#blueprint

402296 messages ยท Page 855 of 403

trim marsh
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hello guys any hint , what reason when i active the break doesnt work the remove from parent?

maiden wadi
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Yeah, that should work just fine.

maiden wadi
teal inlet
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Hey, anyone successfully did "Undo" command for Widget Blueprint?
1 Begin Transaction
2 Transaction object
3 Do something with that object
4 Then finally End Transaction

This for me doesn't work, maybe I am missing something?

wild moth
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Hello hello, what would you guys suggest to accomplish a simple flying AI pathing system?

rain robin
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Maybe you might have to have like a navmesh the AI can use attached to your flyer controller that updates at run time to know what it can and cant interact with in the ways you want. Not sure if thats poissible just an idea that came to mind

odd ember
orchid garden
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so im having a serious brain fart today and can't remember....
If a parent is running off a siwtch Has Authority, and overriding in a child blueprint, even though im linking to the parents call, i still need to add another switch has authority after that call to ensure its only running on the sever side yes?

maiden wadi
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Correct. This function will still run on both client and server regardless of anything the parent call does.

trim marsh
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how can i check if a widget exist?

gentle urchin
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Which will be valid untill invalidated

trim marsh
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is still create 2 widget , how can avoid it

gentle urchin
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How are you creating the widget

trim marsh
gentle urchin
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This is not it

trim marsh
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so i need to check if an object has a widget if has not need to create other

gentle urchin
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But you can always do "Is in viewport"

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Altho, this wont be added twice, just throw a warning i think

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Looks like a somewhat strange setup tho

stoic palm
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One message removed from a suspended account.

maiden wadi
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Change the collision on the leaves to something different. SpringArm has a collision channel setting you can use.

hushed pewter
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Im currently reading order structs too read if I need a certain side dish

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However its not working since its too complex

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Is there a way I can get the struct to be read slower os itll go through

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Or is there an alt way to do this

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Heres it uncollapsed

trim marsh
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thx

gentle urchin
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Just set the bools directly

hushed pewter
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๐Ÿคฆโ€โ™‚๏ธ

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The funny thing is

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Ive done that exact thing in another branch

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Thanks for the point out

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Nah still not working. Not getting set

gentle urchin
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Sure the struct is read correctly ?

atomic furnace
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Ok so I have a question for the more experienced people in here. I have recently looked at Blueprint performance and stumbled upon nativization, now the question since they removed it in UE5 are blueprints still a viable alternative to C++ when it comes to larger more complex calculations?

hushed pewter
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Aye, im currently looking at what im using to get the ref's

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SEe if thats broken

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I swear, an idea always comes to me 3 minuites after posting here

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๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ ๐Ÿ’ƒ

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Fixed it, big thankies man

gentle urchin
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Depends on many factors

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Complexity is one

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Frequency is another

atomic furnace
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Well currently I have calculations that need to be done every tick and they are not small, so you would advise moving them to c++?

gentle urchin
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But its surprisingly easy to convert it to c++, even without much prior knowledge in many cases

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Yes, for sure

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But.. profile first

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If its not a problem (e.g. within budget on your target hw) , keep it as is if you want

atomic furnace
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Ok thx for the info. Now I shall try to work on learning C++

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Currently the blueprints run at 200ms so I think I'll have to move to C++.

gentle urchin
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Hhooooly cow

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Thats.. possibly beyond repair ๐Ÿ˜‚

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Qhat sort of calcs are you doing if i may ask

atomic furnace
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Ehh custom gravity and atmospheric forces for multiple planets for an entire solar system.

gentle urchin
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Thats definetly without a shred of doubt c++ material

empty bison
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I made an Float/Array for my Gears, but unfortunately Reverse is a -1, how can i access it since i cant change the indices on the array itself ? anybody know ?

gentle urchin
atomic furnace
gentle urchin
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Exactly

sudden flint
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I made a moving platform, one problem is that the character is able to push it and I do not know how to fix it as I want the player to travel on the platform. Whenever I jump onto it either quickly goes somewhere else on the map or down, then when I move it launches the character away.
How would I go about with fixing this?

gentle urchin
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And id probably just affect a radius around the player and freeze stuff outside of it unless it serves a good purpose to keep them alive

maiden wadi
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This is also the reason that so many things in games are often faked.

vivid hatch
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Why does the inputaction function just not work for me? I have the name and key for the input action, enabled all input access on the blueprint, and when I press space, it does do the parent action but not my function.. needing help with this!

gentle urchin
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Huh

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Parent consumes it, no?

earnest tangle
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Is there some way to fix an issue in blueprints, where trying to edit a component shows a completely empty Details panel for it? Other than recreating the blueprint from scratch :P

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It seems to occur in this case where I have a C++ base, a BP base, and then in the child class of the BP base I can't edit the component settings... It works fine if I create a new BP base class, so I think the BP base is fucked...

blissful grail
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I've had that happen only one time to me. I restarted the editor and it worked for me.

earnest tangle
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Yeah unfortunately that does nothing for me

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Thankfully it's not a complex BP in this case so I guess I'll just redo it

earnest tangle
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Nah

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I'm guessing it probably happened because I reparented the class

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Which seems to often come with these kinds of fun side-effects

odd ember
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I've had that corrupt my project once

earnest tangle
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reparented the BP class to a new C++ class yeah

odd ember
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for me it was reparenting a cpp base to another cpp base while having bp children

earnest tangle
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well into next fun problem, my projectile actor is somehow colliding with itself..

gentle urchin
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Fun times !

subtle valve
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hi, is there a way to pass in a static mesh to the Add Spline Mesh Component node rather than just setting it within the node?

gentle urchin
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Set static mesh

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Set it from its return value

subtle valve
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ah right!

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thanks!

gentle urchin
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Multigraph or undirected graph, that is tonights question

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Hypergraph seem... not suited

keen wedge
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Hi all, I'm currently moving an object (2d game) using blueprint and can set the speed I want it to move at. For the terrain, I have a plane with a material on it and I'm using a Panner node to create the illusion of movement. What I need to do is make the object and the material speeds the same, but I'm not entirely sure how to do this. The Panner is set to 0.25 but I dont know what that is in relation to? e.g. is that quarter of a second? If so, based on what distance? Thus, I'm not entirely sure what to set the speed of my object in blueprint to align with this... any thoughts?

odd ember
gentle urchin
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Or the constraints?

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I can use either, but undirected graph would restrain player options

odd ember
odd ember
keen wedge
gentle urchin
odd ember
gentle urchin
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Just not sure if i wanna deny the player doing stupid things?

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But I suppose... an edge back to itself could just be excluded from most of it...

odd ember
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an undirected graph constrains players how?

gentle urchin
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Invalid for the graph, but valid for the player... hmm ๐Ÿค”

limber olive
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Anyone here familiar with "Draw Debug Point"? It's not consistent for some reason. I have a function to draw the vertices of my character skeletal mesh but it will only draw when they aren't standing on top of the landscape

keen wedge
gentle urchin
limber olive
odd ember
gentle urchin
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Guess i should start by just patching it up together and go from there ๐Ÿง

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Take the issues as they arise, and not try to pre-consider every scenario

maiden wadi
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But then you'll actually get work done. ๐Ÿ˜ฆ Where's the fun in that?

echo salmon
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Any idea why my Kill Z -> World Settings doesnt kill my pawn when it falls down ?

maiden wadi
gentle urchin
maiden wadi
odd ember
maiden wadi
gentle urchin
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I wasted quite a lot of time on the spline tunnels ๐Ÿคฃ

limber olive
gentle urchin
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Duration 0.0 should work

maiden wadi
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I've found low numbers sometimes don't ever draw even on tick.

