
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wait

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a question

runic parrot
prime berry
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its asking me to connect something to target

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should i connect the original staying still one

obtuse herald
prime berry
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okay

obtuse herald
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and then set the static mesh to one you want there

prime berry
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OMG

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IT WORKS

pale flare
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anyone know how to get the location of where the playera camera is looking

prime berry
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THANK YOU SO SO SO SO SO SOS OSNAISHGPIOASEHRGIOU SO MUCH

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this is so cool

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i love this so much

obtuse herald
prime berry
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if i have to enable jumping i just use the same thing right

obtuse herald
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basically another branch before walking

prime berry
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and then if thats false then i just continue the original code but if its true i set the mesh to jumping

prime berry
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thats so cool dude is it okay if i send you a friend request?

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youve helped me out a lot man and that means a lot

pale flare
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what line trace is it

obtuse herald
obtuse herald
prime berry
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i wont ask you for any but thats fine either ways, thanks a lot

trim matrix
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Hey guys, how can i edit a BP's variable in a different BP?

pale flare
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yes

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so you can use "cast to (blueprint)"

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im not the best to explain it so hol up

trim matrix
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awesome!! checking it out ! thank you!

pale flare
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if you have any questions let me know ill help the best i can

trim matrix
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ok so what i uderstood is i need to add a CastToBlueprint2.. all good, the issue is i can't plug the variable to share/edit in it

pale flare
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can you show me what you have so far

trim matrix
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i'm not sure what to put in object?

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i need to put Pod Switch variable in object

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but i can't

pale flare
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so to change the variable you must drag off "as new blueprint1" and type set (your variable)

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in theory it should show up, as far as object, that just depends what type of blueprint it is

trim matrix
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yes!

pale flare
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did you get it to work?

trim matrix
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oh but wait. CastTo… has to be added in the BP2 that will control the variable of BP1 right?

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right now it's in BP1 which has the variable i want to cast

pale flare
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yes it should be switched

trim matrix
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awesome!

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the only part i don't get is "GET PLAYER CHARACTER"

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how do you get that node

pale flare
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are you casting to your character?

trim matrix
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it's not a character.. just a switch

pale flare
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hmmm im not sure what to use as the object reference

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give me one second

trim matrix
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thank you!

maiden wadi
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You need a reference to the object to cast. GetActorOfClass, LineTrace, StoreReferneceSomewhereGlobal, Interfaces, etc. all get references but cast them as Actor class which is what you would have to cast to your BP

pale flare
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get actor of class would probably work best right?

maiden wadi
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Well. Interfaces don't. They're more or less lazy casting. But point is you need a pointer to the other object first.

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Usually you get these based on the relationship between the two objects.

pale flare
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i have to go but can you take over, im just a novice anyway :)\

trim matrix
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it gives me an error when i GetActorOfClass a staticObject

maiden wadi
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What is the relationship between these two objects?

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Why does one need to reference the other?

neon estuary
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How to drow a dative base on mouse position I got this graph and have no idea where to go next

trim matrix
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well i have a loop that says; increment, and once you increment, i connect the loop number to the other blueprint. so each time it increment

trim matrix
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or maybe should i try to merge the 2 blueprints?

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ah well one of them is a UserWidget BP...

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and the other one is an actor BP

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hmmm

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not sure i can merge that

maiden wadi
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Do you plan to have more than one of the actor class in the level at any one time?

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Also is the Widget added to viewport, or is it in a WidgetComponent on the actor?

trim matrix
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yeah

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i want the BP 1 to be the main conductor.. so i'll have 2 other BP changing stuff too, driven by that main BP

maiden wadi
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In your actor's Beginplay, you want to get that component's pointer. Drag off of it, GetUserWidgetObject, Cast that to your widget class. Make a function in the widget that takes in the actor's class. And call that function from the beginplay of the actor and pass self through.

trim matrix
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ok! trying that

maiden wadi
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Actor.

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Widget

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Basically you're telling the widget what the actor is. Now that widget can use MyActorPointer to access anything it needs from that actor.

trim matrix
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fantastic! doing that!

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🤞

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right now

waxen knot
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hay so im working on a multiplayer fps game and im using UE4's shootergame template as the base and im testing out the multiplayer and I can figure out how to start it does anyone know

maiden wadi
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Not sure what you mean by start it? You should be able to test it in editor like any other project with the play button.

waxen knot
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like im testing the multiplayer in the main menu and im trying to start a game but I cant figure out how to

mossy mist
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Hi I have this parabolic jump right here a vector. I want to control the end point location from a parameter. Im new to timelines, how can I make that vector a parameter?

maiden wadi
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Ah. Not sure, haven't tested Shootergame in multiplayer. Chances are you just need to package it.

mossy mist
waxen knot
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IDK I should just be able to start a lobby in the editor

maiden wadi
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Probably. But sessions won't work in the editor.

waxen knot
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there should still be a button

maiden wadi
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It's probably a map if it exists.

waxen knot
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ya im in it

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thats what I mean

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and I cant find the widget its in eather

maiden wadi
mossy mist
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ah ok ty

coral lance
maiden wadi
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Connect the two green set nodes. The blue CalculateDirection is an older version. It was made const and pure. Just means it doesn't require execution nodes.

coral lance
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thank you so much

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will update

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it worked thank you

runic parrot
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Hi everybody! is there any way to change the sorting used for the items show on the editor?

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(content assets)

coral lance
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Right now i have the blueprints set up for when pressed the gun would be equipped and on release of the button it wont be is there a way to have it toggle instead of on release?

dawn gazelle
coral lance
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thank you i will test this out and update

runic parrot
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Hi! this sprites are created from one big texture, is there any way to assign a new texture reference to each one?

neon estuary
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Ok ill try again I need to setup the mouse cursor in 2d map I got this graph and It won't show my sprite on the map

maiden wadi
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Viewport Position != world position. You need to get the local controller and project the mouse location from screen to world, then probably do a LinePlaneIntersaction(Origin&Normal) with the plane being your 2D world's side direction.

neon estuary
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ok thx'll try it.

coral lance
coral lance
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OMG THANK YOU i will implement this rn and update

coral lance
# dawn gazelle

question what is the last node. sorry im REALLY new to this. this is my most ambitious project

dawn gazelle
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I just put those in as place holders.

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Whatever you do at that point is whatever code you have currently to equip or unequip your weapon.

wicked osprey
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Hello guys. What is the best place to create a pause widget? Character or controller or another?

glossy drum
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Has anyone used Movie Render Queue from blueprints?

