#blueprint
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If the card is spawned it means it has been picked
no reason to check if ID picked is the ID that got spawned
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?
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
Yeah, so do this
so it wont be able to get that info from the card ID stored from the instigator?
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
as in, this wont work
You can make it work, but it doesnt make much sense for it to be like that in the first place
hmm i see
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
Problem occurs when this is a special play card
playing this card has X effect
Unless ofcourse you wanna make yet another class for effects
have the deck then add that card ID to an array variable it has
this isnt a traditional ccg type game, cards are more like events in which the player chooses what to do
but prob doesnt matter
If the card is then chosen, have the card send that information through and interface to whatever is running the logic
Doesnt sound very flexible/expandable if there's a common place for all this logic
Perhaps I'm overthinking the effects ofcourse, if its all just stat changes then it doesnt matter
thats why i wanted each card to be a separate blueprint
but as I understood you there could be very different effects on the cards
Is it just attribute / stat changes?
this is what im trying to do
pretty much yeah
and stuff that changes the widgets text
then ID's and DB lookups is all you'd ever need....
yeah okay so
Do you know what an array is? Basically just a dynamic list
dont be insulted people come in all levels of skill here, fyi
so
your game logic should be running all of that stuff
yeah, the deck is an array
Player clicks card
im still understanding them tbh but yeah
that should then shoot an event of card clicked to the game logic, and carry all the cards information
+1 to health and everything
this is the deck BP
this is the old way I did the cards which i dont think is any good
Okay so you arent getting what im saying, hang on
You are trying to have the card run all the logic of what the card does
which sounds like it makes sense, to a player
but, all the card really needs to do is be a glorified button, with its effects stored inside
i wanted it to be easy to be able to create cards in its contained bp, especially for other people to add them and understand it, and i thought separate bps would be the way to go tbh
The game logic blueprint should receive information from a card, and process it, not the other way around
i hate to ask this but... why?
Depends how flexible you want the cards to be, what exactly they change
Okay
So
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
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
you just need the logic to read the card
the card can just be a collection of variables. That also lets you add and change cards trivially
just create a list of everything you want the cards to possibly effect, and send whats relevant when selected
Thats the expandable part.
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 ?
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.
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
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
I guess i just dont understand where all this information comes from?
Thats a very generic analogy, with very fixed amount of variations to it
Imagine trying to make Heartstone with a singular place for the game logic
New card pack? Lets expand our already messy switch on INT kinda thing
What's the benefit from localizing it that way ?
Thats what I said, you need to clarify just what you want this system to be able to do
Hearthstone is very simple to do with that system.
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]
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
The answer to this question is probably a CSV file? Literally just an excel spreadsheet of card stats, very easy to modify
It would definitely break the game if one allowed game mods to alter established effects or even worse, create new ones
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
as in just changing and ID number and adding it to the array
well if its all stats up and down , then csv/db should work fine
Variables, csv, literally just change numbers on a spreadsheet
hmm ok
all they'd need to do is add a row in excel, and ^change the numbers
ill try figure it out
and whatever displaytext is needed
This isn't directly related to your current blueprint problem but I recommend reading this to better understand the concepts behind object oriented programming: https://www.geeksforgeeks.org/object-oriented-programming-in-cpp/
Understanding the basics to OOP principles may help your future thought process when working in unreal.
I only mentioned it because I saw your question to "Why work like that"
alright thanks, ill check that out
this would be be the answer why you should approach the problem the way as proposed previously
But as I was saying, when that card is played, it should send all those things to the game logic, and it should.. I dunno I dont play hearthstone, deduct 7 blue for the cast if you have it? Deal 4 [damage] it looks like yellow is, to its target card, and survive 2 [hits]? Then it should also load the [enemy damage] tree and [destroy] [target]
costs 7 mana to play, deals 4 damage and has 2 hitpoints ^ spot on๐
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
so you'd have the player hold all the possible variable additions / subtractions?
No
Id have the player hold the system of what to do with these things
The deck should load a CSV with all the different cards you have
but where does the information come from? what do display as text and what variables to change?
I felt like the setup can be summed up in a turn based Japanese RPG
Its just excel spreadsheet, unread can import them as a glorified array
thats totally fine
so like
road rules, right?
Do you store every single possible combination of road ever
do you know what the turnpike in albakurky looks like?