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Would try with 0.1 and calling Flush.. Persistent.. something before the function.

gentle urchin
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Wha? No way

limber olive
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Hmm 0.1 works but it flickers a little occasionally

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0 also works oddly

gentle urchin
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I've been using this on my AI for months , no issues

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Except expense, ofc. Costly little buggers in big numbers

maiden wadi
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Might not have been point. I can't remember. One of the debug draws herps out on 0.0 time though.

gentle urchin
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Using point and line ..

maiden wadi
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On a side note. It's very easy to put particles at vertex points for a mesh in Niagara.

gentle urchin
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Strange that landscape affects this in the first place

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Unless...

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Are the verts returned in world position?

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Niagara is prob the way to go in any case i'd imagine

limber olive
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I noticed the skeletal mesh component location is clipped in the landscape

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So if I render the debug point of the sk mesh it won't show up obviously when I'm on the landscape

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Doesn't explain why the vertices act up though

gentle urchin
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That part is not obvious to me , barely a few would clip, would they not ?

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Anyhow not related i guess

limber olive
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The sk mesh component (world) location is a single point in between the feet of the actor

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It is very slightly receeded into the ground

maiden wadi
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Odd. I can't break any of the draws in 4.27 with 0 or negative values. Could have been a random small bug in 4.25 or 4.26. Incredibly sure it was point, box or arrow though.

limber olive
gentle urchin
limber olive
maiden wadi
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I've literally been making sure to do 0.05 every time I use those for that reason. ๐Ÿ˜„

gentle urchin
subtle valve
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Does anyone know why SetStaticMesh isn't doing anything for my SplineMeshComponent?

gentle urchin
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Gotta provide us some more context/data/screenshot/code

subtle valve
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doesn't update

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if i set the static mesh within the AddSplineMeshComponent node, it will use that

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if i set nothing in there, it will be empty

gentle urchin
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Using spline mesh and successfully setting static mesh like that

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4.27

maiden wadi
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Works fine.

subtle valve
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I'm on 4.26.2, could it be a version problem?

maiden wadi
gentle urchin
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Is that a BoringMaching Mk3 ?

maiden wadi
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I dunno. Some marketplace thing with modular meshes for vehicles. Using them as placeholders.

gentle urchin
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10/10 would play

maiden wadi
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๐Ÿ˜„ To put it vaguely. I'm semi inspired by Stellaris' world map, and BattleBrothers like ideology of gameplay.

gentle urchin
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Ohh sounds interesting !

echo salmon
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Can anyone help me out change the black color on my whole scene ? I added a fog but it still showing this black color and iam wondering why

odd ember
echo salmon
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i apologize sorry

scenic kindle
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hey i need some help, how can i compare the size of two actors?

gentle urchin
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== ?

scenic kindle
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but i need to check if it's < or >

gentle urchin
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then < or >

scenic kindle
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but there is no vector < vector

gentle urchin
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length ?

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vectorA.length < vectorB.length ?

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what exactly are you trying to figure oiut? ๐Ÿ˜„

scenic kindle
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basically, if you overlap an actor and it's bigger than you, you die. if you overlap an actor that's smaller than you, it dies.

gentle urchin
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so length

scenic kindle
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oh it got it,

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i just needed to break the scale vector

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to get a float output

maiden wadi
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Personally, I strongly recommend reversing your ideology.

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Make a single value, float or integer that determines size. Use this to both set the actor's visual scale and determine your overlap check.

scenic kindle
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oh i get it

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that would be more efficient

maiden wadi
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It would. It's less about efficiency though. Gameplay data should be simple and as easy as it can. Much easier to debug problems, and many less occasions to debug in the first place.

scenic kindle
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yeah and then i can display the size value on screen ok ok thanks.

subtle valve
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I realised my problem with splines not spawning, they actually are, the transform is just waaay wrong so they were out of view. When I use AddSplineMeshComponent with mobility set to static, the spline mesh spawns correct at the actor location. However, when set to Movable (which I need) the spline mesh spawns really far away. Does anyone know why this happens?

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Relative transform is empty

gentle urchin
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what is it spawned in relation to ?

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who's spawning it ?

subtle valve
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an actor is spawning it and plugging in start and end position after spawning

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these start and end positions are world space

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however it looks like the mesh spawns in wildly different positions if i change where it spawns, so it feels like these world space positions are becoming relative

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but im not sure why

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my main question is, regardless of how its spawning, why would it being static vs moveable change where it spawns?

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ok, i managed to fix it by plugging in the inverted transform of the actor into the relative transform of the spline mesh

main halo
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Hey guys. On a multiplayer game how to a get the player? instead of it

earnest tangle
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Depends on where/what you're doing

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Some places have different ways of getting the relevant player, but this may be more a topic for #multiplayer

main halo
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oh boy, thank you I missed that.

dawn gazelle
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Who says you need to?

odd ember
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input != control rotation

sleek wadi
maiden wadi
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@sleek wadi

sleek wadi
maiden wadi
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You don't need to. It's pure.

sleek wadi
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The tutorial is going for something like this.

faint pasture
maiden wadi
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They just changed the node. Plug self into the left side and use the right side however the tutorial does. Don't worry about the exec pins.

faint pasture
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Shouldn't even take 0.2ms

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Unless you're doing weather systems and wind etc but even then it's not too wild

atomic furnace
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it's actually 217 planets

sleek wadi
faint pasture
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well yeah that's unnecessary. Figure out how many planets at once you care about and prune your search space. Overlap volumes might be efficient enough to just do that, they already are doing octree pruning for you

atomic furnace
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Ok thx I shall try that

maiden wadi
dawn gazelle
maiden wadi
faint pasture
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Even gravity from 217 bodies should be nothing to calculate, it's just 217 runs of a simple vector expression.

sleek wadi
sleek wadi
# maiden wadi

I noticed that similar to the AI Controller that I do not have Set Target Location like he does.

sleek wadi
# maiden wadi

Instead I get this. Do I just put this in, ignore the execs and carry on? Same goes for Run Behavior Tree in the Event Graph.

atomic furnace
icy dragon
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For planets that are far away, I really doubt those calculations even matter

atomic furnace
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yes, but I didn't optimise anything. I just started adding the calculations and testing

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I never said that I was doing it in a smart way I am probably even doing it in the worst way

faint pasture
atomic furnace
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Yep. I'm gonna do optimisation tomorrow and try to get the entire thing to run smoothly

onyx token
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i have a question on casting.

late shuttle
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So does Set Timer by Function Name not work if called by the child Blueprint?

onyx token
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So i have a weapon, which is an actor.
That actor is attached to either my third person character or my NpcActor

That weapon has a custom Event that enables overlap events - so it does damage.
Now my Montage with which i swing my weapon contains an AnimNotifyState which goes a few frames where it will shortly activate the weapon - and deactivate it again.

The problem is:
If I drag form my "Recieved Notify Begin" - and i get the owner - that owner could either be my Npc or my Player and i don't know which one.

So how do i cast to get to the sword actor that is contained within that character in order to access the custom event?

late shuttle
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I would setup a generic "Weapon" actor variable inside the character and hard set the actor reference On Construction Script. Then you always know what you're casting to. @onyx token

onyx token
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wait you mean add the weapon variable to both my npc and my third person character and just do that on the construction - then i won't have to cast and any owner will have that variable available? OhIPanda

late shuttle
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You'll have that reference stored as a variable inside the Actor/Pawn/Character you code that into.

onyx token
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wait - i have found

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a stupid solution

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if you don't like spaghetti, avert your eyes rescVVV

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this works
but i should probably try your solution, it seems more.... sophisticated and less...

