#blueprint

402296 messages ยท Page 847 of 403

thin panther
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Old vids arent bad, and dont make the code irrevelant, the basic principles behind an inventory dont change every year

gentle urchin
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It's easy to criticize :p

shadow merlin
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Is there a nicer way to do this? UMG and Level blueprint

wind sequoia
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Time machine

dawn gazelle
# shadow merlin Is there a nicer way to do this? UMG and Level blueprint

Dont have multiple event dispatchers that basically do the same thing. Using only 1 would suffice in this particular situation.

Button Click > Call Single Event Dispatcher with the desired color sent through it.
On Begin Play > Bind to the one Event Dispatcher, setting the color to the color passed through.

dawn gazelle
shadow merlin
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That's as clean as it can get?

torpid pine
dawn gazelle
shadow merlin
gentle urchin
torpid pine
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Right, was just wondering if there was a cheaper way out there but that makes sense

gentle urchin
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Native tick , sure

torpid pine
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Can you elaborate?

gentle urchin
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C++ tick

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The same logic , but in c++

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In a parent class

torpid pine
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I don't mess with c++ so I'm not aware

gentle urchin
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Its fine if you don't. Then you're best option is to keep it as is, or sacrifice quality

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But id suggest keeping it as is

torpid pine
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Right, appreciate the help

trim matrix
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I've got a tedious bug in UE4 BP.

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Basically I have a base class that has an enumeration value that is instance editable with 3 possible values.

When a function is called, it returns the value of this enumeration.

When I instance a child derrived type, it returns the default value of the parent class, not the instance's value nor the child's default value. Both of these non-parent values are not equal to the parent value.

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I saw some bug report about enumerations being reset, but not outright ignored.

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NVM never called the code.

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ISSUE WAS:

Branch that requrired a true statement.
True was never being passed in.

gentle urchin
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Devils in the details :p

random plaza
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how do you pick up a skeletal mesh with a physics handle?

dense nebula
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hi guys. i have this bp wich : when i click static mesh i can change its material and i want same thing with the character but i can't find the class anyone know how to solve this?

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let me make it simple : i did this class but when i match it with the class it came with an error like this

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idk why i can't make a (promote to variable) to change it to the character but i can't

reef marsh
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I don't understand what you're trying to do

reef marsh
dense nebula
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same static mesh if i made it to variable it is error

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i want it variable to choose the character because it is not in here

reef marsh
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That class is a Component Class. Character is not a component

dense nebula
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is there a way to change the class or add the character? what i want is click the character to change the material

reef marsh
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I think your'e confused at what you're doing here and I certainly am

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Which class are you working out of

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*?

dense nebula
reef marsh
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Is this a Paper project?

dense nebula
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paper2d yes but i've tried in 3d also

reef marsh
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I need to see more to answer your question. You're giving me little bits of what's going on and I don't understand what you're trying to do

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So on your blueprint, you're using "Get Owner" from a graph (I don't know which because yo uhaven't shown me) and then asking if you can convert that to a character

dense nebula
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the bp up there is a bp for changing static mesh material and it is working very well. i don't know what to change to make it the class character not the static mesh

reef marsh
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Back up, you're telling me what you want to do and not where you're stuck. I'm trying to figure out what kind of car we're working on here and you just keeping telling me it wont' start

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This graph is located where? Inside your character?

dense nebula
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no

reef marsh
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ok, where is this graph?

dense nebula
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it is an actor component wich i can add it to any class in game

reef marsh
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ok, an actor component

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and you're trying to do what from this component?

dense nebula
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i'm trying to make a simple click mouse when i click something it is chaning the material

open crypt
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I have some categories and sub categories - I'm trying to think about how to display them - I thought a map would work but it's not filling out the structure like I thought it would -
So if I had category - Fruit - that contained "apple, pear, banana" (an enum)

another category - meat - 'steak, pork chop, hot dog' -

How would I store that in one structure

dense nebula
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and up there i tried static mesh it is good but i don't know how to change it to click at the character to change its material

reef marsh
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Well, I'm not familiar with paper2d projects but when you get the owner, you'll have to then figure out how to get what you want. So when youg et the owner, you then have to get the mesh component but you said you don't want that

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So on that class dropdown, if you select mesh does that do what you need?

reef marsh
open crypt
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Should have just set up a data table, all the stuff is set before runtime anyway

reef marsh
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data tables are nice

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As long as you have it all setup beforehand, I haven't tried modifying a data table during runtime but I would think it is possible

vital aspen
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why wouldn't a third person char object ref won't pin into a third person char object ref

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This is in a widget

reef marsh
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just remove the node and add it again

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If the class was remade or things were moved, sometimes it can cause it to think it's referencing something different

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I'd just delete the node and try again, pulling from your Player Ref var

vital aspen
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No, I still can't get them to pin up

soft mantle
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anyone got a way to make displacement work with local aligned triplanar texturing?

open crypt
coral lance
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I have been getting these errors recently any help would be appreciated

umbral ginkgo
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Try a validated get

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That might work

coral lance
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I am using an asset from the market place I have to use their get but I am not sure how because they dont explain

umbral ginkgo
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How to do a validated get?

coral lance
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this is where it is saying there are problems

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im really new to this

umbral ginkgo
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Right click on the reference and select the option to validate

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Np

coral lance
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I validated them

runic parrot
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Hi! i'm trying to record some points in the map to get the spawn points of my creeps, is there any way to record positions with just a click?
Like a raycast but while on the editor

umbral ginkgo
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Hopefully It'll work

coral lance
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same error

umbral ginkgo
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Are you sure player building component has been defined?

coral lance
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can you explain please I am pretty sure though

umbral ginkgo
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If it has been set as something

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Your familiar with set correct?

coral lance
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I have used that before but I am at very basics

umbral ginkgo
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Well has it been done somewhere else?

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Or is it an empty reference

coral lance
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this is the whole page

foggy escarp
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You can get selected actors in editor

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Create a function and call it when right clicking the object

umbral ginkgo
# coral lance

If that's everything in the blueprint then it has not been set as something

runic parrot
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that would be pretty much the same as doing manually

coral lance
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i had to change back to regularly get because it broke

runic parrot
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i was thinking on something to pick the spawn points and just record the x,y,z

umbral ginkgo
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was just making sure that wasn't the problem

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Im not sure what the problem is

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Maybe wait until someone who knows more than me can help

coral lance
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I asked the people who created the asset but they haven't helped

umbral ginkgo
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Assets can be hit or miss

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Sometimes new unreal versions break them, or they're just incomplete

barren relic
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hey does anybody know how I can set an angle, like 60 degrees for example, and have a projectile spawn within it? like a cone

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do i do this

fair magnet
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Hey... I made a pawn with floating pawn movement but the clients can't move :o What do I do now?

odd osprey
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I'm having an issue where none of my child blueprints are inheriting variables from the parent class. This is affecting all my character and game modes. This screenshot is just an example. The same exact function, when run on begin play, prints the array as expected. If I use the key press version, nothing. I've never had this issue until suddenly I did. I'm at a loss for how the variable seems to be both inherited and not. :/ UE 4.27.2

dawn gazelle
# coral lance

Using a validated get, you need to attach the execution pins so that it works correctly. When you see a node that has the triangular [> input that means it is expecting an execution path input, otherwise it will not function.
The issue you are having is that the reference "player building component" is not defined. Looking at your screenshots, this is likely because you haven't added it as an actual component, you just made a variable of that type with that name as it is not appearing in your component list (see second screenshot), or you just have not set it to the reference to the component you're trying to use (like the component could exist on a different actor, or you added it at runtime and just haven't set the reference to the created component)

golden crest
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I have messaged them and they have said that is because I haven't added the playerbuildingcomponent to my controller however it is added and I tried added the component to that blueprint and it still does not work. Do you think if i added individual eventactions to each input that It would work or is it the component itself

teal talon
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I can't figure out how to access this setting in my Landscape Material Instance from my level blueprint, could someone give me an example of how this call would work? I'm trying to toggle rain drops when it rains.

dawn gazelle
# barren relic do i do this

This takes an input vector and selects a random output vector within the cone of the defined radius of the input vector

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So, yes, so long as you feed it an input vector, you'll get a random vector in the cone out.

barren relic
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Now I just need to choose what angle to throw into it

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thank you

dawn gazelle
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Get forward vector of the muzzle of the gun.

