#blueprint

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gentle urchin
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^exactly

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If the card is spawned it means it has been picked

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no reason to check if ID picked is the ID that got spawned

marble echo
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so i'd need some way to create the card based on the ID drawn, and all the effects would go after a on Created event?

barren flower
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But in answer to your question, cast to the deck that created it, which should be a reference set on its spawn, and get its array of drawn card ID's, and then see if any match your own ID

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Yeah, so do this

marble echo
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so it wont be able to get that info from the card ID stored from the instigator?

gentle urchin
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I'd still prefer going for a master_card class in this scenario and set it up that way. Should be really clean and simple to create child actors with overriding "play card" events etc

marble echo
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as in, this wont work

gentle urchin
marble echo
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hmm i see

barren flower
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Have the deck spawn a card, this card will just be a default, empty broken card. Have the deck, with its reference to its newly created card, then fill in all the relevant variables in the card

gentle urchin
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Problem occurs when this is a special play card

gentle urchin
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playing this card has X effect

barren flower
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Have the deck then send all this

gentle urchin
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Unless ofcourse you wanna make yet another class for effects

barren flower
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have the deck then add that card ID to an array variable it has

marble echo
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this isnt a traditional ccg type game, cards are more like events in which the player chooses what to do

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but prob doesnt matter

barren flower
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Same thing tho

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Cards should just be cards

gentle urchin
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And the effect of the card?

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separate class?

barren flower
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If the card is then chosen, have the card send that information through and interface to whatever is running the logic

marble echo
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i think i get you

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just need to figure out how to pull the IDs or something then

gentle urchin
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Doesnt sound very flexible/expandable if there's a common place for all this logic

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Perhaps I'm overthinking the effects ofcourse, if its all just stat changes then it doesnt matter

marble echo
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thats why i wanted each card to be a separate blueprint

gentle urchin
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but as I understood you there could be very different effects on the cards

marble echo
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dunno if this helps

gentle urchin
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Is it just attribute / stat changes?

barren flower
marble echo
marble echo
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and stuff that changes the widgets text

gentle urchin
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then ID's and DB lookups is all you'd ever need....

barren flower
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yeah okay so

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Do you know what an array is? Basically just a dynamic list

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dont be insulted people come in all levels of skill here, fyi

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so

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your game logic should be running all of that stuff

marble echo
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yeah, the deck is an array

barren flower
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Player clicks card

marble echo
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im still understanding them tbh but yeah

barren flower
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that should then shoot an event of card clicked to the game logic, and carry all the cards information

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+1 to health and everything

marble echo
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this is the deck BP

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this is the old way I did the cards which i dont think is any good

barren flower
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Okay so you arent getting what im saying, hang on

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You are trying to have the card run all the logic of what the card does

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which sounds like it makes sense, to a player

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but, all the card really needs to do is be a glorified button, with its effects stored inside

marble echo
barren flower
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The game logic blueprint should receive information from a card, and process it, not the other way around

barren flower
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Depends how flexible you want the cards to be, what exactly they change

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Okay

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So

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Lets say some of the cards add 10 health to all the villagers in a city, and some of the cards take away 10 health

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All you actually, under the hood, need to do, is have the game logic add the amount of health on the card to the villagers

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you just need the logic to read the card

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the card can just be a collection of variables. That also lets you add and change cards trivially

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just create a list of everything you want the cards to possibly effect, and send whats relevant when selected

gentle urchin
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Thats the expandable part.

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If you keep the logic in the cards, you can do whatever magic you want. Why bother passing it to another bp/actor/object, for only to find it constraining you ?

jade sedge
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I had create a grid inventory, and now I like to charge. But I don't know how to get items of the grid and later load it. Because isn't a normall inventory.

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Basically I like to get items of the grid in a array , save and load it. But i don't know how because the base are item objects

barren flower
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Think of it like an ATM, you dont have your bank card tell the machine what to do, the machine just reads the card, checks to see if the money you want is there, removes some amount from the card and dispenses cash. The card is totally passive, the machine does all the proccesssing

marble echo
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I guess i just dont understand where all this information comes from?

gentle urchin
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Thats a very generic analogy, with very fixed amount of variations to it

marble echo
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unless i make a huge bp with all of it in

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which is going to be awful to edit later

gentle urchin
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Imagine trying to make Heartstone with a singular place for the game logic

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New card pack? Lets expand our already messy switch on INT kinda thing

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What's the benefit from localizing it that way ?

barren flower
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Thats what I said, you need to clarify just what you want this system to be able to do

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Hearthstone is very simple to do with that system.

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This card is a collection of varibles

Cardname: Acidmaw
7 Blue I dunno i dont play hearthstone
4 orange
2 red

And a trigger to do [destroy] on [enemy damage]

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If you want people to totally create dynamic stuff, like you never even considered the ability to scan the board for enemy damage, then maybe you need an individual blueprint for each card, but I dont see that system being remotely workable, just generating totally new mechanics, games dont work like that

barren flower
gentle urchin
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It would definitely break the game if one allowed game mods to alter established effects or even worse, create new ones

marble echo
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im not talking about mods for mechanics etc, but we have a team of 3 and i want card creation to be smooth for them

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as in just changing and ID number and adding it to the array

gentle urchin
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well if its all stats up and down , then csv/db should work fine

barren flower
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Variables, csv, literally just change numbers on a spreadsheet

marble echo
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hmm ok

gentle urchin
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all they'd need to do is add a row in excel, and ^change the numbers

marble echo
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ill try figure it out

gentle urchin
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and whatever displaytext is needed

hollow gorge
marble echo
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alright thanks, ill check that out

hollow gorge
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this would be be the answer why you should approach the problem the way as proposed previously

barren flower
gentle urchin
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costs 7 mana to play, deals 4 damage and has 2 hitpoints ^ spot on๐Ÿ™‚

barren flower
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Right, so none of that should be logic in the card itself. That should either be running in the players logic or the tables logic

marble echo
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so you'd have the player hold all the possible variable additions / subtractions?

barren flower
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No

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Id have the player hold the system of what to do with these things

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The deck should load a CSV with all the different cards you have

marble echo
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but where does the information come from? what do display as text and what variables to change?

icy dragon
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I felt like the setup can be summed up in a turn based Japanese RPG

marble echo
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right. ill look into csv

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thanks for putting up with the questions btw

barren flower
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Its just excel spreadsheet, unread can import them as a glorified array

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thats totally fine

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so like

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road rules, right?

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Do you store every single possible combination of road ever

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do you know what the turnpike in albakurky looks like?

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No, you have simple rules

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if red light stop

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turn left on green

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The logic does that, but it just gets its information for decisions based on the variables stored in the cards

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Have it start off with do damage, for instace. Get the yellow number from the card and do 4, apparently. Receive damage, is the attackers damage greater than 2? Then destroy the card. That sort of thing. Create a card system

marble echo
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maybe this helps understand what im trying to do with it

barren flower
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Then load something like this

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Okay so you arent really creating a card system, you are creating a choose your own adventure decision tree

marble echo
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im def trying to create a card system. i guess im just trying to bend my mind around these limitations

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well, both really

icy dragon
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That sounds lot like Dungeons & Dragons

barren flower
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Wait wait, yeah you are

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looking at the options

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Yeah so

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okay

marble echo
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it has deckbuilding elements, as in cards are added during play

barren flower
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All the flavor text should be stored as a string

marble echo
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but cards is the best way i can describe it i guess

barren flower
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and the like, gain gold, loose health, all that

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that should be systematized

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Every card should have a variable for how much gold should change

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every card for how much health

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that doesnt have to be displayed to the player

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but the system should add 0 gold and -2 health

wind void
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Is this the right place to ask about Widget Interaction Component and 3D Widget Components since this is for UI as well? (if not lmk)

I have a Widget Interaction Component that should be set up correctly according to several fourm posts.