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I am getting an error "Cut State: uninitialized"

minor wolf
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so im trying to Get MySubsystem in a UObject blueprint but its saying its unsafe and that the Context Object pin needs a connection but there is no context object pin?

dawn gazelle
# wicked osprey Hello guys. What is the best place to create a pause widget? Character or contro...

Best place to create the actual widget is in the HUD class, but the pause system should be controlled by the player controller.
Eg: You have an event dispatcher in your player controller that can signal when the game is paused. Anything that specifically needs to know when the game is paused (like the HUD) would bind to it on begin play. When you press the pause button on the player controller you can call the event dispatcher. The bound event on the HUD should then create and display the widget. On leaving the pause menu, the HUD can remove the widget.

torpid hound
minor wolf
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blueprint type is UObject (its actually Outfit which is a UObject but doesnt override any functions), subsystem is a WorldSubsystem

torpid hound
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I don't know for sure but you might not be able to get a Subsystem from that context. Your blueprint won't necessarily have a world to reference, which is why is saying it's unsafe

minor wolf
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hm. it seems that UObject::GetWorld just does an outer call to GetWorld. in this case i think its the gamemode that creates it? either way. maybe ill switch to AInfo. UObject is giving me quite a few issues

torpid hound
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Yeah, an actor or an actor component will definitely make your life easier

wicked osprey
earnest tangle
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Well found a very nice gotcha 🤔

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You would think this worked... but guess what... nah. It does the same thing as if you used a foreach loop to do this :P

dawn gazelle
# wicked osprey Thank you🙏 And if i want create widgets with health, ammo count, and another I ...

It's not a matter of must - you can create a widget anywhere.
It's just usually best to create in the HUD class - this can help you keep your widgets separate from your game logic, so if there's any major changes to how you want your HUD to behave, or to how you want your other classes (like player controller) to behave, you're not necessarily going to have to completely rebuild the functionality of both.

pale iris
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When I drag and drop a character into the level the movement works fine but if I spawn an actor into the level it does not move. Under Auto Possess AI I have Placed in World or Spawned so I dont know what the issue could be

dawn gazelle
proper depot
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does anyone know why a Get Socket Transform in world space would be returning a transform in the parent bone space instead? The target is a skeletal mesh attached to a bone on my character's mesh. I put together a simple reproducer outside of my project and Get Socket Transform in world space does work as expected, so I think it's something I've toggled off or missed in C++ code.

vast urchin
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Hi, im trying to implement a BunnyHopping type of movement into my game and i have a start by following this guide http://adrianb.io/2015/02/14/bunnyhop.html. But i am very new to ue and have hit a roadblock and have no clue how to debug my error
Its written very poorly but this is my 1st attempt at something like this. At the moment it just moves my character up when i press w, down when i press s, and moves me left and right but at astronomical speeds, the speed also never disappears. Literally any help would be appreciated. dm me if needed or @ me

pale iris
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and the AI is spawning as well when the actor spawns

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also sorry Im a noob lol

dawn gazelle
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Do you have a valid nav mesh where that actor is being spawned?

pale iris
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yes it looks like it could it be a collision issue like maybe it's stuck in the ground or something?

zealous fog
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Have you used the AI debug screen?

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While playing press the apostrophe key

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Look at your spawned character

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Press 4 to activate the pathfinding view

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On your numpad

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Probably also works on the regular 4 but I always use the numpad so not sure

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You can then see if it has the right controller, is using the move to task, and what it's currently trying to do pathfinding wise

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(Look at your ai then press apostrophe)

pale iris
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That is a very useful tool thank you! I found something interesting. When I drag and drop an actor onto the level the movement works fine and it says that the movement mode is walking like you can see below.

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But when I spawn the actor the movement mode is set to falling instead like you can see below.

hardy fable
# minor wolf hm. it seems that `UObject::GetWorld` just does an outer call to `GetWorld`. in ...

In order to make UObject derived classes be able to use all blueprint nodes that require a world, you need to override GetWorld in c++. since you have a subsystem i assume you are using some c++. Uobjects have some magic that allows them to know if that function has been overridden, and once it is those errors go away. the fun part then becomes providing your get world function with something valid. depending on what your doing it isn't that hard. if your UOutfit contains a pointer to any other object, you can just defer the call to it instead.

virtual UWorld* GetWorld() const override
{
  if (!IsValid(SomeOtherPointer)) return nullptr;
  return SomeOtherPointer->GetWorld();
}

returning nullptr probably isnt the safest, but it its worked for one of my classes so far at least.

#

i needed to do some async loading in a uobject class and ran into your same problem

main pollen
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I made "get hit result under cursor for objects" node sensitive to a custom object type but it still gets results from other object types. How can I prevent this?

pale iris
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@dawn gazelle @zealous fog Thank you so so much I just got it to work! You all are lifesavers 🙂

frank salmon
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hello, does anybody know how I can use the ease nodes with tick function?

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seems like there is always a snap when using them without timeline

main pollen
small halo
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@dawn gazelle hey bro

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this was the closest player code

glossy drum
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need help.

thin panther
glossy drum
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good point

glass stump
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can you use a timeline but only for a component of a blueprint?

wet adder
glossy drum
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I cant implement this one

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I just want a single image to render to my chosen directory

glossy drum
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my failed attempt

last abyss
pale flare
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trying to make a wide range spell but it only damages one actor at a time

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anyway to make it damage any actor in its collision

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without the delay it works perfectly

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but does way more than 100 damage

trim matrix
#

is there any way to spawn the subtitles according to the time i set in blueprint

dawn gazelle
# small halo this was the closest player code

Ok, there's nothing sticking out in your GetClosestPlayer function. I'd recommend trying to break down your ResetAI event into smaller pieces so you can see where it may be going wrong. Like, what happens if you use only the first AIMoveTo and on Success add a call to Reset AI - basically disconnect everything before this branch and then just call Reset AI again.

small halo
#

Okay let me try that now

coral lance
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ill make a video so you dont have to download anything

dawn gazelle
# pale flare trying to make a wide range spell but it only damages one actor at a time

You can do a GetOverlappingActors call, set the target to the specific component (R1) then loop through the actor list to apply the damage to all the actors. If you want the total damage split between all actors, then you'd want to divide whatever the total damage is by the Length of the Overlapping Actors array then you'll get the damage per actor which you can then plug into the apply damage node.