No, you have simple rules
if red light stop
turn left on green
The logic does that, but it just gets its information for decisions based on the variables stored in the cards
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
maybe this helps understand what im trying to do with it
Then load something like this
Okay so you arent really creating a card system, you are creating a choose your own adventure decision tree
im def trying to create a card system. i guess im just trying to bend my mind around these limitations
well, both really
That sounds lot like Dungeons & Dragons
it has deckbuilding elements, as in cards are added during play
All the flavor text should be stored as a string
but cards is the best way i can describe it i guess
and the like, gain gold, loose health, all that
that should be systematized
Every card should have a variable for how much gold should change
every card for how much health
that doesnt have to be displayed to the player
but the system should add 0 gold and -2 health
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.)
Seems like redirecting him here is not in a good timing
I have no idea with world space widget interaction...
and your game logic should do all the things one by one in the struct when selected
structs are basically global variables it seems?
I dont know anything about widgets, but if you are trying to do on click is Receive Hardware Input: False this not a problem?
Structs are a type of data, a structure of data, basically collections of variables
that seems useful
it used to be on. But while googling, I saw a video explain that it's for ACTUAL hardware, otherwise if set to false, it's for imaginary hardware. And they made it work with it off, and it's defaults to false as well.
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
Hi, im using the mesh merge example:https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/WorkingwithModularCharacters/
But my merged mesh doesn't simulate physics although all the added meshes have physics. as you can see my tank is hovering.
We are kinda polluting the help page, did you want to PM me quickly
This should help to understand structs ๐
https://www.youtube.com/watch?v=2-tCCtkX1sk
(Really helpful channel btw)
yeah sorry about that, that'd be good if its alright with you
i really appreciate all the help
all g
thanks, i've seen a few of this guys vids, i'll check this out now
what about it i already have physics asset and have physics bodies on them
#legacy-physics, the channel.
Someone there might know more about it, as runtime skelmesh merge has little to do with BPs.
oh i got it you meant this is the wrong place, sorry
yea... that mesh merge thing is C++ code so i thought someone here might know the solution
Since my Q is buried, reposting.
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.)
.
.
#rules no. 2
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?
You can use Unreal Insights for CPU thread profiling. BP calls included
I didnt' realize BP calls were in there. Thanks
Just wanted to say thanks for this recommendation.
I really like the modular approach through components. ๐
Is there a blueprint interface for nanite?
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
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
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.
Well let me explain the purpose of this first before you think its something sketchy
Use a widget? Just have multible buttons and depending on which one is clicked, runs whatever option.
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
hmm not a bad idea thanks!
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
Does it have to be a on component event overlap? Could try with "Event ActorBeginOverlap" instead and see if that works
OtherActor is in reference to the Actor that caused the overlap to trigger. I think maybe you mean to cast to your character class rather than the Parents_Door class?
is it better to freeze 100 objects(all invisible) or just destroy and respawn them
Depends what they are. Pry best to use a particle system so you can use object pooling
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 ....
Show Goal Vector
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
Do you actually need it to be a text file? Cause you could go for a normal SaveGame too
Only use case I see would be modifying it externally with an actual text file
If you reeaaaally want a text file
Look into FFileHelper and FPlatformFileManager
You would need to write a custom C++ Lib tho
If you don't care to load it at runtime, you can import csv into a data table.
Ill just do a csv import, thank you
How do i...
How to make a binded Event not fire every frame but only when I call it please ?
Don't call it on tick?
Or is this for some bindings you've done in UI?
I'm not calling it on Tick
This "IsMinigame" event is called every frame somehow
What calls Hour Chgnged Dispatcher
What calls to set your hours variable?
my function Calculate Hours
What calls calculate hours?
How often is the timer ticking?
Point being, whenever your timer is ticking, it's going to be calling that dispatcher.
how to make it only call that when the Hours variable change ?
I thought OnRepHours is called only when "Hours" variable changes
We've already had this discussion. #blueprint message
How to fix it ?
how do i get a class from an array?
Probably by not converting to float. #blueprint message
I think I already tried that and didn't work that's why I got back to floats
are widget animations taking performance away?
How do you have those straight lines ๐ฎ
It's a paid plugin on the marketplace. Electronic Nodes.
argh, how much ?
good reasons to use Maps instead of Arrays? seems like an extra layer of fluff
get a reference to an array entry first then lookup the class
Maps are good when you want to search quickly by ID
you can make the wires straight without a plugin afaik
They use hash buckets and such.