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hardcode

onyx token
languid spear
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Suppose I make a blueprint called โ€œBP_Animalโ€, and then create two child classes โ€œBP_Catโ€ and โ€œBP_Dogโ€. When I try to get all actors of class using the Animal BP, how come the cat and dog BPs arenโ€™t called? Are child blueprints not considered the same class as their parent by default?

spark forum
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Might be a dumb question but is there any way to update a child blueprint actor based on changes made to a parent? Say I scaled a static mesh component in the parent, is there a way to apply this to all children?

round dock
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How do I put a SoftTexture into a Material's parameter? using the default cast, it seems to just not load (result in default texture being applied instead). I know there's SetBrushFromSoftTexture, which does things correctly, but I need to use the Soft Texture as a parameter in a different material so, can't use that. any ideas?

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those icons on the left don't load, resulting in the bubble texture. they work if I specify the texture directly\

dawn gazelle
round dock
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what node would that be? I've searched for "async" w/o success

dawn gazelle
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Can't be done in a function if that's what you're trying to do. It has to be on the event graph

round dock
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that's fine, I've already moved it to the event graph

dawn gazelle
round dock
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oh I see it gotcha

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smooches boo

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works perf tyty

cursive brook
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Anyone know why this is happening?

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I can't multiply a float in my event graph?

delicate bolt
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Cool @round dock, now get back to making those carousels!

cursive brook
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Using UE5 Preview 2

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Oh, you have to right-click and manually convert your pins...

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Why tho...

gritty trout
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I made a spawn point and whenever I spawn an actor from it, the actor floats in the air and the AI doesn't work

zealous moth
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@gritty trout did you disable the collision on the spawn point

gritty trout
zealous moth
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Well it looks to me that it spawns on top of something

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And for the nav, do youbhave a navmesh?

gritty trout
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yes, if I just place the BP_Zombie floating in the air manually it will fall to the ground and then begin its behavior tree

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but if I spawn it using the spawn point it does not fall or begin behavior tree

zealous moth
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Huh... is tick enabled?

gritty trout
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I didn't disable it

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yes, Start with Tick Enabled is on

zealous moth
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Is your spawn point spawning on beginplay?

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If so add a delay

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See if that fixes it

gritty trout
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the gamemode is calling the spawns

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and it has a 1 sec delay between each spawn

zealous moth
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The game mode?

gritty trout
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yeah ๐Ÿคทโ€โ™‚๏ธ

zealous moth
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How? Timer?

gritty trout
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I'm still new to Unreal so forgive me

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yes a timer

zealous moth
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Show?

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I have had my share of weird spawn behaviours and typically the spawn point collision is the cause. That or out of order operations

gritty trout
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Under the comment block Spawn Zombie the function Spawn Class at Spawn Point has an internal 1 second timer so even though it's being called every tick it does not spawn every tick

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Is that what you were looking for

zealous moth
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Sorta

gritty trout
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This is the point at which it spawns the actor

zealous moth
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If i think of something i will let you know. Looks like you did it right so not sure why on spawn it is behaving like that

gritty trout
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Oh... ๐Ÿค”

round dock
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I've been found out ๐Ÿ‘€

warm ermine
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Hey I got a question if anyone could answer it please

trim matrix
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just ask the question

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nobody knows if they can answer your question if we dont know what it is.

warm ermine
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Pretty sure this isn't the right section for this - but I want to file for a copyright on my UE4 project using a flash drive. Anyone who has been through the process can give me pointers?

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I'm using Legalzoom if that helps ๐Ÿ˜ฎ

bold phoenix
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Hey ! I'd like to improve this small portion of blueprint using tags but when i use the node 'Actor Has Tag' there's an error at the branch. It doesn't receive a value ... Any idea about an alternative ?

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And even this system is far from being okay as the interface can only be read if an actor of the class 'spawnActorBs' already exist in the scene

dusky dome
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hi nice people i have a question. In a macro i have an object input and i tried to store it with a local wild card variable, yet when i try to use it to cast to the working class, it says only object/interface can be casted, like this:

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how would i cast the wild card variable to an object so that i can use the function on it?

wicked osprey
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Guys, my reloading logic is tied to notifications. At the beginning of the anim montage, a notification is triggered, which sets the Reload boolean variable to True, and at the end of the montage, there is another notification that makes this variable False, well, when it has already been reloaded. And I have a question. And what should I do if, for example, I am reloading and at some point a monster hit me and another anime montage worked for me. It turns out that the animation will not have time to reach the second notification and the Reload variable will remain True. Can I create a function for taking damage, in which, in addition to the logic for taking damage, I will change the Reload variable to False?

trim matrix
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You could, and it would work

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It would not be the best solution though.

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the correct way to handle it would be to detect if your character reloading action is being interrupted, and apply the correct logic for interruption

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But to do that properly, you would be creating an entire system that manages your characters current actions.

trim matrix
faint pasture
wicked osprey
trim matrix
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Even if there was a tutorial, its not something you would want to make with a tutorial. Those kinds of systems are more complicated and its something you would want to design and understand yourself. If you are not able to do it yourself then don't worry about it and just go with what you suggested. It will more then enough get the job done and it is simple/

keen wedge
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Hi all, wondering if someone might be able to help me with this...

I'm trying to make the background of a 2D infinite scroller move from right to left...

Initially I looked at using a material with a Panner node but I wasn't able to correlate the "speed(X)" property with other objects movement speed - so decided against the approach.

I now have two sprites which form the terrain, they are positioned so that one is directly after the other. I move them both and when they get to 0-<width> they are repositioned after the next one... and it just cycles round...

The problem I have is that almost every other time it happens there is a tiny (1px) gap between them... initially this was about 2px... and I realised that it was because on the Tick where I would be moving them, I did the relocation, but then didn't take into account that "move" that should have happened... so I put that in place and it got better, but literally every other pass has a 1px gap in it... I am guessing this is some kind of rounding issue or something maybe? Not entirely sure...

Any ideas/thoughts?

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In that last screenshot, I take the relocated positon and then deduct whatever amount of the "move" should have occured. As you can see, rather than using the passed in DeltaSeconds, I assumed this may have changed (fractionally) whilst processing this code, so tried getting the WorldDeltaSeconds and using that, but it makes no difference...

gentle urchin
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Use a socket perhaps

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And atratch them

keen wedge
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To the arse end of the previous one for example?

gentle urchin
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Liie each mesh has a socket,

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Like*

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And you just swap around who's following who

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B attached to A.
Drag A across the room
On edge -> attach A to B
Drag B across the room

astral epoch
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Okay I'm at a slight loss with this one. Sounds like it should be simple but...

I have custom player controllers, pawns, gamemode and gamestate.
The game is definitely loading them all (tested with a print-string on BeginPlay) but for some reason the player isn't spawning as the pawn. Ideas why this may be happening?

keen wedge
gentle urchin
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Oh I missed that part!

native willow
keen wedge
# gentle urchin Oh I missed that part!

I tried something similar to what you suggested though... instead of doing the calculation each time, I pass in the "other" base... and then get its position, add the width to it, and set that as the position for the current base... I am now consistent back to a 2px gap, every other iteration... its really weird...

astral epoch
keen wedge
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base 1 and 2 start together...
they move...
base 1 relocates after base 2 (all good)
they move...
base 2 relocates after base 1 (small gap)
they move...

repeat...

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and presumably, if I add anything to tackle the gap for the second iteration - that would then effectively "overlap" them on the first..

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shouldn't be this hard ๐Ÿ˜ฆ

native willow
astral epoch
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Default flycam is.

native willow
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do you have the correct gamemode set?

astral epoch
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Yes. Like I said I've tested with print strings to see what is being spawned in. Mode and player controller are loaded correctly.

gentle urchin
keen wedge
# gentle urchin Sounds like they're not equal in size

nah, they are... both 336px wide... I have just fixed it though! yay!

