#blueprint

402296 messages Β· Page 853 of 403

gentle urchin
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this actors location is known

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because i placed him in the world

whole coral
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then you have the memory taken

gentle urchin
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yes

whole coral
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I require the memory of the character is not used

gentle urchin
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Exactly

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so you can replace it with a lightweight placeholder

whole coral
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just show me with bp

mossy cedar
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I have a problem like this can anyone help?

gentle urchin
lime shale
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Hey guys, in Bulk Edit via Property Matrix, you have to pin every property to display a column for it.
Is there anyway I can open all of them or save the pin setting?

gentle urchin
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this is just in-editor

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you'd need your own logic in the placeholder, perhaps some collision, to define when to spawn in the actual actor

grand sky
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Hi dear friends, I need a little performance advice, please help me. I heard casting is very cost. So I destruct my data structure like this. I mean i was use one parent that named item and if nesessary cast to weapon or shield class but then convert to different parents like bp_weapon, bp_shield etc. What do you think about it? Which method would be more correct?

gentle urchin
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adding to inventory, do you need the references in the first place?

whole coral
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ok

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no matter whether it works or not

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Many thanks

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you are the only one that helps me

grand sky
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Not only for adding to the inventory, but also for many mechanics, the operations I do at once have become too complicated. For example, like in these images, do they look right? It's like I took the wrong path

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I've only been developing for 3 months so I don't know much

gentle urchin
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It looks a bit weird imo

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why differentiate on them?

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when they can all just be a base class?=

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they share the same inventory, do they not ?

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You could even compress them to simple gameplaytags πŸ˜„

grand sky
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Yeah they share the same inventory. As an example i was doing like this until yesterday, but someone said it was expensive to take a base parent and then cast it off. I also turned to this strange method due to lack of knowledge, but I started to think that the old version was more correct

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Do you think it will tire the system if I take the item parent and say cast to bp_weapon?

gentle urchin
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Depends on what you do with bp_weapon

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if its an empty container, then it should be fine imo

grand sky
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Attach to hand :d

gentle urchin
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Right, thats also fine x)

grand sky
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thanks, i think i've been trying all night for nothing but whatever we come back from the loss is profit

whole coral
gentle nebula
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Why doesn't my event "ticking"/running after the timer is set?

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The set timer does execute(initially) but for some reason the event doesn't do anything?

odd ember
gentle nebula
odd ember
gentle nebula
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Ok

gentle urchin
gentle nebula
thin panther
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You probably want an event tick if you are running it as fast as possible

gentle urchin
whole coral
gentle urchin
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Wha?

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I'm showing you the nodes you need, what more to you expect from me lol

whole coral
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I dont know where it comes from

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there sis no classto spawn button

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in the spawn actor bp

gentle urchin
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its a variable

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marked instance editable

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and expose on spawn for the purpose of this blutility

whole coral
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how to expose on spawn

gentle urchin
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in the variable details

whole coral
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I cannot find it

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could you help me step by step

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I have created the soft reference

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it is a variable

thin panther
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There is a tickbox in the details for expose on spawn

gentle urchin
whole coral
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where does BP Player Pawn come from

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I cannot find this type

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I only have render to texture bp

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render to texture level bp

gentle urchin
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It was just an example

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on a random variable i had

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just to show you the Expose on Spawn setting.

whole coral
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what kind of variable

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I select plus button to create variable

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so before that what kind of bp class you make

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pawn or actor

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I guess it is pawn

thin panther
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It sounds like you need to look at some basic unreal engine courses, but click on the variable you made, then look at details, then click expose on spawn

whole coral
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I have found expose on spawn

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but I havent found BP Player Pawn

thin panther
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You domt meed bp player pawn

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Thats just an example

whole coral
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so what kind of bp class should I create

gentle urchin
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Actor - Class Soft reference

thin panther
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They were just showing you where expose on spawn is, bp player pawn is a class they made, and irrelevant to your circumstance

gentle urchin
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Exactly as CuppaTea said.

whole coral
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it says class ref is not compatible with actor soft class ref

gentle urchin
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Yet I've done it

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It should ask to convert it

whole coral
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and for each loop cannot be connected to get class

gentle urchin
whole coral
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what kind of get class do you have

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could you show it

gentle urchin
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Character

whole coral
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actor object ref is not compatible with asset data structure(by ref)

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my get class is different from yours

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left side mine is in asset data

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yours are object

thin panther
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Why are you spawning asset data

whole coral
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ok

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I find the problem

thin panther
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Im so confused

gentle urchin
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Apparently memory issues when loading chars with the level

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so they wanted a method of not loading them initially

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I suggested replacing them with placeholders that has simple logic to spawn them in when needed

whole coral
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I still cannot play

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it says attempted to access thirdperson character via property CallFunc_Array_Get_item_1

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but thirdpersoncharacter is pending kill

gentle urchin
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makes me wonder what did you do πŸ˜›

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this just swaps them,

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likely including your tpc

whole coral
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sorry I couldnt make is work

gentle urchin
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but unless you do this on beginplay , it shouldnt be a problem

whole coral
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yes

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I do it beginplay

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exact same with you

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on bp

gentle urchin
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I dont do it on beginplay

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you should swap them out before you package your game

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perhaps filter out your thirdperson char if that is pre-placed in level and you dont have a spawn point for it

gentle nebula
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Any way to deproject at a certain depth? In unity there's a "ScreenToWorldPoint" where you can enter a 3d vector rather than 2d, I need to be able to specify depth like with the Z axis
Trying to do this https://answers.unity.com/questions/1226442/dragmove-an-object-perpendicular-to-starting-point.html only in unreal

gentle urchin
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Sure you can

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but there are factors that come to play

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camera angle?

gentle nebula
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Kinda hard for me to explain

gentle urchin
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kinda hard to answer better then πŸ˜›

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~~ You must yourself adjust the location towards the camera~~

gritty peak
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Hello,

I'm working on a 2D side scroller game and I'm trying to spawn a looping walking sound that would play when the character move.

So I tried to do this (cf. screenshot)

Thing is that I get this error: Blueprint Runtime Error: "Attempted to access AudioComponent_0 via property WalkingSound, but AudioComponent_0 is pending kill". Blueprint: 2DSideScrollerCharacter Function: Execute Ubergraph 2DSide Scroller Character Graph: EventGraph Node: Set Active

gritty peak
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Dunno why the audiocomponent is pending to kill πŸ€”

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I found out why !

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The "auto destroy" setting πŸ˜‰

gentle urchin
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was about to say

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πŸ˜„

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i was to slow!

gritty peak
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Ahah thanks!

idle moat
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I have a win widget I want to appear after collecting all the coins in the level, I've tried researching this but I can't find a good answer

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This is how I have my coin blueprint atm, I'm not sure if the information for activating a win widget should go here or not. I have a game mode blueprint as well so maybe it could go there, but I'm not quite sure how to set it up

foggy escarp
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In your character where you are calling the coin grab sound function, you can just add the widget creation logic.

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Or actually, in your case you should put it into the add coins function and just have an additional check for winning, within there you'd initiate the widgets.

idle moat
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thanks, I'll give that a try

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ok I tried a couple things but nothing worked so I went back and connected everything back the way it was

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Is this where you meant to store the win information?

slow pewter
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nvm was buggy af, Was an Structure Bug, i only delete and Add the Variables again hidethepain

idle moat
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The widget works, thanks for the help!

unreal quail
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is there any replicated play sound attached call?

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or do I have to make my own multicast πŸ˜…

fervent kelp
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hi guys, is there anybody know about flying pawn movement? Need advice, can't figure it out. project 4.27.2( ~4mb) attached forum post link.
https://forums.unrealengine.com/t/flying-pawn-movement-problem/504485

tawdry surge
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Gotta make a chess game. Thinking of storing the board squares in a map container. Anyone else have a better idea?

odd ember
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structs, UObjects

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folded TArrays

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since you need a 2D array, not a map

hardy fable
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I would say two bitmasked int64s but blueprint bitwise support is meh

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That's the optimized solution if you wanna jump through the required hoops

heavy ibex
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Spawning actors at runtime, need to drop them to the ground, similar to how the "end" key works in the editor. I can do a line trace to get the ground and spawn in there but it puts the origin of the object at the ground, meaning half the mesh is below ground. I can't simply raise it up by a set value because the mesh will be different for each actor. Any thoughts on accomplishing this? I guess I would need to dynamically get the half height of the mesh and add it to the line trace result

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Or another alternative I'm not aware of

hardy fable
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You can get the mesh half height

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Get its bounding box

heavy ibex
hardy fable
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Break out its Z

heavy ibex
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Thanks

odd ember
heavy ibex
odd ember
heavy ibex
gentle nebula
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I've used rotationfromXvector to get the rotator from mouse direction,
is there a simple way to align the direction vector X to the camera forward vector?