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.
via the hash buckets
interesting
thanks
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?
Data Tables/Data Assets
It keeps printing every time the minutes change (so multiple times per second) instead of when the hours change
?
Have you changed to using integers instead of floats for calculating the hour?
Print the output directly after the modulo, and again after your hour set.
See what values you're getting.
after the conversio nnode from int to float or before ?
Before
are those tables read-only?
At runtime, yes. You can instantiate the values from the table into an actor and manipulate the values from there.
into a data table actor? or into an actor with corresponding variables to fill?
Into an actor with corresponding variables to fill.
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.
any way to automate the creation of those variables from within bp land?
You're going to be using a structure to create the datatable. You can juse create a variable of type <that struct>
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?
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.
so you can't just create a table from within bp?
I don't really want to need to go out to a separate editor just for CSV
possibly over thinking my requirements but also just trying to understand the options and upsides/downsides
Once you've created a data table you can modify its contents, just not at run time.
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.
hmm ok that helps, thank you ๐
For some reason, data asset ref is not working in Standalone mode?
The Texture references are blank
First pic is In editor
Second is in Standalone
Sometimes, both textures don't appear in Standalone, but sometimes one of them does
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
How are you loading them?
I have references to Data Assets stored in an array, I loop through them, get the texture variable in them and set it as the image in UMG
This is the array
Checking the references, it seems one of them is just ...not there?
It works
Are you doing any async calls in your for loop?
I remember having a similar problem awhile back because I wasn't handling my loops correctly with async calls.
I have a For Each loop, but not any async calls
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...
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?
Can you load the pickaxe outside the for each loop? Hardcode it? As a test?
If you could show the blueprint, that would help.
So, I loaded the Pickaxe later, And now both work?
The later one as well as the one in the loop, both work now ๐คทโโ๏ธ
I'm confused
Yeah, that makes no sense... I wonder if it is something in the loop, though..
My issue is that it was going to the next item in the loop before it was actually loaded.
Here's the BP
https://blueprintue.com/blueprint/vqx5ywsu/
The bottom disconnected part is the hardcoded pickaxe
can someone help me on changing my level on a combo box its only affected to client and not server please
should there be an item amount to craft on all entries?
Yes
ok, so it didn't even make it to that code in the loop? Not even in the editor play?
This is on a widget?
yeah
Are you replicating the change to the server through your player controller?
i am trying too
but idk how i would go as of that
because i tried doing something similar
and just cant get it to work
i tried even doing a server command cuz thats all i found online
So with the combo box you're selecting the level, and then clicking a button to execute?
yes
It did. It makes it to the end.
Just that the texture ref does not seem to load
Can you show what you have currently for the button clicked event?
yeah i will show you the code
I have nested Data Asset references, might that be the reason?
I reference the Crafting Data Asset which references the Items Data Asset. The Items Data Asset is where I get the textures.
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.
Button Click > Executes On Server Event on Player Controller > Server does what it needs to do.
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.
ok tried doing that but it says infinite loop
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:
most stuff is from the tutorial, and I have made some improvements myself
what do i change to it
I think they said to get rid of the blue node
.
Delta seconds out of the event tick multiplied by the increase rate for health (or amour I guess)
oh, thank you!
yeah but do i leave it like that
ig
ok i left it liek that and nothing changed
I don't think that's the case. Can you get the image data asset from the actual array element in the for each loop instead of the temp variable you created? It looks like this is what you do in the bottom code that works.
It should be the same but that's one thing thats different.
Get rid of this node as well. This will make the client move to another level before telling the server to move.
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.
ok thanks for the help
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 ?
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 ๐คทโโ๏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.
That's good to hear! I hate when that happens, though!
Thanks for the help ๐
No prob
Weird, it looks like it isn't finding the row. I guess that means I set something up incorrectly?
Correct
Wrong row name usually
Print the row name variable
And compare
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)
Whats the benefit of this, if so? And whats the drawbacks of having the logic spread across their "owning" classes?
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.
are you talking about having base classes?
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
}
so thats how you pass values
this is my function node
Select your function (Name Pin) and in the 'Details' panel you will see Inputs and Outputs
oh ok thank you
You'll need to open the function
And Select the purple name node
uh, and how to use a simple float? like i wanna add 0.05 as damage so can I do it without making a variable?