Trace Channel: Visibility
Interaction Distance: 1500 (Note, widget is less 500 distance)
Interaction Source: World
Enable Hit Testing: True

And my actual widget located in the world:

Space: World
Geometry Mode: Plane
Receive Hardware Input: False
Blend Mode: Transparent
Visible: True```

Yet for some reason, my widget won't register user's input at all? My widget contains a button that checks for `OnClick` and `OnHovered` and neither trigger.

(Attached is the code checking for the reaction, and the code giving the reaction.)
marble echo
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yeah, thats what i want ideally

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its just elaborate way of numbers changing

barren flower
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yes, it is

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So again, you cards should just be storing this as a struct

icy dragon
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Seems like redirecting him here is not in a good timing
I have no idea with world space widget interaction...

barren flower
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and your game logic should do all the things one by one in the struct when selected

marble echo
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structs are basically global variables it seems?

barren flower
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I dont know anything about widgets, but if you are trying to do on click is Receive Hardware Input: False this not a problem?

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Structs are a type of data, a structure of data, basically collections of variables

marble echo
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it seems like i need to look into csvs to make this work then

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ah i see

barren flower
marble echo
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that seems useful

wind void
marble echo
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i think the biggest barrier for me atm is just trying to figure out how to have each card hold this information and how to access it

barren flower
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Laterally a generic card blueprint

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with variables

unique falcon
barren flower
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We are kinda polluting the help page, did you want to PM me quickly

hollow gorge
marble echo
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yeah sorry about that, that'd be good if its alright with you

marble echo
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i really appreciate all the help

barren flower
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all g

marble echo
unique falcon
icy dragon
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#legacy-physics, the channel.
Someone there might know more about it, as runtime skelmesh merge has little to do with BPs.

unique falcon
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yea... that mesh merge thing is C++ code so i thought someone here might know the solution

wind void
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Since my Q is buried, reposting.

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I have a Widget Interaction Component that should be set up correctly according to several fourm posts.

Trace Channel: Visibility
Interaction Distance: 1500 (Note, widget is less 500 distance)
Interaction Source: World
Enable Hit Testing: True

And my actual widget located in the world:

Space: World
Geometry Mode: Plane
Receive Hardware Input: False
Blend Mode: Transparent
Visible: True```

Yet for some reason, my widget won't register user's input at all? My widget contains a button that checks for `OnClick` and `OnHovered` and neither trigger.

(Attached is the code checking for the reaction, and the code giving the reaction.)
icy dragon
brave quest
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Question: If you use stat game in the console and you see BlueprintTime taking up a lot of time. Is there any way to drill into "BlueprintTime" further to see what is taking up so much time?

icy dragon
brave quest
hollow gorge
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Just wanted to say thanks for this recommendation.
I really like the modular approach through components. ๐Ÿ™‚

foggy junco
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Is there a blueprint interface for nanite?

charred flint
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Im trying to make a multiple choice option and have a user being redirected to a web page based on a specific answer he chooses.

I got this blue print done so far but miss the idea on how to get the multiple question involved in this

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What im trying to do exactly is have the user click on something, then a question pops up with 2 answers, and the choice the user makes decides the interaction

icy dragon
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ngl launching URL/webpage as a game mechanic seem dubious

You can use event dispatchers and have the question widget bind the response events for the options.

charred flint
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Well let me explain the purpose of this first before you think its something sketchy

wind void
charred flint
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What we are trying to make is an interactive map (web based) in unreal engine and have users walk around, get info on certain topics or be redirected to a certain webpage

charred flint
next robin
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Hey! I'm currently stuck at this. It's essentially a simple actor with a box collider, when a character begins overlap I want it to type in "success" (for testing reasons, in reality I want it to cast to another actor and run a custom event) but it's failing every time. Is this because of the connection with "Other Player"? I'm unsure at this point, would love any help

hollow gorge
dawn gazelle
west wigeon
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is it better to freeze 100 objects(all invisible) or just destroy and respawn them

tawdry surge
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Depends what they are. Pry best to use a particle system so you can use object pooling

safe musk
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Guys, what is wrong with this timeline ? I set the hero location to start and set goal position, but when timeline do the lerp (vector) , the character don't stop in the right location ....

dark crow
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Show Goal Vector

solemn musk
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hello is there a possible way for me to generate and read from a text file
I wanted to make a file that stores random names on each line of the file and have the game chose a random one from any line

dark crow
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Do you actually need it to be a text file? Cause you could go for a normal SaveGame too

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Only use case I see would be modifying it externally with an actual text file

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If you reeaaaally want a text file

Look into FFileHelper and FPlatformFileManager

You would need to write a custom C++ Lib tho

dawn gazelle
solemn musk
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Ill just do a csv import, thank you

novel rock
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How do i...

main lake
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How to make a binded Event not fire every frame but only when I call it please ?

dawn gazelle
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Or is this for some bindings you've done in UI?

main lake
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This "IsMinigame" event is called every frame somehow

dawn gazelle
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What calls Hour Chgnged Dispatcher

dawn gazelle
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What calls to set your hours variable?

main lake
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my function Calculate Hours

dawn gazelle
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What calls calculate hours?

main lake
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my timer

dawn gazelle
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How often is the timer ticking?

main lake
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depends on the variable ratio

dawn gazelle
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Point being, whenever your timer is ticking, it's going to be calling that dispatcher.

main lake
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how to make it only call that when the Hours variable change ?

dawn gazelle
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Don't call it there.

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You have to figure out where to put it.

main lake
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I thought OnRepHours is called only when "Hours" variable changes

dawn gazelle
main lake
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How to fix it ?

novel rock
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how do i get a class from an array?

dawn gazelle
main lake
tight pollen
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are widget animations taking performance away?

main lake
dawn gazelle
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It's a paid plugin on the marketplace. Electronic Nodes.

main lake
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argh, how much ?

white field
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good reasons to use Maps instead of Arrays? seems like an extra layer of fluff

white field
mental trellis
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Maps are good when you want to search quickly by ID

white field
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you can make the wires straight without a plugin afaik

mental trellis
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They use hash buckets and such.

white field
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hmm

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isn't a Map just essentially two coordinated Arrays?

mental trellis
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Yes, but it has the ability to quickly look up a key to find a data pair. With a regular array you'd have to search the array one by one until you find it.

white field
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via the hash buckets

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interesting

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thanks

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actually, on the same theme.. if I want a bunch of weapon stats, is there a better container than manually managing a bunch of individual arrays?

white field
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not a Set?

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ah Sets are all the same variable type I guess eh..

main lake
main lake
dawn gazelle
dawn gazelle
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Print the output directly after the modulo, and again after your hour set.