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Or the camera, whichever you prefer ๐Ÿ˜›

vital aspen
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it has me stump. I can call the playerRef and get what I need for other widgets. don't under stand why is doesn't work on this 1 widget. UI_Inventory widget

dawn gazelle
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You need a reference to the specific component you're trying to do stuff on.

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So if it's on your player controller, you need a reference to the player controller's component in order to use it in your character.

golden crest
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thank you everyone for the help I actually just fixed it there was a problem with my gamemode I readded the component to the gamemode and it worked

vital aspen
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that's why, using wrong char

reef marsh
barren relic
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Can I clamp an angle

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Im trying

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this

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Im getting the cone to spawn but it keeps spawning either up or down, I want it to go forward

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out of order sorry

unkempt moth
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Can you apply scale to a mesh in UE4 similar to Blender? I have 4 skeletal meshes but they aren't all 1,1,1. I want to set them to be able to use them in my enemy spawn manager more fluidly

barren relic
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you mean like in here?

unkempt moth
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Yeah

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I want to be able to set them all back to 1,1,1 without it changing the size

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Kind of like the apply scale in Blender

barren relic
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Without changing size is throwing me for a loop

reef marsh
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I don't know how you'd do that, Prescott. I'd ask somewhere in content creation and see if someone has experience with that

unkempt moth
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I don't know if it is possible. The meshes were imported at the wrong size, so I resized them to fit but now it is biting me

barren relic
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probably have to do it in blender and re import it

unkempt moth
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Ah okay

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That makes sense

barren relic
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one time i had a model that wouldn't rotate correctly until i fixed the axes in blender

odd ember
# barren relic do i do this

use this, multiply by a small amount (say 10.0), add to location and that will be your spawn direction for projectile

barren relic
odd ember
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a unit vector is rotation

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it is a direction

barren relic
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gotcha

barren relic
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hmm, makes it spawn in a weird spot i can't see\

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maybe im doing something wrong

idle moat
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I'm creating a coin collecting mini game and when all the coins have been collected I want the game to finish and have a level complete widget appear but I'm not sure how. I've already created the widget I'm just trying to figure out how to have it pop up.

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Each level has a different amount of coins as well so I think it will have to be done in the game mode blueprint

royal perch
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anyone got an idea why spawn actor causes the pivot point of the spawned actor to be set to where it spawned, and not the actors pivot point?

reef marsh
somber quail
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Anyone know how i can tilt the camera to the movement of the player

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something like this

pine trellis
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If I over ride a function in a child class, does that change the signal flow of the original parent or does the parent still use its blueprint, say the funtion is connected to other functions and stuff in the parent do I need to copy everything over or will a simple over ride work in the child?

open crypt
runic parrot
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Hi everybody! i did some changes to one class and the project is not opening anymore, i'm trying removing that class, but it still crashes.
what was the 2 folders that one needs to delete in this cases?
Derived and saved? saved and intermediate?

open crypt
pine trellis
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@runic parrot I hope it wasnt cpp parent, unreal still has some weird bug if you reparent a c++ character it starts to lose functions, I lost my movement function, I couldnt see it in the blueprint so I made a child of the broken one and it worked

runic parrot
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it was saved already, it's not on the auto save : (
also, i have a back project and i tried replacing the file, but it's still crashing

pine trellis
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Im trying to clean it all up now before release because it worries me

runic parrot
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but i'm sure it's because of that file

pine trellis
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restart pc might be a memory issue

runic parrot
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when i did the replace for the other one, it crashed hard

runic parrot
open crypt
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This is the time to get perforce setup, pain though it is

pine trellis
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dont you have a backup folder?

runic parrot
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prob some reference is still saved somewhere, i can't remember if intermediate and saved were the trash folders

pine trellis
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oh yeah I seen that bug

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I had to go back to an older project

runic parrot
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hope backup is not the one way out, i can backup the enum, but not a lot of changes i did this days : (

runic parrot
pine trellis
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you should back up alot, Im buying some DVDs and burning my work to disk just in case the russians hit america with a EMP, I think my DVD will be saved

pine trellis
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but I mostly back up to SDD I got a 500 GB for like $50 its cheap now

runic parrot
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one of the only moments where there's some advantage to being on a really poor south country

open crypt
# runic parrot what do you mean?

Oh boy, okay Perforce is a type of version control that integrates well with Unreal - you can literally compare versions of the same file and see the differences on the blueprint (or the text differences if its code)

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You can install it in windows on a machine, although you really aren't supposed to because if the machine does, you lose everything, but if you are just getting started with it, do that

dense nebula
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hi guys. this is working with the cube it is chaning but with the third person character it's not chaning and not working (even that i tried print string still get nothing)

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work fine

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not working

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find the sulotion : enable visibility to block

tulip mason
sharp rapids
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Is it possible to match with Parents when using Switch on Gameplay Tag?
It seems Switch uses an exact match

gentle urchin
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Youd probably need to filter it yourself

unborn compass
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Ok guys, so I have a weird one because i'm sure my code is terrible. I'll try to phrase this well. I have a print statement to show when player controllers come into my game (right after "OnPostLogin" in gamemode. Could anyone explain why when set on ListenServer and 1 player selected I get TWO player controllers logged in? Does the server get a playercontroller besides the one that actually functions as a player or is my game just haunted?

dawn gazelle
tulip mason
unborn compass
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full disclosure, the code is a complete mess, but I have a "GetNumPlayers" that leads into a branch and only continues when getnumplayers == 2

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is it possible for that to happen unless two people are logged in lol

dawn gazelle
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May be a silly question, but have you tried restarting the editor?

unborn compass
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its been a recurring issue for me the past like 5 days

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so yes

dawn gazelle
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Dang

violet wagon
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yhea thats definitely not normal. i get 1 print with a single listen server

unborn compass
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idk if anyone is brave enough to take a look at my code lmk i'll dm it to you though, don't wanna post it on here

gentle urchin
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None brave enough for that ๐Ÿ˜› We've seen all sort of stuff being posted on here, so not willing to that sets of a few red flags ๐Ÿ˜›

unborn compass
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i'm just pretty embarrassed. you wanna see it?

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its weirdly enough working perfectly for what i want if i play as client

gentle urchin
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Wouldnt it make sense to try and fix it tho?

unborn compass
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okay

gentle urchin
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if its that bad

unborn compass
dawn gazelle
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At least you're not like "Guys! Please help! I'm trying to open a door using tick and it's not working! Here's my BP!:"

unborn compass
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lol

gentle urchin
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Thats what i saw in my head

unborn compass
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haha its not that much of a mess but probably using some really bad ideas to do what i want

gentle urchin
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turning the world on tick with getallactors of class because the door didnt move

dawn gazelle
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lol

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That's how we're going to make warp drives one day. It's too bloody hard to make something move faster than the speed of light. Let's just move the universe instead.

unborn compass
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lol is that from futurama

dawn gazelle
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Yes. Yes it is.

gentle urchin
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Cant see anything obvious on the post login part atleast

unborn compass
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if you guys have a better way of assigning player indexes I'd like to hear them

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my current way is putting them in an array and using the array index

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indices

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**

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i was copying someones stuff to do this but it just didn't work for me at all but this seems to, at least for dedicated server

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how is this possible that there are two player controllers

gentle urchin
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check the world outliner perhaps?

unborn compass
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it only shows one

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but heres my issue that started this whole thing. When I play as listen server with 2 players that "fake" one is getting used instead of client1 to set variables

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so i'm trying to set client1's variables and it instead does it to this one i guess, i'm not sure

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i'm pretty lost

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should also be noted about that screenshot that index 5 is the default player controller "player index"

gentle urchin
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single here aswell

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so atleast its something about the code

unborn compass
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ok heres something interesting

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these two return different values

odd ember
unborn compass
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player index shouldn't change but they reliable give the same results that they always do

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when run at various times

odd ember
unborn compass
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this is on the server btw, the host of the listenserver

dawn gazelle
# unborn compass

Is there anything you're doing in the parent class? Like why is that call there? Also not usually good to leave the pin disconnected as then it doesn't know the controller that joined.

gentle urchin
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^ good catch

unborn compass
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no clue what it even does

gentle urchin
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calls the parent event

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so if the parent also added to this array

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it would be added twice

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despite having no input, since you're not validating the input

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you're adding whatever regardless

coral lance
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I am currently trying to start both of these functions with event beginplay because they are both needed but I cannot. How can I?

gentle urchin
unborn compass
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my bad

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but i did try it without that parent called and it still did the same thing

odd ember
coral lance
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I can only hook up one at a time

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and I can't make a second event beginplay

dawn gazelle
odd ember
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right well but you see there's an output pin as well that you can use?