What do you want to add to?
nvm, sorry
There's an 'Add' node you can use
I figured it out
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
If that was a reference to this, it'd still be a master class involved for this, containing the logic
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
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
Appreciate the reply btw ๐
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)
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 ..
I've always wondered if code memory footprint is a theoretical consideration or an actual one for the systems that Unreal Engine 4 supports
Yeah I'm not sure really. Would be interesting to know
how can i get variables from a variable actor i will set on the event graph
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
did you mean this ? the problem is the held item may not be the weapon1 for example
how can I clamp the falling velocity of a character? using the character movement component
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?
Is there a workaround to call an editor utility blueprint actor function from a regular actor?
Could you simply check players location relqtive to the log ?
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?
Epic's own virtual camera does it
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
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?
I don't think so since sockets are pertaining to a mesh. you could try and see if mesh operations are available. otherwise I'd use scene components for this
Can you change the type of Rows in a Data Table?
Instead of FNames, maybe Gameplay Tags?
only by changing the struct the table is based on
or do you mean the initial name column?
this
i see
If you don't use runtime procedural meshes, no.
You could fake it with world aligned opacity mask in material
how can I clamp the falling velocity of a character? using the character movement component
hmmm thats still to technical for me at this stage im afraid
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:
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?
Apologies not sure whether to put this in the BP or CPP channel
cast
you can save a cast variable
"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?
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
Hey, anyone have idea how to make a burger creating?
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.
We have so much people asking questions if someone would earn by answering he could make a living out of it ๐
For every widget?
@sharp foxnot really, no...
you can have a widget hierarchy
what not really
@sharp foxIt's a controller question rather than a umg one, so no, the channel is fine ๐
ok ok
hi. what delta(rotator) node do? what the meaning of normalized A-B
@rapid bronzehttps://www.youtube.com/watch?v=c5dPBJfMpKI&ab_channel=MathewWadstein
https://www.youtube.com/watch?v=GyJVYB3IzGA&ab_channel=MathewWadstein
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
an array of actors and something that checks that array for consistency
so bun actor has to be first, not lettuce actor etc.
ok
Widgets can't be inherited, can they?
Okay weird issue... Why would this cause "Accessed None trying to read property K2Node_Event_DamageCauser"?
is there a node that can check it?
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...
no it's logic you have to write yourself
but im a begginer
okay. well the good news is that engine doesn't really care what skill you are at, it still needs the same logic
but im in 8th grade bruh, im 13 yo
Thank you. But they did not help. my question is about delta(rotator) node.
@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)
its same as normalized in vector?
ask a teacher?
i cant get normalized in this node
@rapid bronzehttps://www.youtube.com/watch?v=8RPk3zldqAA&ab_channel=RATSGAME
@rapid bronzenp ๐ gl!
Oh wait I'm blind, it's using GetActorLocation on DamageCauser which obviously would be causing that error... the debugger was suggesting it was the function call node lol
@odd ember are you trying to be difficult on purpose? :P
He asked a valid question
bro, my Informatics teacher don't know how to use word, and you are telling me to ask him for help
i live in poland
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
I can't do widget hierarchy, can I?
Never tried runescape so wouldnt know how they do it. But if its ment to be something like clicking the mesh ports you to the opposite side, then my suggestion would work pretty nicely :)
As in one side would be < 0 and the other side would be > 0 as dot product value
why not? a widget is a class just like everything else
well I don't know what you expect of me. I'm not your teacher
I would expect if you get an assignment to do stuff you can also ask for help about doing stuff
Why are you being so hard on him? It's just some kid trying to figure shit out
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
No, widget class can't have child class
๐ค
Since when?
Im using child widgets in 4.27 atleast
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
it wasn't a high level explanation. I told them keywords that are available in the engine
in blueprints even
an array exists in blueprints
you can create logic to check order
Damn, why didn't they add a button to create a child classโน๏ธ
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
But there is ? In the content explorer, right click the parent widget -> create child?
it is true you cannot inherit from UWidget in BP, but you can inherit from UUserWidget
Huuh
Hmm, but it turns out I still have to do casts to all widget, don't I?
Not really, as long as your ref is of the parent type and the parent type has all implementations you need
I think you're putting a level of expectancy here on me (and people who help out here) that isn't really valid. I'm trying to help with what I can. I can't sit down and write a system for someone
Aaaaaaah, i can do cast in main widget and create child widgeeeett
Thanks guys
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
it sounds like they're doing it for class. I'm giving constructive suggestions for what they could do
instead of just saying "lol figure it out yourself"
but feel free to help them out yourself
honestly your messages read like "go ask someone else"
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
I figured the blueprint debugger "watches" would display the watched values at runtime but they don't. It only works during breaks?