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See what values you're getting.

main lake
dawn gazelle
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Before

white field
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are those tables read-only?

main lake
dawn gazelle
dawn gazelle
white field
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into a data table actor? or into an actor with corresponding variables to fill?

dawn gazelle
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Data Table can thereby act as a base where all your items can exist just as data. Then when you spawn your weapons, you can just use a base weapon actor, and feed in the values as needed.

white field
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any way to automate the creation of those variables from within bp land?

dawn gazelle
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You're going to be using a structure to create the datatable. You can juse create a variable of type <that struct>

white field
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hmm

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ok, thanks very much

dawn gazelle
# main lake

So that's looking good there at least. Value isn't jumping around all over the place. Still getting it calling the event dispatcher though... Are you manipulating the hours variable anywhere else?

dawn gazelle
# main lake To check if it's night or not

Ok so actually what I see in the above image as well is that it's only the sever calling the dispatcher. So the OnRep is still firing on the server, but not on the client and I tested on my end and I see the same behaviour with an OnRep variable. I guess that means you'll need to put a branch that checks if the hour is != the % output and if true set the hour.

white field
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so you can't just create a table from within bp?

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I don't really want to need to go out to a separate editor just for CSV

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possibly over thinking my requirements but also just trying to understand the options and upsides/downsides

dawn gazelle
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CSV is helpful if you have a lot of data to enter in all at once, otherwise you'll be manually setting all those fields yourself.

white field
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hmm ok that helps, thank you ๐Ÿ™‚

sharp rapids
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For some reason, data asset ref is not working in Standalone mode?
The Texture references are blank

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First pic is In editor

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Second is in Standalone

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Sometimes, both textures don't appear in Standalone, but sometimes one of them does

lofty ravine
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Hello I have a level selector with a combobox that works well on client side I am trying to expand it too server side anybody know how i can do that

sharp rapids
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This is the array

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Checking the references, it seems one of them is just ...not there?

devout latch
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What if you make both of them the one that works?

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just as a test

sharp rapids
devout latch
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Are you doing any async calls in your for loop?

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I remember having a similar problem awhile back because I wasn't handling my loops correctly with async calls.

sharp rapids
dusk ember
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https://www.youtube.com/watch?v=94HpeqlgKAs&list=PL4G2bSPE_8um-3MIHOTwFwjWZdWO24S9O&index=12 so i used this tutorial and everything works, except for the fact that when i change the weapon being used in either slot, it uses the variables from the previous weapon. anyone know how to fix this? (i have a thought but i want to know what you guys think is a good solution)

We continue on in our FPS tutorial series. In this episode we cover one way of how to switch weapons; from a main primary weapon, to a sidearm.

Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind the scenes videos on my projects and much more over at https://www.patreon.com/ryanlal...

โ–ถ Play video
reef marsh
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I have my character spawning a projectile for the basic attack in a TPS. However, the BaseAimRotation from the pawn is a bit low based on the location of my camera/player aimpoint. I tried breaking the rotation out and then adding to the Z axis but that doesn't seem to have any real effect.. What might I be doing wrong or how should I approach it better?

devout latch
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If you could show the blueprint, that would help.

sharp rapids
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The later one as well as the one in the loop, both work now ๐Ÿคทโ€โ™‚๏ธ

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I'm confused

devout latch
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Yeah, that makes no sense... I wonder if it is something in the loop, though..

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My issue is that it was going to the next item in the loop before it was actually loaded.

sharp rapids
lofty ravine
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can someone help me on changing my level on a combo box its only affected to client and not server please

devout latch
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should there be an item amount to craft on all entries?

devout latch
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ok, so it didn't even make it to that code in the loop? Not even in the editor play?

lofty ravine
dawn gazelle
lofty ravine
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i am trying too

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but idk how i would go as of that

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because i tried doing something similar

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and just cant get it to work

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i tried even doing a server command cuz thats all i found online

dawn gazelle
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So with the combo box you're selecting the level, and then clicking a button to execute?

lofty ravine
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yes

sharp rapids
dawn gazelle
lofty ravine
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yeah i will show you the code

sharp rapids
lofty ravine
dawn gazelle
# lofty ravine

That's basically an infinite loop there...

But anyway... The idea being if you want the entire server to move to the new level, you need to be running on the server. Change your "Change Level" event to "Run On Server". From there, you should be able to do whatever sever travel you need to do.

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Button Click > Executes On Server Event on Player Controller > Server does what it needs to do.

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You'd also need to include what level you want to switch to on the event if you want the player to be able to tell the server what level to change to.

lofty ravine
dawn gazelle
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This is an infinite loop.

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Get rid of the blue one.

patent plover
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I am following a tutorial. In that tutorial, I found this comment. I know how to make this in c#, as thats what I did in unity, but idk blueprint. Can someone tell me how to implement the comment in this code?

Instead of delaying 1 second each time before you regenerate which makes for a choppy regen I suggest multiplying the delta seconds times the amount you want to regen and adding that to the armor, much smoother

Here is the code:

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most stuff is from the tutorial, and I have made some improvements myself

lofty ravine
patent plover
patent plover
brazen pike
lofty ravine
patent plover
lofty ravine
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ok i left it liek that and nothing changed

devout latch
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It should be the same but that's one thing thats different.

lofty ravine
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i deleted this

dawn gazelle
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Get rid of this node as well. This will make the client move to another level before telling the server to move.

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This node is where you want to have your server do the move. There is commands to move the server and all connected clients, I just don't know them myself, but that is where you'd want to execute it.

lofty ravine
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ok thanks for the help

dire storm
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I'm making a button blueprint in which I can choose different type of Collision shapes (Selectable in the the child blueprint from editor) how do I make it ?

sharp rapids
# devout latch I don't think that's the case. Can you get the image data asset from the actual...

Well since I added that Hardcoded texture, both widgets are working. I removed the code and they're still working. I closed and reopened the editor to see what would happen and they're still working.
I have no idea ๐Ÿคทโ€โ™‚๏ธ
But I'll definitely try that If it happens again.
I'm thinking it was a bug, because it happened to both widgets, then only to one widget and now to none of them. The code is exactly the same as it was before and it works now.

devout latch
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That's good to hear! I hate when that happens, though!

sharp rapids
devout latch
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No prob

high sapphire
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Weird, it looks like it isn't finding the row. I guess that means I set something up incorrectly?

gentle urchin
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Correct

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Wrong row name usually

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Print the row name variable

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And compare

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Im a bit curious after yesterdays discussion about where to put game logic. Is it some general practice to localize it into fewer larger classes that handles everything logic wise, and leave the actual ingame actors as pure player representation of data? (As in they hold no logic at all)

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Whats the benefit of this, if so? And whats the drawbacks of having the logic spread across their "owning" classes?

rough cedar
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Anyone have a tutorial link or something to getting the player to have a cursor point independently at stuff while moving. But not turn the camera or character? Also this has to work on both mouse and gamepad. I built one using "convert mouse location to world space" and it worked but only for a mouse, which doesnt help me.

sharp rapids
patent plover
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how to pass parameters to a blueprint function?

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by using float variables?

sharp rapids
patent plover
# sharp rapids You plug them in?

yeah but for example I have this func 'takeDamage' then how to add the space to plug them in? in c you do it with


Myfunc(float parameter)
{  
  //code here
}
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so thats how you pass values

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this is my function node

sharp rapids
sharp rapids
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And Select the purple name node

patent plover
patent plover
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nvm, sorry

sharp rapids
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There's an 'Add' node you can use

patent plover
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I figured it out

tight schooner
# gentle urchin Im a bit curious after yesterdays discussion about where to put game logic. Is i...