The problem is that the rotationfromXvector from the mouse direction vector gives me the angle relative to the world rather than the camera

odd ember
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why not just get the camera forward vector then?

gentle urchin
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The simple solutions don't cut it

odd ember
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must overengineer every solution or I'm not proving myself a competent programmer

gentle nebula
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I need the angle of the mouse, the camera forward vector doesn't help

odd ember
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the mouse doesn't have angle?

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the mouse moves across a 2D plane

gentle nebula
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wait

odd ember
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(I'm waiting)

gentle nebula
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I need it relative to the center of the screen

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Again, it works so long my pawn rotation doesn't change

odd ember
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so.... use camera forward vector? use the dot product to establish angle?

gentle nebula
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it would give me only the center of the screen

odd ember
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the keyword is right there in your problem

gentle nebula
odd ember
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you mean the idea of using dot product to establish the direction?

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or angle?

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I believe there's even a GetUnitVector that takes two vector locations

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that might be better even than the dot product

gentle nebula
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Basically this is what i needed, in order to align the rotations, instead of calculating the vectors i made a camera rotator, inverted it and combined it with the mouse rotator

odd ember
gentle nebula
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How would you do it less overengineered?

odd ember
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I told you

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use dot product

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use GetUnitVector

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doesn't seem like you're reading what I'm writing

gentle nebula
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Ok got it

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I just didn't knew what is dot product

odd ember
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well google is your friend

gentle nebula
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Of course but since i got the idea i had to first try to implement it before i forget.
And since you also suggested only the forward vector of the camera and that the mouse doesn't have angles, i though that maybe you didn't understand what i needed.

gentle nebula
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If you were initially suggesting dot product, i'd probably go straight to google

odd ember
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however

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you could also get the direction by using the camera location and the mouse location

odd ember
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getting the angle from a mouse position doesn't make sense

gentle nebula
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Of course, and i really appreciate the answers

gentle nebula
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After googling i understand better what you suggested.
In my situation, i needed to drag the actor with the mouse in parallel to the camera.
The only solution that came to my head was using trigo. Calculate what distance to add to the mouse position, based on the initial distance of the camera from the actor, with some trigo.
Would have been nice if i knew a simpler way to achieve this, but atleast it is working.

odd ember
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... I told you two ways

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in simple terms

median wagon
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Hi, everybody
I have a question about overlap events
I know that there is a "begin overlap" and an "end overlap"
But how do I make a check that an object is still overlapped by another object?
I tried to do this with "begin overlap", but it only works once until you get out

median wagon
median wagon
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@odd ember
I did it
Now if a player enters an area, then he rises until he is at the top
Thank you very much my friend

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I will continue to do different mechanics, in addition to buttons and levers

odd ember
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good luck

glossy trench
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hey everybody, is there a way for the game to detect if its been alt tabbed? (lost window focus) in blueprint?

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thanks

maiden wadi
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There wasn't in 4.25 at least. I doubt it's been implemented to blueprint since.

formal bronze
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Is there a way to make an actor component require the actor have another component before it can be attached. Like for example make a custom actor component require a static mesh on the owner?

maiden wadi
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I don't think so. What are you trying to make that would require two components and one to be a specific type?

glossy trench
formal bronze
maiden wadi
maiden wadi
formal bronze
lime yoke
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Hey, guys, I'd like to ask a question. I've would like to check the class of BP_Sword on blueprints but I just can't find the correct node. I hope showing you my blueprint makes easy to understand what I'm trying to achieve.

odd ember
maiden wadi
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Casting to the class type is probably cheaper, same affect on memory and less runtime cost with an already convenient node.

lime yoke
maiden wadi
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GetChildComponent is fine, but if you want to test if it's the correct type, you usually just cast it.

lime yoke
fair magnet
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Hey! Can I use a object variable that might not have been set to return the class of that variable?

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Essentially that but returning the variable type as a class

long whale
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Is there a way to create a structure and expose it to blueprint, but without breaking all variables after changing anything in the structure?

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I'm dealing with inventory and equipment system where there are nested structures and may need expansion later on.

fair magnet
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Set members in YourStruct
Takes in a reference to an existing struct and replaces all specified members with whatever you need

long whale
storm pivot
long whale
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how to modify this to what you mentioned?

fair magnet
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That's why I'm asking if theres a way

fair magnet
storm pivot
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In blueprint it simply won't work.

fair magnet
storm pivot
fair magnet
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Well idk

long whale
# fair magnet

I think this is not what I mean. I'm asking about if struct itself can be modified without breaking all nodes

fair magnet
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Oh

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Yea sure :o

earnest tangle
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@fair magnet if you wanted to use the variable type of a pin you'd need to use reflection to see the UFUNCTION information and I don't think it's possible in BP's, it might be possible in C++... altho in C++ you would probably just use templates to do it instead

long whale
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for example adding another member variable to the struct

fair magnet
long whale
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I mean if I have a structure like this, and used it already in various places. Then at some point I need to change the existing struct to this.

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most of the old nodes will be broken

earnest tangle
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If you add new variables into it, it mostly should be fine, but if you change it in other ways it will break stuff and there's nothing you can really do about it

long whale
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ah so adding should be fine but for example changing type will break it?

earnest tangle
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Any graph which uses the property you modify is likely to require updates yes

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UE cannot predict what you mean when you change the type of something, so you need to manually tell it

long whale
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IDK some nodes are fine but others break. The problem is these structures are referenced in so many places and it maybe a disaster to fix all of them

earnest tangle
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Yeah sometimes it happens

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Depending on how your structs are being used, you could encapsulate some of the logic into functions

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This way if you modify the struct and something breaks, you just need to fix the function, instead of everywhere where the function is being used

maiden wadi
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Man I need to pay attention to my scroll bar more.

earnest tangle
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lol

long whale
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it seems to break most of the nodes with nested split struct pin even with simple addition

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maybe using more break structure instead of split ping is safer for future modification

severe kettle
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I'm trying to use the math expression node but I can't edit it by double clicking. It says read only.
Do I have to enable or disable something?

severe kettle
sturdy herald
# severe kettle

in event Graph click on match expression node, but not with double click, just one click. After that the tab will appear

severe kettle
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But if I insert the equation there unreal fills it with a ton of parentheses and makes the equation wrong

sturdy herald
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u need to write it correctly

sturdy herald
severe kettle
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This is what I pasted in the "Expression" box: ((dragonY+dragonX/tan(ΞΈ)-(dragonY+characterY)/2+(dragonX+characterX)/2*(-characterX+dragonX)/(characterY-dragonY))*tan(ΞΈ))/((-characterX+dragonX)/(characterY-dragonY)*tan(ΞΈ)+1)

sturdy herald
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on Event Graph, not the spagetti in node

severe kettle
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Do you mean this?

gentle urchin
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Daym thats some function

sturdy herald
sturdy herald
# severe kettle Do you mean this?

((((((dy + (dx / (tan(fi)))) - ((dy + cy) / 2)) + (((dx + cx) / 2) * ((dx - cx) / (cy - dy)))) * (tan(fi))) / (((tan(fi)) * (dx - cx)) / (cy - dy))) + 1)
not sure if its correct or not tho, but working

long whale
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blueprint function library can only be created in c++ right?

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Is there equivalence of macro library with functions?

limber olive
main pollen
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So I have this array from a different blueprint. I don't know what to put in target??

tight pollen
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how can i remove white background from Image in UE5?

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i have black icon and white background, how can i remove white ?

storm pivot
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Use photopea and use its magic brush to simply remove the white background.

tight pollen
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but i have 100 icons on white background

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is there maybe a faster way?

main pollen
storm pivot
storm pivot
true valve
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What’s the best way to pass data from parent to children widgets and vice versa?

umbral jungle
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Anybody know if it's possible to get blueprint interaction from a decal? Main goal is to fire an event when a decal with a material function overlaps an actor.

main pollen
# storm pivot You just created a variable of that type. You have to set that variable to actua...

this whole communication between blueprints stuff is so dumb in this engine. You create a reference of a different blueprint but in order to get that reference, you need to cast to that blueprint but no.. it doesn't end there, in order to cast to that blueprint you need to verify that it is the correct object you want to cast to by getting the reference which is the thing you wanted in the first place. Am I stupid or this casting thing is confusing as hell

true valve
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Interface is another option

severe kettle
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I found one of the errors with the math expression node. It looks like it doesn't like to multiply things by -1

odd ember
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it's not dumb, it's designed to not make you do dumb things

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so if you are having trouble

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stop trying to do dumb things

main pollen
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I didn't even need to use it actually. Just used "get all actors of class" and bingo, there is the actor I want to use

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it comes right after begin play

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so no worries I think

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I clearly didn't understand the whole purpose of casting tho that's for sure

icy dragon
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Welcome to object oriented programming.

icy dragon
main pollen
flat coral
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Is there a way to make a player's view switch to a camera other than associating the camera with a pawn and having it get possessed?