small halo
#

so no issue is there

pale flare
dawn gazelle
coral lance
#

would someone be able to help me I am very confused

dawn gazelle
#

Perhaps, something that is working with your strafe enumerator?

small halo
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thats the strafe function

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the ai works perfect when im next to it but when i go away sometimes he still maintains to work but some other time he will just stand still and if nothings happens he will break and endlessly walk backwards but if i was to go near him as he standing still he will reset and continue to work

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until he stand still again.....

dawn gazelle
pale flare
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i want to make it a one time hit

dawn gazelle
# pale flare i want to make it a one time hit

Ok, so then whatever is going to trigger your hit (likely your overlap right now) after you apply damage, you'd also want to destroy the actor.
Instead of looping through the actors in the overlap event, instead consider using Apply Radial Damage - this will trigger damage on any actors within the defined radius of the blast.
If you want to go a bit more advanced, you can use Apply Radial Damage With Falloff - this will automatically reduce the damage the further away the actor is from the epicenter of the damage.

pale flare
#

thank youuu

dawn gazelle
small halo
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which values bro?

dawn gazelle
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The strafe values

small halo
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nowhere

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they are just called and set in this function

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and i am called that function here

dawn gazelle
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Nowhere except that you're using them on tick to drive adding movement input 😛

small halo
#

xD

dawn gazelle
# small halo https://gyazo.com/19ea8ebe0acae4f22dae4fd65731b2fb

So in this image, you have a bunch of branches, and the booleans on them are definitely being set true when your AI is detecting the player, but I'm not sure if they're being set false anywhere - and if they're not set false, especially the has target or is strafing, then it's going to continually move in whatever strafing direction it calculates.

small halo
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My ai is a boss so i want it to continuously to move/strafe around the player

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i unlinked all the bools in the event tick so it goes straight to valid node but still bugs out

dawn gazelle
#

So I'm guessing you still have the Add Movement Input connected?

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That's where the issue lies.

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You're constantly feeding an input into the pawn to move. If you never stop it, then it'll just keep on moving.

small halo
#

ur right.....

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i unlinked the add movement input node and now its no bugging out

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but i want him to constantly strafe so where would i deactivate it

dawn gazelle
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Do you want him to constantly strafe when the player still exists but is nowhere near him?

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ie. Are you turning setting the Has Target boolean on and off anywhere?

small halo
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well im spawning the ai in when i enter the room

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and the room closes off so the player cant escape

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so yeah i guess constantly strafing as the room is also small

proper depot
dawn gazelle
# small halo so yeah i guess constantly strafing as the room is also small

Sorry, this is getting a bit more advanced than what I can really help with - the issue you were having, namely that your AI was randomly moving backwards forever - is what I was trying to help you with which we have discovered with that movement input. I can't really help you program your AI to perform strafing for you.

small halo
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no worries

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atleast u helped me with my issue

naive grail
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How i can add a transform to another transform?

vestal plinth
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you compose transforms by multiplying them
the two operations are compose or make-relative-to
and the order of composition is important

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so A * B is not the same as B * A

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I think the actual node is "compose" though

mental trellis
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The "child" transform should be your first input. E.g. component before actor

coral lance
trim matrix
#

Hey guys does anyone know how to subtitles according to its associated time?

glossy drum
#

When I play in editor the build is coming out as a standalone, how can I stop this from happening

mossy edge
#

Hi, Does anyone have experience with file uploading in playfab? I've been trying to upload a file to the player account. But not sure how to construct PUT HTTP request, that's how far I've got

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What I would like to do now is to basically, upload file. E.g. C:/file.zip. But how do I pass it to CALL URL node ? Thanks for any help

#

btw. using varest plugin for HTTP requests
login entity got from my user login.

trim matrix
#

Hey, so my camera when I transition it smoothly slides into place but then pops at the end very abrupt. How can I make it smooth into place?

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so that it doesn't just pop into place

upbeat inlet
#

I have visual studio 2019 installed. But the project browser wont let me start a new C++ project. Why is that?

I get a error telling me "No compiler was found.... Install VS 2013" someone here said they get away with using 2019. So how come its not letting me start a project with 2019 Version?

Could this also be because I'm using UE4.7.6 to fallow a C++ tutorial?

willow cedar
#

Is there a way to Line trace from the 8 points of a Actors Bounding Box?

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Or is there a way to get each of the 8 points from a Bounding Box?

foggy escarp
willow cedar
mental trellis
#

Get the bounding box size

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Use that to calculate the 8 points and then apply the actor's transform

foggy escarp
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Can't remember the nodes off the top of my head, but you could use half of the size as the offset in either direction.

hardy merlin
#

Not sure if this is the right channel, but what is the best way to handle a dodge-roll ability for a character? Most examples I see use an animation but I don't have the ability to make or edit animations. I have a few from Frank's Fighter Pack but they're pretty low range.

icy dragon
hardy merlin
#

Can you recommend any?

mental trellis
#

You could use "magic power dodge" and just move your character to the side.

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Add some sparkly effects

hardy merlin
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Question would be how I ensure the character moves in the correct direction overtime without going through walls or launching.

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I guess I'll have to disable character movement for a time

icy dragon
hardy merlin
#

Wouldn't want it to be instant

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And they would have to roll for the same period of time even if they hit a wall

obsidian ridge
#

Can I do a overlap trigger using a cable component? For example if the end of the cable collides with an actor it triggers something?

sharp rapids
#

Is it possible to Load Streaming Level Instances asynchronously?

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There is a Create Instance node but it isn't async

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There's also a Load Level Instance, but it also isn't async

obsidian ridge
#

Are cable overlap collisions possible?

obtuse herald
#

Asset gets loaded async anyways afaik

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Level asset

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Pretty sure I saw an async call in the cpp file

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But he can try ofc

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If it makes a difference then screw me ig

plucky fractal
#

Have a weapon that has some particles enabled on it for visual effect, but when in equipment menu and equipping the weapon, the particles dont play in the little character preview I have set up.

Tried enabling tick while paused (since the game is paused while menu open). But no dice! Any suggestions?