I added a sequence node... from the first item - check to see if the base needs to be relocated, if they do, relocate it, next step in the sequence, move them along horizontally... just experimenting with different speeds but so far... so good!

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I can only assume that in the cases where it needed to relocate the base to the end, it was kinda missing its move for one frame, although I thought I'd covered that with the code in the screenshots above..

gentle urchin
#

Sweet, well done!

keen wedge
astral epoch
#

Okay so it appears to be spawning a SpectatorPawn but the settings aren't set for that.

unborn compass
#

anyone know why i updated a structure thats a part of my projectiles with a new variable but it won't show up in the projectiles

gentle urchin
#

Sounds like you didnt update your structure

unborn compass
#

is there a way other than hitting "save"

astral epoch
#

Compile.

unborn compass
#

there is only a save button ๐Ÿ˜

astral epoch
#

Also I found with things like make/break structs you do need to press the arrow to expand and retract it for new stuff to appear.

gentle urchin
#

How are you updating the struct in the first place?

astral epoch
#

Oh my bad, was looking at a different screen, forgot struct doesn't compile.

unborn compass
#

then closed the whole editor and opened again

gentle urchin
#

Oh, we're talking about different things

unborn compass
#

not appearing on the struct for my ability

#

i might be doing something wrong

astral epoch
#

Close and reopen the tabs that you were viewing that through.

unborn compass
#

i tried but i'll close the struct maybe

#

yeah the last one "spellmarker" just won't show up

keen wedge
#

Does it work if you choose a Class reference instead of an Object reference?

unborn compass
#

just tried

#

nah

#

๐Ÿ˜ฆ

astral epoch
#

Okay I'm at a loss because its still spawning me as a spectator pawn. Is there anywhere this could be happening that isn't GameMode's default setting?

keen wedge
#

I've run in to a few problems with Stucts in UE4... usually if I add something to the end of the list it'll crash... so I have to click in to one of the other ones, press space (just anything to change the name), undo that change, then add the new one... I've also had issues where when I've changed it, the rest of the app falls on its arse - especially if I've changed the order of items in it... if you haven't already you could try "Cooking" the project and see if that generates any error messages..

astral epoch
#

Yeah I've found structs are prone to crashes too, usually though its when I have them in-use when making an edit and one of the use-cases are open.

keen wedge
keen wedge
astral epoch
#

Yes.

unborn compass
#

i don't save ever

#

jk but yeah nothing is working

#

idk why but this struct will not be updated

keen wedge
#

have you tried the "Cook" option?

astral epoch
keen wedge
astral epoch
#

Alright.

unborn compass
#

nah no bool

#

doesn't update

keen wedge
# astral epoch Alright.

Is there anything you can add to your DefaultPawn to print out a message or something and then see if it appears? Something simple (probably tried that already)

unborn compass
#

and i haven't tried the cook option cause i don't know what it mean

astral epoch
keen wedge
astral epoch
keen wedge
astral epoch
#

No

keen wedge
# astral epoch No

Obviously not being able to see the entire project so making a few guesses, but is there a PlayerStart in the map?

astral epoch
#

Five of them

#

Unless there's something specific in those that forces it to spectator right away

surreal peak
#

So this doesn't happen with a new GameMode?

#

Do you have Delayed Start turned on?

keen wedge
#

might be able to narrow it down,..

astral epoch
astral epoch
surreal peak
#

So the MatchState is InProgress?

#

Your Log should tell you

astral epoch
surreal peak
#

Does your pawn maybe fail to spawn due to collision? You can change the default spawn collision handling in the pawn class

astral epoch
#

New blank map, same issue

keen wedge
surreal peak
#

Being a Moderator of the Server

astral epoch
#

Always Spawns, Ignore Collision

keen wedge
astral epoch
#

Still not working.

surreal peak
#

And a new GameMode without any of your custom classes?

#

Also any log for the starting part of your game?

astral epoch
#

That worked

surreal peak
#

What custom Classes do you have in your GameMode?

astral epoch
#

Game State, Controller, Player State, Pawn

surreal peak
#

What are the base classes of GameMode and GameState?

astral epoch
#

GameMode and GameState.

#

Neither are using the "base" variant

surreal peak
#

Hm

#

Then try removing one custom class at a time and see when it starts working

#

Can only really divide and conquer that issue without knowing more

unborn compass
#

cooking failed................................

astral epoch
#

I'll give that a try in a moment. Need to get ready for work. Thanks Cedric its getting some progress.

keen wedge
surreal peak
astral epoch
#

That's what I thought too but nothing seemed to be working so wasn't sure if there was another setting hidden somewhere that overrides it

unborn compass
icy dragon
keen wedge
unborn compass
surreal peak
#

Copy the red lines and post them here

unborn compass
#
UATHelper: Cooking (Windows (64-bit)):   LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property 'StructProperty /Game/Abilities/Ability.Ability_C:AbilityDetails'. Unknown structure.
UATHelper: Cooking (Windows (64-bit)):   LogInit: Display: LogBlueprint: Error: [AssetLog] C:\Users\Alex\Documents\Unreal Projects\duelity_sketch6.5\Content\HUD\AbilitySlot.uasset: [Compiler] In use pin  Ability Details Icon  no longer exists on node  Get Class Defaults . Please refresh node or break links to remove pin. from Source: /Game/HUD/AbilitySlot.Ab
ilitySlot
surreal peak
#

The variable "AbilityDetails" in your class "Ability" is f'd

#

Open it up and see what's going on

#

/Game/Abilities/Ability

#

AbilityDetails'. Unknown structure.

#

And your AbilitySlot Widget is crying because of the same Variable

#

But fixing the first one is probably a fix for the second one

icy dragon
#

At first I thought GAS C++ got involved

surreal peak
#

In use pin Ability Details Icon no longer exists on node Get Class Defaults .

#

Might be that you removed the Icon variable from the Struct

unborn compass
#

nah its still there

keen wedge
unborn compass
#

i'm not 100% sure but i don't think so

#

i only have one structure

surreal peak
#

Open the Ability and try to compile it

#

See what happens

#

It will point you to an error

keen wedge
unborn compass
#

"ability" compiles

#

check mark

surreal peak
#

Then open the AbilitySlot widget

#

And see what is up with the Class Defaults error

unborn compass
#

ah

#

i don't remember changing the ability details icon at all

keen wedge
#

Looks like you re-ordered the struct at some point

unborn compass
#

and theres two of them on there

#

oh maybe lol

keen wedge
unborn compass
#

thats super pedantic of unreal engine 4

#

thank you guys though

#

now lets see if i can add a variable to my struct lol

#

meh still not showing up

keen wedge
unborn compass
#

lemme try restarting

keen wedge
high ocean
#

will shuffling keys in a map var also make sure the map keeps consistency? It should - right? It's the point of a map. I just want to get a random unique map element.

unborn compass
#

lol okay i'm cooking

#

still not showing up lmao

keen wedge
unborn compass
#

no errors

#

finished near instantly where last time took 10 min

#

i'm very afraid at this point i've done something really dumb

keen wedge
# unborn compass no errors

can you safely remove the last item in that struct that isn't showing up (without breaking anything else) - and then try just adding a boolean or something different to see if that appears?

unborn compass
#

eh

#

idk cause its integral to the last system i added

#

i can delete a different one

keen wedge
# unborn compass eh

hmmm... but nothing else can access it anyway at the moment right, because it isn't appearing in your Struct?

#

e.g. you can't be using it?

unborn compass
#

oh you mean delete the one i can't see?

#

yeah sure

keen wedge
#

yeah... that one...