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or use a sequence node if you really want to

coral lance
odd ember
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but you don't need to

dawn gazelle
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Begin Play > Parent Begin Play > Spawn Weapon > Change Camera

coral lance
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ohhhhhhhhhhhhhhhhhhhh

unborn compass
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i'm still kind of lost on what the parent function does

gentle urchin
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Calls the parent function

coral lance
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sorry if dumb question I just didnt want to break anything

odd ember
unborn compass
gentle urchin
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Executing the parenting funciton,

dawn gazelle
gentle urchin
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extending its functionality

unborn compass
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and how does the parents function differ or how can it be utilized in this scenario

gentle urchin
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We dont know what it does for you,

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you must inspect the parent class if so

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if its not yours, then you probably dont need to call it in the first place ( thats why you're overriding it I assume)

dawn gazelle
unborn compass
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yeah i copied this from someone else

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so it probably does nothing

gentle urchin
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Always consider why you're doing what you're doing

neat lava
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Some one help me how do i stop get Player character after player got destroyed

gentle urchin
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otherwise you're in for one hell of a ride

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Ask yourself what are we trying to accomplish here

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What does that node do ๐Ÿ˜„

dawn gazelle
neat lava
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is that a only solution, is there a way to check for NULL

dawn gazelle
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Though I'm not sure if OnPostLogin is actually this function.

gentle urchin
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Isnt OnPostLogin Virtual ?

unborn compass
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NumTravellingPlayer++

gentle urchin
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and mostly there for bp catch?

dawn gazelle
gentle urchin
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i cant tell with this bright light from the screenshot ๐Ÿ˜›

unborn compass
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ok... so i'm just printing my Players array and it says only one in there, but somehow GetNumPlayers is returning 2?

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i got rid of the parent function fyi

gentle urchin
dawn gazelle
unborn compass
gentle urchin
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.
Ehh..

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Didnt you check this or what

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๐Ÿ˜‚

unborn compass
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aight i'm done bothering you guys for tonight

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its passing that branch in my last screenshot though before the second controller connects

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which it shouldn't

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aight, with that i'm done

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i'm gonna start drinking

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later guys lol

tender anvil
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Hello everyone! Got a little a problem here with my Camera Headbobbing

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I wanted to make a simple up/down headbob which I managed to create with matinee camera shake, however it doesnt work perfectly
First of all, when I move the headbobbing starts and looks completely fine, but when I stop it sort of snaps the camera back in a weird way.
Second thing is that I dont want to play the shake when jumping, any tips?
Here are my values

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here's my bp

tender anvil
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Alright, I'll try it out

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where should I put isFalling?

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well, now the camera shakes even when idle, however I tried this and it sort of fixed it

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I tried so however the camera was shaking when being idle
also how can I do it on a tick?
Sorry for sounding like a complete dummy
I just wanted to finally start working with BPs, I'm following a tutorial series however I also wanted to add something myself to the project

gentle nebula
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Can i make a variable which is a map of maps?

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or array of arrays?

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i think it's called 2 dimensional maps

tender anvil
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like this?

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and it did not work the same as the code above

dawn gazelle
tender anvil
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not sure what went wrong either
the above I tried to explain myself that it works like this
Check whether velocity is 0, if true > do nothing, if false > check whether is falling, if true > do nothing, if false > shake the camera

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also, should I notice a difference after plugging it in event tick?

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or is it just better for the code itself

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I changed the boolean to OR and it seems to work

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and should I notice a difference in the effect?

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alright, so the jumping works again, its on one tick event as it should be
now I just need to figure out the values for the shake so that it feels more seamless

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what it sort of does now is that when I move, it starts shaking up and down which looks alright, but when I stop it snaps back to its original position but in a not so seamless way

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the values are a bit tricky because when I seem to get close to my desired look, it does look more seamless however the shake is almost gone

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blend in time seems to do almost nothing
blend out is doing something but its hard to find the right balance with the duration

true valve
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Any idea how to prevent that

neat lava
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Some one help i made a simple InterpToMovement script to make my enemy go front and back but how do i make him to rotate to the moving direction

keen widget
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How to auto-reset editor view back where it was before i press Play button in editor?

violet wagon
neat lava
gentle urchin
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Get velocity -> safe normal -> RotationXVector -> set actor rotation ?

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Along those lines

violet wagon
# neat lava i did that oritent Rotation to movement in char comp but it did't work

second option it is. just force them to rotate to their movement direction. since the first option didnt work for you im assuming your manually setting your AI's location? If this is the case then you probably cant use velocity (its still worth a try since that would make this much easier). Without velocity, you would have to get a rotation from your current position to your target position, then rotate your AI to this rotation. The vector math is a bit rough so lemme know if you need help with that.

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but hopefully Squize's solution works. It would be a lot easier ^

gentle urchin
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If its by using set location, one would need to make the delta (velocity) manually

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Which would be this frames location - lastframes location

neat lava
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still not rotating

gentle urchin
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You're starting a timeline on its own timeline tick

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Dont do that

foggy escarp
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Ooh, that's gonna do some weird stuff

gentle urchin
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Theres a finished pin for when it completes the timeline..

foggy escarp
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I can't usually tell for sure when looping back in on itself will crash, so just use timers for this kind of stuff.

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Or tick

neat lava
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Now it goes to the location and just keep on turning front and back not moving after that

gentle urchin
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Use tick here indeed

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This is not what a timeline is designed for ๐Ÿ˜…

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Use VInterpTo or VInterpToConst

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On tick

neat lava
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okok

sharp fox
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Hey, does anyone know how to make ai to do something like in job simulator, like ai going by path from spawn location to destination by path?

sharp fox
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by path

neat lava
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I need my enemy to move form 1 point to another point and turn back and move to previous point back and forth like that what should i needed to do HELP

gentle urchin
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Do job is another

sharp fox
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nah, like ai in job simulator

gentle urchin
#

Not sure what that means then

sharp fox
#

not "do job" just go from spawn location to a queue and if i will done his "shopping" then he will leave

neat lava
gentle urchin
#

Sounds like a regular moveto by my accords

sharp fox
#

Ok, i just need to do something like cars ai, just go from a location to b location, then wait, then go from b location to a location

neat lava
sharp fox
#

and even this doesn't work

gentle urchin
#

Requires navmesh iirc

gentle urchin
#

Have loc a and loc b as vectors

neat lava
gentle urchin
#

Flip flop between them in the target loc based on last visited

#

No, using VInterp

#

I get that

neat lava
#

Because my enemy is bee he needs to fly

gentle urchin
#

Sure

manic vessel
#

Please help me understand why Im getting this error, I mad a MAP variable that I want to output the correct ammo type enum for the weapon, But everytime I try to add a actor to the map I get this error

gentle urchin
#

Them keys must be unique

#

So.. you must save the default type to last

#

In this case you must update your nullptr before adsing a new nullptr ๐Ÿ˜„

#

Not easy to do in defaults ;)

manic vessel
#

sorry I dont quite understand, I thought I could just click + to add all the gun actors I wanted and set to enum to output the correct ammo type

#

not sure what this key thing is

gentle urchin
#

You're using a reference, so untill updated you cant add more

#

And you cant update a reference from default values

gentle nebula
#

I have a question, why some basic blueprints such as "for each" is a macro rather than a c++ written function?