Not a professional. But I can add that... I recall Epic saying how they use a lot of "data only blueprints" in Fortnite. Thinking about how that game world is full of objects that generally have common modes of interaction (use a weapon or tool to damage it and convert it to resources, etc.) it seems to make sense. The difference between a tree, brick wall or rusted out car body may as well be a bunch if parameters. I also wonder if part of the rationale is to more strictly define areas of responsibility in a large team

gentle urchin
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If that was a reference to this, it'd still be a master class involved for this, containing the logic

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And I agree, that it would make sense to have some "damagable actor" master class, and use child classes with data only to make the differet types of objects, and what resources they provide

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This is not the gist i got from yesterdays discussion about having some "central place" for the game logic tho. It sounded like having all the logic for damaging any object should be contained in a single class which is unrelated to the object in question

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Appreciate the reply btw ๐Ÿ™‚

tight schooner
#

I didn't see the discussion so idk the context. What would the central place be?

I'll say that recently I've refactored (or whatever the correct term is) my current project so that all things related to damage-able objects are contained within a component that I can slap on a BP. All things related to enemy movement are a class hierarchy of components, etc. Things that are truly universal go into base actor classes. My goal was to make actor BP classes that would actually go/spawn into the world as thin and data-only-like as I could make them and that's worked out for me so far.

The downside that comes to mind is some of the base actor/component classes can get complex, handling a lot of possible use cases. (Say, enemies that have invincible bits, or enemies that have groups of components with different health pools, etc)

gentle urchin
#

Makes very much sense to me for it to be components, and to be stuck onto the actor you'd want to support the components functionality. I suppose this could mean a bunch of redundant code existing on every instance of the actor, instead of one singleton handling the damage functionality (with components only sending data to it), but that's the best reason i could think of ...

Yeah I've experienced some of the complexity myself aswell, having to provide functions for things you didnt even plan to provide functions for etc.

#

There's also options of sparse class data for saving some potential memory, but for mortals it feels like a stretch going that far (?), when the bottleneck likely resides in other areas than memory footprint ..

tight schooner
#

I've always wondered if code memory footprint is a theoretical consideration or an actual one for the systems that Unreal Engine 4 supports

gentle urchin
dusk nymph
#

how can i get variables from a variable actor i will set on the event graph

trim matrix
#

Hey guys so im working on my multiplayer project but right now i have small glitches that i need help with
so the problem is : Character won't select so I have to press the button 2 times until it actually gets selected and spawns
not sure if problem is in this blueprint

dusk nymph
#

did you mean this ? the problem is the held item may not be the weapon1 for example

graceful holly
#

how can I clamp the falling velocity of a character? using the character movement component

dusk nymph
#

meaning that I have to create child blueprint class right ?

#

thank you very much

charred flint
#

I have made this teleport which works fine,

I am only wondering on how I can make the left end of the log only respond when being on that side (to teleport to the right) and vice versa for the other side if the player is on the right side of the log that it has to click on the right side to go to the left.

Most prefered even to have the player walk up to the log first.

Anyone has any suggestions?

spice smelt
#

Is there a workaround to call an editor utility blueprint actor function from a regular actor?

gentle urchin
#

Make a unit direction vector from log to player, dot product with the "forward" vector of the log, and determine from that which side they are currently on?

spice smelt
#

Epic's own virtual camera does it

charred flint
# gentle urchin Make a unit direction vector from log to player, dot product with the "forward" ...

Sounds like a good idea I will try to find a tutorial for this ( I know alot about unreal engine but just always had this on and off relationship with the software haha) Sounds like a good suggestion! Another thing I was thinking was add a very small mesh on top of the logs on both end and add the teleport to that object instead, but then I would still need to figure out how I can avoid it to trigger when a player is at segment A to not have it activate on segment B)

I guess a bit like the way runescape handles those kind of click to teleport interactions

fervent kelp
#

hi guys, is it possible to add sockets on static mesh from blueprint . i have location vector array from vertices but can't find add/set sockets function in default? I know, it will be added manually from editor with "add socket" feature but is there a way to manipulate (create /add/delete/ transform) socket from BP at runtime?

odd ember
sharp rapids
#

Can you change the type of Rows in a Data Table?

#

Instead of FNames, maybe Gameplay Tags?

odd ember
#

or do you mean the initial name column?

sharp rapids
odd ember
#

not in BP no

#

keep in mind this would also break stuff like the GetDataTableRows nodes

sharp rapids
#

i see

charred flint
#

I dont suppose we can crop meshes can we?

icy dragon
graceful holly
#

how can I clamp the falling velocity of a character? using the character movement component

charred flint
#

What I have tried now is adding 2 components on the tree log and have them reverse teleport but one thing im really not sure is how can I make this work only when its within a X amount of distance from user? As right now if you click on it from a distance it will just teleport and also doesnt care on which island it is

#

Teleport currently looks like this:

wicked osprey
#

Guys, I have a controversial question. Which is better to use cast or interface? For example, I have 15 widgets, each of which should have a cast on a character. Wouldn't it be better to create 1 interface that will be called on the event construct on the main widget and run on all 15 widgets?

restive oracle
#

Apologies not sure whether to put this in the BP or CPP channel

odd ember
#

you can save a cast variable

spice smelt
#

"Add component by class" adds a component to an actor. If it's a scene component it fets added to the root.
How do I add a scene component by class as child of another scene component inside the actor?

odd ember
#

or pass it to the widgets individually

#

and I would recommend not to think of interfaces as the solutions to problems

#

interfaces solve one very specific problem

#

and that is it

sharp fox
#

Hey, anyone have idea how to make a burger creating?

high ocean
#

why does having a widget displayed prevents [Event Keyboard "x"] from executing? I keep getting stuck on the silliest of things fml...
Context: Trying to implement a simple "esc" key (now bound to a letter) that would always call the ">>remove from parent" code of the last widget added to the viewport. The Controller holds an array of all open widgets, picks up the last added one and calls it's close code.

charred flint
#

We have so much people asking questions if someone would earn by answering he could make a living out of it ๐Ÿ˜›

wicked osprey
high ocean
#

@sharp foxnot really, no...

odd ember
sharp fox
#

what not really

high ocean
#

@sharp foxIt's a controller question rather than a umg one, so no, the channel is fine ๐Ÿ˜’

sharp fox
#

ok ok

rapid bronze
#

hi. what delta(rotator) node do? what the meaning of normalized A-B

high ocean
sharp fox
#

Hey, anyone know how to make an burger making system? Like, you need to place bread first, then something and then something to make it work

odd ember
#

an array of actors and something that checks that array for consistency

#

so bun actor has to be first, not lettuce actor etc.

sharp fox
#

ok

wicked osprey
earnest tangle
#

Okay weird issue... Why would this cause "Accessed None trying to read property K2Node_Event_DamageCauser"?

sharp fox
earnest tangle
#

Even if DamageCauser is None, this should just forward the None value into the function call so I have no clue why it's doing that here...