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?
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
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
Which is the Best Way to Have different Widgets Stored?; an User Widget Class, Array ?
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
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?
Hey im just trying to make sure this is the best way to setup key remapping for users within their settings?
Cant you do a common dialog widget and just feed data to it?
sounds like you don't necessarily need individual widgets, just individual widget parameters? like text, size, options?
Yeah but its more i want to learn how to do stuff like this, like Different Widgets in an Array, and let them Loaded Correctly
in theory yes, and Image Size, but thats lot because on Some i have Size boxes and desired Sizes and on Some Fill Panel
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
Im Storing Structures, but i want that Widgets Array for an reference so i can create with For each LOOP; that Matching Object Widget
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
im Also Saving only the Struct, that Array would just be for, an Reference at Which Array Index gets which Widget
then you can just have the struct array determine the order
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
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
Yeah i get your Point
probably if i only Create an Enum and an Array of it, should work too
why the Enum?
with my Features Tool im just used the Object Index an Custom Integer that worked very well
right but you're entering territory where structure is really important
Yes feeding data is not the Problem, but Like Normal Dialogue// 2 Choices, should be different Arrays, and it Should be on the Same order
and where architecture can have a big influence on how everything works
I have an Structure and my Plan was , saving the Reference in that Structure, as an Widget, and because there are different Widgets i needed to Use, User Widget Class, otherwise i only could add one Object Widget Reference
what I mean it's not a struct as the type of data
Yeah thats true, thats why im asking, and thinking, of Something like this
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
Basically Tree
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)
Yes
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
Choises are fed in aswell, widget dynamically creates the widget according to incoming data
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
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
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
yeah i understand that
Im still beginner at this Code more Artist side, but it sounds like the Best Way to do it, im try it, but sitll have an Structure and it Worked for Tools like Features/ Character Entries really good and dont want to Delete all i will look into it
Thanks Bro 
the alternative if you don't want to do it this way is that you will be doing manual work and manually linking up everything
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
How would you avoid having to link up a branching dialog ?
is there a implements interface node for class? This does not work ๐ฆ
At some point it must be defined , even if it means linking two nodes
you can't avoid linking it up, but you can avoid manual links for every single option for instance
Does Implement Interface
you can also avoid actually structuring it in order
this is for an already spawned object, I want to check the class reference
good point
Hmm, not sure how that'd be done really.
Havnt spent a tremendous amount of time on it tho
the tree would handle it as part of the structure. the tree breaks down e.g. every data table entry and creates nodes accordingly
every entry only references the child entries
graphs and trees are really cruicial for making systems like these that have discrete data
Ah, sorry idk then
Iโm wondering if iโm 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 RPGโฆ similar to ffxii lines as shown on the picture. Iโm pretty sure that i would need to make my own material for the line itself which is fineโฆ my question is how do i create that line (probably spline?) lol
https://en.wikipedia.org/wiki/Trie here's the type of tree that's really fitting for this purpose, stolen from stuff that makes your autocompletion stuff happening
you'd need a mesh, a material, a spline and code
you can potentially do it without the spline
I think so too
but I think having spline tangents that you move around will be easier
Mat offset
Yeah bro thanks nice stuff, but to get this good working in only BP, is i guess really hard
Would solve the curve
not at all. create an object subclass called Node. inside Node create an array of Node Objects called ChildNodes. create an entry for your data that you want the node to have
The characters wonโt be moving when the spline is drawn on screenโฆ turned based RPG. I want the spline to appear as a target select kind of thing.
The meshโฆ would be a very thin cylinder??? Lol
create another object class called Tree that then takes a list of Nodes as a parameter and organizes them when constructed
Yepp
What did you mean by mat offset?