#

then do another compile (and a cook)... if no errors... just try adding a more primitive type... an int for example... then see if that appears..

unborn compass
#

k cooking

high ocean
#

Will this work?

unborn compass
#

boolean not appearing

keen wedge
#

...and definitely no errors in the Cook log?

faint pasture
unborn compass
faint pasture
#

Why the shuffle

high ocean
#

@faint pastureNeed unique rn every time

#

ill get it through a forloop depending on other vars

keen wedge
# unborn compass

What's the object that you have included the Struct in? (e.g. what object are we looking at in that top screenshot?)

unborn compass
#

idk how to describe but basically its a child of a child. ability -> ability_projectile -> ability_icicle

high ocean
#

@faint pastureIt's the quickest way I could think of getting unique rns w/o making a function that goes through an int array, removes etc.

keen wedge
#

and closed it / re-opened it?

#

The only other thing that stood out to me was that you have an option there - before the last one which isn't appearing, with spaces in the name...

#

Might not matter (especially as that one appears)... but...

unborn compass
#

yep

#

recompiled, reopened, restarted editor

keen wedge
# unborn compass yep

Not sure there's much more I can suggest... would be happy to take a quick look-see if you are able to share the project at all? Would need to know which version of UE4 you're using too... appreciate you might not want to share the project etc..

high ocean
#

@faint pastureBasically, this is what that's supposed to do:

#

and that function is the "getrandomstat" one

unborn compass
#

zip?

keen wedge
# unborn compass whats the easiest way to share

Yeah, that would probably be best... maybe via Google Drive / OneDrive something like that - somewhere I can grab it...

What version of UE4? (I might need to download a different version etc)

unborn compass
#

4.27.2

keen wedge
unborn compass
#

i severely appreciate your efforts

#

i was probably about to give up for tonight lol

keen wedge
unborn compass
#

i totally understand that

#

3 hours to compress.....

#

uhh

keen wedge
unborn compass
#

were you saying just upload the whole thing to drive?

#

um

#

idk how but its 32 gb

keen wedge
unborn compass
#

i'm basically using stock assets

#

so i'm kinda confused here too

keen wedge
#

is there anything specific I need to include in the 4.72.2 install, or just a windows based game etc?

unborn compass
#

it shouldn't be super complicated

#

actually it finished

#

i have no clue why its 32 gb

#

14 min left on upload

keen wedge
#

the "DerivedCache", "Intermediate", and "Binaries" folders I dont need, as it should recreate those this end... but rather than deleting them from your source before zipping, maybe make a copy of it first, then remove them from the copy... then zip...

#

..do you have the StartContent included?

unborn compass
#

oh yeah...

keen wedge
#

..video / audio?

unborn compass
#

its only 2.3gb compressed and i mighta gotten that 32 gb figure wrong

#

i think its only 4 gb

#

12 min on upload

keen wedge
# unborn compass i think its only 4 gb

Phew! ok... thats cool... I'm just downloading 4.27.2 now... probably gunna be a little while, so if you want ping me the link to download the project and then when its finished download UE4 I'll open it and take a look-see... I can ping you a DM on here if you need to head off for the night etc..

icy dragon
#

Would be better if you just send the bare bone of the project, but oh well

unborn compass
#

yeah i'm pretty close to having to sleep for work tomorrow ๐Ÿ˜ฆ

#

yeah for some reason though when i delete stuff i haven't even used unreal freaks out

#

from the starter content and 3rd person bp

keen wedge
keen wedge
unborn compass
#

i literally added vfx sound effects 2 and deleted it immediately after and unreal crashed

keen wedge
#

another approach can be to create a separate project which you include the start content in ... then, have your own project and just migrate the bits you want from the other project into yours... then you dont have to have it all..

unborn compass
#

yeah probably smart

#

but i'm fairly impulsive and dumb lol

#

i'll remember for next time

keen wedge
#

you can also create a top level folder within your content folder for your own project, and then that way you can easily separate the starter content from your own project too... again, easier from a new project..

unborn compass
#

yeah i'll probably have to do cleaning up at some point

#

i started using unreal like 2 weeks ago

#

i have a comp sci degree though so... that counts for something i think?

keen wedge
#

its just like anything new, just takes a while... look back in a month or so and you'll see how much you've progressed ๐Ÿ™‚

unborn compass
#

i'm finding it much better than unity just because blueprints

keen wedge
#

..ironically, i hate it, and for that reason! ๐Ÿ˜„

unborn compass
#

whys that

keen wedge
#

I had got used to writing my code in C#... I've not really done anything with C++ yet, so I have some learning to do there... I personally just prefer to see lines of code rather than nodes and wires...

unborn compass
#

oh lol

gentle urchin
#

Same

#

despite abusing the hell out of bps

unborn compass
#

yeah c# was much better

keen wedge
#

I also spent about 80% of my dev time lining up nodes and wires so they look neat...! ๐Ÿ˜„

unborn compass
#

hahaha

gentle urchin
#

Refactored all the code in my work project (done in Codesys) from Ladder to structured text just because.

icy dragon
#

I used C++ just because I want to feel like

gentle urchin
#

Blueprints do server a purpose on a higher level tho, I can admit that

keen wedge
gentle urchin
#

Sweet!

#

Piece of candy ๐Ÿ˜„

unborn compass
#

im just sayin i probably woulda given up already if not for blueprints. i understand coding logic but actual code is so difficult to work with. now i have already a serviceable project cause of the visual nature

keen wedge
#

also, I guess if you've never written code... then using the nodes/wires is probably a little easier, maybe more intuitive....

icy dragon
#

Gotta make full use of the clicky keyboard, makes ya feel like doing something important

keen wedge
#

plus you can spend all your free time lining up the nodes and wires ๐Ÿ˜„

gentle urchin
#

^ XD

#

so true!

#

before optimizing it into c++

#

A true procrastinator, i love it

keen wedge
gentle urchin
#

Now im just wasting time instead of dealing with how to register nodes and edges to my graph thingy

keen wedge
unborn compass
#

dmd you Rob

icy dragon
#

Though I'm craving for those IBM Model M keyboard, buckling spring goodness!

#

Imagine typing lots of C++ with those bad girls

keen wedge
icy dragon
#

(or even a bit of C and Assembly x86)

keen wedge
unborn compass
#

i hope you don't steal my brilliant game idea

#

๐Ÿ˜

#

lol

icy dragon
keen wedge
gentle urchin
#

For some reason there's some inherent fear to someone stealing ones idea,

keen wedge
keen wedge
gentle urchin
#

Yeah tell me about it. It's why i dont use github ๐Ÿ˜›

unborn compass
gentle urchin
#

decision made before private was avaliable without paying for it (Im also greedy, if I can be)

unborn compass
#

at least for me

keen wedge
keen wedge
unborn compass
keen wedge
#

Righty... its been fun, but I'm gunna drop out for a bit... thanks for all the interactions guys, I'm gradually liking Discord more and more - primarily because of this group ๐Ÿ™‚

keen wedge
gentle urchin
gentle nebula
#

Any way to get current camera exposure ? affected by the auto exposure?

haughty temple
#

@gentle nebula not sure if this is what your looking for but looks like you can drag off the camera get the post process settings then break it and any of the variables in the right if you check it itll give you pin then assuming you can do what you want with it from there

gentle nebula
fervent kelp
#

guys i'm in trouble with vector array. i'm trying that basic logic ....when vector array = 0 goes branch . but not works .

#

that's in event graph but i'm calling that event from construction script...where am i doing wrong?