Cheers

plucky fractal
maiden wadi
#

Well that was a very unreal thing to read first thing in the morning. 😄

wicked osprey
#

Guys, why in DPI Scale Shortest side is recommended option, but not size to fit. After all, with this option it is evenly distributed

trim matrix
#

Any reason why I wouldn't have the transform options in my Static Mesh Component?

gentle urchin
#

Is it root?

sharp rapids
#

How can I access the Position of current sub-level from a Blueprint placed in that level?

full mica
#

What is the correct way of getting the SaveGame folder? Is it the GameAgnosticSavedDir node?

odd ember
full mica
#

Yeah c++ is probably better, any idea there?

odd ember
neat stream
#

Yo guys is their a way to generate a GameplayTag from a FName or FString?

odd ember
neat stream
#

did it in cpp

vague birch
#

Anyone got any clue why the right controller and most of left controller prompts don't show up here? I can bind it through the Project settings input menu just fine, but can't call the button directly inside a Bp.

odd ember
sharp fox
#

How to make toon shader but only on one object

vague birch
#

Shouldn't I be able to call a single button say "X" or "Y" on the right controller no matter what?

odd ember
vague birch
odd ember
grave relic
#

Anyone that can help me with a bit of problem solving? Right now i have a turret that can shoot, it has a fire rate, currently i have to fire rate set up like this. The problem is that i want it to be when my turret has a higher stat in the fire rate, i want it to shoot more frequently. But as how ive set up the sytem if i increase the fire rate it puts a bigger delay on the shooting.

odd ember
grave relic
odd ember
#

multiply it with Deltatime instead

#

and see how that works

#

you also have to be aware that you cannot reasonably have an update time lower than DeltaTime

#

timers always update per tick

grave relic
#

You thinking like this? Or with an event tick?

odd ember
#

so if you have something that is lower than that, you only get more updates per tick, not more ticks

odd ember
odd ember
grave relic
#

Yes i do, i have a breaker when the turret dosent have a target

#

It enables fire when it has a target

odd ember
#

sure but not clearing the timer is not good

grave relic
#

Clearing the timer?

odd ember
grave relic
#

ah ok, so use the "Clear and invalidate timer by handle"?

#

@odd ember This had the opposite effect så when the attackspeed number is bigger it shoots less often

odd ember
sharp rapids
grave relic
#

Have it in another function, this is so it was easier to show. I tryed attack speed at 1 and attack speed at 20. When it was at 20 it shoot less ofthen then when it was at 1

grave relic
odd ember
#

1/x means the bigger the x, the lower the value gets.

#

if it works, what's the issue?

grave relic
odd ember
grave relic
odd ember
#

anyway if 1/x solves your issue, I would encourage you to use a max node so you get something like max(1/x, DeltaTime). this will ensure you're never dipping below delta time

sharp rapids
grave relic
#

Yeah should probly do that, also reduces the possibility of breaking the system

rotund fern
#

I'm really unsure on how to do some things that might seem basic but, then again, i'm not that good at UE5

first, how would one create objects, instances of a bp class, without needing to spawn an actor of said class.
For example, i have a "PlayerAttack" class which has an "Activate" event that does whatever. I can't use the function itself unless i first make an actor and call the event from it...

remote glacier
#

Does anyone know an alternative way of doing this?

The 'get current montage' node isn't showing for me and I've tried to make my own 'get current montage' but have no idea what input and output to put.

odd ember
#

animNotify?

#

also your animBP shouldn't be referenced in your character or controller

#

it should only reference them at most

icy dragon
remote glacier
#

@odd ember what do you mean?

#

I'm doing exactly what the lecturer is doing and for some reason get current montage' isn't available t

icy dragon
odd ember
#

I wouldn't trust a lecturer that serves this kind of code

#

ask your lecturer for help

rotund fern
odd ember
icy dragon
remote glacier
#

@odd ember tried emailing him but he never answers unfortunately

#

The only issue I have is "get current montage' I have no idea what input and output type to use

odd ember
#

I can't help you there. I imagine it might be somethign context sensitive or similar. but the code isn't where it should be and is configured in a way that sets you up for fail

#

so if the lecturer can make sense of it, ask them

remote glacier
#

@odd ember in what way, I'm using this to equip and unequip the weapons, the code isn't complete like I'm future lessons, I've just had to go back to see it

#

The only get current montage comes as a float and has no return value

woven saddle
#

got an interesting bug here, when I link my Anim Notify to a node (in this case, Spawn System) it works just fine, but when I link it to one before (LineTrace) it doesn't fire at all, is this some weird bug or me not functioning?

#

when I put a breakpoint in the LineTrace it doesn't fire the breakpoint as well

#

very weird

remote glacier
#

@odd ember I see, just really weird considering it works for him

odd ember
remote glacier
#

He's one of those lecturers that provides no support😅 @odd ember

woven saddle
odd ember
#

and follow someone else

icy dragon
remote glacier
#

@icy dragon it's not like that, it's through Udemy so not deadlines etc.

#

I'm so close to the end but it's just this stopping me now

icy dragon
#

Ohhhh Udemy
Now it makes even more sense.

remote glacier
#

@icy dragon sometimes you get support, other times.

icy dragon
#

Quite a few of people said Udemy sucks arse, so yeah

remote glacier
#

@icy dragon it's very good, most of my courses I get a lot of support, just this one is frustrating.

versed sun
#

Is your Udemy course using a different version of UE4 ? i have a Get current Montage node, its just a Pure node

remote glacier
#

@versed sun that's also what I get

#

I suspect it's an older version

versed sun
#

and you pluged them in and it dosnt work ?

remote glacier
#

But I can't use that node because there's no way to attach to the set

#

There will be no way to attach it to is valid

#

That's why I'm asking if I can get the same result but a different method😅

versed sun
#

and you cant do this ?

remote glacier
#

@versed sun I'm trying this as soon as I get home

#

Been stressing 😂

#

@versed sun get player character is equivalent to get character ref?

versed sun
#

i think in this case , yes

remote glacier
#

Awesome, thanks! Really close to being done with this course 😅

versed sun
#

I just used it because I didn't have your Ref

remote glacier
#

@versed sun what about the Exec option

#

Should I just directly attach it to the event?

versed sun
#

they probably changed it in some UE4 version to a Pure node

#

yes

remote glacier
#

Actually all I need is the return value type and I can create the same function, will have to fiddle when I'm home.