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I'm thinking for like a cinematic sequence that plays in-engine or an overview of the map, something like that

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where it's a fixed camera

runic juniper
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Hi was wondering if anyone can help me? i have made a new respawn system for the game however when player 1 dies he can control but when player 2 dies he can not control it was wondering how could i do this? all players are in the same BP class ofc but just confusing me

Here is the code: https://blueprintue.com/blueprint/cf72lg9k/

Thank you in advance
https://cdn.discordapp.com/attachments/728552296908193843/950479990829486120/8mb.video-Tk9-xCyhKdpb.mp4

severe kettle
#

Finally. Much worse experience than using parentheses in scientific calculators ...

mortal mica
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I am having an issue with the Panoramic Exporter blueprint. I am following a Epic tutorial on how it works, going into play mode with the blueprint active and the lighting I get on the render is completely wrong

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Viewport

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Pano

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Any ideas?

icy dragon
mortal mica
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How do I adjust? I am using a post process volume, if that matters

woeful timber
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How do I specify a 4x4 user property? The docs suggest "Make Matrix", but that's not turning up in the node search.

valid kelp
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i dont think those are supported in BP alone?(at least, on my engine version) you could make some bp exposed c++ functions to work with them though

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there's a lot of random types like that which are difficult to work in BP with unless you set up some c++ scaffolding for them

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A bp only alternative would be using your own matrix type implemented entirely in bp

woeful timber
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I’ll explore the engine source to see if this is under a different name, which seems to often be the case.

austere fiber
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I want to set up a Revving sort of variable. So If I press a button, it adds an amount to the variable, then that amount decays over time. So for example. if the amount every press is 20. Then it'll be set to 20, then decay to 0 over time. if pressed faster then decay, to a maximum. of say 300. it'd decay down to 0 over time.

The adding to the variable is no issue, but I'm having trouble with teh decay part, as it's a press input. so there's no continuous tick to utilize a regular math minus.

Anyone know how I can add a negative decay to a variable from a single tick?

shut escarp
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anyone know how i can control the distance of the linetrace using this method?

austere fiber
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I haven't used timers at all. not sure how those work

shut escarp
austere fiber
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well the input tick is from a press/release. so there's only 1 tick to work with.

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i think i can use a timeline to do it actually. as that only requires 1 tick to start a multitick output based on a time i can set

shut escarp
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send screenshot lemme see what ur doingg

austere fiber
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yeah this is working. I just need to set it up to decay at a rate I like

long whale
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how to get class defaults including variable from parent class in blueprint? nvm got it in the node's details option

upbeat rain
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How the heck does FVector not have an less than function? What are we supposed to use for checking if a point is in a bounding box?

dawn gazelle
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(1, 0, 0)
(0, 0, 1)
Which one is less than the other?

upbeat rain
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For the purpose of bounding boxes, (1, 0, 0) < (0, 0, 1) is false

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Also a bounding box can't have a zero dimension anyway

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All three elements have to be less than

dawn gazelle
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So this? Just make a Blueprint Function Library with this in it.

upbeat rain
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Yea six nodes and twelve connections for what should be a single node. Weird that bounding boxes, a critical concept in game development, have such poor support in this engine...

quiet knot
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Hopefully a silly question with a simple answer. Does anybody know how to get this sory of axis rotation vector in blueprints? Whenever I try to get the rotation from an actor I always end up with the pitch-yaw-roll rotator.

storm pivot
quiet knot
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Thanks!

vital aspen
#

can I open and close a widget using a Line trace -> interface -> Open or Close -> widget

unborn compass
#

anyone got tips on a skill system? I have a widget for when a unit levels up that is created when the unit spawns (not shown though) and I want it to automatically load that classes "skill tree" icons and names so when the unit levels up and it is shown, they can press the skills to gain the ability

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on "event construct" i can load it with the abilities but what the proper place to load the abilities from ie the icons and tooltip info

honest crater
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Trying to create a wall spline, the correct mesh is on the left. the spline is on the right. how do i fix this

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here is my blueprint

lofty ravine
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does anybody have experience of UE4 Web-Browser for Lambda, getting this error message trying to sign in "Oh no - your browser is blocking pop-ups!"

maiden wadi
# unborn compass anyone got tips on a skill system? I have a widget for when a unit levels up th...

Generally speaking, this is why you link everything together with a simpledata property like Integer, FName or GameplayTag. Widget doesn't need to know or care about the ability really, just needs a lookup property sent to it. It can retrieve anything it ever wants from any datatables regarding the ability. Example being if you have a simple spell tree and are using GameplayTags. Ability.Spell.Firebolt, and Ability.Spell.Fireball can both be sent to the tree. They can look up their tiers from a table, widget can order them correctly into their spots and name them from a localized datatable, and any tooltip information can be retrieved from a gameplay data table.

woeful timber
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"cannot cast from smaller type LWCVector2 to larger type LWCVector3" - is this a bug?
Noise >> Position: "2 to 3 dimensional vector"

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Sometimes it works and sometimes it doesn't

limber rover
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I'm trying to learn how to make a system that allows players to deflect enemy attacks, by default this typically means bullets, but can also mean deflecting a direct physical attack from a boss or something. My current idea is using an Event Dispatcher on the player to sent out a "deflect" event to any incoming thing in order to let me add "is deflected" behavior to enemies, projectiles, and the like.

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Player's Event Dispatcher

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Simple event reciever setup in a projectile to reflect it when a deflect move is performed

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the problem I'm running into is that I understand the idea of an Event Dispatchers and Observer Patterns being used to create general signals that can affect anything that has the event it's trying to dispatch to, but what I'm confused about is how to control this so it doesn't happen to every single "vulnerable" object on the map at once

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Is there a way for me to selectively use an event dispatcher only on objects within a specific area? The "catch all" nature of event dispatchers are really good for broad strokes behaviors, where I may want things like bullets to all be deflected one way, but have something else vulnerable to the same deflection event but have completely different behavior

#

The actual deflection behavior is handled within the projectiles and/or enemies launching attacks

#

All the player is doing really is telling bullets to be deflected, then the bullets deflect themselves, this is so different things can have different behaviors when deflected

dawn gazelle
limber rover
#

Ooh ok somehow I got it in my head than an event dispatcher was what I was after

gentle urchin
#

during deflect, do some cone sweep, and send the interface event to everyone within the cone

#

If need be, return a direction vector along with it

#

fun times

#

shot a buddy because I used deflect πŸ˜„

limber rover
#

ok so Event Dispatchers can't be used selectively, but Interface stuff can be?

gentle urchin
#

yes

#

Dispatchers goes to everyone who cares to listen

#

like a broadcast channel

#

or a radio channel

#

anyone tuned in will get the message

#

While an interface event is more like a text message or smth πŸ˜„

maiden wadi
#

This is legitimately the first actual correct use case for interfaces I've seen in Blueprint in months. πŸ˜„

gentle urchin
#

with defined recipients

graceful forum
#

Shouldn't pure functions produce different results each time I use their return values? If I check the ReturnValue and set the RandomLocation to a local variable, wouldn't ReturnValue also change when I'm setting the local variable? Am I mixing terms in here?

maiden wadi
#

Although I'd reverse the logic

dawn gazelle
maiden wadi
#

Instead of telling everything else, I'd have the damage types interact with what they've hit to detect deflection. Simpler, more linear logic.

gentle urchin
limber rover
#

Damage types can be a factor as well, actually

maiden wadi
#

Potentially. Depends on the base classes.

limber rover
#

but what I need is the ability to detect if any random object within a players "deflect" radius can be deflected, then tell the bullets or speeding train or whatever to execute their built in deflect behavior

#

behavior that can be anything from "reverse speed to reflect a bullet" to "play an elaborate animation of a train crash" for example

maiden wadi
#

Are we talking slow moving bullets and a single button press, or a holding button?

limber rover
#

StarFox style barrel roll deflection

#

except I want to expand it to be a functional way to return attacks towards things

#

Currently using the event dispatcher method the ship literally reflects every bullet that's out at the time

maiden wadi
#

My initial thought is very Jedi Fallen Order which may be similar. I have no idea how their code base is, but I'd just have the deflector have a state and a time property. State can be an on off boolean for deflecting. Time would be a float of the last time deflect was triggered. If no deflection ignore all following logic, else if deflection happens within a time of the last time the button was pressed reflect it back, else just simply deflect.

limber rover
#

I really appreciate the help though. The explanation of dispatchers vs interfaces in a practical scenario was really helpful

#

That's what I'm thinking, having it be on a slight timer so that multiple things can be deflected in a single roll, better for gamefeel and accessibility when distance and speed are more vague, as is such in a rail shooter

#

Excited to unpack interfaces and get this hooked up next time I sit down with it!

gentle urchin
#

Isnt the roll an animation?=

#

if so Anim Notify State sounds suitable for this imo

limber rover
#

yep, it's timeline driven currently as I don't have real animations yet, I'm trying to make functionality solid before I start artpassing a bunch of things

gentle urchin
#

Ah i see ^^

lucid acorn
#

Hi guys we use a render targets of some widget components to display a newspaper or letter texts in our game, but we discovered that those object were taking a lot of time in our tick
So we just disabled the tick of the widget after the material was setted. But the texture was all blurry so we added the delay highlighted in the screenshot as we thought it still needs sometime to load, but still in some machine/chapters this doesn't seem to work. Don't know if I have to put this in #graphics

trim matrix
#

Hi guys, are we only able to add local rotation on local transform?