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
That sounds very well and smart, but at my Guess like im still want to Edit it etc, and like assign Character Entries, and if i have One Array thats Stored and Work, like Index based, or Reference based , i do it more easier for that or? , as i said still beginner
Well now a lot time to think, Project is Compiling at Ue5 PW ๐
gg 
well you can't use "index" on a tree in the same way you do on an array, because you are not dealing with a linear structure. but equally once you've set up your tree you no longer have to concern yourself with the index, because the node you are on already has the only options available for the next node(s)
so as long as you have 1 node, you know what the options from that node are
they are contained within the node itself
Yeah but how exactly i would store the Data in it with SG? when i dont have an Index ? , and especially if I edit , remove entries, Nodes, i need the Index for Each Node, to communicate good with the Savegame
probably i think too complicated with that
so instead of saying ArrayIndex++ you just do Tree.GetNextNode()
Material vertex displacement
World position offset
I don't know how this relates to a save game. what are you trying to do?
you want to save what dialogue option you are at?
Yeah like i said i want to create it dynamically not Only for an End User, its more i want to edit it, I create an Concept Programm, to interact Deeply with my Project,
thats why i need SG, to get all Stored correctly
I'm not sure what this means
I create it at Runtime/edit an Runtime, not on Editor
but you can save the tree object instance and the node you're currently on
Yeah i try to understand how exactly to ge tthis to work as u said, but , Its more Complicated like i need to create all Dynamically at Runtime, so i need to Edit all at runtime noo, not on Unreal Editor, and to edit and save them, for me its more difficult with that Method like u said,, for an Editor Setup i guess that Would work very well
it's only as complicated as what you want to make. it's true that it's harder to do than other things, especially in BP. but if you're in the business of making systems these are fundamental structures you'll have to learn to support your gameplay or design intention
like I said you can save them quite easily as object instances. it shouldn't be any different than saving an array. the tree is the array, the current node is the index
Yeah i understand that thanks Bro, I will try to get something like this to Work,
Oops OK sorry
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?
you need a widget component
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 ๐ค
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
You can't.
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.
how can i get location of actor that attached to socket
Oh sweet, he blocked me, I guess because I'm a fricking weeb
That's a first time that unironically happens in this server.
Get World Location?
I'm not sure if you can fetch attached objects from get socket by name
Damn people be assholes
Imagine negating someone's entire knowledge cause of a pfp lmao
Wrong reply
Mb
Not my loss. He's been asking around for unsupported modding, which is violation against #rules no.5
Lmaooo
He'd probs have a heart attack if he knew the amount of people that casually watch anime lmao
I tried that but it returns the value if it wasn't attached
Are you trying to get the location relative to the socket?
Get Relative Location
lots of blocked messages, weebs do make noise ๐
(I have many alt accoutns here anyways, feel free to sperg to the mods)
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.
<@&213101288538374145> Cralpi: ad hominem & unauthorised asking for reverse engineering
Hi, why is this function generating an infinite loop, I have a very similar one that isn't..
We don't support this here unless it's for mods and approved by the game's creator (see rule #5). Also, please treat others with respect and refrain from personal attacks (see rule #1).
:triangular_flag_on_post: Cralpi#6297 received strike 1. As a result, they were muted for 10 minutes.
By this alone there's no apparent loop going on. However whats calling this, and the number of iterations definetly can make trigger the loop detection
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
The difference between this one and the one that's working is the timeline for the animation, could it be the cause?
I am following a tutorial so that could be a reason
you're in the animBP, not in your third person character BP
yeah, so how do I access that?
what do you want to access?
and where do you want to access it?
I mean, I am using the template of 3rd person character, and I want to access its speed
generally the animBP should reference the character, but the character should not reference the animBP
if you look in the BP section of the animBP, you can actually see that speed is just the character movement component's velocity vector's length
Not seeing any timeline, but perhaps?
Are you calling this from a timeline among other things?
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).
Yeah, it's right before the function, you can see it's feeding the lerp alpha
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?
right now just this function
oh ok thanks, I tried it before, didn't work, but this time it worked, idk how
So unplugging it removes the loop issue?
This is the event graph of your AnimBP
oh ok
yeah, just tested it, the loop finishes but it breaks the animation
so I guess my question is, how do I use timelines with for each loops lol
why do you want to use timelines with for each loops
that seems like a recipe for disaster
because I need to animate the positioning of my object
okay but where does the foreachloop enter into that equation?
Here's how I have mine set up. I run the function on the widget I cast to on BeginPlay then I can manipulate it on the Treasure Chest BP with that reference (PickupLabel_Ref)
it grabs all locations from my invisble grid and set all the objects to move to those locations
why isn't each object responsible for its own movement?
because there are 36 of them, and their future location is randomized each gameplay
nah in most cases people don't understand object responsibility. there are very few resources on that specifically when talking BP
that's fine? they can still be responsible for their own movement?