odd ember
sharp fox
odd ember
sharp fox
rapid bronze
high ocean
#

@rapid bronzeoh, i'll thought you'd figure from the two vids

#

The description of the node is pretty self explanatory - it normalizes 0-360 to 0-1 (if I remember correctly)

rapid bronze
odd ember
rapid bronze
#

i cant get normalized in this node

high ocean
#

@rapid bronzehttps://www.youtube.com/watch?v=8RPk3zldqAA&ab_channel=RATSGAME

rapid bronze
#

oh i get it

#

thank you

high ocean
#

@rapid bronzenp ๐Ÿ™‚ gl!

earnest tangle
#

@odd ember are you trying to be difficult on purpose? :P

#

He asked a valid question

sharp fox
#

i live in poland

earnest tangle
#

Your question about the burger thing is kind of broad, it can be done in very many different ways depending on how your game works

#

That makes it kind of difficult to answer

wicked osprey
gentle urchin
#

As in one side would be < 0 and the other side would be > 0 as dot product value

odd ember
odd ember
#

I would expect if you get an assignment to do stuff you can also ask for help about doing stuff

earnest tangle
#

Why are you being so hard on him? It's just some kid trying to figure shit out

odd ember
#

I'm not being hard on them? I just think there's a different expectation from them than I can support them with

#

I've given them the way to do it

wicked osprey
odd ember
gentle urchin
#

Im using child widgets in 4.27 atleast

earnest tangle
#

Yeah and they pretty clearly said they didn't really understand how to do it from your high level explanation, after which you were basically just talking down to them

#

If you don't feel like explaining it in more detail that's fine, but you know you can just say so

odd ember
#

in blueprints even

#

an array exists in blueprints

#

you can create logic to check order

wicked osprey
odd ember
#

I'm also not at all talking down to them. I'm just not in a position to be a teacher for them

#

which I think is fair

gentle urchin
odd ember
#

it is true you cannot inherit from UWidget in BP, but you can inherit from UUserWidget

gentle urchin
#

Huuh

wicked osprey
#

Hmm, but it turns out I still have to do casts to all widget, don't I?

gentle urchin
#

Not really, as long as your ref is of the parent type and the parent type has all implementations you need

odd ember
wicked osprey
#

Thanks guys

earnest tangle
#

I'm not expecting you to do so, I'm just saying you can just say so instead of arguing with them about how you think they should be asking a teacher about it instead of asking about it here - which already is a pretty unfair assumption that a 13 year old even has a teacher who even knows what unreal is lol

odd ember
#

instead of just saying "lol figure it out yourself"

#

but feel free to help them out yourself

earnest tangle
#

honestly your messages read like "go ask someone else"

odd ember
#

I've given the advice I could give

#

I don't know what else you can expect

#

if you have more advice than that to give, feel free

#

otherwise you're just here criticizing me for being constructive

wild crater
#

I figured the blueprint debugger "watches" would display the watched values at runtime but they don't. It only works during breaks?

odd ember
#

yeah sadly

#

there's also a window where they'll show up that I can't remember the name of, but it's accessible from the window menu

#

maybe blueprint debugger?

wild crater
#

yes that's what I was trying out

#

I figured it would display watches at runtime

#

as it doesn't do that, I suppose the only advantage is that you can watch values from different blueprints in one window. Which is still pretty neat I guess

odd ember
#

yeah it's not great. I think printing values is still the best way to iterate over numbers. watches can sometimes help expose variables outside of scope

wild crater
#

yes

#

thx

slow pewter
#

Which is the Best Way to Have different Widgets Stored?; an User Widget Class, Array ?

odd ember
slow pewter
# odd ember stored how? what are you intending to do?

Dynamically Created Widgets like an Dialogue Creator, and there are stored different Widgets in a Row, if all would be the same its easy i would take an Normal Object Widget Array, but because they are different Widgets gets more Complicated i guess

#

and than Im saving all of them, like all Widgets get Stored in Savegame// and loaded correctly

unreal token
#

is there a such thing as one box trigger to open up all the sliding doors, individually? or do i have to make 12 box triggers and 24 on-overlap bp?

quick imp
#

Hey im just trying to make sure this is the best way to setup key remapping for users within their settings?

gentle urchin
odd ember
slow pewter
slow pewter
odd ember
#

but holding widgets in an array isn't really a thing that's good to do? it's not an architectural pattern eitehr

#

you want to separate data from containers

slow pewter
#

Im Storing Structures, but i want that Widgets Array for an reference so i can create with For each LOOP; that Matching Object Widget

odd ember
#

so I'd have perhaps an array (or a data table) of WidgetParameters that then contain whatever you need. then you can expose parameters on the create widget node

#

and feed them directly

#

that's the "elegant" way of doing things

slow pewter
#

im Also Saving only the Struct, that Array would just be for, an Reference at Which Array Index gets which Widget

odd ember
#

then you can just have the struct array determine the order

slow pewter
#

my Plan was an user Widget Class, and trying to Add, Widgets Object CLasses into it, thats working, but If i try to Branch it, and like is this That Widget, it always fail

odd ember
#

yeah but why make it determined by the widget?

#

it's the struct data that matters

#

not the widget itself

#

now for all of this, if you're making something like a dialogue sequence (or tree or graph or whatever)

#

you might need a more flexible structure than just the array

slow pewter
#

Yeah i get your Point

#

probably if i only Create an Enum and an Array of it, should work too

odd ember
#

why the Enum?

slow pewter
#

with my Features Tool im just used the Object Index an Custom Integer that worked very well

odd ember
#

right but you're entering territory where structure is really important

slow pewter
odd ember
#

and where architecture can have a big influence on how everything works

slow pewter
odd ember
slow pewter
odd ember
#

but structure as in system architecture

#

i.e. a tree or a graph

#

or however you want your dialogue system to work out

#

a struct is a data container

slow pewter
odd ember
#

right

#

so for a tree you need nodes

#

a node is a class

#

in this case, each node will contain data (which you probably already have in your struct)

#

and will point to towards other nodes that are below it in the tree (the child nodes)

slow pewter
#

Yes

odd ember
#

so a node can be subclassed as well

#

so you can have a node with 1 option, with multiple options etc.

#

depending on how flexible your system needs to be

#

then in your data you just need to specify how many options you expect

#

and the node handles the logic for it

gentle urchin
odd ember
#

keep in mind the tree only has the data at this point still

#

at any point you just query the tree to get the next node to create the widget with the data parameters

slow pewter
#

Yeah but, so i shouldnt Use, Classes like that?, was just thinking of that, in theory it would be useable for me like i wanted it

odd ember
#

you are using classes, but an array is too simple of a way to hold data here

#

the way you contain the structure is that each node knows all of its child nodes

#

and only that

slow pewter
#

Thanks Bro ue5

odd ember
#

if you rather do that for every dialogue option feel free

#

but you're going to run into difficulties if you don't set it up correctly

gentle urchin
#

How would you avoid having to link up a branching dialog ?

fair sun
#

is there a implements interface node for class? This does not work ๐Ÿ˜ฆ

gentle urchin
#

At some point it must be defined , even if it means linking two nodes

odd ember
odd ember
#

you can also avoid actually structuring it in order

fair sun
gentle urchin
#

Havnt spent a tremendous amount of time on it tho

odd ember
#

every entry only references the child entries

gentle urchin
#

Oh lol

#

I totally missed the tree part.