How can I make it so an object rotate with a timeline from point a to point b?

#

w/o touching the world transform

gentle urchin
#

material

lime cairn
#

Can someone point me in the right direction? I've got several BP Actors named BP_MediaPlane that need to open a media file, which might not happen instantaneously. So when it is opened, they set their member variable isReady to true. In a second Blueprint, I want to check whether all BP_MediaPlanes are ready and I want an event triggered when that happens.

trim matrix
#

@lime cairn I suppose you can reference all tthe media player and run a timer?

surreal peak
#

Easiest thing would be having some sort of Manager Component on the GameState or similar. Have your BP_MediaPlanes register themselves to it on BeginPlay (and Unregister on EndPlay if needed). Aka add/remove to an Array in the Component.
Give your BP_MediaPlanes BP an EventDispatcher (e.g. OnReadyEvent) and call it when it's ready. Let the Manager listen to it and whenever it callsback, check if all MediaPlanes are bReady. If all are ready, have another EventDispatcher, but htis time in the Component, that executes, which your "second Blueprint" can listen to

lime cairn
#

They'll each be playing a different video file so I'll need a MediaPlayer for each

surreal peak
#

That way your second BP can use the Manager that is easily accessible via the GameState

#

This is also a general solution if one has some random amount of Actors in the scene that need to be somewhat managed and easy to be accessed

trim matrix
#

Yup event dispatcher sounds good too, if u have a fixed number of media playyer

surreal peak
#

Even if not, you can loop the Array that has all of them and check the bReady bool when the callback comes in

#

Given you set the bool first and then trigger the callback in the media plane :D

lime cairn
#

Hah, so what you're saying is, have each BP_MediaPlane call an OnReadyEvent. Each time that OnReadyEvent triggers, the Manager checks all BP_MediaPlanes to see if they're ready.

surreal peak
#

For example yeah

#

I doubt you have a lot of them

lime cairn
#

No, at most three

surreal peak
#

Yeah then the loop is totally free in terms of performance

lime cairn
#

Clever, thanks!

loud vessel
#

Hey, If anyone is familiar with using UE4's 3D text component, I need help with that.
So in a nutshell, when I add the 3D text to a blueprint, and package the game, it no longer shows up.
The actual blueprint isn't destroyed, it's merely that the text doesn't show up.
However, If I drag and drop the component from the "Place Actors" tab into the level or into the blueprint, after packaging, they both show up.
So, Ya this is pretty weird...
If anyone is willing to help, plz make sure to @loud vessel me or DM
I hope im using the right channel.

odd ember
#

probably not in BP

#

level objects have limited interaction in BP due to BP limitations

#

BP is generally meant for lightweight prototyping. you aren't meant to access deeper levels in it

formal prairie
#

hey, is there a way to remove unused funtion in a BP ? it's not called anywhere. thanks

quartz glade
#

If I collapse some blueprints into a node - is there a way to drag more blueprints into the existing node? Without cut and paste, just "drag" in? I cant seem to find a way 😦

earnest tangle
#

Probably not, and you might want to consider using functions or macros instead of collapsing nodes as well, since functions in particular offer actual encapsulation, reusability and such

#

Does your character have an actual body? Based on the thumbnail of the BP it doesn't look like it

prisma gulch
#

Yes it Does

#

Never mind I solved It It was set OwnerOnlySee to True

odd ember
#

otherwise... not really?

formal prairie
slow pewter
#

Hey Guys, how u would doo something like, When on Hovering an Button, than u neeed hover 5 Sec, and than, Showing an Picture?, i tried with Delay, but thats not good, my New Plan is, While hovering, like, only show when 5 Secs hovered, but i dont Know exactly how i get like, While Hovering, Firing an Event

obtuse herald
#

basically set timer on hover
set it to fire after 5 secs, and clear the timer handle on unhover

obtuse herald
#

I got a stroke reading it the second time xd

slow pewter
odd ember
#

timer runs on tick too

obtuse herald
#

I guess he wants it to fire after someone hovered over it for 5 seconds

#

delay would just delay the hover event for 5 seconds

slow pewter
obtuse herald
#

yeah right

#

that is also a way

obtuse herald
odd ember
strange urchin
#

hello
when i set Game State in my Game Mode and hit play character freezed and can't move
why?

maiden wadi
gentle urchin
#

Doesnt everything run on tick in the end? :p

gentle urchin
#

So a cpu can pause its cycle?

strange urchin
gentle urchin
#

Fair enough ^^

maiden wadi
strange urchin
maiden wadi
strange urchin
#

what?

slow pewter
#

Well the Main Problem is i have 4, Buttons, and if i Hover with Normal speed its Okay, but if i just would hover fast on all 4, it trys to Fire all Delay Events, thats why i was thiking i dont should use it

strange urchin
#

no our project is cpp base

#

ty btw

strange urchin
#

and thanks for your honestly

cursive grove
#

Hey guys, I'm learning about tech art and blueprints. Is there a way to have a parent blueprint have 2 other parent blueprints in it, but as variables? More detailed

I want to create a Static Mesh blueprint and a VFX blueprint, and combine those into a parent blueprint. But I want the SM and VFX blueprints to be variables, in order to create/change children.

neat stream
#

Hey guys can I async load stuff on construct?

strange urchin
#

what ?
my eng not good sry

icy dragon
obtuse herald
#

that is possbile

#

if you want 2 parents, thats not possible

strange urchin
#

oh i know multiplayer logic but i guess mmo is little different

icy dragon
obtuse herald
#

father blueprint is getting some milk, yes

icy dragon
#

No.

cursive grove
# obtuse herald if you want 2 parents, thats not possible

I mean, I want to construct a Mesh blueprint to be able to add behaviors in it (like broken state, damage decals etc) then I want a VFX blueprint. And I want to combine those 2 in a third blueprint. So basically I want nested prefabs and hierarchy

icy dragon
#

I reject, thank you very much.

obtuse herald
#

but be aware, they are weird sometimes

maiden wadi
# strange urchin have u any link or resource for being ready

Not really. There's too many for requirement. MMO's require multiple different fields and that is only for making the software. And by software I mean both the game software which requires a large team of programmers, artists, designers, etc to make, as well as the backend servers(please note that as plural) that drive your systems which require a small team of people to build as well as maintain. This alone is a massive undertaking. Presuming you manage to get a working prototype up and going steady within a couple of years, you have to manage marketing which is another small team of people, customer relations which is another small team of people, general systems handling and testing which is another team of people. And you have to manage to pay for all of this before launch day. Presuming that this all goes well, you are looking at paying even more for servers and post release management all while hoping your playerbase stays stable enough and pays enough for basegame and DLCs or subscriptions to keep you floating. And I'm simplifying this process an incredible amount.

cursive grove
#

For the meshes I want to create children with categories and different behaviors. For the VFX I want to assemble them modularly in a blueprint and change their position etc. Then I want to assemble those in the 3rd blueprint

zealous moth
#

@maiden wadi

make MMO indie
no customer support

cursive grove
#

Child actor components don't necessarily draw all the blueprint's elements, or I don't know how to

#

I can't add a blueprint in a static mesh slot

icy dragon
zealous moth
#

Sup @trim matrix ! I'm always here but I move between channels. Some days it's BP, others it's graphics πŸ˜„

cursive grove
#

The thing is that You need to choose the blueprint. If I want it to be a variable (like, change the blueprint by drag and drop a different one in the slot)

obtuse herald
cursive grove
#

So basically I set up the blueprint to use the mesh and the VFX I want, and it will spawn on begin play?

icy dragon
#

Think of Child Actor Component as the fruit of hell.

cursive grove
#

The thing is that if "this mesh" has more attributes in it like "on hit, change state" or "add bullet decal" how can you draw these from the child component?

#

Yea are they inherited?

#

So it inherits potential 'hit' actions and whatnot

versed hound
#

Is there a way for instanced static meshes to collide with each other?

cursive grove
#

You mean like create everything in the same blueprint?

#

This way I'd need an enumerate, no?