#

Is that a future milestone? Or because it would be bit difficult to make it all using c++

gentle urchin
#

Afaik not going to be updated

#

If you want it fast you need to go c++ anyways

#

Iterations are slow no matter which stone you flip in bp

gentle nebula
#

So i cannot just make a c++ script to loop stuff faster ? instead of using this macro node

gentle urchin
#

And im not sure you can get those wildcard inputs?

trim matrix
#

Morning community! (or evening depends on your location)
i have an issue with blueprint..
i have 2 blueprints. and i'm trying blueprint A to edit a variable of blueprint B at runtime.
but it does not seem to work at all.. i can print the variable and see it has change; but the blueprint B did not get updated..

#

any idea?

gentle nebula
#

I mean i really enjoy using blueprint, would have been cool to enjoy the advantages of both worlds

gentle urchin
#

You can do a specialized loop doing a specific task in c++ tho. That would be way faster.

#

You can, but not for a generic looping function ๐Ÿ˜„

#

I do tons of loops in cpp,

#

And call them from bp

#

Some copy overhead and whatnot but flexible and still so fast

gentle nebula
#

Maybe with custom k2nodes it would be possible

gentle urchin
#

When im done iterating I move the entire function to c++

#

Im not saying its impossible,

#

But the gains would be marginal

gentle nebula
gentle urchin
#

Loops

#

Math

#

Are two very clear ones

gentle nebula
#

So if i make lets say a function library in c++ to do some loops it would be worth it at heavy stuff?

gentle urchin
#

Yepp, for sure

gentle nebula
#

Cool

gentle urchin
#

But the loops would most likely be specialized

#

And not as simple as foreachloop

#

More like.... "adjust vectors according to this math"

#

Or.. "find nearest X from this TArray"

gentle nebula
#

Thank you for the information!

gentle urchin
#

Not very scientific and probably full of holes, but yw ๐Ÿ˜…

gentle nebula
#

I think it's the best explanation to my current level of understanding

#

I just figured out i can collapse nodes, so useful

gentle urchin
trim matrix
#

yeah.. the main one is userWidget BP, driving an actorBP

#

actually i'm lying, it is defintly working, i can see the variable being update when i check the blueprint.. the thing is the blueprint does not seems to update inside.. ?

gentle urchin
#

You need to call the event for it to update

trim matrix
#

oh! how do you do that?

gentle urchin
#

From the reference of the blueprint, you can call its public methods (functions)

#

If this is beginplay, you must replace it by a custom event

#

Wh8ch you can then call from elsewhere (and on beginplay)

trim matrix
#

ohhh

#

ok let me digg that!

#

like this?

gentle urchin
#

Yupp

#

Now in the widget you can call this event

trim matrix
#

what is the name of the node to call public methods (functions)

#

?

gentle urchin
#

The name of the function itself

#

UpdatePod in your case

trim matrix
#

go it!

gentle urchin
#

Now reverse them

#

First you must update the integer

#

Then you can update the pod

#

I would also suggest doing a step extra here

#

For future you troubleshooting where the thing got set etc

trim matrix
#

awesome! trying

#

(and thank you btw for your help)

#

WORKING!! thanks you so much @gentle urchin !!

gentle urchin
#

Hold your horses !

#

I would humbly suggest the following:

Create a new function in the bp B. "SetPodType"
It has an integer input.
Connect it to the newvar.
Then after setting its new value, call the UpdatePod function inside the SetPodType function

#

Now in the widget you can directly call SetPodType and feed it its new id, and the rest will handle itself :)

trim matrix
#

ok! trying it now

#

which node to create a function?

gentle urchin
#

In the leftside menu, there should be a add function option

trim matrix
#

go it

gentle urchin
#

Alternatively you can select the node(s) you want in the function , right click , and collapse to function

next robin
#

Hey! Any idea how to stop an actor from interacting or moving without un-possessing? My basic idea is that the player pressed 'E' on an object, the camera view changes and the character actor becoming invisible (as if he hid inside that object and the view became a top-down). My issue right now is that the character is able to move while hidden because it's not un-possesed

gentle urchin
#

There's a function for it, if so

trim matrix
#

so i have the set pod type function

gentle urchin
#

Sweet

#

Add an input to it

#

And connect it to a set pod switch node

trim matrix
#

like this?

gentle urchin
#

Beautifull

#

Now after that just call the updatepod function

trim matrix
gentle urchin
#

Perfect

#

Another thing which may be good , or not

#

Is to check if the new set value is within the scope of the variable !

#

So before setting it, you may want a branch

#

Which checks that the new param != Podswitch

#

And that the new param is within acceptable range (numbers used in the update pod switch)

trim matrix
#

ok doing that

gentle urchin
#

0-4 if you havnt updated the switch :)

trim matrix
#

so which node to "Which checks that the new param != Podswitch"

gentle urchin
#

Branch

spark steppe
#

branch

#

squize doing teachers work here xD

gentle urchin
#

And "not equal"

#

Hahaha

#

Guess i couldve left it after the custom event

trim matrix
#

ok! trying

spark steppe
#

yea now you are stuck here until release

gentle urchin
#

Atleast i got first seat to early access

spark steppe
#

he still gonna make you pay for it ๐Ÿ˜„

#

also john, post a screenshot when you are done

trim matrix
#

like this?

spark steppe
#

because that sounds like it could go wrong

gentle urchin
#

Not bad at all

spark steppe
#

yea that looks good so far

next robin
gentle urchin
spark steppe
#

now add the other check, and combine both with an AND node

#

and use the result of the AND on the branch

gentle urchin
# trim matrix like this?

This is great. The second check may not be necessary in this case, but generally you only wanna react to changes, not things set to their existing value. Thats why we wanna in addition the check if its in range, check that its not equal to the current value :)

#

Another tip is to give yourself a rope and toss print on things that could go wrong. The Switch is one of these things. Imagine you figure out you wanna add a new pod type to it, and you increase the range inside the function but forget to update the switch in the UpdatePod function. Then it would exec the default pin (which mean no other pin fit the critera). Having a simple print string there will tell you if this happened, without having to look all over to find out why it doesnt update :)

spark steppe
#

also that's why enumerators are nice for things like types

gentle urchin
#

True, but the mistake would be even less apparent in such case wouldnt it ?

#

If i recall correctly theres no default pin on switch on enums

spark steppe
#

yea there isn't an "undefined" value for enums

#

it always needs to be a valid value

gentle urchin
#

So in a switch case an int would be ... less prone to errors id say^^

spark steppe
#

it is

#

if you use the enum through all "instances" e.g. actor bp, function call, etc.

gentle urchin
#

You could always return to byte on the actual switch

#

And still get the default out

#

Which would be great, i'd say

tranquil rain
#

Does anyone have insight on adding a double click function to an already working drag and drop system

fair magnet
#

Hey I have a pawn why can't the client move it? The server works just fine but clients can't move

keen widget
#

Guys.. when i was using Unity Bolt (Unity visual scripting addon)
it was SO EASY to create ANY reference to anything and call it where you need just with 2 nodes!
Why its so HARD and confusing to do the same stuff in Unreal?
I dont whant to use casts, interface or dispatcher for a SIMPLE task
Why i cant do the same suff in unreal like create ObjectVarible with reference to varible i need

gentle urchin
#

Why dont you want to Cast, interface, or dispatch?

#

Why not use the tools avaliable?

keen widget
gentle urchin
#

Things you should know, and learn, to make scalable , performant solutions..?

keen widget
#

its a BASIC task, it should be very easy to do

gentle urchin
#

Casting is basic

#

Easy :)

#

If you wanna just tie it all together in some chaos oriented method, feel free to do it all in the level bp

#

You can tie anything together in any sequence you like

#

No need for casting

#

Hard refs are the way to go

keen widget
#

is there a way to create global object varible of some gamobject to call it anywere ??

gentle urchin
#

Subsystem

#

Complex territory

keen widget
#

eh

gentle urchin
#

There are a bunch of statics avaliable

#

Which you can add stuff to

#

But will require either:

  • Source editing (not adviced)
  • Casting
  • Interface
sharp rapids
#

It'll take some time to get used to it

gentle urchin
#

Feel free to toss one of these very easy cases, and surely we'll find a solution for it, rather easily

zenith hazel
#

Hey guys

#

I am working on a mobile game

#

So there is this button which brings up the weapon wheel

#

and when I select a weapon it closes

#

but for some reason when it closes I have to tap the weapon wheel button twice to open it

#

Is there a way to prevent that?

spark steppe
#

at this point i'm just wondering if it's valid to use references of other events, like you use that widget reference

proud mauve
#

Can somebody explain what the problem is here? I don't get it..