#

Makes sense then !

odd ember
#

graphs and trees are really cruicial for making systems like these that have discrete data

agile hound
#

Iโ€™m wondering if iโ€™m asking this question in the right place, not too use to Discord :S anyone can help me figure out how to draw a line (not just a debug line) from my character to the enemy in my turned based RPGโ€ฆ similar to ffxii lines as shown on the picture. Iโ€™m pretty sure that i would need to make my own material for the line itself which is fineโ€ฆ my question is how do i create that line (probably spline?) lol

odd ember
odd ember
#

you can potentially do it without the spline

gentle urchin
#

I think so too

odd ember
#

but I think having spline tangents that you move around will be easier

gentle urchin
#

Mat offset

slow pewter
gentle urchin
#

Would solve the curve

odd ember
agile hound
#

The characters wonโ€™t be moving when the spline is drawn on screenโ€ฆ turned based RPG. I want the spline to appear as a target select kind of thing.
The meshโ€ฆ would be a very thin cylinder??? Lol

odd ember
#

create another object class called Tree that then takes a list of Nodes as a parameter and organizes them when constructed

agile hound
odd ember
#

then you have your structs or data table entries that you use to spawn nodes that then are directly fed into the tree that then arranges them

slow pewter
#

Well now a lot time to think, Project is Compiling at Ue5 PW ๐Ÿ˜„

#

gg PepeLaugh

odd ember
#

so as long as you have 1 node, you know what the options from that node are

#

they are contained within the node itself

slow pewter
#

probably i think too complicated with that

odd ember
#

so instead of saying ArrayIndex++ you just do Tree.GetNextNode()

gentle urchin
#

World position offset

odd ember
#

you want to save what dialogue option you are at?

slow pewter
#

thats why i need SG, to get all Stored correctly

slow pewter
#

I create it at Runtime/edit an Runtime, not on Editor

odd ember
#

but you can save the tree object instance and the node you're currently on

slow pewter
odd ember
odd ember
slow pewter
gentle urchin
icy dragon
short pawn
#

Oops OK sorry

viscid python
#

What do I have to add/change here to make the widget (equipment window) appear with all functionality in the world instead of the screen?

odd ember
#

you need a widget component

viscid python
#

I added a widget component to my actor but then the widget will not update, it's shown in the world but without any highlighting etc. when I hover over elements etc. Is there a way to set this up via blueprint? The widget works on the screen as it should ๐Ÿค”

trim matrix
#

Is there any way to open .uasset/.uexp blueprint files from a game I've unpacked into a sample project?

#

I don't care if the dependencies are wrong / doesn't work - I'd just like to see the event graph and all that, even with multiple errors

#

I tried the copy-paste .uasset trick but UE doesn't see them, and I'm on the right engine version

trim matrix
icy dragon
# trim matrix ok weeb, anyone else?

Go ahead. I'm sure you'll get the same answer as I said.

Packed assets from UE4 games are already cooked, in a sense that they can't be opened in editor anymore. Especially with Blueprints.

If it's your own project, it's a wake up call to make backups of your source files.

dusk nymph
#

how can i get location of actor that attached to socket

icy dragon
#

Oh sweet, he blocked me, I guess because I'm a fricking weeb

#

That's a first time that unironically happens in this server.

icy dragon
thin panther
#

Damn people be assholes

Imagine negating someone's entire knowledge cause of a pfp lmao

#

Wrong reply

#

Mb

icy dragon
thin panther
#

Lmaooo

#

He'd probs have a heart attack if he knew the amount of people that casually watch anime lmao

dusk nymph
icy dragon
icy dragon
trim matrix
#

lots of blocked messages, weebs do make noise ๐Ÿ™‚

#

(I have many alt accoutns here anyways, feel free to sperg to the mods)

hollow gorge
#

Bruh what kind of attitude is that? You're the one seeking help for something that shouldn't be done in the first place and start insulting people based on their profile pages.

#

It can't get much more toxic than that.

icy dragon
#

<@&213101288538374145> Cralpi: ad hominem & unauthorised asking for reverse engineering

dapper forum
#

Hi, why is this function generating an infinite loop, I have a very similar one that isn't..

fiery escarp
torn kettleBOT
#

:triangular_flag_on_post: Cralpi#6297 received strike 1. As a result, they were muted for 10 minutes.

gentle urchin
patent plover
#

How do I access the speed variable of a third person character? I am trying to access the variable in my code, but it isnt working

dapper forum
patent plover
#

I am following a tutorial so that could be a reason

odd ember
patent plover
odd ember
#

and where do you want to access it?

patent plover
#

I mean, I am using the template of 3rd person character, and I want to access its speed

odd ember
#

generally the animBP should reference the character, but the character should not reference the animBP

odd ember
gentle urchin
#

Are you calling this from a timeline among other things?

hollow gorge
# patent plover yeah, so how do I access that?

Open your ThirdPersonCharacter BP (If you have choosen 3rd person template) then go click "character movememt component" then you can find the variables in your details panel. You can change them within the ThirdPersonCharacter or outside, if that other object has a reference to your ThirdPersonCharacter (I believe).

dapper forum
gentle urchin
#

The loop iterator is by default something like 1mill

#

Yeah i figured it was something like that :p

#

What else is called on this timeline?

dapper forum
patent plover
gentle urchin
rare gale
patent plover
dapper forum
#

so I guess my question is, how do I use timelines with for each loops lol

odd ember
#

why do you want to use timelines with for each loops

#

that seems like a recipe for disaster

dapper forum
#

because I need to animate the positioning of my object

odd ember
gentle urchin
#

Many objects

#

๐Ÿค”

rare gale
dapper forum
odd ember
gentle urchin
#

Premature optimizaton? ๐Ÿ˜†

#

Jk

dapper forum
odd ember
#

nah in most cases people don't understand object responsibility. there are very few resources on that specifically when talking BP

odd ember
gentle urchin
#

Random on seed -> win?

odd ember
#

all it takes to solve your problem is to move the timeline logic into each object instead of having it done in another object

mossy valley
#

Hey so I can't Character Movement Component -> Get Velocity on the client of my game. It really seems like my event tick never runs through the client version of my update slide function, despite the client being able to slide exactly like how the server does. Anybody have any ideas why? (This is in event tick)

gentle urchin
#

It is weird that 36 objects causes infinite loop detection tho..

odd ember
dapper forum
gentle urchin
#

Can you show the timeline?

#

For kicks

dapper forum
odd ember
dapper forum
gentle urchin
#

Odd for sure

odd ember
#

ah yes, New Function 0, the good old classic

dapper forum
#

lol i'd rename it eventually

#

thanks guys! have a nice day you all

mossy valley
#

Hey so I can't
Character Movement Component -> Get Velocity
on the client of my game. It really seems like my event tick never runs through the client version of my update slide function, despite the client being able to slide exactly like how the server does. Anybody have any ideas why? (This is in event tick)

viscid python
mossy valley
#

Okay my b

gritty trout
#

I'm following this video https://youtu.be/gH88ZKB1_IE?t=2635 about Blueprint Task Trees and at 43:55 he pulls up the AI Controller with some variables in it. I do not know how to get the Blackboard variables to be referenced in my AIC like in the video

The documentation team has been hard at work expanding and improving the documentation for AI. Wes Bunn will be in the studio to talk about these improvements and show us a sneak peak of what's coming!

ANNOUNCEMENT POST
https://forums.unrealengine.com/unreal-engine/events/1645246

TRANSCRIPT
https://epicgames.box.com/s/nfh36sdnmi17xt0mefajok2w0...