#

I DON'T want to draw unecessary things with every blueprint I create

icy dragon
cursive grove
#

No

icy dragon
#

Explain in layman design term of what you're trying to achieve. I lost few braincells.

cursive grove
#

it essentially starts as a system for assembling explosives (add a mesh and a vfx) but I want to make it as modular as possible to expand it in other areas

#

and it's for mobiles πŸ˜‚

icy dragon
cursive grove
#

For the static mesh blueprint I want to create children and assign a static mesh to the slot.
The VFX is more complicated, but essentially create and assemble the VFX, and adjust positions within the blueprint
Then the 3rd blueprint would be an assembly of those 2, like creating children and assign to those 2 slots the mesh and the VFX

icy dragon
#

I failed to see how spawning static meshes and particle emitter using the reference isn't going to cut it.

cursive grove
#

Am I going in the wrong direction with this? I want it to be easy for artists, performance friendly, and modular in terms of inheritance

#

Which one is more performance friendly?

lime shale
#

Hi guys, is there anyway to Save the pin in Bulk Edit via PropertyMatrix?

#

or someway to always tick all the pin when open

cursive grove
#

Yea of course, I never wanted something different. I just don't know how to assemble this properly within a blueprint

#

alright, thanks πŸ™‚

#

By components you mean in general, right? Not only child actor components

gentle urchin
#

Anything but cac

vague sierra
#

can i set lod group via blueprint for a couple of static meshes instead of opening every of it ?

fair magnet
#

If I bind an event like this will each Object override the current binding or will they all execute the same event once?

maiden wadi
#

You're binding to the objects, not this graph. So this is valid.

fair magnet
#

Okay cool

#

Essentially what I wanna do is have a way to make multiple Async Things execute at the same to and go on once they all are done

#

So I made an array with objects where I put that logic in they call an dispatcher that they are finished which then calls a function that increments an index and if that index is equal or greater than the length of the behavior array - 1 it passes the transition and goes on with whatever should happen after

tawdry surge
#

Anyone know how this is still throwing access none errors

tawdry surge
#

the things directly after the highlighted branches

#

the ones checking is valid

fair magnet
#

can you show the error

tawdry surge
fair magnet
#

Instead of checking is valid index

#

do IsValid for the ArrayElement

#

is valid index only shows you if the entry you're trying to access actually is in range of that array but not if it's actually valid

tawdry surge
#

it's a dynamic list the whole array is always valid. it's the indiviual indexs that are throwing

fair magnet
#

So where's your set damage function

#

because whatever that is you showed us above is not your issue it seems

tawdry surge
#

Yeah it was. Your first suggestion handled it, which is odd because it's removed from the array before it's destroyed. Thanks for the help tho

gentle urchin
tawdry surge
#

But even then it should update between loops, so the only way I should be getting an access none is if it was destroyed after the loop start and b4 it was reached that time through

gentle urchin
#

Eh? Loops are instantly executed, so any change would be apparent on the next loop assuming you edited and resized it

#

Could also be how you're adding them and removing them to the array

#

More likely than anything reqlly

#

Really*

tawdry surge
#

Oh well all this is going in cpp eventually anyway. Long as it works for now

earnest tangle
#

most likely the way the array is built is wrong if one of the items in it is None and it's not supposed to be

tawdry surge
#

Someone decided it would be good idea to continually change the amount of damage each projectile in the game does based on the current frequency of the music. So I have a list of live projectiles that is constantly being updated as the spawn and destroy. It's not ideal but will work for the prototype

woeful timber
#

Want to validate something really quick: I have materials that will be dependent on a directional light (light direction, color, distance-attenuation, and shadow-attenuation).

As far as I'm aware, it is not possible to GetMainLight() and extract this data, so instead I'm thinking of using a Material Parameter Collection, then adding these parameters to the collection, and update their values in the direction light component every tick. One of the parameters I need is a rotation matrix for transforming. This isn't a vector, but my thought is that FRotator could be converted to a FVector3f. I could then convert that back into a FRotator and then into a rotation matrix.

Am I on the right track?

tawdry surge
#

Pretty sure materials have a way to handle that inside the material itself

woeful timber
#

Would love to know how...

earnest tangle
tawdry surge
#

They are.
I didn't set up a projectile pool or anything

lofty ravine
#

Does anybody know how i can add mod support to my game where people can add there own models

terse ivy
#

Would anybody have suggestions on how to create a changing fog of war? Like basically an area you can see in the game, but which decreases/increases overtime depending on a changing factor (such as float)?

#

If you have any tutorials etc you'd recommend for this, would be incredibly helpful! πŸ™‚

earnest tangle
#

You could in theory do that using a render target which is sampled in some kind of material to determine whether fog should be rendered in a certain point

#

But not sure whether there's some better methods for it... #graphics might know better

odd ember
#

render targets are hella expenisve

#

probably best to google this

#

and do some research

blissful grail
#

Depending on the game though, it'll be fine.

terse ivy
#

But isn't that more like a surface/2d kinda thing + kinda taxing for the pc? And I mean the easy part (I think) would be creating the FoW, the difficulty for me is mainly getting that changing factor from the character/game to the actual FoW

blissful grail
#

It's how I'm doing my FoW in one of my games. Pretty small scope though, so I still have well over 120 FPS.

terse ivy
#

I mean I'm also going to be using culling so the game doesn't unnecessarily render something 1000 miles away, but that doesn't help with the landscape etc

gentle urchin
#

That feeling when you realize that you've told countless people "dont prematurely optimize!" , yet I just refactored my building class to save some 16 bits per instance. Great progress!

winged thicket
#

create session doesnt work
this error is from the output log ^^

#

anyone know whats wrong?

dense heath
#

would it be possible to make a 3d platformer with minimal combat elements, entirely in blueprints?

odd ember
#

without going into details, probably

tame pecan
#

Blueprints is just code, you're just limited to what epic games has exposed to BP

#

And they have exposed a lot

odd ember
#

(and limited by the BP VM)

dense heath
#

I am more of an artist and for me this is more of 1 time experience. The game will be only like 3 or 4 acts long.

tame pecan
#

Yep, but the a good majority of the operations you will have to do

#

you can do

odd ember
#

BP doesn't care about how long it'll be, but you'll have to be more detailed in what it will entail

tame pecan
#

I've made a multiplayer open-world crafting survival game in blueprints

dense heath
tame pecan
#

Once you grasp BP, c++ syntax will not be that hard to understand. All the functions are the same

#

All the small little quirks though are very annoying in the beginning, you'll just learn them with time

#

Especially the relation between BP and c++

#

That's why I mostly use c++, because I hate that I don't have much control over what happens behind the scenes in a blueprint

#

Its just generated

dense heath
#

Features:
-combat that includes generic attack (but multiple animations for variety when spamming) and special attacks as well as dodging/rolling
-puzzles that include stepping on a tile to activate something
-typical platformer movememt, sliding, but also climbing, jumping and if it would be doable walking against vertical walls like in titanfall
-cutscenes rendered in game

dense heath
#

It's a casual platformer probably hardest part would be designing a boss fight at the end that fits platforming and finding good voice actors πŸ˜€

tame pecan
#

https://store.steampowered.com/app/313630/The_Solus_Project/ This game was made nearly entirely on BP

A single player exploration driven adventure with survival elements, set on a mysterious and seemingly uninhabited alien planet. Survive through exploration, and unlock the mysteries of Gliese-6143-C. From the creators of "Unmechanical" and successor to "The Ball".Earth has been destroyed and mankind lingers on in a small fleet of ships near Pl...

Price

$19.99

Recommendations

2330

Metacritic

68

β–Ά Play video
#

The guy behind the project works at Epic Games too.

dense heath
#

that looks epic

thin panther
#

Aha see what you did there

dense heath
#

one man effort?

tame pecan
#

No, they were plenty

#

https://www.youtube.com/watch?v=j6mskTgL7kU
https://www.youtube.com/watch?v=0YMS2wnykbc

Here's some of his talks on blueprints. He talks about the project in these videos too

In this presentation from Unreal Fest Europe 2019, Epic's Sjoerd de Jong offers an in-depth look into Blueprints. Best practices, dos and dont's, and recommendations on how to utilize Blueprints to its full potential.

During this advanced class we will go into how to use Blueprints in a future proof and scalable way. We will look into how to c...

β–Ά Play video

In part 2 of Blueprints in-depth, Epic Games' Senior Engine Evangelist Sjoerd de Jong goes over crucial, but rarely covered topics, with a goal to level up a range of viewers - from those with a working knowledge of Blueprints to users that are fully and professionally proficient in our unique scripting language and all of its finer details.

Le...

β–Ά Play video
dense heath
#

thank you!

tame pecan
vital aspen
#

@atomic salmon Hi! Iceman11a from you tube.

atomic salmon
vital aspen
#

I did, waiting on you @atomic salmon

atomic salmon
#

Discord had issues today, got it now

surreal coyote
#

How does this do exactly what it's supposed to do (show a text in the UI while overlapping) while throwing ```css
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_PlayerControllerRef_Player_Controller_1". Blueprint: BP_RobberyMarker Function: Execute Ubergraph BP Robbery Marker Graph: EventGraph Node: Set Render Opacity

The text does show for the player it is supposed to show up for, on overlap. PrintString-ing every step showed a display name for everything, so there is nothing undefined
stoic palm
#

One message removed from a suspended account.