#

Wtf? Is Vector length works buggy?

maiden wadi
#

"Array" length works fine. The blueprint debugger does not.

fervent kelp
#

i restarted and works again .. thanks for feedback. really annoying

marble tusk
#

If I ever need to know the value of something I just rely on printing it

maiden wadi
#

I've literally had to train myself to trust the IDE debugger in C++ after using blueprint's debugger. It's mostly not good for much other than testing execution breakpoints. Like ConverseFox said, prints are a much easier way to test data.

tight pollen
#

hi

#

how can i Make Static Mesh from current Animation what have AI?

#

I have been trying to achieve it for about 2 hours ๐Ÿ˜…

icy dragon
#

I'm afraid I cannot translate that.

wicked osprey
#

Guys, what difference between this two nodes? And which is better?

earnest tangle
#

They do the same thing as far as I know, the other one just gives you a bunch of exec pins for events

#

So which is better really depends on which one has the pins you want

wicked osprey
#

Thank you ๐Ÿ™

gilded hazel
#

Hi guys - is there a way to rotate a brush before its displayed in a widget? This takes a material from an actor (the material is the correct rotation on the actor) and displays it as a brush in a widget - problem is it's sideways.

odd ember
maiden wadi
#

If it's a big deal, normally you rotate your texture in a separate software and reimport. Otherwise you can rotate the widget itself with SetTransformAngle

#

Called same frame as the set brush shouldn't see any popping.

gilded hazel
#

The texture is the correct way up everywhere else - just when I spawn it inside a widget (it displays the card face) it sits sideways. I can correct it by rotating it inside the material but then it's sideways on the actor ๐Ÿ˜‚

#

I can't rotate the widget as it's an image inside a widget

#

If that makes sense?

maiden wadi
#

You can rotate the image in the widget though.

gilded hazel
#

Ah ok, I will try that

maiden wadi
#

Well, yeah, that's probably going to be a problem.

#

SetTransformAngle isn't going to fix that.

gilded hazel
#

No, I was just wondering if there were one.

#

A solution, that is.

#

I can use a custom rotator in the material, then it does this

#

๐Ÿ˜‚

safe iron
#

Guys, I have a problem
I have a gun that shoots a bullet and the problem with it is that the bullet can collide with the player who's shooting it, I have looked all around the internet and I always find this node here, but it does nor work, any help?

grand valve
rapid mortar
#

https://www.youtube.com/watch?v=Q3U6wuMvUuk&t=903s Followed this tutorial to get the base of my game built in blueprint can anyone help me make it so when the numbers hit 1000 it turns into 1k and 1.5k etc

Step by step tutorial on how to create a cookie clicker game in the unreal engine for mobile or pc.
How to make mobile game UE4

00:00 Intro
00:24 Preparing project
02:14 Creating player and widget blueprint
04:19 Creating game screen
06:54 Adding score after clicking on the cookie
09:46 Creating animation after clicking on the cookie
12:02 Auto...

โ–ถ Play video
rapid mortar
# grand valve start with this

Would I use my variable I have for cookies or should I create a new variable? sorry if I seem noobish but I am a noob and learning right now

grand valve
#

if you already have a number tracking the number of cookies, use that

wicked osprey
#

Guys, what is the best way to call reload. through notify or through the timer in the weapon? It's just that I've heard people say it's better not to use notify for gameplay logic.

limber epoch
#

I have been playing around with the gameplay ability system and I am trying to get a simple punch working but running into some weirdness. The move is replicated from the client to the server correctly, but if I try it from the client the server does not see it. If I make the the function "Play Montage Third Person Char On Server" reliable it reverses the issue. the client can punch and it replicates to the server but if the server punch then the client can't see it. I am probably overlooking something simple. Any ideas?

rapid mortar
# grand valve start with this

I see you used integer for your cookies instead of float. Should I change my cookies to int or keep as a float? Ive changed it too int but running into some snags when reconnecting lines in my main widget blueprints

grand valve
#

i only used integer because i thought thats what you might be using, you can see in the screenshot that i immediately convert it to float and string

#

if your logic needs you to have a percentage of a cookie, you can keep it as float

safe iron
#

It was set to true, in the photo is set to false cause it was a "IDK what to do" moment

grand valve
# safe iron Oh I did

Just checking ๐Ÿ™‚ can you make your projectile come out in a slightly different spot?

#

so it doesnt start overlapping whatever collision object ist hitting?

crude eagle
#

Why cant I have mini progress lerp in a blueprint function? ๐Ÿค” Like what is the technical reason.

safe iron
grand valve
#

well, first part is to find out what component the projectile is hitting. So you should use your on hit event and print the display name of the collided component

#

Then decide if that component needs collision at all. Generally a gun doesnt need collision when it is being held by a player. If its on the ground thats a different story

safe iron
#

Collision Cylinder

#

So the capsule component

grand valve
#

You might need to change your projectiles collision properties

#

so that it doesnt trigger on pawn capsules

#

maybe just on character meshes, its hard to say, it depends on what the needs of your game are

safe iron
gentle urchin
grand valve
#

if its a shooter game usually youll trace against a hitbox collision mesh, in Unreal, thats a physicasset or physicsbody i believe

grand valve
#

doesnt have to be hitscan

#

but usually a cylinder isnt accurate enough for shooter games

safe iron
#

Yeah

#

I think I should set a mesh as root instead of the cylinder

grand valve
#

you dont have to set it as the root, the cylinder is good for collision with the world, for walking and jumping etc

#
Unreal Engine

Choosing what collides is obviously very important, but it can be tricky, and itโ€™s a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and consistent, so I wanted to give a little background on how we arrived at it. Weโ€™ll talk about the differe...

safe iron
#

oh yeah

#

Ok, I'll take a look at it, thx

grand valve
#

np!

rapid mortar
#

I can SS any info you may need to better help me. I really appreciate it also as Im super new to C++ and blueprint

echo salmon
#

Does anyone know why it doesnt remove the widget from the screen?

maiden wadi
#

Don't mix execution lines like that first of all. And second it probably does remove that one widget from screen.

#

Overlap runs once per component. An actor with three components can trigger overlap three times. If you create three widgets, and then remove only the last one, you still have two widgets on screen.

slow pewter
#

Hey Guys have an strange Bug, i have an Boolean thats get enabled on Hovering an Widget, sets it True-> works Well.
than i try to Delete it when Press Delete Button, i checked 1000x times that Boolean is true and when i Press now Delete, it should Work..., but Nothing, looks like Key Events doesnt work With Branches atm?, super weird..
https://puu.sh/IO4HZ/5dc0bb6393.png

#

its not Show my String, nothing, when i Only do Delete-> Action it Works, but all What is behind that Branch doesnt get executed

echo salmon
#

@maiden wadi hm

#

@maiden wadi its strange but you are correct. It seems it runs once per component

maiden wadi
gritty trout
maiden wadi
slow pewter
echo salmon
#

@maiden wadi Ty !

maiden wadi
#

Print it before the branch, see what it says. Don't assume data, and generally be distrustful of the blueprint debugger.

slow pewter
maiden wadi
#

The branch won't break directly after an input. Print it.

#

What class is this in by the way?

grand valve
# rapid mortar the number turns into 1,**** up too four numbers that follow. My goal is to try ...

Easiest thing to do might be to create an enumeration in blueprint. Right click > Blueprint > enumeration, and give it values for each order of magnitude. So give it values like Single, Thousands, Millions, Billions, (Trillions?). Every time you add a number to your score, you need to check to see if the threshold has been reached to cross into the next level so you can determine what you need to do to the number to display it properly.

slow pewter
grand valve
maiden wadi
#

Is this UE5? Cause in UE4 you cannot get input events in UserWidgets.

slow pewter
#

its always False, soo its an Bug

maiden wadi
#

I'd double check that input is enabled, and also override OnPreviewKeyDown, make sure the key is getting ran. If OnPreviewKeyDown runs correctly with escape, chances are something in Slate is consuming your input before the widget's InputComponent gets it.

rapid mortar
slow pewter
#

ok that makes me Sad for my Project thats Important

#

@maiden wadi still Thanks for your Help!

tribal stream
#

This is a little code to delete the object that I click on and the issue is, the component doesn't get destroyed for some reason.