#

Thanks!@versed sun

robust harness
#

Hey all, I've changed (in CPP) the type of a component assigned to a pawn. In the inspector it's details panel is now empty even though the appropriate UPROPERTY values are set. If I create a new blueprint that uses that pawn type, the component's details panel is displayed correctly. Is there a way to re-load the blueprint?

icy dragon
robust harness
#

Nope and nope

rotund fern
#

does anyone know how to stop a ProjectileMovement-based actor? the Deactivate() function of the component doesn't seem to do anything

odd ember
rotund fern
#

Activate works without issue

#

deactivate doesn't do anythin :/

robust harness
versed sun
odd ember
#

everything is smoke and mirrors

rotund fern
#

i see 🤔

versed sun
#

Also, maybe try Stop Simulating, or limit velocity

slow pewter
#

Hey Guys

#

if i remove an Index in an Array, im need to Resize it?

dusk nymph
timber knoll
#

How are we supposed to know 😛

obtuse herald
timber knoll
#

It does seem to be blocking your camera trace, other than that idk you tell us 😄

dusk nymph
dusk nymph
obtuse herald
timber knoll
#

In the collision settings on the weapon, set Camera to Ignore

dusk nymph
timber knoll
#

Then either your Camera is using a different trace, or you have more than one collision on your weapon

graceful holly
#

Working on a platformer right now. What's the best way to approach jumping and dashing mechanic in Unreal? I'm already using the chara component with he built in jump funcionality

gentle urchin
#

Dash -> add force?

odd ember
sharp rapids
graceful holly
#

thank you so much!

keen wedge
#

Anyone got a better way of achieving this? Each time I look at the wires it feels like sticking pins in my eyes...

#

...basically, based on a thing happening, determine which type of thing, then increment the count for that thing... wondered about having one function, but effectively the ++ node is that...

mental trellis
#

That's remarkably neat. Hi5

keen wedge
#

lol...

#

thanks! 😄

#

I still hate myself tho! 😄

#

Is your avator "Orco" ?

mental trellis
#

A neater solution might be set a list of directions in an array and use the enum as the array key.

mental trellis
#

Mine? It's black mage from 8bit comics. I believe he's based on some FF character? Idk who.

odd ember
#

not a weeb reference, unexpected

keen wedge
sharp rapids
odd ember
mental trellis
#

@keen wedge you're the second person to make that link. Sadly not though. 🙂

odd ember
#

yeah and hook in your struct

keen wedge
#

like this?

odd ember
keen wedge
# odd ember yep

omg... sooooo much nicer!.... thank you! gunna have to get over the fact that one of those two central nodes will be higher than the other in a moment... I'm trying... I'm trying... 😄

odd ember
#

now that should work, but because you're working with structs and setting values inside of structs you may be in for some issues. you'd have the same issues with the switch though

odd ember
odd ember
#

so writing their values might prove difficult

#

but try it first

#

see if there is an issue

#

if not, do nothing

keen wedge
icy dragon
odd ember
# keen wedge

you can select the reroute nodes as well and press q

#

if you select the select node

odd ember
sharp rapids
mental trellis
#

Reroute nodes are the best.

keen wedge
odd ember
#

fair

#

in either case it might be worth pointing out that reroute nodes aren't free

#

so having less is generally better

keen wedge
# sharp rapids So, you also have OCD about node alignments?

I will confess to liking things to be tidy/organised, and yeah, tend to use the grid to align things, and get annoyed when I can't position the re-route nodes actually on a grid crossing or in the centre of a grid square... AND... I get annoyed when I zoom out and then all the wires move, and when I zoom in again they dont always retain their straightness....

...so, erm, yeah... maybe a bit 😄

sharp rapids
icy dragon
keen wedge
odd ember
#

so you get an additional call to the data for every reroute node

icy dragon
sharp rapids
#

No get nodes for local variables 😞

odd ember
#

I'm still of the belief that macros should be shot into the sun

#

but apparently they have uses

keen wedge
icy dragon
odd ember
#

the loops can stay

dusk nymph
slow pewter
#

Hey Guys im removing an Index of an Array, then try to Load that Array again, but looks like that Removing Node fucked up everything, when i look into my Savefile its Fine, but looks like it does something strange with that Array

keen wedge
icy dragon
#

Either you have to deal with it or pay like $15 or $20 to make the splines look like electronic circuit

odd ember
#

it goes against readability

icy dragon
#

(personally I'm against paying up for something that only end up in the editor only, having no runtime benefits at all)

sharp rapids
icy dragon
keen wedge
keen wedge
icy dragon
odd ember
jade sedge
#

Anyone know how to save a grid inventory, I have create one and now I like to save or load. But I don't know how to get the items and position of evert grid because isn't like a normal inventor.

icy dragon
keen wedge
# odd ember just learn <#221799439008923648> and you'll see your troubles disappearing

Definitely where I need to be... have years with .net, and c#, ran through a course for C++ a few months back, had always been a bit "scared" thinking it was a lot more than it actually, was... I was pleased to see so many similarities, but the bit I'm not familiar with at the moment is the kinda decorators that Unreal Engine requires to use C++ with Unreal... would love to return to visual studio and leave Blueprint behind me to be honest... probably spend as much time tidying up wires as I do adding nodes! 😄

sharp rapids
# keen wedge I will confess to liking things to be tidy/organised, and yeah, tend to use the ...

There's this thing that might be useful, i don't know. It allows straight lines
https://forums.unrealengine.com/t/im-getting-ocd-about-node-alignments/59568/11?u=simpleandcomplex

icy dragon
#

Loading assets in C++ is a fucking pain in the ass

#

And I mean double S, not the british version of the word

keen wedge
sharp rapids
#

How do you strikethrough on discord?

mental trellis
#

~~

icy dragon
#

Working in C++ is okay

odd ember
icy dragon
#

At least because I mainly touch with C/C++ and not other languages

#

I mean, there's PHP, but I'm more inclined to have MIB neutralise me from it

keen wedge
mental trellis
#

You can go fully c++

sharp rapids
odd ember
mental trellis
#

You don't have to use any BPs

icy dragon
mental trellis
#

Learn then. 🙂

#

You'll benefit from it in the long run.

sharp rapids
#

I wonder If you can actually make a Full Project from start to finish just with BPs

icy dragon
keen wedge
#

I asked a question about employability with a head of engineering during a web conference thing recently and they suggested the BP was ok for prototyping, but wasn't so useful as C++ when it came to optimisation... thats about as far as the conversation went, but when I look at job ads, most seem to want C++, I dont see very many that even mention BP...

mental trellis
#

@sharp rapids of course you can!

icy dragon
#

If I want truly low level control, might as well go naked

sharp rapids
icy dragon
#

Like thousands of UE4 project before you.

sharp rapids
keen wedge
mental trellis
#

BPs are great if you want to use the engine in the exact prescribed way that Epic wants you to.