#

One message removed from a suspended account.

surreal coyote
#

Same for the return value

stoic palm
maiden wadi
gentle urchin
#

looks like an attempt to get around casting

maiden wadi
#

I can't even remember the last time I've actually used an interface.

gentle urchin
#

I do currently have one, but stuff seem to work without implementing the methods, so i guess its not really in use.. just partly πŸ˜„

maiden wadi
#

Pretty sure it was at work like half a year ago.

surreal coyote
#

Yeah I wanna avoid casting

maiden wadi
#

No you don't.

gentle urchin
#

you dont achieve what you think you achieve with this tho

#

assuming you think you achieve what you dont achieve

surreal coyote
#

Casting can slow down the game

#

And while it might not do anything for a simple UI thing, I still go with it for consistency

maiden wadi
#

Can. Usually will not, and interfaces do not solve this problem.

odd ember
surreal coyote
#

They do because with an interface you can get something specific instead of the entire thing

unborn compass
#

i haven't seen a single guide that avoids casting

gentle urchin
#

yet you're getting the entire thing

odd ember
#

even per tick you can cast upwards of 100s if not 1000s times and not see an impact

maiden wadi
#

That's.. Not how that works.

gentle urchin
terse ivy
#

Ummm-- I'm trying to figure out a way to create a map with different areas. Like areas where randomly different kinds of creatures spawn randomly every now and then: for example on area A it'd be lions, area B it'd be leeches etc. What would you guys use to do this? Here's an image of an example what I'd try to achieve

gentle urchin
#

spawn volumes of some sort

odd ember
terse ivy
#

In addition I'd have some other things that would also affect player

#

I can do that with spawn volumes etc? Like for example slow down player

odd ember
#

you'll mostly have to do manual placement

torpid hound
odd ember
terse ivy
#

Manual placement isn't a problem for me. Just trying to figure out the best way to do it without making game too heavy if I end up creating a big map πŸ˜„

odd ember
terse ivy
#

It's going to have different aspects scattered around different areas. Areas which have different kind of conditions etc πŸ˜„

odd ember
odd ember
#

and that is still MASSIVE

terse ivy
#

Yea I'm not trying to create some Far Cry 5 still thing πŸ˜‚

surreal coyote
#

It throws the exact same error when I cast to the player and controller

#

So it's not the interfaces

odd ember
#

I forgot far cry 5 came out

terse ivy
#

Basically just a map that takes about 7-10 minutes in longitude and maybe 3-5 mins latitude to run through

odd ember
#

πŸ˜”

odd ember
#

anything more than that and you'll end up repeating yourself

terse ivy
#

Ok, thanks you! πŸ™‚

#

Just to make sure, it's called trigger volume? Or something else?

torpid hound
odd ember
terse ivy
#

Ooh, ok. I'm still too new to all of this πŸ˜‚ I'll try to gind it. Thanks!

pulsar pasture
#

Does anyone know how to use xcode in unreal engine?

odd ember
terse ivy
#

I will! πŸ˜› Just realized I think we had the different ideas of big, haha ;D

odd ember
#

people come into this wanting to make 100 km x 100 km levels

#

without ever thinking what they will fill them with

maiden wadi
# surreal coyote They do because with an interface you can get something specific instead of the ...

The blue pins you get from casting or an interface are a single number. Memory location called pointers. These are the same size regardless of casting or interfaces. You access objects through these pointers to call functions on them or get data from them. All casting does is change the level at which you have access to something's hierarchy.

Casting costs nothing at runtime. In fact, I can prove to you that interfaces are actually slower than casting for runtime performance with very simple tests.

The real reason that casting is a problem is because of memory management. Unreal by default loads a single instance of every object your code requires. These objects are called CDOs or Class Default Objects. These objects take up memory. Code classes are basically free as they're tiny little miniscule things. You can have hundreds of thousands of them without much issue. The real issue are cosmetic things like textures, meshes, particles, sounds, etc. These are larger objects. One small texture can easily take up more space than your entire code base of code only classes.

This is important to know because when you cast to a class in your blueprint, Unreal has to make sure that class is loaded before it can spawn it. This is true even if the game never spawns it. For example if you have a trigger on level 3 that plays a particle effect and that is the only place in the game where it does it, and for some reason your player character casts to this trigger, that particle effect stays loaded throughout the game.

Guides and Reddit will tell you to spam interfaces everywhere to avoid this, but realistically this doesn't solve most of the problems as people just end up using the same hard pointers to the same hard classes which still loads the same visuals and in reality better coding and correct class hierarchy with inherited functions and soft reference spawning is what correctly solves this problem.

unborn compass
#

hey guys so I have a skillslot button widget that is used in a bigger widget but I want the onclick for the button to call a function in the pawn for which the skill tree is for. I don't have a reference to the pawn though in the button widget, however I do in the widget that uses the button. whats the best way to do this?

#

the button widget is used multiple times in the main widget

terse ivy
blissful grail
terse ivy
#

:DDDDD

maiden wadi
unborn compass
#

so this, which is on the pawn and being called from that widget button is not executing. I understand this is not multiplayer but just thought i'd try anyway

#

heres the widget buttons code just incase

maiden wadi
#

If it's on the pawn, then it's not on your controlled pawn type. That should run fine even in multiplayer through a locally possessed pawn.

#

GetPlayerPawn calls GetPlayerController->GetPawn for instance.

fiery swallow
maiden wadi
#

Piece makes me wonder if this is a board game? Which makes me assume that it's not the locally controlled pawn.

fiery swallow
#

I don't know if there's a difference, I know there's a node called get controlled pawn in the player controller

maiden wadi
fiery swallow
#

ah okay thanks

maiden wadi
#

Just marked to be named different in BP.

#

Er. My bad. Still same call, but it's a wrapper.

fiery swallow
#

really wish they would keep BP and C++ calls the same

#

makes it that much more difficult when I try to convert things to c++ with little nowledge

unborn compass
maiden wadi
#

How do you access the menu you bring up to pick the skills?

unborn compass
#

it automatically comes up when they level up

surreal coyote
#

I worked around my issue and there's still a super weird thing.
For literally everything the playerUI works perfectly fine. But for this one I have to do a validated get, otherwise I get an "Accessed None" error (while it still works)

maiden wadi
#

The pawns themselves spawn this?

unborn compass
#

but the widget is created when they spawn

#

yes

#

and then only shown on level up and closed when you unpossess the pawn

maiden wadi
#

I'd probably just pass self through in this case through an expose on spawn

unborn compass
#

on which bp

#

like pass self from what to what

maiden wadi
#

If the Pawn class spawns the widget, then from the pawn class to the create widget call.

unborn compass
#

yeah the issue i'm having is that its actually two widgets, one is the "skill slot" and one is the "skill tree" which has skill slots in it

maiden wadi
#

Otherwise, from the Pawn class, through whatever it calls, and whatever that calls to eventually create widget so you can pass it in there.

unborn compass
#

I do have a reference to the pawn on the "skill tree" but not on the "skill slot"

maiden wadi
#

In that case, you can either pass it to your skill slots when creating them, or you can put a delegate in the skills slots and use that to run an event in the skill tree to use the reference. Either way would work. Same work both ways.

unborn compass
#

let me process this a second lol

winged thicket
surreal coyote
#

So this is the entire logic now. Tell me how cancerous it is

unborn compass
#

is there a get parent widget type command like "get widget that this widget is a part of"?

gentle urchin
#

not *directly *

maiden wadi
#

Not exactly. You can get parents in a tree, but not parent UserWidgets.

gentle urchin
#

assuming you want the Widget blueprint

maiden wadi
#

Delegates and bindings are heavily used in UMG for this reason.

gentle urchin
#

Its usually easier to push that info downwards

#

If you were in need of it

unborn compass
#

yeah the only thing i'm not understanding is that the skill slots are there by default in the skill tree, not created

#

should they instead be generated dynamically?

#

how do i pass a reference to the pawn on creation if they're already created

#

i'll need to look more into delegates cause i don't know how they work

#

just a for each loop and cycle through all the skill slots setting the pawn?

#

seems like it'd be super resource intensive if every pawn did this at the beginning

maiden wadi
#

You could. If they're preset I'd really recommend the delegate.

unborn compass
#

ok can you give me any resource on delegates

maiden wadi
#

Just go to your skillslot blueprint, go under Variables here.

unborn compass
#

ok

maiden wadi
#

Name it and click on it.

#

In the Details panel add an input of your skill class. I used Actor class here cause I don't have your skills.

winged thicket
maiden wadi
#

Call it on the button's click like so, except with the slot's skill plugged in.

unborn compass
#

okay

maiden wadi
#

Now you can bind these one of two ways.