Binding: Property ' /Script/UMG.Image:BrushDelegate ' on Widget ' Image_263 ': Member:F_SetCharImage Has the wrong number of arguments, it needs to return 1 value and take no parameters.

sharp rapids
maiden wadi
#

Char Image is a parameter.

#

Has the wrong number of arguments, it needs to return 1 value and take no parameters.

proud mauve
#

Char Image is a texture2d, I want to convert it to a slate brush. Isn't this possible?

maiden wadi
#

You're talking about two separate issues.

#

Yes that is possible. No you cannot make a function like this that takes that image in and then bind it in a widget using UMG bindings.

#

The UMG binding doesn't pass parameters when it calls that function to update. So it doesn't allow parameters.

proud mauve
#

Ah ok, so I have to do it in a seperate function and not with a binding?

sharp rapids
maiden wadi
#

Also. Pretty much all UMG bindings are crap sans the Tooltip Widget one. Whatever you're doing is probably better done on Tick with SetBrushFromTexture

proud mauve
#

Thanks ๐Ÿ™‚

maiden wadi
#

UMG bindings are basically ticked functions. So having them just incurs another function call overhead versus just using tick to begin with. And also if any of your code sets their properties anywhere else besides that binding, the binding is entirely broken and will never run again until the widget is re-added to screen. So for constantly updated stuff, best just to go with the widget's tick. It doesn't run when the widget is collapsed or removed from parent, so it's not a huge performance issue when the widget isn't on screen.

wicked osprey
#

Guys, I have a question. I have an item that is lying on the PickUp Item map, inside it I have a Uobject variable (with all the data about the item). So, when selecting, I create this Uobject, pass it to the Uobject variable and then transfer it to the inventory. But when I throw it out, I will spawn the object and pass the Uobject to it. The fact is that the necessary data is already there, and when I re-select it, I will no longer need to create a Uobject again and transfer data to it. Is there a way to create a Uobject only once for the entire map? If I register the creation of a Uobject on the Event Begin Play, it will be constantly being created, and I don't need it. I need it to be created exactly once.

honest fable
#

Hi guys,

Got an interesting questions.

This is the scenario:

Let's say in multiplayer, people have a widget component attached to their character that is on 'Screen' space (lets call it a chat bubble). When they chat, it appears above their head. A repnotify fires to make it visible, and the chat text appears in the chat bubble. After a certain amount of x time it becomes invisible again.

Now what I want to realize is that only people within a certain distance of this 'chatting player' will get to see the bubble appear above his/her head.

How would I approach that.

So basically, how can I control chat bubbles visibilities of other players based on my location in relation to theirs?

lmk if anyone has pointers

earnest tangle
zealous fog
#

GetDistanceTo is a node

tranquil abyss
#

Hell all so Im at a point in my game where multible types of things will end up doing damage to the AI,

#

this is kinda what I have now

#

I defiantly need a more modular system for this

#

also is casting to an item like a sword or a fire ball the best way to get damage form it or is that creating an unneeded cast

#
  • Also for the sword I have a reset hit thing so the sword does not hit 2 or 3 times a swing
#

Im gonna need a way to dynaicall get the animation / reset time of the weapon I hit with

#

instead of a value like .85

#

maybe I should put the core of this in a function but I feel like Might be a faster way of reworking

#

(Fast like compute not time)

fair magnet
#

Hey there I'm setting a Pawn reference OnPossess but once I try accessing it it's not been set... how can this be?

thin panther
#

Can you not use the existing apply damage system

tranquil abyss
#

you see I didnt know that existed untill last last night

thin panther
#

Rip

tranquil abyss
#

lol

thin panther
#

May be worth giving it a rework

tranquil abyss
#

should not be that bad to convert once i figure it out

#

I plan on reworking it

thin panther
#

Damage just uses apply damage and receive damage, and you can specify a damage type and a damage causer

maiden wadi
thin panther
#

So you could make a damage type of say like fire, then if i have somethinf weak to fire, i cpuld multiply the incoming damage if it is fire damage

fair magnet
tranquil abyss
#

@thin panther any resources about the built in damage system

#

or maybe a node or 2 I should know about

thin panther
#

Apply damage and event on damage

#

Thats all you need

#

You can go further with instigators and damage types

tranquil abyss
#

would I put apply damage in lets say the sword/fireball or in the AI

#

seems like once I figure it out

#

should stream line things

thin panther
#
Unreal Engine

Damage support is a feature of the base Actor class, making it widely available. The system provides easy access to common functionality for quick results, while also being extensible to allow you to customize your damage model when needed. Weโ€™ve also made an effort to avoid making assumptions about how to respond to damage, meaning you wonโ€™t fi...

#

So apply damage goes in whatever causes the damage

tranquil abyss
#

omg this is

#

so good

#

lol

thin panther
#

So you shoot a gun, the bullet will damage tje thing. You stab someone, and the knife deals tje damage

tranquil abyss
#

I did everything the hard way ๐Ÿ˜‚

thin panther
#

Indeed

#

The blog details more anoit damage types and stuff

#

About*

tranquil abyss
#

then in the AI I can use the event like taking damage or something

#

get that value and pass it into the damage number above my ais head

#

cool

thin panther
#

This may also be useful

#

But yes

#

Everything you want to take damage has a receive damage event, everything that deals damage has an pply damage

tranquil abyss
#

that was fucking easy

#

lmao

fair magnet
#

Don't you wanna replicate health? ^-^

tranquil abyss
#

yeah lol

#

just quick and dirty to see if it worked

fair magnet
#

Sure

tranquil abyss
#

well this makes my life easier

#

why did the tutorials I watched when I was getting started with this Not do it this way

#

that is the question

gentle urchin
#

And generally made by people who are still also learning

wanton knoll
#

is it possible to turn blueprints into code?

gentle urchin
#

Blueprint is turned into code..

#

Or is code

#

Depending on how you look at it

wanton knoll
#

no i mean is it possible to view the code

tawdry surge
#

You can open the source code and look at it

hybrid hare
#

Hi, I have this pickup blueprint in my VR folder that I want to use in a new blueprint but I do not remember how to do this so I get the Event Pickup with the pickupActor interface attached to it... Hope you can help

vital aspen
#

using an object. how come event construct or event begin player don't exist in a object

hybrid hare
#

sorry don't understand ...

vital aspen
#

I'm trying to cast to a third person in my inventory object. When I try and use Event Construct or event begin player. Those nodes don't exist. and I was wondering is this is true or is something wrong

sharp rapids
#

Objects do not have any event

vital aspen
#

any idea how to set a cast in a object

sharp rapids
#

What's the problem?