โ–ถ Play video
charred berry
hollow gorge
gritty trout
charred flint
#

Anyone that can help me out by any chance?^^ I am totally stuck on this

hexed glade
#

Is it possible to access variables from a characters' own animation blueprint without casting?

dawn gazelle
gentle urchin
#

Hardcoded values is not great for this ๐Ÿ˜ƒ

charred berry
#

weird, I was typing add on actor and it wasn't findingit, TY Datura I guess they should update the doc ;))

hollow gorge
# charred flint I tried changing it like this but that doesnt respond at all it seems.

Are you trying to make this log shortcut work like the one in Ardougne?
You could do something like: Player clicks on log, character walks up to it (player input is disables for the duration OR player input cancels action). You'd probably take the current player's location and destination location in a looped lerp node to make the character walk to your destination. By using a boolean or any other variable really, you could determine which side the player starts and which side the player ends on.

keen widget
#

How to change blueprint mouse navigation buttons?
how to **pan **with middle click
and disconnect nodes connections with right click

gentle urchin
#

Get player char-> get actor location -> getUnitDirection

tulip iris
#

Trying to connect a wobbly physics flag (skeletal mesh) to my vehicles skeletal mesh flag socket. Attaching it doesn't work and the flag just flops to the ground. Any advice?

gentle urchin
charred berry
gritty trout
junior badge
#

Hey guys, I want to create a blueprint that does the following.

I have a master level with different sub-levels and 2 different character controllers, so what I want to do is

When the main level is loaded, check if I am on the main level, If I am not on the main level character controller 2 posses the pawn.
Already got the posses part working, but don't know how to validate which level I am

#

Can anyone help me please?

swift kestrel
wraith eagle
#

Hi there!
Im trying to get AI healthbars to only appear when I mouseover them in a topdown game, but I must be doing something wrong?

gritty trout
#

@swift kestrel @rare gale
My problem is that I do not have the blackboard variables in my AI Controller like in the tutorial video.

In the tutorial video when he edits the AIC you can see there are variables that are References to the Blackboard values and in my AIC, set up the same way, I do not have these reference values.

#

I just noticed the "Make literal name" node

high sapphire
gentle urchin
#

Correct indeeed ๐Ÿ˜ƒ

dawn gazelle
true valve
swift kestrel
wraith eagle
#

@dawn gazelle this is within the NPC event graph

#

AI*

novel rock
gritty trout
swift kestrel
# gritty trout Thank you, I will check those out as well ๐Ÿ™‚

Theres also the updated AI tutorial by Epic. https://www.youtube.com/watch?v=iY1jnFvHgbE

In this presentation, Epic's Paulo Souza uses Unreal Engine's built-in AI features to build smart enemy behaviors for a game with stealth-like mechanics.

By relying on the Gameplay Framework in Unreal, we're able to quickly create convincing AI using Behavior Trees. Behavior Trees are great for creating complex AI that can be presented in a way...

โ–ถ Play video
dawn gazelle
high sapphire
#

Hm, so now the name and description are properly updating, but not the icon or the count
And it's also only showing the health potion even after I picked up 3 magic potions too

wraith eagle
#

character

dawn gazelle
#

Then it shouldn't require any casting.

gentle urchin
#

So chech that you feed it a valid icon, @high sapphire

#

Also verify your addition logic for the inventory

dawn gazelle
#

Nice to see some progress on that inventory ๐Ÿ˜„

gentle urchin
#

Structs in a loop must be returned by ref to set member directly

high sapphire
gentle urchin
#

Regular loops return a copy

high sapphire
gentle urchin
#

When you update thr icon

#

Simply print the icon refs display name

high sapphire
#

Is it because this is a soft reference?

wraith eagle
#

@dawn gazelle It works is I use On component begin overlap, then it shows up when I walk inside the sphere, but On begin cursor over does not work

gentle urchin
#

Likely, yes

wraith eagle
#

when I use*

gentle urchin
wraith eagle
#

hmm where do I need to enable that?

gentle urchin
#

In the player controller

high sapphire
#

Yeah, it was because it was a soft reference, so at least that was an easy solution

icy dragon
wraith eagle
#

@dawn gazelle in the event graph or somewhere else?

high sapphire
#

And the amount not updating is probably because I'm not updating the datatable's amount, isn't it

gentle urchin
gentle urchin
icy dragon
high sapphire
#

Ah
So I have to store the amount elsewhere, then

gentle urchin
#

So the inventory struct would be a gameplaytag + amount

wraith eagle
#

Like this now @gentle urchin

high sapphire
# gentle urchin So the inventory struct would be a gameplaytag + amount

Yeah, since I was told to set up the inventories as components attached to the player, the component's contents are an array of tags & amounts. Just a thing of figuring out how to pass the data off to the UI.
This is the widget that gets spawned in the list, MenuItemObject is a widget object that just passes info

gentle urchin
wraith eagle
#

well, still nothing happens tho

gentle urchin
#

Object response on visibility channel?

gentle urchin
tulip iris
gentle urchin
#

The widget has a inventory ref, correct?

high sapphire
icy dragon
white field
#

sometimes it is useful to turn contextual node suggestions on or off

tulip iris
gentle urchin
high sapphire
#

Okay so the count is updating properly.. kind of
But it's not spawning a new widget for different items (I picked up 3 health potions and 3 magic potions)

gentle urchin
#

They are probably marked by the same tag?

#

What does your pickup object data look like?

high sapphire
#

As in the object itself that's being picked up, or?

gentle urchin
#

Ye

icy dragon
high sapphire
#

I can probably remove the amount thing from that struct, actually

gentle urchin
#

Yepp

#

All but tag + amount

#

So basically just FInventoryStruct ^^

high sapphire
#

Oh, were you meaning the widget that passes info from one widget to the next?

#

Or do I only need to store the icon/etc. in the datatable and not the objects themselves?

icy dragon
high sapphire
#

Ah

novel rock
tulip iris
gentle urchin
# high sapphire Ah

I generally dont like the listview widget, but how do you populate the listview itself?

#

Im biased, ignore the first part ๐Ÿคฃ

high sapphire
#

Yeah, since I'm still having it show 6 health potions in the UI despite having 3 health potions and 3 magic potions.. I'm assuming my mistake is something to do with this foreach loop

gentle urchin
#

Probably not

#

There probably IS 6 healthpotions in your inventory

#

Due to tag check fail

high sapphire
#

This is how the inventory component adds the items (trying to remember who helped me with this part, since I've had a handful of people on this server helping me by now)

gentle urchin
#

Theres a chevk for the tags

#

TagMatchesExact

#

Also, dont drag from the inputs ๐Ÿ˜„

#

Once compiled, you can get the inputs as variables inside the function

#

Looks waaay cleaner

#

Also

#

You dont have to break

#

After the branch, you can instantly add, and return directly in the loop body !

high sapphire
#

It looks like the tags are right, at least in the adding side

gentle urchin
#

Yeah but the match when they shouldnt i bet

#

Use DoesTagMatchExact

high sapphire
gentle urchin
#

TagMatch?