#

Go back to your Skill Tree widget and click on a skill slot, you should see similar to a Button's OnClicked.

#

You can click that for each instance. Or get all of their containers, dump all of them into an array in a function and iterate over them to bind them to an event.

unborn compass
#

oh ok in the bottom right?

gentle urchin
#

Thats the manual way, yes

unborn compass
#

can i get the "call" from the event dispatcher in the pawn?

gentle urchin
#

Getting the container -> get children -> cast to your widget -> bind to skill selected
Is the quicker method πŸ˜„

unborn compass
#

i'm sorry what does getting the container mean

maiden wadi
#

For example, you could do this.

#

Threw a bunch of these in some HBoxes like yours.

gentle urchin
maiden wadi
#

HandleSkillSlotClicked will get called whenever that delegate is called. Which would give you access to the selected skill as well as the pawn pointer you have.

unborn compass
#

ahhh

#

in yours "newblueprint" is my pawn right

maiden wadi
#

NewBlueprint is your SkillSlot

#

You're binding to the delegate you created in it and called in the button it's OnClick.

unborn compass
#

oh i see you just have to do all the binding

#

and where is "HandleSkillSlotClicked"

#

in the pawn or the skilltree

gentle urchin
#

In the skilltree widget

maiden wadi
#

Skill Tree, same with the EventConstruct and binding function.

unborn compass
#

ok ok and then in HandleSkillSlotClicked just calls "learnability" in the pawn?

gentle urchin
#

Sounds about right

unborn compass
#

i see

odd ember
unborn compass
#

thank you so much guys

winged thicket
faint pasture
#

@dense heathStart with learning the engine in BP, you'll soon figure out what you want to use C++ for. You have plenty of work ahead of you just sticking in the editor. Throw C++ in the mix later once you know your way around.

odd ember
faint pasture
# terse ivy Ummm-- I'm trying to figure out a way to create a map with different areas. Like...

Volumes or maybe eventually some sort of influence system.
Say leeches showed up where it's wet. The "wetness" of a place can by driven by altitude (swamps are lower then mountains), weather (add 1 wetness everywhere), volumes, or influence actors.
Let's say leeches show up where wetness > 10.
You pick the random point near the player, you check its stuff:

Wetness = Altitude/1000 + Weather.Wetness + 1/DistanceFromNearestWetnessInfluenceActor

If wetness > 10, spawn a leech. If not, do something else. Fast and shitty but you get the picture. That's how Minecraft does a lot of its stuff, overlapping fields that combine to give results (water, heat, elevation, etc)

unborn compass
# maiden wadi

sorry to bother you again Authaer but what do I select in this dropdown on "create event"

#

I created the HandleSkillClicked event but it doesn't appear in the create event dropdown

odd ember
unborn compass
#

ah.....

#

sigh lol

#

thank you!

dull kraken
#

Hello, I want to create something similar like this. I tried messing with ray cast and forces, but I'm not good at blueprints. This is the video: https://youtu.be/RjUTtGTk8Js

Tried to figure out how to do something like this in Unreal, have done something similar in Unity before.
The idea is to have a simple rigid body, like a box, and then do raycasts where the wheels are. Then add force depending on the length of the raycast. So they act kinda like springs. I toggle on the debug mode sometimes, so you can see a bit...

β–Ά Play video
odd ember
dull kraken
#

I dont really want to spend money, but mostly i want to learn and make it myself. just can't get my head around.

odd ember
#

I think if you're just starting out start with something simpler

#

if you're wanting to be an architect you don't start by building the empire state building either

#

the stuff in the video is likely an entire system made on top of the physics engine. I'm not sure it's created with BP entirely

dull kraken
#

true, i did make something using the PhysX and chaos but its just not for me, especially Chaos engine.

odd ember
#

well if you're new, start small

#

or it could be as simple as they say, but it's hard to tell tbh

dull kraken
#

well the most hardest thing for me is how to make the vehicle move responsively. you know hoe rocket league or other games do. my car just starts too slow, even when im copying other assets.

odd ember
#

however how they fix the steering and balance it is another matter entirely

dull kraken
#

yes true, tbh i messed with forces, but the car is just un-controlable.

#

yess, ive also posted it there, thanks for your help

odd ember
#

just FYI

dull kraken
#

really?

#

oh i didn't know that

odd ember
#

πŸ˜”

dull kraken
#

yes i know, its sad 😦

remote belfry
#

So I've read that casting can be bad. Looking into it further to understand how ie: examples (I understand the why well enough) all I find arguments. Which make for interesting reads, but are not helpful. I know it's not always bad, but I just want to be sure I'm being more responsible with it.

odd ember
#

yes it can be bad in extreme cases but for general purpose it's what you want to use

#

don't use interfaces

remote belfry
#

What would be that extreme case then?

odd ember
#

something unlikely to happen in BP

#

(casting exists in OOP languages at large, including #cpp)

#

if you cast an object, it requires the entire object to be loaded in. this is moot for BP

remote belfry
#

I'm just trying to find examples to be sure I get it.

faint pasture
#

start with trying to hover a cube above the ground.

odd ember
dull kraken
faint pasture
coral sand
#

if the input array to a for each loop is empty, does the program flow not follow the completed pin?

odd ember
dull kraken
unborn compass
#

wait i figured it out imma delete this

thin panther
unborn compass
#

aight next time I will

keen wedge
#

Hi all,

Can anyone offer a suggestion for doing the following...

I want to take the player's score (integer) and replace the digits in that integer with images that replace the digits 0-9.

I need to effectively iterate over each "column" of numbers, e.g. the units, the tens, then hundreds, the thousands etc, but only when necessary... e.g. if the score was 23, then I'd only iterate the units and the tens.

I'm guessing I'd need to turn the int into a string, then get the length, and then use some kind of get character at position kinda thing, then check the value between 0-9 and add the appropriate image...

Any other/better ways?

whole coral
#

Hi, I'm here again. Could anybody tell me how to read json file in Unreal Engine

unborn compass
#

how to check if a class reference is null?

trim matrix
#

IsValidClass

unborn compass
#

ty

trim matrix
#

something like that would work

keen wedge
#

Thank you @neat orbit - I will give it a whirl! πŸ™‚

true valve
#

I'm trying to sort a data-table array. Are there any built-in functions in BP?

#

I can't even compare two text such as if one is greater or less than the other.

signal hornet
#

Anyone free to help? I've made a working player knockback blueprint but I'm struggling to specify the player indexes for my 'Launch Character' node for multiplayer. At this stage I've only got it working for Player 0 (client) to attack Player 1 (server), so that when player 1 enters player 0's hitbox ("attackbox") and player 0 left clicks it'll knock player 1 back.. but how to I state which player to knockback and what node to use to plug into the launch character node? The only way I know how to specify different players is with the 'Get Player Character' node and I obviously can't just plug them all into the 'Launch Character' node because then the hit would effect all characters. Any help much appreciated!

spiral gull
#

Hey people. I have a custom event with some functionality in a parent class. I want to extend it in a child class but I can't figure out how to call the parent implementation first.

violet wagon
spiral gull
#

@violet wagon thank you so much! Such a simple solution and it took me way too long πŸ˜„

zealous moth
#

@true valve there is a free plugin on marketplace that has array sort

pulsar pasture
#

Does anyone use a mac for unreal engine?

zealous moth
#

@signal hornet i cant stick around but i can give you a hint. Unless you make a local multiplayer each client instance perceives their character and controller as 0. So any script that references that 0 will work.

signal hornet
unborn compass
#

first image is what changes the text (on hover of the skill) and second is the bound function for the spell name/description. anyone have any idea why its not updating at all?

brazen pike
tawdry surge
#

Why aren't you using an overlap event to just call launch character on the other actor? @signal hornet

#

Or line/box trace

brazen pike
#

Just ensure anything you don't need to hover over is set to non hit testable

unborn compass
#

i put a printline that made sure it was triggering

brazen pike
#

What comes up if you print the name and description?

unborn compass
#

ah

#

nothing

#

its just a class defaults though so idk how it isn't printing anything

#

ok so i'm really dumb

#

thank you Lemon

brazen pike
#

you fixed the problem?

unborn compass
#

class defaults for fireball were empty

#

lol

brazen pike
#

oh haha

signal hornet
brazen pike
#

like what struggles?

signal hornet
#

Having it hit where I wanted it to, I played around with the camera and vector values but it just wasn't working right

brazen pike
#

to me this is the easiest solution, so if you'd like to go for it you can probably post the BP here since I've done this before

signal hornet
#

I'll upload my BP now

brazen pike
#

what about the line trace?

signal hornet
#

Oh, I got rid of those nodes. I don't think I necessarily need to bother backtracking and doing it like that because the overlap box works fine.. I just need to find out how to properly specify the players

#

for the launch character to work correctly

#

and the vectors

brazen pike
#

Which players do you want to be launched? The first three in the box? Or (as I assumed) only the one you are looking at?

signal hornet
#

Only the one in the box

#

that's being looked at

brazen pike
#

yeah that's gonna be tough to do without a line trace

signal hornet
#

So you'd suggest backtracking then?