#

Can you post a pic

vital aspen
#

It's too early in the morning for me. never mind. I didn't need the cast because I was getting info from the third person when the info I needed was all ready in the object. How dumb can I get. Just getting too old I guess.

hybrid hare
#

any idea for my problem ?

vital aspen
#

sorry, I don't even under stand what your saying at all @hybrid hare

hybrid hare
#

I just want to attach the pick user interface from my VR folder to an Event in my object bluprint

vital aspen
#

ok, so your trying to attach a pick to a player using an interface.

hybrid hare
#

Just like on this capture. I did so 2 years ago following a tutorial but I just do not remember how to do this... so frustrating

vital aspen
#

so how are you running the event node

#

or interface node

hybrid hare
#

Just do not have clue on how to do this. My rotating doors bluprint works fine. I am quite the beginner in blueprinting so my knowledge is more than basic

obtuse herald
vital aspen
#

and what your trying to do is to put a axe or pick in the players hand. Righr

sharp rapids
vital aspen
#

That's what I was thinking too

obtuse herald
#

Then you can call the interface event via every other blueprint

vital aspen
#

that's why I asked. I don't think he's calling it right

hybrid hare
#

no I tigger an open event when I am in the delimited zone (box trigger) by pressing my controller buttons (or a mapped key. Mapped keyboard key is fine though)

sharp rapids
hybrid hare
#

this is my doors graph (it works). and i am currently doing a drawer

#

door grasph

desert relic
#

How do i tell if pawn is no longer being seen on pawn sensing?

hybrid hare
#

drawer BP in progress

#

@sharp rapids ok

short pawn
hybrid hare
#

@sharp rapids Thanx, I have added the class to my BP. Could you tell me how to attach this interface to my event ?

sharp rapids
#

Right click on the name and click 'Implement Event'

novel rock
#

I just bought this and got errors???

hybrid hare
#

ok !

gentle urchin
hybrid hare
#

Thank a lot @sharp rapids

gentle urchin
novel rock
gentle urchin
#

renamed the pin at some point

white field
#

I built up a radar which is cool but not really quite right.. everything is gathered by tag into an array, they are culled by distance and drawn and rotated, but it's drawing based on actor world location, so everything remains centered around WP 0,0,0 effectively

#

I've tried adding the vec3 for actor location with my player location, or subtracting the vectors, either on first, or scaling them before doing the vector math.. help

#

the desired behavior would then scroll the radar display around like a proper radar and not like a map just rotating around

runic parrot
#

Hi! does anyone know what is the max value possible for one Enum?

dawn gazelle
#

Basically an ENUM is a byte, or 8 bits, which can store between 0-255.

maiden wadi
#

Did someone ask about GameplayTags?

runic parrot
#

Okey, my setup is not going to scale with enums, i need to find a better way to store "classes" references

keen shard
#

quick question. does this blueprint not fire twice?

#

or does the parent not fire begin play unless you include Parent Begin Play

#

in the child

runic parrot
#

It fires once for the server side and one for the client side if you are on Mp.
The child is going to play the parent method first and then what is next

maiden wadi
#

Beginplay is an override. So normally parent beginplay won't run unless you call the parent version. If you've used C++ it's the same as calling Super

keen shard
#

got it. thank you!

dawn gazelle
gentle urchin
#

255 indeed

#

Need a uint16 for more :p

dawn gazelle
#

I was thinking it might overflow back to 0

gentle urchin
#

Ah

#

But then it would violate data access, no?

#

Unless uint8 had some manual overflow ofc

#

Regular byte might have

#

Guess it'd be different for an enum vs byte in that regard

odd ember
#

just #define a bunch of ints

gentle urchin
#

I wonder about the usecase tho

#

Seem... impractical

odd ember
#

yeah

gentle urchin
#

GameplayTag ftw

odd ember
#

probably a time to consider data tables

#

or that

runic parrot
#

i'm doing a enum with the name of my classes and than having a map for get the class for each enum, so i can use it later and only store the classes as strings.
Can anyone think of a better and more scalable way to do this?

odd ember
#

you're trying to do reflection in BP?

runic parrot
#

Not sure what you mean by reflection

#

case example:
My items are one ST, when you want to use them, you read the property "Class" spawn one actor of that class and pass the ST into the actor

gentle urchin
#

GameplayTag ^

#

And... datatable

runic parrot
#

for some reason i discarded datatables before, but it sounds perfect.

#

going to check on those, ty

gentle urchin
#

GameplayTags also !

#

They are way superior to regular tags, strings, names etc ๐Ÿ˜„

#

They're like v2.

runic parrot
#

from what i'm seeing gameplay tags looks more efficient, i'm going to check that one first

gentle urchin
#

They are hierical names separated by .

#

Very convenient , easy to use, and impossible(?) to do wrong with typos

runic parrot
#

i think the only problem with Tags would be that i also need to make a map of tag -> Class Reference.
With DT i can just struct the DT as RowName - ClassRef and store just a rowname

#

i can skip one step to grab the class ref, but it's pretty much the same

gentle urchin
#

Tag == rowname

maiden wadi
#

Class references should probably also be soft refs.

gentle urchin
#

I gotta get into soft refs at some point

runic parrot
#

Me too, i'm not quite sure how they work. If that may be usefull in this case i think i'm gonna get into it now

gentle urchin
#

Hard refs are always loaded

#

Soft refs may or may not be

maiden wadi
#

A soft reference is just a weak pointer and a disk path name. Weak pointer points to loaded assets but doesn't stop them from getting collected to release memory. Path allows you to load the asset from disk into memory.

gentle urchin
coarse orbit
#

Hi, anyone know a fix so that my for loops dont freeze the editor? I go about iterating 20 million times and yes I changed the iteration number in project setting.

maiden wadi
#

Even if you don't use Async, and use LoadSyncronous, you'll end up with a lot better data structures storing stuff as soft refs in a lot of cases when it comes to static data.

maiden wadi
# gentle urchin Dont you rely on a cast after load soft ref ?

You don't cast to the class you're loading though. Take my HUD loading main widgets. It stores them as UUserWidget types. It loads them via soft class type, casts to UUserWidget to create them and then adds them to screen. HUD has no memory connection or requirement to load those widgets before it's CDO is loaded by doing that.

gentle urchin
maiden wadi
#

You can do the same thing with a massive spawner. Spawner doesn't need to care about their meshes and materials and anything else. you can spawn 500,000 different classes from a spawner by just casting them to actor.

gentle urchin
#

Yepp they will all be actor childs anyways

#

True that

#

If you were to cast to your class tho, that would break the entire point of soft refs, right ?

maiden wadi
#

Pretty much. You avoid that by putting any initialization functions you need in a baser class with no reference to materials/meshes/textures/etc and cast to that base class.

#

You get around that with implementations like AActor's ApplyDamage system too.

runic parrot
#

But wouldn't that give troubles if i want to spawn actors of Class type = Spawner.Something?

#

i would be spawning spawner and casting when in need of data, but the actor itself woudl be Spawner

#

base class

maiden wadi
#

Basically your visual classes that have actual meshes and materials are treated as assets and not as actual gameplay code classes except for code that specifically only ever relates to that character on itself. Everything else goes in a baser class.

maiden wadi
runic parrot
#

what i understand from this is to have a Base Class Spawner and build childs on top of that, so later you only use spawner and cast when needed. is that an accurate interpretation?

maiden wadi
#

No, you need one spawner class.

gentle urchin
#

I think the* idea would be to have all the functions/events/implementation youd need to trigger in the base class

#

And avoid any refernces to any assets that makes the class more than it needs to be

#

Then the child classes would have custom logic if necessary, but more or less mostly work as a datacontainer that can be accessed through the base class

runic parrot
#

But how would you get the Class needed when trying to spawn the actor in order to use it?

maiden wadi
#

Let me throw together a quick demonstration, you'll understand it a little easier.

runic parrot
#

For example:
Spawning actor Item.Consumable.PotionHP -> how am i getting the actual implementation of PotionHP if i'm spawning actor of class "Item"

gentle urchin
#

You would spawn the Item.Consumable.PotionHP, but you would never need to cast to it.
Item would have Use() overridable function which would call the appropriate implementation of Use() in the hieriarchy of the Items

runic parrot
#

that makes sense, but i still need to save the reference to Item.Consumable.PotionHP at some point

gentle urchin
#

No you dont ^^

#

Lets say you need 3 things to display a Item widget

#

Name

#

Description and icon

#

In the Item baseclass you could provide overridable functions for returning these values

#

The base class dont need the actual implementation (debug strings here are great) nor actual references to this, just the definition of retrieving this data in a child class

runic parrot
#

But i still need the Child class reference in order to spawn the original actor, if not i would be spawning actors of class Base and the implementation would be that of Base, or am i missing something? ๐Ÿง

distant grotto
#

dummy question but is analog movement from a gamepad not working for me? it comes out as either stanting still or going full speed, it doesnt seem to use analog stick values

gentle urchin
gentle urchin
runic parrot
#

oh i get it now

#

so it's just a matter of better performance and not just practical store

distant grotto
gentle urchin
#

So... 1.0 in either X or Y

runic parrot
#

Let's say that you want to move 90 Units to the right when the Axis Value is 1 (Max).
You would do Axis Value * 90 = Your X vector Value

gentle urchin
#

Thats not quite how the cmc works

#

The cmc uses acceleration and max walk speed to determine how fast the player can move

runic parrot
#

oh my bad, you are right

gentle urchin
#

You're probably thinking about SetActorLocation()

maiden wadi
#

@runic parrot Okay. So I have some minor setup here. A few main things and then a folder of 20 children of the EnemyBaseClass. In a Datatable, I've made 20 rows. Each row has a softclass pointer to these enemy classes.