#

If you want to deviate from that, you need c++.

icy dragon
keen wedge
sharp rapids
icy dragon
odd ember
sharp rapids
mental trellis
#

You could get around that by writing a separate c++ plugin and pretending, @sharp rapids !

icy dragon
#

But IMHO if I want to go full C++, again, I'd go with making my own engine from scratch.

(And I'm still wrapping my head around DX11 and 64KB demoscene)

mental trellis
#

That's a lot of wasted effort.

sharp rapids
keen wedge
# icy dragon Memory referencing, garbage collection, that kind of stuff.

garbage collection I was familiar with, from my .net days... but yeah, the specific memory referencing etc... seemed a bit alien to me...I also struggle with the need for all the special characters in front of things... kinda like VB.net and C#.Net for just being able to write "words" etc... reminded me of CGI/Perl... which I hated too 😄

icy dragon
sharp rapids
sharp rapids
#

How many years did Unreal take to be built btw?

icy dragon
# sharp rapids We'll see you in 10 years then 👍 (jk)

Honestly I'm making custom engine for less serious products like demoscene or simplistic boomer shooter engine, not necessarily fully fledged game engine. (And my reasoning specifically on boomer shooters is custom editor)

For games, I'd still rely on UE

odd ember
#

30?

#

25?

icy dragon
keen wedge
#

^^^^^ shudder

sharp rapids
odd ember
#

but also I'd be wary about the whole "I know better than the gc" deal

odd ember
sharp rapids
icy dragon
#

64KB and less demo prods have been fascinated me, consider that achieving real time renderer in 64KB or less.

Obviously UE can't do that

sharp rapids
#

I sincerely doubt I know even 10% of the entire engine
Unreal is so frickin huge

odd ember
#

hence why it's not available in BP either

wicked osprey
#

Guys, what is the best practice for call reload logic, cast on weapon or interface in weapon?

sharp rapids
odd ember
#

can you reload non weapon items?

#

can you reload NPCs?

wicked osprey
keen wedge
#

Dipping out for a bit now... thanks for all of the replies/help - really appreciated, and the fun conversation that followed.... laters all 🙂

odd ember
#

can you reload buttons or interactibles?

thin panther
odd ember
#

reload the button with a fresh new button

#

don't want to press stodgy old buttons

sharp rapids
#

where would be the magazines

thin panther
#

flip open the skull and pop a new brain in

odd ember
#

well someone wants to use interfaces for reloading

#

so some subtext must be assumed

sharp rapids
icy dragon
sharp rapids
icy dragon
#

Farbrausch still earn my respect tho

odd ember
#

but also most of those games are glorified tech demos

icy dragon
#

If anything I felt .kkrieger is more of a proof of concept and not as good as the more fleshed out non-interactive 64k demo prods. (I think it shows)

odd ember
#

I mean it's there to show that it's possible

sharp rapids
sharp rapids
icy dragon
odd ember
icy dragon
#

Fun wise, there's not much to be found, but it's still impressive on technological side of things.

odd ember
#

I think it's more of a tech scene thing than it is a game dev thing though

#

it's just not got the relevance outside of compression algorithms

#

and perhaps streaming

sharp rapids
icy dragon
odd ember
#

hand made quests already are kind of not great

#

why do people think that AI driven ones will be better?

icy dragon
#

Supposedly back then the demo game demands large specs for the time.

wicked osprey
odd ember
icy dragon
#

Compared to doing it on tick, it's not bad.

odd ember
#

also really cast cost is only an issue if an object isn't already loaded

wicked osprey
odd ember
#

but in far the majority of cases the objects in question is already loaded

odd ember
icy dragon
#

At least it's for reload event (which on player side, executed in reload action mapped input)

wicked osprey
#

So I did reload the weapon through cast, but then after all these stories I replaced it with an interface, and now I changed it again after your words😅

odd ember
#

is this a udemy course propagating this information?

#

or is it just because people misunderstand the costing of things?

icy dragon
#

And by profiling, I mean benchmarking your own setup

wicked osprey
tawdry surge
#

How do you figure casting to ever be less expensive then an interface?

odd ember
#

because interfaces don't exist in cpp

#

the way epic did interfaces was they made their own version, which is essentially a class hack

icy dragon
#

Also averaging from Unreal Insight if you want your own data

odd ember
#

it uses virtual functions which are always going to cost more for lookups than any cast logic, which is already heavily optimized

wicked osprey
#

Then in what cases is it best to use interfaces? For example, they are only used to interact with actors and to convey information for animation.

odd ember
#

the only case where you could argue it would be cheaper, is if you cast instances that aren't loaded

tawdry surge
#

Everything uses virtual functions in unreal

odd ember
#

but that is an edge case that is so rare I have yet to come across it

sharp rapids
odd ember
tawdry surge
#

I have yet to open a cpp file in unreal and not see virtual all over the place

mental trellis
# icy dragon You said that, not me.

It's a matter of time vs reward. If you want to make something for fun, do whatever. If you're trying to make any kind of money, spending years writing your own engine and being well behind the technology curve isn't going to work.

odd ember
mental trellis
#

@odd ember I wish people wouldn't call those interfaces, though. 😦 😦

odd ember
icy dragon
mental trellis
#

@odd ember No, it's just they aren't interfaces

icy dragon
#

at the moment I have no intention for matching UE for commercial games with custom engine

odd ember
mental trellis
#

An interface as no logic. It is purely a set of pure virtual functions. They are named badly.

sharp rapids
sharp rapids
odd ember
#

it is, it's just not as good as unreal

#

or I should say

#

it's very good at certain things, but not very good as a generalist engine

#

if you want to make crysis, it's the best engine

icy dragon
#

But even then Crysis like game is achievable with UE

#

No matter the heresy

sharp rapids
icy dragon
#

Though I assume CryEngine supposedly shines when it comes to open world, compared to Unreal Engine. At least if Kingdom Come Deliverance is any proof.