#

I'll do it if I have to, whatever it takes to get it working

#

I understand why line tracing makes more sense because the hitpoint can specify the other player easier but I just find it all a little bit confusing

unborn compass
#

how to check if widget is added to the screen already?

#

isvalid?

#

or does that only check if it exists

brazen pike
brazen pike
#

As far as I'm aware at least

unborn compass
#

is there a check if added to screen

#

annoyed with the warnings that my widget has been added already

brazen pike
#

Not sure. You could ask in #umg

unborn compass
#

gotcha thanks

signal hornet
#

I'm gonna revisit line tracing because you're not the only one who has suggested it

brazen pike
#

I'm not gonna be able to help you through it since I have a lecture in 5, but it's a very common technique so I'm sure someone else can help you

signal hornet
#

all good I appreciate your help anyways @brazen pike

eager field
#

I am trying to capture a scene and then export the render target to disk but it keeps printing false...

gentle urchin
signal hornet
cursive grove
#

Morning everyone! I'm learning about BPs, Is there a proper way to do this? I want to create children from the VFX and Meshes BP and be able to add them in the main BP.

#

it inherits the variables e.g. from the mesh blueprint but the parent blueprint does not show anything

gentle urchin
#

Didnt we say hint towards not using CAC ? πŸ˜…

cursive grove
#

(oh sht you're here :D)

cursive grove
#

I'm not familiar at all with blueprints and wanted to ask more questions for this πŸ˜„

cold sinew
#

You want these nodes to be in children also?

cursive grove
#

yea, basically create a child from the BP_Explosives, and in that child add children from the VFX and Meshes

#

@gentle urchin said yesterday to do this using components (and not cac) but I don't know at all what I am doing here πŸ˜‚

gentle urchin
#

Was there a reason for them not just being a single bp?

cold sinew
#

In child bp go to Construction script right click on it -> Call Parent Node

cursive grove
#

modularity, and ability to inherit stuff

cold sinew
#

Its should work directly

#

Even if not showing in Children

gentle urchin
#

You can achieve modularity within the same bp or by using regular actor components if the code is gonna be reusable for other bps^^

cold sinew
#

Because its inheriting from BP_Explosive

gentle urchin
#

Inheritance works within a single bp/child bp

#

Clearly not a single bp, but ye. Creating children of said bp πŸ˜„

cursive grove
gentle urchin
#

Specifying mesh, vfx, sfx cpuld simply be parameters

cold sinew
cursive grove
#

well, that's the thing, I thought it was more straightforward, but it does not work

gentle urchin
#

If only one didnt insist on the cac 🀣

cursive grove
#

sorry that is another variable i forgot to delete

cold sinew
#

There is no straight forward in UE4 xD

cursive grove
#

@gentle urchin This purpose is also for learning, so I want to understand why cac is not working before I start the other way

gentle urchin
#

Its just a component gone wrong, best to forget about its existence :p

#

Regular inheritance should solve your setup really

#

Atleast as I see it

#

After having that setup and working you can consider moving it out in custom components for modularity

cerulean fog
#

Is it possible to load a streaming level over a certain amount of time/frames? To minimize lag

eager field
#

Hi, any idea why this won't export?

cursive grove
mortal cradle
#

What's the reason of doing make array and plugging in "self" into the Actors to ignore in the line trace when there is already a ignore self boolean? I guess for some it's just a habit because maybe early versions of the line trace didn't have that boolean? I often see people just instantly doing it in certain tutorials without thinking.

maiden wadi
#

It's unnecessary. But a lot of tutorial makers regarding blueprints tend to do a lot of things without thinking, namely making tutorials.

wispy plover
#

Anyone know how to add a static mesh to a skeletal mesh

maiden wadi
#

If you mean to use a StaticMesh asset inside of a SkeletalMeshComponent, you don't.

#

If you mean to attach a StaticMeshComponent to a SkeletalMeshSocket, there should be an AttachToComponent call I think, has a Bone input for socket/bone names.

wispy plover
#

@maiden wadi i see

#

it only works with sockets

#

to give context to the photo I'm trying to attach a door to the car

#

what would I need to do to accomplish that

#

I'm assuming that I would need to create a new socket however how do I attach the static mesh to the socket

gentle urchin
#

in the bp

#

you can however add a preview mesh to the socket here

#

to see the correct loc/rot

unborn compass
#

how do I change the type of an object to destructible or world static or whatever

#

ie overwatch style shield with health. my projectiles currently go right through them

#

my projectiles aren't especially fast moving

#

not sure what the standard is for that

#

is there one of these that counts for everything? other comp or just any overlapped?

vague anchor
#

Hey, i have a skeletal mesh with a socket on it, but when i try to rotate it 90 degrees (because the muzzle flash looks in the wrong direction), it doesn't seem the get applied when i play the game. Does anyone know what i am doing wrong?

civic prawn
#

hi I'm working on a game and I can't find attach component and i use attach component to actor but its don't work with me . why i can't find attach component ? how i can find attach component ? and thanks

stoic palm
#

One message removed from a suspended account.

dawn gazelle
# stoic palm One message removed from a suspended account.

You can use a looping timeline. You can enable/disable tick on the actor (and also adjust the tick rate). You can use a gate in combination with tick. You can use a looping timer, again setting the time to how often you need it to fire, and then use the return value from the "Create Timer By Event" and use "Clear and Invalidate Timer" node when you want it to stop.

stoic palm
low birch
#

When dealing with BPs and Advanced Sessions has anyone encountered duplications of the owners (host sees host, client sees client) name when using GetSteamPersonaName when you host a multiplayer lobby?

somber panther
#

Hey, can someone help me with inventory problem?

#

So it just teleports when I go over the object

somber panther
#

How to switch bottom ones

storm pivot
somber panther
#

But I'll delete code

low birch
#

Blueprint nodes are not tied to widget components. You can just reattach anything that was associated with the current GridBorder to the new Wrapped border.

#

And if it's c++, copy and paste. πŸ‘

gusty hornet
#

hey guys I know this is pretty basic but how should I loop through this to spawn linetraces at random positions

somber panther
#

Can we do VC since I don't know how.

low birch
somber panther
#

BPS

low birch
#

Lets VC

gusty hornet
#

just a bunch at beginplay

#

hmm not really understanding

#

sorry i'm really new at this

#

so you're saying I should ignore the index output from the for loop node

#

figured it out thanks @trim matrix

grim peak
#

Hello all. I'm trying to follow along from a tutorial, but I'm stuck. I want to create player select menu. I have currently two characters to choose from. Can anyone perhaps have a look at my setup and perhaps visual make some adjustments whats definately wrong.

gentle urchin
#

This is some odd setup, i must admit

#

How do the player change char? With a button?

grim peak
#

Hi Squize.. yes.

low birch
gentle urchin
#

I would think the button holds the class info, and just passes it forward when clicked

maiden wadi
torn gale
cursive girder
#

Are there any obvious gotchas why a scenecapture component 2D (Set to ortho) wouldnt render to its render target?

#

Ha, thanks rubber ducks πŸ˜„

#

I'd managed to clear the target πŸ˜›

maiden wadi
#

πŸ¦†

grim peak
maiden wadi
#

Remove GetActorOfClass. all you need to do is set the GameInstance class variable and call OpenLevel.

maiden wadi
#

Remove GetActorOfClass.

grim peak
#

Like this, but how does it know which character you selected?

maiden wadi
#

You input it in the set

gilded hazel
#

Good afternoon all - does anybody have 10 minutes to spare and wouldn't mind helping me with an interface and UI problem?

grim peak
#

You input it in the set? what did you mean.

maiden wadi
#

Character class the button should pick goes here.

gilded hazel
#

Sorry - I'm trying to set some UI widget button text by taking from a blueprint interface attached to different actors. I can't seem to get it working and it's likely something obvious? I will attach a screen shot. Pretty new to UE.

#

(and also pretty bad at BP)

#

I feel like my interface should have a text output rather than input but the two aren't linked in the actual interface?

stiff valley
#

Hello All, I would like to ask if there is best practice in this:
Lets say I want to export a house, which consists of two visuals - house and doors. Later in game I would like to rotate with the doors ( opening, closing). From what I know, there are thre ways how to do this:

  1. Export separately house and door fbx -> two static mesh uassets -> create one blueprint out of them, in the blueprint create event which moves with the door.
  2. Export separately house and door fbx -> two static mesh uassets -> create two separate blueprints, in the door blueprint create event which moves with the door.
  3. Create a skeleton and export house and door -> create skeletal mesh -> create blueprint for this skeletal mesh which will rotate with bone, to which doors are attached
    What will be the best approach?
tawdry surge
#

#1

odd ember