#

You should know that when I press on an object, the print message "Hey" works.

#

So that means the casting works

grand valve
#

Theres a tooltip on destroy component, that you can only can destroy component from the actor owning the component

tribal stream
#

ahh

grand valve
#

So you should make a function inside target, that destroys the component, and call that custom destroy instead i think

hallow compass
#

im trying to make the player get no fall damage when falling on an object with 0 physical material density, but somehow it's not working and I get an error about the phys material. What am I doing wrong?

tribal stream
#

@grand valve Fixed the issue, thanks!

#

I did this:

tribal stream
#

in the Target_practice blueprint, I destroyed the component if the boolean was true (false by default, and I set it to true when left clicking)

grand valve
#

That'll work, but just as a best practice thing, theres no need to use tick like that in this situation. You should aim to do the whole thing through events if you can. If you just make a custom event or function on your target blueprint, called destroy component, and then call that instead of setting the variable and waiting for tick to pick it up. Its better practice in the end, but its up to you! ๐Ÿ™‚

tribal stream
grand valve
#

Do you know how to make custom functions?

tribal stream
#

if you can give me a hint, I would be gratefull

tribal stream
odd ember
tribal stream
#

do u want me to turn the whole "destroy cube" to a function?

tribal stream
grand valve
#

Yea you dont even really need those variables at all, its just like this

#

and then you just run "custom Destroy" from your target

odd ember
tribal stream
grand valve
#

once you make this custom destroy function

tribal stream
#

I am a beginner, if that wasn't obvious xD

grand valve
#

in your target blueprint, it will be available as a pin from your cast to target_practice node

#

You just need to compile target_practice bp first, then it will be available as a function you can call

hallow compass
tribal stream
#

I have two: a playercontroller and a Target_practice

grand valve
#

In Target_practice, create the function called CustomDestroy

#

then in Player Controller, just as you pull from the target to set the boolean variable, instead you just call "CustomDestroy"

odd ember
#

IsValid is literally a function

limber epoch
#

Pinging my question again incase anyone who is on right now might have a suggestion for me.
#blueprint message

odd ember
tribal stream
#

@grand valve It worked!
Thanks!
I find it a bit weird, why did it work now? It is, theoretically the same. My old method was to get the cube component and destroy it. Your method is to get the whole function and do it inside the playercontroller BP and run it......

grand valve
#

Epic has set up some internal code that doesnt let external actors destroy components of actors they dont own.

#

So like, instead of like running a function thats like "destroy component" we more or less said "request to destroy component" and then the actor internally runs destroy component, and because its owning that component, now it works

tribal stream
hallow compass
hallow compass
hallow compass
grand valve
odd ember
# hallow compass here it is

the false from the valid doesn't need to lead anywhere. you can use a single branch by using the boolean and node

echo salmon
#

Where should the InputAction event is good practice to be placed ? I have placed it in my Actor that i want to interact with, when is overlaped and it seems it doesnt triggered.

odd ember
echo salmon
#

ty @odd ember

odd ember
#

you can place it elsewhere and it will get recognized

grand valve
odd ember
#

but it's not ideal for architecture purposes

maiden wadi
#

For overlapping style, you have to enable input on the local controller from that actor.

gentle urchin
dawn gazelle
gentle urchin
#

If mat is not valid you prob dont wanna execute the same code

gentle urchin
limber epoch
tribal stream
#

is it better, in terms of performance, to only reference an object once rather than multiple of times?

tribal stream
grand valve
tribal stream
hallow compass
odd ember
#

it's how BP handles things

#

in any ordinary language and is evaluated lazily

gentle urchin
#

Xand

odd ember
#

which means that if the first statement is incorrect, the second won't be evaluated

#

this is not the case for BP

gentle urchin
#

If material is invalid, just go on,
If it is valid, and denisty not equal 0, then go on?

#

Else ditch?

odd ember
#

yeah two branches basically

gentle urchin
#

Can be one branch

#

Not seeing any use of the phys mat chevk in the equation tho, but perhaps thats a to be done task

odd ember
#

as you can see in the exhibit

#

it will still throw the error because both statements get evaluated at the same time

limber epoch
hallow compass
gentle urchin
#

Why check density?

#

Cant you just check if theres a phys mat?

rapid mortar
#

@grand valve This is what ive got but seems to not be working. Anything I could be doing wrong?

hallow compass
grand valve
odd ember
rapid mortar
odd ember
gentle urchin
#

Yes, im just wondering if theres a point checking density?

grand valve
hallow compass
hallow compass
rapid mortar
odd ember
grand valve
hallow compass
stoic magnet
#

Is it possible to read custom primitive data after you set it on an instanced mesh?

hallow compass
odd ember
#

now try landing on the big cube again

hallow compass
grand valve
odd ember
hallow compass
#

that's F9 for me, I'll do that then!

grand valve
# rapid mortar I dont. I was just trying to implement what you showed me into what I already ha...

you can create a local variable that is local to only this get text function. Then you can use this here in front of your text stuff, to ensure you have the correct magnitude of your number. Then you use this local magnitude variable to pick your text suffix, and the division factor for your score so that it displays properly. The part in your blueprint where it converts float to text, you have inputs for max and min digits, so you can clamp the number size as you wish.

hallow compass
hallow compass
odd ember
gentle urchin
#

But like

#

Wouldnt you just have a phys mat for everything ?

#

And just use some value in it to define if player should take dmg or not ?

odd ember
odd ember
hallow compass
odd ember
gentle urchin
#

Right, but then if its not applied, it would be not valid by default?

hallow compass
gentle urchin
#

Soo checking if it exist in the first place would be enough to determine if one should take dmg or not ?

odd ember
hallow compass
odd ember
#

seems perfectly acceptable to me

gentle urchin
#

Right, you wouldnt ,

#

But if you use phys materials to determine damage (and if one should take dmg) ,

#

The only check you need is if theres a phys mat where we landed

#

Then you can safely pull out its density or whatever value used for dmg evaluation

hallow compass
odd ember
gentle urchin
#

Not if you read my last comment ๐Ÿ˜…

#

Styrofoam would have phys mat

#

Concrete would have one aswell

#

Not the same one

odd ember
gentle urchin
#

But surely it would exist

odd ember
hallow compass
odd ember
gentle urchin
odd ember
#

e.g. screen overlays etc.

gentle urchin
#

True that

odd ember
#

no need to prematurely optimize for no reason

hallow compass
odd ember
#

hover over it

gentle urchin
#

Wasnt ment as optimization, more like simplification, cuz as you said its not a smart evaluation in bp

grand valve
#

Capsule component on character has this checkbox in the options . This might not be related to what you guys are looking at bit I seem to remember having similar problem before

odd ember
#

I'll have to test later on

hallow compass
#

Woah

grand valve
#

Yea, not sure why its just the data doesnt return the same hit as it does if you use a line trace, so thats why the footstep one that uses a trace works, but landed has issues unless you enable that functionality

hallow compass
#

Thank you guys so much for the help, really saved my day.

grand valve
hallow compass
#

I see, makes sense to me now, thanks again ๐ŸŒž๐ŸŒž๐ŸŒž๐ŸŒž๐ŸŒž๐ŸŒž

rapid mortar
# grand valve easiest way for right now is to do this

Im a bit confused to be honest from that. I like the way you showed me before if I could only get it too work. Were you wanting me to add that along with what we had before or too scrap what we have before and put that?