#

Cant recall if its just a bool on the match node

high sapphire
gentle urchin
#

Yes!

high sapphire
#

Yeah, it was a bool on Matches Tag

gentle urchin
#

Good

#

Use that for the branch

high sapphire
#

Still getting x6 health potions in the UI though

#

.. Oh right

#

-_- Might help if I connect the bool output

#

Or not, still showing x6

dawn gazelle
gentle urchin
#

The more one knows ^^

high sapphire
#

But yeah, it's still showing health potion x6

#

Knowing me, it's probably a mistake somewhere in a foreach loop

#

Or could this be the culprit? Should I be setting the variable to false off of that false branch?

#

Hm.. Well, that's closer.

#

Not sure why the health potions are showing up properly as x3 but the magic potions are showing up as three instances of x1

gentle urchin
#

Instead of break

#

Move whats on the 'completed' foind branch and move it to the loop body branch

#

Is this a local var btw?

high sapphire
#

No, it's not a local var

#

So move all of this into the loop body?

#

Where, exactly?

gentle urchin
#

Dont break on both true and false

#

Move it to after true

#

On the loop body branch

high sapphire
gentle urchin
#

Show the final code

#

๐Ÿ˜…

high sapphire
gentle urchin
#

I guess that'll do

high sapphire
#

Thank you for your help! Feels good to have that finally working

gentle urchin
gentle urchin
high sapphire
#

Now I can go back to figuring out how to smack the saving/loading system into behaving, once I have some lunch

twilit gull
#

i've disabled print string output somehow how can this be fixed?

gentle urchin
twilit gull
#

not the checkbox in the printstring, they just appear in the logs

odd ember
#

it's usually on the node

twilit gull
#

the node is fine, but i see output only in console

high sapphire
gentle urchin
#

Ah

#

Sensible

#

Even at mvp i try to keep my code relatively clean/clear purposed, so that when bugs appear its easier to get back into it

#

Without the 50 crossing wires etc :p

high sapphire
#

Yeah, that's fair
And I imagine cleaner Blueprints also mean better performance, even if only slightly

gentle urchin
#

Your first bug will be picking up another item when you're at max stack amount :p

#

'Bug'. No overflow or amount check

odd ember
gentle urchin
#

Disable all strings...

#

What was the command...

#

"disableallscreenmessages" in console

hybrid hare
#

Hi, I did a setup aiming at opening a drawer (I'll add VR actions later on, now it's only using a trigger box but it won't change a thing to my problem) but when opening it the draer, it just opens too fast. i played with the curve settings but it doesn't change a thing (curve has an impat though on roatating doors using a rotator,). Any idea ? I'd to open the drawer progressively not instantly

vital aspen
#

On Drag Detected, what sets the item getting dragged

gentle urchin
#

You caan use payload

#

Plug self into payload,

vital aspen
#

I never used it or needed it

gentle urchin
#

Then on drop get payload, cast to your widget type, and access all of its data

#

Makes the need for custom drag operations abundant

#

Unless you need something truly custom

vital aspen
#

No, just plain as I can get

#

Ok, so how what do I do

gentle urchin
#

Try payload then ^^

vital aspen
#

I never used it before.

gentle urchin
#

You dont need the first cast i think

#

Payload is just a container for the reference you pass to it

vital aspen
#

? that's the drag and drop cast

gentle urchin
#

Ye

#

You dont really need it

#

You can get payload directly

#

And cast to your widget class

vital aspen
#

I tried that nothing

gentle urchin
#

Check the drop input

#

The object you plug into your itemdeaganddrop cast

vital aspen
gentle urchin
#

Operation -> Payload -> Cast to your widget

vital aspen
#

Like this

gentle urchin
#

Is the widget you're dragging "UI_Dropbox"?

vital aspen
#

No.

gentle urchin
#

Cast to the widget you're dragging

vital aspen
#

That's on drop

gentle urchin
#

Ye

vital aspen
#

sorry, I new at this, I don't under stand

#

you mean cast to the widget I'm dragging from

gentle urchin
#

Ye

#

Thats the payload

vital aspen
#

ok, now what

rain egret
#

this might be a stupid question but how can i push another pawn? they both have floating pawn movement

vital aspen
gentle urchin
#

Now you can access all of its data @vital aspen

#

All the data that exist in the instance you were dragging !

vital aspen
#

Sorry, The last part I have no idea what you mean. The index isn't there. The itemName isn't there. I'm confused

gentle urchin
#

Probably wrong cast?

#

Are you not dragging UI_InventorySlot or smth?

vital aspen
#

I'm draging from the players inventory (UI_inventory) to the UI_Dropbox

gentle urchin
#

But ur dragging a slot, right?

#

Not the entire inventory?

vital aspen
#

This is an Object inventory So it's from an index.

#

or an array is what I should have said

gentle urchin
#

The drag is initiated from a widget

#

This widget must habe some representation

vital aspen
#

Yes, from my UI_Inventory

gentle urchin
#

So there is no slots in the inventory?

vital aspen
#

That's where I'm draging from

#

This is my inventory

gentle urchin
#

UI_InventorySlot is what you wanna cast to

#

Thats what you're dragging

#

Not the inventory.

wanton knoll
#

does anyone have any sort of tutorial on how to make an end game screen after collecting all of the coins with the time showing

vital aspen
#

That's why

gentle urchin
vital aspen
#

last question, what sets the ItemName value in the On drag detected.

#

That keeps returning none

#

It should return the Name of the item it's dragging

gentle urchin
#

If you've ever updated it, sure

#

I would think its not updated/set

vital aspen
#

Yes, I know, That's what I can't figure out

gentle urchin
#

Check where you set it, use print string to verify

vital aspen
#

ok, thats where we are both confused it. Where do I set the ItemName at ????

gentle urchin
#

Idunno, up to your logic? ๐Ÿ˜‚

#

How do you update/populate the slots?

vital aspen
#

when I drag it from the players slots. It should know what item name it's dragging from what I been told

#

See I'm not worried about updating the slots. My issue is when I drag from the players slot. There should be something that it reads to return what is getting dragged

gentle urchin
#

Payload is that something

#

Payload as it is now has a reference to the slot you've dragged

dawn gazelle
# vital aspen See I'm not worried about updating the slots. My issue is when I drag from the p...

You need to imagine that each slot already would contain its own data based on however you set that data in the slot originally.
The below image appears to be the creation of your drag and drop operation. The Drag and Drop operation will contain whatever data you populate into it. The OnDrop on the receiving end will have an "Operation" pin that you can cast to your ItemDragAndDrop class and then pull the data out of the operation.

vital aspen
#

from what you told me, Yes that's what it does

#

Ok, this is what it should look like.

#

When I drag from the playersslots. The ItemName value should have somehing added to it. It doesn't, Other then the work None

gentle urchin
#

You dont need the index, nor the name as inputs

#

as long as using payload is fine, ofcourse

vital aspen
#

for some reason it looks like on On Drop doesn't run when I drop it

dusk nymph
#

how can i have rotation for my boxoverlapactors node

odd ember
dusk nymph
teal talon
#

Inside my Landscape Materials I have this options for Rain Drops to show on puddles, How would I enable/disable this from a blueprint? So I can enable it when I fire the rain effect from my goodskys blueprint.

odd ember
dusk nymph
main pollen
#

guys I need help

#

follow camera is from a different blueprint and I don't know what is up with that target thing

#

I don't even know what to connect it

haughty temple
#

if its from different bp would need to cast to the bp that it is part of to pull the variable out

dusk nymph
dusk nymph