Random on seed -> win?
all it takes to solve your problem is to move the timeline logic into each object instead of having it done in another object
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)
It is weird that 36 objects causes infinite loop detection tho..
I guess that makes sense
a general rule of thumb is that each object is responsible for its own actions
I think it's because the timeline exec's an update istead of a regular exec
you're right, I'll do it like you said, thanks!
timelines update at tick speed, so it may be it cannot tick through all of them
there's actually nothing much to see
Odd for sure
ah yes, New Function 0, the good old classic
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)
Thank you very much ๐
I'd ask in #multiplayer
Okay my b
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...
following https://docs.unrealengine.com/4.26/en-US/AnimatingObjects/Sequencer/HowTo/TriggeringSequences/ , and trying to get add on actor begin overlap, which I found 'assign on' at least ( not add on), but the 'triggerbox' isn't shown in that bp function, is this a change or is something wrong with my cinematic scene or ? TY !~!
Maybe you'll find the answer in the youtube comments.
Edit: ctrl + f and type in 43 that way you might find it quick.
I searched manually and then ctrl+f for 43 and I still haven't found anything relevant
I tried changing it like this but that doesnt respond at all it seems.
Anyone that can help me out by any chance?^^ I am totally stuck on this
Is it possible to access variables from a characters' own animation blueprint without casting?
This tutorial assumes you're working in the level blueprint. After you've placed a trigger box in the level, you can add the relevant event like so:
Not sure what im seeing
Hardcoded values is not great for this ๐
weird, I was typing add on actor and it wasn't findingit, TY Datura I guess they should update the doc ;))
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.
How to change blueprint mouse navigation buttons?
how to **pan **with middle click
and disconnect nodes connections with right click
You should prob do comparator for current char location^^
Get player char-> get actor location -> getUnitDirection
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?
Personally id have this logic in the actor itself aswell, so that its easily reusable
OK I got it, by just right clicking on triggerbox in outliner then chose addon begin overlap and now its showing triggerbox,,all good , I'd forgotten one can do that, whew!!
I am still having this problem, I do not know what terms and context to search to find the solution
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?
Go into your ai controller and get the blackboard and then drag off that and search for "Set value as".
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?
@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
Oh, is it because I'm using the tags to try and find the row? Should I name the rows after the tags?
Yes
Correct indeeed ๐
Those events are returning a reference to the component that was overlapped which wouldn't be a reference to your character. If this is within your character, then there is no need to cast anything.
Anyway to paginate this getting data from datatable? https://gyazo.com/91c2f8f98a1b38e35b1673c5a5754123
You should probably watch a video on the basics of UE AI. Ryan laley and LeafBranchGames have good tutorials for that.
how do i look up the class?
Thank you, I will check those out as well ๐
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...
Is it an AI Controller class, or is it a character class?
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
character
Then it shouldn't require any casting.
So chech that you feed it a valid icon, @high sapphire
Also verify your addition logic for the inventory
Nice to see some progress on that inventory ๐
Structs in a loop must be returned by ref to set member directly
Yeah, I took a few days to work on the options menu instead since that was giving me less of a headache, heh
Regular loops return a copy
How do I do that?
Is it because this is a soft reference?
@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
Likely, yes
when I use*
Have you enabled cursor over events?
hmm where do I need to enable that?
In the player controller
Yeah, it was because it was a soft reference, so at least that was an easy solution
Of course it will fall through, you're enabling physics simulation as a component. That is more used for static meshes.
@dawn gazelle in the event graph or somewhere else?
And the amount not updating is probably because I'm not updating the datatable's amount, isn't it
In the playercontroller settings , details panel
Datatable cant be edited, so i hope the amount is not in there ๐
For wobbly antennae, best to simulate the springy physics in anim BP with anim dynamics (or chained tailing logic in Control Rig)
Ah
So I have to store the amount elsewhere, then
In the inventory preferably
So the inventory struct would be a gameplaytag + amount
Like this now @gentle urchin
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
Yupp ๐
well, still nothing happens tho
Object response on visibility channel?
Right, where it is stored matters very little ๐
There are a number of ways it can be done but surely connecting a skeletal mesh to another is possible correct?
The widget has a inventory ref, correct?
Yeah
Just the attachment alone is not a problem
sometimes it is useful to turn contextual node suggestions on or off
So you don't know how to attach to skeletal meshes simulating physics? (I don't either)
So the amount is avaliable, yes?