#

This I believe is the get score event you were asking about earlier right?

grand valve
#

you can put that after your tick code in your screenshot and set the Current Score Magnitude you have there

rapid mortar
grand valve
#

ya

rapid mortar
#

Thanks a ton I will Implement that now and lyk

astral epoch
#

Yo Cedric remember that issue I was having earlier with pawns not spawning?

#

@surreal peak

#

Turns out that calling OnPostLogin seemed to break the natural flow of spawning.

#

Don't know why this works, but it does ._.

rapid mortar
grand valve
#

make sure your variable is of type Enum_Magnitude or whatever u named it, not just a byte

#

if you pull out from the "Set Magnitude" node you can type select and it will chose the enum properly

rapid mortar
grand valve
#

what does your variable say for your score magnitude

rapid mortar
astral epoch
#

An enum variable looks like a byte in the editor

rapid mortar
#

๐Ÿคฆ hahah I see

astral epoch
#

And dragging off for a select gives you all its options

#

So you'd change that variable type "byte" to whatever the enum is for your options

#

Custom enum

grand valve
#

ya just change your type to represent the enum we made ealier

rapid mortar
#

Got it thanks a ton

rapid mortar
grand valve
#

well initially i said to put it wherever you were updating the score

#

and it was local to that event graph of that blueprint

#

but maybe there was some miscommunication i thought you couldnt find that place, so i said it could go where you just updated the text

rapid mortar
#

I hadnt set a local variable as I didnt realize what you were talking about until now

#

Im pretty new to this haha

grand valve
#

you can put it in either of those 2 places, you are just reading the number variable to determine how you should format your text

rapid mortar
#

both are Eselect info

#

Sorry if I suck at this lol really need a youtube video for something like this๐Ÿ˜‚ thats where I was hoping could teach me what I need to know but I might need some kind of classes or something because I really want to learn how to make games

marble warren
keen wedge
#

Could do with a bit of help with this one if anyone has the time...

I created a blank empty level... removed all the lights and everything else from it... added my own objects for a 2D game... added a player start... set the default pawn to my pawn class... run the game... the camera never appears to be in the correct place... I'm getting a PlayerStartPIE created which seems to be being used for spawning my default pawn which is just at some arbitrary position in the world... any ideas?

#

the pawn has a camera as a child object btw...

surreal peak
#

If you have a default pawn class selected, there is no need to spawn it yourself on Post login

astral epoch
#

shrug

#

I'm not sure why it wasn't spawning properly for me but doing it manually works.

#

So uh... cheap hacky fix for problem I probably made myself?

rapid mortar
last abyss
keen wedge
#

it was using "Current Camera Location" before...

last abyss
#

ha, I have never actually used that.. the more you know

keen wedge
#

thanks for the reply and suggestions ๐Ÿ™‚

gentle urchin
#

Devils in the details

#

I had two of the same class declarations which apparently broke vs ๐Ÿ˜…

keen wedge
#

Devil.cpp and Devil.h? ๐Ÿ˜„

gentle urchin
#

Yepp

#

And here i was thinking i had the wrong idea about pointers

#

Pff

keen wedge
#

hehe... you been on here all day?

gentle urchin
#

On and off

#

Mostly on i guess ๐Ÿ˜…

#

Procrastinating is my duty()

keen wedge
#

lol... I'm pleased to say Ive made a little progress today... makign a flappy bird clone... think I mentioned it to you before actually... its coming along - yay! ๐Ÿ™‚

gentle urchin
#

Oh nice!

#

So flappy mechanic and random lengthed blocking walls ?

#

Gj!

#

Ive barely decided to trace

#

Instead of carrying refs

#

Whatever that means ๐Ÿ˜…

keen wedge
#

trying to clone the original as closely as possibe... .have the ground movement in place... pipes are scrolling by... just adding the bird now... trying to get the "flap" right...

#

I have no idea what any of that means! ๐Ÿ˜„

gentle urchin
#

Flap is just add force is it not?

keen wedge
#

yeah... trying to get the right feel with the values though... have done a bit of research online... screen sizes/resolutions and stuff have been a bit of a challenge also... have managed to grab some original assets, and then have remade the others using the app on my mobile as reference etc... it wont be perfect but its for a uni module so hopefully good enough...

maiden wadi
#

I wonder if that would be easier with physics or a PMC.

keen wedge
#

..probs a bit crappy by everyone elses standards... but hey... small steps..

gentle urchin
#

Noice !

#

Looks like the real thing๐Ÿ˜„

keen wedge
# maiden wadi I wonder if that would be easier with physics or a PMC.

PMC?

I'm using physics at the moment, gravity is enabled... but I figured that in order to have that the same as the original game, the size of things in the world space would kinda matter... e.g. if the birds falls as so many meters per second, I'd want the things in the world to be the right amount of meters tall/wide and so on..

keen wedge
icy dragon
gentle urchin
#

One flap is a notch less than the pipe entry

#

Iirc

keen wedge
icy dragon
#

Gosh, I miss that project
It was basically Epic's take on Flappy Birds but with chicken

gentle urchin
#

Ahaha never seen that one ^

keen wedge
maiden wadi
gentle urchin
# keen wedge eh?

In the original you can exactly survive one flap in a tube entry if you flap from the lowest point

keen wedge
keen wedge
#

in order to get the "medals" I've had to play the original and grab screenshots... I need to get platinum which you get at a score of 40... I got 38 yealier... F&%$king game! ๐Ÿ˜„

gentle urchin
#

Hmm

#

My memory failed me

#

Its like 80%

keen wedge
# gentle urchin Its like 80%

If I use force I need to work out the weight in mass of the bird too... some of it will probably just be eye-balled in the end... but its a good challenge...

#

pleased with the progress yesterday and today... with the terrain moving and the pipes etc... there's only three, they just shift back to the end of the queue and go again... some tutorials I saw online had these things endless spawning and I was like... erm....

gentle urchin
#

Yepp, well done !

#

3, and adjusting

#

Adjusting gap location

#

Should mostly suffice

keen wedge
#

yep... randomises the position between two thresholds...

#

distance between the pipes (horizontally) and vertically I was able to establish from screenshots from the app on my phone, resizing the image to match my assets and then just measuring the gap... its 100 units both as the vertical gap, and the space between pipes... bird is -55 from the centre of the screen... quite a lot of reverse engineering but its made it good fun ๐Ÿ™‚

gentle urchin
#

Never see more than 2 on the screen at the time^^

#

Perhaps it changes later, who knows

#

Hopefully i can get my first graph entries in today !

#

That would be great

keen wedge
#

I recorded game play on mine, and you can just see the edge of the right hand one as the edge of the left hand one disappears... but yeah, generally you see two... I think some of this is the kinda overspill from the different sized screens too..

gentle urchin
#

Also added a few tunneltypes !

#

Ah ok, yeah it may very well be threw

#

Makes sense anyways

#

To have some time to react ๐Ÿ˜…

keen wedge
#

I think my version is about 30 pixels narrower than I'd like, but I can't do much about that as I'm sticking with the aspect ratio 19:9 and that makes the width 242.5... where-as if I take a screenshot and refactor it, it becomes about 276 wide...

#

hopefully no one will notice ๐Ÿ™‚

#

need to unplug you from discord so you can get those graph entries made ๐Ÿ˜‰

gentle urchin
#

I probably would be more efficient without it ๐Ÿ˜‚

#

But im addicted

#

Its my drug ๐Ÿ‘€

keen wedge
#

lol

#

I will admit, there are some very nice people on here... ๐Ÿ™‚

gentle urchin
#

Ans every once in a while an interesting challenge shows up ๐Ÿ˜„

gentle urchin