#

With the upper display. I have a datatable of 20 softclasses and 6 get loaded into memory and used. If I used normal purple hard class pointers, all 20 would be loaded into memory the moment I use that datatable anywhere.

distant grotto
#

Oh i see, thanks. The value wasnt normalised and immediatley maxing out the top player speed in the cmc, making it look like it wasnt analog. Thanks @gentle urchin @runic parrot

maiden wadi
#

Struct used in the table, for reference.

runic parrot
hybrid hare
#

hi again,

runic parrot
#

i think yours is more efficient in terms of performance

#

also, thanks for the explanation, it's quite usefull

hybrid hare
#

I can now open my drawer but the reverse action is not working . When I press my VR controller button, the drawer should come back to it's position (LERP)

maiden wadi
#

@runic parrot Look at this difference in memory. What this screen means is how many things have to be loaded into memory whenever this spawner is used somewhere. This screen here is with SoftClass

#

If I do nothing but switch that to hard refs and check the same class. I see this. And those are empty enemy classes.

#

Lets go add a static mesh to them.

runic parrot
#

holy ._.

gentle urchin
#

Would be interesting to see with my function setup in a light baseclass

runic parrot
#

i didn't knew that the Class Hard reference on the DT would also take extra space depending on the class it's referencing.

#

from what i can see, i tought that hard reference was actually soft reference

maiden wadi
#

I added a couple of very simple static meshes to five of the enemies.

runic parrot
#

So if i understand correctly now, Soft Ref is a pointer to the class, but hard ref is almost a loaded version of the class?

maiden wadi
#

Consider character level textures and skeletal meshes. Animations, Particles, materials that go in particles and on meshes, etc. All of that would need to be loaded JUST to drop that spawner into a level somewhere and do absolutely nothing.

#

When you use softrefs, you only load the ones you're actually using.

runic parrot
#

I get your point now, the difference is quite significant

maiden wadi
#

This is even more important when you consider dungeon runners. You usually use majorly differeny enemies in like levels 1-5, another set in 6-10, etc. 50 levels later and you have a decent amount of enemies. There's not point in having 80% of them loaded when playing level 1-5, but you'll have them loaded if you don't use softrefs in the datatable.

runic parrot
#

yeah, i'm going to play around with it to understand it fully and change my setup, it makes way more sense this way

#

Thanks a lot again for the explanations

plain hemlock
#

Is it possible to create a level sequence and move/spawn it at different locations? Specifically, if I create a lev sequence of an AI picking something up, I'd like to reuse that lev sequence in different locations - so it is possible?

maiden wadi
#

Not sure. I know there are also Actor Sequences too. Might work to put it there. Haven't done a lot of cinematic stuff though.

plain hemlock
vapid grotto
#

Hi guys,
I Have persistent level(room) and 2 streaming sub level(actor& light moved)
I want to know how travel/teleport/transition between Sub levels and persistent level.
I tried direct jump on sub level 1 using open level by name it showed actor of sub level not actor & floor persistent.

odd ember
#

something like Load Level Async?

white field
#

load streaming level

#

persistent is always there

maiden wadi
#

Correct.

#

A fantastic engine level example for this is probably UImage. It has a great showcase of how soft pointers are intended to be used well. Quite honestly it's shocking that default SkeletalMesh and StaticMesh don't have SetBySoftRef functions.

#

^Above requires C++ reading though

hybrid hare
#

hi, my reverse action is not working. Anyone could help ?

distant grotto
#

How would i go about making a character fall in the direction of input? I guess i need to apply rotation to the velocity vector

maiden wadi
odd ember
#

unless I'm not understanding what you're saying?

distant grotto
#

Id want it to be more like gliding

tulip mason
#

You can get last mocmenet input vector

#

Movements

hybrid hare
#

@maiden wadi and how do I tell it to move forward ???

odd ember
#

you can adjust air control to be more or less depending on your situation

maiden wadi
#

You don't need to. I think you're looking for Reverse From End. You can't reverse it unless it's been played forward. ReverseFromEnd starts it from the end.

distant grotto
odd ember
hybrid hare
#

@maiden wadi So i should branch it to reverse from end ?

#

I mean false to reverse from end ?

maiden wadi
#

Probably.

hybrid hare
#

Ok, let's give this a try

distant grotto
distant grotto
hybrid hare
#

@maiden wadi nope it's not working either

maiden wadi
#

Have you checked that the false part of the branch is running?

distant grotto
hybrid hare
#

@maiden wadi how do I do this ?

maiden wadi
#

Prints, breakpoints, etc.

thin panther
hybrid hare
#

@maiden wadi sorry If i sound stupid to you, blueprint noob here

maiden wadi
#

We all start somewhere. I didn't know what an enum was three years ago. ๐Ÿคทโ€โ™‚๏ธ

hybrid hare
#

Thing is I have a pretty similar set up with doors in whick reverse works fine. Just do not understand why it's not with my drawers....

keen shard
#

quick question. running into issues of my character falling through the floor. i've tried disabling gravity on everything, but no go. any thoughts on where to start looking?

violet wagon
maiden wadi
hybrid hare
#

At 46, my memory's not the same it was back to my 20's ๐Ÿ˜„

#

@maiden wadi yeap about the time line i did realize but well, still not success...

distant grotto
hybrid hare
#

is the lerp with the new location the problem ? Could it prevent to find the original position ?

desert owl
#

Why not use a flipflop instead of a branch? (not an expert btw)

maiden wadi
hybrid hare
#

if i use flipflop, A is first timeline and B the other one ?

violet wagon
gentle urchin
#

^ exactly little_pappa

violet wagon
#

kinda off topic for this channel but now i have to know

gentle urchin
#

Spill the beans Authaer

hybrid hare
#

@desert owl @maiden wadi it's working with flip flop ๐Ÿ˜„

maiden wadi
#

Have never touched another gaming engine. I knew the difference between a whole and decimal number. I vaguely dabbled with Lua out of necessity when I was still playing WoW like a decade ago. Like I said, before UE4 I didn't even know what an enum was. ๐Ÿ˜„ Didn't actually realize there were different integer sizes besides byte, 32bit and 64bit. Also didn't know they came in unsigned flavors.

violet wagon
#

........

maiden wadi
#

I read tech blogs a lot. I avoid Youtube. And I just generally mess around with things to see what works. ๐Ÿคทโ€โ™‚๏ธ

tranquil abyss
#

So im working with the Unreal damage system now converting everything. I have a problem that when attacking I will do damage like 3-5 times a swing, IF i put a bool is attacking in the sword I can only hit one AI at a time, if a put a bool in the AI then ALL the attacks of any time will be limited to that reset time

gentle urchin
violet wagon
#

mhm now your gonna tell me datura started 2 months ago. . . i feel so behind now ๐Ÿคฃ

gentle urchin
#

We're fucked

tranquil abyss
desert owl
#

Anyone know if there's a way to essentially line trace the entire screen? or like a field of vision collision cone?
I want to make my interaction system (for like interacting with item, opening doors, ect) work by detecting actors I'm in range of but also looking at, and preference the one that I'm closest to.

gentle urchin
mental trellis
#

Screen isn't a cone, it's a frustum, and I believe there's a frustum trace?

odd ember
#

wait datura started 2 months ago? I don't believe that

desert owl
#

Alright, I'll look into that.