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)
They are probably marked by the same tag?
What does your pickup object data look like?
As in the object itself that's being picked up, or?
Ye
The skelmesh itself can do its own anim dynamics, not sure what's the hold up, especially with a simple attach job
I can probably remove the amount thing from that struct, actually
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?
I've been doing similar thing numerous times, because of anime models, so skeletal meshes can have its own anim dynamics while attached to another skelmesh or copy pose from parent skelmesh.
Only set master pose component that disable it.
Exactly. Only in the DB
Ah
it doesn't want to connect
I'll have to look more into it
I generally dont like the listview widget, but how do you populate the listview itself?
Im biased, ignore the first part ๐คฃ
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
Probably not
There probably IS 6 healthpotions in your inventory
Due to tag check fail
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)
Theres a chevk for the tags
TagMatchesExact
Also, dont drag from the inputs ๐
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 !
It looks like the tags are right, at least in the adding side
Yes!
Yeah, it was a bool on Matches Tag
Still getting x6 health potions in the UI though
.. Oh right
-_- Might help if I connect the bool output
Or not, still showing x6
Same difference.
The more one knows ^^
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
Instead of break
Move whats on the 'completed' foind branch and move it to the loop body branch
Is this a local var btw?
No, it's not a local var
So move all of this into the loop body?
Where, exactly?
Looks like just changing that fixed it
I guess that'll do
Thank you for your help! Feels good to have that finally working
No worries! Keep making progress :)
Now I can go back to figuring out how to smack the saving/loading system into behaving, once I have some lunch
i've disabled print string output somehow how can this be fixed?
Yepp ! Id still do a tiny cleanup of the function but it matters very little
not the checkbox in the printstring, they just appear in the logs
it's usually on the node
the node is fine, but i see output only in console
Yeah, I can focus on cleanup once I get the functions well, functional. Studio (the class I'm making this for, which is basically my senior project) is all about minimum viable product now and polish/fine tune once you have the minimum viable product
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
Yeah, that's fair
And I imagine cleaner Blueprints also mean better performance, even if only slightly
Your first bug will be picking up another item when you're at max stack amount :p
'Bug'. No overflow or amount check
well it's print to screen that matters in this case. which probably means it's a console setting somewhere. I'd ask in #ue4-general or somewhere where console commands are known. maybe #cpp
Disable all strings...
What was the command...
"disableallscreenmessages" in console
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
On Drag Detected, what sets the item getting dragged
I never used it or needed it
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
Try payload then ^^
I never used it before.
You dont need the first cast i think
Payload is just a container for the reference you pass to it
? that's the drag and drop cast
Ye
You dont really need it
You can get payload directly
And cast to your widget class
I tried that nothing
Operation -> Payload -> Cast to your widget
Is the widget you're dragging "UI_Dropbox"?
No.
Cast to the widget you're dragging
That's on drop
Ye
sorry, I new at this, I don't under stand
you mean cast to the widget I'm dragging from
ok, now what
this might be a stupid question but how can i push another pawn? they both have floating pawn movement
Now you can access all of its data @vital aspen
All the data that exist in the instance you were dragging !
Sorry, The last part I have no idea what you mean. The index isn't there. The itemName isn't there. I'm confused
I'm draging from the players inventory (UI_inventory) to the UI_Dropbox
This is an Object inventory So it's from an index.
or an array is what I should have said
Yes, from my UI_Inventory
So there is no slots in the inventory?
UI_InventorySlot is what you wanna cast to
Thats what you're dragging
Not the inventory.
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
That's why
Yepp
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
Yes, I know, That's what I can't figure out
Check where you set it, use print string to verify
ok, thats where we are both confused it. Where do I set the ItemName at ????
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
Payload is that something
Payload as it is now has a reference to the slot you've dragged
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.
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
You dont need the index, nor the name as inputs
as long as using payload is fine, ofcourse
for some reason it looks like on On Drop doesn't run when I drop it
how can i have rotation for my boxoverlapactors node
what do you mean?
i mean rotation for the box
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.
rotate the actor that spawns the box overlap and see if that works? otherwise you could use a collision instead
even if I did there is no place to enter the rotation
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
if its from different bp would need to cast to the bp that it is part of to pull the variable out
@haughty temple do you have a solution please
did what?
rotate the actor that spawns the box