#

Also I'd say CryEngine has some nice graphical features UE4 don't have, like SVOGI
(well, UE4 was going to have it, but replaced by LPV at like the last minute)

slow pewter
#

If i remove an Index in Array, like 2, Is The array automatically Resizing that means Index 3, is Now 2?

mental trellis
#

Using RemoveAt will shrink the array, yeah. (not necessarily the backing store)

slow pewter
#

Idk it all works nice but if i try to REmove an index, looks like all of my Indexes get Wrong Index Slot

sharp rapids
mental trellis
#

How are you removing the index right now?

slow pewter
#

just with "Remove Index", and give the stored Index

#

from the Savegame file

odd ember
mental trellis
#

That's probably it then.

slow pewter
#

When i just for [Test] Set members in that Array, it Works Good, like [Fake Deleted Name] but when i Removing the Index, its super weirdo, and its like all of my Indexes that are Stored are F up

sharp rapids
mental trellis
#

Are you complaining that when you remove index #2, that index #5 is now #4 ?

#

Or that it isn't #4?

slow pewter
#

thats super weird

#

and i cant good debugging my Array, because Ue4, at Debug is a Little Window only

odd ember
#

are you sure it isn't the save game logic perhaps?

slow pewter
#

i checked Savegame

#

the Stored Thingd are correectly

#

Only the Indexes, got F UP

#

and that makes no Sense i just removing Index, and dont , get in touch at any Index, again

mental trellis
#

What happens if you remove 3 elements?

slow pewter
#

removed 345

spice smelt
#

does anyone have any idea what I'm doing wrong? The actor gets successfully added to the take recorder, however the recording doesn't actually start at all.

mental trellis
#

@slow pewter try removing 2,3,4 and see if you are left with 1 and 5.

spice smelt
#

"None if a recording could not be started", no way to see WHY it could not be started 🤔

slow pewter
mental trellis
#

Are you doing anything to the array when you load?

slow pewter
#

Oh lol i figured something out

slow pewter
#

that makes no Sense, i need a Break

odd ember
gentle nebula
#

If i want to learn how the "Switch on enum" node was made, can i find it in the editor cpp files?

odd ember
gentle nebula
remote glacier
#

@sharp rapids do I need to download an older version?😩

icy dragon
torpid hound
icy dragon
remote glacier
cold cobalt
#

So if I do AttachToActor() is bWeldSimulatedBodies supposed to literally weld the two actors together? Or is there something else I need to do to get that to happen?

remote glacier
#

it's blocking my equip and unequip function from working @icy dragon

odd ember
cold cobalt
odd ember
#

anyway it's nothing if you're not using physics, for which there are probably better nodes out there

astral epoch
#

Can someone help me figure out how to add bullet spread to this?
I tried following a small guide that involved a lot of making and breaking rotators and transforms but it still ended up firing perfectly forward.

odd ember
astral epoch
#

In radius for a linetrace?

odd ember
#

you do that before the line trace

#

and you trace per "bullet"

astral epoch
#

Actually yeah that makes sense now

#

Is GetRandomPointInRadius correct? Not coming up with any node results when searching

#

It is an actor component if that makes any difference?

odd ember
cold cobalt
# odd ember anyway it's nothing if you're not using physics, for which there are probably be...

Yeah I'm not simulating physics unfortunately. So, I have a question (and this doesn't have to be specifically for you) what are my options for this specific scenario?

I've got a "drop pod" character that I am spawning in and possessing before it begins dropping down onto the map. Once the pod lands, I want it to open up to show the character in it, and then possess the character. The trouble is, I just don't know how to make this all "smooth".

I was thinking about just attaching the character inside the pod and disabling collision between the pawn & the pod. However, the character just does not stay inside the pod no matter what I try. And I have had some issues with teleporting the character inside the pod after it lands due to some difference in how fast location changes replicate vs. a possess. It causes some jittery camera changes.

odd ember
#

don't spawn the character until it hits the grounds and opens

#

possess it at that time

#

in the meantime you can have your pod have a third person camera all the same

astral epoch
odd ember
#

you can then use something like SetViewTargetWithBlend to seamless blend cameras

astral epoch
cold cobalt
carmine brook
#

Please can anyone advice me how can I reference an object in the BP default?

odd ember
# astral epoch

just remember if you don't random the radius you'll only get max radius spread

astral epoch
#

0.1 spread

#

At about 1000 units.

odd ember
astral epoch
#

Oh yeah forgot to add a random range

odd ember
#

the method remains the same

astral epoch
#

wait

#

No I didn't

odd ember
#

you didn't random the range

topaz gorge
#

Hey guys, trying to setup a custom configurator with the tools from the example project and I'm now getting this:

#

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetActor_ReturnValue". Blueprint: BP_Configurator Function: Call Variant Actor Init Graph: ForEachLoop Node: Branch

odd ember
#

whole point is to random the range so that you can get a variable spread per pellet

astral epoch
#

I used random vector. Hang on a sec

odd ember
#

yes

#

but that's just for the direction

#

you still need random for the radius

thin panther
#

that would go against the point of an actor reference

#

you can for a class reference

astral epoch
#

Okay you lost me CE but I got something that works

thin panther
#

but not an object reference

odd ember
#

a circle is a direction + radius length, yes?

astral epoch
#

Right, I was thinking a different solution to what you were suggesting then

odd ember
#

so inside your circle, if you want a random spread, you first need a random direction, and from there a random percentage of the max radius of the circle

astral epoch
#

Mine was just taking the forward vector and adding a random value to the Y/Z

odd ember
#

that's not wrong it's just incomplete

astral epoch
#

Since X would be roll which would do nothing in this case

odd ember
#

no that's not the point

#

the point is that yz paints a circle perpendicular to the player character

#

from there, you get random points that you can then trace from

#

or I guess trace to

astral epoch
#

Okay I think I get what you're aiming for here

swift kestrel
#

Get class default isn't passing my variable value to my inventory system. In my items they automatically get there info from a datatable which is accessed in the inventory by the get class default node.