#

Thanks btw

gentle urchin
dawn gazelle
violet wagon
#

I quit

gentle urchin
#

I started with 4.12....

dawn gazelle
#

I've had a luxury that some people don't have tho - I've not been employed for the past few years so I've had plenty of time to mess around and work on my own project.

gentle urchin
#

Sounds like well spent time if you ask me

maiden wadi
#

Yeah, that kinda helps when you can spend 12+ hours a day reading blogs and messing with things. ๐Ÿ˜„

mental trellis
#

Now learn c++ and get a UE job

violet wagon
gentle urchin
#

It does speed it up a notch, gotta admit it

hybrid hare
#

Thanx all for the help by the way.

maiden wadi
#

Funny enough, I got hired right out of this Discord a year ago. ๐Ÿ˜„

gentle urchin
#

+1

violet wagon
#

I got hired 4 months ago from this disc ๐Ÿ˜„

gentle urchin
#

I'd love to go full time, but need stability that game industry dont offer :p

#

So only sidejob at 20% for soon a year now

dawn gazelle
# violet wagon I started learning while i was a junior in highschool, so half of my time learni...

Well if it's telling.... I started learning how to program myself back when I was in highschool, mostly Perl & PHP web-based stuff that I learned by ripping apart other's examples. And since then (been over 20 years now) I've always dabbled with programming in a variety of languages, so I had a bit of a headstart in that sense, I just needed to learn some of the syntax and what things do what.

hybrid hare
#

Now that I have this working , i'd like to add doors to the same cupboard, in the same bluprint... I can animate doors but apparentl can only use once the event pickup from the pickup function. and can branch only once from it...

keen shard
#

noob question, but if my Character Component has Simulate Physics set to "False", shouldn't it not move at all when spawned?

maiden wadi
keen shard
#

also, Gravity to "false".

maiden wadi
#

By Character Component do you mean CharacterMovementComponent?

keen shard
#

Sorry, I meant capsule component. the pawn is a child of Character, which comes with a capsule and movement component

maiden wadi
#

Characters don't simulate physics. They're moved via the CharacterMovementComponent.

#

That setting being false won't stop the CMC from moving your character because it's movement isn't physics based I mean.

keen shard
#

right. so in this case all i'm doing is spawning my character and it's falling through the ground even with physics and gravity off. character pawns are effected by gravity, when it comes to jumping and falling

#

but regardless, my character isn't doing anything with the movement component. it's simply spawning, with gravity and physics off, and falling

#

and it seems like that shouldn't happen?

hybrid hare
#

@maiden wadi thanks i ll have a look at sequence after my daughter's done testing the level ๐Ÿ˜‰

maiden wadi
#

Characters automatically fall when in air. If their capsule isn't blocked by the ground.

keen shard
#

@maiden wadi got it. even with physics and gravity disabled?

maiden wadi
#

Physics doesn't affect the character. Gravity I feel like might be a physics setting. The only thing that will affect default character movement will be inside of the character class's CMC. If you want to stop it from falling, change settings in that.

#

CMC may have it's own gravity settings and such that differ from Physics stuff.

keen shard
#

curious that the movement component would have gravity scale then?

#

so character movement component has it's own simulated gravity

maiden wadi
#

Yep

#

All Character movement is done via sweep of it's capsule. Cause as far as gameplay code it's the cheapest, safest way to do it where you can ensure it's network stable.

bright harbor
#

so i have a second capsule collider on my character, set up the same way as the original, other than being rotated a bit. but for some reason it doesn't collide with walls and stuff, any idea why?

odd ember
#

collision settings, most likely

maiden wadi
#

You also cannot make it stop CMC movement. It'll collide with walls, but will not stop rotation if that's what you're after.

#

CMC by default does not consider any component on the character other than Root which is it's capsule for movement considerations.

bright harbor
dawn gazelle
#

Here we go... Evidence that I am still a noob.

maiden wadi
#

Your second one would. Depending on setups, it might actually even fight for it's position by snapping back and forth to where it wants to be and where sweeping allows it to be.

bright harbor
maiden wadi
#

You might be able to offset the skeletal mesh from the capsule slightly while swimming. Leave it centered normally. Do some traces, and offset the mesh to not glitch through walls when moving against or away from walls.

gentle urchin
hybrid hare
#

@maiden wadi is it a correct use for sequence ?

maiden wadi
#

Finally! I can compile. Man I hate Slate already. Trying to add rightclick to a button. You'd think a few overrides and good to go. Nah. Have to literally copy two classes just to change a tiny little thing.

maiden wadi
mental trellis
#

What

#

Just overriding OnMouseDown probably would have done it and added in a hook for your right click behaviour.

vital aspen
#

what would be the quickest way to add item to inventory.

maiden wadi
#

UButton has no OnMouseDown. It's SButton does everything for it.

hybrid hare
#

@maiden wadi Thanks. i'll check the result tomorrow morning, my VR headset battery is dry...

mental trellis
#

This is why I prefer working with slate :/

maiden wadi
#

Yeah. ๐Ÿ˜„ Pure slate would be a walk in the park compared to all of this wrapper stuff. I do admit that UMG has it's perks though.

dawn gazelle
mental trellis
#

UMG is great for prototyping and using default defined behaviours.

cursive girder
mental trellis
#

He probably set it as a texture parameter?

cursive girder
#

I've got my RT working the same as his, but my Post Processing ignores it, and I cant see in the tutorial how it connects

echo salmon
#

Any idea why i cant see the destructible mesh option ? I have already enable the apex plugin .

cursive girder
#

His MaterialFunction uses a SceneTexture:PostProcessInput, I assume thats how I should get the RenderTexture in....

#

But I cant see how

vital aspen
#

@mental trellis what is the differance between using ADD and Set Array Elem

odd ember
#

oof pinging people directly

mental trellis
#

Add will add an extra element, set will change an already existing element

vital aspen
#

so set array elem is that all it does is change it.

maiden wadi
#

I'd recommend setting up some key press tests and prints to see what your data is doing when you call different things on it. It really helps clarify what those calls do.

#

There is a reason that programming's most used intro is printing "Hello World". ๐Ÿ˜„

odd ember
#

although I recognize that is more advanced

maiden wadi
#

I hate blueprint breakpoints. ๐Ÿ˜ฆ

odd ember
#

I've solved problems using them that I would hve been able to otherwise

maiden wadi
#

If I need to see data. I tend to format it to text and print it. If I need a callstack, I need a C++ breakpoint anyhow.

vital aspen
#

I tried to add an item into the players inventory. and I use ADD and this is strange. The max players number of slots is 20, when I tried to add an item in. It started adding the item in at index 21. and there is no index 21, I only have 20 slots for the player. anyone have an idea why it's doing that

dawn gazelle
#

So if you've set your array size to 20, and do an ADD, your array size will now be 21.

vital aspen
#

Ok started the game again and well I fount the results at the bottom of the player inventory

#

Just the icons are not showing. That that means I need to use set array elem just to update that index

trim matrix
#

i am new to using unreal engine, but i'm trying to find out how to spawn a character in front of my player, give it ragdoll physics, and be launched directly away from the player

#

like a gun that shoots ragdolls

mental trellis
#

Lol. Nice.

trim matrix
#

the issue i have is, I can't find a way to spawn the character, the spawn actor only seems to work with static meshes

mental trellis
#

spawn actor will work with any actor class

#

It specifically won't work with static meshes, but it will with a static mesh actor

#

I'm assuming you want to change it to a skeletal mesh actor

trim matrix
#

i'm not exactly sure. the original player has a physics asset and i wanted to spawn specifically the physics asset in front of my player

#

so far, i can only spawn a floating character with a tpose

mental trellis
#

Sadly I know nothing about physics assets!

wide quiver
#

I've got a pretty simple issue. I had to mess with some collision groups and now my character seemingly has no max walk speed even though the max walk speed is set properly. What could be the issue?

tawdry surge
#

You gotta add a physical animation component to the character, set the strength multiplier to 0 to get a ragdoll

vital aspen
#

I got it to work, Just 2 things left. The 1st this is how do I add to the numbers of items pickup to that slot.

#

say I pick up 3 logs. The index 0 should have 3 logs in it

#

it's only see 1