The item detail variable is getting the correct data. I've checked it with print strings on the items and the correct information comes out. But when I access the variable in the inventory system using the class default all the data isn't there. If I manually set the data in the item details now it shows up.

trim matrix
carmine brook
swift kestrel
#

Get class default isn't showing the correct values even in the item class

thin panther
swift kestrel
#

Even though the data is going into the variable correctly it doesn't show the data inside the class default unless I manually input it

slow pewter
carmine brook
odd ember
#

otherwise this sounds like a job for a subsystem

carmine brook
odd ember
#

unless you are talking about killing off the actors and then having them respawn

#

in which case even then you could use something like delegates to set them up

carmine brook
odd ember
#

but in the latter case I would definitely recommend a quest manager

odd ember
#

is there an example?

odd ember
#

okay that is a misnomer

#

also in truth I'm not sure how that is handled when streaming levels in

carmine brook
odd ember
#

or how to ensure that you are only querying that object when it has been streamed in

odd ember
runic urchin
#

How would you go about changing the emissive intensity value on a bunch of static meshes in a construction script. I have bee trying to do it through a dynamic material instance but that is only controlling one object in the blueprint

odd ember
odd ember
runic urchin
#

Yes

odd ember
runic urchin
#

That should work but I do have static meshes in the scene component that don't have the emissive material applied

odd ember
#

it's another foreach loop nested probably but since you're doing this editor time performance doesn't really matter

runic urchin
#

Not worried about performance so the multiple loops should be fine

odd ember
#

so foreach (mesh in actor) { foreach (material in mesh) { if (material == MyEmissiveMaterial) { //do stuff }}}

runic urchin
#

makes sense, thanks for the help

topaz gorge
#

Hey guys, I can't seem to connect my Configurator blueprint stuff with the actual UI when i click play :/

formal wren
#

This has been asked 1.000.000 times, but how does one effectively make pawn movement speed frame rate independant? I am using FloatingPawnMovement Component and try to multiply ScaleValue by deltaTime but it does nothing 😦 Do I really have to set my Players tick rate to a fixed value?

jade sedge
supple dome
formal wren
#

It is not :/

#

On lower FPS my pawn becomes faster on higher FPS slower ...

swift kestrel
timber knoll
#

In which case, mouse movement is pixel based and completely independent of framerate

formal wren
#

I get the world direction of the cursor and move pawn in that direction

timber knoll
#

🤔 well then the movement input literally does that, so you must be doing something else wrong

#

The scale value should be 0-1 and direction normalized, then it will apply the acceleration: direction * scaleValue * deltaTime

runic parrot
#

Hi everybody! does anyone know if there is any way to stack 2 enums and make a new one with that?

hollow inlet
gentle nebula
#

Is there a simple way to check how expensive things are? LIke adding a certain component, before and after?

hollow inlet
#

you can always just time how long it takes to add a thing, and print it

#

if it's just to check quickly, otherwise there are probably better tools built in to UE

gentle nebula
#

Like if i want to know how much memory it takes(the component)

formal wren
hollow inlet
#

i'd just be googling also, i'm kinda new to UE, but for sure the tools exist

hollow inlet
runic parrot
# odd ember ??

I have
Enum 1:
A
B
C
Enum 2:
D
E
F

i want one enum 3 to be Enum1 + Enum2

odd ember
runic parrot
#

damn : (

#

ty

odd ember
gentle nebula
odd ember
gentle nebula
formal wren
#

This maintains the speed I have at 60 fps over all frame rates

odd ember
odd ember
native willow
white field
#

any tricks to combine Actor and Child Actor arrays?

odd ember
white field
#

why

odd ember
#

they're buggy and don't perform well

#

you can just as easy get the same functionality by attaching an actor to an actor

white field
#

hmm

odd ember
#

which also solves your array problem

#

so there's that

white field
#

lol

#

well perhaps.. I have been using them liberally though heh

odd ember
#

I would recommend changing that if possible

mental trellis
#

They're probably great for building a bit of static scenery

odd ember
mental trellis
#

This is true.

#

Re-usable scenery in a BP?!

#

🙂

white field
#

why make it static if it's in a bp? 😉

odd ember
formal wren
mental trellis
#

@odd ember Maybe you want dynamic actor attachments based on a BP?! I'm trying to find a use damn it.

odd ember
white field
#

well I just went around the whole issue with a tag check sooo

slender bane
#

Why isn't my cave which im creating with a spline not getting a collision? I can still run through it

white field
#

any particular places where they do or don't perform, what's the deal

odd ember
white field
#

o.O

odd ember
#

if it's not an issue for you and you haven't experienced that stuff like variables don't set correctly

#

you're probably fine?

white field
#

well.. it's been a bit complicated at times 😉

#

but I attach tons of things in various ways heh

#

it was the old method demonstrated for VR inputs ;/

odd ember
#

I mean I've seen people reference animBPs in their player controller based on udemy courses

#

so my trust levels of anything at this point are low

mossy valley
#

Hey, so I am trying to tie the FOV of my game to the velocity of my first person character, but for whatever reason the velocity is set to 0 when I crouch, even when I am crouch walking around. This causes the FOV to just jump back down to the base value instantly when you crouch. Any ideas why this might be?

tight schooner
willow cedar
#

Is it a Smart Idea to use a Blueprint Interface for items that can be picked up instead of Bind event/Casting? I'm just looking for any another opinion/more information on what other options I would have.

slender bane
gusty shuttle
#

Brain farting here, how do I make levels "blueprint load only" style again?

#

I only want to load via blueprint level streaming

#

When I press play, all levels load in currently, that's not what I want

#

aka, how do I get this blue ball next to the name of my level

#

Also, I don't get that message for "always loaded"

tight pollen
#

will anyone give me an idea how to do this? namely, I have an Array with 40 items and I have a single variable (integer) that can be max 40 and I am using ForEachLoop, how can I make it so that when single variable is for example set to 20, ForEachLoop only does 20 items from the Array?

thin panther
#

Do a for loop

#

That gives you a max element to iterate to

#

For each will go through no matter the size

#

You want a for loop as you can control when you exit and enter

tight pollen
#

but i have 40 images

#

in array

thin panther
#

That doesnt matter

#

Why would that matter

tight pollen
#

ok wait

thin panther
#

that will go thorugh your array for however many times you have specified in the variable

tight pollen
#

ok, i understand

#

thanks

thin panther
#

no problem :)

odd ember
#

oh wait nevermind

#

it's not an array

thin panther
#

it is an array, they just don't want to loop through the whole thing if i understood

#

which would make last index redundant

odd ember
#

well lastindex from an array is length - 1

#

which is the typical case for a for loop to use

thin panther
#

yeah but they dont want to loop thtough the whole thing, they wanted to loop through say 20, of an array of 40

#

so you just loop through for 20 - 1

#

last index wouldn't be used there

maiden wadi
#

Dunno. I'd still use it.

#

Best to say Min(20,Array.LastIndex), avoid some designer coming along and "hurdur don't need 30 of these things in this array no more.

odd ember
#

damn designers, ruining everything

thin panther
#

I still dont think you understand, if they want to loop through the first 20 elements, using last index has no purpose at all

#

we are going from 0 to 20, not 20 to 40

#

if that was the case then yeah last index would be perfect

#

but i dont think it is

maiden wadi
#

Min returns the lower of two numbers.